This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.
This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.
This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.
Ash wraiths are the undead, burnt remains of corpses. They take the form of a swirling cloud of gray-black ash, usually vaguely humanoid in shape. Although they cannot properly be said to have corporeal bodies, their touch retains the passionate heat of their deaths and is scalding to mortal flesh.
Hauntings. Ash wraiths are most often found haunting ruined crematoriums or lingering near the horrors of execution pyres, but there are also tales of woods being haunted by ash wraith animals for years or even decades after the devastation of forest fires.
From One, Many. Ash wraiths can be created using the animate dead spell, although it requires special knowledge to do so.
Necromancers who perfect the rare art of creating ash wraiths are often able to claim two undead servants from a single corpse. Although the rites which create a skeleton usually consume the flesh of the corpse (if it has not already rotted away), a necromancer can first flense the corpse. The flesh and fat is then burned, providing the ashes for the wraith, while the skeleton is animated separately.
Undead Nature. An ash wraith doesn’t require air, food, drink, or sleep.
ASH WRAITH
Medium undead, neutral evil
Armor Class 12
Hit Points 18 (4d8)
Speed 0 ft., fly 30 ft. (hover)
STR 7 (-2), DEX 14 (+2), CON 11 (+0), INT 6 (-2), WIS 8 (-1), CHA 5 (-3)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities necrotic, poison
Condition Immunities exhaustion, grappled, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life, but can’t speak
Challenge ¼ (50 XP)
Proficiency Bonus +2
Ashen Movement. The ash wraith can move through other creatures’ spaces as if they were difficult terrain.
Undead Embers. If damage reduces the ash wraith to 0 hit points, it must make a Constitution saving throw of DC 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ash wraith will reform in 1d4 hours.
ACTIONS
Fiery Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) fire damage.
Design Note: Ash wraiths are designed to provide an incorporeal form of undead that can be used in a fashion similar to skeletons and zombies. (In other words, minor undead that aren’t mind-searingly terrifying.) They were originally created for the original 1974 edition of D&D, and that stat block can be found here.
In Storm King’s Thunder there are several factions active in the Savage Frontier which the PCs will either interact with, join, fight, or all three:
For the DM, however, it’s quite difficult to come to grips with these factions, as references to their current activities and resources are scattered randomly throughout the book with only limited cross-referencing.
So I’ve assembled this reference to make it easier for you to juggle these factions in play. The PCs are looking for a faction? A faction member is fleeing to their nearest safehouse or summoning reinforcements? You’ve got a random encounter with a faction member and you want to drop a lead pointing to a local faction operation?
Now you can just consult the reference below and be good to go.
Note: Although I’ve opportunistically included some references to other sourcebooks, this should not be interpreted as a complete survey of those or any other published sources.
Finding a Faction: If the PCs belong to a faction, are in an unfamiliar area, and would like to try to find a local safehouse or operative they can make a DC 15 Intelligence (Investigation) check. The check can be made at advantage in a major metropolis (e.g., Waterdeep) and should be made at disadvantage if they’re in a tiny community in the middle of nowhere (e.g., Nightstone) unless there’s a known presence described below.
If the check succeeds, they find their faction’s local presence. (If you’re at a loss for what that might be, just pull one of the “Wanderers & Random Encounters” listed for the faction below.)
If the check fails, they either failed to find the local faction presence (if it’s described below or if you determine that there should be a local faction presence) or it means that their faction isn’t active in the area.
EMERALD ENCLAVE
Wanderers & Random Encounters
HARPERS
Everlund
Waterdeep
Wanderers & Random Encounters
Inner Circles
ORDER OF THE GAUNTLET
Waterdeep
Wanderers & Random Encounters:
ZHENTARIM
Daggerford
Orlbar
Waterdeep
Trade Routes
Wanderers & Random Encounters:
Former Holdings
Other
The likho is a lithe, slight humanoid with slick, purple-gray skin. Its slim limbs are wiry and muscular. Its face is dominated by a single large eye, beneath which are two thin slits for nostrils and a narrow gash of a mouth filled with needle-like teeth.
It has a strange, ever-changing gait — sometimes walking on its hands, sometimes on its legs, sometimes racing on all four — and will often vault and climb and clamber with wild abandon, slipping in and out of shadowy bowers or leaping out of black waters to surprise those peering into the deeps.
Personification of Misfortune. In the folk tales of the frontier, the likho is seen as the living embodiment of ill fortune and evil. “He’s had the likho on his back” is a saying that describes those who have suffered from a series of misfortunes. “Don’t stare the likho in its face” is a proverb suggesting that one should not tempt fate.
There are many who think this is just a turn of phrase. But, of course, the likho is quite real, and while most who suffer setbacks are just unlucky, some truly are cursed by the likho.
In some isolated communities that have a long history with the likho, lichy is a slang term that means something shoddy or unreliable. Some may also refer to likhoy, those who are too daring or foolhardy (and thus risk bringing ill fortune to both themselves and those around them).
Likho Items. Likho can create special bait items. These are often made to look quite valuable — e.g., a sword with a hilt of gold — in order to tempt the greed of their victims. Anyone touching a likho item will find that it is stuck in place and that they are unable to release it. (Wrenching their grasp free requires a DC 22 Strength check or a remove curse spell.) Furthermore, the likho who made the item is alerted as per an alarm spell. As the likho draws near, the one attached to a likho item will feel their presence growing like a darkness in their mind.
Many are the tales of those who have cut off their own hands in order to escape the approaching likho.
Likho’s Bargain. It is said that a likho can sometimes be bargained with. Its own evil can be turned back upon itself, if one can offer a great temptation or something of great worth related to a deadly sin. (Most commonly greed, like a blacksmith offering to make it a precious item or a wizard offering to conjure it a magical feast.)
In truth, however, the likho rarely honors these bargains: it will take what is offered and then betray the one who made the bargain with it. However, the clever can sometimes trick or cheat the likho.
LIKHO
Small fey, chaotic evil
Armor Class 13
Hit Points 58 (13d6+13)
Speed 30 ft.
STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)
Skills Athletics +2, Deception +4, Insight +3, Stealth +5
Senses darkvision 120 ft., passive perception 13
Languages Common, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Adherence: If a creature touches or is touched by the likho, they must make a DC 13 Dexterity saving throw. On a failure, the likho adheres to them and simultaneously vanishes, becoming both invisible and intangible. Truesight or other abilities that perceive the Ethereal Plane allow one to see the likho, which clings to the target’s shoulders from the Border Ethereal.
A character who has been adhered to by a likho feels a weight on their soul and suffers from bad luck. They suffer disadvantage on all checks and must make a DC 13 Constitution saving throw each day at dusk or suffer one level of exhaustion. They do not recover from exhaustion after long rests.
A remove curse spell will break the likho’s adherence, freeing its victim and forcing it to return to the Material Plane.
ACTIONS
Multiattack. The likho makes two claw attacks.
Claw. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 13 (3d8) slashing damage. If the likho hits with a claw attack, the target is subjected to the Adherence trait.