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Zariel's Flying Fortress - Command Deck

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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.

Go to the Avernus Remix

Avernus - Zariel's Flying Fortress - The Brig

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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.

Go to the Avernus Remix

5E Monster: Ash Wraith

November 22nd, 2021

Ash Wraith - David Edwards

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.

Hello There - Storm King's Thunder (Wizards of the Coast)

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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:

  • Emerald Enclave
  • Harpers
  • Order of the Gauntlet
  • Zhentarim

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

  • Goldenfields, a major stronghold of the Enclave. (p. 44)
  • Fireshear: Emerald Enclave runs a griffon stable overseen by Dasharra Keldabar. (p. 83)
  • Jalanthar: Quinn Nardrosz, the head of the Council of Elders, is an Enclave member. (p. 94)
  • Shadowtop Cathedral, a meeting place of the Enclave overseen by the treant Turlang. (p. 107)
  • Waterdeep: Klarz, the captain of the Koalinth, owes the Emerald Enclave his life.

Wanderers & Random Encounters

  • Aerglas, a moon elf who hasn’t been seen in many years. (p. 51)
  • Tharra Shyndle, a druid and friend to the treant Turlang. (p. 51)
  • Zindra Winterbow, a scout in the area of Triboar. (p. 57)
  • Vordana Jezral, a ranger. (p. 71)
  • Saarvin, a ranger and self-proclaimed King of Frozenfar. (p. 71)
  • Ghalvin Dragonmoor, native of Goldenfields held prisoner in Grudd Haug. (p. 144)

HARPERS

  • Bryn Shander: Beldora is the local Harper agent, disguised as a homeless beggar. She has a sending stone connected to Thwip Ironbottom in Hundelstone. (p. 40 & 249; gives quests on p. 44)
  • Hundelstone: Thwip Ironbottom, an inventor, is the local Harper agent. Has a sending stone connected to Beldora in Bryn Shander. (p. 44 & 92)
  • Silverymoon: A haven for Harpers, but no details given.
  • Triboar: Lord Protector Darathra Shendrel is a Harper agent. (p. 53 & 253)
  • Yartar: Harper agents are established here. See Inner Circles.

Everlund

  • Moongleam Tower: Harper stronghold. Overseen by Moonlord Davianna Yalrannis. (p. 82)
  • Krowen Valharrow, a wizard who lives in Moongleam Tower (p. 44 & 60 & 82).
  • Dral Thelev: Harper agent living in Danivarr’s House. (p. 60)

Waterdeep

  • Open Lord Laeral Silverhand: A friend to Harpers and will agree to meet with them. (p. 157)
  • Lord Zelraun Roaringhorn: A Harper agent. (p. 42)
  • Captain Zaldar Floshin, captain of the Kelpie’s Kiss. Hires his ship to the Harpers. The bosun, Ilkara Levari, is a Harper agent. (p. 220)
  • See Dragon Heist, p. 37, for additional details.

Wanderers & Random Encounters

  • Artus Cimber, a former harper who is the last known owner of the Ring of Winter. (p. 1)
  • Endrith Vallivoe, retired caravan merchant and friend to the Harpers. (p. 232)

Inner Circles

  • A network of teleportation circles controlled by the Harpers. (p. 117-18)
  • Everlund Circle: Located in Moongleam Tower.
  • Loudwater Circle: Located in the Smiling Satyr tavern.
  • Mirabar Circle: Located in stable house loft attended by Zazspar Bronzefire.
  • Neverwinter Circle: Located in the attic of a rowhouse.
  • Waterdeep Circle: Located in the City of the Dead.
  • Yartar Circle: Located in a dilapidated villa.

ORDER OF THE GAUNTLET

  • Sir Baric Nylef (Bryn Shander, p. 44 & 249)
  • Sir Lanniver (Neverwinter, p. 44)
  • Hawk’s Nest (p. 90) is controlled by the Order and raises hippogriffs.
  • Helm’s Hold (p. 90, SCAG p. 85) is ruled by a splinter sect of the Order called the Order of the Gilded Eye.

Waterdeep

  • Waterdeep has faction representatives. (unspecified in SKT; Dragon Heist, p. 39)
  • Halls of Justice, a temple of Tyr located in the Castle Ward. (DH, p. 39)
  • Arilosa Adarbretn, captain of the Coin Toss and financial supporter of the Order. (p. 220)

Wanderers & Random Encounters:

  • Lady Hariana Hawkwinter (p. 71)
  • Sir Jordeth Tavilson (p. 71)

ZHENTARIM

  • Nightstone Team, including Kella Darkhope (p. 25) and Xolkin Alassandar’s agents (p. 27).
  • Triboar Travelers, a mercenary group based out of Triboar (p. 54). Led by recruiter Urlam Stockspool.
  • Fireshear: Zhentarim mercenaries have been hired to guard griffon stables controlled by the Emerald Enclave (p. 83).
  • Loudwater: The high lord, Telbor Zazrek, is a paid puppet. (p. 97)
  • Mornbryn’s Shield (p. 99) has been taken over Zhentarim strike team led by Oboth Thornstell.
  • Rassalanter: Yondral Horn, innkeeper at the Sleeping Dragon, is on Zhentarim payroll. (p. 104)

Daggerford

  • The city has hired a large Zhentarim mercenary force led by Nelkin “the Snail” Danniker (p. 80).
  • Zhentarim agents in Daggerford are handing out interest free loans to compete with local moneylenders. (p. 53)
  • Zirazylym: An undercover bronze dragon and regular customer at the Happy Cow. (p. 80)

Orlbar

  • Bargewright Inn (p. 73), controlled by Zhentarim led by militia-master Chalaska Muruin and innkeeper Nalaskur Thaelond. Also the vampire Arik Stillmarsh.
  • Zhentarim fortified tower west of town that was recently abandoned due to a giant attack (p. 80).

Waterdeep

  • Sees tensions between Zhentarim and Xanathar’s Thieves’ Guild. (unspecified in SKT; see Dragon Heist)
  • Captain Drashk, captain of the Lost Cause. (p. 221)

Trade Routes

  • Dawn Pass, the Zhentarim have built a stone gatehouse between Llorkh and Parnast (p. 80).
  • The Black Road, a trade route controlled by the Zhentarim (p. 77).

Wanderers & Random Encounters:

  • Sorelisa Zandra and Naeremos, bounty hunters (p. 43). Looking for Weevil in order to protect him.
  • Shalvus Martholio (p. 46 & 250, gives quests on p. 51). Shalvus works for Nalaskur Thaelond (see Bargewright Inn). He later returns to the Bargewright Inn waiting for a new assignment.
  • Frylo Nelgorn and a Zhentarim team are meeting fire giant representatives in the ruined city of Nesmé. (p. 100)
  • Nilraun Dhaerlost, a Zhentarim mage captured by Storvald and helping him search for the ring of winter (p. 156).
  • Jasper Dimmerchasm, who was sent to negotiate with Zalto and is now held prisoner. (p. 184)

Former Holdings

  • Llorkh: Zhentarim previously conquered the town, but abandoned it when the mines dried up (p. 96).
  • Newfort: Originally founded by the Zhentarim, but they’ve lost their influence. (p.101)
  • Thornhold: Formerly held by the Zhentarim, but now controlled by dwarves. (p. 111)

Other

  • Everlund: Zhentarim has a strong presence, but no details are given.
  • Mirabar: Zhentarim has strong presence, but no details are given.
  • Neverwinter: Zhentarim has strong presence, but no details given.
  • Silverymoon: Zhentarim has strong presence, but no details given.
  • Yartar: Zhentarim has strong presence in Yartar, but no details given.

Go to Storm King’s Remix

5E Monster: Likho

November 9th, 2021

Likho - Alexandrian Bestiary

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.


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