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This document provides background information on Aerisi Kalinoth, the air prophet and leader of the Cult of the Howling Hatred. It summarizes that Aerisi was originally a sheltered elf princess named Dara who killed her parents with air magic. She now leads the cult and believes herself to have feathered wings, though this is an illusion. Aerisi is prone to violence and delusion. She retreats to the cult's air node lair when threatened, where she gains additional magical resistance.

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0% found this document useful (0 votes)
288 views12 pages

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This document provides background information on Aerisi Kalinoth, the air prophet and leader of the Cult of the Howling Hatred. It summarizes that Aerisi was originally a sheltered elf princess named Dara who killed her parents with air magic. She now leads the cult and believes herself to have feathered wings, though this is an illusion. Aerisi is prone to violence and delusion. She retreats to the cult's air node lair when threatened, where she gains additional magical resistance.

Uploaded by

bdraw99
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HOWLING HATRED INITIATE ACTIONS

Medium humanoid (human), neutral evil Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Armor Class 13 (leather)
Hit Points 9 (2d8) Howling Hatred initiates are attracted by the cult's
Speed 30 ft. philosophy of non-attachment and the rejection of
material things, unaware of the cult's true nature. The
STR DEX CON INT WIS CHA cult attracts adherents of all kinds, from dreamy-eyed
10 (+0) 15 (+2) 10 (+0) 10 (+0) 9 (-1) 11 (+0) youths with little property to world-weary folk eager to
put their faith in something as tangible and powerful as
Skills Deception +2, Religion +2, Stealth +4 an elemental force.
Senses passive Perception 9 Initiates live on little but air for a month, believing
Languages Common
that this regimen purifies them of bodily needs. In truth
Challenge 1/8 (25 XP)
it makes their bodies so desperate for sustenance that
they become susceptible to indoctrination. Soon, they
Guiding Wind (Recharges after a Short or Long Rest). As a
can justify heinous acts within the context of the cult:
bonus action, the initiate gains advantage on the next ranged
attack roll it makes before the end of its next turn.
Human sacrifice isn't an act of murder, but a freeing
ofthe soul from the limitations of a physical shell;
Hold Breath. The initiate can hold its breath for 30 minutes. conjuring a whirlwind to destroy unbelievers isn't an act
of terror but a demonstration of true faith.

HOWLING HATRED PRIEST


Medium humanoid (human), neutral evil
HOWLING HATRED
PRIEST Armor Class 15 (studded leather)
Hit Points 45 (10d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 10 (+0) 14 (+2) 10 (+0) 14 (+2)

Skills Acrobatics +5, Intimidation +4, Religion +4


Senses passive Perception 10
Languages Auran, Common
Challenge 2 (450 XP)

Hold Breath. The priest can hold its breath for 30 minutes.

Spellcasting. The priest is a 5th-level spellcaster. Its


spellcasting ability is Charisma (spell save DC 12, +4 to hit
with spell attacks). It knows the following sorcerer spells (an
asterisked spell is from appendix B):

Cantrips (at will): blade ward, gust;- light, prestidigitation,


shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil* gust of wind
3rd level (2 slots): gaseous form

ACTIONS
Multiattack. The priest makes two melee attacks or two
ranged attacks.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 6 (ld6 + 3) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or


range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage.

The most fanatical ofthe air cultists, the priests push


their bodies to physical extremes in order to decrease
their density and mass and become as light as leaves.
Gaunt and sallow faced, with concave bellies, bulging
eyes, and taut skin that enunciates every bone, these
living skeletons sustain themselves on nothing more

CHAPTER 7 I MONSTERS AND MAGIC ITEMS


AERISI KALINOTH
Medium humanoid (elf), neutral evil

Armor Class 13(16 with mage armor)


Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA


8(-l) 16 (+3) 12 (+1) 17 (+3) 10 (+0) 16 (+3)

Skills Arcana +6, History +6, Perception +3


Damage Resistances lightning
Senses darkvision 60 ft., passive Perception 13
Languages Auran, C o m m o n , Elvish
Challenge 7 (2,900 XP), or 9 (5,000 XP) w i t h lair actions

Fey Ancestry. Aerisi has advantage on saving throws against


being c h a r m e d , and magic can't put her to sleep.

Howling Defeat. When Aerisi drops to 0 hit points, her body


disappears in a howling w h i r l w i n d that disperses quickly and
harmlessly. A n y t h i n g she is wearing or carrying is left behind.

Legendary Resistance (2/Day). If Aerisi fails a saving throw, she


can choose to succeed instead.

Spellcasting. Aerisi is an 12th-level spellcaster. Her spellcasting


ability is Intelligence (spell save DC 14, +6 to hit with spell
attacks). Aerisi has the f o l l o w i n g wizard spells prepared (an
asterisked spell is from appendix B):

Cantrips (at will): gust* mage hand, message, prestidigitation,


ray of frost, shocking grasp
1st level (4 slots): charm person, feather fall, mage
armor, thunderwave
2nd level (3 slots): dust devil* gust of wind, invisibility
3rd level (3 s\ots): fly, gaseous form, lightning bolt
4th level (3 slots): ice storm, storm sphere*
5th level (2 slots): cloudkill, seeming (cast each day)
6th level (1 slot): chain lightning

ACTIONS fact an avariel, and believes it herself even though she


Windvane. Melee or Ranged Weapon Attack: +9 to hit, reach 5 must cast seeming each day to "reveal" her wings.
ft. or range 20 f t . / 6 0 ft., one target. Hit: 9 ( l d 6 + 6) piercing Aerisi is prone to deluded flights of fancy and
damage, or 10 ( l d 8 + 6) piercing damage if used with t w o impulsive decadence. She sees herself as a beautiful,
hands to make a melee attack, plus 3 ( l d 6 ) lightning damage. fierce, and just ruler who wields elemental power
because she deserves it.
Aerisi Kalinoth is the air prophet of the Elder Elemental
Eye and leader of the Cult of the Howling Hatred. Tall IN THE A I R NODE
and slender, with dark hair and (illusory) feathered When danger threatens the Temple of Howling Hatred,
wings that gently fan the air, Aerisi Kalinoth speaks to Aerisi retreats to the Howling Caves, the air node.
her people in a whisper that belies her violent temper, Within this node, Aerisi gains one additional use of her
which reveals itself whenever she is denied. Legendary Resistance trait.
Aerisi was a sheltered moon elf princess named Dara
Algwynenn Kalinoth who grew up in a remote Faerie LAIR ACTIONS
realm. Her parents had wished to protect her from the If Aerisi is in the air node while Yan-C-Bin isn't, Aerisi
harsh realities ofthe world, but they only succeeded in can take lair actions. On initiative count 20 (losing
spoiling her. When they tried to discipline their willful initiative ties), Aerisi uses a lair action to cast one of her
daughter, she used the power of elemental air against spells, up to 3rd level, without using components or a
them. Soon after, her dreams led her to the ancient spell slot. She can't cast the same spell two rounds in a
dwarven ruins where the spear Windvane awaited her. row, although she can continue to concentrate on a spell
Dara changed her name to Aerisi and pretended she previously cast using a lair action. Aerisi can take
to be an avariel (winged elf) princess like the ones no other lair actions while concentrating on a spell cast
from her storybooks. Then Aerisi used her talents for as a lair action.
enchantment magic to sway mortals into joining her If Aerisi casts invisibility using this lair action, she
cult. She has convinced all her followers that she is in also draws the power ofthe air node into herself. By
doing so, she regains 15 (3d8 + 2) hit points.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS


'91
M A R L O S URNRAYLE
Medium monstrosity, neutral evil

Armor Class 15 (natural armor)


Hit Points 136 (16d8 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 11 (+0) 18 (+4) 12 (+1) 13 (+1) 17 (+3)

Skills Arcana +4, Deception +6, Perception +4


Damage Resistances acid
Senses darkvision 60 ft., tremorsense 60 ft., passive
Perception 14
Languages Common, Terran
Challenge 8 (3,900 XP), or 12 (8,400 XP) with lair actions

Earthen Defeat. When Marios drops to 0 hit points, his body


transforms into mud and collapses into a pool. Anything he is
wearing or carrying is left behind.

Earth Passage. Marios can move in difficult terrain composed


of anything made from earth or stone as if it were normal
terrain. He can move through solid earth and rock as if it were
difficult terrain. If he ends his turn there, he is shunted into the
nearest space he last occupied.

Legendary Resistance (2/Day). If Marios fails a saving throw, he


can choose to succeed instead.

Petrifying Gaze. When a creature that can see Marlos's eyes


starts its turn within 30 feet of him, Marios can force it to make
a DC 14 Constitution saving throw if Marios isn't incapacitated
and can see the creature. If the saving throw fails by 5 or more,
the creature is instantly petrified. Otherwise, a creature that
fails the save begins to turn to stone and is restrained. The
restrained creature must repeat the saving throw at the end
of its next turn, becoming petrified on a failure or ending the
effect on a success. The petrification lasts until the creature is
freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, Marios wields the magical war pick Ironfang, which
it can't see Marios until the start of its next turn, when it can he found in the Fane of the Eye after being drawn to the
decide to avert its eyes again. If the creature looks at Marios in spot by a vision. Because of his medusa curse and his
the meantime, it must immediately make the save. possession ofthe elemental weapon, the other Black
If Marios sees himself reflected on a polished surface within Earth cultists believe that he stands high in Ogremoch's
30 feet of him and in an area of bright light, Marios is, due to favor and are fanatically loyal to him.
his curse, affected by his own gaze.
IN T H E EARTH N O D E
ACTIONS
When the Temple of Black Earth is threatened, Marios
Multiattack. Marios makes three melee attacks, one with his Urnrayle retreats to the Black Geode, the earth node.
snake hair and two with Ironfang. Within this node, Marios gains one additional use of his
Legendary Resistance trait.
Snake Hair. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (ld8 + 3) piercing damage plus 14 (4d6)
LAIR ACTIONS
poison damage.
If Marios is in the earth node while Ogremoch isn't,
Ironfang. Melee Weapon Attack: +9 to hit, reach 5 ft., the medusa can take lair actions. On initiative count
one target. Hit: 7 (ld8 + 3) piercing damage plus 4 (ld8) 20 (losing initiative ties), Marios uses a lair action to
thunder damage. cast earthquake without using components. As long as
Marios Urnrayle is the earth prophet of Elemental Evil he maintains concentration on earthquake, initiative
and the leader of the Black Earth cult in the Sumber count 20 is the start of Marlos's turn for the purpose
Hills. He is a medusa of unusual power who was once of the spell. He can take no other lair actions while
a vain and cruel human nobleman. Marios delights in concentrating on earthquake.
petrifying his foes, especially those of great physical Marlos's second option for a lair action is to draw
beauty, and smashing the remains to rubble. power from the earth node to heal. When he does so, he
regains 30 (6d8 + 3) hit points.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS


ETERNAL FLAME CULTISTS
It is often said that fire is a dangerous servant and
a fearful master. So too it is with the Eternal Flame
cultists. Low-ranking members of the cult love the
destructive power of fire. The cult leaders harness fire
to cleanse their surroundings of anything impure and
anyone who's insufficiently dedicated to the cause.
It's perhaps too facile to say that those who follow
elemental fire are pyromaniacs who were obsessed with
^
I i>
flame as children, but there's a grain of truth behind the
stereotype. Eternal Flame cultists are fascinated with
fire of all sorts and sometimes stare into a torch for
several minutes, carefully studying each flicker of flame.
Many have an experimental streak, eager to see what
happens when something—a barrel of pitch, a hunter's
cabin, an annoying merchant—is set ablaze.
Like the flames they adore, Eternal Flame cultists
are quick to act. In a fight, they rarely take prisoners or
retreat; they strive to be like an ever-advancing wildfire
as they march forward. More broadly, they favor the
direct approach and the simple plan to more oblique
machinations. That's one reason they loathe the cultists
of elemental water, with all their supposed subtleties
and ruses. Often it's better put the target to the torch,
then sift through the ashes afterward.

ETERNAL FLAME GUARDIAN


Medium humanoid (human), chaotic evil
ETERNAL

Armor Class 17 (breastplate, shield; 15 while using a crossbow) FLAME PRIEST

Hit Points 45 (7d8 + 14)


Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 13 (+1) 14 (+2) 8 (-1) 11 (+0) 13 (+1)

Skills Intimidation +3, Perception +2


Damage Resistances fire
Senses passive Perception 12
Languages Common ETERNAL FLAME P R I E S T
Challenge 2 (450 XP) Medium humanoid (human), neutral evil

Flaming Weapon (Recharges after a Short or Long Rest). As Armor Class 12 (15 with mage armor)
a bonus action, the guard can wreath one melee weapon it is Hit Points 52 (8d8 +16)
wielding in flame. The guard is unharmed by this fire, which Speed 30 ft.
lasts until the end ofthe guard's next turn. While wreathed in
flame, the weapon deals an extra 3 (ld6) fire damage on a hit. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 16 (+3)
ACTIONS
Skills Deception +5, Intimidation +5, Religion +2
Multiattack. The guard makes two melee attacks.
Damage Resistances fire
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Senses passive Perception 10
target. Hit: 6 (ld8 + 2) slashing damage. Languages Common, Ignan
Challenge 3 (700 XP)
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
100/400 ft., one target. Hit: 6 (ldlO + 1) piercing damage. Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to hit
Eternal Flame guardians are dullards fascinated
with spell attacks). It knows the following sorcerer spells (an
by the power of fire and eager to show the cult's
asterisked spell is from appendix B):
enemies firsthand what it feels like to burn. They
light things aflame to honor elemental fire and just for Cantrips (at will): control flames* create bonfire* fire bolt, light,
entertainment, but they don't always think ahead about minor illusion
what else nearby might catch fire. 1st level (4 slots): burning hands, expeditious
retreat, mage armor

CHAPTER 7 I MONSTERS AND MAGIC ITEMS


2nd level (3 slots): blur, scorching ray
3rd level (2 slots).fireball
RAZERBLAST
Medium humanoid (human), chaotic evil
ACTIONS
Armor Class 17 (splint)
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. Hit Points 112 (15d8+ 75)
or range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Speed 30 ft.
Eternal Flame priests see the world around them as
STR DEX CON INT WIS CHA
impure and unworthy, and believe that only cleansing
16 (+3) 11 (+0) 16 (+3) 9(-l) 10 (+0) 13 (+1)
by fire can set it right. As a result, all fire is deemed
holy, from the smallest candle flame to the greatest
Skills Intimidation +4, Perception +3
conflagrations. When traveling in the open, Eternal Senses passive Perception 13
Flame priests are clever enough to hide their true Damage Immunities fire
beliefs, passing themselves off as druids or wizards with Languages Common, Ignan
a knack for fire magic. Challenge 5 (1,800 XP)

FLAMEWRATH Searing Armor. The razerblast's armor is hot. Any creature


Medium humanoid (human), chaotic evil grappling the razerblast or grappled by it takes 5 (IdlO) fire
damage at the end of that creature's turn.
Armor Class 12 (15 with mage armor)
Shrapnel Explosion. When the razerblast drops to 0 hit points,
Hit Points 105 (14d8 + 42)
a flaming orb in its chest explodes, destroying the razerblast's
Speed 30 ft.
body and scattering its armor as shrapnel. Creatures within 10
feet ofthe razerblast when it explodes must succeed on a DC
STR DEX CON INT WIS CHA
12 Dexterity saving throw, taking 21 (6d6) piercing damage on
10 (+0) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 16 (+3)
a failed save, or half as much damage on a successful one.
Skills Arcana +3, Religion +3
ACTIONS
Damage Immunities fire
Senses passive Perception 10 Multiattack. The razerblast makes three melee attacks.
Languages Common, Ignan
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
Challenge 6 (2,300 XP)
range 20/60 ft., one target. Hit: 6 (ld6 + 3) piercing damage, or
7 (ld8 + 3) piercing damage if used with two hands to make a
Spellcasting. The flamewrath is a 7th-level spellcaster. Its
melee attack, plus 3 (ld6) fire damage.
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). It knows the following sorcerer spells (an A razerblast seethes with hate for the enemies of the
asterisked spell is from appendix B): fire cult. The razerblast's elemental overlords have
Cantrips (at will): control flames * fire bolt, friends, light, replaced its heart with a flaming orb that detonates if
minor illusion the razerblast dies.
1st level (4 slots): burning hands, color spray, mage armor Razerblasts remember little of their life before they
2nd level (3 slots): scorching ray, suggestion the power of elemental fire transformed them. Now
3rd level (3 s\ots): fireball, hypnotic pattern they follow the orders of the flamewraths and the cult
4th level (1 slot): fire shield (see Wreathed in Flame) leaders without question. Razerblasts fight confidently
Wreathed in Flame. For the flamewrath, the warm version because they know that even if they lose, they go out in a
of the^ire shield spell has a duration of "until dispelled." The blaze of glory.
fire shield burns for 10 minutes after the flamewrath dies,
consuming its body. BASTIAN THERMANDAR
Medium humanoid (fire genasi), neutral evil
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Armor Class 12 (15 with mage armor)
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. Hit Points 78 (12d8 + 24)
Speed 30 ft.
A flamewrath is a spellcaster that has earned the favor
of Imix, the Prince of Elemental Fire, through a series STR DEX CON INT WIS CHA
of painful rites. A flamewrath's skin is burned and 12 (+1) 14 (+2) 15 (+2) 11 (+0) 9(-l) 18 (+4)
scarred. Inured to pain, the flamewrath revels in battle,
using an array of fire spells to incinerate enemies who Skills Arcana +3, Deception +7
would try to douse the power of elemental fire. Melee Damage Resistances fire
combatants who draw too close face fires that can dance Senses darkvision 60 ft., passive Perception 9
Languages Common, Ignan
across the flamewrath's skin and burn attackers.
Challenge 8 (3,900 XP)

Innate Spellcasting. Bastian's innate spellcasting ability is


Constitution (spell save DC 13, +5 to hit with spell attacks). He
can innately cast the following spells:

CHAPTER 7 | MONSTERS AND MAGIC ITEMS


201
At will: produce flame
1/day: burning hands
ELIZAR DRYFLAGON
Medium humanoid (human), neutral evil
Spellcasting. Bastian is a 9th-level spellcaster. His spellcasting
ability is Charisma (spell save DC 15, +7 to hit with spell Armor Class 14 (hide)
attacks). Bastian knows the following sorcerer spells: Hit Points 71 ( l l d 8 + 22)
Speed 30 ft.
Cantrips (at wi\\): fire bolt, mage hand, message, prestidigitation,
shocking grasp
STR DEX CON INT WIS CHA
1st level (4 slots): mage armor, magic missile, shield
13 (+1) 15 (+2) 14 (+2) 11 (+0) 18 (+4) 10 (+0)
2nd level (3 slots): misty step, scorching ray
3rd level (3 slots): counterspell, fireball
4th level (3 slots): dimension door, wall of fire Skills Arcana +3, Deception +3
5th level (1 slot): hold monster Senses passive Perception 14
Languages C o m m o n , Druidic
Challenge5 (1,800 XP)
ACTIONS
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Spellcasting. Elizar is a 7th-level spellcaster. His spellcasting
range 20/60 ft., one target. Hit: 4 ( l d 4 + 2) piercing damage. ability is W i s d o m (spell save DC 15, +7 to hit with spell
Like many in the fire cult, Bastian burns with an inner attacks). Elizar has the following druid spells prepared:

fire, but his fire is ambition, rather than a wish to see the Cantrips (at will): druidcraft, guidance, poison spray,
world burn. Bastian is scheming to supplant Vanifer and produce fame
claim Tinderstrike for himself. 1st level (4 slots): animal friendship, faerie fire, healing word,
As a practitioner of the arcane arts who learned much jump, thunderwave
of his fire magic from Vanifer herself, Bastian relies on 2nd level (3 s\ots): flame blade, spike growth
his spells in a fight, and he is a "quick burn" sort who 3rd level (3 slots): dispel magic, stinking cloud
4th level (2 slots): blight, wall of fire
tries to deliver maximum impact early in the fight. If he
knows a fight is coming but can't preemptively strike, Summon Mephits (Recharges after a Long Rest). By puffing
Bastian becomes more cautious, casting wall of Are to on his pipe, Elizar can use an action to cast conjure minor
protect himself before he hurls magic into the fray. elementals. If he does so, he s u m m o n s four smoke mephits.

CHAPTER 7 I MONSTERS AND MAGIC II E MS


ACTIONS IN THE FIRE NODE
+7 Dagger. Melee or Ranged Weapon Attack: +6 to hit, When enemies threaten the Temple of Eternal Flame,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (ld4 + 3) Vanifer withdraws to the Weeping Colossus, the fire
piercing damage. node. Within this node, Vanifer gains one additional use
of her Legendary Resistance trait.
Elizar was a druid who claims to be a member of the
Circle of the Scarlet Moon. However, Elizar is really LAIR ACTIONS
in service to Imix, maintaining some druidic power If Vanifer is in the fire node while Imix isn't, the tiefling
through a connection to the elements. can take lair actions. On initiative count 20 (losing
initiative ties), Vanifer uses a lair action to cast one of
VANIFER her spells, up to 3rd level, without using components or
Medium humanoid (tiefling), neutral evil a spell slot. She can't cast the same spell two rounds
in a row, although she can continue to concentrate on a
Armor Class 15 (studded leather) spell she previously cast using a lair action. Vanifer can
Hit Points 112 (15d8 + 45) take no other lair actions while concentrating on a spell
Speed 30 ft. cast as a lair action. Her favorite use of this capability is
casting Areball or hypnotic pattern.
STR DEX CON INT WIS CHA If Vanifer casts misty step using this lair action, she
11 (+0) 16 (+3) 17 (+3) 12 (+1) 13 (+1) 19 (+4)
also draws the power ofthe fire node into herself. By
doing so, she regains 15 (3d8 + 2) hit points.
Skills Arcana +5, Deception +8, Performance +8
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 11
Languages Common, Ignan, Infernal
Challenge 9 (5,000 XP), or 12 (8,400 XP) with lair actions

Funeral Pyre. When Vanifer drops to 0 hit points, her body VANIFER

is consumed in a flash of fire and smoke. Anything she was


wearing or carrying is left behind among ashes.

Legendary Resistance (2/Day). If Vanifer fails a saving throw,


she can choose to succeed instead.

Spellcasting. Vanifer is a lOth-level spellcaster. Her spellcasting


ability is Charisma (spell save DC 16, +8 to hit with spell
attacks). Vanifer knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends, mage hand,
message, produce flame, thaumaturgy
1st level (4 slots): burning hands, chromatic orb, hellish
rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step,
scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate person

ACTIONS
Multiattack. Vanifer makes two attacks.

Tinderstrike. Melee or Ranged Weapon Attack: +9 to hit, reach


5 ft. or range 20/60 ft., one target. Hit: 7 (ld4 + 5) piercing
damage plus 7 (2d6) fire damage.

Vanifer's rough childhood has hardened her heart


against others. The world is a corrupt, painful place,
she thinks, and deserving of a fiery end. For years,
she was a dancer and concubine in a pasha's court in
Calimshan. Later, she took up the mantle of prophet
when she found Tinderstrike. and the same ruthless
ambition and practiced manipulation that enabled her to
escape a life of servitude serves her well as the head of a
growing cult.
For Vanifer, battle is best observed at a distance. She
prefers to hurl destructive magic from afar. Those who
challenge Vanifer in melee learn a painful lesson, as she
and Tinderstrike make a formidable pair.

CHAPTER 7 I MONSTERS AND MAGIC I T I M S


203
ELEMENTAL MYRMIDONS E A R T H ELEMENTAL M Y R M I D O N
Medium elemental, neutral
Elemental myrmidons are elementals conjured and
bound by magic into ritually created suits of plate
Armor Class 18 (plate)
armor. In this form, they possess no recollection of
Hit Points 127 (17d8 + 51)
their former existence as free elementals. They exist Speed 30 ft.
only to follow the c o m m a n d s of their creators.
STR DEX CON INT WIS CHA
A I R ELEMENTAL M Y R M I D O N 18 (+4) 10 (+0) 17 (+3) 8(-l) 10 (+0) 10 (+0)
Medium elemental, neutral
Damage Resistances bludgeoning, piercing, and slashing from
Armor Class 18 (plate) nonmagical weapons
Hit Points 117 (18d8 +36) Damage Immunities poison
Speed 30 ft., fly 30 ft. Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages Terran, one language of its creator's choice
18 (+4) 14 (+2) 14 (+2) 9 (-1) 10 (+0) 10 (+0) Challenge 7 (2,900 XP)

Damage Resistances lightning, thunder; bludgeoning, piercing, Magic Weapons. The myrmidon's weapon attacks are magical.
and slashing from nonmagical weapons
Damage Immunities poison ACTIONS
Condition Immunities paralyzed, petrified, poisoned, prone Multiattack. The myrmidon makes two maul attacks.
Senses darkvision 60 ft., passive Perception 10
Languages Auran, one language of its creator's choice Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Challenge 7 (2,900 XP) Hit: 11 (2d6 + 4) bludgeoning damage.

Thunderous Strike (Recharge 6). The myrmidon makes one


Magic Weapons. The myrmidon's weapon attacks are magical.
maul attack. If the attack hits, it deals an extra 16 (3dl0)
ACTIONS thunder damage, and the target must succeed on a DC 14
Strength saving throw or be knocked prone.
Multiattack. The myrmidon makes three flail attacks.

Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 8 (ld8 + 4) bludgeoning damage.

Lightning Strike (Recharge 6). The myrmidon makes one


flail attack. If the attack hits, it deals an extra 18 (4d8)
lightning damage, and the target must succeed on a DC 1
Constitution saving throw or be stunned until the end of th
myrmidon's next turn. yv

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CHAPTER 7 I MONSTERS AND MAGIC ITEMS
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F I R E ELEMENTAL M Y R M I D O N WATER ELEMENTAL MYRMIDON
Medium elemental, neutral Medium elemental (water), neutral

Armor Class 18 (plate) Armor Class 18 (plate)


Hit Points 117 (18d8 + 36) Hit Points 127 (17d8+51)
Speed 40 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 9 (-1) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 15 (+3) 8 (-1) 10 (+0) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances acid; bludgeoning, piercing, and slashing
nonmagical weapons from nonmagical weapons
Damage Immunities fire, poison Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned, prone Condition Immunities paralyzed, petrified, poisoned, prone
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 10
Languages Ignan, one language of its creator's choice Languages Aquan, one language of its creator's choice
Challenge 7 (2,900 XP) Challenge 7 (2,900 XP)

Illumination. The myrmidon sheds bright light in a 20-foot Magic Weapons. The myrmidon's weapon attacks are magical.
radius and dim light in a 40-foot radius.
ACTIONS
Magic Weapons. The myrmidon's weapon attacks are magical.
Multiattack. The myrmidon makes three trident attacks.
Water Susceptibility. For every 5 feet the myrmidon moves in
water, it takes 2 (ld4) cold damage. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 7 (ld6 + 4) piercing damage.
ACTIONS Freezing Strikes (Recharge 6). The myrmidon uses
Multiattack. The myrmidon makes three scimitar attacks. Multiattack. Each attack that hits deals an extra 5 (ldlO)
cold damage, and the target's speed is reduced by 10
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
feet until the end ofthe myrmidon's next turn.
target. Hit: 7 (ld6 + 4) slashing damage.

Fiery Strikes (Recharge 6). The myrmidon uses Multiattack.


Each attack that hits deals an extra 5 (ldlO) fire damage.

CHAPTER 7 I MONSTERS AND MAGIC ITEMS


213
Fire Form. Imix can enter a -ost e ceature's space and stop and he burns alive any he can catch for nothing more
there. He can move through a space as narrow as 1 inch than the wicked glee of watching them writhe and die
without squeezing if fire could pass through that space. in his flames.
Illumination. Imix sheds bright light in a 60-foot radius and Like his native element, Imix is fickle, temperamental,
dim light for an additional 60 feet. and highly destructive. Anything combustible stokes his
hunger, but he takes special delight in feeding on the
Legendary Resistance (3/Day). If Imix fails a saving throw, he handiwork and possessions of intelligent beings, such as
can choose to succeed instead. crops, buildings, or goods. Imix doesn't even spare his
Innate Spellcasting. Imix's innate spellcasting ability is own followers or those who placate him with gifts and
Charisma (spell save DC 20. +12 to hit with spell attacks). sacrifices—he is capricious and unpredictable, and often
He can innately cast the following spells, requiring no turns on those who think they have earned his favor.
material components:
At will: fireball, wall of fire
3/day each:/re storm, haste, teleport
Magic Resistance. Imix has advantage on saving throws against
spells and other magical effects.

ACTIONS
Multiattack. Imix makes two slam attacks or two flame
blast attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one


target. Hit: 18 (2dl0 + 7) bludgeoning damage plus 18 (5d6)
fire damage.

Flame Blast. Ranged Spell Attack: +12 to hit, range 250 ft., one
target. Hit: 35 (10d6) fire damage.

Summon Elementals (I/Day). Imix summons up to three fire


elementals and loses 30 hit points for each elemental he
summons. Summoned elementals have maximum hit points,
appear within 100 feet of Imix, and disappear if Imix is reduced
to 0 hit points.

LEGENDARY ACTIONS
Imix can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Imix regains
spent legendary actions at the start of his turn.
Heat Wave. Imix creates a blast of heat within 300 feet of
himself. Each creature in the area in physical contact with
metal objects (for example, carrying metal weapons or
wearing metal armor) takes 9 (2d8) fire damage. Each
creature in the area that isn't resistant or immune to fire
damage must make a DC 21 Constitution saving throw or
gain one level of exhaustion.
Teleport (Costs 2 Actions). Imix magically teleports up to 120
feet to an unoccupied space he can see. Anything Imix is
wearing or carrying isn't teleported with him.
Combustion (Costs 3 Actions). Imix causes one creature he
can see within 30 feet of him to burst into flames. The target
must make a DC 21 Constitution saving throw. On a failed
save, the target takes 70 (20d6) fire damage and catches fire.
A target on fire takes 10 (3d6) fire damage when it starts its
turn, and remains on fire until it or another creature takes an
action to douse the flames. On a successful save, the target
takes half as much damage and doesn't catch fire.
Imix, the Eternal Flame and the All-Consuming Fire,
is the Prince of Evil Fire. His natural form resembles a
30-foot-tall, 10-foot-wide pillar of fire with smoldering
black pits for eyes. Imix rarely speaks, but he crackles
and roars with terrible laughter as anything combustible
within his grasp bursts into flame and feeds his hate.
Mortal beings are mere objects of contempt to Imix,

ITER 7 I MONSTERS AND MAGIC II I MS


315
IMIX'S L A I R the characters for ldlO rounds or until they get out
of its path. Wooden structures caught in the wildfire
Imix's home is a fiery inverted pyramid within a volcano are destroyed.
on the Elemental Plane of Fire. This fortress-palace • Lava fountains erupt from the ground within 1 mile of
is known as the Temple of Ultimate Consumption. Imix's lair. Every hour, there is a ten percent chance
Imix is quick to answer calls from the Material Plane, that characters in this area are close enough to an
since he hungers eternally for new forests, plains, and erupting lava fountain to be in danger. A lava fountain
kingdoms to burn. creates a vent 20 feet in diameter, and hurls globs
of lava up to 200 feet away. Each character within
LAIR ACTIONS
this area must succeed on a DC 21 Dexterity saving
Imix is master of heat and flames in his vicinity. He can
throw or take 11 (2dl0) bludgeoning damage plus 17
take lair actions on the Elemental Plane of Fire, or in
(5d6) fire damage. A fountain lasts for 2dl0 rounds
any elemental fire node (such as the Weeping Colossus
before subsiding.
in chapter 5). On initiative count 20 (losing initiative
• Wildfires or volcanic fissures within 1 mile of Imix's
ties), Imix uses his lair action to cause one ofthe
lair form intermittent portals to the Elemental Plane
following effects:
of Fire, allowing elemental creatures into the mortal
• Any fires in the lair flare up drastically, quadrupling world to dwell near those points.
in size (for example, a fire blazing in a 5-foot by 5-foot
If Imix is destroyed or banished back to his home plane,
area expands to a 10-foot by 10-foot area). Pools or
the regional effects fade over the next Id 10 days.
streams of lava or other molten material are also
affected. Creatures caught in the area of an expanded
fire are subject to the normal damage for entering or OGREMOCH
Gargantuan elemental, neutral evil
being in the fire. Creatures caught by a sudden flood of
lava must succeed on a DC 20 Strength saving throw
Armor Class 20 (natural armor)
or be knocked prone, in addition to the normal dam-
Hit Points 526 (27d20 + 243)
age for contact with molten rock. Speed 50 ft., burrow 50 ft.
• A thick cloud of black smoke and burning embers fills
a 40-foot-radius sphere within 120 feet of Imix, lasting STR DEX CON INT WIS CHA
until initiative count 20 of the next round. Creatures 26 (+8) 11 (+0) 28 (+9) 11 (+0) 15 (+2) 22 (+6)
and objects within or beyond the smoke are heavily
obscured. A creature that enters the cloud of embers Saving Throws Str +14, Con +15, Wis +8
for the first time on a turn or starts its turn there takes Damage Resistances bludgeoning, piercing, and slashing
10 (3d6) fire damage. damage f r o m nonmagical weapons
• A wave of searing heat fills the lair in a 300-foot Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed,
radius around Imix for an instant. Each creature
petrified, poisoned, prone
other than Imix in the area must succeed on a DC 15
Senses blindsight 120 ft., tremorsense 120 ft., passive
Constitution saving throw or take ld8 fire damage.
Perception 12
Creatures that take fire damage from this effect gain Languages C o m m o n , Terran
one level of exhaustion. In addition, there is a fifty per- Challenge 20 (24,500 XP)
cent chance that any container of fluid held or carried
by an affected creature (for example, a magic potion) Empowered Attacks. Ogremoch's slam attacks are treated
is destroyed. as magical and adamantine for the purpose of bypassing
resistance and i m m u n i t y to nonmagical weapons.
REGIONAL EFFECTS
The region containing an elemental node in which Imix Innate Spellcasting. Ogremoch's innate spellcasting ability
is Charisma (spell save DC 20, +12 to hit with spell attacks).
is present becomes vulnerable to the influence of fire.
He can innately cast the following spells, requiring no
This creates the following effects:
material c o m p o n e n t s :
• A dry, baking heat wave strikes the region within 10
At will: meld into stone, move earth, wall of stone
miles of Imix's location. At first, effects are m i n o r -
grass turns brown, animals become listless, work and Legendary Resistance (3/Day). If Ogremoch fails a saving
travel become very tiring. The longer Imix remains, throw, he can choose to succeed instead.
the worse the heat becomes; after 5 days, crops die
Magic Resistance. O g r e m o c h has advantage on saving throws
and ponds dry up; after 10 days, unprotected livestock
against spells and other magical effects.
dies, and wells and small rivers dry up; after 20 days,
large lakes and rivers are reduced in depth by 20 feet Siege Monster. O g r e m o c h deals double damage to objects and
and shrink accordingly. structures with his melee and ranged weapon attacks.
• Wildfires erupt within a 5-mile radius of Imix's lair.
Every hour, there is a ten percent chance that char- ACTIONS
acters in this area are caught in the path of a wildfire Multiattack. O g r e m o c h makes t w o slam attacks.
moving 50 feet per round. Each character must suc-
Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
ceed on a DC 21 Constitution saving throw or take Hit: 30 ( 4 d l 0 + 8) bludgeoning damage.
10 (3d6) fire damage. A wildfire continues to threaten

CHAPTER 7 I MONSTERS AND MAGIC ITEMS


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