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Who's Damned the Lords of Ravenloft

Who's Damned The Lords of

Sample file Credits Preface I return to the Mists once again... Written By: “Jester” David Gibson In many ways this product is a companion to my earlier books Heroes of the Mists and Children of the Night, albeit written many years after. Art By: “Jester” David Gibson and public domain Inside this tome are the various darklords of the Core. The central figures of the Ravenloft campaign setting, updated from 2nd and 3rd Edition to 5th Edition. I tried to keep these foes as close as possible to their original 2nd Edition incarnations, while taking Fraternity of Shadows Ravenloft fan site & forums advantage of the design space offered by 5th Edition. fraternityofshadows.com For me, it was important to resist the temptation to make them all Challenge 17 badasses. Some of them should absolutely be deadly and dangerous enough to challenge high level parties, but many have previously been present as relatively weak in terms of combat prowess: figures whose power is tied to their political clout, cunning, or simply knowing when to avoid battle. Some are meant to be longterm menaces and shadowy unknown figures that vex the adventurers for an entire campaign, with others are simply fodder for a "weekend in hell" where the party is trapped in the Mists and the only way out is killing the darklord. This book is planned as a "living document." It currently includes the thirty-three darklords of the Core and the surrounding seas along with a few key NPCs. However, it omits the many darklords from the various Clusters and Islands of Terror. If this product is a success and there is a demand for other darklords (or I get bored and antsy) I will update this document to include these excluded lords.

“Jester” David Gibson July, 2020

Update 3 & 4, May 2021: Looks like people love darklords. With this book nearing Electrum, I've added the lords of three demiplanes, the six members of the Nightmare Court, and Kas. But because sales blew past my previous goal before I could update this product, I've also added four darklords from van Richten's Guide to Ravenloft. Because I love you folks! If it sells another 50-75 copies or so, I'll add some more unique creatures. Potentially the ones from the 4e Islands, and maybe other "Doomed Denizens" that are unique creatures but not actually darklords. Potential opponents like Jacqueline Montarri, the Gentleman Caller, Nathan Timothy, and Isolde of the Carnival.

DUNGEONS & DRAGONS, D&D, , Ravenloft, , , the dragon ampersand, and all other Wizards of the Coast productSample names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

Who's Doomed: The Lords of Ravenloft ©2020-2021. David Gibson, 5 Minute Workday Publishing, and Quote the Raven. Published under the Community Content Agreement for Dungeon Masters Guild. Any resemblance to any individual living, dead, or undead might be coincidental. Contents Preface 2 Diamabel 71 General Abilities 4 Ebonbane 72 Mythic Traits 4 Faith-hold, Elena 74 Hive Queen 76 Darklords of the Core 5 Mircea, Ladislav 77 Adam 5 Morgoroth 79 Aderre, Gabrielle 7 Saltbiter, Draga 81 Aderre, Malocchio 8 Sodo 82 ApBlanc, Tristen 9 Tiyet 84 Azalin 12 Zolnik, Gregor 86 Boritsi, Ivana 14 Death 16 Darklords of Islands of Terror 87 d'Honaire, Dominic 18 Bleysmith, Torrence 87 Dilisnya, Ivan 20 Chiang, Tsien 88 Drakov, Vlad 21 God-Brain 90 Godefroy, Wilfred 23 Karn, Jack 92 Gwydion 25 Kas 93 Hazlik 27 Maligno 95 Kulchevich, Inza 29 Misroi, Anton 97 Lukas, Harkon 31 Petrovna, Yagno 99 Malken 33 Sceleris, Malus 101 Renier, Jacqueline 35 Shinpi, Haki 102 37 Three Hags 39 Darklords of Pocket Domains 103 Timothy, Alfred 42 Davion 103 Tristessa 44 Juste, Lemot 106 Von Kharkov, Urik 46 Lady of the Lake 108 Von Zarovich, Strahd 49 The Nightmare Court 109 Darklords of the Seas 51 Doomed Denizens 115 Althea 51 Dak, Azrael 115 Bluebeard 52 Mordenheim, Victor 116 D'Polarno, Stezen 53 Von Aubrecker, Rudolph 117 Easan 55 Evensong, Lyron 57 Darklords of van Richten's Guide 118 Heinfroth, Daclaud 58 Chakuna 119 Markov, Frantisek 60 d'Honaire, Saidra 120 Meredoth 61 Mordenheim, Viktra 121 Monette, Alain 63 Vasavadan, Ramya 122 Van Riese, Pieter 64 Further Reading 123 Darklords of Clusters 66 Anhktepot 66 Even More to Come...?!?! 123 Arijani 68 Crocodile 70 Also by 5 Minute Workday 124 Sample file ach land within the borders of Ravenloft is ruled Rejuvenation. Most darklords are hard to kill. by a darklord, a being cursed and blessed by the Even if slain, their body slowly regenerates or reformed E enigmatic Dark Powers who hold sway over the over a number of months or years. But this is not always demiplane of dread. true, and some can be permanently slain. Darklords are not merely evil being. While each darklord is an individual of pure malevolence—sinners Cursed damned by their actions and condemned by their All darklords suffer under a curse. They are forever choices—the are not innately evil, like fiends and denied what they most desire. aberrant beings. Instead, darklords are mortals with The subject of this curse is often what motivated the free will to choose between nobility and darkness. them to commit their act of ultimate darkness. All darklord had the opportunity to turn away from evil Darklords are continually given the opportunity to and rejected that choice. Each and every darklord freely atone but few darklords take this opportunity and most and willingly committed the act of ultimate darkness try and find other means of bypassing their curse. that caused the Dark Powers to take notice and grant It seem the suffering of the darklords is important. them their own land. The one known lord that was released from their bondage was freed after they ceased to be motivated General Abilities by the object of their desire and ceased to scheme or While the gifts of the Dark Powers vary greatly, all struggle. And in doing so they were cast back to their darklords possess certain powers. home world. Immunities. The darklord is resistant to magical effects and conditions with a permanent duration, such Mythic Traits as curses or spells. If affected by such an ability, once A few darklords in the product are given mythic traits every year they can reroll the saving throw, ending the in sidebars, which were introduced in Mythic Odysseys effect on a success. of . These traits and their associated actions are Longevity. Time has little impact on darklords. designed to turn encounters into dangerous battles Most darklords cease to age entirely, while others well-suited to serve as the climax of a lengthy adventure appear to age at half the normal speed but suffering or entire campaign. none of the infirmities associated with old age. All Mythic traits are optional; if you don’t want to use darklords are immune to effects that would magically the mythic variant, simply ignore the sidebars. age them. Lord of the Land. The domain reshapes itself to match the temperament and personality of its lord. The darklord cannot leave their domain and is trapped within its borders. The entire domain is considered the darklord's lair (although some darklords have a seat of power withSample additional abilities). file

4 Darklords of the Core Personality. "If I cannot be accepted for what I Adam am, I will make others accept me." Darkord of Lamordia Ideal. "I want the love others take for granted." Bond. "I cared for Eva and know she felt the Known as Mordenheim's Monster or simply "the same." Creature," Adam is an intelligent flesh golem. The Flaw. "My temper controls me. I do not control it." most successful creation of Dr. Victor Mordenheim, he is the culmination of the doctor's research into the Lair creation of life. Creator and creation are inextricably bound together: Dr. Mordenheim possesses Adam's Adam spends much of his time on the Isle of Agony, immortality, who in return shares the doctor's anguish. part of the archipelago known as The Finger. He While not created as a human, Adam's made stores his personal possession in a network of natural himself a monster. In a rage, he reduced Elise, Doctor caverns on the island's western side. There are only two Mordenheim's wife, to a vegetative state and seemingly entrances to these caverns: a frigid underground river murdered their adopted daughter Eva. Adam insists that runs several hundred feet and a natural chimney he came into the world an innocent and that Eva grew that descends a couple hundred feet. It is in these to love him despite his scars blaming the doctor for caverns Adam keeps his small collections of books and a making him cruel. few momentoes of Eva.

Adam, Mordenheim's Monster Magic Weapons. Adam's weapon attacks are magical. Medium construct, chaotic evil Telepathic Bond. Adam senses Mordenheim's emotions and experiences any physical pain caused to Mordenheim. Because of Armour Class 13 this bond, Adam has advantage on all Charisma checks against Hit Points 152 (16d8 + 80) Doctor Mordenheim. Speed 30 ft. Undying Soul. So long as Mordenheim has 1 or more hit points, Adam can't die. While his body is intact, Adam regains 5 hit points Str Dex Con Int Wis Cha after each minute. If his body is destroyed, Adam's spirit enters 20 (+5) 17 (+3) 20 (+5) 16 (+3) 12 (+1) 5 (-3) the body of another flesh golem created by Mordenheim. Over the next week, the golem's features change to resemble Adam's and Skills Athletics +9, Stealth +7 its statistics change to match his. Damage Resistances cold Damage Immunities lightning, poison; bludgeoning, piercing, and Actions slashing from nonmagical attacks that aren't adamantine Multiattack. Adam makes three slam attacks. Conditional Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: Senses darkvision 60 ft., passive Perception 11 14 (2d8 + 5) bludgeoning damage. Languages Vaasi Challenge 9 (5,000 XP) Proficiency Bonus +4 Legendary Actions Adam can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time Aversion of Fire. If Adam takes fire damage, he has disadvantage on and only at the end of another creature’s turn. Adam regains spent attack rolls and ability checks until the end of his next turn. legendary actions at the start of his turn. Immutable Form. Adam is immune to any spell or effect that would Backhand. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. alter his form. Hit: 4 (1d8) bludgeoning damage and the target must succeed Legendary Resistance (3/Day). If Adam fails a saving throw, he can on a DC 16 Strength saving throw or be hurled 10 feet away from choose to succeed instead. Adam and knocked prone. Lightning Absorption. Whenever Adam is subjected to lightning Grab. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: damage, he takes no damage and instead regains a number of hit The target is grappled by Adam (escape DC 16). Until this grapple points equal to the lightning damage dealt. In addition, until the ends, Adam can make one fewer slam attack with Multiattack. end of his next turn, Adam's slam attacks deal an additional 3 (1d6) Reposition. Adam moves up to half his speed, and opportunity lightning damage. attacks provoked by this movement are made with disadvantage. Magic Absorption. Adam has advantage on saving throws against Slam (2 Actions). Adam makes a slam attack. spells and other magical effects. If he succeeds on a saving throw against a spell by 5 or more he regains a number of hit points equal to twiceSample the spell's level. file

5 Lair Actions On initiative count 20 (losing initiative ties) Adam takes a lair action to cause one of the following effects. He can't use the same effect twice in a row. ◊ A storm wracks the Isle of Agony, as waves crash across the shore and strong winds blast the surface. All creatures of Adam's choice within 100 feet of the shore must succeed on a DC 15 Strength saving throw or be knocked prone. ◊ A thick fog rolls across the Isle of Agony, filling 40-foot radius area centered on a point Adam chooses within 120 feet of him. The cloud spreads around corners and its area is lightly obscured. The fog remains until Adam uses another lair action or dies. ◊ Close Borders. Regardless of the season, a chilling blizzard whips across the borders of Lamordia. Creatures that venture into the storm are pushed back into Lamordia. Those who force their way forward are buffeted by hailstones and frigid winds as if in the area of an ice storm spell. The borders remain closed so long as Adam maintains his concentration, as if he were concentrating on a spell. ◊ Sense Disruption. Adam senses any disruption to their land, such as those created by a paladin or the reality wrinkle of a fiend or celestial. Lair Traits The Isle of Agony is affected by Adam's mood. While he is angry, the surrounding waters are rough and choppy, and while he is melancholy the skies are overcast ◊ Water currents within 5 miles of the island shift without warning, and the waves discourage travel. Creatures attempting to reach the island have disadvantage on Strength (Athletics) checks made Mythic Adam to swim and checks made to steer and control Berserk Rage (Mythic Trait; Recharges after a Short or Long Rest). If boats also have disadvantage. Adam is reduced to 0 hit points, he doesn't die or fall unconscious. ◊ The sea immediately around the island is Instead, Adam is filled with a mindless rage, his hit point total preternaturally cold. Creatures that start their becomes and his melee attacks deal an additional 4 (1d8) damage. turn in the waters within 60 feet of the isle take 3 On each of his turns, Adam attacks the nearest creature he can see. If Adam can’t see a creature, he attacks an object, prioritizing (1d6) cold damage. objects smaller than himself. His rage ends after 1 hour. Curse Mythic Actions Needing little food and being unaffected by the weather, If Adam’s mythic trait is active, he can use the options below as Adam can live freely in the wild. But, as an intelligent legendary actions. being, Adam doesn't want to live as a beast and wishes Smash. Melee Weapon Attack: +8 to hit, reach 5 ft., one object. Hit: to be treated as a human. He hungers for acceptance, 23 (4d8 + 5) bludgeoning damage. to be seen as a man and not a monster. His frustration drives him to acts of rage and violence. Wind-Up. Adam raises his fists menacingly. He gains advantage on his next melee attack Adam also despises his creator, and works to sabotage his works whenever possible. However, as he Fighting Adam as a mythic encounter is experiences any pain Mordenheim feels, Adam cannot equivalent to battling two CR 9 monsters in one bring himself to harm the doctor. encounter. Award the party 10,000 XP for defeating SampleAdam after he uses Berserk Rage.file

6 Aderre, Gabrielle Gabrielle Aderre Darkord of Invidia Medium humanoid (human), neutral evil After permitting her mother to be torn apart by a werewolf, Gabrielle Aderre was taken by the Mists to Armour Class 12 Invidia. Once in that land, she used her Evil Eye to slay Hit Points 45 (10d8+8) its werewolf darklord, Bakholis. Aderre succeeded him Speed 30 ft. as both temporal leader of Invidia and darklord of the Str Dex Con Int Wis Cha domain until her son, Malocchio Aderre, deposed her as the political ruler of the land. 8 (-1) 14 (+2) 13 (+1) 13 (+1) 16 (+3) 16 (+3) Although Aderre had been usurped, she was quick Saving Throws Cha +5 to find new allies, including Matton Blanchard and Skills Arcana +3, Deception +5 his recruit wolfwere allies from Kartakass as well as Senses passive Perception 13 Gundarakite rebel leader Ardonk Szerieza. Aderre's Languages Balok, Patterna forces seized control of Castle Hunadora and repulsed Challenge 3 (700 XP) Proficiency Bonus +2 Malocchio's attempts at retaliation. Shortly afterwards, Aderre gave birth to her daughter—Lucita—but she is Legendary Resistance (1/Day). If Aderre fails a saving throw, she can uncertain of the father's identity: Matton or Ardonk. choose to succeed instead. Spellcasting. Aderre is an 8th-level spellcaster. Her spellcasting Personality. "Charm and lies will always succeed ability is Charisma (spell save DC 13, +5 to hit with spell attacks). where honesty and compassion fail." Aderre has the following sorcerer spells prepared: Ideal. "I will retake my land at any cost." Bond. "My daughter Lucita is the loyal family my Cantrips (at will): blade ward, dancing lights, friends, mage hand mother denied me." 1st level (4 slots): charm person, disguise self, sleep Flaw. "People are means to an end." 2nd level (3 slots): detect thoughts, suggestion 3rd level (3 slots): dispel magic, major image Lair 4th level (2 slots): confusion, dominate beast Since being deposed as the ruler of Invidia, Aderre Actions dwells in Castle Hunadora. This castle was once the Multiattack. Aderre casts a cantrip and makes two dagger attacks. home of Duke Gundar, darklord of Gundarak, before Silvered Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one that domain was partially absorbed by Invidia following target. Hit: 5 (1d4 + 2) piercing damage. the Grand Conjunction. Aderre's prized possession is the tarokka deck Evil Eye (Recharge 5-6). Aderre targets one creature that she can of Madame Eva, through which she can cast any see within 10 feet of her and casts one of the following spells on the target (save DC 13), requiring neither somatic nor material divination spell with the ritual tag. However, using components to do so: animal friendship, charm person, or hold the tarokka causes her immense pain, inflicts 6 (1d12) person. If the target succeeds on the initial saving throw, Aderre is psychic damage, so she typically only employs the deck blinded until the end of her next turn. Once a target succeeds on a in a safe place. saving 1 throw against this effect, they are immune to the Evil Eye Lair Actions power of all for 24 hours. Vistani are immune to Aderre's Evil Eye, and half-Vistani have advantage on saving throws against On initiative count 20 (losing initiative ties) Aderre this effect. takes a lair action to cause one of the following effects:. ◊ Close Borders. An invisible, intangible wall Legendary Actions of terror encircles Invidia, causing creatures Aderre can take 3 legendary actions, choosing from the options attempting to cross the border to feel intense below. Only one legendary action option can be used at a time and panic. Creatures become frightened of the border, only at the end of another creature’s turn. Aderre regains spent even if normally immune to being frightened. legendary actions at the start of her turn. Once frightened, creatures remain so until they Dagger. Aderre attacks with her dagger. move at least three hundred feet away from the border. The borders remain closed so long as Prophecize. Aderre glances briefly into the future. Until the start of Aderre maintains concentration, as if she were her next turn, the next attack made against her has disadvantage and she has advantage on her next saving throw. concentrating on a spell. ◊ Sense Disruption. Aderre senses any Cast a Spell (Costs 2 actions). Aderre casts a spell using a 1st or 2nd disruption to their land, such as those created level spell slot. by a paladin or the reality wrinkle of a fiend or Evil Eye (Costs 3 actions). Aderre uses her Evil Eye. In addition to the Samplecelestial. normal effects, she can also cast sleepfile or suggestion.

7 Curses Aderre, Malocchio Gabrielle is unable to directly attack the Vistani or affect Ruler of Invidia them with their spells. Even giomorgos and others of Vistani heritage are afforded some protection: attacks The child of the darklord of Invidia, Gabrielle Aderre, against half-Vistani have disadvantage and the target and mysterious figure known as the Gentleman Caller. has advantage on all saving throws against her spells Malocchio matured unnaturally quickly, reaching and abilities. maturity within a matter of months. Sensing his power, Gabrielle tried to raise him as a weapon against the Vistani. Despite being only one-eighth Vistani, Malocchio is the second Dukkar—a male Vistana with Malocchio Aderre the Sight prophesied to bring great evil to the Vistani Medium humanoid (), chaotic evil people. Malocchio actively hunting the Vistani of Invidia, persecuting all within its borders. Armour Class 12 Hit Points 54 (12d8) Personality. "Invidia lacked a strong leader. Now Speed 30 ft. it has me." Ideal. "Fear is more effective than love or loyalty." Str Dex Con Int Wis Cha Bond. "Hate for my bloodline sustains me." 14 (+2) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 17 (+3) Flaw. "I expect nothing but universal praise." Saving Throws Str +4 Lair Skills Intimidate +5, Survival +3 Malocchio divides his time between Castle Loupet, the Senses passive Perception 11 Citadel in Karina, and the woods while he engages in Languages Balok, Patterna Challenge 4 (1,100 XP) Proficiency Bonus +2 his hunts. Bound. After being cursed, Malocchion is trapped in Invidia and can't move beyond its borders, even via teleportation. Dukkar. Malocchio is immune to all divination spells and abilities used by Vistani. Innate Spellcasting. Malocchio's spellcasting ability is Charisma (spell save DC 13). Malocchio can cast the following spells, requiring no components: At-will: teleport 3/day each: darkness, enthrall, suggestion 1/day each: hallow Actions Multiattack. Malocchio makes two longsword attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. Evil Eye (Recharge 5-6). Malocchio targets one creature that he can see within 10 feet of him and casts one of the following spells on the target (save DC 13), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Malocchio is blinded until the end of her next turn. Once a target succeeds on a saving 1 throw against this effect, they are immune to the Evil Eye power of all Vistani for 24 hours. Full blooded Vistani are immune to Malocchio's Evil Eye, and half-Vistani have advantage on saving throws against this effect. Feral Allies (1/Day): Malocchio magically calls 3d6 wolves or 2d4 swarms of ravens. The called creatures arrive in 1d4 rounds, acting as allies of the Malocchio and obeying his spoken commands. The beasts remain for 1 hour, until Malocchio dies, or until Malocchio dismissesSample them as a bonus action. file

8 ◊ A poltergeists randomly hurl stray objects in the ApBlanc, Tristen room. This geist manifests in a space ApBlanc Darkord of Forlorn can see within 90 feet. The geist hurls an objects weighing less than 20 pounds at up to four targets Tristen ApBlanc rules Forlorn from his home of Castle of its choosing within 40 feet (only targeting Tristenoira, built atop the remains of an ancient druidic ApBlanc if no other creatures are present). It grove. ApBlanc mentally controls the myriad goblyn attacks with a +6 bonus and hurled objects deal tribes that dominate the land, sending them into 2d6 damage. conflict with the surviving druids of the land. ◊ One creature ApBlanc can see within 90 feet must Tristen's father, Rivalin, was slain by a vampire, succeed on a DC 15 Constitution saving throw or and arose as an undead. Rivalin returned home and fed become 2d10 years older. A greater restoration on his wife, but could not bring himself to kill her. Thus spell can restore a creature's age to normal. Tristen was born with a vampiric taint. ◊ A creature ApBlanc can see within 60 feet must When Tristen's parents were killed by a mob, he immediately take their action early. On their turn, was raised by druids until he began to exhibit signs the target can move and take any bonus actions of vampiric corruption. Tristen become obsessed they possess. with studying vampiric lore—including that of living ◊ Close Borders. Creatures that cross over the vampires: dhampires and vampyrs. When his druidic border of Forlorn find their muscles tightening adoptive mother discovered his secret, Tristen killed and their joins seizing. For each minute a her and drank her blood. As she died, she cursed him creature moves towards the edge of the domain, to never leave the sacred grove and live eternally to their speed is reduced by 5 feet. When their rue his evil. Cursed and poisoned by her blood, Tristen speed reaches 0 they are paralyzed. The borders died alongside her but rose that night as a ghost. remain closed so long as ApBlanc maintains his Strangely, he regained mortal form the next morning as concentration, as if he were concentrating on a a dhampire. spell. Personality. "Wolves feel no pity or regret. ◊ Sense Disruption. ApBlanc senses any Neither should a ruler." disruption to his land, such as those created Ideal. "I will do anything to free myself of my by a paladin or the reality wrinkle of a fiend or curse." celestial. Bond. "My name is my legacy. I am the last of the ApBlancs." Lair Traits Flaw. "I have nothing but time, but when called to Time behaves differently around Castle Tristenoira: act I do so rashly." ◊ Taking a short rest in the castle takes ten times 2d4 + 1 minutes. Taking a long rest in the castle Lair takes 2d6+1 hours. The ancient and crumbling castle of Tristenoira ◊ Undead spirits in the castle have advantage drifts throughout time. Its appearance remains the on saving throws against being charmed or same to onlookers, but within the walls of the castle, frightened, and against features that turn undead. chambers shift between the centuries past and present. Meanwhile, the ghostly inhabitants of the castle Curse constantly relive the same events over. Visitors are Each night ApBlanc dies a searing death and rises as a randomly moved between eras as they pass between ghost by the sacred druidic oak in the castle courtyard rooms. that was the site of his death. Each morning he painfully Tristen ApBlanc is the lord of the manor in all eras, regains his mortal form as a living dhampire. his spirit tethered to a great oak in the middle of the Additionally, at sunrise at each of the solstices and courtyard. He built the castle overtop the druidic grove equinoxes, ApBlanc is resurrected as a normal human where he is imprisoned, and is unable to leave the instead of a dhampire. He immediately falls into a grounds of the castle. coma, and remains as an unconscious human for 24 Lair Actions hours. ApBlanc keeps this weakness secret and hides in On initiative count 20 (losing initiative ties) ApBlanc the deepest dungeons of Tristenoira during those days. takes a lair action to cause one of the following effects; ApBlanc can't use the same effect two rounds in a row: ◊ The flow of time within the castle shifts. The next time humanoid creatures leave a room they are transported to a random time period. They can Sampleonly exit the castle during their original era. file

9 Tristen ApBlanc Ghost Form Medium undead, neutral evil In ghost form, ApBlanc gains the following traits: Armour Class 15 (natural armour) Damage Resistances acid, fire, lightning, thunder Hit Points 99 (18d8+18) Damage Immunities cold, poison Speed 30 ft. Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Str Dex Con Int Wis Cha Ethereal Sight. ApBlanc can see 60 feet into the Ethereal Plane 18(+4) 16 (+3) 12 (+1) 16 (+3) 8 (-1) 19 (+4) when he is on the Material Plane, and vice versa. Saving Throws Dex +6, Wis +2 Incorporeal Movement. ApBlanc can move through other creatures Skills Perception +2, Stealth +6 and objects as if they were difficult terrain. He takes 5 (1d10) force Damage Resistances necrotic; bludgeoning, piercing, and slashing damage if he ends his turn inside an object. damage from nonmagical attacks In ghost form ApBlanc has the following attack Senses darkvision 60ft., passive Perception 12 Languages Forfarian, Druidic options: Challenge 6 (1 ,800 XP) Proficiency Bonus +3 Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 17 (4d6 + 3) necrotic damage. Anathema. ApBlanc cannot enter an area where deer antlers are present and is considered frightened by creatures holding deer Etherealness. ApBlanc enters the Ethereal Plane from the Material antlers. Weapons made of deer antlers (including improvised ones) Plane, or vice versa. He is visible on the Material Plane while he are considered magical weapons and inflict an additional 6 (1d12) is in the Border Ethereal, and vise versa, yet he can't affect or be damage on a successful hit. affected by anything on the other plane. Legendary Resistance (2/Day). If ApBlanc fails a saving throw, he Keen (1/Day). ApBlanc releases a screeching howl that has no effect can choose to succeed instead. on constructs and undead. All other creatures within 60 feet of him that can hear him must make a DC 14 Constitution saving throw. Undying Soul. If slain as a dhampire, ApBlanc rises as a ghost in On a failure, a creature drops to 0 hit points. On a success, a the druidic grove. If slain as a ghost, ApBlanc restores his ghostly creature takes 14 (4d6) psychic damage. form after 1 week. Possession (Recharges after a Short or Long rest). One unconscious Actions humanoid that ApBlanc can see within 5 feet of him must succeed Children of the Night (1/Day). ApBlanc summons 2d4 swarms of on a DC 15 Charisma saving throw or be possessed; ApBlanc bats or rats or 3d6 wolves instead to his side. The called creatures disappears, and the target is incapacitated and loses control of arrive in 1d4 rounds, acting as allies of ApBlanc and obeying his their body. ApBlanc now controls the body but doesn't deprive the spoken commands. The beasts remain for 1 hour, until ApBlanc target of awareness. ApBlanc can't be targeted by any attack, spell, dies, or until ApBlanc dismisses them as a bonus action . or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being Legendary Actions charmed and frightened. ApBlanc otherwise uses the possessed ApBlanc can take 2 legendary actions, choosing from the options target's statistics, but doesn't gain access to the target's knowledge, below. Only one legendary action option can be used at a time and class features, or proficiencies. The possession lasts until the only at the end of another creature's turn . ApBlanc regains spent body drops to 0 hit points, ApBlanc ends it as a bonus action, or legendary actions at the start of his turn. ApBlanc is turned or forced out by an effect like the dispel evil and good spell. ApBlanc can maintain possession until dawn but the Command Ally. One goblyn or swarm within 60 feet of ApBlanc that creature can repeat the saving throw each hour, ending the effect he can see can make a melee attack as a reaction. on a success. When the possession ends, ApBlanc reappears in an Move. ApBlanc moves up to his half speed without provoking unoccupied space within 5 feet of the body. The target is immune opportunity attacks. to Possession for 24 hours after succeeding on the saving throw or after the possession ends. Attack (2 Actions). ApBlanc makes a melee attack Sample file

10 Mythic ApBlanc Reverse Time (Mythic Trait; Recharges after a Short or Long Rest). If ApBlanc is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, ApBlanc moves backwards along his personal timeline, his current hit points become 80 and he teleports to a space he can see within 60 feet. Dhampire Form Mythic Actions In dhampire form, ApBlanc gains the following traits: If ApBlanc’s mythic trait is active, he can use the option below as a Damage Resistances acid, fire, lightning, thunder legendary action, for 1 hour after using Reverse Time. Damage Immunities cold, poison Open Wounds. ApBlanc magically rewinds time for a creature, Condition Immunities exhaustion, grappled, paralyzed, petrified, partially undoing healing they have received. A creature ApBlanc poisoned, prone, restrained can see within 90 feet must make a DC 16 Constitution saving Charming Bite. Creatures bitten by ApBlanc must make a DC 14 throw, reducing their current hit points by 18 (4d8) on a failure, or Wisdom saving throw or become charmed by ApBlanc for 1 minute. half as much on a successful save. Regeneration. ApBlanc regains 10 hit points at the start of his turn Fighting ApBlanc as a mythic encounter is if he has at least 1 hit point and isn't in sunlight. If ApBlanc takes equivalent to battling two CR 6 monsters in one radiant damage, this trait doesn't function at the start of his next encounter. Award the party 3,600 XP for defeating turn. ApBlanc after he uses Reverse Time. Spider Climb. ApBlanc can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. In dhampire form ApBlanc has the following attack options: Multiattack. ApBlanc makes two attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, ApBlanc can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by ApBlanc, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and ApBlanc regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces their hit point maximum to 0.

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11 heroes back in time to manipulate a prophecy. He Azalin then initiated a side project aimed at circumventing Darklord of Darkon his magical curse: magically creating clones of himself to harvest the clones' magical knowledge. Although While masquerading as a living king, Azalin Rex is this experiment failed, it did result in the creation of secretly a lich. Born Firan Zal'honan in the earldom Lowellyn Dachine, who later became the darklord, of Knurl, a city-state in the eastern Flanaess. Upon Death. Azalin then created a "doomsday device", becoming the ruler of his kingdom, he broke from the which would turn him into a demilich and allow his Malachite Throne and expanded his territory before immaterial essence to escape. This caused the Requiem, being swallowed by the Mists. Once in Barovia, Azalin killing all life in Il Aluk and shattered Azalin's essence tutored his future enemy Strahd in the ways of magic across Darkon. He remained in that state for five years before claiming his own domain. before reuniting his mind and taking over the corpse of In the last few decades, Azalin has repeatedly tried his son. Now, Irik's spirit haunts Azalin, reminding him to escape the Mists. The first attempt was manipulating constantly of his actions and urging his father towards the Grand Conjunction, wherein he sent powerful redemption.

Azalin Rex Turn Immunity. Azalin is immune to any effect that turns undead. Undead Mastery. Undead animated by Azalin remain under his Medium undead, lawful evil control indefinitely and their hit point maximum is increased Armour Class 15 (natural armour) by 18. Undead creatures under the control of Azalin ignore all Hit Points 178 (21d8 + 84) attempts by other creatures to command or take control of them. Speed 30 ft. When Azalin uses a bonus action to command an undead created by the animate dead spell, he can choose to issue two Str Dex Con Int Wis Cha commands at the same time. Additionally, Azalin can issue commands to any undead in Darkon. 17 (+3) 10 (+0) 18 (+4) 21 (+5) 11 (+0) 14 (+2) Saving Throws Con +11, Int +12, Wis +7 Actions Skills Arcana +19, History +12, Insight +7, Perception +7 Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one Damage Resistance cold, lightning, necrotic creature. Hit: 10 (3d6) cold damage. The target must succeed on Condition Immunities charmed, exhaustion, frightened, paralyzed, a DC 18 Constitution saving throw or be paralyzed for 1 minute. poisoned The target can repeat the saving throw at the end of each of their Senses truesight 120 ft., passive Perception 17 turns, ending the effect on themself on a success. Languages Balok, Darkonese, Mordentish (see equipment) Challenge 22 (41,000 XP) Proficiency Bonus +7 Legendary Actions Azalin can take 3 legendary actions, choosing from the options Legendary Resistance (3/Day). If Azalin fails a saving throw, he can below. Only one legendary action option can be used at a time and choose to succeed instead. only at the end of another creature’s turn. Azalin regains spent Rejuvenation. If he has his phylactery (the skull of a Medium legendary actions at the start of his turn. dragon covered in gold), Azalin gains a new body in 1d10 days, Cantrip. Azalin casts a cantrip. regaining all his hit points and becoming active again. The new Command Undead. One undead creature Azalin can see uses its body appears within 5 feet of the phylactery. reaction to make a melee attack against a target of Azalin's choice. Special Equipment. Azalin wears a helm of comprehending Frightening Gaze (Costs 2 Actions). Azalin fixes his gaze on one languages, a ring of spell storing, and has a wand of lightning bolts. creature he can see within 10 feet of him. The target must succeed Spellcasting. Azalin is an 18th-level spellcaster. His spellcasting on a DC 18 Wisdom saving throw against this magic or become ability is Intelligence (spell save DC 20, +12 to hit with spell frightened for 1 minute. The frightened target can repeat the attacks). Azalin has the following wizard spells prepared: saving throw at the end of each of their turns, ending the effect on Cantrips (at will): chill touch, mage hand, message, prestidigitation, themself on a success. If a target’s saving throw is successful or ray of frost the effect ends for them, the target is immune to Azalin’s gaze for 1st level (4 slots): alarm, disguise self, silent image, unseen servant the next 24 hours. 2nd level (3 slots): alter self, darkness, invisibility, mirror image Paralyzing Touch (Costs 2 Actions). Azalin uses his Paralyzing 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball Touch. 4th level (3 slots): arcane eye, dimension door Animate Dead (Costs 3 Actions). Azalin casts animate dead. This 5th level (3 slots): Bigby's hand, dominate person does not consume a spell slot. 6th level (1 slot): disintegrate, flesh to stone 7th level (1 slot): finger of death, teleport 8th levelSample (1 slot): incendiary cloud, trap the soul file 9th level (1 slot): time stop 12 Personality. "I am been tested like no other king, and I will not be found wanting." Ideal. "I cannot escape the cell of my jailer. But I will loosen their chains." Bond. "Power and freedom. One leads to the other." Flaw. "I have no equal. No peers. Only weak rivals." Lair Azalin rules his land from Castle Avernus in the Forest of Shadows. Avernus is a collection of massive towers that exudes an aura of death: if the shadow of any bird—except a carrion bird—falls on the castle's stones, it falls dead. Riddling the castle are secret passages and chambers, with entire floors being concealed within its walls. Inside Avernus are laboratories to each school of magic, as well as a massive library tended by a phantom librarian holding the Book of Names. While in his lair and free of distractions, Azalin can perform fantastic acts of magic, including animating armies of the undead, erasing or rewriting the memories of creatures within the borders of Darkon, and similar feats. Lair Actions On initiative count 20 (losing initiative ties) Azalin takes a lair action to cause one of the following effects; Azalin can't use the same effect two rounds in a row: Curse ◊ Azalin rolls a d8 and regains a spell slot of that The Dark Powers bar Azalin from learning new magical level or lower. If it has no spent spell slots of that spells. He can't enter spells into his spellbook, either level or lower, nothing happens. by copying from another spellbook or scribing a scroll, ◊ Undead in a chamber of Azalin's choice are and is unable to learn new spells through research. New bolstered, gaining 10 temporary hit points. arcane lore is also not retained, and any new magical ◊ The groaning spirit atop the castle tower loudly knowledge fades from his memory in minutes. moans, its voice echoing through the halls and chambers of Avernus. The first time a living creatures hears the moans it must succeed on a DC 15 Constitution saving throw or their maximum hit points are reduced by 10. A lesser Mythic Azalin restoration or similar effect restores the hit Barrier of Bones (Mythic Trait; Recharges after a Short or Long Rest). If Azalin is reduced to 0 hit points, he doesn't die or fall points. The spirit can't groan again until dawn the unconscious. Instead, he is surrounded by a halo of bones. His next day. current hit points become 100 hit and he gains 50 temporary hit ◊ A strong breeze rushes through the halls, points. extinguishing nonmagical fires and light sources. ◊ Close Borders. An army of zombies and Mythic Actions skeletons 20 creatures deep claws their way out If Azalin's mythic trait is active, he can use the option below as a of the soil, dragging down any who would try to legendary action, as long as he has temporary hit points from Bone cross Darkon's borders. The creatures use the Barrier. regular stat blocks of zombies and skeletons, but Bone Swarm. The whirling bones surrounding Azalin strike at have a speed of 0, and resistance to damage from nearby creatures. Each creature within 10 feet of Azalin must make nonmagical attacks. The borders remain closed so a DC 18 Dexterity saving throw, taking 16 (3d10) slashing damage long as Azalin maintains concentration, as if he on a failed save, or half as much damage on a successful one. were concentrating on a spell. ◊ Sense Disruption. Azalin senses any disruption Fighting Azalin as a mythic encounter is to his land, such as those created by a paladin or equivalent to battling a CR 22 and a CR 20 monster the reality wrinkle of a fiend or celestial. in one encounter. Award the party 66,000 XP for Sampledefeating Azalin after he usesfile Barrier of Bones.

13 Boritsi, Ivana Ivana Boritsi Co-Daklord of Borca Medium humanoid (human), chaotic evil Ivana Bortsi was born to Klaus Boritsi and Camille Dilisnya, the darklord of Borca. Ivana was born on the Armour Class 10 same moonless night as her cousin, Ivan Dilisnya. While Hit Points 84 (8d8 + 48) not actual twins, their similar natures and birthdays Speed 30 ft. earned them the moniker of "the Dark Twins." Str Dex Con Int Wis Cha Camille raised her daughter to hate men, denying Ivana daughter the love she was denied. When Ivana 8 (-1) 11 (+0) 22 (+6) 14 (+2) 10 (+0) 17 (+3) fell in love with a young musician named Pieter, Camille Skills Deception +9, Insight +3, Persuasion +9 seduced Pieter through trickery to drive the couple Damage Resistance poison apart, before pushing Ivana to murder Pieter. Camille's Senses darkvision 60 ft., passive Perception 10 lessons proved too effective, for shorty after Ivana killed Languages Balok, Mordentish, Falkovnian her as well. Challenge 8 (3,900 XP) Proficiency Bonus +3 Personality. "I remain free and will not be Ambusher. Boritsi has advantage on attack rolls against any controlled or subservient to another." creature she has surprised. Ideal. "I long for a real companion whom I can Legendary Resistance (3/Day). If Boritsi fails a saving throw, she can trust." choose to succeed instead. Bond. "I rule my family. And my family rules Borca." Actions Flaw. "Seeing others with successful relationships Multiattack. Boritsi makes two dagger attacks. reminds me of my failures." Poisoned Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make Lair a DC 16 Constitution saving throw, taking 14 (4d6) poison damage The Boritsi Family estate of Misericordia is filled with on a failed save or half as much damage on a successful one. hidden passages and doors, with many known only to Kiss of Death. The kiss of Boritsi is deadlier than any known poison. Ivana. Behind the manor's walls lie beautiful gardens When she kisses a willing or incapacitated creature, the target the secretly contain numerous toxic flowers and plants. must make a DC 17 Constitution saving throw, taking 33 (6d10) Lair Actions poison damage on a failed save, or half as much damage on a success. Additionally, the target gains the poisoned condition for 10 On initiative count 20 (losing initiative ties) Boritsi minutes. takes a lair action to cause one of the following effects: ◊ Close Borders. All water that passes over Legendary Actions the border becomes a lethal poison. All liquids Boritsi can take 3 legendary actions, choosing from the options become poisonous, include wine and potions. below. Only one legendary action option can be used at a time and Even recently consumed waters in the body only at the end of another creature’s turn. Boritsi regains spent are transformed. Creatures that consume an legendary actions at the start of her turn. affected liquid become poisoned and must Detect. Boritsi makes a Wisdom (Perception) check. make a DC 15 Constitution saving throw at the start of each of their turns, taking 20 damage Increase Susceptibility. A creature Boritsi can see within 60 feet on a failed save, and half as much damage on a becomes weak to venom. Until the end of her next turn, the target success. They continue making saving throws loses any resistance to poison damage. If the target was immune until they die or return across the border into to poison damage and the poisoned condition, they lose that immunity, and are instead only considered resistant against poison Borca. Creatures immune to poison damage are damage. only considered resistant to the damage from this effect. The borders remain closed so long as Sense Poison. Until the start of her next turn, Boritsi detects the Boritsi maintains concentration, as if she were presence of poison within 50 feet, as if she can cast detect poison & concentrating on a spell. disease. ◊ Sense Disruption. Boritsi senses any Dagger Attack (2 Actions). Boritsi makes a dagger attack. disruption to her land, such as those created by a paladin or the reality wrinkle of a fiend or celestial.Sample file

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