TEXT:  
   
   
   
  
   
   
  2 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Villains & Lairs III FREE 
  a Savage Encounters supplement 
   
  Contributing Writers: 
  Casey Bax, Celeste Conowitch, D.W. Dagon, G.M. Lent,  
  Hannah Rose, Janek Sielicki, Jeff C. Stevens 
   
  Cartography: 
   Courtesy Dyson Logos 
   
  Cover Artist: 
   Luiz Prado 
  https://savedra.deviantart.com/ 
   
  Editing:  
  Christopher Walz 
  @DMChristopherW 
   
  Artists: 
  Dean Spencer, Eric Lofgren 
   
  Version 1.0 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express 
  written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 
  31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content 
  Agreement for Dungeon Masters Guild  
   
  
   
   
  3 | Savage Encounters: Villains & Lairs III Free 
   
   
   
   
  About this Supplement 
  The first two Villains & Lairs supplements have been 
  very successful. Thank you for supporting those 
  projects. With this edition, I wanted to give back to 
  everyone who has supported my writing career, and to 
  provide a sample of what others can find in the other 
  two supplements, if they haven’t purchased them. 
   
  All of the villains in this supplement are original and are 
  not featured in other Villains & Lairs supplements. 
   
  I hope you enjoy what the writers have created. I know I 
  have! 
   
  Now – go play D&D! 
  - 
  Jeff C. Stevens 
  - 
   
  The Art 
  All of the images in this supplement come from stock 
  art purchased from DriveThruRPG. Each artist is 
  credited in each of the villains in which their work 
  appears. 
  ● Some artwork © 2015 Dean Spencer, used with 
  permission. All rights reserved. 
  ● Some artwork © 2015 Eric Lofgren, used with 
  permission. All rights reserved. 
  ● Some stock art provided courtesy Wizards of 
  the Coast 
   
  Using this Content 
  Official Wizards of the Coast books referenced: 
   
  MM = 5th edition Monster Manual 
  PHB = 5th edition Player’s Handbook 
  DMG = 5th edition Dungeon Master’s Guide 
  VGtM = Volo’s Guide to Monsters 
  MToF = Mordenkainen’s Tome of Foes 
   
  Unless otherwise noted, assume all NPCs have the stats 
  of a commoner (MM, p 345). 
   
   
   
   
   
   
   
  Adjusting the Villains 
  Although a stat block for most of the villains is included, 
  you may wish to adjust them to make them fit in your 
  own campaign. You could accomplish this by increasing 
  the hit points of the villain, raising their Armor Class, or 
  by adding feats or special traits. The latter can be found 
  in Chapter 9: Dungeon Master’s Workshop of the 
  Dungeons Master’s Guide (page 280). 
   
  Don’t have the originals? 
  Haven’t purchased the best-selling Villains & Lairs or 
  Villains & Lairs II? What are you waiting for? 
   
  Thoughts, Questions, Comments? 
  Love the product? Please leave a rating or review on the 
  Dungeon Masters Guild! 
   
  No matter how many eyes look over a project, there’s 
  always an error or two. Also, I did the layout and may 
  have missed some of the edits by the fantastic 
  Christopher Walz. 
   
  You may contact me at jcorvinstevens@gmail.com or on 
  Twitter: @jcorvinstevens. 
   
   
  
   
   
  4 | Savage Encounters: Villains & Lairs III Free 
   
   
   
   
  Table of Contents 
   
   
  Villain 
  Type 
  CR 
  Author 
  Page 
  Christhia 
  Human 
  3 
  Jeff C. Stevens 
  1 
  Dougl 
  Undead 
  6 
  G.M. Lent 
  3 
  The Hand 
  Human 
  9 
  Jeff C. Stevens 
  5 
  Kringer 
  Human 
  4 
  Casey Bax 
  7 
  Maug 
  Demon 
  4 
  Celeste Conowitch 
  9 
  Sir Gorsethorn the Warden 
  Human 
  10 
  Hannah Rose 
  11 
  Willan Weke 
  Human 
  6 
  D.W. Dagon 
  14 
  Zaro-zoan* 
  Tiefling Monk 
  5 
  Janek Sielicki 
  17 
  * denotes villain with lair 
   
   
   
   
   
  
   
   
  1 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Christhia 
  By: Jeff C. Stevens 
  Artist: Eric Lofgren 
   
  A young illusionist seeking revenge against The 
  Hand—a bounty hunter who killed her sister. 
  Background 
  Christhia learned her first non-Common language when 
  she was 7 years old, while secretly meeting with a few 
  young, playful goblins who lived near her village. She 
  learned the goblin language quickly, and within a matter 
  of weeks she was conversationally speaking with her 
  playmates. 
   
   After her family moved to the city, she heard other 
  interesting languages, which sounded like music to her. 
  She learned Infernal from a tiefling bard who performed 
  near her home.  
   
   She was accepted into a college of lore, where she 
  studied even more languages, some very difficult for 
  the average humanoid to understand or speak. 
    
   During this time, a professor of the arcane college 
  noticed Christhia. She saw great promise in the student, 
  and thought the arcane language might flow through 
  her body as well. Christhia was enrolled in the college of 
  illusion, where she learned the magical arts and arcane 
  language. 
   
   A year ago, Christhia received sad news. Her parents 
  received a letter stating that her sister, Analee, had 
  perished. Analee had been traveling with her fiancé, a 
  thin and charismatic man from the north, when their 
  coach came under attack. The two were found dead, 
  located after the coach was a day past due its scheduled 
  arrival time. 
   
   Christhia took the news hard. She left the college and 
  began investigating her sister’s death. Through this 
  investigation Christhia learned her sister’s fiancé was a 
  fake. His name was Gadnerpith, a wanted criminal and 
  con artist. She dug deeper and learned the name of the 
  person who killed them—a man known as The Hand. 
    
   
  Current Motives 
  Her findings have left Christhia feeling betrayed, a 
  sentiment she carries for her sister, who believed the 
  lies of her would be husband. She also seeks revenge 
  for her sister’s death and is tracking The Hand’s 
  movements, getting closer to finding him every day.  
   
  Christhia can be used as an NPC as follows: 
   
  ● A Translator – Her vast knowledge of non-
  Common languages may come in handy for a 
  party. 
  ● An Ally – She may explain her situation to the 
  heroes, asking them for help in tracking The 
  Hand and confronting him. As payment, she 
  offers to join the party during an upcoming 
  
   
   
  2 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  adventure, or to act as their translator when 
  needed. 
  ● A Villain – If the characters have sided with The 
  Hand, Christhia sees the party as enemies. She 
  knows she is no match for The Hand and the 
  characters, so she targets one character at a 
  time, luring them away from the group with her 
  illusions and charisma. 
   
  Long Term Motives 
  Once she has had her revenge, Christhia hopes to return 
  to the arcane college and continue her studies. Though, 
  she may find she likes the thrill of adventuring more. 
  Flaws 
  Christhia is lost in her ambition to kill The Hand and 
  sometimes forgets that she is no match for the skilled, 
  professional killer. 
   
   
   
  Christhia 
  Medium humanoid (human), chaotic good 
  Armor Class 12 (15 with mage armor) 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   
  9 (-1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  11 (+0) 
  16 (+3) 
  Saving Throws Int +5, Wis +2  
  Skills Arcana +5, History +5, Persuasion +5  
  Senses passive Perception 10  
  Languages Common, Celestial, Elvish, Goblin, Halfling 
  Infernal, Primordial, Sylvan, Undercommon  
  Challenge 3 (700 XP) 
   
  Spellcasting. Christhia is a 7th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). Christhia has the following wizard spells 
  prepared: 
   
  Cantrips (at will): dancing lights, mage hand, minor illusion, 
  poison spray 
  1st level (4 slots): color spray,* disguise self,* mage armor, 
  magic missile 
  2nd level (3 slots): invisibility,* mirror image,* phantasmal 
  force* 
  3rd level (3 slots): major image,* phantom steed* 
  4th level (1 slot): phantasmal killer* 
   
  *Illusion spell of 1st level or higher 
   
  Displacement (Recharges after Christhia Casts an Illusion 
  Spell of 1st Level or Higher). As a bonus action, Christhia 
  projects an illusion that makes her appear to be standing in a 
  place a few inches from her actual location, causing any 
  creature to have disadvantage on attack rolls against her. The 
  effect ends if Christhia takes damage, is incapacitated, or her 
  speed becomes 0. 
   
  Actions 
  Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 – 
  1) bludgeoning damage if used with two hands. 
   
   
  
   
   
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  Dougl 
  By: GM Lent 
  Artist: Dean Spencer 
   
  Dougl was once a carefree adventurer, but a split-
  second decision to absorb the energy of a powerfully evil 
  artifact left her suspended in a state of shadowy unlife. 
  Now she lives in dark and transitory spaces—fearful of 
  light, but still irresistibly pulled toward the pursuit of 
  treasure.     
  Background 
  Dougl came to the City of Brass to seek her fortune like 
  so many others, but soon found herself part of a plot to 
  overthrow a powerful efreeti noble. Discovering too 
  late that her own interests aligned more closely with 
  those of her target than her employer, Dougl threw 
  herself onto an artifact that had been placed as a trap. 
  Inundated with negative energy, Dougl transformed 
  into a wraith-like creature—ut one that still remembers 
  her past in fits and flashes, and bears living creatures no 
  sympathy but no direct malice. 
   Dougl is fairly easy to find for those who know the 
  signs of her passage. Plants wither in her presence, 
  animals avoid her as much as they can, and fires flicker 
  their last when she comes near. After many long years 
  trapped in the efreet capitol, she obtained an unusual 
  cubic gate and has used it to roam the cosmos. The 
  curse of her undeath leads her inexorably back to the 
  City of Brass, though she has come to despise the genies 
  and all they represent.  
   Dougl is a gambler at heart, and her greatest 
  weakness is games of chance. This makes her easy to 
  manipulate for those who know the secret, and she has 
  financed many an adventure for those who think to 
  word their proposition correctly. Particularly as 
  humanity slips farther and father behind her and 
  mortality becomes an ever more distant memory, Dougl 
  fixates on living vicariously through those who can 
  engage in challenges that no longer pose a risk to her 
  directly.       
  Current Motives 
  Dougl is always interested in major interplanar 
  operations; the more daring the endeavor, the more 
  she can remember the old thrill of excitement. 
   
   
  Dougl can be used as an NPC as follows: 
   
  ● A Source of Information – Dougl has traveled 
  the length of the multiverse and wandered 
  freely into spaces no mortal could hope to 
  penetrate. Her knowledge of dark secrets is 
  expansive to say the least. 
  ● A Quest Patron – Dougl is unusual as a patron 
  in that she has massive financial resources but 
  no need or desire for financial reward. She has 
  no sympathy and will not be swayed by tales of 
  hardship, but the bolder and more daring the 
  adventure, the more likely she is to bankroll it.  
  ● An Interplanar Portal – Dougl keeps her cubic 
  gate carefully hidden, and only the most 
  persistent will coax her into revealing its 
  existence at all. For those who can garner this 
  level of trust and cooperation, however, Dougl 
  can provide an easy means of transport to a 
  desired location.  
  ● Villain – Dougl has no love for mortals, actively 
  despises efreet, and views all other genies with 
  deep suspicion. She is not above playing groups 
  off of one another, and if betraying a party 
  seems to her more exciting than following 
  through on promises she has made to them, she 
  will do it.   
  
   
   
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  Long Term Motives 
  Dougl has lost all desire for the material wealth she 
  once coveted, and now craves only excitement. Such 
  excitement is impossible for her to attain herself, but 
  she needs it like an addict, and, as time passes, she 
  needs more and more spectacular examples to slake 
  this hunger. She has begun to wonder if the tale of an 
  ultimate caper might pierce what is left of her essence 
  and return her to a state where she can directly 
  experience excitement again.  
  Flaws 
  Dougl suffers from random but growing amnesia 
  regarding herself and her former life. Any time a 
  character asks her a question that relies on her 
  knowledge of herself to answer, she must succeed on a 
  DC 10 Charisma check in order to answer it. She is 
  aware of these memory lapses and has a sense of 
  growing despair because of them.  
   
  Dougl’s Gate 
  Wondrous item, legendary (requires attunement) 
   
  This cube is 3 inches across and radiates palpable magical 
  energy. It is identical to a normal cubic gate in all ways except 
  that a creature attuned to the item can change the planar 
  destinations to which it is keyed by focusing on it during a 
  long rest. This process is taxing, and the creature gains no 
  other benefits of a long rest while performing it. 
   
   
  Dougl 
  Medium undead, neutral 
  Armor Class 15 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 0 ft., fly 30 ft. (hover) 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   
  8 (-1) 
  16 (+3) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  Skills Arcana +5, History +8, Perception +5 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks that aren't silvered  
  Damage Immunities necrotic, poison  
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained  
  Senses darkvision 60 ft., passive Perception 15  
  Languages Common, Ignan, Thieves’ Cant  
  Challenge 6 (2,300 XP) 
  Cunning Action. Dougl can take a bonus action on each of her 
  turns in combat. This action can be used only to take the 
  Dash, Disengage, or Hide action. 
  Incorporeal Movement. Dougl can move through other 
  creatures and objects as if they were difficult terrain. She 
  takes 5 (1d10) force damage if she ends her turn inside an 
  object. 
  Sneak Attack. Once per turn, Dougl can deal an extra 17 
  (5d6) damage to one creature she hits with an attack if she 
  has advantage on the attack roll. 
  Sunlight Sensitivity. While in sunlight, Dougl has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 21 (4d8 + 3) necrotic damage. The target must 
  succeed on a DC 14 Constitution saving throw or its hit point 
  maximum is reduced by an amount equal to the damage 
  taken. This reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point maximum to 
  0. 
   
   
  
   
   
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  The Hand 
  By: Jeff C. Stevens 
  Artist: Dean Spencer 
   
  A man who loves the thrill of the kill, The Hand is a 
  bounty hunter hired by the wealthy and feared by many. 
  Background 
  The Hand began his life in the military at a very young 
  age, though not willingly. He was forced into the service 
  of an evil overlord, unjustly recruited when the 
  overlord’s army pillaged The Hand’s small village. When 
  recruited, he was stripped of his birth name and given 
  his new name—The Hand.  
   
   During his time in the army, The Hand was trained in 
  multiple styles of combat. He learned that he enjoyed 
  the combat, but more so the killing. An evil coursed 
  through his veins, and he accepted it. 
   
   The overlord and its army were eventually defeated, 
  The Hand left pummeled and bloodied on the 
  battlefield. He was rescued by a small village of halflings 
  who nursed him back to health. He didn’t stay at the 
  village long; his body, his soul, craved a return to 
  combat.  
   
   Traveling to the larger cities, he spent time in the 
  fighting pits, earning coin and a following of spectators 
  who enjoyed watching him fight. One of these 
  spectators, the head of a thieves’ guild, took notice of 
  The Hand’s skill in the arena and approached him with 
  an offer. “I can make you wealthy, my friend,” said the 
  spectator. “I don’t want to be wealthy,” replied The 
  Hand. “I just enjoy the killin’.” 
   
   A deal was made, and the thieves’ guild leader had a 
  new assassin. Now, The Hand is hired out, with the 
  leader acting as the primary point of contact. Client’s do 
  not meet The Hand, nor should they want to.  
   
   
   
   
   
   
   
   
   
   
  Current Motives 
  The Hand lives for the thrill of the kill—taking on 
  assignments for the thieves’ guild or collecting bounties. 
   
  The Hand can be used as an NPC as follows: 
   
  ● An Assassin – The Hand may have been 
  contracted to kill one of the adventurers, or one 
  of the party’s allies or family members. 
  ● A Target – A noble or some other ranking 
  individual may learn that they have been made 
  a mark of The Hand. This individual seeks out 
  bodyguards, but, due to The Hand’s notoriety, 
  doesn’t tell the adventurers they are a target of 
  The Hand. 
  ● A Bounty Hunter – When The Hand isn’t tasked 
  with completing an assignment for the guild, he 
  often takes on bounty hunting missions. He may 
  require assistance with a large bounty. Or, one 
  of the characters may have a bounty on their 
  head.  
   
   
   
   
  
   
   
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  Long Term Motives 
  The Hand has no long-term motives. He is content with 
  his current situation. 
  Flaws 
  The Hand fears dying slowly of old age or natural 
  causes. So much so that he has become meticulous in 
  keeping his body, weapons, and gear clean. He spends 
  hours at night cleaning his weapons and armor, 
  primping his body, and keeping his head cleanly shaved. 
  This ritual, if someone were to learn about it, leaves The 
  Hand exposed. 
   Rarely does he make flesh-to-flesh contact with 
  anyone, choosing to wear gloves most of the time. He 
  also carries bottles of alcohol and fresh, white linen 
  handkerchiefs, which he uses to clean surfaces and 
  utensils before eating.   
   
  Silhouette 
  Weapon (shortbow), very rare (requires attunement) 
   
  A plain-looking short bow made of soft pine. 
   
  You gain a +1 to attack and damage rolls made with this 
  magic weapon.  
   
  The shortbow has 3 charges. While attuned to it, you may use 
  an action and expend one or more of its charges to:  
   
  ● Cast invisibility on yourself (2 charges). Anything you are 
  wearing or carrying is invisible as long as it is on your 
  person. The spell has a duration of 1 hour and ends for if 
  you attack or cast a spell. 
  ● Cast pass without trace (1 charge). 
   
  The bow regains all expended charges when you finish a long 
  rest. 
   
  Magical Arrows 
  The Hand carries the following magical arrows: 
   
  +1 arrow (6) 
  +2 arrow (5) 
  Arrow of Slaying (Halfling) 
  The Hand 
  Medium humanoid (human), lawful evil 
  Armor Class 15 (leather armor +2) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  Saving Throws Str +9, Con +6 
  Skills Athletics +9, Intimidation +5, Perception +6, Survival +6 
  Senses passive Perception 16 
  Languages Common, Halfling 
  Challenge 9 (5,000 XP) 
   
  Archer’s Eye (3/Day). As a bonus action, The Hand can add 1d10 to 
  his next attack or damage roll with a longbow or shortbow. 
   
  Grappler. The Hand has been trained in the way of hand-to-
  hand combat, including the skills necessary to hold his 
  enemies in close-quarters grappling. He gains advantage on 
  attack rolls against a creature he is grappling. 
   
  Indomitable (2/Day). The Hand rerolls a failed saving throw. 
   
  Second Wind (Recharges after a Short or Long Rest). As a 
  bonus action, The Hand can regain 20 hit points. 
   
  Actions 
  Multiattack. The Hand makes three attacks with his unarmed 
  strike, greataxe, or shortbow. 
   
  Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 7 (1d4 + 5) bludgeoning damage, plus 5 (2d4) 
  bludgeoning damage if The Hand has more than half of his 
  total hit points remaining. 
   
  Greataxe +1. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 12 (1d12 + 6) slashing damage, plus 7 (2d6) 
  slashing damage if The Hand has more than half of his total 
  hit points remaining. 
   
  Silhoutte (shortbow)*. Ranged Weapon Attack: +7 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 3*) piercing 
  damage, plus 7 (2d6) piercing damage if The Hand has more 
  than half of his total hit points remaining. 
   
  Reactions 
  Uncanny Dodge. The Hand halves the damage that it takes 
  from an attack that hits it. He must be able to see the 
  attacker. 
   
  *The Hand has several different arrows to choose from. 
   
   
  
   
   
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  Kringer 
  By Casey Bax 
  Artist: Eric Lofgren 
   
  At one time, Kylee Byers was a young jester in service 
  to Prince William of Harrowdale. Her body fused with a 
  demonic being and her soul became tainted. Now 
  known as “Kringer,” she haunts the lands of 
  Harrowdale, feeding on fear and terror, killing the 
  knights and nobles of the land.  
   
  Background 
  Kylee Byers was a homeless youth living on the streets. 
  She had a knack for showmanship and would routinely 
  perform in the market district to earn enough coin to 
  purchase a meal or two.  
   
  A prince was travelling through the streets when he 
  came upon Kylee performing in the market. He enjoyed 
  Kylee’s performance so much he asked the child to 
  accompany him. After spending some time together, 
  the prince offered to take the youth into his court as his 
  official jester.  
   
  Kylee began performing at most of the royal 
  gatherings. She was soon dubbed “Kringer” by most 
  members of the court as her “blue” comedy would 
  cause most attendees to cringe during the punchlines. 
   
  Since the prince did not have any children, he took 
  Kylee under his wing, taking the youth on hunts, 
  discussing the realm, and teaching her life lessons. 
   
  One fateful evening, the prince was hosting the lords 
  of the land for a banquet. A host of influential citizens 
  were there, including a group known as The Unfearing 
  Knights. During the banquet a large demonic being 
  attacked the main hall. As it burst through the doors, 
  the prince called upon the Unfearing Knights to protect 
  him and his wife. 
   
  The demon’s power shook the foundation of the 
  castle, causing the roof to crumble. Instead of 
  defending the prince, the Unfearing Knights and other 
  attendees fled for their lives. A foul grin formed on the 
  demon’s mouth. He approached the prince, preparing 
  to deliver a killing blow.  
   
   
   
  From the shadows, Kylee raced forward. She picked 
  up the staff discarded by the court wizard (who fled in 
  terror). Boldly, Kylee stood between the prince and the 
  demon. The demon struck, the orb on the staff 
  shattered, and a powerful surge of magical energy 
  exploded forth. The castle collapsed. 
   
  Several days later, rubble began to stir. Kylee clawed 
  her way out of the ruins of the castle; however, she was 
  Kylee no longer. The magic of the demon and the staff 
  fused Kylee and the demon together. Now, this new 
  being (whose name is spoken in whispers across realm 
  as “Kringer”) haunts the region, hunting down those 
  who failed to defend her prince.  
   
  Current Motives 
  Kringer is hunting down the people who attended the 
  fateful banquet, those who swore to protect the prince 
  and fled in terror, including the Unfearing Knights. Once 
  she chooses her next victim, Kringer spends several 
  weeks tormenting and torturing the target before 
  devising a painful and humiliating death.  
   
   
   
  
   
   
  8 | Savage Encounters: Villains & Lairs III Free 
   
   
   
   
   
  Kringer can be used as an NPC as follows: 
   
  ● A Boogey Man - Lurking in the shadows, perhaps 
  hunting an NPC the characters need to interact 
  with. 
  ● A Creature to be Saved - If the demon and Kylee 
  can be separated, the players can save the youth.  
  ● An Uneasy Ally - maybe the characters are 
  tracking the same NPC that Kringer is hunting or 
  maybe the characters agree with Kringer’s 
  mission. 
   
  Long Term Motives 
  By the time Kringer has succeeded in avenging the 
  prince, the demon form will have taken such a hold on 
  her psyche that she won’t be able to stop her killing 
  desires. She turns her attention on the citizens of the 
  realm, creating outlandish reasons why each need to 
  suffer. 
   
  Flaws 
  Kringer’s demon half feeds on fear and pain, so she 
  does everything in her power to extend the amount of 
  time torturing one victim before moving onto the next.  
   
  She will also flee, rather than fight, if matched against a 
  foe that shows no fear.  
   
   
  Kringer 
  Medium humanoid (human), lawful evil 
   
  Armor Class 16 (studded leather +1) 
  Hit Points 55 (10d8 + 10) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
  16 (+3) 
  Saving Throws Dex +5, Wis +3, Cha +5 
  Skills Acrobatics +5, Persuasion +7, Performance +7 
  Damage Resistance bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses passive Perception 11 
  Languages Common, Elvish 
  Challenge 3 (700 XP) 
   
  Spellcasting. Kringer is a 4th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit 
  with spell attacks). She has the following bard spells 
  prepared: 
  Cantrips (at will): friends, mage hand, vicious mockery 
  1st level (4 slots): bane, charm person, dissonant whispers, 
  sleep, thunderwave 
  2nd level (3 slots): hold person, invisibility, shatter 
  Taunt (2/Day). Kringer can use a bonus action on her turn to 
  target one creature within 30 feet of her. If the target can 
  hear Kringer, the target must succeed on a DC 12 Charisma 
  saving throw or have disadvantage on ability checks, attack 
  rolls, and saving throws until the start of Kringer’s next turn. 
  Actions 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
   
  Reactions 
  Misty Escape (Recharges after a Short or Long Rest). In 
  response to taking damage, Kringer turns invisible and 
  teleports up to 60 feet to an unoccupied space she can see. 
  She remains invisible until the start of her next turn or until 
  she attacks, makes a damage roll, or casts a spell. 
   
   
  
   
   
  9 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Maug 
  By: Celeste Conowitch 
  Artist: Eric Lofgren 
   
  Maug is a dishonored demon seeking to redeem 
  himself in the eyes of his lord. He plies all his wit and 
  military prowess in pursuit of his ticket back to the 
  Abyss.  
  Background 
  Maug served for many decades as a military tactician in 
  the service of a minor demon lord. His talent for 
  rational planning sets him far apart from his chaotic 
  brethren, and he excelled in his post. 
   
    That is, until his final battle came when Maug called 
  for a tactical retreat. He returned to his lord and was 
  met with unholy fury. Maug was cast out and barely 
  managed to escape to the Material Plane with his life 
  intact. 
   
    The dishonored general now wanders the Material 
  Plane seeking a way to restore himself to his lord’s 
  favor. Since Maug possesses the unique ability to 
  maintain a cool rational demeanor, he has successfully 
  survived amongst the normal races, even forming 
  networks of contacts and allies.  
   
    Maug sells his services in any way he can, serving as a 
  sword for hire, a guide, or a demonic consultant, all the 
  while keeping watch for a worthy item or power source 
  to present to his lord.  
   
    Maug now leads a nomadic existence, wandering from 
  town to town looking for leads, making sure never to 
  spend too much time in any one place. He fears drawing 
  the undue attention of blood thirsty adventurers or 
  other demons before he can complete his mission. 
   
    Maug pursues his quest with single-minded focus. 
  Comfort, material gain, and bloodshed hold no value for 
  him unless they are means to further his end. His only 
  truly prized possession is his greatsword, Rancor, which 
  was a gift presented by his lord for past service.  
   
   
   
   
   
  Current Motives 
  Maug is attempting to find an item or power source 
  worthy of his lord. By hiring himself out to adventuring 
  parties, he hopes to find a lead to such a prize. 
   
  Maug can be used as an NPC as follows: 
   
  ● A Sword for Hire – Maug sells his services as a 
  mercenary or bodyguard to adventuring parties. 
  The more dangerous the quest the more likely 
  he is to come on board. 
  ● A Fiendish Expert – Maug knows a great deal 
  about demons, devils, and other fiends from his 
  years of campaigning. He trades this 
  information for magical items. 
  
   
   
  10 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  ● A Cult Leader – Maug’s power and charisma 
  may have earned him a leadership role of a 
  mortal cult.  
   
  Long Term Motives 
  Maug’s suffering will end only once he is re-embraced 
  by his demonic lord. He intends to acquire a treasure of 
  great value and then return to service as a reinstated 
  general of the Abyss. 
  Flaws 
  The demon general is completely obsessed with his 
  goal. If he believes he has found the treasure he seeks, 
  he betrays everyone and everything to flee with it.  
    
   
  Rancor 
  Weapon (greatsword), rare 
   
  A black, magical poison ripples across the blade of this 
  magical greatsword. 
   
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon. 
   
  When you hit a fiend with this weapon, the fiend takes an 
  extra 3d6 slashing damage. For the purpose of this weapon, 
  “fiend” refers to any creature with the fiend type.  
  Maug 
  Medium fiend (demon), chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  17 (+3) 
  16 (+3) 
  Saving Throws Str +9, Con +9, Wis +7, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons  
  Damage Immunities poison 
  Condition Immunities poisoned  
  Senses truesight 120 ft., passive Perception 13 
  Languages Common, Abyssal, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
   
  Innate Spellcasting. Maug’s spellcasting ability is Intelligence 
  (spell save DC 15, +7 to hit with spell attacks). Maug can 
  innately cast the following spells, requiring no material 
  components: 
   
  At Will: darkness, detect magic, dispel magic 
  1/day each: confusion, fly, power word: stun 
   
  Magic Resistance. Maug has advantage on saving throws 
  against spells and other magical effects. 
   
  Actions 
  Multiattack. Maug makes four attacks: two with Rancor and 
  two with his fists. Alternatively, he makes two attacks with 
  Rancor and casts one spell. 
   
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 2) bludgeoning damage. 
   
  Rancor – Greatsword. Melee Weapon Attack: +10 to hit, 
  reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage, 
  plus 10 (3d6) additional slashing damage if the target is a 
  fiend. 
   
   
  
   
   
  11 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Sir Gorsethorn the Warden 
  By: Hannah Rose 
  Artist: Dean Spencer 
   
  Sir Gorsethorn is a guardian of the natural order, 
  dedicated to serving the fey spirits of the forest and 
  hunting down those who defile the wilderness. 
  Background 
  Sir Gorsethorn is a consummate knight, but his knightly 
  vows are dedicated not to the laws of civilization, but 
  the preservation of the wilderness. Instead of fighting 
  for a king or country, he serves the fey guardians of the 
  forests and mountains, enforcing justice in the name of 
  nature itself. He roams the woodlands atop his 
  steadfast companion, the war panther (see below) he 
  calls Nox, and listens to the whispers of local nature 
  spirits who alert him to trespassers with nefarious 
  intentions. 
   
  Within the forests that Sir Gorsethorn protects, 
  travelers may be punished for cutting wood from a live 
  tree, killing game for sport, or engaging in acts of 
  violence against any of the sentient creatures of the 
  forest. If the travelers appear merely ignorant, Sir 
  Gorsethorn may issue a single warning, restraining a 
  creature if necessary to deliver an ominous promise of 
  retribution for harming the local flora and fauna. If the 
  intruders purposefully harm the beings of the forest, Sir 
  Gorsethorn strikes swiftly and without mercy. 
  Conversely, he may assist travelers who are friends of 
  the fey, or who show proper respect for nature, guiding 
  them through the wilderness and protecting them from 
  fey mischief and dark magic that sometimes lurks in 
  ancient groves. 
   
  Current Motives 
  Sir Gorsethorn’s primary objective is to defend the 
  wilderness—specifically, his area of the forests and 
  mountains—from those who threaten the harmony and 
  balance of nature. He has no taste for needless 
  violence—like the bloodshed of the wars between 
  humanoids—but his duty is to make an example of 
  those whose encroach upon the sanctity of the wilds, to 
  ensure that others don’t make the same mistakes. 
   
   
   
   
  Sir Gorsethorn can be used as an NPC as follows: 
   
  • 
  A Protector of the Forest – Sir Gorsethorn 
  doesn’t agree with the misuse of nature or the 
  killing of animals for sport. 
  • 
  A Guide – Sir Gorsethorn acts as a guide as long 
  as the characters are respectful of nature. 
  • 
  A Villain – Sir Gorsethorn may not agree with 
  the actions of a group of loggers or a newly 
  founded village who misuse the land.  
   
  Tactics 
  If Sir Gorsethorn attacks the characters, he fights until 
  reduced to half his total hit points, then warns the 
  characters to leave the area and never return under 
  pain of death. If he is reduced to fewer than 50 hit 
  points, he attempts to retreat and warns the characters 
  that killing him will bring down the wrath of the fey. 
  Negotiation to convince him that no harm was meant 
  requires a successful DC 15 Charisma (Persuasion) 
  check; if he is persuaded of the characters’ sincerity, he 
  insists on escorting them through the forest to ensure 
  they don’t despoil the forest any further.  If Nox is 
  killed, however, he fights to the death.  
   
   
   
   
  
   
   
  12 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Long Term Motives 
  Civilizations rise and fall, building lavish structures and 
  destroying them in pointless wars, but nature embodies 
  an eternal cycle of balanced growth and rebirth. Sir 
  Gorsethorn is skeptical that his fellow humanoids can, 
  as a whole, live peacefully amidst the natural world, but 
  he would like to train a successor—or several—who can 
  carry on his work and perhaps even teach others to live 
  in harmony with the fey, flora, and fauna of the 
  wilderness. Such a successor would be one who 
  believes that all sentient beings—not just humanoids of 
  their own race—deserve to be treated with respect. 
   
  Flaws 
  Sir Gorsethorn likes to believe that he is an essential 
  part of the balance between nature and local 
  humanoids; he is comforted by the thought of his own 
  importance, which fuels his sense of duty. He is fierce in 
  the protection of his territory, and prefers to make a 
  clean kill rather than leave an enemy alive to cause 
  trouble later, though fey-inspired punishments may also 
  tend towards the macabre. Despite the fact that he was 
  originally born in a city (a fact which he tries to forget), 
  he views all city dwellers as out of tune with the world, 
  unable to comprehend the greater meaning of life or 
  truly appreciate the beauty that exists in the natural 
  world. 
   
   
   
   
   
  
   
   
  13 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Sir Gorsethorn 
  Medium humanoid (human), chaotic good 
  Armor Class 19* (Cold Iron Plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  15 (+2) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  14 (+2) 
  Saving Throws Str +9, Con +6 
  Skills Athletics +9, Intimidation +6, Perception +6 
  Senses passive Perception 16 
  Languages Common, Dwarvish 
  Challenge 10 (5,900 XP) 
   
  Aura of Warding. Sir Gorsethorn and allies within 10 feet of 
  him have resistance to damage from spells.  
   
  Indomitable (2/Day). Sir Gorsethorn rerolls a failed saving 
  throw. 
   
  Nature’s Warden. As an action, Sir Gorsethorn can cause 
  spectral vines to ensnare a creature within 30 feet of him that 
  he can see. The creature must succeed on a DC 13 Strength 
  saving throw or be restrained. While restrained by the vines, 
  the creature repeats the saving throw at the end of each of 
  its turns. On a success, it frees itself and the vines vanish. 
   
  Second Wind (Recharges after a Short or Long Rest). As a 
  bonus action, the Sir Gorsethorn can regain 20 hit points. 
   
  Actions 
  Multiattack. Sir Gorsethorn makes three attacks with its 
  greatsword or its shortbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing 
  damage if Sir Gorsethorn has more than half of his total hit 
  points remaining. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7 
  (2d6) piercing damage if Sir Gorsethorn has more than half of 
  his total hit points remaining. 
   
  Cold Iron Plate 
  Armor (plate), very rare 
   
  You have a +1 bonus to AC while wearing this armor 
   
  Cold Iron Plate protects its wearer from dark fey powers. Fey 
  creatures have disadvantage on attack rolls against a creature 
  wearing cold iron armor. 
  War Panther 
  Large beast, unaligned 
  Armor Class 18 (plate barding) 
  Hit Points 105 (14d10+28) 
  Speed 60 ft., climb 50 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  15 (+2) 
  15 (+2) 
  3 (–4) 
  14 (+2) 
  7 (–2) 
  Saving Throws Str +8, Con +5 
  Skills Perception +5, Stealth +8 
  Senses passive Perception 15 
  Languages -- 
  Challenge 5 (1,800) 
   
  Keen Smell. The war panther has advantage on Wisdom 
  (Perception) checks that rely on smell. 
   
  Pounce. If the war panther moves at least 20 feet straight 
  toward a creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a DC 15 Strength 
  saving throw or be knocked prone. If the target is prone, the 
  war panther can make one bite attack against it as a bonus 
  action.  
   
  Actions 
  Multiattack. The war panther makes two claw attacks, or one 
  claw attack and one bite attack. 
   
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage. 
   
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d8 + 5) slashing damage.
  
   
   
  14 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Willan Weke 
  By: D.W. Dagon 
  Artist: Dean Spencer 
   
  Though sporting naturally handsome features and 
  beauteous straw-blonde hair, this villager has a foul 
  expression and a worse aura. Willan Weke is a 
  misanthropic worm of a human, whose bitter 
  resentment at never becoming a hero has led many a 
  low-level party to their doom.  
  Background 
  In his early teens, Willan missed his opportunity to 
  become a hero. During a local disaster, Willan’s 
  cowardice led to more lives being lost, and as a result 
  he was shunned by his village. To worsen the sting, a 
  young milkmaid received accolades and mentorship by 
  a regional hero for selflessly rescuing a dozen people 
  from that same disaster. Ever since that day, Willan has 
  blamed the world for his misfortune and personality 
  shortfalls. Eventually, his skewed logic took a dark turn. 
   
   He began to believe that he was something of a 
  “dormant hero,” who just needed the right opportunity 
  to save the day and receive the praise he deserved. 
  Being excluded from all work aside from menial, tasks, 
  Willan eventually found out how he could use this social 
  standing to his advantage. As the caretaker of notice 
  boards on the outskirts of town, Willan used the 
  bounties to cultivate his deceitful and manipulative 
  nature when “assisting” adventuring parties. 
   
   Now a master of lies, Willan exploits the naive 
  goodwill of heroes. Through misinformation and bounty 
  forging, he sends adventurers he dislikes to their doom. 
  Often Willan will offer to “hold onto” special items from 
  a party, only for him to send them on their way to kill 
  giant rats when in actual fact they are headed straight 
  into a powerful demon’s lair. 
   
   Over time Willan has amassed a small collection of 
  trinkets and items from imperceptive adventurers that 
  have fallen to his insidious trickery. He hoards these 
  items in a place he calls Willan’s Warren; a hidden hovel 
  in the swamp.  
    
   Now in possession of enough spell scrolls and magic 
  items to be a formidable foe (although he lies to himself 
  that he’s just equipped and waiting for the right 
  moment to be a hero), Willan spends his days at the 
  notice board, waiting to meddle in adventurers’ destiny 
  as an agent of foul fortune. 
   
  Current Motives 
  Willan has a collection of “Treat” bounties (bounties 
  that are as listed), and “Trick” bounties (extremely 
  dangerous bounties which he has rewritten to appear 
  as low-challenge, high reward bounties). If adventurers 
  task Willan with holding onto something of value while 
  they go on a bounty, he often sends them on Trick 
  missions and hopes they die in the process. Most often, 
  Willan—the despicable creature—will just send people 
  to their doom on a whim. How many of these missions 
  Willan sends the party on, and how many player 
  character deaths happen before Willan shows his hand, 
  is entirely up to the DM. 
   
   Willan has underworld contacts and, as a result, 
  knows how to sell a hot item on the black market, and 
  may know of important information to the party. If the 
  party enquires about a specific item, Willan may 
  produce a new Trick bounty to ensure they take the 
  bait. 
   
   
   
   
  
   
   
  15 | Savage Encounters: Villains & Lairs III Free 
   
   
   
   
  Willan Weke can be used as an NPC as follows: 
   
  ● A Quest Giver – Willan is known to at least be 
  consistent with the actual giving of quests. 
  Willan’s notice board always has a quest 
  available. 
  ● An Underworld Spy, Contact and/or Fence – 
  Willan knows how to get rid of stolen goods, 
  and how to acquire them. Secrets are as a valid 
  trade as any, and Willan doesn’t shy when using 
  vital information to manipulate adventurers for 
  his own needs. 
  ● An Assassin – if the campaign needs an 
  unsuspecting assassin, Willan is up to the job. 
  His technique is to send the targets on a simple-
  yet-high-paying bounty, then later ambushing 
  them as they recover from the Trick bounty’s 
  lethal encounter.  
   
  Long Term Motives 
  Regardless of Willan’s delusion of being a dormant 
  hero, he has a recurring daydream of seeking out the 
  milkmaid and her mentor and destroying them both. 
  Any heroes who remind him of these two, Willan is 
  more than happy to assist into the grave. 
  Flaws 
  Besides every aspect of his personality, Willan’s main 
  flaw is bitterness. It is the cornerstone of what drives 
  him, and it is the weakness that can bring about his 
  vulnerabilities. Evil or intimidating player characters can 
  easily slide into his social blind spot if he regards them 
  as a like-minded embittered individual. 
  Tactics 
  Willan Weke’s magic items are intended to make heroes 
  feel weak (Dream Locket), fake dying and slither away 
  after heroes move on (Bracers of Separation), use 
  heroes might against them (cursed needles), and his 
  obsession with still wanting to feel like a hero (Mindskip 
  Strobe-Globe). 
   
   
  Willan Weke 
  Medium humanoid (human), chaotic evil 
  Armor Class 13 (leather under-armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   
  9 (-1) 
  14 (+2) 
  11 (+0) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  Saving Throws Int +6, Wis +4 
  Skills Deception +6, History +6 
  Senses passive Perception 11 
  Languages Common, Dwarvish, Elvish, Halfling 
  Challenge 6 (2,300 XP) 
   
  Spellcasting. Willan has stolen or “inherited” enough scrolls 
  to equate to a 9th-level spellcaster. If killed, only three spell 
  scrolls (from the list of following spells) remain for players to 
  loot; in addition to his carried magical items. Willan’s 
  spellcasting ability is Intelligence (spell save DC 14, +6 to hit 
  with spell attacks). Willan’s spells are flavored as if he has a 
  collection of single-use magical items such as spell scrolls, 
  thrown bottles of dragon poison (poison spray) or a modron 
  device which explodes into a cloud of daggers. These 
  manifest as the following spells: 
   
  Cantrips (at will): acid splash, mage hand, poison spray, 
  prestidigitation 
   
  1st level (4 slots): mage armor, magic missile, unseen servant 
   
  2nd level (3 slots): cloud of daggers, misty step, web 
   
  3rd level (3 slots): fireball, stinking cloud 
   
  4th level (3 slots): Evard’s black tentacles, stoneskin 
   
  5th level (2 slots): cloudkill, conjure elemental 
   
  This Is Mine Now! Willan possesses a magical blowgun called 
  Nadelwerfer and another item from the following list: Bracers 
  of Separation, Dream Locket, or Mindskip Strobe-Globe 
   
  Actions 
  Nadelwerfer. Ranged Weapon Attack: +5 to hit, range 
  25/100, one creature. Hit: 1 piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  16 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Nadelwerfer (and cursed splinters) 
  Magical Ranged Weapon (blowgun) with magical 
  ammunition, uncommon (requires attunement) 
   
  This old, wooden musical pipe is intricately crafted to appear 
  to have twisted faces and hands intertwined along the sides. 
  The needle-like splinters of wood that serve as blowgun 
  ammunition for the Nadelwerfer are as equally ancient as 
  their vessel; each 4-inch splinter is stained maroon from an 
  evil ritual, lost to the seasons of time. 
   
  A creature hit by one of Nadelwerfer’s needles is cursed with 
  a blood bond to the person whose lips launched the needle. 
  While cursed in this way, any damage done to the person 
  attuned to Nadelwerfer is done to the cursed target instead, 
  and any healing done to the cursed target goes to the person 
  attuned to Nadelwerfer instead. This curse lasts until the 
  blood bonded pair are at a distance of 100 feet or further 
  from each other. 
   
  If the players get a hold of this weapon, Willan has 1d3 
  cursed splinters left. 
   
  Bracers of Separation 
  Wondrous item, rare (requires attunement) 
   
  A pair of light tan arm bracers with half of an interlocking 
  talisman wired to each arm. 
   
  You gain +1 AC while wearing these magical bracers. 
   
  These bracers have 2 charges. You can use an action and 
  expend 1 charge to activate the bracers and have one arm 
  immediately blown off at random. When this happens, 
  though bloody, it deals no damage to you. When separated, 
  you do not have control of your missing arm, however whilst 
  wearing the bracer, you will always know where it is. 
  Reattaching the separated arms requires 1 charge. 
   
  The bracers regain 1 charge every 7 days. 
   
  Willan Weke uses this item to distract his enemies – activating 
  the bracers, which explode and dismember his arm. He then 
  scurries away, only to return later to gather his arm and 
  reattach it. 
   
  Dream Locket 
  Wondrous item (necklace), rare (requires attunement) 
   
  A large opal amulet attached to a fine silver chain. When 
  staring at the opal for long enough, one’s mind becomes 
  groggy, and waking dreams may arise. 
   
  This item has 3 charges. You can use an action to activate the 
  item, causing all creatures within a 15-foot radius of you to 
  make a DC 14 Wisdom saving throw. On a failure, targets deal 
  only half damage with weapon attacks that use Strength and 
  can only use half their movement until the effect ends. 
  Targets can repeat the saving throw at the end of each of 
  their turns, ending the effect on themselves on a success. 
   
  The amulet regains 1 charge if you stay awake for 3 nights in 
  a row. 
   
  Mindskip Strobe-Globe 
  Wondrous item, rare (requires attunement) 
   
  A small item which looks like something between a 
  ceremonious censer and a driftglobe. It is a highly defensive 
  possession drone that allows the defender a chance to 
  possess their attacker for an instant. 
   
  You can use an action to activate this globe, causing it to 
  hover above you for 1 minute. When a hostile creature 
  willingly moves or attempts to take an action, the globe 
  delivers a barrage of magical flashes at them. The target must 
  succeed on a DC 14 Charisma saving throw. If failed, you can 
  use your reaction to possess the target’s body until the end of 
  the target’s turn. If possessed, the original action that 
  triggered the strobe effect is cancelled, and you can 
  command the target to take another action. If either you are 
  killed during this time, your soul is trapped in the target’s 
  body. Only a wish spell can reverse this effect. 
  After using the globe 6 times, it explodes into silvery mist, 
  destroying the item forever. 
   
   
   
  
   
   
  17 | Savage Encounters: Villains & Lairs III Free 
   
   
   
  Zaro-zoan 
  By Janek Sielicki 
  Artist: Dean Spencer 
   
  Zaro-zoan is a martial arts master and philosopher who 
  serves a devil overlord. Balance must be maintained, 
  whatever the cost! 
   
  Background 
  Tieflings are often born in secret. Their parents love 
  their new child but simultaneously are scared of them 
  and of the community’s reaction. Some tieflings are 
  lucky to grow up in a cosmopolitan society, others are 
  often banished or worse. 
  Zaro-zoan’s parents fled in the middle of the night and 
  took the boy to an Old Order’s monastery. They never 
  saw him again. 
   
     The monks named the new acolyte Zaro-zoan, which 
  means “Lost but Found.” The boy trained hard and 
  excelled at both physical and spiritual training. 
  However, he also showed an uncanny ability to twist 
  the Order’s teachings.  
   
     It started slow, with Zaro-zoan’s increasing popularity 
  with other students. He was always first to help, always 
  ready to spend time with weaker students. Under his 
  tutelage, they became the best at the monastery. 
  Initially, the masters were pleased. Zaro-zoan trained 
  hard, took his lessons and failures well, and always 
  strived for perfection. Too late did the masters notice 
  that Zaro-zoan’s influence over the students was 
  greater than theirs. Too late did they discover that 
  something had clouded their eyes and minds. 
   
     The monks confronted Zaro-zoan and his disciples and 
  the terrible truth was revealed. Years before, during 
  meditation practice, the young tiefling gazed too deep 
  into his own soul and discovered faint traces of his 
  hellish ancestor. Curious, he followed the path and soon 
  met a powerful presence: Matzithir, a pit fiend, 
  Mephistopheles’ ill-favored ex-general. The fiend 
  crushed Zaro-zoan’s will and began to poison his soul, 
  all the while providing useful lessons and advice. The 
  devil was also able to cloud the minds of the monks at 
  the monastery. 
   
     Matzithir posed as a wise and misunderstood Keeper 
  of Balance. He presented Zaro-zoan a convoluted theory 
  involving the forces of good and evil, explaining that evil 
  deeds spurn agents of good to action and that he, Zaro-
  zoan, must become the agent of Nine Hells. 
   
     When the Old Order masters confronted Zaro-zoan, 
  he refused to fight, gathered his acolytes and made to 
  leave the monastery. The grandmaster wouldn’t allow 
  that and challenged Zaro-zoan to a duel. Although the 
  young tiefling lost his tail, he won—and left the master 
  alive. After all, killing her was unnecessary. Such a deed 
  would have introduced too much chaos into the world.  
   
  Zaro-zoan and his acolytes left and soon established 
  their own, secret, order: the Dark Balance. 
   
  Current Motives 
  Zaro-zoan and his monks are actively searching for more 
  acolytes and once they locate a suitable candidate, they 
  use any means necessary to induce them into the sect.  
  Moreover, Zaro-zoan spends most of his time 
  “communing with the universe” (receiving instructions 
  from his devilish master). Occasionally, the pit fiend 
  gives his followers a mission, typically a surgical strike 
  directed at a temple of a good-aligned deity. 
  
   
   
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  Zaro-zoan can be used as an NPC as follows: 
   
  ● A Source of Secrets - While searching for vital 
  information, the player characters might hear of 
  a secluded monastery, where a wise monk lives. 
  Zaro-zoan might have the information, but he 
  only shares it if the heroes do something for 
  him—something against their creed.  
  ● A Teacher - A monk or rogue character, 
  particularly one following the Way of Shadows 
  or Assassins may want to seek Zaro-zoan to 
  improve their skills or gain new abilities. At the 
  monastery, they learn his agenda—will they join 
  his cult, or fight against it? 
  ● A Villain - People talk about masked, highly-
  trained killers who, when the stars are right, 
  descend on unsuspecting towns and villages, 
  snatching peasants and noblemen alike, burning 
  and desecrating temples. No one knows where 
  they are taken, but divination spells suggest a 
  shadow growing in the mountains. The heroes 
  might be looking for a friend who was taken this 
  way. 
   
  Long Term Motives 
  Zaro-zoan wants to become the master of a huge and 
  influential cult. He sees himself receiving emissaries 
  from kings and queens, who seek his aid in “restoring 
  the balance.” 
   
  Flaws 
  Zaro-zoan has two major flaws: his connection to the 
  devil Matzithir and his belief that he is an important 
  element of the cosmic scales of Balance. 
   
     Constant communion with the pit fiend connected 
  Zaro-zoan’s soul to the 4th layer of Hell. Should this link 
  be severed, the tiefling will lose some of his abilities, 
  purpose and—probably—his mind. In game terms, this 
  means that Zaro-zoan loses his resistances and The 
  Devil’s Servant trait. He also acts as if under the effects 
  of confusion. 
   
     Zaro-zoan also believes in his mission, but if someone 
  manages to point out the flaws in his logic or proves 
  that he is just a puppet in the hands of a devil, followers 
  might abandon him and Zaro-zoan will be undone. 
  Zaro-zoan 
  Medium humanoid (tiefling), lawful evil 
   
  Armor Class 15 
  Hit Points 32 (5d8+10) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   14 (+2) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  15 (+2) 
  14 (+2) 
  Saving Throws Wis +5, Cha +5 
  Skills Acrobatics +6, Athletics +5, Persuasion +5, Stealth +6 
  Damage Resistance bludgeoning, piercing, and slashing 
  damage from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Infernal 
  Challenge 5 (1,800 XP) 
   
  Cunning Action. On each of his turns, Zaro-zoan can use a 
  bonus action to take the Dash, Disengage, or Hide action. 
   
  Devil’s Servant. Zaro-zoan has advantage on Wisdom and 
  Charisma saving throws. He also makes Charisma 
  (Persuasion) checks with advantage. 
   
  Unarmored Defense. While Zaro-zoan is wearing no armor 
  and wielding no shield, his AC includes his Wisdom modifier. 
   
  Actions 
  Multiattack. Zaro-zoan makes four attacks, each of which can 
  be an unarmed strike or a dart attack. He can also use 
  Shadow Jaunt once, either before or after one of the attacks. 
   
  Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) bludgeoning damage. 
   
  Dart. Ranged Weapon Attack. +6 to hit, range 20/60 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage. 
   
  Shadow Jaunt. Zaro-zoan magically teleports, along with any 
  equipment he is wearing or carrying, up to 30 feet to an 
  unoccupied space he can see. Both the space he is leaving 
  and his destination must be in dim light or darkness. 
   
  Reactions 
  Hellish Rebuke (2/Day). Zaro-zoan points his finger, and the 
  creature that damaged him that is within 60 feet is 
  momentarily surrounded by hellish flames. The creature must 
  make a DC 12 Dexterity saving throw. It takes 11 (2d10) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
   
  
   
   
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  Dark Balance Monastery 
  Map: Dyson Logos 
   
  Zaro-zoan’s hideout is slowly turning into a real 
  monastery. Monks train, rest, and receive their missions, 
  while in the highest chamber Zaro-zoan meditates and 
  communes with his master. 
   
  Area 1 
  Wide, worn stairs lead down into the monastery. 
  Murmured moans echo in darkness, and unless a 
  creature is praying (doesn’t matter to which deity), all 
  Charisma checks involving speaking are made with 
  disadvantage. The stairs are unlit and guarded at all 
  times: 
   
  ● Two monks (acolytes (CR ¼: MM, p 342) and a 
  guard (CR 1/8; MM, p 347) with Stealth +3) 
  stand before the entrance. 
  ● A scout (CR ½; MM, p 349) is in the first niche. 
  ● A thug (CR ½; MM, p 350) is in the second 
  niche. 
  ● A berserker (CR 2; MM, p 344) is in the last 
  niche. 
  ● These guards are always species who have 
  darkvision out to a radius of 60 feet. 
   
     The monks outside can be convinced to let visitors in, 
  which requires a successful DC 13 Charisma (Persuasion 
  or Intimidation) check. They warn the visitors that only 
  “the worthy” can enter the monastery, which means 
  they must go past the guardians. If the characters 
  succeed the check by 5 or more and the visitors used 
  reasonable arguments (or mentioned “maintaining the 
  balance” or Zaro-zoan’s name), one of the monks 
  escorts the visitors to Zaro-zoan, but they are stripped 
  of all weapons, spell component pouches, foci, etc. 
   
  The Trials 
  As visitors go down the stairs, each monk challenges 
  them to a duel. Visitors can appoint up to two 
  champions per fight. The monks don’t fight to the death 
  and don’t kill visitors. If a visiting party’s champions 
  reduce a guard to 25% of its hit points, the monk bows 
  and allows the visitors to descend and face the next 
  guardian. If a monk is victorious, they ask the visitors to 
  leave, but they can return the following day and try 
  again (but Zaro-zoan will be expecting them). 
     If visitors follow the rules and fight the monks in 
  succession, other guards don’t interfere. If visitors gang 
  up on a guardian, try to rush through, or disturb the 
  peace, they join the fight and try to warn the monks 
  inside. 
   
     The guardians don’t talk about it, but visitors are also 
  allowed to sneak past the monks in the niches (which 
  requires three Stealth checks against their passive 
  Perception scores). Getting in this way is actually 
  considered “the best way.” If visitors avoid the 
  guardians this way, the monks treat them with respect 
  and the visitors gain advantage on Charisma checks 
  when interacting with them. 
   
  Door 
  Massive brass doors block the way inside. THey are 
  unlocked but very heavy. Opening the doors requires a 
  successful DC 10 Strength (Athletics) check. 
   
     Ancient carvings of mythical creatures and events 
  cover the surface. A successful DC 18 Intelligence 
  (History) or Wisdom (Religion) check reveals that 
  millennia ago this place must have been a shrine 
  devoted to Asmodeus (Zaro-zoan doesn’t know that). 
   
  Area 2 
  This area is a large cavern with a shallow pool of ice-cold 
  water in the middle. There is an opening in the ceiling, 
  and during the day a shaft of light moves across the 
  area. Formal duels are fought within the area it 
  illuminates, typically when it falls upon the pool. 
   
     The monks spend most of their days here, training, 
  planning, doing chores, and meditating. There are 
  training dummies along the walls, a sparring area, and a 
  small shrine to “the balance.” 
   
     Usually, there are ten monks here: five acolytes (CR 
  1/4; MM, p 342), three guards (CR 1/8; MM, p 347), a 
  berserker (CR 2; MM, p 344), and a veteran (CR 3; MM, 
  p 350). 
   
     Twice a day—at noon and at midnight—Zaro-zoan 
  gathers everyone at the foot of the stairs and delivers a 
  sermon. 
   
  Area 3 
  This area is used for storage and as a kitchen. Here two 
  monks, a half-ogre (CR 1; MM, p 238) and a kenku (CR 
  
   
   
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  1/4; MM, p 194) prepare meals for their fellow 
  students. They bicker all the time and the doors to Area 
  2 are almost always closed. There is a large gong just 
  outside the kitchen, used for signaling mealtimes.  
   
  Area 4 
  This cave serves as a sleeping area for Zaro-zoan’s 
  students. There are low niches in the walls, which were 
  once used for burials. The room is humid, and herbal 
  scents permeates the air. 
   
     A copse of fungi grows in the middle of the cavern. 
  Once per day, Zaro-zoan treats them with water from 
  the pool of darkness, infusing their spores with magic. 
  Anyone who spends a long rest here must succeed on a 
  DC 14 Wisdom saving throw or become particularly 
  susceptible to Zaro-zoan’s “teachings.” The targets have 
  disadvantage on all Charisma saving throws against him 
  and on their own ability checks involving persuading, 
  arguing, or talking to Zaro-zoan. The effect extends to 
  Area 5. 
   
  Area 5 
  New recruits are kept here until their will has been 
  broken and they “volunteer” to join the sect. There are 
  two to four people here, because Zaro-zoan is careful 
  and doesn’t want to deal with a slave rebellion. Zaro-
  zoan visits new recruits every day and sometimes takes 
  them to the main chamber to train with other monks.  
   
     A heavy iron-barred gate blocks entry to this area. It is 
  opened with a lever located on a wall in Area 4, 10 feet 
  from the door. 
   
  Area 6 
  This area is Zaro-zoan’s austere personal chamber. Here 
  the cult’s leader rests and gives private sermons to his 
  followers, usually one per hour. There is nothing of 
  value here; Zaro-zoan leads a truly ascetic life. 
   
     The door to this chamber is never locked, but the one 
  to Area 7 is locked and trapped; Zaro-zoan has the key. 
  The door can be also opened with a successful DC 18 
  Dexterity check using thieves’ tools. 
   
   
   
   
   
  The Trap 
  A magical trap—a gift from Zaro-zoan’s patron—
  protects the door. The trap activates if someone opens 
  the door without saying the correct passphrase in 
  Infernal. The code phrase is: Perfectly balanced, as all 
  things should be. The trap also activates if the thieves’ 
  tools check fails by 5 or more. Only a few selected 
  monks know the passphrase. 
   
     Upon activation, the trap targets the trespasser with 
  phantasmal killer (spell save DC 14). Instead of seeing 
  their worst fear, they see a group of infernal monks that 
  emerge from the shadows, attacking and harassing 
  them. 
   
     The target must make a DC 12 Wisdom saving throw. 
  On a failed save, the target becomes frightened for 1 
  minute. At the end of each of the target’s turns, before 
  the spell ends, the target must succeed on a Wisdom 
  saving throw or take 4d10 psychic damage. On a 
  successful save, the spell ends. 
   
     The trap resets every day at midnight. 
   
  Area 7 
  Fake door 
  The only way into this room is through Zaro-zoan’s 
  chamber. The doors in front of the stairs are fake. They 
  are ornate and impressive, but fixed to the wall. Anyone 
  with a passive Perception of 18 or higher notices this 
  immediately, or after a successful DC 14 Intelligence 
  (Investigation) check.  
   
     A swarm of insects (CR ½; MM, p 338) inhabits the 
  door. It attacks anyone who tries to open the door or 
  leans against it. 
   
     This room contains weapons, armor, and alchemical 
  supplies the monks use during their missions as well as 
  the loot they bring back.  
  Additionally, there is a cage in a corner, where Zaro-
  zoan keeps particularly valuable prisoners—ones he 
  can’t convert to his cause or people he was hired to 
  kidnap. 
   
     There is also a small alchemical laboratory, where an 
  imp (CR 1; MM, p 76) named Akuchina toils preparing 
  flasks of alchemical fire, healing potions, and smoke 
  bombs. One of his eyes is an elemental gem (see 
  below). 
  
   
   
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  Treasure 
  2,000cp in 50 cp pouches 
  1,000 sp in 10 sp pouches 
  100 gp in a small chest, which also contains a pair of 
  engraved bone dice (25gp), a copper chalice with silver 
  filigree (25 gp), a gold locket with a painted portrait 
  inside (35 gp), a small gold bracelet (25 gp) 
  Potion of greater healing, 
  Mariner's armor (padded) 
  Elemental gem (earth) (one of the imp’s eyes) 
  5 x alchemical fire 
  2 x basic poison 
  5 x vial of acid 
   
       There are also mundane weapons and armor, ropes, 
  grappling hooks, sets of clothes (for disguises), and 
  adventuring supplies. 
   
  Area 8 
  There is an opening in the cave’s ceiling here. Both day 
  and night, the pool reflects an ink-black sky where a few 
  red stars glint. A closer inspection reveals they are not 
  stars, but flames, and the longer you stare into them, 
  the bigger they grow. 
   
       This place is a nexus of dark powers, and Zaro-zoan 
  spends most of his free time here, practicing martial 
  arts and meditating in the pool. 
  The dark water is only 3 feet deep. It is also poisonous 
  (DC 15 Constitution saving throw or become poisoned 
  until the target finishes a short or long rest). This is a 
  localized magical effect, and the water that flows out of 
  the cave is actually clear and safe to drink. 
   
     Anyone who spends 1 hour submerged in the liquid 
  can establish a mental connection with Matzithir. If they 
  succeed at a DC 21 Wisdom saving throw against fear, 
  they can communicate with the pit fiend as if using the 
  message spell. 
   
       Zaro-zoan is particularly dangerous here, as the devil 
  tries to support its follower. Double Zaro-zoan’s hit 
  points if he fights here, or up to 1 hour after meditating 
  in the area.  
   
   
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Community Created/Community Created/Savage Encounters - Villains & Lairs III.pdf