Corpus Malicious: The Codex of Evil - Flip eBook Pages 301-350 (2024)

301 Edientath All will learn to respect the true leaders of the universe! A red dragon bathes in the blood of other dragons in Crimson Nest. His servants show him respect, fearing the tyrant that it is. Although he is still young, Edientath is the proudest red dragon one could possibly meet. Edientath’s Story Edientath was a new hatchling when adventurers came and slaughtered his mother, looted all of her treasure and left. Luckily, they couldn’t find Edientath and some other of her unhatched eggs. They also left some books they didn’t find valuable enough. As a powerless red dragon, Edientath didn’t, and couldn’t possibly, know what to do. After a while, his sadness and loneliness turned into anger. He learnt to survive and educated himself on the battlefield. Thanks to the books left behind by the adventurers and the dragon blood coursing in his veins, Edientath learnt the secrets of wizardry and blood magic. Through this education, he also learnt a lot about his ancient and majestic race. Everything written about dragons represented them as magnificent creatures to be feared and respected, and yet, some adventurers had had the audacity to kill his mother for her treasure. He wanted to right this wrong. Since he grew up without his mother, he is a bit different from other red dragons. He is physically less powerful; however, he is a capable wizard and a talented orator. Thanks to these talents, he succeeded at forming an organization known as Crimson Supremity to avenge his mother and make others respect red dragons, the way they were meant to be respected. Edientath’s Goals He wants to rule the universe with other red dragons, and he definitely wants to be at the very top. It is therefore not a surprise that he is after divinity. In this path, Edientath does not hesitate to help other red dragons or red-dragon related creatures when they call for help, even if he does not see any profit in it. However, he expects the proper respect in return, and demands the favor to be returned when he wants. Edientath is a clever dragon, and he is aware of that even other red dragons may betray him, or his cause. Edientath thinks that both he and Crimson Supremity will get what they want once he becomes a divine being. To accomplish this, he can sacrifice the members of the cult, his descendants, and even other red dragons without a second thought. Roleplaying Edientath Edientath does not show kindness to others except for red dragons or descendants of red dragons. He especially despises adventurers. He wants to be respected and loves being the tyrannical ruler of Crimson Supremity. He is a proud, serious and knowledgeable red dragon. Large Dragon Red Dragon Chaotic Evil Spellcaster

302 Edientath Large dragon, chaotic evil Armor Class 18 (natural armor) Hit Points 153 (18d10 + 54) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 21 (+5) 11 (+0) 19 (+4) Saving Throws Dexterity +4, Intelligence +9, Wisdom +4, Charisma +8 Skills Arcana +9, Deception +8, History +9, Intimidate +8, Persuasion +8, Religion +9 Damage Immunities fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 10 Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elvish, Infernal Challenge 10 (5,900 XP) Blood Magic Apprentice. Edientath can reduce the cost material components by 50 gp and, spell scrolls, and spell books by 100 gp for each 1d6 damage amount of blood he mixes into the spell, spell scroll or spell book. Magic Refuel. As a bonus action, Edientath regains a spell slot and loses 2d4 x regained spell’s level hit points. Protection of Blood. If Edientath engages in a combat against a spellcaster, he covers himself with his own blood, losing 45 hit points. By this way, Edientath can negate the effects of spells whose total spell level is 9. After the spells are negated, Edientath regains 45 hit points. Spellcasting. Edientath’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). He can cast the following wizard spells: Cantrip (at will): acid splash, blood scythe*, light, mage hand, shocking grasp 1st level (4 slots): bleeding river*, blood spear*, detect magic 2nd level (3 slots): glyph of chaos*, hold person 3rd level (3 slots): blood form*, dispel magic, fireball, glyph of warding 4th level (3 slots): black tentacles, curse of the fiend* 5th level (2 slots): blood to acid*, hold monster, planar binding, taste of blood* 6th level (1 slot): animate fallen*, guards and wards 7th level (1 slot): curse of despair*, soul binding* Special. Edientath knows the secrets of True Dragonization ritual and he constantly monitors 50 members of Crimson Supremity with the powers bestowed by Blood Bond ritual. ACTIONS Multiattack. Edientath makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 3 (1d6) fire damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Fire Breath (Recharge 6). Edientath exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

303 Elinith Maleficum & Eranahr Maleficum Eranahr, honey, don’t you think we should seek another adventure? I am really bored of the same thing over and over again; all of these slaves worshiping me, rubbing my feet, begging me to whip them... It gets old. Coming from the depths fiendish realms, Malefic*ms strive to always live a life full of riches. Elinith and Eranahr choose to look similar when they are in human form. Each has wavy chestnut hair, dark grey eyes, and fancy robes that are adorned with laces and jewelry. Elinith likes to wear dark, revealing clothes under her robe. Eranahr fancies tight dark trousers and a white shirt as his outfit, which he occasionally leaves unbuttoned. Both of them look as though they were in their early 20s. In succubus/incubus form, they grow a pair of bat-like wings which grant them the ability to fly. Their ears grow pointier, two little horns appear on their forehead and they grow a pointy tail. Malefic*ms’ Story Although they are not blood-relatives, Elinith and Eranahr see each other as siblings and do not seek to stab one another from behind, unlike other demons. They have a carnal passion for each other that they hide while others are around. Also, they need each other as they are most powerful when they are together. As demons, they have been walking on different realms for a time equal to multiple human lifespans, known with different identities in each of them. Malefic*ms charm and seduce everyone who has a value for them, and gain their wealth over them. They generally seduce, charm, threaten and blackmail others while doing so. Elinith and Eranahr are highly vindictive, and never forget the ones who wronged them. They generally destroy everything that such creatures have; be it their wealth, homes, titles, or loved ones. Malefic*ms' Goals They seek to dominate all kinds of living creatures with their seductive nature to experience every joy, and to own every coin, and any kind of land. Roleplaying Malefic*ms Maleficum siblings try to find people’s weaknesses and use this information to behave in a way that makes themselves loved. When they try to seduce a target, they don’t rush to use magical means to charm them. They first use their personal talents. Sometimes they have bets with each other on whether they could pull off a job without using a single ounce of magic. Generally, Elinith is a bit more cautious than Eranahr. Outside of their work, she is sometimes grumpy and angry. Eranahr generally has a poker face on, that is hard to read. When they are not present in their castles built on the land they extorted, or they are not seeking to seize some other commodity, Elinith and Eranahr travel from inn to inn. They like to listen to the stories of adventurers’, just so they can learn whether there are riches in places they have not yet visited, that may require their attention. Medium Fiends Shapechangers Neutral Evil Scoundrels / Spellcasters

304 Elinith & Eranahr Maleficum Medium fiend (shapechanger), neutral evil Armor Class 17 (natural armor) Hit Points 110 (17d8 + 34) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 9 (-1) 20 (+5) 15 (+2) 16 (+3) 17 (+3) 20 (+5) Skills Deception +13, Insight +7, Perception +7, Persuasion +13, Stealth +9 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from non-magical attacks Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, Draconic, Elvish, Infernal, telepathy 60 ft. Challenge 10 (5,900 XP) Persistent Magic. Malefic*ms can overpower the spells from evocation school of magic. They do so by unleashing the potential in their blood and vitality. When casting a spell from evocation school, they can spend 2 sorcery points to increase the DC or spell attack of it by 1, up to two. Shapechanger. Malefic*ms can use their action to polymorph into a Small or Medium humanoid, or back into their true form. Without wings, they lose their flying speed. Other than their size and speed, their statistics are the same in each form. Any equipment they are wearing or carrying isn’t transformed. They revert to their true form if they die. Telepathic Bond. Malefic*ms ignore the range restriction on their telepathy when communicating with a creature they have charmed. The two don’t even need to be on the same plane of existence. Spellcasting. Malefic*ms’ spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Malefic*ms have following spells: Cantrips (at will): fire bolt, mage hand, prestidigitation, ray of frost, shocking grasp 1st Level (4 slots): magic missile, shield 2nd Level (3 slots): shocking ray, suggestion 3rd Level (3 slots): burn life*, dispel magic, fireball 4th Level (3 slots): greater invisibility, ravaging smite* 5th Level (1 slot): dominate person ACTIONS Multiattack. Elinith and Eranahr make three melee attacks. Charm. A Maleficum chooses a humanoid within 30 feet of them and that they can see. The creature must succeed on a DC 16 Wisdom saving throw or is charmed for 1 day. The target obeys the Maleficum’s all commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target makes a successful saving throw, or if the effect ends, the target becomes immune to this charm for the next 24 hours. A Maleficum can have only one target charmed at a time. If it charms another, the effect on the previous target ends. Claw (Fiend Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 5 (2d4) necrotic damage. Draining Kiss. Malefic*ms kiss a creature charmed by them or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 58 (9d10 + 9) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness. Malefic*ms magically enter the Ethereal Plane from the Material Plane, or vice versa. Swift Terror (Rapier/Eranahr only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (4d4) psychic damage. The target must succeed on a DC 15 Wisdom saving throw or it is frightened until the end of its next turn. Whip of the Dominator (Elinith Only). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 10 (4d4) poison damage. The target must succeed on a DC 13 Wisdom saving throw or it loses its bonus action next turn. REACTIONS Consume Spell. Malefic*ms can feed their vitality from a spell from evocation school. When they succeed on their saving throw against a spell or an ability of evocation school that deals acid, cold, fire, force, lightning, or thunder damage, or when a spell or such an ability fails to hit them, they can choose to gain a number of 1d4s as temporary hit points equal to the level of the spell (1 if it is a cantrip) or number of damage dice of the ability as a reaction. When Malefic*ms consume a spell or ability this way, they only consume a portion of it and other targets are still affected if the spell or ability affects an area. Once they use this feature, they cannot do so again until they finish a short or long rest.

305 Emily The Banshee Happiness, goodness, righteousness… All of them are ensured with empty promises. Emily The Banshee is the ghost of a once-happy gnome. She hovers within the walls of Cascading Blood, the headquarter of Dead Strike (p.159), teaches the members of Dead Strike about religion of Milena, and waits for any opportunity to drain the life of a living creature in the name of the Blood Bat. Emily is an undead gnome with dreaded spirit template (p.255). She looks like a ghostly gnome, wearing a priestess’ robe that is adorned with damaged symbols of her former deity. She carries a magic warhammer that does not look like ghostly. Emily’s Story Emily was a cleric of a good deity. She was full of life and was aiming to make the world a better place. Yet one day, she was murdered in a dark street, just for some money. Her soul was not able to come to terms with being killed like that, and it returned, full of hate and pain, as a dreaded spirit. She searched and found the ones who had killed her and she deprived them of their lives, in return. Draining life from the living gave her cold existence an instant warmth, and she liked it. And so, she kept wandering for more. While Lord Mordhak was hunting lone travelers for a moment of pleasure and relaxation, he found her. He showed her another way of sustaining herself, and gave her a purpose to keep living on; serving Milena. Emily’s Goals Emily’s murder made her forsake all her faith in justice, righteousness, the value of life and all else that is good. She wants to end the existence of gods of such hollow concepts. She believes that everyone must understand the realities of life, and she believes that Lord Mordhak can make others see and come to terms with these actualities. Roleplaying Emily Emily is a knowledgeable cleric thanks to her former life, and a talented teacher. She is never tired of talking about her goddess, Milena, and her teachings. She likes to read historical and religious books, hovering within Cascading Blood, and having philosophical conversations upon life & death with the members of Dead Strike. When engaged in combat, Emily defends Lord Mordhak and her other allies valiantly. She is a trusted friend for her allies, and a truly frightening monster for her enemies. In combat, 3 specters accompany her at all times. With the specters, Emily drains the life of her enemies, only leaving empty husks behind. Her favourite battlecry is, “I will make you my pawn after I drain all the life inside you!” Emily the Banshee is an enemy to all deities of hope, good, justice, and righteousness. Although she is a reasonable character, she immediately attacks when she sees a cleric, paladin, or another follower of such deities. Small Undead Dreaded Spirit Neutral Evil Spellcaster

306 Emily The Banshee Small undead, neutral evil Armor Class 16 (breastplate) Hit Points 56 (16d6) Speed fly 60 ft. (hover) STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 10 (+0) 15 (+2) 17 (+3) 18 (+4) Saving Throws Wisdom +6, Charisma +7 Skills History +5, Intimidate +7, Perception +6, Religion +5 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing and slashing damage from non-magical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 16 Languages Abyssal, Celestial, Common, Draconic, Gnomish, Infernal Challenge 5 (1,800 XP) Gnome Cunning. Emily has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Incorporeal Movement. Emily The Banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends its turn inside an object. Spirit Arsenal. Emily can transform a physical item into a spirit item by spending a long rest within 5 feet of it and studying it for the duration. Spirit Body. Emily cannot carry any physical objects or wear physical equipment. She also does not need to eat or drink, nor gain the benefits of any physical objects or substances that require ingestion. Although she does not require sleep, she can still benefit from short or long rests. Spellcasting. Emily The Banshee’s spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can cast the following cleric spells: Cantrip (at will): light, mending, nazar*, spare the dying 1st level (4 slots): guiding bolt, healing word, shield of faith, villainous rage* 2nd level (3 slots): lesser restoration, prayer of healing, silence, spiritual weapon, spread disease* 3rd level (3 slots): alter alignment*, call blood scarab swarm*, detonate corpse*, dispel magic, revivify, spirit guardians 4th level (3 slots): deadly ward (area)*, freedom of movement, guardian of fatih, murder darkness* 5th level (1 slot): flame strike, mass cure wounds, planar binding ACTIONS Multiattack. Emily The Banshee can make two melee weapon attacks with Spirit Lifebane. Create Specter. Emily The Banshee targets a humanoid within 10 feet of her that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under Emily’s control. Emily can have no more than seven specters under its control at one time. Spirit Lifebane (+1 Warhammer). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. When Emily rolls a 20 on an attack roll made with this weapon, the target takes an extra 7 (2d6) necrotic damage, or 14 (4d6) necrotic damage if it is a living creature. If a living creature has 20 hit points or fewer after taking this damage, its hit points drop to 0. Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage.

307 Ermat von Carolissen There is a never-ending hunger within me. And you will be consumed by it! Ermat von Carolissen is a noble man. He is the son of the leader of the Carolissen family. As House Carolissen was raised to nobility by their talents in trade, Ermat is a man of diplomacy. He is a handsome man with dark brown hair and a beard, as well as a muscular body. Although he is beloved by young ladies with all his noble characteristics, his savagery and bloodthirst are insatiable as he is one of the most merciless beasts in nature; a werewolf. Ermat’s Story While Lady Belira was pregnant, the Carolissen family had just begun to rise towards nobility. Everything was just fine until one, cursed day. One day, Lady Belira got sick and started to get weaker, day-by-day. When healers understood that she was going to die along with the unborn baby, Ermat’s father decided to abandon Lady Belira soon, to build another Carolissen family. Then, one of their servants seduced Ermat’s father. There was another being who had been observing the family and saw an opportunity, Xolarg The Unending Hunger (p.155). When Xolarg approached Lady Belira, she was dying. The powerful being did not directly offer her well-being and health. It instead informed Belira of her husband’s betrayal and offered her a chance to take vengeance, which Belira gladly accepted. The scene was quite delightful for The Hunger. When everything ended and Lady Belira stood alone, soaked in his husband’s blood, Xolarg cured Belira’s deadly disease gladly. Then, Lady Belira took on the leadership role of the family and carried on with her deceased husband’s business. However, she realized the consequences to her actions when she gave birth to Ermat. Ermat was not innocent, as a baby should be. When he was 10, some thieves tried to beat him for some silver coins. Ermat experienced his first transformation when he was stabbed by them. He instantly turned into a werewolf. Lady Belira found him eating their corpses. Later, it was observed that Ermat also enjoys devouring the souls of creatures. Until Lady Belira educated Ermat and tamed the beast within him, he caused many troubles. However, now, his nature is a secret between him and his mother. Ermat’s Goals He loves his mother inordinately and could easily risk his life for her. His ultimate goal is to destroy her mother’s enemies, to cause chaos and to satiate his unending bloodthirst. Roleplaying Ermat Although Ermat is a noble man, a savage beast lies under his appearance. He is easy to anger but forcing him to transform into a werewolf in a public place is extremely difficult. Ermat also never leaves his greatsword, which was also a gift from his mother. His favorite meal is raw meat. Medium Humanoid Werewolf Chaotic Evil Warrior

308 Ermat von Carolissen Medium humanoid (shapechanger), chaotic evil Armor Class 15 (natural armor, 20 in hybrid form) Hit Points 90 (12d8 + 36) / 114 (12d10 + 48) in hybrid form Speed 30 ft. (40 ft. in hybrid form) STR DEX CON INT WIS CHA 16/18 (+3/+4) 18/20 (+4/+5) 16/18 (+3/+4) 12 (+1) 13 (+1) 15 (+2) Saving Throws Strength +6/+8, Dexterity +7/+9, Constitution +6/+8, Charisma +5 Skills Acrobatics +7/+9, Athletics +6/+8, Deception +5, Perception +4, Persuasion +5 Damage Resistances bludgeoning, piercing and slashing damage coming from non-magical weapons that aren’t silvered Senses smell 30 ft., passive Perception 14 Languages Common Challenge 8 (3,900 XP) / 11 (7,200 XP) Best of Both Sides. Ermat masterfully mixed his human and beast sides. Also, he created a bond with the gift of his mother, Mother Fang. Brute. A melee weapon deals one extra die of its damage when Ermat hits with it (included in the attack). Keen Hearing and Smell. Ermat has advantage on Wisdom (Perception) checks that rely on hearing or smell. Savage Transformation. Ermat can use its action to polymorph into a large wolf-humanoid hybrid, or back into its true form, which is humanoid. Its Strength, Dexterity and Constitution are increased by 2, its AC is increased by 5, the other statistics are the same in each form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies. Soul Eating. When Ermat deals damage with his bite or claws, it regains hit points equal to half of the necrotic damage dealt. If a creature is killed with Ermat’s claws or bite, its soul is trapped within Ermat, preventing resurrection. It can be freed if Ermat is killed or with a wish spell. Wolven Regeneration. When he is in hybrid form, Ermat regains 1 hit point at the start of each of his turns if he is not attacked by magic, or by a weapon that is magical or silvered. ACTIONS Multiattack. Ermat can make one bite and two claw attacks or two melee attacks with his magical greatsword. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) piercing damage plus 3 (1d6) necrotic damage. Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 3 (1d6) necrotic damage. Mother Fang (Greatsword). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. It also allows Ermat to leap to his target that is within 30 feet of him as an action and make one melee weapon attack with this weapon as a part of the action. If the attack is successful, Ermat scores a critical hit. Ermat can use this ability once per long rest. Mother Fang (Greatsword, Hybrid Form). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. It also allows Ermat to leap to his target that is within 30 feet of him as an action and make one melee weapon attack with this weapon as a part of the action. If the attack is successful, Ermat scores a critical hit. Ermat can use this ability once per long rest.

309 Esasha Ivory I truly don’t give a tiny rat’s ass whether you live or die; but if you do, you’d better join us right away. Esasha Ivory is a skeleton that is covered in flames. Being an undead is a part of her nature. She doesn’t have any hair, but her head glows with fire, making it seem as though she did. You can see the flaming hatred in her heart even from the structure of her skull. The sockets of her eyes are empty. Therefore, she usually travels wearing masks when she is out of the center of her cult, Living Ashes. Esasha Ivory’s Story Esasha was a master sorcerer, educated since her childhood in the school of evocation. She was a skillful master in the Arcane Academy where she met Sugad Invraro, her best friend. She had been at the academy since she was a little kid. She learned the secrets of evocation in no time when she was still an initiate. Years passed and she became a master; even though she was still quite young. There were people who spent decades to get to where she is, and were still nowhere near as skillful as Esasha. They were jealous of Esasha’s title, and there was nothing they would not do to obtain Esasha’s rank. Everyone but Sugad… No matter what secret plots Esasha’s rivals were hiding, she could count on Sugad. One day, she was off the academy to grab something to drink with her dearest, Sugad. After a significant amount of time that they spent drinking, they concluded that it was time to head back to the Academy. While walking on a dark street, they were suddenly grappled and several poisonous needles pierced their skin. When they were paralyzed and fell to the ground, assassins burned them alive, with torches. After the long time that she spent between life and death, her zest for life slowly faded away. She slowly began to surrender to the fire, realizing that resistance was in vain. She couldn’t resist much longer and closed her eyes; not knowing that something more awaited her after death. When she woke up, she saw that she had become something else, that she was no longer her old self. However, her closest friend was with her again, changed significantly like Esasha, as well. They are still together, to this day. Esasha swore herself to serve the same cause as her friend. They were to kill wizards who destined them to their painful fate, primarily their masters, in order to taste revenge. Then they try to put everyone who will serve their cause under their patronage. Esasha Ivory’s Goals Esasha aims to rule over all spellcasters in the world with Sugad, and to rule them viciously. She could destroy all who opposes them as if it were nothing; however, Sugad must be kept alive, since she was the only one that trusted Esasha in life, and the only one she can trust in undeath. Roleplaying Esasha Ivory She acts like Sugad’s personal guard. She never lets anyone get close to her; wherever Sugad goes, Esasha follows from a distance. She is quite ruthless, and likes to talk to those she murders. Medium Undead Chaotic Evil Spellcaster

310 Esasha Ivory Medium undead, chaotic evil Armor Class 16 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-2) 10 (+0) 16 (+3) 17 (+3) 13 (+1) 20 (+5) Saving Throws Intelligence +7, Charisma +9 Skills Arcana +7, Deception +9, Insight +5, Persuasion +9 Damage Resistance piercing, and slashing from non-magical attacks Damage Immunities fire, poison Damage Vulnerabilities bludgeoning Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic, Ignan Challenge 11 (7,200 XP) Burning Body. If a creature within 5 feet of Esasha makes an attack to Esasha, the creature must make a DC 15 Dexterity saving throw. On a failed save, it takes 2d6 fire damage or half as much on a successful one. Burning Vengeance. The reason Esasha turned back to life as a burning vessel is the painful and unfair execution. These emotions filled Esasha upon returning to life, and Esasha dedicated this second chance to avenging himself. So, Esasha has advantage on his attack rolls against spellcasters. Master Evoker. Esasha Ivory has advantage on saving throws against evocation spells and the DCs of evocation spells she casts are increased by 1. Spellcasting. Esasha’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Esasha has following sorcerer spells: Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp 1st level (5 slots): burning hands, crumbling fire*, magic missile, sudden decay* 2nd level (4 slots): darkness, misty step, scorching ray 3rd level (4 slots): burn life*, counterspell, detonate corpse*, fireball 4th level (4 slots): boneball*, wall of fire 5th level (3 slots): boiling blood*, cone of cold, devoured in flames* 6th level (3 slots): chain lightning, chaos spear*, scarify* 7th level (2 slots): delayed blast, prismatic spray 8th level (2 slots): mystic rays, sunburst ACTIONS Touch Of Living Ashes. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (4d6) fire damage.

311 Feveran Goldenkit Would you like a fine cup of tea? I’ve imported their leaves from far away realms, they are ‘the best’. Oh! That looks like an extraordinary amulet, by the way. Mind if I take a quick look at it? There you go, of course you don’t.” Feveran looks like an ordinary, cheerful man in his late 40s. He usually wears monocles while he works. Feveran wears no armor but a very expensive, colorful robe of useful items enriched with various jewels. Feveran’s Story Feveran is the oldest successor of the Goldenkit family. His grandparents founded the Goldenkit General Goods back in the day. Little did he know, he would be the owner of the store one day. When the time came for Feveran to get into the business, he thought “Why not sell items from other planes, too?” He hired powerful wizards both as advisors and as middlemen to cut deals with fiends, as well as other creatures willing to do trade. He doesn’t care if the demons want their payment in souls or in blood, as long as the goods are not damaged. It is possible to find anything in his hands, but he runs his “modest” business with a low-profile. One does not simply walk into Goldenkit General Goods and ask for a baby satyr’s hearth. He keeps a part of the store constantly under the effect of the zone of truth spell. His wizards are always on alert. He runs the company with his three lovely daughters; Anne, Deborah, Elyse, and his beloved wife, Ingrid. Each of them is aware of Feveran’s model of business and gladly collaborate with him. They all live in a big mansion outside the city. To cover the criminal acts, they usually tend to the helpless and aid those who are in need. Therefore, The Goldenkit family is known and loved by almost everyone in their city. Feveran’s Goals Dealing with both material and non-material planes has slowly corrupted Feveran’s mind. He has seen things that many mortals could not even dream about. Feveran’s hunger for more money, more power, and more influence over people convinced him that there was no limit, and that even immortality is an option. He now seeks the most beneficial way for him to be undying. Feveran’s end goal is to have his family’s own plane, which would be a neutral ground for every alignment and would only be used for trading purposes. Roleplaying Feveran Feveran approaches his customers respectfully unless they make a scene in his store. He offers free snacks and drinks to his guests when he has a chance to fix them something. He is cheerful, and likes to make silly pun jokes unless he thinks it would offend his customers. However, if someone tries to cause trouble in his store, he loses his temper and asks that person to leave. If the creature continues to misbehave, he asks his wizards to paralyze it. If the situation is out of hand, he asks his wizards to disintegrate troublemakers. Medium Humanoid Human Lawful Evil Scoundrel

312 Feveran Goldenkit Medium humanoid (human), lawful evil Armor Class 12 (mage armor) Hit Points 117 (18d8 + 36), 153 (amulet of health) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15/19 (+2/+4) 14 (+2) 18 (+4) 18 (+4) Saving Throws Charisma +7, Wisdom +7 Skills Arcana +5, Deception +7, Insight +7, Perception +7, Persuasion +7, Nature +5 Condition Immunities charmed, frightened Senses passive Perception 17 Languages Abyssal, Celestial, Common, Elvish, Infernal Challenge 7 (2,900 XP) Master of His Art. Feveran has advantage on Intelligence (Arcana, Nature) and Wisdom (Perception) checks while appraising an item. ACTIONS Multiattack. Feveran makes two melee attacks with his longsword, and one melee attack with his shortsword using his bonus action. Longsword of Wounding. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Creatures that are hit are wounded, at the start of the wounded creature’s turn it takes 2 (1d4) necrotic damage for each time it is wounded. A successful DC 15 Wisdom (Medicine) check or a DC 15 Constitution saving throw would end all the effects of current wounds. Shortsword of Tedious Sorrow. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 10 (3d6) necrotic damage. Target hit by this shortsword feels agonizing mental sorrow. Once per turn, the target must succeed on a DC 17 Wisdom saving throw or it loses its action for the next turn. Dancing Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Also, Feveran can use a bonus action to toss his magic greatsword into the air and speak the command word. Then, the greatsword begins to hover, flies up to 30 feet, and attacks one creature of his choice within 5 feet of it. The greatsword uses Feveran’s attack roll and ability score modifier to damage rolls. While the greatsword hovers, he can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of himself. As part of the same bonus action, Feveran can cause the greatsword to attack one creature within 5 feet of it. After the hovering greatsword attacks for the fourth time, it flies up to 30 feet and tries to return to Feveran’s hand. If he has no hand free, it falls to the ground at his feet. If the sword has no unobstructed path to him, it moves as close to Feveran as it can and then falls to the ground. It also ceases to hover if he grasps it or moves more than 30 feet away from it. REACTIONS Ring of Scamper. Feveran can use his ring to avoid an attack made by an opponent he is aware of once per turn. ITEMS Monocles of Detect Thoughts. While wearing, Feveran benefits the features of detect thoughts spell. Effects of the item stops if Feveran takes the monocle off. Monocles of True Seeing. While wearing, Feveran benefits from the features of true seeing spell. Effects of the item stops if Feveran takes the monocle off. Ring of Scamper. As an action or reaction. Feveran can use his ring to benefit from dimension door spell.

313 Grim Gomir Life is a strange concept that I cannot fully understand. I believe it is full of pain. Grim Gomir is a Corpse Knight who has dedicated his life to protect Lord Mordhak. He never takes off his corpse armor and his dead eyes look around for any sign of danger, behind his skull mask. He always carries a dark aura with him and is called Grim Gomir due to this melancholic aura. Gomir’s Story Gomir was a warrior and a member of a temple that is known by their enmity against the undead. As a warrior-member of the temple, Gomir fought against different types of undead for many years. His faith in the temple was unwavering. Although he faced many hardships during his quests, he never gave up and always returned to the temple with success. However, some people of his rank within the temple got jealous of Gomir and his successes, like always. Then, he was accused of working with a vampire and betraying the temple by these jealous rivals. Although Gomir was completely innocent, he couldn’t defend himself against false evidence and witnesses. The temple decided to exile Gomir to his death, by sending him to an impossible quest. This quest, which sent Gomir to the heart of a necropolis, became the end of Gomir. However, his own consciousness wanted to avenge the injustice Gomir had experienced and turned him into a remnant. After all those years full of battling against the undead, Gomir did not want to live as a form of it, and in a moment of shock, he lost his intelligence. Gomir was a wicked, unintelligent remnant with unique abilities when Lord Mordhak found him. Apart from his powers, Lord Mordhak saw a spark of intelligence in his eyes, in the flash of a moment, and decided to awaken him using the Drinking the Blood of a Clear Mind (p.205) ritual. With this ritual, Lord Mordhak did not just grant his intelligence back to Gomir, but gave a purpose to keep existing: Serving Milena. After the ritual, Gomir decided to serve Lord Mordhak and was anointed a knight by him. Gomir’s Goals Grim Gomir is a loyal knight. He follows the orders of Lord Mordhak and tries to understand being an undead by studying the teachings of Milena, the Blood Bat. Gomir has two simple goals: Serving Lord Mordhak faithfully while he is spreading the words of Milena and increasing the influence of Dead Strike, and finding and killing the ones who betrayed him back in the temple. Grim Gomir is searching for new goals in his new life (or afterlife). As he gets used to being undead, he discovers new merits and flaws in it. Roleplaying Gomir Grim Gomir has an emotional spirit. For some reason that Grim Gomir never shares with anyone, he is always sad and reflects this sadness with a melancholic aura. He only finds peace when he listens to the violin. Medium Undead Remnant Lawful Evil Warrior

314 Grim Gomir Medium undead, lawful evil Armor Class 16 (corpse half plate, corpse shield) Hit Points 68 (8d8 + 32) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 19 (+4) 10 (+0) 11 (+0) 11 (+0) Saving Throws Strength +6, Constitution +6 Skills Athletics +6, Religion +2 Damage Immunities necrotic, poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 4 (1,100 XP) Corpse Steed. Grim Gomir can magically call a corpse warhorse and send it back as an action. It appears in an unoccupied space next to him. Each time the mount is called, it appears in hit point maximum. It is also summoned with any gear it had when it was last sent. When the corpse mount dies, it disappears and drops any equipment it was carrying and Grim Gomir can call it again as an action. Corpse Squire. Grim Gomir can magically call his squire and send it back as an action. It appears in an unoccupied space next to him. Each time the squire is called, it appears in hit point maximum. It is also summoned with any gear it had when it was last sent. When the corpse squire dies, it disappears and drops any equipment it was carrying and Grim Gomir can call it again as an action. Grim Aura. Grim Gomir’s special existence radiates a melancholic aura of 10 feet radius. When a living creature enters the area for the first time or ends its turn within the area, it must make a Wisdom saving throw or it is overwhelmed by the melancholy and takes -2 penalty on its ability checks, attack rolls, and saving throws until the end of its next turn. Turn Vulnerability. Grim Gomir can be affected by turn undead, but cannot be destroyed by it. Undead Fortitude. If damage reduces Grim Gomir to 0 hit points, he 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, he drops to 1 hit point instead. Unholy Rejuvenation. Whenever Grim Gomir is subjected to necrotic damage, he takes no damage and regains a number of hit points equal to the half of the necrotic damage dealt. ACTIONS Multiattack. Grim Gomir makes two melee weapon attacks when he is carrying a shield. Otherwise, he makes two melee weapon attacks with corpse flail, and one melee weapon attack with corpse whip attack as a bonus action. Corpse Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 2 (1d4) necrotic damage. Corpse Whip. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 2 (1d4) necrotic damage. Also, the whip looks like a spine.

315 Herna The Red RAGE! BLOOD! BATTLE! MY AXES ARE MEAT GRINDERS! Herna The Red is the leader of The Reavers. She is half-red dragon and half-human. The signs of her draconic bloodlines are quite obvious; her arms and upper body are covered with red dragon scales and she has yellow reptile eyes. She is tall and muscular. Her hair is long and pitch black. Herna is called “The Red” for two reasons, her love of bloodshed, and the red scales on her body. She is a barbarian and uses two battleaxes decorated with bones and spikes. Herna’s Story Herna was a baby when a group of good paladins found her in the layer of a red dragon after they killed the dragon and its servants. Despite her cruel nature, the paladins tried to raise her to be a good warrior after they took her to the temple. But the paladins were not able to kill the evil within her. When she reached the age of 16, she escaped from the temple. Goodness or exalted responsibilities were not her things. Thanks to the techniques she was taught and the power burning in her veins, she survived the streets and mostly got what she wanted through brute force. She has become a barbarian in the streets. She has learnt to survive within the filth of cities and the dirty pits of illegal fighting. She never refused the existence of deities and she reveres gods and goddesses of domination, pain and suffering, but she never liked the idea of becoming a cleric or a paladin. According to her, domination is more important than anything else; your means of achieving it is of no importance. There is one thing she really misses, though, which is the protection of a family. After years of fighting in pits, arenas and living an underground life, she found the one place that was perfect for her; The Reavers. She challenged the leader not long after she joined the group and killed, becoming the leader of the group. For two years, Herna has been leading her new family with might, through the power of fear. Herna’s Goals She has one goal to cause as much chaos and pain as she can. She has no desire to be remembered in the future or anything of that sort. Herna is aware of her red dragon origins, accepts it gladly and acts accordingly, chaotic and tyrannical. Therefore, she leads her raiding mercenary group to her liking, with rage and chaos. Roleplaying Herna She is a barbarian in every aspect of her life. She is free willed and basically does whatever she wants. She likes to dominate and to give orders. She is ill tempered and gets into frenzy whenever she is disrespected. She doesn’t like to be questioned by anyone. In combat, she is an extremely ferocious opponent, and turns into the equivalent of a meat grinder. Medium Humanoid Half-red Dragon Half-human Chaotic Evil Warrior

316 Herna The Red Medium humanoid (half-red dragon, half-human), chaotic evil Armor Class 17 (unarmored defense) Hit Points 127 (15d8+60) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 11 (+0) 15 (+2) 12 (+1) Saving Throws Strength +8, Constitution +7 Skills Acrobatics +6, Athletics +8, Intimidation +4, Religion +3, Survival +5 Damage Resistances fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Common, Draconic, Dwarven Challenge 9 (5,000 XP) Brute. A melee weapon deals one extra die of its damage when Herna hits with it (included in the attack). Rage (4/Recharges on a Long Rest).. Herna can enter rage as a bonus action. While raging, she has advantage on Strength checks and Strength saving throws, has +3 bonus damage on her melee attacks, and resistance to bludgeoning, piercing, and slashing damage for 1 minute. ACTIONS Multiattack. Herna makes three melee attacks with her battleaxes. Meat Grinders (Two Battleaxes +1). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. When Herna hits the same target successfully with both axes in one round, the slashes opened by wicked edges of the axes are combined. The target must succeed on a DC 13 Constitution saving throw or takes 1d8 more slashing damage. Fire Breath (Recharge 5-6). Herna exhales fire in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. REACTIONS Parry. Herna adds 3 to her AC against one melee attack that would hit it. To do so, she must see the attacker and be wielding a melee weapon.

317 High Ambassador Kalytha I believe we can both make a compromise, your Highness. Give me what I want, and perhaps I will consider staying with you for a couple of days. You know, just for... fun. High Ambassador Kalytha is one of the leaders of The Scarlet Table (p.176). She is the voice of the organization. She meets with other rulers and makes trade arrangements. She is a tiefling with bluish skin and small horns. With her attitude and beauty, she is a perfect example of nobility. She always wears high quality crimson and black velvet robes as a reminder of how titled, highborn and intimidating she is. Although she looks young and pretty, she is actually ancient. Thus, she speaks with wisdom and her words hardly turn out wrong. She has seen many things some mortals even cannot dream about; therefore, she is hard to surprise. Kalytha’s Story Kalytha was a pickpocket that roamed the streets on her own. When she stole from someone who had some power in the city, she ended up becoming their slave. Then, for many years, she stole for them and realized that that life, was actually, not that bad. Before, she had been stealing for survival but now she was doing it for fun. Moreover, she was bloody good at it; on the other hand, Kalytha decided that the time had come for her to gain her freedom. After gaining the trust of her captors, she cunningly took over the control of their minions and organized a coup. With her new crew, Kalytha began to plan bigger heists. In a heist to a cave full of treasure, she realized that the place was guarded by non-ordinary people, and ended up getting captured by a group of vampires. With her persuasive and clever words, Kalytha was embraced by the vampires and became a part of their vampire cult. After this event, she did what she does best; steal valuables. But instead of stealing gold, she began to steal information. In the end, she gathered enough information to take control of the vampire cult and became a member of The Scarlet Table. Kalytha’s Goals High Ambassador Kalytha, gathers all things that are valuable to the organization. This can be gold, livestock, or information. With her trustworthy and friendly aura, she can get close to rulers and blackmail them to cooperate with The Scarlet Table. What she really seeks is to get more and more influence in the Scarlet Table. Although she has one of the five most essential titles in the cult, she loves the taste of power as much as she loves the taste of blood and wants more. Roleplaying Kalytha High Ambassador Kalytha is a lovely person who keeps things very simple: Either you are against The Scarlet Table or you are crushed under it. She speaks with courage and certainty. Although she always tries to be friendly, she does try to manipulate the conversation in her favor. She is respected by the Scarlet Table, and she respects other members as far as they continue to behave in a reasonable manner. Medium Undead Vampire Neutral Evil Scoundrel / Spellcaster

318 High Ambassador Kalytha Medium undead (shapechanger), neutral evil Armor Class 15 (chain shirt) Hit Points 135 (30d8) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 11 (+0) 20 (+5) 12 (+1) 17 (+3) Saving Throws Intelligence +9, Charisma +7 Skills History +9, Investigation +9, Perception +5, Persuasion +7, Sleight of Hand +6 Damage Immunities fire, poison; bludgeoning, piercing, and slashing damage from non-magical attacks Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Dwarvish, Elvish, Gnomish, Halfling, Infernal, Kartuka, Orcish, Undercommon Challenge 10 (5,900 XP) Blood Addiction. High Ambassador Kalytha must drink blood to satisfy her vampiric thirst. She automatically expends 2 blood points each night she wakes up. If she is dropped to 5 blood points, she suffers from 1 level of exhaustion and 1 more for every blood point she expends beyond that, finally suffering from level 6 exhaustion when she is dropped to 0 blood points. Blood Points. High Ambassador Kalytha is a vampire that can enhance herself by tapping the powers hidden in blood. She has 20 blood points at a time and can have 34 blood points at most. Darkness (1/Long Rest). High Ambassador Kalytha can cast the darkness spell. Her spellcasting ability for this trait is Charisma (spell save DC 15). Harmed by Running Water. High Ambassador Kalytha takes 20 acid damage if she ends her turn in running water. Hellish Rebuke (1/Long Rest). High Ambassador Kalytha can cast the hellish rebuke spell as a 2nd-level spell. Her spellcasting ability for this trait is Charisma (spell save DC 15). Forbiddance. High Ambassador Kalytha cannot enter a residence without an invitation from one of the occupants. Shapechanger. If the High Ambassador Kalytha isn’t in sunlight or running water, she can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, High Ambassador Kalytha can’t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, High Ambassador Kalytha can’t take any actions, speak, or manipulate Objects. She is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and she can’t pass through water. She has advantage on Strength, Dexterity, and Constitution Saving Throws, and it is immune to all non magical damage, except the damage it takes from sunlight. Standing Against Faith. High Ambassador Kalytha has advantage on saving throws against any effect that turns undead. Spider Climb. By spending 1 blood point as a bonus action, High Ambassador Kalytha can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check for 1 minute. Sunlight Hypersensitivity. High Ambassador Kalytha takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. Vampire Lady. High Ambassador Kalytha’s blood is much more potent than other vampires since she is an elder. A creature she converts into a vampire becomes a highborn vampire. Also, creatures within 15 feet of her are overwhelmed by her unholy potency, having disadvantage on their saving throws against being charmed and frightened by High Ambassador Kalytha. On the other hand, her evilness becomes absolute and she cannot be redeemed by any means. Additionally, it is impossible for High Ambassador Kalytha to hide her evil nature. Vampiric Healing. As a bonus action, High Ambassador Kalytha can regain 1d6 hit points for each blood point she spends. Vampiric Traits. High Ambassador Kalytha is an undead and she doesn’t have to breathe, eat, or drink to survive. She only needs to drink blood, which is described below. When she fails 3 death saves or suffers from level 6 exhaustion, she doesn’t die but rather falls into an Endless Sleep. Spellcasting. High Ambassador Kalytha is a 9th level spellcaster. Her spellcasting isIntelligence (spell save DC 17, +9 to hit with spell attacks). She has the following spells: Cantrip (at will): blood curse*, blood scythe* 1st level (4 slots): bleeding river*, detect magic 2nd level (3 slots): hold person, see invisibility 3rd level (3 slots): blood jump*, sending 4th level (3 slots): bathe in blood*, confusion 5th level (1 slot): taste of blood* ACTIONS Multiattack. High Ambassador Kalytha makes two attacks. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. This attack can only be used against grappled targets and High Ambassador Kalytha gains 1 blood point. The necrotic damage can be inflicted and the blood point can be gained only if the target is not a construct, elemental, ooze, or undead. Charm. High Ambassador Kalytha spends 4 blood points and targets one humanoid she can see within 30 feet of her. If the target can see High Ambassador Kalytha, it must succeed on a Wisdom saving throw (DC 15) or be charmed by her. The charmed target regards High Ambassador Kalytha as a trusted friend to be heeded and protected. Although the target isn’t under her control, it takes her requests or actions in the most favorable way it can, and it is a willing target for her bite attack. Each time High Ambassador Kalytha does anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until High Ambassador Kalytha is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage

319 Ignatius The Insane Librarian Safe, safe, safe… It must be safe here. Durr, is someone watching us? Yes? NO! Good… Let me take cover, Durr. Huh! Is that a person over there? HEY YOU!? No, was that a rock? Ah, you can never be too careful these days. See you when I wake up old friend. If! If I wake up... Ignatius is an old tiefling in his early 80s. His eyes glow like hellfire although he seems quite tired and ragged. He has long greasy white hair that creates an interesting contrast with his crimson skin, and a long messy beard that frizzes down to his chest. There are several cuts and deformations on his horns and tail. He wears an old ragged robe. He carries a leather bag designed to contain one scroll that swings from his neck. He is followed by an old Quasit demon called Durr, Ignatius’ lifelong “friend”. Ignatius’ Story The Library of Arcane Arts contained many secrets, all waiting to be unfolded by Ignatius as an initiate librarian. Ignatius was determined to learn every bit of information he could possibly find. Also, the Library had a special scroll that had information of incomparable value about how eternal planes could be created, and many pilgrims visited to behold the scroll. Ignatius had the chance to chat with those pilgrims, hear their stories; and it was fun for him. While one day, Ignatius was working on demonology, which was forbidden to study, a cult, wielding unmatched powers, attacked the library. His master ordered him to stay in his chambers. He had a sending from his master, he learned that the cult is after the scroll. The sending was interrupted. Being sad was futile; Ignatius grabbed the demonology book and opened it with anger. Through a painful ritual that devoured Ignatius’ mind, he managed to summon a Quasit Familiar. There was a significant mistake; however, Ignatius could not complete the ritual flawlessly, and the Quasit was not bound to it; yet it had done what it had been told to do out of mere curiosity. They were able to get the scroll and flee. Durr never told Ignatius that they actually don’t have a bond. Watching Ignatius become mad was fun. One night, Durr changed the scroll with a blank one and sent the real scroll to a greater demon. The demon decided that it, in fact, enjoys the company of the wizard. The lifespan of a tiefling was nothing compared to that of a demon; thus, it chose to stay with Ignatius as long as it was not boring to do so. Durr never got bored, in sixty years. Ignatius’ Goals Ignatius has only one goal: not knowing that it is in fact blank, he wishes to keep the scroll in his bag, safe. Roleplaying Ignatius Ignatius hears voices in his head that manipulate and corrupt him. Durr, also, from time to time, persuades Ignatius to do things he wouldn’t otherwise have done. Ignatius often talks out of context, could change the language in which he is speaking or he could suddenly start to communicate through telepathy in the middle of a conversation without realizing it. He cares for Durr the most after the scroll. Medium Humanoid Tiefling Chaotic Evil Spellcaster

320 Ignatius The Insane Librarian Medium humanoid (tiefling), chaotic evil Armor Class 14 (mage armor) Hit Points 77 (14d8 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 12 (+1) 18 (+4) 6 (-2) 18 (+4) Saving Throws Intelligence +7, Wisdom +4 Skills Arcana +7, History +7 Damage Resistances fire Condition Immunities frightened Senses darkvision 60ft., passive Perception 8 Languages Abyssal, Common, Infernal Challenge 5 (1,800 XP) Darkness (1/Day). Ignatius can cast the darkness spell. His spellcasting ability for this trait is Charisma (spell save DC 15). Demonic Summoning (1/Short Rest). Ignatius can either summon a demon of Challenge rating 3 or lower. Summoned creatures stay for 1 hour. Demon Ward. Ignatius can ward a 10-foot radius area against demons by a ritual of 1 minute. For 1 hour, demons standing inside the circle cannot go out and the ones standing out of it cannot enter inside or attack the creatures within the circle. Hellish Rebuke (1/Day). Ignatius can cast the hellish rebuke spell as a 2nd-level spell. His spellcasting ability for this trait is Charisma (spell save DC 15). Match Their Minds. Ignatius can talk to the creatures he sees in the 30 ft. radius in the languages he knows telepathically. Mind Shield. Due to the maddening essence, Ignatius’ mind is protected and he has double proficiency in Wisdom saving throws. Paranoid Personality. Due to the maddening essence, Ignatius thinks he is the protector of the scroll and he is way too valuable. Nobody should see him and never mean his life. He never wants to enter dangerous places. He must succeed on a DC 10 Wisdom saving throw in order to act against his own paranoid persona. Tentacle Arms. Ignatius’ arms turned into tentacles due to the maddening essence. People do not trust him because of the image they see. Ignatius has disadvantage on Persuasion skill checks. Spellcasting. Ignatius is a 9th level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared: Cantrips (at will): dancing lights, mage hand, message, mending, thaumaturgy 1st Level (4 slots): alarm, burning hands, find familiar, mage armor 2nd Level (3 slots): hold person, invisibility, shocking ray 3rd Level (3 slots): entropic fire*, terrorizing gaze*, tiny hut 4th Level (3 slots): boneball*, horrendous touch*, polymorph 5th Level (1 slot): raining blood* ACTIONS Staff of Striking. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When Ignatius hits with a melee attack using it, he can expend up to 3 of its charges. For each charge he expends, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If he expends the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. REACTIONS Blood Jump (Recharge 5-6). When an opponent enters Ignatius’ melee reach, Ignatius can chose to use blood jump* spell as a reaction. This reaction does not require spell slots.

321 Ilveril The First False Priest Have you met with my lovely daughter, Josephine the Marilith? A matronly woman stands tall amid a pack of demons. She looks horrifying with her long, dark hair and ice-blue eyes, which has no sign of mercy. She wears noble clothing and carries a book covered with a type of crimson leather; a piece of demonic skin. She reads to the demons from a passage in the book, just as a mother tells bedtime stories to her children. If a demon does not listen, she stares down at the monster without flinching, until it settles down out of fear. And if anybody tries to harm Ilveril, the demons protect their mother even if it costs them their lives. Ilveril’s Story Once upon a time, Ilveril was just an innocent villager. She had a partner for life who was an honorable knight and they took care of two children together. One night, one of the powerful servants of a mysterious demon was passing near their village, and this presence was more than enough to corrupt Ilveril’s soul and drive her mad. She woke up from a nightmare. While driven mad, she cut the knight’s throat as the knight was sleeping and butchered the children, consuming their bodies afterwards. These violent acts got the attention of the mysterious demon, for sure. It embraced Ilveril, gladly accepting her in its service and Ilveril was lost in the midst of this demonic corruption, forever. Now, she roams the lands as a well-educated demonologist and a demon worshipper, bringing havoc wherever she sets foot and driving innocent villagers crazy, just as she once experienced before. Ilveril’s Goals Ilveril has only one goal; to summon her mysterious demon master to the Material Plane. She would do anything to make this wish a reality, and is ready to obliterate anyone that stands in her way. To reach her goal, she formed an organization, The False Priests (p.160). The organization goes by the misleading name of Touch of Mercy; an organization seeming to help the ones in need, but who actually only does so to recruit new members and sacrifice the others to their dark masters. Once the summoning is completed, she believes, the demon will rule the world and take Ilveril as its second in command. She waits impatiently to the day she will stand tall just before her foul master, murdering the weak and taking those who are more vital as slaves. Roleplaying Ilveril Ilveril does not tolerate mistakes, and is generous in the way she rewards accomplishments. She loves to feed the demons she summons with failed initiates. She can also employ a demon in the service of a cult member as a reward, and also as an observer to follow the actions of the cultist. She has strict rules that expect everyone under her command to obey. Those who are not under her control still get their fair share of being exposed to her imperative tone. Medium Humanoid Human With Fiendish Corruption Chaotic Evil Spellcaster

322 Ilveril The First False Priest Medium human with fiendish corruption (humanoid), chaotic evil Armor Class 13 (16 with mage armor) Hit Points 93 (17d8 + 17) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 9 (-1) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 15 (+2) Saving Throws Constitution +5, Intelligence +8 Skills Arcana +8, History +8, Deception +6, Religion +8 Damage Resistances cold, fire, poison Senses darkvision 60 ft., passive Perception 14 Languages Abyssal, Celestial, Common, Infernal Challenge 9 (5,000 XP) Aura of Corruption. Ilveril reflects the maddening emotions within herself and emanates an aura of 10-foot radius. Any creature who enters the aura or ends its turn within the aura must succeed on a Wisdom saving throw or it takes 1d10 psychic damage. If a creature fails the saving throw for 3 times within 1 minute, it becomes corrupted. Demon Ward. Ilveril can ward a 10-foot radius area against demons by a ritual of 1 minute. For 1 hour, demons standing inside the circle cannot go out and the ones standing out of it cannot enter inside or attack the creatures within the circle. Master of Demonic Binding. Ilveril can summon and bind a demon of Challenge Rating 7 or lower to her service as a 1-hour ritual. Spellcasting. Ilveril is a 17th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She can cast the following wizard spells: Cantrip (at will): acid splash, dancing lights, light, mage hand, shocking grasp 1st level (4 slots): comprehend languages, detect magic, mage armor 2nd level (3 slots): arcanist’s magic aura, darkness, hold person 3rd level (3 slots): dispel magic, fireball, glyph of warding 4th level (3 slots): black tentacles, conjure minor elemental, curse of the fiend* 5th level (2 slots): cloudkill, conjure elemental, hold monster, planar binding, teleportation circle, wall of force 6th level (1 slot): guards and wards, instant summons 7th level (1 slot): planeshift, soul binding* 8th level (1 slot): soul imprisoning* 9th level (1 slot): gate, mark of soul siphoning* ACTIONS Demonic Summoning (1/Day). Ilveril can summon a demon of Challenge Rating 9 or lower. The demon stays for 1 hour. Demonic Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning if used with two hands, plus 7 (2d6) fire damage. Demonic Staff. Ilveril points the staff to a demon within 30 feet of her. The demon must succeed on a DC 17 Wisdom saving throw or it feels an urge to attack and makes one attack against a random target within its reach as a reaction. The demons that serve Ilveril are willing for this effect. REACTIONS Abolish Demon. Ilveril can abolish a demon she called and reduces a damage she takes by 5 x (Challenge Rating of the demon she abolishes).

323 Inquisitor Maveram Pukyxounas nalllllnas baa (Unintelligible whispers) A perpetually silent dwarf sits in the inn, not making a sound, as per usual. Although his armor looks dirty, damaged and old, it also looks tough. He orders a cup of beer with a slight gesture of his hand, but he does not drink it. When you go and try to talk to him, you only see madness in his eyes. Maveram’s Story Inquisitor Maveram and some others were a group of inquisition worshipping a god of light and good. They tried to investigate the activities of a dark presence in a coastal town that mostly dealt in fishing. They interrogated the townsfolk, found evidence, and tracked what they found; only to be lured inside the trap of the dark presence they sought. Although they were capable warriors, they did not even get a chance to swing their weapons. They also did not have an opportunity to call for the aid of their gods either. In the end, they all fell to madness. After Inquisitor Maveram accepted their fate, he embraced this understanding that was alien to him and his companions, completely. Now, only his physical form resembles his former self. Maveram’s Goals He only cares for the whispers of the cloud of whispers (p.246) that maddened him. Although the cloud’s motives are unknown, one can be sure that its desires are otherworldly. Roleplaying Maveram He is completely mad. He only talks while casting a spell or using the Whisperer ability. Other words are meaningless to him. Life and the universe are meaningless for him and he has no respect for them. There are no moral codes or any other limit that restrict his actions. Medium Humanoid Aberrant Dwarf Chaotic Evil Warrior / Spellcaster MAVERAM AND HIS FORMER CLAN Inquisitor Maveram was a member of a dwarf clan which is known by its members' ability to craft armor and weapons by using ancestral techniques. The clan is actively searching for Maveram to free him from the grasp of the cloud of whispers, by killing if necessary, and to recover the weapon Maveram is using, which is a gift from his clan to Maveram and was corrupted by the madness that haunts Maveram. When Maveram encounters the members of his clan, he does not remember them and attack them without a second thought if he feels that he is threatened. In such a case, the dwarves of Maveram's clan do not hesitate to kill Maveram, and recover Maveram's body and his weapon, both for a proper funeral.

324 Inquisitor Maveram Medium humanoid (aberrant dwarf), chaotic evil Armor Class 20 (plate, shield) Hit Points 82 (11d8 + 33) Speed 25 ft. STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 17 (+3) 11 (+0) 16 (+3) 12 (+1) Saving Throws Constitution +6, Wisdom +6 Skills Insight +6, Intimidation +4, Religion +3 Damage Resistances poison Condition Immunities frightened Senses darkvision 60 ft., passive Perception 13 Languages Common, Deep Speech, Dwarvish Challenge 8 (3,900 XP) Aberrant Lucidity. Inquisitor Maveram has advantage on Wisdom (Insight) and Wisdom (Perception) checks. Dwarven Resilience. Inquisitor Maveram has advantage on saving throws against poison. Madness Will Not Die. When Inquisitor Maveram dies, its body is controlled by the Cloud of Whispers which is the source of Inquisitor Maveram’s madness. He completely dies when he is killed while he is under the control of the cloud of whispers. Shattered Mind. Inquisitor Maveram has disadvantage on checks he makes to remember names, historic knowledge, past information etc. Stonecunning. Whenever Inquisitor Maveram makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus. Submitting To Madness. Inquisitor Maveram can bring out his madness physically and gain the following benefits for 1 minute; • His type changes to aberration. • He has advantage on Charisma (Intimidation) and disadvantage on Charisma (Deception) and Charisma (Persuasion) checks. • He is able to breath underwater. • He can use crown of tyranny* spell once. • He can call a Challenge Rating 3 aberrant visage as an action. It disappears when its hit points drops to 0 or can be dismissed as a bonus action. Traveling Whisperer. Inquisitor Maveram magically travels to a new cult member for the initiation even if they are not in the same plane of existence. Inquisitor Maveram does not use this ability willingly as he is drawn to it. So, he cannot travel to other places this way. Spellcasting. Inquisitor Maveram is a 7th level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He can cast the following cleric spells: Cantrip (at will): light, mending, sacred flame, spare the dying 1st level (4 slots): guiding bolt, healing word, shield of faith, villainous rage* 2nd level (3 slots): lesser restoration, spread disease*, prayer of healing, silence, spiritual weapon 3rd level (3 slots): alter alignment*, beacon of hope, dispel magic, revivify, spirit guardians, water walk 4th level (3 slots): banishment, freedom of movement, guardian of fatih, stone shape 5th level (1 slot): flame strike, mass cure wounds, planar binding ACTIONS Multiattack. Inquisitor Maveram makes two melee attacks. Hammer of Madness (+1 Warhammer). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) psychic damage. Also, the target must make a DC 13 Wisdom saving throw or it is stunned until the end of its next turn or until it takes damage. Whisperer. Inquisitor Maveram chooses a creature within 30 feet of him. The creature must make a DC 13 Wisdom saving throw or it is paralyzed for 1 minute or until it takes any damage. Additionally, the target can make another Wisdom saving throw at the end of each of its turns. On a success, the paralyzed condition ends on the target. If a creature is affected for 5 consecutive rounds, it transforms into a whisper.

325 Jenfine Thridis I kindly wish to remind you, fellas, that if your `argument` takes a bloody turn, I will be the one scrubbing all of yous’ guts off my inn’s floor. Jenfine Thridis is the owner and master of the Nightshade Inns (p.165). She is the former master of a gang who retired to work in a more sophisticated line of business; creating a chain of inns for criminals to commute and commune. She is a half-elf with a bald head, a face with sharp and distinct features, and eyes looking as deadly as a frozen lake. She wears a leather armor and a stylish shirt underneath, with a slick, black pair of boots. Jenfine’s Story Jenfine used to be a gangmaster who elevated herself to her position as master by the merit of her strength and ruthlessness. However, after some time, she saw opportunities that lay beyond running a city gang. She created the Nightshade Inns; linking together multiple settlements, and making local traveling gangs dependent on her enterprise to conduct their underground activities. Jenfine’s Goals Jenfine plans to reinforce her position as the master of the chain, and use her distinctive advantage of providing criminals with a middle ground to do their business, thus expanding her influence over the gangs. As a mortal, Jenfine Thridis is aware of that the organization she has been trying so hard to build will crumble to dust after she dies. However, this is not the thing Jenfine dreams about. She does not want to live a happy afterlife either. She wants her criminal organization to be eternal and she wants to rule it forever. Since Nightshade Inns provide a safe ground for all types of criminals (including the members of forbidden religious cults), Jenfine constantly collects rumors and information about the secrets of immortality. Also, Jenfine wants to open new branches on different planes of existence. She knows the value of information more than anyone and she is aware of that planar rumors and information value more than mere mortal politics. Because of all of these reasons, Jenfine Thridis is ready to accept an offer that will make her immortal or change her creature type to something that is immortal (for instance, to a fiend), as long as she sees no danger in the offer and the offer is profitable. Roleplaying Jenfine Jenfine has a cold, but decent demeanor. Unlike what would be expected from a former gangmaster, she is polite in her speech. Still, she chooses her words carefully and makes use of punctuation, or certain pauses and inflections, to emphasize her points, and make them clearer. Although she is beautiful, she does not use her appearance but rather her authoritative charisma that grants her an aura of credibility. Medium Humanoid Half-elf Neutral Evil Scoundrel

326 Jenfine Thridis Medium humanoid (half elf), neutral evil Armor Class 16 (studded leather) Hit Points 110 (20d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 13 (+1) 17 (+3) 14 (+2) 18 (+4) Saving Throws Dexterity +8, Wisdom +6 Skills Acrobatics +8, Athletics +4, Deception +8, Insight +6, Intimidation +8, Perception +6, Persuasion +8, Stealth +8 Damage Resistances poison Senses darkvision 60 ft., passive Perception 16 Languages Common, Dwarven, Elven, Thieves cant Challenge 10 (5,900 XP) Assassinate. During her first turn, Jenfine has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit she scores against a surprised creature is a critical hit. Evasion. If Jenfine is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Jenfine instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Exploit. When Jenfine is grappling a creature, she can exploit the grapple and cause the following effects Chokehold (bonus action): Jenfine makes a melee weapon attack with advantage, dealing 9 (2d8) bludgeoning damage if successful. Meat Shield (reaction): If Jenfine is targeted by a ranged weapon or spell attack, she can use the grappled creature as a meat shield, the attacker has disadvantage on its ranged attack. Takedown (action): Jenfine violently takes the creature down to the ground. On a successful melee weapon attack, both Jenfine and the creature fall prone. The creature is counted as it takes a critical hit and struck by her sneak attack and takes the amount of damage as bludgeoning damage. Sneak Attack. Once per turn, Jenfine deals an extra 21 (6d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Jenfine that isn’t incapacitated and Jenfine doesn’t have disadvantage on the attack roll. Taking Initiative. During the start of an encounter, Jenfine has advantage on her roll for initiative. Thief’s Reflexes. Jenfine can take two turns during the first round of any combat. She takes her first turn at her normal initiative and her second turn at her initiative minus 10. She can’t use this feature when she is surprised. ACTIONS Multiattack. Jenfine makes two attacks with her dagger “Clean Cut”, or she makes 3 (1d6) attacks with knife spray. Clean Cut (+1 Dagger). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage and the target creature’s hit point maximum is reduced by the amount of damage taken. This attack scores a critical hit on a die result of 19 or 20. Knife Spray. Ranged Weapon Attack: +8 to hit, range 10/30 ft., one target. Hit: 5 (1d2 + 4) piercing damage. A creature that takes three hits from this attack within the same turn must succeed on a DC 15 Constitution saving throw or is stunned until the end of its next turn.

327 Joaquin Duskhaven Family is what matters most. It is so powerful that it can keep a person away from eternal solitude. If that is so, I will provide the solitude I am missing in death, to my little one in life. No matter what it takes... I am no longer a part of the living. Your rules don’t apply to me. Joaquin, a “cold blooded” mercenary, looks completely pale and he has a couple of minor deformities on his dead face. He has short black hair and green melancholic eyes. After his death, Joaquin looks gloomy, and he rarely smiles. He wears a long dark brown robe with a wide hood that covers his pale body. Under the robe, he wears poorly forged, scale mail armor. He can look like an average person when he makes an effort to disguise himself. Joaquin’s Story Joaquin had lived a hard-earned, but happy life with his daughter, Gloria Duskhaven. His wife had died when Gloria was a little kid, and he had raised the girl all alone in the filthy city where they have been living. It is a city of murder, of criminals, of corruption. All in all, it is definitely not the place to raise a teenager; not his Gloria, at least… However, death found Joaquin earlier than he expected. Although his time has come, Joaquin couldn’t leave Gloria alone in this world and he rose up from his grave as a monster, a Remnant. After his transformation, he wanted to return to her, but he despised himself. He was not human anymore; he was a monster. Gloria would probably get scared at the sight of him and everything would be even worse. So, Joaquin decided that he would watch over his child from a distance; even if it meant that he would see her death one day, he would still protect her even in his “afterlife.” In order to maintain her living one way or another, Gloria had taken over Joaquin’s tailor shop. Joaquin was watching over his little kid, mourning his death, from afar. On several occasions, he killed the robbers who were planning on breaking into the shop. He, without even blinking an eye, murdered the thieves who knew that Joaquin was no longer around, and that his house was up for grabs, with a little girl who’d serve well as a servant, or worse… Now, Joaquin watches over Gloria, and annihilites anything that could threaten or harm her. Nothing is more important than Gloria’s safety, and Joaquin can easily sacrifice his life for Gloria’s well-being. Joaquin’s Goals Gloria should be kept safe and well; that is the only purpose of Joaquin’s existence, until the day she dies. He interacts with people in disguise and takes work as a mercenary. Joaquin hires and gives money to random people to spend in Gloria’s shop. Roleplaying Joaquin Once an innocent person, Joaquin is now a cold-blooded killer. He takes mercenary work from anyone willing to pay his price regardless of the context. He never smiles unless he is watching his daughter. He does not talk much either. In the game, he could run simple errands or tasks for players, or he could be sent out to disrupt their quests. Medium Undead Remnant Neutral Evil Warrior

328 Joaquin Duskhaven Medium undead (remnant), neutral evil Armor Class 14 (scale mail) Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 10 (+0) 9 (-1) 13 (+1) 10 (+0) Saving Throws Strength +4, Constitution +2 Skills Deception +2, Stealth +2, Perception +3, Survival +3 Damage Immunities necrotic, poison Condition Immunities poisoned, exhaustion, unconscious Senses passive Perception 13 Languages Common Challenge 1 (200 XP) Disrupted Animation. When Joaquin takes psychic damage, he has disadvantage on his ability checks, attack rolls and saving throws until the end of his next turn. Turn Vulnerability. Joaquin can be affected by turn undead, but cannot be destroyed by it. Unbreathing. Joaquin doesn’t have to breathe and thus does not have to hold his breath underwater. Additionally, he does not require food or water to survive. Willful Soul. Joaquin has advantage on saving throws against being charmed or frightened magically. ACTIONS Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage.

329 Kortar Cragbrace I will do anything not to lose my family, not again. Kortar is a tall, fair-skinned man who has long grizzly hair, and the traces of war on his face. He wears slimming trader’s clothes that make him look fit. Kortar Cragbrace leads the Silver Claws (p.169) and he is the alpha of the family. Kortar’s Story Kortar Cragbrace is someone who cares about the concept of family and who never forgives betrayal. One time, a disease struck the town where he lived with his family. His child and wife were infected with this disease. He didn’t get sick because the beast inside offered him extra protection. He took his wife and child to the small temple in town, but the temple refused to help and expelled them from the temple because of the beast that lived inside of him. Disappointed and desperate, Kortar set out for another city. Yet, after a few days, he lost his child and wife to the disease. After he lost his family, the beast within got out, and he destroyed the temple in the small town. Kortar took an oath that day. It is rumored that one of the gods heard this prayer and bestowed some of its own powers on Kortar. Kortar soon established a family for himself. With them, he kept true to his oath, and started to destroy temples in various towns. Kortar’s Goals He wants to destroy all the good-aligned temples in the realm, to take revenge. Although he makes it seem as though he does what he does to avenge his family and the revenge of the people he has gathered around him, he actually does it upon the request of his god. Generally, he leaves the other errands of the family to Lilante (p.331) and he deals with the plans for the attacks to temples, who procures and established the routes of the cities they will go to and from, the necessary fake documents; learning how many people live there, and drawings of the temples. He does all this work to be able to hit temples in their weakest moment. Roleplaying Kortar He is someone who remains silent, and who usually prefers to listen to the people around him instead. Although he has a harsh tone when talking, he is careful to not offend the other person. However, he does not hesitate to make full use of his intimidating tone while he is speaking to his foes. His coldblooded, unsettling gaze is always gliding around as if he were expecting an attack at any moment. Still, he talks warmly about the matter of family. He seems like he cares a lot about it, and takes care of those who are close enough to be counted as a member of his newfound family. Medium Humanoid Werewolf Neutral Evil Warrior / Spellcaster

330 Kortar Cragbrace Medium humanoid (shapechanger), neutral evil Armor Class 12 / 15 (natural armor) Hit Points 104/120 (16d8 + 32/16d8 + 48) Speed 30 ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 14 /16 (+2/+3) 14 (+2) 15/17 (+2/+3) 13 (+1) 15 (+2) 16 (+3) Saving Throws Strength +6/+7, Dexterity +6, Constitution +6/+7 Skills Athletics +6/+7, Intimidation +7, Insight +6, Perception +6 Damage Immunities bludgeoning, piercing, and slashing damage from non-magical attacks not made with silvered weapons Senses passive Perception 16 Languages Common, Dwarvish, Elvish, Gnomish, Halfling, Sylvan Challenge 12 (8,400 XP) Blood Trail. Kortar Cragbrace can trace the smell of blood within 60 feet of him. Lunar Strikes. Kortar Cragbrace’s claws and bite attacks are counted as magical. Overgrown Hybrid. Kortar Cragbrace’s hybrid form is larger than the other lycanthropes. When he is in hybrid form, he becomes Large. He deals an additional 1d4 damage with his bite and claw attacks (already written in the attacks). Also, his weight is doubled and his reach increases by 5 feet. Pack Tactics. Kortar Cragbrace have advantage on an attack roll against a creature if at least one of his allies is within 5 ft. of the creature and the ally isn’t incapacitated. Raw Meat Addiction. Because of his animal instincts, Kortar can only feed on bloody meat. If he cannot feed for one day, he must succeed on a DC 13 Wisdom saving throw or he loses control and attacks the nearest creature. The DC of this saving throw increases by 1 for each consecutive day he fails to feed himself this way. Spellcasting. Kortar is a 7th level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Kortar has following spells: Cantrips (at will): light, sacred flame, spare the dying 1st Level (4 slots): healing words, inflict wounds, protection from evil and good 2nd Level (3 slots): detect alignment *, ethereal hang *, unholy rage * 3rd Level (2 slots): claw of slaughter *, mass healing words, speak with dead 4th Level (1 slot): mark of rampage * ACTIONS Multiattack. Kortar Cragbrace makes three attacks, one with his bite and two with his claws; or, three melee attacks with Meat Grinders. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 3) plus 2 (1d4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy. Call Pack. Kortar Cragbrace calls forth wolves to aid him. They are a reflection of the beast within him. Kortar can call 1 winter wolf. The wolf can understand him. However, it only aids him when he is transformed into a wolf or a werewolf, and they go away when he is unconscious or when he returns back to his human form. Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) plus 2 (1d4) slashing damage. Meat Grinders (+1 Battleaxe). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3). If Kortar Cragbrace hits a creature with both of these axes in one round, the creature must succeed on a DC 13 Constitution saving throw or take an additional 4 (1d8) slashing damage. Shapechanger. Kortar Cragbrace can polymorph into a wolf, into a hybrid form, or back into its true form. When he transforms, keep his statistics except the ones given otherwise in his forms. Kortar Cragbrace reverts back to its true form if he is dropped to 0 hit points. REACTIONS Frightening Growl (1/Day). While a creature is making a melee attack against Kortar Cragbrace, he can growl viciously to the creature. The creature must succeed on a DC 15 Wisdom saving throw or it becomes frightened of Kortar Cragbrace for 1 minute.

331 Lilante Cragbrace If you don’t want to feel these silver claws around your neck, speak faster. I’m running out of patience. Lilante looks like a merchant. She wears high-quality silk dresses in her daily life. She has a long and bony face. She has straight long black hair which she does not wear up. In the darkness of the night, her blue eyes glisten like diamonds. She is like a wild huntress who finds her own way in the light of the full moon. When she does so, she leaves her daily life behind, and wears armors for herself from animal skins, quite different from the splendor she is accustomed to in her daily life. She helps Kortar with the business of Silver Claw and helps maintain the unity and well-being of this family. Lilante’s Story Lilante was the daughter of a noble family. She lived a life of prosperity, and never experienced the grim side of life until the day she was abducted and taken hostage by her family’s enemies. Lilante, who had not seen anywhere other than her own safe home until this time, wanted to die in the face of her incapacity. She couldn’t do anything but waiting for her rescue. Although she was saved with the help of her family, she could not shake the effects of what she witnessed until she was rescued and returned to the protection of her family for a long time. This experience changed Lilante’s life forever. Deciding to explore the real world, Lilante left her home permanently and found herself alone in nature. While trying to learn how to defend herself and how to survive at all, Lilante was injured in the wilds. While she was about to be killed and be devoured by wild wolves, an alpha wolf, Kortar Cragbrace, found her. Although he was successful in commanding the wolves to leave, he couldn’t mend Lilante’s wounds and transformed her into a werewolf in a moment of desperation. Life is now quite different for Lilante, as she feels responsible for her savior and she is one of the most powerful predators of nature. Although she doesn’t like some of Kortar’s behaviors, she always treats him with the utmost respect. Lilante’s Goals Lilante wants to keep the pack together and every member loyal to Kortar. She sees Silver Claw as a family and supports Kortar’s dream. She awaits the day when they will live as a normal family. Roleplaying Lilante Lilante doesn’t like to talk much. If something is to be said, she believes that it should be kept short and to-the-point. And that is what she does. She often criticizes others’ work and talks to them to encourage them to get better. She tries to stand tall under every condition. She especially despises small talk, finds it dull, and wants to break the necks of people who partake in such futile conversations. Medium Humanoid Werewolf Lawful Evil Warrior

332 Lilante Cragbrace Medium humanoid (shapechanger), lawful evil Armor Class 14/17 (studded leather/natural armor) Hit Points 97/112 (15d8 + 30/15d8 + 45) Speed 30ft. (40 ft. in wolf form) STR DEX CON INT WIS CHA 14/16 (+2/+3) 14 (+2) 15/17 (+2/+3) 11 (+0) 12 (+1) 18 (+4) Saving Throws Strength +6/+7, Constitution +6/+7, Charisma +8 Skills Animal Handling +9, Athletics +6/+7, Intimidation +8 Damage Immunities bludgeoning, slashing and piercing from non-magical attacks not made with silvered weapons Senses passive Perception 11 Languages Common Challenge 10 (5,900 XP) Blood Trail. Lilante Cragbrace can trace the smell of blood within 60 feet of her. Keen Hearing and Smell. Lilante has advantage on Wisdom (Perception) checks that rely on hearing or smell. Lunar Strikes. Lilante Cragbrace claws and bite attacks are counted as magical. Pack Tactics. Lilante Cragbrace have advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn’t incapacitated. ACTIONS Multiattack. Lilante Cragbrace makes three attacks: one with his bite and two with her claw; or, three melee attacks with a greataxe. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 +3) piercing damage. If the target is a humanoid, it must succeed on a Constitution saving throw DC equal to 15 or be cursed with lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. +1 Greataxe (Humanoid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 +4) piercing damage. Shapechanger. Lilante Cragbrace can polymorph into a wolf, into a hybrid form, or back into its true form. When she transforms, keep her statistics the same except the ones given otherwise in her forms. Lilante Cragbrace reverts back to its true form if she is dropped to 0 hit points.

333 Lletin the Silent Hey, darling! You didn’t hear me coming, did you? No, no, no. You don’t need to be afraid. I mean, you do, but not for now. I’ve come in peace, even if it is a delicate, fragile, couldeasily-be-broken kind of peace. Lletin is a young half-drow. She wears fine leather armor and a fancy charcoal robe that covers it. Her robe has many hidden pockets, each filled with different items; mostly daggers, poisons, drugs, and other things of that nature. The reason why she is called “The Silent” is that her opponents rarely have the chance to hear her before she attacks. Lletin’s Story Lletin was born on the streets. She does not remember who her parents are, or were. After having been raised on the backstreets, she was recruited by a mysterious assassin, named Bronderik, to work for an underground cult called the Silhouettes (p.168). As an initiate, or Candle, she worked as a personal assistant for her superior for a long time. There, she learned how to sneak into almost anywhere. Time passed and the time came for Lletin to be seen by the Unseen One; the cult leader. The Unseen One accepted Lletin as a proper Silhouette. Now, she was a true master of the shadows. As part of a usual contract, Lletin assassinated a wizard and found an envelope in the slain wizard’s pocket. Inside, she found an amulet made of amethyst in the shape of a pentagonal bipyramid crystal and a letter from the cult itself. According to the letter, she was to assassinate Bronderik and to take his place within the cult. When she had it identified, Lletin learned that the amulet granted its wielder the ability to be invisible. Using her newly found power with the amulet, Lletin snuck upon Bronderik’s chambers and slit his throat with a dagger. Lletin’s Goals Lletin’s goal is to eventually become one of the wealthiest and most powerful assassins. After she ascended in the ranks of Silhouettes, she placed extreme value on information trafficking. Roleplaying Lletin Lletin uses her Amulet of Shades (p.221) when she sees fit, without truly knowing what it is really capable of. When in conversation, even in harsh conditions, she loves to have the fun of the situation. Sometimes her sarcastic overtone seems a little excessive. She does not value friendship and could end any relationship for a fair price. Since Lletin values information that is useful to her highly, she tries to build small groups in big cities that inform her about the lastest rumors, intrigues, and other political events. The people within these groups are well aware of that Lletin can easily kill them if they betray or misinform her, so they always try their best. Lletin is both feared and respected by these people. Lletin also buys valuable information, especially if the information is about a job Lletin is currently working on. She can offer a generous amount of money to buy such information. Medium Humanoid Half-drow Neutral Evil Scoundrel

334 Lletin The Silent Medium humanoid (half-drow), neutral evil Armor Class 14 (leather) Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 12 (+1) 14 (+2) 9 (-1) 16 (+3) Saving Throws Dexterity +5, Intelligence +4 Skills Deception +5, Persuasion +5, Sleight of Hand +5, Stealth +5 Senses darkvision 60 ft., passive Perception 9 Languages Common, Elvish, Thieves’ Cant Challenge 4 (1,100 XP) Assassinate. During her first turn, Lletin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit she scores against a surprised creature is a critical hit. Cunning Action. On each of her turns, Lletin can use a bonus action to take the Dash, Disengage, or Hide action. Fey Ancestry. Lletin has advantage on saving throws against being charmed, and magic can’t put her to sleep. Master of Secrecy. While using her Amulet of Shades, Lletin has advantage on Dexterity (Stealth) checks. Sneak Attack (1/Turn). Lletin deals an extra 10 (3d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of any ally of Lletin that isn’t incapacitated and she doesn’t have disadvantage on the attack roll. Wear Face (2/Day). As an action, Lletin can benefit from the change appearance trait as if she cast an alter self spell. ACTIONS Multiattack. Lletin makes two attacks with her dagger. Dagger of Rotting Shadows. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) necrotic damage. If Lletin uses an action to poison her dagger before she attacks, the target takes an additional 2 (1d4) poison damage unless it cannot succeed on a DC 14 Constitution saving throw. ITEMS Amulet of Shades (Recharge 5-6). Using the Amulet of Shades, Lletin can turn invisible until she attacks or uses a bonus action to become visible again. Any equipment she wears or carries is invisible with her. While using her Amulet of Shades, Lletin has advantage on Dexterity (Stealth) checks.

335 Lord Mordhak Everyone deserves to live, except you... A noble vampire, drinking the blood of his enemies with pleasure, while listening to the violin and striking fear in all who see him, with his crimson plate decorated with bat and gargoyle figures. Lord Mordhak is a noble vampire and a fierce warrior who dedicated his life to the Blood Bat, Milena. He awaits his enemies and leads Dead Strike (p.159) in his darkened castle named Cascading Blood. Lord Mordhak’s Story Mordhak was born in a noble and wealthy family that worships Milena, the Blood Bat for generations. As a noble family of great wealth, Mordhak’s family was ruling over lands, along with the people living on it. Although the family members were generally grim, dark, and mysterious, which made them frightening in the eyes of others, people were respecting their honorable ruling and live happily on these lands. Mordhak was educated according to the teachings of Milena, learned how to rule the lands as the next successor of the family, and became a knight. By the elders of the family, it was made sure that Mordhak would learn the true value of blood and the potential power within it. Yet, these glorious days did not last long for Mordhak. With the increasing economical and political pressures of a nearby kingdom that is ruled by a paladin whose deity is known for its hatred of Milena, the power of the family slowly decreased. When the people living in the family’s lands rebelled against the family, the elders gave an extreme decision: They decided that the family should change its religion. At this point, Mordhak denied them, and the family got into a fight that led to Mordhak’s death. However, Mordhak’s loyalty to Milena was not passed unnoticed, and Milena sent him back to life as a vampire. Then, Mordhak killed his family, killed everyone who stood against the faith of Milena, challenged the paladin ruler of the nearby kingdom into a duel, and killed the paladin too. Lord Mordhak’s Goals Lord Mordhak fanatically defends and believes in Milena. Therefore, it is no surprise that he aims to destroy all of Milena’s enemies. Also, he searches for and gathers the intelligent undead, giving them a purpose to continue their existence. Roleplaying Lord Mordhak Lord Mordhak is noble and he acts as one. He respects his enemies and friends alike. He also likes to play and listen to the violin. He only breaks this demeanor when faced with disrespectful acts, which he feels the need to avenge tenfold. Medium Undead Vampire Neutral Evil Warrior

336 Lord Mordhak Medium undead, neutral evil Armor Class 18 (plate) Hit Points 119 (14d8 + 56) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 15 (+2) 12 (+1) 17 (+3) Saving Throws Strength +7, Constitution +7, Charisma +6 Skills Athletics +7, Deception +6, Intimidation +6, Performance +6 Damage Resistances necrotic; bludgeoning, piercing, slashing damage from non-magical attacks Condition Immunities frightened Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Common, Draconic, Infernal Challenge 8 (3,900 XP) Action Surge (1/Day). Lord Mordhak can take one additional action on top of his regular and a possible bonus action. Blood Addiction. Lord Mordhak must drink blood to satisfy his vampiric thirst. He automatically expends 2 blood points each night he wakes up. If he is dropped to 5 blood points, he suffers from 1 level of exhaustion and 1 more for every blood point he expends beyond that, finally suffering from level 6 exhaustion when he is dropped to 0 blood points. However, as a chosen of Milena and a gifted vampire, he does not lose his control when he sees blood or he has low blood points. Blood Points. Lord Mordhak is a vampire that can enhance itself by tapping the powers hidden in blood. He has 14 blood points at a time and can have 20 blood points at most. Highborn Vampire. Lord Mordhak was converted by an elder vampire and he has more blood points than other vampires. Spider Climb. By spending 1 blood point as a bonus action, Lord Mordhak can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check for 1 minute. Standing Against Faith. Lord Mordhak has advantage on saving throws against any effect that turns undead. Vampiric Healing. As a bonus action, Lord Mordhak can regain 1d6 hit points for each blood point he spends. Vampiric Traits. Lord Mordhak is an undead and he doesn’t have to breathe, eat, or drink to survive. He only needs to drink blood, which is described above. When he fails 3 death saves or suffers from level 6 exhaustion, he doesn’t die but rather falls into an Endless Sleep. ACTIONS Multiattack. Lord Mordhak makes three melee attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. This attack can only be used against grappled targets and Lord Mordhak gains 1 blood point. The necrotic damage can be inflicted and the blood point can be gained only if the target is not a construct, elemental, ooze, or undead. Runic Blood (+1 Greatsword). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Also, at each successful hit, the blade stores 1 blood point while the runes on it are being covered with blood. The weapon can store up to 10 blood points and Lord Mordhak can use these blood points for his vampiric powers. Special. Lord Mordhak knows the secrets of Drinking The Blood of Clear Mind ritual.

337 Lyrr The Mischief Ekah Lyrr tiqush kghalfeti izmul sfaphat. Decxhila yqpor Milena sghula. Ubra smismicha jhamir. Aaaaaah!!! Must… Kill... Lyrr is a savage middle aged Kartuki. She has brunette rasta hair and a pale skin which looks as though she were burnt and healed. She has a lot of cuts and scars as the reminders of the ferocious battles she has won. She has amorphous red birthmarks all over her legs. She knows that her innate rage, her hate against people and the edge of her axes are enough to protect her; thus, she does not wear any armor. She wears furred clothes detailed with bone fragments, which she collects from her opponents. She has sharp teeth and hands resembling the claws of a wild animal, both of which help her to hunt people down and deal with them when she does. Lyrr’s Story Lyrr was a member of an old Kartuki tribe; however, she killed the tribe’s shaman in a disrespectful manner. Therefore, she has been outcast. She had a certain influence over the tribe; in fact, she was going to be the next chieftain when the time came. Some of the tribe members followed Lyrr. She and her followers began to wander around in the wilderness. They hunted down anyone that crossed their path, devoured their bones and left the rest behind. One night, she had the strangest dream. There was a lady who turned into a gigantic bat made of blood, telling her that she was to follow her path. In the morning, she woke up with a medium blood bat over her shoulder. And thus, Lyrr became a humble and loyal follower of Milena the Blood Bat. From then on, Lyrr and her people have hunted adventurers, lonely wanderers, people who lost their routes wherever they are. They kill some, and take some of them as hostages to be made into sacrifices to Milena. Lyrr thanks her lucky stars when she finds drugs and tobacco on her victims’ dead bodies. She also never misses the chance to attack children on the road, since little ones’ bones tend to be more delicate than others’. Lyrr’s Goals Lyrr seeks to please her goddess and to satiate her own desires. There is nothing more important than these two. She attacks people not just to maintain her and her folk’s living but also, for fun. Every skull she smashes increases her bloodlust, and she has reached a point where this bloodlust cannot be satisfied. One day, she will return to her tribe and kill every last one of them with the help of her savage goddess. She will kill them and burn their corpses as it is the most vicious punishment that could be given to a Kartuki. Roleplaying Lyrr She is definitely hostile unless she encounters someone with powers beyond comprehension. She is savage, not stupid. She attacks people with nothing to offer, but their bones. She only understands and speaks a few words in Common. Medium Humanoid Kartuki Chaotic Evil Warrior

338 Lyrr The Mischief Medium humanoid (kartuki), chaotic evil Armor Class 13 (unarmored defense) Hit Points 55 (10d8 + 10) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 13 (+1) Saving Throws Strength +5, Constitution +3 Skills Animal Handling +2, Athletics +5, Survival +2, Intimidate +5 Senses passive Perception 10 Languages Kartuka Challenge 3 (700 XP) Frightening Strength. Lyrr has a frightening presence. It can use its Strength modifier while making Intimidation checks instead of Charisma modifier. It can also add its proficiency bonus again on Strength (Athletics) checks. Cannibalism. Lyrr can regain 1d6 hit points each round as an action when she consumes flesh and she can keep consuming a fresh chunk for 3 rounds. However, she cannot consume the flesh of others if they are intact because it will be too hard to rip the food off. When Lyrr consumes bones only while using Cannibalism feature, she regains 1d8 hit points instead of 1d6. Fiendish Charge. If Lyrr is moving towards a creature to attack it, her speed increases by 10 feet. She cannot use this feature if she cannot reach her target with her increased movement. Fiendish Rage (2/Recharges on a Long Rest). Lyrr’s rage is much more sinister and destructive than usual. If she sees a sight of blood pouring out from a creature, she must succeed on a DC 10 Wisdom saving throw or instinctively rage. While raging, her attacks can become overwhelmingly gruesome. She deals an additional die of her weapon’s damage. For example, her twisted bones now deal 2d8 piercing damage. Additionally, if a creature within 30 feet of Lyrr suffers from a critical hit, the sight of agony agitates her and she uses her reaction to make an additional attack. If she attacks the creature that was hit critically, she has advantage on her attack. Harsh Survival. Lyrr has advantage on her saving throws she makes against diseases and poisoned conditions. Also, Lyrr’s determination to survive strengthens her will against charms. She gains advantage on her saving throws against charmed condition. Monstrous Outlook. People see Lyrr as a frightening and nonfriendly creature. So, while dealing with humanoid races, she gains advantage on her Charisma (Intimidation) checks but gains disadvantage on Charisma (Persuasion) checks. Rage (4/Recharges on a Long Rest). In battle, Lyrr fights with primal ferocity. She can enter a rage as a bonus action in her turn. When she does so, she has advantage on Strength checks and Strength saving throws. When she makes a melee weapon attack in a rage, she gains a +2 bonus to her damage rolls on a hit. While in a rage, she has resistance to bludgeoning, piercing and slashing damage. Lyrr’s rage lasts 1 minute. It ends if she is knocked unconscious or if her turn ends and she hasn’t attacked a hostile creature since her last turn or taken damage since then. She can end her rage on her turn with a bonus action. Reckless. At the start of her turn, Lyrr can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn. ACTIONS Multiattack. Lyrr makes two melee attacks with her twisted bones and her hand axe; or she makes three melee attacks, one with her bite and two with her claws. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Hand Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Twisted Bones. Lyrr can grow the bones in her arms as a bonus action to create two long spikes. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. REACTIONS Twisted Body (2/Day). When targeted by an attack, Lyrr can harden her flesh as a reaction to increase her AC by 1 until the end of her next turn.

339 Marilus Athaertes By the order of the almighty, the bringer of mercy and the banisher of evil; I sentence you to be hanged, drawn and quartered! Marilus is the chief inquisitor of the Inquisition of the Flame (p.161). He serves the deity of light in ways that he believes necessary to keep the faith, even if those ways make him compromise his own virtues. He is an old dwarf with long, white hair and a beard that creates an air of charisma and authority. His eyes look keen and dangerous. They gaze as if threatening anyone who dares sin in front of them. He wears a silver full plate armor with many small pages of sacred texts attached to it in certain parts. He wields a long maul with a hammer in the shape of a crying man. The weapon is famously known as the Heretic’s Bane. Marilus’ Story Decades ago, Marilus was a paladin of the front fighting against the spreading of evil. He saw firsthand how infectious its influence was, and how it managed to convert even the most good-hearted commoners into tools of vice. Now, he carries the sacred flame of inquisition within his heart, lives by the ruthless code of its cult. He never hesitates to kill in the name of the Inquisition of the Flame. He even has the dedication to cleansing an entire village if need be. Marilus’ Goals Perhaps evil has touched and changed him, or perhaps he never abandoned his principles all along and the merciless inquisition is the only way to protect their civilization from the grasp of evil... What is certain is that he became a ruthless fanatic of the inquisition, interrogating, punishing, and torturing people to pressure them into the faith. As the chief, Marilus is charged with recruiting more to their ranks. He plans to strengthen their authority on their city, and expand their influence. Roleplaying Marilus Marilus looks calm but makes others feel nervous, looking as though he is always on the cusp of finding out their deepest and darkest secrets and sins. People question themselves, not sure whether they sinned -even if unwillingly- and if they should ask for Marilus’ mercy. Because of his age, and the authority he has served under the deity of light, Marilus addresses everyone as “child”. He does so to remind the people around him that everyone is a child of light: And as children, they must all be supervised, and punished if necessary. If Marilus accuses someone of sinning, he makes sure that he makes a scene out of it. He talks loudly to ensure that everyone hears his words, and he uses fancy words and phrases that seem as though they were quoted from sacred texts. He usually ends his accusations by pointing his finger and authoritatively walking towards the accused, making the person shrink in embarrassment and fear. Medium Humanoid Dwarf Lawful Evil Warrior / Spellcaster

340 Marilus Athaertes Medium humanoid (dwarf), lawful evil Armor Class 18 (plate) Hit Points 97 (15d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 12 (+1) 17 (+3) 18 (+4) Saving Throws Constitution +5, Wisdom +6, Charisma +7 Skills Insight +6, Intimidation +7, Persuasion +7, Religion +4 Damage Immunities psychic Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 13 Languages Common, Dwarvish, Elvish Challenge 7 (2,900 XP) Aura of Courage. Marilus and friendly creatures within 10 feet of him can’t be frightened. Aura of Protection. Whenever Marilus or a friendly creature within 10 feet of him must make a saving throw, the creature gains a +4 bonus to the saving throw. Aura of Tyranny. Any creature entering within 10 feet of Marilus must succeed on a DC 15 Wisdom saving throw against or it becomes frightened until the end of its next turn. If a creature is frightened for 2 consecutive turns by this feature, it takes 2d6 psychic damage. If a creature attacks Marilus while affected by this aura, it takes 4 force damage. Divine Smite. Once per turn, when Marilus hits a creature with a melee attack, he can expend a spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8. Lay on Hands. As an action, Marilus can make himself or a creature it touches regain hit points. When he does so, the amount of hit points regained are spent from his pool for Lay on Hands which is 85. Alternatively, he can also choose to expend 5 hit points from the pool to cure himself or the creature of one disease or neutralize one poison. Spellcasting. Marilus is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Marilus has the following paladin spells prepared: 1st level (4 slots): crown of tyranny *, cure wounds, deprivating smite *, divine favor, protection from evil and good 2nd level (3 slots): branding smite, ethereal hang *, hold person, silence, zone of truth 3rd level (3 slots): heart grasp *, smite of proper respect *, terrorizing gaze *, zone of siphoning * ACTIONS Multiattack. Marilus makes two attacks with its maul “Heretic’s Bane”. Heretic’s Bane (+1 Maul). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target creature is evil, its hit point maximum is reduced by the amount of damage dealt by this weapon. A creature’s hit point maximum returns back to normal when it takes a long rest. Channel Divinity. Marilus makes one of the two following channel divinity actions (spell save DC 15): Kneel Before Me: Marilus commands others to respect him and his authority. Each creature within 30 feet of him is affected by command spell on a failed Wisdom saving throw. Sword of Tyranny: As a bonus action, Marilus makes ghostly swords fall upon the creatures within 30 feet of him. If a creature has more than half of its hit points, it takes 1d8 psychic damage on a failed Wisdom saving throw. Cleansing Touch. Marilus ends the effects of one spell on himself or creature he touches.

341 Marshall Gutonsyk In war, you either kill or are killed. One thing many fail to understand is that the victor might be glorious or honorable, but is certainly the most effective murderer. Marshall Gutonsyk is the relentless general who emerged from the dwarven clan of The Last Hold. He is the master of authority, vigorous planning, and execution. His army, The Last Hold, has gained an enormous reputation fighting for the country they serve, and it is also a much sought-after mercenary company, in times when its country is at peace. Gutonsyk committed numerous atrocities in times of war. He sees everything as tools feeding his machine of war, and any kind of plan that would provide him with an advantage, is legitimate in his point of view. He has been known to burn down entire villages and all the people in them; just to cut the support of the enemy. He also tortured and killed many civilians as part of his psychological warfare to break enemy morale. Gutonsyk’s Story Gutonsyk was a warrior in his dwarven clan. During a war with a nearby kingdom, his clan showed legendary heroism defending their homeland. Still, they were completely annihilated except for Gutonsyk and a handful of dwarves, who were in a skirmish on the day of the enemy’s final surprise assault. Seeing his homeland and his people ruined, changed Gutonsyk drastically. He lost all his sense of morality afterwards, and realized that there was only one reality that one needed to survive in this cruel world: Strength to crush the enemy. He and his people wandered the realm for a long while, doing mercenary work, until they were finally recruited by the country that they have served to this day. Gutonsyk quickly climbed the hierarchical ladder of the military, becoming general in a very short amount of time before he was finally named marshal. Gutonsyk’s Goals Gutonsyk believes in one thing that powers his entire existence: war. His mind is set to only one thing: fighting battles. He thinks that nothing is more important than warfare, and he wages war with a never-ending fury that hides the ashes of his despair. He is always after a new war to keep going and to keep his army, his machine of war, running. He uses the spoils of battles not as a supplement to his own richness but rather to provide decent wages to his soldiers, and to enlarge his army even further. Roleplaying Gutonsyk Gutonsyk is a commander with absolute precision. He is always in proper shape and clothing in his civilian life. He also prefers to wear his armor at all times possible. He is deadly calm, but he talks with an authoritarian voice and has a presence to match. His fury is not seen in a bursting display of anger but rather in the cold, systematic execution of his ruthless actions. Medium Humanoid Dwarf Lawful Evil Warrior

342 Marshall Gutonsyk Medium humanoid (dwarf), lawful evil Armor Class 19 (armor of the heartless general) Hit Points 117 (18d8 + 36) Speed 25 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 15 (+2) 17 (+3) 14 (+2) 18 (+4) Saving Throws Strength +8, Constitution +5, Wisdom +5 Skills Athletics +8, Deception +7, Insight +5, Intimidation +7 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 12 Languages Common, Dwarvish Challenge 8 (3,900 XP) Adamantine Armor. Gutonsyk’s plate armor is adamantine. Any critical hit against him becomes a normal hit. Intimidating Presence. Each time a creature makes a melee attack against Gutonsyk, roll 1d6. On a result of 5 or 6, the creature has disadvantage on its attack. General’s Endurance (3/Day). Gutonsyk can choose to have advantage on its next saving throw. ACTIONS Multiattack. Gutonsyk makes three halberd attacks. Halberd. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage Assault! (Recharge 5-6). If any guards or knights under Gutonsyk’s command are present in the encounter, Gutonsyk can use its action to order up to 5 of them to assault. Each of these creatures immediately make a melee attack if able. A creature making an attack resulting from this ability uses its reaction while doing so. REACTIONS Parry. Gutonsyk adds 2 to its AC against one melee attack that would hit it. To do so, he must see the attacker and be wielding a melee weapon. Rally. When one or more creatures friendly to Gutonsyk fail their saving throw against an ability or a spell that makes them charmed or frightened, Gutonsyk can use his reaction to rally up to 1d4 of them, letting a creature repeat its saving throw immediately.

343 Miamora Quiwen, Inquisitor Of You have sinned against the laws of the Scarlet Table, have been found guilty by the Inquisition and will be executed by myself. Inquisitor Miamora Quiwen, or Lady Quiwen, is the most feared inquisitor of the Scarlet Table organization (p.176). She is known for her immediate and gruesome judgments. The High Inquisitor of the Scarlet Table thinks that she will be the one to take his/her place as the next High Inquisitor. She was an elf before, and now, just like all minions in the organization; Lady Quiwen is a vampire. She is bald and has tattoos around her head that read “In the name of scarlet blood, justice will be served.” in elvish. She wears her inquisitor full plate armor at all times. Miamora Quiwen’s Story The Scarlet Table found Miamora Quiwen on the streets, as an orphan toddler. They took her in and trained her. When she was twelve, the High Inquisitor saw something in her. That “something” led the High Inquisitor to train her. She trained with The High Inquisitor for ten years and The High Inquisitor itself embraced her as a vampire. After becoming an official part of the organization, Miamora Quiwen started to take the business of the organization seriously. Under the command of The High Inquisitor, she traveled to different castles of The Scarlet Table, investigating and solving many problems. In the end, Miamora Quiwen became someone who was even feared within the organization. If she was seen in a castle of The Scarlet Table, people knew that either there was a traitor in the location, or the organization sought something valuable there. Minions of the organization started to call her Lady Quiwen, out of respect. Miamora Quiwen’s Goals Lady Quiwen protects The Scarlet Table at all costs. She seeks the traitors and delivers justice in the name of the organization. The High Inquisitor has her sword, but she is also a person of her own. She has agendas that she keeps to herself, which she believes to be the way to live a life free from blood. Once her duties for The Scarlet Table are done, she will leave the organization and travel to distant lands in order to find such a life, getting rid of her vampirism at last. Roleplaying Miamora Quiwen Miamora Quiwen is an inquisitor of The Scarlet Table, in black full plate and with her red cloak; she stands tall, like an obsidian column. She has a powerful voice that never quivers or changes in tone. Lady Quiwen is always serious and talks only when she is asked something. She is never disrespectful, even against her enemies, and thus she never tolerates disrespect when she sees it shown to herself. She doesn’t like to touch or be touched unless it’s necessary. She is as gruesome in combat as she is in her judgments; however, neither spilling blood nor its taste satisfies her like the bittersweet taste of justice. When she travels to distant lands, however, she tries to live away from conflicts. The Scarlet Table Medium Undead Vampire Lawful Evil Warrior / Spellcaster

344 Miamora Quiwen Medium undead, lawful evil Armor Class 20 (plate and shield) Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 15 (+2) 10 (+0) 16 (+3) Saving Throws Strength +9, Constitution +8 Skills Deception +7, Intimidation +7, Insight +4, Investigation +6 Damage Resistances bludgeoning, piercing, slashing damage from non-magical attacks Condition Immunities frightened Senses darkvision 60 ft., passive Perception 10 Languages Abyssal, Common, Elvish Challenge 11 (7,200 XP) Blood Addiction. Miamora Quiwen must drink blood to satisfy her vampiric thirst. She automatically expends 2 blood points each night she wakes up. If she is dropped to 5 blood points, she suffers from 1 level of exhaustion and 1 more for every blood point she expends beyond that, finally suffering from level 6 exhaustion when she is dropped to 0 blood points. Blood Points. Miamora Quiwen is a vampire that can enhance herself by tapping the powers hidden in blood. She has 12 blood points at a time and can have 18 blood points at most. Harmed by Running Water. Miamora Quiwen takes 20 acid damage if she ends her turn in running water. Spider Climb. By spending 1 blood point as a bonus action, Miamora Quiwen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check for 1 minute. Sunlight Hypersensitivity. Miamora Quiwen takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks. Vampiric Healing. As a bonus action, Miamora Quiwen can regain 1d6 hit points for each blood point she spends. Vampiric Traits. Miamora Quiwen is an undead and she doesn’t have to breathe, eat, or drink to survive. She only needs to drink blood, which is described above. When he fails 3 death saves or suffers from level 6 exhaustion, she doesn’t die but rather falls into an Endless Sleep. Spellcasting. Miamora Quiwen is a 17th level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She has the following paladin spells prepared: 1st level (4 slots): command, crown of tyranny* 2nd level (3 slots): hold person, silence 3rd level (3 slots): heart grasp, smite of proper respect* 4th level (3 slots): dominate beast, ravaging smite* 5th level (1 slot): dominate person, might of the tyrant* ACTIONS Multiattack. Miamora Quiwen makes two melee weapon attacks. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. This attack can only be used against grappled targets and Miamora Quiwen gains 1 blood point. The necrotic damage can be inflicted and the blood point can be gained only if the target is not a construct, elemental, ooze, or undead. Scarlet Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage, after a successful hit target creature must succeed on a DC 15 Constitution saving throw or Scarlet Flail draws blood from its body and the damage of the Scarlet Flail is increased by 1 until the end of the next day. This feature only works if the target creature is not a construct, elemental, ooze, or undead.

345 Morbash The Slaughterer They called us savages as they burnt our village, stupid brutes as they killed my grandfather and took his axe for a mere loot. I wonder what they will think when their stories of ‘heroic adventures’ are cut short, with their tavern burning down on them. Among the crowd of growling orcs, stands a tower. A tower with a hideous face, lips partially agape or torn apart, showing teeth that are sharp like daggers. Over the creature’s armored shoulder stands a gigantic sword, bulky in design, and stained in blood and pieces of meaty bones. The creature looks into the eyes of its opponents, showing no signs of fear; only making a terrorizing promise of carnage. Morbash’s Story Morbash became chieftain of his tribe in a time of demise. With repeated attacks of settlements of “civilization”, and the help of the adventurers, orc tribes were forced to retreat; being nearly destroyed in the process. He realized that races of civilization thrived on hope, because before their determined charge against the tribes as their last resort, orcs were doing well in their raids. Being more resourceful and cleverer than others, he quickly became his tribe’s leader. He then strategized to take his enemies’ most important asset from them, their hope and determination. To do so, he came up with plans to do raids in secret, make sudden attacks; all the while making sure that everyone in the villages they raid suffered, from grandfathers to children. Morbash’s Goals Morbash moves in secret, carefully planned ways, which are methods that are usually not expected from orcs. He makes sudden and gruesome raids to villages with weak defenses, and they slaughter innocent commoners in slow and hideous ways. The villages that his army leaves behind are full of halfeaten victims, left to die in a slow but painful manner. He is planning on ridding the land of the adventurers who engineered his people’s downfall. He raids and retreats, leaving only the suffering, and also signs that taunt the adventurers, as it shows them that he did what he did, because of them. He will eventually confront the adventurers, but not before he takes away all their hope and leaves them only with guilt. Roleplaying Morbash Morbash is full of hatred, because of the suffering he witnessed his people endure. He also tolerates no weakness, making sure to kill weak or clumsy orcs among his ranks in bloody and cruel ways. Unlike most other orcs, he is very clever, and careful with his words and actions. He does not shout or make a scene unless it is for a clear purpose such as to inspire courage in the hearts of his fellows, or inspiring dread in those of his victims. In a normal conversation or encounter, he is frighteningly silent and calm but he does not have any tolerance for smart-mouthed comments or outright insults. Medium Humanoid Orc Chaotic Evil Warrior

346 Morbash The Slaughterer Medium humanoid (orc), chaotic evil Armor Class 16 (chain mail) Hit Points 102 (12d8 + 48) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3) Saving Throws Strength +8, Constitution +7, Wisdom +4 Skills Athletics +8, Deception +6, Intimidation +6, Insight +4, Persuasion +6, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Common, Orc Challenge 6 (2,300 XP) Brave. Morbash has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when Morbash hits with it (included in the attack). ACTIONS Multiattack. Morbash makes two greatsword attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage. Cry for War (2/day). Morbash lets out a loud and inspiring call to arms, promising his brethren that they will be victorious. Allies within 30 feet of Morbash add 2 (1d4) to any attack roll, check or saving throw they make until the start of Morbash’s next turn. Additionally, an ally can make a Wisdom saving throw with advantage against being frightened when it hears this cry. Cry for Slaughter (2/day). Morbash lets out a loud call for slaughter, promising his enemies they will suffer long before they die. Creatures within 30 feet of Morbash must succeed on a DC 15 Wisdom saving throw or become frightened from him for 1 minute. A creature can repeat its saving throw at the end of each of its turns.

347 Nanny Ishmilda Ah don’t you cry, dear boy. An old mother in common clothing, Ishmilda, looks like a regular elderly woman that one could meet every day. She has a pleasant smile and a wise, motherly attitude that is common for grandmothers. In combat, however, her skin turns rougher and gray, her pupils turn slit like a snake’s, and she grows sharp, grisly-looking claws that could easily tear flesh apart. Ishmilda’s Story Nanny Ishmilda was once a protector druid of the land, devoted to the gods and goddesses of nature. She was a kind woman who was fond of children. In her travels to the city, children from all neighborhoods would gather around to hear her tales of the fey folk. However, as the city progressed, people lost their respect for nature. They started destroying the woods and killing the animals in dozens, often just for their fur. On top of all this, temples of gods and goddesses of nature didn’t move a finger to stop the country from destroying the land in the name of development. Witnessing this, Ishmilda was deranged. Thus, she turned her back to her god or goddess, and started praying to the god or goddess of fury of nature. Her new deity accepted her devotion and gave her gifts so she could serve the fury better. She became a hag straight out of nightmares, and her powers were changed to resemble the wrath that nature can bring. Since that day, Ishmilda has tricked many children to whom she used to tell tales, and kidnapped them to serve the plans of her deity. Her deeds were found out after a while, but she was never captured. Now, she is a character in tales told to scare children. Ishmilda’s Goals Ishmilda’s deity demands that she procures the most innocent form of life, in order to sacrifice it in the name of the wrath of nature. She kidnaps children through trickery or coercion, and boils them in her cauldron along with some other special components. She then feeds the result to the trees and animals in the forest, which makes them thirsty for vengeance and blood. Roleplaying Ishmilda Ishmilda believes herself to be a necessary evil. She does not enjoy what she does, nor does she feel regret. To her, a certain group of species have become so arrogant that they started to disrupt the balance of nature for their greed and pleasure. There is no place for such species in nature, and she is just acting in a way that will bring back the balance. She is calm and has a hearty voice. She does not show any harsh feelings, and is not aggressive towards people, until she is provoked. In combat, she laughs at her foes’ arrogance, as they think they can best mother nature, but her laugh is twisted because of her changed form. Medium Fey Neutral Evil Spellcaster

348 Nanny Ishmilda Medium fey, neutral evil Armor Class 17 (natural armor) Hit Points 127 (15d8 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 14 (+2) 18 (+4) 14 (+2) Saving Throws Constitution +8, Wisdom +8 Skills Animal Handling +8, Arcana +6, Deception +6, Insight +8, Nature +6, Persuasion +6, Stealth +5 Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Sylvan Challenge 10 (5,900 XP) Innate Spellcasting. Ishmilda’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: dancing lights, minor illusion, misty step, vicious mockery 3/day each: charm person, entangle, faerie fire, stoneskin* 1/day each: blight, conjure animals, insect plague, wall of thorns *Ishmilda casts this spell on herself before combat ACTIONS Multiattack. Ishmilda makes three claw attacks. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage and the target must make a DC 16 Constitution saving throw or take 3 (1d6) poison damage, it also becomes poisoned if it fails its saving throw by a score of 5 or more. It can repeat its saving throws at the end of its each turn to break free from being poisoned. Invisible Passage. Ishmilda magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Gather Rats (Recharge 5-6). Ishmilda summons a swarm of rats, the spawn gathers up in an unoccupied space within 120 feet of her, crawling from the undergrowth or finding their way there through other means. The swarm can take its turn right after Ishmilda once it is summoned. The swarm has the statistics of a swarm of rats except the following changes: • The swarm’s Constitution score is 10 (+0), thus its hit points is 31. • The swarm aims to devour a fallen foe, keep attacking a target even after it falls unconscious. • The swarm’s attacks also deal an additional 7 (2d6) or 3 (1d6) poison damage if the swarm has half of its hot points or fewer. • When the swarm makes a successful attack to a target, the creature must succeed on a DC 13 Constitution saving throw or become struck with a disease.

349 Netharesh The Carrier Death is the cure to all, and sickness is the ultimate state of living. That’s why I wanna spread famine, and therefore kill you all. Netharesh is an evil sorcerer who worships the powers of disease and is determined to spread disease and destroy healers. She is beautiful, tall, and thin. There is always some dirt tangled into her messy, dark brown hair. She has a very distinct smell of rot and dirt because of all the years that she spent in sewers. Netharesh’s Story Netharesh lived in a big town where poverty and misery were a part of daily life. When she became aware of her powers, she dedicated herself to improving them. She believed that she could rescue her people, as well as herself. She worked hard and practiced regularly, having this purpose in mind. One day, she got sick and slept through 7 days with a high fever. Then, she woke up with an epiphany, all things she believed having been changed. She realized that the only salvation from the agonies of life is death, and that the only cure is sickness. After that day, she started to believe that it was her duty to spread disease and that she had the right to kill those who got in her way. Her idea of salvation has changed after she spread a disease that murdered two-thirds of the town in less than two years. Now, she believes there is no salvation for her, since she thinks no amount of murder could ever satisfy her; but that there is still hope for the mortals, whom she will gladly ‘save’ through disease. Netharesh’s Goals Often, she is hired by people to weaken big trading cities, armies and religious centers. As a dutiful young person, she pays great attention to her job. Personally, she wants to murder big masses with diseases she carries. However, her biggest dream is to create a powerful, horrible disease that can make people suffer for a long time. For this reason, she likes to read books and do experiments about the subject. She “gathers” people and works on her experiments until the very moment all of these people are “saved”. However, she still hasn’t found her signature disease. Roleplaying Netharesh Netharesh still looks young and beautiful. She likes to speak and tell stories with a soft, naive voice. She likes drinking a lot, especially sweet wines. Nevertheless, no one has seen her drunk. She hates all sorts of healers, nurses, doctors, and chemists that make medication. She often changes her whole look and scent to kill those with the Kiss of Netharesh. Also, in her free time, she wanders in the backstreets, spreading disease to those she found worthy of saving. She believes that she is the messenger of the true salvation, and she thinks that “saving” people is an extremely generous favor. Small Humanoid Halfling Chaotic Evil Scoundrel

350 Netharesh The Carrier Small humanoid (halfling), chaotic evil Armor Class 10 (13 with mage armor) Hit Points 63 (18d6) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 11 (+0) 9 (-1) 10 (+0) 15 (+2) Saving Throws Constitution +2, Charisma +4 Skills Deception +4, Medicine +2, Nature +1, Perception +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common, Gnomish Challenge 4 (1,100 XP) Adaptation. Years of living inside the sewers and carrying all the diseases make Netharesh adapt to diseases. Now, she has immunity to diseases. Brave. Netharesh has advantage on saving throws against being frightened. Halfling Nimbleness. Netharesh can move through the space of any creature that is of a size larger than her. Kiss of Netharesh. Netharesh’s lips and breath are poisonous which she uses as deadly weapons. She seduces people, makes them fall asleep with her poison and kill or experiment on them later. The kissed target must succeed on a DC 12 Constitution saving throw or it falls unconscious and into a deep sleep for 1d4 hours. This condition ends if the sleeper takes damage or if another creature uses its action to shake or slap the sleeper. Spellcasting. Netharesh’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Netharesh has following sorcerer spells: Cantrips (at will): poison spray, fire bolt, nazar* 1st Level (4 slots): mage armor**, sudden decay* 2nd Level (3 slots): cloud of daggers **Netharesh casts this spell on herself before combat ACTIONS Multiattack. Netharesh makes two melee weapon attacks. Dagger of Sickness. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage plus 4 (1d8) poison damage. A Beautiful Shapechanger. Netharesh can polymorph into a young, well-dressed, nice-looking woman of Small size or back into her true form. Any creature that can see Netharesh within 30 ft. of her must succeed on a Wisdom saving throw or they are affected by the new-look works as if they are targeted by a charm person spell. Also, a creature who fails its saving throw is not aware that it was charmed by Netharesh. While polymorphed, Netharesh can use Kiss of Netharesh. Other than that the statistics are the same in each form.


Corpus Malicious: The Codex of Evil - Flip eBook Pages 301-350 (2024)
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