TEXT: BY JEFF LEE
  & Secret SocietieS
  
  1
  Open Design, Kobold Press, and Demon Cults are trademarks of Open Design. 
  Open Game Content:  he Open content includes the text of the archetypes, feats, magic items, monsters, 
  oaths, poisons, and spells. All other material is Product Identity, especially place names, character names, 
  locations, story elements, and iction.
  No other portion of this work may be reproduced in any form without permission.
  ©2017 Open Design.
  www.koboldpress.com
  ISBN: 978-1-936781-73-7
  Designer: Jeff Lee with Mike Welham and Jon Sawatsky
  Developer: Jim Groves
  Editor: Steve Winter
  Cover Artist: Aaron Miller
  Interior Artists: Subroto Bhaumik, Ramon Ignacio Bunge, Russell Jones, Jason Juta, 
  Jethro Lentle, Addison Rankin, 
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  creditS
  demon cultS  
  & Secret SocietieS
  By Jeff lee
  
  2
  Half-elves and the  
  Midgard Campaign Setting
  Demon Cults is intended for use in most fantasy settings, with particular 
  consideration for the Midgard Campaign Setting. Midgard is unique with 
  respect to half-elves, in that they aren’t considered their own race. he term 
  elfmarked refers to individuals with some degree of elven heritage, usually 
  much less than half. In a Midgard campaign, NPCs who are described in 
  this book as half-elves should be considered elfmarked instead. Elfmarked 
  have all standard half-elf racial abilities, and vice versa.
  introduction
  Do you ever ind yourself conined, even slightly, by 
  a lengthy prewritten campaign? Adventure paths are 
  wonderful tools for busy GMs, but they are by their 
  very nature, fairly scripted. he opposite extreme, 
  the home campaign that is entirely handcrated, can 
  be both daunting to envision and time-consuming 
  to prepare. 
  here is a middle ground. What if you had a robust 
  outline for a campaign, chock full of imaginative 
  ideas and fully realized villainous NPCs to expand 
  upon and customize to create your own unique 
  campaign experience?
  Demon Cults and Secret Societies draws GMs and 
  campaign setting fans into the world of thirteen 
  nefarious organizations. Each cult has its own 
  ambitious and chilling agenda for the regions or 
  worlds that you choose for them to inhabit. heir 
  plots range from the conquest of nations to the 
  daring heists of the greatest of treasures, from the 
  redeinition of the nature of truth to extinguishing 
  the sun itself! You will discover each of these 
  groups can easily be leshed out to create your own 
  campaign or enliven and enrich another. Author 
  Jef Lee created these cults with inspiration from the 
  Midgard Campaign Setting with special consideration 
  of its companion volume, Southlands. Each cult is 
  suitable for any campaign setting and is presented 
  with information on how it speciically relates 
  to Midgard. Jef provides a complete toolkit to 
  introduce these cults to your players with minimal 
  efort while leaving you the lexibility to design your 
  own encounters.
  Each chapter describes the group’s beliefs and 
  agenda, alongside complete statistics for their 
  top leaders, usually in a diverse range of levels to 
  relect masterminds and lieutenants. hree tiers 
  of acolytes, soldiers, and minions ill out their 
  ranks and represent adversaries for PCs of every 
  level. Adventure seeds describe plots and schemes 
  the cult perpetrates, that can be challenged by 
  heroes beginning at level 1 and ranging up to epic, 
  career-crowning challenges. Finally, each chapter 
  provides a generous sampling of new associated 
  material, such as artifacts, spells, magic items, feats, 
  monsters, vehicles, and more! 
  Great villains are integral to every great campaign, 
  and I invite you to keep reading and discover 
  conspiracies, plots, and mayhem to entertain your 
  players for hours to come!
  —Jim Groves
  
  3
  contentS
  Black Goat's Flock .........................................................4
  Leaders, Organization, and Goals .................................4
  Cultists of the Black Goat's Flock ..................................8
  Cult Activities and Adventure Hooks .........................10
   
  Spells ...............................................................................15
  Magic Items ....................................................................16
  Monster: Flame-Scourged Scion .................................17
  he Burning Rune .......................................................18
  Leaders, Organization, and Goals ...............................19
  Cult Activites and Adventure Hooks ..........................22
  Cultists of the Burning Rune .......................................25
  Magic Item .....................................................................28
  Monster: Altar Flame Golem .......................................29
   
  Rune ................................................................................30
  Chosen of the Demon Bat ...........................................31
  Leaders, Organization, and Goals ...............................31
  Cult Activities and Adventure Hooks .........................37
   
  Feat ..................................................................................41
   
  Hazards ...........................................................................41
  Magic Items ....................................................................42
   
  Poison .............................................................................44
  Monster: Flame Eater Swarm ......................................44
   
  Spell .................................................................................45
  Creed of All Flesh ........................................................46
  Leaders, Organization, and Goals ...............................47
  Cult Activities and Adventure Hooks .........................52
  Cultists of the Creed of All Flesh.................................57
  Magic Items ....................................................................58
  Monster: Ghoulsteed ....................................................59
  Doomspeakers .............................................................61
  Leaders, Organization, and Goals ...............................61
  Cult Activities and Adventure Hooks .........................66
  Cultists of the Doomspeakers ......................................70
  Magic Items  ...................................................................72
   
  Spell  ................................................................................72
  he Emerald Order ..............................................73
  Leaders, Organization, and Goals  ..............................73
  Cult Activities and Adventure Hooks  ........................75
  Cultists of the Emerald Order .....................................78
  Magic Items ....................................................................80
  Monster: Smaragdine Golem .......................................81
  Hand of Nakresh ..........................................................83
  Leaders, Organization, and Goals ...............................83
  Cult Activities and Adventure Hooks  ........................90
  Cultists of the Hand of Nakresh ..................................93
  Magic Item .....................................................................95
   
  Spell .................................................................................95
  Night Cauldron of Chernobog ....................................97
  Leaders, Organization, and Goals ...............................97
  Coven of the Night Cauldron ......................................99
  Cult Activities and Adventure Hooks .......................102
  Cultists of the Night Cauldron ..................................105
   
  Poisons ..........................................................................108
   
  Spells .............................................................................109
  Magic Items ..................................................................109
  Red Sisters..................................................................110
  Leaders, Organization, and Goals .............................110
  Cultists of the Blood Sisters .......................................115
  Cult Activities and Adventure Hooks .......................116
  New Spells ....................................................................120
  Magic Items ..................................................................120
  Monsters: Blood Hound and Blood Zombie ...........121
  he Sanguine Path .....................................................123
  Leaders, Organizations, and Goals ...........................123
  Cult Activities and Adventure Hooks .......................128
  Cultists of the Sanguine Path .....................................131
  Magic Item ...................................................................132
   
  Spells .............................................................................133
  Template: Blood-Bound Creature .............................134
  Selket’s Sting ..............................................................135
  Leaders, Organization, and Goals .............................135
  Cult Activities and Adventure Hooks .......................140
  Cultists of Selket ..........................................................142
  Magic Item  ..................................................................144
   
  Spell  ..............................................................................144
  Servants of the White Ape .........................................145
  Leaders, Organization, and Goals .............................145
  Cult Activities and Adventure Hooks .......................148
  Cultists of the White Ape ...........................................152
  Magic Items ..................................................................154
  Weavers of Truth .......................................................156
  Leaders, Organization, and Goals .............................157
  Cult Activities and Adventure Hooks .......................160
  Cultists of the Weavers of Truth ................................164
  Monster: Echo Demon ...............................................166
   
  Spell ...............................................................................167
   
  Vehicle ...........................................................................168
  Appendix: Antipaladins and Doomspeakers ............169
  he Fall and Rise of a Paragon ...................................169
  Antipaladin Oaths .......................................................170
   
  Spells .............................................................................173
  
  4
    Black 
  Goat'S flock
  i
  1
  “Ever their praises and abundance to the Black Goat of the Woods. Iä! Shub-Niggurath! Iä! Shub-Niggurath! 
  he Black Goat of the Woods with a housand Young!”
  –“he Whisperer in the Darkness,” H.P. Lovecrat
  ndulgence without restraint. Greed without guilt. 
  Debauchery without limit. Chaos beyond the 
  restraint of order. Knowledge without fear of the 
  embrace of madness. he Black Goat’s Flock pursues 
  all these in the name of their goddess, the Goat of 
  the Woods.
  leaderS, orGanization, 
  and GoalS
  Organization is a misnomer where the Black Goat’s 
  Flock is concerned. he worship of the Goat of 
  the Woods is chaos itself. Individual members of 
  
  5
  Black Goat'S flock
  the cult worship her out of ambition, desperation, 
  or madness—or oten all three. Some worship 
  alone, others in small groups, and occasionally a 
  charismatic leader draws a mob of cultists together 
  for some great purpose.
  he cult is most common in the wilderness and 
  in rural villages, though adherants can be found 
  within the brightest cities. Ambitious or debauched 
  wizards are the most common cult leaders. Bent 
  on personal power, they latch onto tales of the past 
  glories of the magocracies of old and the forbidden 
  rites and magic through which they rose to power. 
  Anton Valcrist is one such wizard, and among the 
  most fervent and scholarly. He works to rebuild the 
  Viridian Codex, the old unholy writ of the Black 
  Goat. He inds and translates the lost fragments, 
  compiling them into one complete work. With such 
  knowledge at his command, Anton hopes to establish 
  himself as the founder of a terrible new dynasty, with 
  himself ensconced as a new wizard-king. His fawning 
  adherents hope to rise along with him.
  To challenge the law and bring forth new visions, 
  that is what the Black Goat’s voice demands. 
  Challenge everything; change everything; embrace 
  luidity and lux. he most vocal advocate of this 
  portion of the Black Goat’s Flock is the selang witch 
  Xiax Galleborne, a self-proclaimed ambassador 
  from the Court of a Million Stars, a far-lung fey 
  court of the outer dark. Xiax is a wild, fervent, and  
  androgyne being whose motives and actions are 
  near impossible to guess at or predict. With a strong 
  inluence over the other dark fey, especially other 
  selang, Xiax is a powerful arm of the cult.
  In the wilderness and wastes, the humanoid tribes 
  that eke out a living in desperate conditions oten 
  join the Black Goat’s Flock. hey search for respite, 
  for the strength to take all they can from those who 
  have something worth stealing. hey perform rites 
  cobbled together from drug-induced dreams and 
  visions, capering madly in the burned and withered 
  glades where once others followed the same path. 
  hese rural bands are led by the Speakers, the 
  clergy that the Black Goat calls to hear Her and 
  spread Her words. Tivishta Trikinta, a goblin cleric 
  of the Goat of the Woods, is the greatest of these. 
  She wanders the wastes and the border settlements, 
  spreading the words of her goddess to all who will 
  hear. Like the ocean waves, her preaching erodes the 
  edges of civilization, freeing more to run wild at the 
  behest of her goddess.
  ANTON VALCRIST 
  Medium humanoid (human), chaotic evil
  Armor Class 13 (16 with mage armor) 
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  16 (+3) 
  16 (+3) 
  19 (+4) 
  10 (+0) 14 (+2)
  Skills Arcana +7, Perception +3, Persuasion +5
  Saving Throws Wis +3, Cha +5
  Damage Resistances lightning, psychic, thunder
  Condition Immunities charmed, paralyzed
  Senses passive Perception 13
  Languages Common, Deep Speech, Draconic, Dwarven, 
  Elven, Goblin, Infernal (demonic)
  Challenge 7 (2,900 XP)
  Spellcasting. Anton is a 10th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, 
  +7 to hit with spell attacks). He has prepared the
  following spells (spells marked * are from Deep Magic 3:
  Void Magic):
  Cantrips (at will): crushing curse*, ray of frost
  1st level (4 slots): charm person, mage armor
  2nd level (3 slots): darkness, maddening whispers*,
  misty step
  3rd level (3 slots): bestow curse, dispel magic, void 
  strike*
  4th level (3 slots): black tentacles, nether weapon*, 
  stoneskin 
  5th level (2 slots): contact other plane, living shadows* 
  ACTIONS
  Multiattack. Anton attacks twice with the horn blade. 
  Horn Blade. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 
  another 1d4 slashing damage at the start of each 
  of Anton's turns until the bleeding is stopped with a 
  successful DC 15 Wisdom (Medicine) check or with any 
  amount of magical healing. If the horn blade is under 
  the effect of Anton’s nether weapon spell, Anton gains 5 
  temporary hit points, to a maximum of 10 at one time, 
  each time he successfully damages a creature.
  
  6
  Bleat of the Ram's Horn. As an action, Anton blows a 
  ram’s horn. The tuneless bleating transforms Anton’s 
  body, granting him the shape of his patron. His feet 
  become cloven (Speed 40 feet), his eyes grow and 
  turn yellow (truesight 60 feet), his body is covered in 
  wiry black hair (resistance to slashing damage), and his 
  knees bend backward and thick muscle wraps around 
  his haunches (jump distances doubled). This shape lasts 
  until he ends it (no action required on his part).
  Anton Valcrist is known publicly as a wizard of 
  moderate power and means, a researcher into arcane 
  history, and a collector of antiques and ancient 
  tomes. He moves in aristocratic circles and is a 
  well-regarded member of his city’s elite. While he is 
  short and slightly built, Anton carries himself with 
  conidence and maintains styled, curly black 
  hair. He is always impeccably dressed, oten 
  to the point of lamboyance or foppishness, 
  and never fails to powder and make up his 
  face before leaving his house. Sot-spoken and 
  eloquent, Valcrist is a welcome addition to any 
  social event.
  What the public at large does not know is that 
  Valcrist leads a sect of the Black Goat’s Flock. hey 
  use tunnels beneath the streets and secret entrances 
  to meet in the basement of his townhouse. His 
  collection of antiquities serves the ultimate goal of his 
  sect: to ind and restore the Viridian Codex, the lost 
  litany of the Goat of the Woods. With it, he hopes to 
  restore worship of the Black Goat to prominence, and 
  style himself a mage-king in the new order.
  XIAX GALLEBORNE 
  Medium aberration, chaotic evil
  Armor Class 17 (natural armor) 
  Hit Points 136 (16d8 + 64)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 
  19 (+4) 
  16 (+3) 
  13 (+1) 17 (+3)
  Skills Insight +4, Perception +4, Performance +6, 
  Stealth +6
  Saving Throws Con +7, Wis +4, Cha +6
  Damage Resistances cold, poison, psychic
  Condition Immunities charmed, paralyzed
  Senses passive Perception 14
  he selang originally appeared in Dark Fey, from 
  Kobold Press, and are sometimes referred to as 
  dark satyrs. here is some confusion whether these 
  creatures are truly fey or not. hey are from some 
  outré plane from whence the Great Old Ones 
  hail. hat said, the selang and the Court of a 
  Million Stars look fey, claim to be fey, and 
  thus far have been accorded that status 
  by Midgard’s other fey courts. he truth 
  has yet to be determined and you are 
  free to determine it for yourself in the interim. 
  A relatively larger number of selang dwell in 
  Midgard’s Wasted West.
  Mysterious Fey
  
  7
  Black Goat'S flock
  Languages Common, Deep Speech, Sylvan
  Challenge 8 (3,900 XP)
  Innate Spellcasting. Xiax’s spellcasting ability is Charisma 
  (spell save DC 14, +6 to hit with spell attacks). He can 
  cast the following spells innately, requiring only verbal 
  components (spells marked * are from Deep Magic 3: 
  Void Magic):
  At will: word of misfortune*, true strike
  3/day each: destructive resonance*, faerie ire, sleep
  1/day: black tentacles
  ACTIONS
  Multiattack. Xiax makes two spear or longbow attacks, or 
  applies its sleep poison and makes one attack with the 
  poisoned weapon. 
  Spear. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) 
  necrotic damage. 
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage 
  plus 11 (2d10) necrotic damage.
  Sleep Poison (recharge 5-6). As an action, Xiax can coat 
  a weapon with a sleep poison made from the brain 
  ﬂuid of dorreqi (a creature from the Realms Beyond). 
  The next creature injured by Xiax's blade or arrow must 
  succeed on a DC 16 Constitution saving throw or fall 
  unconscious for 1 minute. An unconscious creature 
  repeats the saving throw when it takes damage or when 
  another creature uses an action to rouse it, ending the 
  effect on itself with a success.
  Alien Piping. Xiax can confuse and injure its enemies 
  by playing weird, ear-bending harmonies on its alien 
  pipes, made from the beaks, cartilage, and throat sacs 
  of a dorreq. Xiax chooses one of the following spell 
  effects for the music: contagion, confusion, hideous 
  laughter, or irresistible dance. All creatures within 60 
  feet who hear the piping must succeed at a DC 14 
  Charisma saving throw or be affected by the chosen 
  spell. A creature that saves successfully is immune to 
  alien piping for 24 hours.
  A dark fey hailing from the Court of a Million Stars, 
  Xiax Galleborne’s delicate facial features are framed 
  with long auburn hair and partially masked by a 
  thick, curling beard of the same color. A sleeveless 
  shit of raw silk provides a plunging décolletage 
  and slits from hemline to the hips that leave Xiax’s 
  insectoid legs disturbingly visible. Xiax has the 
  obsidian skin, glowing red eyes, and antennae 
  typical of its kind. he disturbing mass of its alien 
  pipes hang from a shoulder strap when not in use.
  Xiax revels in unabashed anarchy, urging followers 
  to undermine authority and tradition wherever 
  they are. To Xiax, the Black Goat’s Flock should be a 
  pulse of manic life to shock the world from its torpid 
  complacency and patterns. hat its followers might 
  be imprisoned or cut down is simply part of the price 
  for achieving great wakefulness and joy in nihilism 
  and raw chaos. As others see the Flock’s actions, they 
  too will be stirred to action, and these newcomers 
  will ill any holes in the ranks. It is all part of the 
  wondrous, inscrutable dance that moves to the voice 
  of the Dark Mother and her music.
  TIVISHTA TRIKINTA 
  Small humanoid (goblin), chaotic neutral
  Armor Class 16 (chain mail) 
  Hit Points 130 (20d6 + 60)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  12 (+1) 
  16 (+3) 
  13 (+1) 
  20 (+5) 14 (+2)
  Saving Throws Dex +5, Wis +9, Cha +6
  Skills Religion +9
  Damage Resistances cold, poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened
  Senses darkvision 60ft., passive Perception 15
  Languages Common, Goblin
  Challenge 11 (7,200 XP)
  Spellcasting. Tivishta is a 12th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 17, +9 to 
  hit with spell attacks). She knows the following spells 
  (spells marked * are from Deep Magic 3: Void Magic):
  Cantrips (at will): crushing curse*, void strike* (see 
  Cloven Hammer action)
  1st level (4 slots): bane, protection from evil and good, 
  shield of faith
  2nd level (3 slots): darkness, maddening whispers*, 
  misty step
  3rd level (3 slots): protection from energy, spirit 
  guardians 
  4th level (3 slots): banishment, freedom of movement 
  5th level (2 slots): contagion, insect plague 
  6th level (1 slot): life drain*
  
  8
  Universal Form. Tivishta has advantage on saving throws 
  against spells or effects that would alter her form.
  ACTIONS
  Cloven Hammer. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. So 
  long as Tivishta wields the cloven hammer, she can cast 
  void strike at will.
  A Thousand Hooves (1/day). Tivishta summons the 
  crushing power of the black goat to sunder the earth 
  and scatter her enemies. All creatures caught in a 
  30-foot cone must make a DC 17 Dexterity saving
  throw. Any that fail are knocked prone and trampled
  by spectral hooves, taking 44 (8d10) force damage.
  Creatures that aren't knocked prone are instead pushed
  10 feet out of the cone’s area.
  Tivishta Trikinta is an unassuming-looking igure. 
  Her thin frame is topped with a head that 
  looks overlarge for her body. Her dirty, 
  weathered skin makes her appear 
  older than she actually is, and 
  her gait seems frail, with the 
  cautious, deliberate movement 
  of the elderly. 
  However, this is largely an 
  act, and the wasteland wanderer 
  is the First Speaker of the Goat of 
  the Woods and the most powerful 
  igure in the Black Goat’s Flock. She 
  travels the badlands—sometimes alone, 
  other times with a band of fanatical 
  adherents to attend her—preaching the 
  mad litany of her goddess, which she hears 
  sung upon the winds. 
  Many goblin tribes have turned to 
  worship of the Black Goat due to Tivishta’s 
  proselytizing, and her words have planted 
  the seed of cults in more than a few border 
  settlements, and even a major city or two. She 
  is typically forced out of civilized areas. She 
  goes willingly, knowing how to pick her battles, 
  and knowing that playing the victim of harsh law 
  will win her more sympathy from the populace 
  than confrontation. hose swayed by her words 
  will seek her out, and then she can teach them to 
  hear the Dark Mother’s words for themselves, and 
  spread the faith.
  cultiStS of the Black 
  Goat'S flock
  he following NPCs can be used as cult members, 
  functionaries, and leaders in the Black Goat’s Flock.
  GOBLIN ZEALOT
  hese ierce warriors do the bidding of the Speakers 
  and other cult leaders. heir fanatical loyalty drives 
  them into its of profane rage against the enemies of 
  their faith.
  Goblin zealots use the standard goblin stat block 
  but with the following diferences.
  • Hit Points 14 (4d6)
  • Reckless. At the start of its turn, the goblin zealot
  can gain advantage on melee weapon attack rolls
  during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  • In addition to a scimitar, also has Tripping Bola.
  Melee or Ranged Weapon Attack: +5 to hit, reach 5
  t. or range 30/120 t., one target. Hit: 5 (1d6 + 2)
  bludgeoning damage and the creature must make
  a successful DC 13 Dexterity saving throw or be
  restrained until it uses an action to break free.
  • Challenge 1/2 (100 XP)
  
  9
  Black Goat'S flock
  BLACK GOAT CABALIST 
  Medium humanoid (human), chaotic neutral
  Armor Class 11
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  13 (+1) 
  14 (+2) 
  16 (+3) 
  12 (+1) 8 (‒1)
  Saving Throws Wis +3
  Skills Arcana +5, Perception +3
  Damage Resistances cold, poison, psychic
  Condition Immunities charmed, paralyzed
  Senses passive Perception 13
  Languages Common, Deep Speech, Goblin, Mharoti 
  (draconic)
  Challenge 3 (700 XP)
  Student of the Viridian Codex. In fever dreams, the 
  cabalist knows the gaze of the black goat. After each 
  long rest, the black goat cabalist chooses two spells 
  from the wizard or warlock spell list. The spells can be 
  cantrips or 1st level, or a combination. The cabalist 
  can cast those spells at will and innately, requiring 
  only verbal components. Their spellcasting ability 
  is Intelligence (spell save DC 13, +5 to hit with spell 
  attacks). They can choose spells from Deep Magic 3: 
  Void Magic if it's in use in your campaign.
  ACTIONS
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 16 (1d6 + 1) bludgeoning damage. 
  Aura of Eyes (recharge 6). As a bonus action, the black 
  goat cabalist manifests a watching aura around itself in 
  a 10-foot radius. The aura lasts 1 minute. The cabalist 
  is aware of any creature inside this aura; hidden and 
  invisible creatures are revealed as if the cabalist had 
  truesight. Additionally, any creature that starts its turn 
  inside the aura must make a successful DC 13 Wisdom 
  saving throw or be frightened of the cabalist until the end 
  of the creature's next turn. A creature cannot be affected 
  by this ability more than once in 24 hours. 
  Black Goat cabalists are members of the cult 
  interested in magic, typically to increase their own 
  personal power and social inluence. hey oten 
  reside in large cities, and meet secretly to worship and 
  plot. Sometimes a cabalist will lead a small sect, with 
  a lieutenant and a small group of fanatical followers.
  In dreams and visions, cabalists are caressed by 
  the black goat. Wherever it touches them, wiry 
  black hair sprouts, forming tuts upon their lesh. 
  he hairs can grow from any part of the body. 
  he hair can be trimmed away to hide it from the 
  superstitious and the uninitiatied, but it always 
  grows back within a week.
  SPEAKER FOR THE BLACK GOAT
  Medium humanoid (human), chaotic evil
  Armor Class 16 (chain mail)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  12 (+1) 
  14 (+2) 
  8 (–1) 
  12 (+1) 
  14 (+2)
  Saving Throws Cha +5
  Skills Insight +7, Perception +4, Persuasion +5
  Damage Resistances cold, poison, psychic
  Condition Immunities charmed, paralyzed
  Senses passive Perception 14
  Languages Abyssal, Common, Deep Speech
  Challenge 6 (2,300 XP)
  Listener. The speaker can hear the maddening and 
  tuneless bleating of the black goat herself. At any time, 
  the speaker can choose to listen to this music, which 
  drowns out all other sound and most other sensory 
  input. They are immune to being charmed and have 
  advantage on saving throws against illusions and on 
  ability checks to detect them.
  ACTIONS
  Multiattack. The speaker makes two warhammer attacks.
  Warhammer. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. 
  If both warhammer attacks hit the same creature in a 
  turn, that creature takes an additional 11 (2d10) force 
  damage and is stunned until the start of the speaker's 
  next turn.
  Heralding Bleat (1/day). The speaker utters a horrible 
  bleating sound and summons a twisted beast covered 
  in black hair. Any beast of challenge 2 or lower can be 
  conjured. The creature obeys the speaker until it dies, or 
  it dissolves into a pile of black bristles after 1 hour.
  Song of the Black Goat. The speaker sings a nightmarish 
  song. Any ally of the speaker within 60 feet that can 
  
  10
  hear the song can make an immediate saving throw 
  with advantage against any ongoing effect or condition 
  affecting it. Additionally, the creature has advantage on 
  its next attack roll before the speaker's next turn.
  cult activitieS and 
  adventure hookS
  Choose your favorite option below to introduce the 
  Black Goat’s Flock as adversaries for the PCs in your 
  campaign. hey can be foes for a single adventure or 
  used as a continuing threat in an extended campaign.
  LEVELS  1-3
  he city is uneasy, even violent during a contested 
  political succession. he city guard is working hard 
  to control protests and ensure they don’t break out 
  into riots and violence. Black Goat cultists take 
  advantage of the chaos to attack established shrines 
  and temples of other deities. Unable to gain a proper 
  response from the law due to the unrest, an acolyte 
  from a small temple to a deity favored by the patron 
  deity of the party’s cleric requests their aid to guard 
  the temple. During the PCs' watch, the Black Goat’s 
  minions break into the temple to desecrate it and 
  steal away its inest sacred items, books of scripture, 
  and holy relics.
  During the harvest festival in a small town, 
  mayhem breaks out as people begin hallucinating. 
  Hysterical  townsfolk ight one another, lee from 
  terrors only they can see, and destroy property. If the 
  PCs are in town, they too may succumb to whatever 
  mind-altering agent has gripped the populace. 
  Investigation reveals a wagon loaded with (mostly 
  empty) ale barrels is the source of the chaos. he ale 
  is tainted with Earth Mother’s Milk, a psychoactive 
  drug that warps perception and induces vivid 
  hallucinations. he only clue to its origin is a stamp 
  on the barrels—a star made of ive stalks of wheat, 
  with a crescent moon in the center—and a tavern 
  owner’s vague recollection that a black horse pulled 
  the wagon into town. A cloaked igure was the 
  driver, but the tavern owner remembers very little 
  of that meeting. If pressed she remembers it as odd 
  because the wagon arrived by way of the long-
  disused western road. Black Goat cultists reside in 
  a ruined monastery in the hills that way, and their 
  resident alchemist is working on a more potent 
  batch to ship to a larger city.
  A wizard hires the PCs to engage in a crime for the 
  right reasons. he wizard claims property of his 
  was stolen by a lord of thieves. Due to the criminal’s 
  connections, he can gain no assistance from local 
  law enforcers, who are irmly in the pockets of the 
  thieves’ guild. He wishes the PCs to break into the 
  thief-lord’s home and repossess his stolen goods, and 
  he provides a list of strange and arcane items to be 
  recovered. he PCs must ind a way into the manor 
  house, deal with or avoid the guards and defenses, 
  and get all the items. he wizard will then meet them 
  in a neighboring town, well away from the thief 
  guild and various cronies, to reclaim his possessions 
  and reward them. One of the items on the list is a 
  ragged piece of blue-green metal foil, acid-etched 
  with words in a dead language. his is a fragment 
  he Black Goat’s Flock is very active among those 
  who live in the Wasted West and around its borders, 
  even in the Ironcrag Cantons and some southern 
  reaches of the Grand Duchy. he Goblin Wastes in 
  particular are home to dozens of tribes where the 
  cult thrives. 
   Goblin cultists listed in this book should be 
  considered dust goblins (see the Tome of Beasts). 
  Among the mighty and shining cities of the Grand 
  Magocracy of Allain, the Black Goat’s Flock is a 
  slowly growing cancer. With Allain’s use of mighty 
  magics to run its everyday afairs, there remains 
  pride of power. hat inevitably leads to temptation, 
  and the Black Goat’s Flock preys on that to lure new 
  members in with hints of forbidden knowledge and 
  the power that can come from it.
   It is rumored that a tribe of taiga giants has 
  converted to the cult, hopeful that the Black Goat 
  will lead them to unlocking ancient magics. hey 
  believe the cult’s power will help giants overcome the 
  Great Restlessness that curses their ancestral lands, 
  and allow them to raise their people’s civilization 
  back to the great heights from which it fell.
  Black Goat’s Flock  
  in Midgard
  
  11
  Black Goat'S flock
  of the Veridian Codex, once the unholy text of the 
  Goat of the Woods. Once the PCs have the fragment, 
  strange things happen on their journey to deliver the 
  goods. heir sleep is haunted by lurid and disturbing 
  dreams. Strange creatures linger and move in the 
  shadows of trees in the night. On the road outside 
  the town, a paladin confronts the party and claims 
  they harbor great evil. She demands they surrender 
  it to her so she can see it safely destroyed. Complying 
  means they earn the ire of Anton Valcrist, the wizard. 
  Refusal means the paladin will attack them as agents 
  of evil; defending themselves against her may have 
  repercussions such as being declared outlaws and 
  agents of the cult.
  LEVELS  4-6
  Two shapechanging Black Goat agents iniltrate 
  the local power structure. he PCs must uncover 
  the agents before they can spread their corruption 
  too far. he irst signs of strange behavior are not 
  indicators of the culprit(s), as the agent can enchant 
  others to act against their better judgment. A clerk 
  accused of grat, for example, committed the crime 
  due to the agent’s inluence. he agents could include 
  a dark fey, a spellcaster, or even a doppelganger. 
  Alternatively, if the PCs are already enemies of the 
  Black Goat’s Flock, an agent may be placed nearby 
  to watch the PCs and report their movements to the 
  cult. Perhaps the PCs attack a cultist hideout, only 
  to be attacked with magic items they recognize as 
  being items they themselves brought back to town 
  and sold. his clues them in that one or more of the 
  merchants they deal with may be spies of the Flock.
  he PCs are retained to track down a brutal 
  murderer, and bring him back dead or alive. his 
  brash villain has been killing commoners, artisans, 
  and nobles alike, with no signs of stopping. A local 
  lord suspects that a local merchant will be targeted, 
  and arranges an ambush. However, the murderer is 
  working to destroy the Black Goat’s Flock, and her 
  victims have all been secret members of the cult, as 
  is the very lord who has hired the PCs to stop her. If 
  
  12
  the PCs succeed at their task, they have eliminated a 
  major obstacle of the cult, and furthered its ends. he 
  lord who hired them is rewarded for his eforts and 
  granted access to the local monarch’s inner circle, 
  where he can corrupt others and inluence politics. 
  If the murderer convinces the PCs of her righteous 
  intentions, they may join forces with her, becoming 
  fugitives themselves and resisting the machinations 
  of the Flock, and avoiding the law themselves.
  he PCs ind the atermath of a ritual performed 
  by a group of Black Goat cultists. he cultists have 
  been defeated, killed or driven of, but the result 
  of their magic—a portal to a strange, far realm—
  remains. he portal cannot be closed from this 
  side. here were a pair of anchors keeping it open, 
  but those who dealt with the cultists destroyed the 
  one on this side. Until the one on the other side of 
  the portal is destroyed, it remains open. he forces 
  that defeated the cultists remain on guard here to 
  defend against the horrors coming through, while 
  the PCs enter, locate the anchor, destroy it, and then 
  retreat through the portal before it closes again. he 
  strange dimension is home to aberrations, dark fey, 
  and other terrors at the GM’s discretion. Once the 
  anchor is destroyed, the portal begins to collapse 
  and the PCs must hurry and return through it, or 
  risk being stranded in this strange realm.
  LEVELS  7-9
  An enemy of the PCs—a recurring NPC the PCs 
  dislike, a recent villain returned, or someone else—
  pays a surprise visit. Assuming the PCs do not 
  attack and kill or drive away the enemy, that person 
  proposes an alliance to defeat a common threat. he 
  enemy has recently lost something or even someone 
  of great value to the cult, and asks the PCs to assist 
  in the recovery. he enemy presents evidence that 
  the PCs too will be targeted, and that they will also 
  experience loss unless they join forces. If the PCs 
  decline, their enemy is proven correct, and members 
  of the Black Goat’s Flock steal an important magic 
  item or kidnap someone close to the PCs. heir 
  enemy will gloat quietly if they come to renegotiate 
  the alliance, but they will accept a partnership 
  against the cult. he enemy has knowledge of the 
  cult’s location, but lacks enough power to mount 
  an ofense, where the PCs have the power but no 
  knowledge of where the cult is or how to ind them.
  he son or daughter of an important ruler, general, 
  or noble hires the PCs to escort their child out of 
  the city to a remote country estate. Recent signs 
  indicate that the Black Goat’s Flock has an interest 
  in the young person, and the parent wishes to move 
  them to safety. Unfortunately for the PCs, the young 
  person has no interest in leaving, and they are 
  likewise fascinated by the Black Goat’s Flock. Not 
  only do the PCs have to contend with attempts by 
  the Flock to make away with the young person, but 
  that person (who is of an equivalent level to the PCs) 
  attempts to escape custody and join the cultists.
  A burgeoning town on the edge of civilization is 
  sufering from a virulent plague. What was once 
  a prosperous new settlement is collapsing as the 
  local government shuts the gates and quarantines 
  the town until the disease is brought under control, 
  lest merchants and other visitors spread it further. 
  With stockpiles of food and supplies running low, 
  a new problem arises.  A group of the Black Goat’s 
  Flock has arrived, chasing away those bringing relief 
  to the town, claiming the relief supplies before they 
  can be brought into town, and camping outside the 
  gates. Day and night, they proselytize to the people 
  inside, promising freedom and relief for those who 
  break the yoke of their rulers, defy the quarantine, 
  and come forth. Desperation is rising, and riots are 
  imminent. he situation is beyond the weakened 
  town militia’s ability to control. he PCs must help 
  maintain order, then lead a charge to kill or drive 
  away the cultists, bring essential supplies into town, 
  and maintain the quarantine. For an extra twist, the 
  disease itself may have been conjured by the cult, 
  and it fades when the cultists are driven away.
  LEVELS  10-12
  he Black Goat’s Flock send a charismatic and 
  persuasive NPC into the party’s midst as a cohort, 
  conidant, henchman, or even mentor. his igure 
  becomes intimately familiar with the PCs—the 
  better to sow dissent and chaos. he PCs are gently 
  nudged onto self-indulgent paths, encouraged to 
  launt their personal power and trust in their own 
  
  13
  Black Goat'S flock
  judgment rather than that of local law. If the NPC 
  gains inluence in their circle, the most responsive 
  and chaotic characters are pushed even further, 
  and may be granted access to cult materials and 
  powers if and when their corruption has carried far 
  enough. his hook works best if started at earlier 
  party levels, especially with the NPC as a mentor, or 
  simply with a fanatic cult loyalist as a companion or 
  friend who grows in power as the PCs do. Worse, 
  the NPC can genuinely admire the PCs and feel 
  friendship for them, only wishing them to throw 
  of the yoke of conformity and stiling law, letting 
  themselves grow under their conidant’s guidance. 
  Corrupt at the core, they wish their friend well, 
  meaning they hope they eventually embrace the 
  joyous worship of the Black Goat.
  Strange things are afoot at the castle. he local 
  lord has cast out his normal courtiers, illing 
  the courtyard, stables, and even the throne 
  room with goats. Strange folk come and 
  go from the castle daily, and bonires 
  glow behind the walls at night, as strange 
  chants and eerie lute music rise into the 
  starlit skies. Whispers of madness grow 
  among the local populace, as do rumblings 
  of dissent when new taxes are levied by the 
  lord for a great project he says will ensure greater 
  prosperity and peace. Can the PCs gain access to 
  the lord and heal him of his madness? Or does this 
  go deeper than simply insanity? Do 
  the Black Goat’s Flock now control 
  the country? What is the “great 
  project” which the new funds 
  support? Whether the PCs 
  seek to heal the lord’s mind 
  and restore his reputation, 
  or defeat him and his cultist 
  supporters and install a new 
  ruler, they need to do it soon. 
  If let to spread, the widespread 
  unrest turns into open revolt and 
  the castle is burned by a peasant 
  army led by virtuous followers of 
  a faith familiar with the Black 
  Goat’s corruption.
  he PCs are asked to investigate the scene of a 
  battle, where many were slain. Evidence points to 
  one side being the Black Goat’s Flock. he other is 
  another group inimical to the PCs (the forces of an 
  old enemy, a group opposed to a PC’s militant order 
  or druid circle, or even another cult from this book). 
  As they investigate, the PCs ind a survivor of the 
  conlict alive and hidden in the carnage—but he is a 
  
  14
  member of the hostile group. his representative tells 
  the PCs that the Black Goat’s Flock were victorious, 
  and made away with a prize that will make them 
  even more dangerous: a magical tome, weapon, or 
  sacred goblet. his antagonist ofers to join forces 
  with the PCs to stop the Black Goat’s Flock before 
  they achieve whatever nefarious goal they seek 
  to attain with their newfound prize. heir enemy 
  appears sincere, but can the PCs trust them not to 
  turn on the party once their mutual goal is achieved?
  LEVELS  13-15
  he PCs are visiting a town that borders a 
  wasteland. While they are preparing for their next 
  adventure, the town is attacked by goblins. he PCs 
  defeat the goblin attackers easily. However, soon 
  ater the attack a severe dust storm arises, keeping 
  people shut in their homes, and the PCs cannot 
  start their journey until the storm passes. Once the 
  storm has died, another wave of goblinoids, this 
  one even larger, assaults the town. If this one is also 
  defeated, another storm rolls in, even stronger than 
  the irst. Massive drits of dust build up on the town 
  walls, and rootops are scoured and damaged. he 
  pattern continues. Each wave of enemies is stronger, 
  and the storm which inevitably follows is worse. 
  he Speakers of the Black Goat’s Flock have granted 
  a selish wish to a goblin chietain which uses the 
  souls of those lost in the attacks to fuel the great dust 
  storms. With this proof of his power, other tribes 
  have joined under his banner, and they provide 
  fodder for greater magical storms, which will 
  eventually bury this town (and any others the goblin 
  horde attacks). he only way to break this cycle is 
  with two deaths: that of the chietain that made the 
  wish, and that of Tivishta Trikinta, the Speaker that 
  granted it.
  An old friend of the PCs is in trouble, and she 
  manages to get a magical message to them, calling 
  for immediate aid (using sending or similar 
  magic). If the PCs respond to the message, there is 
  no further response from their friend. Assuming 
  the PCs use magical travel to reach her, they can 
  save her before she is sacriiced by members of the 
  Black Goat’s Flock. Any signiicant delay instead 
  makes it a mission of vengeance. However, instead 
  of just defeating the cultists, the PCs must also face 
  the lame-scourged scion awoken by the cultists’ 
  ritual. In either event, the PCs ind their foes in the 
  burned out remnants of an ancient grove in the 
  badlands. he PCs learn from their friend (or her 
  spirit via speak with dead, or a recovered journal, 
  if she is deceased) that other groups of cultists are 
  conducting similar rituals at other dead groves 
  throughout the wastes, reawakening their old 
  guardians to bolster the cult’s strength, calling up 
  either lame-scourged scions or weeping treants 
  (see Tome of Beasts) to ight for them. he switest 
  way to stop the Black Goat’s Flock is to locate and 
  kill Xiax Galleborne, whose wind-whispered dark 
  inspirations started this. Unfortunately, Xiax lives in 
  a grove where the ritual has already been performed, 
  and is guarded by anywhere between two and six 
  lame-scourged scions, depending on how diicult 
  the GM chooses to make this battle.
  he leaders of competing congregations of the Black 
  Goat’s Flock have found inspiration to join forces, 
  with the hope of summoning an avatar of the Goat 
  of the Woods into the world. Anton Valcrist has 
  recently found a partial copy of the Viridian Codex 
  which hints that this can be done. His own research 
  has been for naught, so he seeks out Xiax and 
  Tivishta to assist him. Ater much experimentation 
  at a corrupted grove deep in the wastes, they achieve 
  a degree of success. A great portal opens in the 
  sky, a gaping black space at the eye of a growing 
  storm. his is accompanied by unintended, but 
  not unappreciated, magical side efects of the trio’s 
  workings. Insanity is on the rise. Magic begins 
  working strangely, from unintended but benign 
  side efects to harmful and deadly backlash. Weird 
  mutations of both normal animals and monsters are 
  reported. Word comes of the great storm from those 
  civilized areas closest to it; missives sent in response 
  go unanswered, and there is ominous silence from 
  those wasteland border towns. Can the heroes ind 
  out what is happening and close the portal before 
  the worst happens?
  
  15
  Black Goat'S flock
  SpellS
  he Goat of the Woods was once a wellspring of 
  fearsome magic, now mostly lost from memory. 
  hose in the Black Goat’s favor are sometimes 
  gited with the dark knowledge of her ancient lore, 
  garnered from a reclaimed scrap of the Veridian 
  Codex, or heard whispered on the wind as it rattles 
  the branches of dead trees in the charred remnants 
  of Her sacred groves.
  CURSE OF FORMLESSNESS
  6th-level transmutation (druid, wizard)
  Casting Time 1 action
  Range Touch
  Components V, S, M (a drop of quicksilver)
  Duration Permanent
  A creature you touch must make a successful 
  Constitution saving throw or be cursed with a 
  shiting, amorphous form. Spells that change the 
  target creature’s shape (such as polymorph) do not 
  end the curse, but they do hold the creature in a 
  stable form, temporarily mitigating it until the end 
  of that particular spell’s duration; shapechange and 
  stoneskin have similar efects. 
  While under the efect of the curse of formlessness, 
  the target creature is resistant to slashing and 
  piercing damage and ignores the additional damage 
  done by critical hits, but it can neither hold nor use 
  any item, nor can it cast spells or activate magic 
  items. Its movement is halved, and winged light 
  becomes impossible. Any armor, clothing, helmet, 
  or ring becomes useless. Large items that are carried 
  or worn, such as armor, backpacks, or clothing, 
  become hindrances, so the target has disadvantage 
  on Dexterity checks and saving throws while such 
  items are in place. 
  A creature under the efect of a curse of 
  formlessness can try to hold itself together through 
  force of will. he alicted creature uses its action to 
  repeat the saving throw; if it succeeds, the alicted 
  creature negates the penalties from the spell until the 
  start of its next turn.
  MORPHIC FLUX
  7th-level transmutation (wizard)
  Casting Time 1 action
  Range Self
  Components V, S, M (a piece of clay and a drop  
  of quicksilver)
  Duration 1 minute
  When you cast this spell, your body becomes 
  highly mutable, your lesh constantly shiting and 
  quivering, occasionally growing extra parts—limbs 
  and eyes—only to reabsorb them soon aterward. 
  While under the efect of this spell, you have 
  resistance to slashing and piercing damage and ignore 
  the additional damage done by critical hits. You can 
  squeeze through Tiny spaces without penalty. 
  In addition, once per round, as a bonus action, 
  you can make an unarmed attack with a newly-
  grown limb. Treat it as a standard unarmed attack, 
  but you choose whether it does bludgeoning, 
  piercing, or slashing damage.
  SELFISH WISH
  9th-level conjuration (sorcerer, wizard)
  Casting Time 1 action
  Range Self
  Components V, S, M (a pint of blood and a black 
  sapphire worth at least 2,500 gp)
  Duration Instantaneous
  he selish wish grants the desires of a supplicant 
  in exchange for power. Like a wish, it alters reality, 
  but in doing so it grants the caster power, while the 
  end result of the selish wish is oten a twisted or 
  misinterpreted version of the actual desire.
  he wish-maker must provide a pint of his or 
  her blood and state their desire. he caster then 
  completes the spell and provides whatever efect 
  is asked for. However, unlike wish, the GM must 
  pervert any casting of this spell. If the selish wish is 
  worded with great care, the negative efects may be 
  less hideous than they would be otherwise, but they 
  should still occur. A selish wish is never granted 
  without drawbacks.
  A selish wish can produce any of the efects that a 
  wish can. If greater efects than those are wished for, 
  the drawbacks become even more dangerous (e.g., a 
  
  16
  wish for a great increase in Strength may come with 
  an equal reduction in Intelligence).
  In exchange for casting the selish wish, the caster 
  also receives an inlux of power. he caster receives 
  the following bonuses for 2 minutes:
  • Doubled speed
  • one extra action each round (as haste)
  • Armor class increases by 3
  maGic itemS
  hree magic items hold special signiicance to 
  followers of the Black Goat with a housand Young: 
  the mantle of the mother, the mayhem mask, and 
  especially the Valcrist Folio.
  MANTLE OF THE MOTHER
  Wondrous item (cloak), very rare (requires attunement)
  Made of strips of black leather, this cloak always 
  shines as if freshly oiled. It increases the wearer's 
  armor class by 2. he strips writhe and grasp at a 
  foe during grappling attempts, providing advantage 
  on checks to establish or maintain a grapple (but 
  not on escape attempts). As a bonus action once per 
  round, the wearer can command the cloak to make 
  its own, independent grapple attack. his attack uses 
  the wearer’s Strength but doesn't have advantage. If 
  this succeeds, the wearer can grapple an opponent 
  and still have his or her hands free for other tasks, 
  including making weapon attacks or casting spells. 
  MAYHEM MASK
  Wondrous item (helm), very rare (requires attunement)
  his goat mask with long, curving horns is carved 
  from dark wood and framed in goat’s hair. When 
  donned, the wearer gains the following actions.
  Gore. Melee Weapon Attack: + (Strength or 
  Dexterity modiier + proiciency bonus) to hit, reach 
  5 t., one target. Hit: 3 (1d6) bludgeoning damage. 
  he attack does double damage (2d6) if the wearer 
  moved at least 15 feet straight toward the target 
  immediately before attacking. he attack is 
  considered magical.
  Gaze (1/day). he wearer can cast confusion 
  (spell save DC 16) by meeting the gaze of a 
  target within 30 feet. 
  THE VALCRIST FOLIO
  Wondrous item, unique (requires attunement by  
  a spellcaster)
  his book is bound in dark green leather with 
  bronze ittings gone green with verdigris. Tooled 
  into the cover are designs of twisted, thorny vines, 
  all wrapped around a ist-sized goat’s eye crated of 
  red and black glass. he cover shows signs of wear, 
  but the strap and lock that hold the book closed are 
  well maintained. 
  he ongoing attempt by Anton Valcrist to collect 
  the remnants of the Veridian Codex has resulted in 
  a spellbook that the wizard carries with him at all 
  times. Much of this book is Valcrist’s chronicle of 
  his search for the lost Codex, as well as his research 
  based on rumors, secondhand information, and 
  research. he few scraps of the original book and 
  partial copies that the wizard has been able to 
  recover are kept in the Folio, as well as the few spells 
  that Valcrist has been able to translate from those 
  relics. he remainder of the book contains spells 
  Valcrist has gathered during his continuing search. 
  Note that with 140 pages, the Valcrist Folio is 
  considerably thicker than a normal spell book. All 
  but one of the pages is illed. Despite the book’s 
  
  17
  Black Goat'S flock
  unusual thickness, it is sturdy, thanks to the 
  bookbinding talents of its creator. he Folio is also 
  heavier than most spellbooks, weighing 4.2 lbs.
  PC spellcasters who attune to the Valcrist Folio are 
  granted access to the maddening spells contained 
  in Deep Magic 3: Void Magic. he spells recorded 
  in this foul tome include crushing curse, maddening 
  whispers, void strike, living shadows, and life drain.
  Addtionally, PC spellcasters attuned to the folio 
  are occasionally visited in their dreams by the Black 
  Goat. Each time the PC completes a long rest, they 
  must make a DC 15 Wisdom saving throw. On a 
  success, the irst spell they cast that day does not 
  expend a spell slot. On a failed saving throw, one 
  prepared spell is switched with a spell listed above, 
  chosen by the GM.
  monSter:  
  flame-ScourGed Scion
  his treelike creature’s hide is charred, cracked, and 
  oozing. A crown of long, branching tentacles set 
  with goatlike eyes encircles a central fanged maw 
  at the top of its bulk. Rootlike appendages end in 
  blackened, sooty hooves.
  FLAME-SCOURGED SCION 
  Huge aberration, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 125 (10d12 + 60)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  17 (+3) 
  22 (+6) 
  16 (+3) 
  6 (‒2) 
  15 (+2)
  Saving Throws Con +10, Wis +2, Cha +6
  Skills Insight +6, Perception +6
  Damage Resistances ire, slashing damage from 
  nonmagical weapons
  Condition Immunities grappled, paralyzed, restrained
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Deep Speech, Sylvan
  Challenge 9 (5,000 XP)
  Burning Rage. When a ﬂame-scourged scion takes ire 
  damage, it has advantage on its attacks until the end of 
  its next turn. If it takes more than 5 ire damage, it has 
  advantage on attacks for 2 rounds.
  Firesight. A ﬂame-scourged scion can see through ire 
  and smoke without penalty.
  Groundbreaker. A ﬂame-scourged scion is never 
  affected by dificult terrain. Its speed can't be reduced 
  by any effect.
  Tentacles. Flame-scourged scions can have up to two 
  targets grappled at one time.
  ACTIONS
  Multiattack. The ﬂame-scourged scion makes three 
  melee attacks. No more than two can be crushing grip 
  attacks.
  Tentacle. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 15 (2d10 + 4) bludgeoning damage, 
  and the creature must make a successful DC 16 
  Constitution saving throw or be grappled (escape DC 
  14) and restrained.
  Crushing Grip. The ﬂame-scourged scion automatically
  does 20 (3d10 + 4) bludgeoning damage to a creature
  grappled in its tentacles. A creature can be targeted by
  no more than one crushing grip attack per turn.
  Embers (recharge 6). The ﬂame-scourged scion ills the
  area around itself to a radius of 10 feet with a cloud
  of burning embers. Creatures in the area take 27 (6d6
  + 6) ire damage, or half damage with a successful DC
  18 Dexterity saving throw. The embers die out within
  moments.
  During the great scourge that broke the power of 
  the Black Goat’s followers and the power of the 
  magocracies that worshiped her, crusaders destroyed 
  the unholy groves. Her loyal followers and guardians 
  were slain and the groves were razed with holy ire, 
  in keeping with the faith of the Sun God Khors. 
  All the unholy trees of those vile groves burned, 
  as did the profane ofspring of the Goat of the 
  Woods. However, not all that were burned died. he 
  strongest of her children lived, and they remain as 
  guardians of those lost places of power. heir might 
  has warped and changed, but it is hardly diminished.
  Flame-scourged scions oten lurk in their unholy 
  mother’s groves in tree form. Where once they 
  would take the shape of living trees, now they appear 
  as lealess, charred husks, to blend in with the 
  hardscrabble nature of these desolate areas.
  
  18
  Eventually he found himself in the cold, bleak 
  Northlands. Usi-Ziyad fell upon a lonely road, bitter 
  and exhausted, a broken man on the edge of sanity.
  Usi-Ziyad would have died there had not a hermit 
  stumbled upon him while gathering irewood. he 
  hermit loaded the fallen traveler onto his sled and 
  took him to a small cabin in the woods. Fevered and 
  delirious, Usi-Ziyad watched as the hermit laid a 
  si-Ziyad, a fervent but low-ranking cultist 
  of a god of dragons and ire (Baal-Hotep in 
  Midgard), backed the wrong side of a political power 
  struggle and was forced to surrender in the face of a 
  lost cause. His life was spared, but he was cast into 
  exile, unable to return to his homeland upon penalty 
  of death. Despondent, he wandered aimlessly, sure 
  that his god had abandoned him. 
    the 
  BurninG 
       rune
  u
  2
  
  19
  the BurninG rune
  log on the banked coals in the ireplace and traced 
  a gnarled inger over a rune carved into the wood. 
  he log burst into lames and the glowing, glorious 
  ire was the last vision Usi-Ziyad had before slipping 
  into unconsciousness and blazing dreams.
  When he awoke, Usi-Ziyad was illed with 
  questions and new purpose. As he recovered, 
  he asked the hermit about the symbol. Where 
  did it come from? How was it used? he hermit 
  explained some of the most basic principles of rune 
  magic to the stranger, but little more. he more 
  strength Usi-Ziyad recovered, the more he became 
  determined to possess this new, strange power and 
  add it to his own. And as his faith rekindled, so did 
  his divine power. 
  When sweet and honeyed words failed him, 
  Usi-Ziyad turned to force. He ambushed and subdued 
  the hermit, who still refused to reveal his secrets. Usi-
  Ziyad resorted to torture and eventually broke the old 
  hermit who had shown him such hospitality. 
  Unsatisied with only the ire rune, Usi-Ziyad 
  wrenched more and more from the hermit—the 
  second and third runes—before the exhausted, 
  broken captive expired. But the hermit's death only 
  fanned Usi-Ziyad’s frustration. He hadn't learned 
  enough. he cultist set on a mad binge and carved 
  the runes on every surface throughout the cabin: 
  furnishings, walls, loor, even the poor hermit’s 
  corpse. When the cabin was illed, he scratched 
  more runes over the existing ones. In his frenzied 
  and disassociated state, he activated a combination 
  of all three runes together, turning the cabin into 
  a blazing inferno. Usi-Ziyad led the conlagration 
  laughing. He had found the Burning Rune, a rune of 
  ire and need. Burning need. his was the sign.
  Usi-Ziyad attempted to gain a foothold in the 
  North, but his ire cult was soon rousted. his, too, 
  he took as a sign. Let the northerners keep their 
  cold land and their accursed gods. His god was a 
  god of the South. Usi-Ziyad returned there, took 
  up leadership of the faith, and raised it up with the 
  power his god had revealed to him.
  leaderS, orGanization, 
  and GoalS
  Usi-Ziyad is the undisputed leader of the Burning 
  Rune, having driven out or subjugated all other 
  followers of the dragon god. It is his wish to see 
  worship of his god become preeminent in the river 
  kingdom of Nuria Natal. his is proving more 
  diicult than he would like however, for his vision 
  is illed only with lames. He is blind to the other 
  aspects of the dragon god—fertility and rain—so 
  even the secret worshipers of the god in the region 
  fear the Burning Rune.
  Belina, the phlogiston faerie, is Usi-Ziyad's 
  second-in-command. Her powerful and enchanting 
  presence has been a major factor in the Burning 
  Rune’s inluence over the region since Usi-Ziyad’s 
  return from the North. he cult leader’s powers are 
  impressive and he has a formidable presence, but 
  many of the cult followers cleave to Belina’s beauty, 
  vitality, and force of personality. hey see her as an 
  embodiment of the rune and of the lame. Where 
  Usi-Ziyad is feared, Belina is loved.
  Underlings and minor leaders of the Burning Rune 
  vary. Some of the clerics who accepted Usi-Ziyad’s 
  authority now serve him as leaders of sects or cells 
  of the cult. Sorcerers with the draconic bloodline 
  are likewise attracted to the cult. he Burning Rune 
  actively recruits alchemists, hoping to enhance their 
  strength with the cult’s knowledge of incendiaries.
  he majority of the Burning Rune’s members 
  are human, drawn from the locals in the area. he 
  group includes dwarves and kobolds of the region 
  in smaller numbers. hough rare, the occasional 
  elf, gnome, and even minotaurs are counted among 
  the cult’s following. Many dragonkin have joined 
  the Burning Rune as followers, only to quickly rise 
  to positions of inluence and power. It is said that 
  Usi-Ziyad has a quartet of dragonkin ighters as his 
  personal bodyguard. Finally, one or more tribes of 
  gnolls have fallen under the sway of the Burning 
  Rune; the symbol is now seen among their banners. 
  At Usi-Ziyad’s request, they wreak havoc among the 
  smaller settlements on the outskirts of civilization.
  Arson is the obvious tool for the Burning 
  Rune. hose who oppose them ind their temples, 
  
  20
  businesses, and homes ablaze in the night. 
  Smaller settlements, villages, and farms 
  are sometimes caught in the path 
  of wildires that seem to plague the 
  enemies of the cult with a singular 
  purpose. hose that have embraced the 
  cult’s ways are spared. Cult members 
  use the symbol of the Burning Rune 
  to identify one another, idly scratched 
  into the dirt or scribbled upon paper to 
  see the reaction of those that view it.
  USI-ZIYAD
  Medium humanoid (human), chaotic evil
  Armor Class 17 (+2 breastplate)
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (‒2) 
  12 (+1) 
  15 (+2) 
  10 (+0) 
  20 (+5) 
  16 (+3)
  Saving Throws Con +6, Wis +9, Cha +7
  Skills Perception +9, Performance +7, Persuasion +7
  Damage Immunities ire
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Ignan, Primordial
  Challenge 10 (5,900 XP)
  Rune Magic. Usi-Ziyad has rune mastery of the 
  brenna-þurfa and kaunen runes. (See “Rune” for 
  details on brenna-þurfa; see Deep Magic 2: Rune 
  Magic for details on kaunen.)
  Spellcasting. Usi-Ziyad is a 13th-level 
  spellcaster. His spellcasting ability is Wisdom 
  (spell save 17, +9 to hit with spell attacks). He 
  prepares the following spells (a spell marked with an * is 
  from Deep Magic 2: Rune Magic):
  Cantrips (at will): guidance, light, mending, sacred lame, 
  thaumaturgy
  1st level (4 slots): bane, burning hands, command, faerie 
  ire, ire under the tongue*, inlict wounds, sanctuary
  2nd level (3 slots): blindness/deafness, continual lame, 
  laming sphere, hold person, scorching ray, silence
  3rd level (3 slots): bestow curse, daylight, dispel magic, 
  ireball, protection from energy
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith, wall of ire
  5th level (2 slots): lame strike, mass cure wounds, 
  scrying 
  6th level (1 slot): blade barrier
  7th level (1 slot): ire storm
  Smoking Tongue. Usi-Ziyad is always considered under 
  the effect of comprehend languages.
  Wings of the Inferno. As a bonus action, Usi-Ziyad 
  triggers an innate ly spell (3rd level). He sprouts wings
  of ﬂame that last for the duration. He can't use this 
  ability again until after taking a long rest, or a short rest 
  spent meditating beside a ire.
  
  21
  the BurninG rune
  ACTIONS
  Multiattack. Usi-Ziyad attacks twice with his dagger.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Beckoning Flames (1/day). Usi-Ziyad surrounds himself 
  in a sphere of ﬂames with a 10-foot radius, which lasts 
  for 1 minute. An enemy that ends its turn inside the 
  ﬂames takes 11 (2d10) ire damage and is charmed by 
  Usi-Ziyad; a successful DC 17 Wisdom saving throw 
  halves the damage and prevents being charmed. The 
  charm effect ends after 1 hour or when Usi-Ziyad or his 
  allies do anything harmful to the charmed creature.
  BELINA 
  Medium fey (phlogiston faerie), chaotic neutral
  Armor Class 15 (20 with Radiant Aegis)
  Hit Points 68 (8d8 + 32)
  Speed 30 ft., ﬂy 60 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  20 (+5) 
  18 (+4) 
  13 (+1) 
  8 (‒1) 
  18 (+4)
  Saving Throws Dex +8
  Skills Acrobatics +8, Deception +7, Performance +7
  Damage Vulnerabilities cold
  Damage Immunities ire
  Senses darkvision 60 ft., smokesight (see traits), 
  passive Perception 9
  Languages Sylvan, Ignan, Primordial
  Challenge 5 (1,800 XP)
  Innate Spellcasting. Belina’s spellcasting ability is 
  Charisma (spell save DC 15, +7 to hit with spell attacks). 
  She can cast the following spells innately, requiring only 
  verbal components:
  At will: guidance, produce lame, resistance
  3/day each: charm person, burning hands, faerie ire
  1/day each: laming sphere, ireball
  Flamedancer. Belina's land movement is unhindered 
  by dificult terrain that does ire damage. When ﬂying 
  within 5 feet of ﬂames, her speed is doubled and her 
  normally invisible wings blaze with ire. 
  Radiant Aegis. If Belina starts her turn within 5 feet of a 
  signiicant ire or heat source (blazing campire, heated 
  forge, lava), she regains 5 hit points immediately and 
  adds her Charisma modiier to her AC until the start of 
  her next turn.
  Smokesight. Belina can see through ire, fog, and smoke 
  without penalty.
  Fingers of Flame. If Belina maintains contact with an 
  object (not a creature) for 1 full minute, the object 
  catches ire. This includes objects that are normally 
  nonﬂammable.
  
  22
  ACTIONS
  Multiattack. Belina attacks twice with her rapier.
  Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage plus 3 (1d6) ire 
  damage.
  Revoke the Fire (recharge 6). One living target within 5 
  feet of Belina must make a successful DC 15 Wisdom 
  saving throw or be cursed with the loss of its “inner 
  ﬂame.” The effects of the curse are:
  • The creature is immune to ire damage but feels
  unnaturally chilled.
  • After 10 minutes, the creature must make a
  successful DC 15 Constitution saving throw or take
  1d6 cold damage and gain one level of exhaustion.
  The saving throw must be repeated every 10 minutes
  while the curse lasts.
  • The curse can be removed by greater restoration or
  comparable magic, or by slaying Belina.
  Touch of Phlogiston. Melee weapon attack: +8 to hit, 
  reach 5 ft., one target. Hit: the target must make a 
  successful DC 15 Constitution saving throw or be 
  infused with magical fuel, making it more susceptible 
  to ire damage: immunity to ire damage becomes 
  resistance, resistance becomes no resistance, and no 
  resistance becomes vulnerable. After making the saving 
  throw, the target also takes 14 (4d6) ire damage. An 
  affected creature repeats the saving throw at the end of 
  its turn, ending the effect on itself with a success. 
  cult activiteS and 
  adventure hookS
  here are several methods of introducing the 
  Burning Rune as adversaries in your campaign. 
  hey can be the enemies in a single adventure or 
  returning enemies in an extended campaign, pitting 
  the PCs against the growing threat of the cult as it 
  attempts to dominate the land while reducing those 
  who stand against the cult to ashes.
  LEVELS 1–3
  A local village seeks adventurers to aid them against 
  a particularly hostile band of gnolls that seems 
  intent on razing the settlement to the ground. hese 
  gnolls are unusual as they brandish torches during 
  their raids and their banner bears a strange sigil 
  unrecognized by the locals. heir leader is a sorcerer 
  with an ainity for ire. he village is grateful to 
  anyone willing to stop the gnolls and return the 
  prisoners that have been taken during prior raids.
  he agent of a city oicial was found dead upon a 
  rootop, burned to a crisp. He was a spy that rooted 
  out troublemakers and disloyal elements and who 
  operated undercover for long periods of time. His 
  untimely death occurred before he could make 
  his next scheduled report. he only clue is a brass 
  medallion bearing an unusual rune still clutched in 
  one ist. 
  he PCs are asked to trace the agent’s movements 
  and discover his murderers. Recently established in 
  this town, a small sect of the Burning Rune plots an 
  attack upon the temple of a popular deity. he agent 
  was discovered before he could expose the cult and 
  killed for meddling in their afairs.
  he son of a local merchant has been kidnapped. 
  She is greatly worried because no ransom demand 
  has been made. If PCs take an interest, they ind the 
  merchant has no enemies but can relate a noteworthy 
  incident from a month past. A group of religious 
  folk visited her, asking to buy large quantities of 
  lammable oil. hey could not aford the price she 
  quoted however, and tried to persuade her to join 
  their religion. he merchant declined and they let 
  disgruntled. She remembers odd markings on their 
  clothing, speciically an unknown symbol. If the PCs 
  gather information, they discover there is a building 
  in the city slums with similar markings defacing it.
  LEVELS 4–6
  A spree of arson in the local area has caused much 
  panic and paranoia among the citizenry. he ires 
  burn with preternatural ferocity, and thus far, none 
  of the eforts to extinguish any blaze has succeeded. 
  Every afected building has burned to its foundations. 
  he arsonist’s methods are a mystery. Nearly all the 
  ires have occurred in places of import—guildhalls, 
  large inns and taverns, and two temples. 
  he one exception is a tenement. If PCs investigate 
  the ires, they ind that the tenement ire started on 
  an upper loor, allowing residents on lower loors 
  to escape before the building was consumed, which 
  is unlike the other incidents. Witnesses also saw a 
  
  23
  the BurninG rune
  burning woman jump from an upstairs window to 
  escape the ire. 
  he dead woman’s body holds a clue: a gold coin 
  with a mark carved into one face (the kaunen rune). 
  Investigation reveals that some folk who worked 
  at the targeted buildings recall similar coins being 
  passed around shortly before the ires. Should the PCs 
  stake out potential targets, they can spot a strange 
  woman who strolls past the building and traces a 
  hand along the wall as she goes. his occurs a mere 
  hour before another ire starts. he Burning Rune is 
  using Belina to infuse the buildings with phlogiston 
  to ensure their destruction and setting the ires with 
  scorch bombs (see “Magic Items”) disguised as coins.
  Recent edicts by the lord mayor have aroused the ire 
  of local temples, merchant’s guilds, and much of the 
  populace. Tension is high in the city. Increases in taxes 
  and tarifs, as well as draconian new laws restricting 
  the freedoms of citizens, are announced with alarming 
  frequency. Now the lord mayor is demanding that 
  he Burning Rune has sects hidden in all the major 
  cities of Nuria Natal, and seeks to subvert and sabotage 
  the worship of other gods, with the ultimate goal of 
  making Baal-Hotep the supreme deity in the region. 
  Meanwhile, on the fringes of the kingdom, two gnoll 
  tribes have been recruited by the Burning Rune and are 
  being used to terrorize border settlements. Prisoners 
  captured in raids are secretly carried to the cult, where 
  they are either brainwashed to join the ranks or serve 
  as oferings to sacriicial ires.
   Belina enjoys the veneration she receives from the 
  local cultists, as well as the ability to act as she pleases 
  without answering to the Seelie (and Unseelie) Court 
  as she must back in the northern lands. Placated 
  with gits of jewelry from the cult’s followers and 
  plentiful opportunities to cleanse the land with ire, 
  she is content for now. As a fey however, she is closely 
  connected to the cycle of life and not merely concerned 
  with annihilation as is her partner and paramour. It is 
  possible that a sound and convincing argument could 
  separate her from the cult, depriving Usi-Ziyad of his 
  most powerful ally and dealing the Burning Rune a 
  grievous blow.
  The Burning Rune in Midgard
   Usi-Ziyad’s new rune has recently caught the 
  attention of the priests of hoth-Hermes. he followers 
  of the god of knowledge do not oten ind themselves 
  lacking information, and it leaves them uncomfortable. 
  Ignorant of the origins of the Burning Rune and where 
  its leader obtained his knowledge of runes, they seek 
  to iniltrate the cult and gain the answers. here is 
  a disquieting possibility—in their minds—that the 
  knowledge was stolen from their own temple, or worse, 
  one of their own betrayed the temple and secretly gave 
  or sold the rune knowledge to Usi-Ziyad. hey will not 
  be satisied until they have answers to their questions.
   It is possible that a splinter group of the cult survives 
  in the North, allowing for adventures in that region. 
  Perhaps Usi-Ziyad taught a follower the rune magic 
  he stole, and now, that pupil prepares to bring his own 
  version of the Burning Rune to power. Alternatively, the 
  Northerners might ind their own heroes to wipe out 
  the remnants of Usi-Ziyad’s followers in the North but 
  still demand blood for the crime of the hermit’s murder. 
  hus, a group of northern adventurers might trek the 
  long journey south ater Usi-Ziyad, making their way 
  through the new land in search of long-delayed justice.
  the local temples open their cofers and pay taxes like 
  the rest of the city. One of the few still loyal to the 
  mayor, a long-time friend, is deeply concerned. She 
  wishes to determine if the mayor is ill or otherwise 
  compromised, but he refuses to see a healer and has 
  banned any of the local clergy from the city hall or 
  his residence. In a desperate gambit, she encourages 
  him to take on the PCs as guards—a wise precaution 
  given the current sentiments of the populace—and 
  charges them with inding out what is causing the 
  mayor’s bizarre change in behavior and policy. 
  he Burning Rune has iniltrated the mayor’s 
  household staf. hey keep the mayor compliant to 
  their wishes through a combination of drugs in his 
  food and covertly-cast enchantments. When the 
  PCs discover the plot, they have the diicult task 
  of defeating the cultists while keeping the mayor 
  from harm—a diicult prospect as the mayor now 
  considers the cultists close friends and conidants.
  
  24
  pyramid for their own ater their spies discovered a 
  portal to the Elemental Plane of Fire hidden within. 
  Now, the Burning Rune employs its loyal gnolls to 
  keep the site isolated while they locate and activate 
  the portal. he cult plans to bolster its strength 
  with new iery allies from beyond. Adventurers 
  who seek to reclaim the temple on behalf of the sun 
  A drought has gripped the countryside for 
  months. he Burning Rune takes advantage of 
  the natural disaster to expand their inluence. 
  Rampant wildires sweep the land and destroy 
  all in their path, except those who choose 
  the Burning Rune’s protection. he 
  blazes miraculously avoid those 
  holdings whose owners cleave to 
  the cult, despite geography 
  and prevailing winds. Should 
  the PCs choose to help those 
  that refuse to bow to the 
  cult’s extortion, they see 
  the wild form of Belina 
  whirling amidst the 
  lames and driving them 
  toward their targets 
  when the cult’s inevitable 
  retribution comes. he 
  heroes may defeat her, 
  which prompts the 
  cultists to strike 
  openly. Perhaps 
  the phlogiston 
  faerie lees and 
  inadvertently leads 
  the heroes back to the 
  cultist’s lair. hey might be 
  able to convince Belina to 
  turn against the Burning Rune; 
  she then spares the farms and leads the 
  PCs back to the cult’s headquarters.
  LEVELS 7–9
  A lone, gold-capped pyramid at the 
  edge of the desert has long been a holy 
  site of the sun god and a place of pilgrimage 
  for his faithful, but now all communication 
  with the priests at the pyramid has stopped. 
  Pilgrims report being driven of by gnolls. he 
  priests of the sun god accuse the followers of the 
  cat goddess of being behind the gnoll raids. hey 
  in turn claim to be the scapegoats for internal strife 
  between sects of the sun god. he reality of the 
  situation is that the Burning Rune have claimed the 
  
  25
  the BurninG rune
  god’s followers must get through the gnoll blockade, 
  ight their way into the pyramid, and ind the secret 
  chamber where a cult leader awaits, possibly with 
  some new friends—an elemental or two, or perhaps 
  a pair of salamanders.
  he PCs are hired to guard a museum in a large 
  city when rumors reach city oicials of a possible 
  robbery attempt. During the night, ires erupt 
  throughout the building as cultists use them as a 
  distraction to obtain their goal. he heroes must 
  not only stop the robbery but keep entire galleries 
  of precious art objects and artifacts from burning to 
  ash at the same time.
  he recently discovered murder of a mine supervisor 
  provides evidence of an even greater crime about to 
  be committed. Evidence found at the scene indicates 
  that the Burning Rune has targeted the mine in 
  retaliation against the owner, a pious man that not 
  only rebufed advances by the cult to recruit him but 
  reported the cultists to local authorities. Now, the 
  supervisor of his coal mine is discovered dead, yet 
  witnesses report seeing her alive and well ater the 
  time of her death. PCs must race against time to ind 
  the impostor and her cultist allies—now disguised as 
  newly hired miners—before they set ire to the coal 
  vein in the mine and cause a horrendous catastrophe 
  for the entire region.
  LEVELS 10–12
  A local supplier of magical and alchemical reagents 
  and supplies reports suspicious purchases of certain 
  rare powders and powdered gemstones by clientele 
  unfamiliar to him. Tracking down the purchasers 
  leads to a recently reopened warehouse occupied 
  by cultists of the Burning Rune. A secret trap door 
  leads to a sub-level that contains their hidden shrine, 
  the local leader, and the recently constructed altar 
  lame golem (see “Magic Items”).
  he PCs are hired by the local high priest to replace 
  guards lost to repeated attempts on her life. he 
  Burning Rune has vowed that she will burn before 
  the week is out. he adventurers must fend of a raid 
  by a crack team of zealous kobold commandos, a 
  surprise attack through the sewers by a force of elite 
  dragonkin, and inally an aerial assault by the head 
  cleric of the local Burning Rune sect and his red 
  dragon ally and mount!
  Active eforts by concerted forces have uprooted and 
  destroyed most of the Burning Rune over the course 
  of the year, but its highest tier of leadership has 
  eluded capture. hanks to their reputations, the PCs 
  have been hired to put an end to this dangerous cult. 
  heir mission is to track, locate, and either kill or 
  capture Usi-Ziyad, Belina, and the group’s entourage 
  of elite guards and followers. Eventually, they trace 
  the cult leader’s movements over the grasslands to an 
  abandoned border fortress. When crossing the veldt, 
  the irst line of resistance is Belina, who holds of the 
  pursuers with a massive wildire. he faerie attempts 
  to herd the PCs into a canyon to be ambushed by 
  dragonkin ighters, a draconic bloodline sorcerer, 
  and several summoned ire elementals, supported 
  by Belina’s own powers and hit-and-run tactics. If 
  they overcome the ambush, Belina lees back to the 
  fortress. he PCs must penetrate the old but still 
  formidable defenses of the stronghold and ight their 
  way past the last of Usi-Ziyad’s fanatical minions, 
  including a dwarf alchemist. Finally, the PCs face the 
  leader, Belina, their elite dragonkin bodyguards, and 
  a hastily summoned glabrezu demon.
  cultiStS of the  
  BurninG rune
  Members of the Burning Rune are untamed and 
  dangerous, like a wildire. hey overwhelm opponents 
  and act with swit and terrible force. he following 
  NPCs can be used as cultist minions, intermediaries, 
  and lower-level leaders to provide suitable enemies 
  for the PCs as they strive against the Burning Rune.
  BURNING RUNE CULTIST
  Medium humanoid (human), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  14 (+2) 
  14 (+2) 
  8 (‒1) 
  10 (+0) 
  12 (+1)
  
  26
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450 XP)
  Smolder. The cultist has advantage on its attack roll if its 
  previous attack missed.
  Burning Steps. The cultist can spend an action to double 
  its speed for 1 minute. While affected by burning steps, 
  the cultist leaves a iery trail that ignites ﬂammable 
  objects. 
  ACTIONS
  Multiattack. The cultist attacks twice with its morning star.
  Morning Star. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Throwing Axe. Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  hese ierce warriors have undergone rituals that 
  imbue them with the power of the Burning Rune. 
  heir allegiance is hard to mistake, as the rune that 
  is the cult’s power and symbol is branded into each 
  cultist’s forehead.
  DRAGONKIN BODYGUARD 
  Medium humanoid (dragonkin), chaotic evil
  Armor Class 14 (scale mail)
  Hit Points 91 (14d8 + 28)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  10 (+0) 
  14 (+2) 
  8 (‒1) 
  13 (+1) 12 (+1)
  Skills Perception +3
  Damage Resistances ire
  Senses darkvision 60 ft., passive 
  Perception 13
  Languages Common, Draconic
  Challenge 4 (1,100 XP)
  TRAITS
  Flame’s Resolve. Anytime the bodyguard is forced to 
  move, the distance is halved and the maximum distance 
  can't exceed 10 feet.
  Formation. The dragonkin bodyguard has advantage 
  on attacks when standing next to an ally that isn't 
  incapacitated.
  ACTIONS
  Multiattack. The bodyguard attacks twice with its falchion 
  or with its longbow.
  Falchion. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage.
  Longbow. Ranged Weapon Attack: +2 to hit, range 
  150/600 ft., one target. Hit: 4 (1d8) piercing damage.
  
  27
  the BurninG rune
  and resources, such as large quantities of alchemist’s 
  ire. A rune caster usually has two to four Burning 
  Rune cultists assisting him. 
  BURNING ORACLE 
  Medium humanoid (human), chaotic evil
  Armor Class 16 (scale mail)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS  
  CHA
  9 (‒1) 
  14 (+2) 
  14 (+2) 
  8 (‒1) 
  19 (+4) 11 (+0)
  Saving Throws Wis +8
  Members of Usi-Ziyad’s personal bodyguard, 
  these fearsome dragonkin ighters are loyal 
  to their leader and are sworn to die before 
  allowing him to come to harm. Usi-Ziyad rarely 
  goes anywhere or does anything without 
  four dragonkin guards around him.
  RUNE CASTER
  Medium humanoid (dwarf), neutral evil
  Armor Class 12 (15 with mage armor)
  Hit Points 106  (12d8 + 48)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  14 (+2) 
  18 (+4) 
  16 (+3) 
  11 (+0) 
  6 (‒2)
  Saving Throws Con +7, Int +6, Wis +3
  Skills Perception +6
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Draconic, Dwarvish, Goblin
  Challenge 6 (2,300 XP)
  Spellcasting. The rune caster is a 7th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save 14, +6 to 
  hit with spell attacks). It has the following wizard spells 
  prepared:
  Cantrips (at will): ire bolt, light, mage hand, shocking 
  grasp
  1st level (4 slots): burning hands, mage armor, magic 
  missile
  2nd level (3 slots): blur, scorching ray
  3rd level (3 slots): ly, ireball
  4th level (1 slots): wall of ire
  Rune Magic. The rune caster has rune mastery of the 
  brenna-þurfa and kaunen runes. (See “Rune” for details 
  on brenna-þurfa; see Deep Magic 2: Rune Magic for 
  details on kaunen.)
  ACTIONS
  War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d8 + 1)) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Rune casters are members of the cult with the ability 
  and power necessary to learn the secrets of runes. 
  hey recruit followers for the cult and acquire goods 
  
  28
  Skills Perception +8, Persuasion +4
  Damage Resistances ire
  Senses passive Perception 18
  Languages Abyssal, Common, Primordial
  Challenge 9 (5,000 XP)
  Spellcasting. The burning oracle is a 9th-level spellcaster. 
  Her spellcasting ability is Wisdom (spell save 16, +8 
  to hit with spell attacks). She has the following spells 
  prepared:
  Cantrips (at will): guidance, light, sacred lame, 
  thaumaturgy
  1st level (4 slots): bane, burning hands, command, faerie 
  ire, inlict wounds, sanctuary
  2nd level (3 slots): blindness/deafness, laming sphere, 
  hold person, scorching ray, silence
  3rd level (3 slots): bestow curse, daylight, dispel magic, 
  ireball, protection from energy
  4th level (3 slots): banishment, death ward, guardian of 
  faith, wall of ire
  5th level (1 slots): lame strike, scrying
  Smoldering Gaze. The burning oracle has advantage on 
  Perception checks that rely on vision.
  ACTIONS
  Multiattack. The burning oracle attacks twice with its 
  dagger or with its sling.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., 
  one target. Hit: 4 (1d4 + 4) bludgeoning damage.
  Promise of Ash. The burning oracle inspires her allies 
  with spoken convictions. All allies capable of hearing the 
  burning oracle have advantage on their next attack and 
  that attack does 7 (2d6) additional ire damage on a hit. 
  The bonus lasts until the start of the burning oracle's 
  next turn.
  Fiery Word (recharge 5‒6). When the burning oracle
  targets one creature and speaks a magic word, a 
  burning brand depicting the symbol of the cult appears 
  on the target’s face. The creature takes 42 (4d10 + 20) 
  ire damage and is charmed by the burning oracle; a 
  successful DC 16 Constitution saving throw halves the 
  damage and prevents being charmed. The charm effect 
  ends after 1 hour or when the burning oracle or its allies 
  do anything harmful to the charmed creature.
  A charismatic and powerful zealot of the Burning 
  Rune, the oracle uses her powerful force of 
  personality to sway the masses, gathering new 
  recruits for the cult. She also promises swit and 
  iery death to those that oppose the cult’s goals. 
  Burning oracles are oten leaders of local branches 
  of the Burning Rune, usually with a rune caster 
  as their second-in-command and any number of 
  Burning Rune cultists in attendance.
  maGic item
  Whether you need to light a campire or kill a troll, 
  easy access to ire is always handy. 
  SCORCH BOMB
  Wondrous item, common (requires attunement by a 
  master of the kaunen rune)
  his item is usually a lat disc of metal, stone, or 
  wood with the kaunen rune inscribed upon it, and 
  can be disguised as some commonplace item—a 
  plate, tool, or even a coin—when created. When a 
  scorch bomb is activated, the user chooses a time up 
  to 6 hours in the future. At the appointed time, the 
  item erupts in a 10-foot burst of lame. Any creatures 
  caught in the blast take 10 (3d6) ire damage, or 
  half damage with a successful DC 14 Dexterity 
  saving throw. he explosion also ignites combustible 
  material. he scorch bomb is not destroyed in the 
  blast; it can be used again ater it 
  sits in a ire for 1 hour.
  
  29
  the BurninG rune
  monSter:  
  altar flame Golem
  he large creature’s rough, humanoid form is made 
  of some kind of durable brick or stone, and its 
  demonic face is shaped from lame.
  he Cultists of the Burning Rune protect their 
  sanctums in a surprising way. hose who seek to 
  deile the holy altar of the Burning Rune ind that it's 
  capable of defending itself. he altar quickly takes a 
  humanoid shape and destroys or drives out all who 
  fail to show proper obeisance to the sacred lame, 
  searing them with a holy inferno or crushing them 
  with scorching ists of brick. hese golems are found 
  in larger, more important ire temples, but seldom 
  appear anywhere else.
  
  30
  ALTAR FLAME GOLEM
  Large construct, neutral
  Armor Class 16 (natural armor)
  Hit Points 152 (16d10 + 64)
  Speed 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  9 (‒1) 
  18 (+4) 
  3 (‒4) 
  10 (+0) 
  1 (‒5)
  Damage Resistances bludgeoning, piercing and slashing 
  from nonmagical weapons that aren't adamantine
  Damage Immunities ire
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petriied, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the language of its creator but 
  can't speak
  Challenge 10 (5,900 XP)
  Death Burst. When reduced to 0 hit points, the altar 
  ﬂame golem explodes into shards of hot stone and 
  ire. All creatures within 15 feet of the golem take 28 
  (8d6) ire damage, or half damage with a successful 
  DC 16 Dexterity saving throw. An altar ﬂame golem is 
  not immune to the ire damage of another altar ﬂame 
  golem's death burst and doesn't absorb it.
  False Appearance. While it stands motionless, an altar 
  ﬂame golem is indistinguishable from an altar bearing 
  an eternal or sacriicial ﬂame.
  Fire Absorption. Whenever the golem is subjected to 
  ire damage, it takes no damage and instead regains a 
  number of hit points equal to the ire damage dealt.
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem's slam attacks are magical.
  Water Aversion. The golem is slowed (as the slow spell) 
  until the end of its next turn if it takes cold damage or is 
  doused with at least 3 gallons of water. 
  ACTIONS
  Multiattack. The altar ﬂame golem makes two slam 
  attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 
  (2d10) ire damage.
  Flame Breath (recharge 5‒6). The golem breathes ire in 
  a 30-foot cone. All creatures in the cone take 36 (8d8) 
  ire damage, or half damage with a successful DC 16 
  Dexterity saving throw.
  rune
  Brenna-þurfa*
  Burning need, desire
  All standard rules for 
  learning and using 
  runes, as described in 
  Deep Magic 2: Rune Magic, 
  apply to learning and using 
  brenna-þurfa. 
  Rune Bonus: You have 
  advantage on Wisdom saving 
  throws to resist efects that 
  target the mind or that cause psychic damage.
  Rune Power: Spending 1 action to trace 
  brenna-þurfa in the air ills nearby creatures with 
  a sense of desire and need. You have advantage on 
  Charisma (Persuasion) checks when dealing with 
  afected creatures. he afected range equals 10 feet 
  × your level, and the efect lasts 1 minute × your 
  level.
  Rune Power (5th level): Spending 1 action to trace 
  brenna-þurfa in the air casts charm person. If the 
  target's saving throw succeeds, it takes ire damage 
  equalling your level and knows that you were the 
  cause.
  Rune Mastery Power (10th level): As the 5th-level 
  power, but the charm person efect targets a number 
  of creatures up to your level. 
  *Pronunciation: brenna thurfa
  
  31
  choSen of the demon Bat
  choSen of the  
    demon Bat
  t
  he Chosen of the Demon Bat are followers 
  of the demon lord Camazotz. his coterie 
  of the insane is most popular among derros, who 
  ultimately strive to bring about the demon lord’s 
  rule, destroy the hated sun, and plunge the world 
  into eternal darkness. he cult also has a following 
  among the darakhul, vampires, and other dwellers 
  of the underground that hate and fear the daylight.
  leaderS, orGanization,  
  and GoalS
  Given that worshipers of the Demon Bat are primarily 
  derros, it is understood that the organization and 
  structure of the cult is loose at best and nearly 
  nonexistent at worst. he most powerful, or at least 
  the most powerful of personality, form the leadership. 
  3
  
  32
  he main body of the cult lairs in the depths beneath 
  a major surface city, while smaller, splinter bands 
  of cultists are found scattered throughout the 
  subterranean world. he derro devotees are joined 
  by thralls driven mad by their masters’ experiments. 
  hese creatures constitute thralls too valuable to 
  destroy, or those to whom the derros have formed 
  peculiar attachments. here are also undead 
  adherents, including a vampiric leader, whom the 
  derros tolerate by order of the Demon Bat. he 
  religious rituals and beliefs of the cult focus on loyalty 
  to the Demon Bat (and through it, Camazotz), hatred 
  of daylight, devotion to the teachings inscribed upon 
  the Ebon Shards, and bloody, orgiastic, ritual sacriice.
  Darkness is the pervasive theme among the 
  Chosen. hey adhere to the belief that all darkness 
  is connected. herefore, one could conceivably 
  reach the outer darkness of the skies above by 
  plumbing the depths of a Stygian ravine below 
  ground. Hence, the belief that the Demon Bat lives 
  both below ground as well as in the outer darkness 
  isn’t contradictory, at least according to the crazed 
  metaphysics described in the Ebon Shards. he 
  ultimate goal of the Chosen is to extinguish the 
  sun, as doing so will plunge the world into a single, 
  eternal darkness, granting Camazotz and his faithful 
  bloody dominion over the surface world. he 
  cultists alternate between violent, gory sacriices and 
  rituals at a great volcanic ravine near their lair and 
  demented experimentation on kidnapped victims 
  within the tunnels and caves of their home.
  he Demon Bat is an exiled vassal of Camazotz. 
  hrough the combined power of several of its 
  enemies, the Demon Bat’s name has been expunged 
  from memory, even its own. his serves to hobble 
  its power and sever it from those that could aid 
  its return to the Abyss without permission of the 
  demon lord. While the Demon Bat is the primary 
  igure mentioned in the inscriptions of the Ebon 
  Shards (or so it claims to be, as the igure mentioned 
  in the writings is actually called “Death on White 
  Wings”), its role in the grand scheme of the cult is 
  secondary to its own desires. Its true goal is to gain 
  the ability to return to the Abyss, either through 
  the favor of Camazotz or by inding the means on 
  its own. To this end, it long ago formed a pact with 
  the mi-go and through them, the Great Old Ones 
  whom they serve. he Demon Bat now acts as the 
  igurehead of the cult and intermediary between the 
  derros and the mi-go. In the meantime, it is content 
  to assist the cult with its ultimate goal: plunging the 
  world into eternal darkness.
  he face of the cult is the Speaker to the Darkness. 
  his derro is one whose mind howls with the voices 
  of the outer dark more loudly than the others. He 
  has had many predecessors, as leadership of a derro 
  cult connected to demon lords, mi-go, and the 
  great terrors of the Dark Tapestry leads to a short 
  lifespan. he current Speaker to the Darkness is an 
  oracle. He gave up his former name to assume his 
  title, and he is zealous in his attempts to bring on 
  the Night Eternal and to keep the Demon Bat fat 
  with sacriices. In the interim, he follows the call of 
  the voices and brings victims from the surface down 
  for experimentation and interrogation while poring 
  over the writings of the Ebon Shards. Speaker to the 
  Darkness is rarely seen without Lanose, his cave 
  giant bodyguard.
  Arikiine, a vampire derro, keeps the cult from 
  devolving into pure chaos. Her undead nature has 
  cured her of her madness to an extent, and she 
  would be in real trouble if the other derros realize 
  this. Her clarity of thought allows her to better 
  organize and lead the cult’s activities. he Demon 
  Bat realizes her usefulness and Camazotz favors 
  vampires, so she retains a modest measure of 
  security. Arikiine is in charge of the derro laboratory 
  and oversees the various mad experiments 
  performed on captured surface dwellers, as well as 
  magical research. Arikiine focuses on the main goal 
  of extinguishing the sun and obsesses on this task to 
  the point of working on little else. Given her slightly 
  improved mental state, the chance the cult may 
  actually succeed at such a mad scheme is increased.
  he mi-go exist on the periphery of the cult. 
  hey are not typically active in rituals or plans but 
  ofer assistance and advice where needed. heir 
  main contribution thus far is to give the derros’ 
  mad experiments enough direction to be not only 
  dangerous but occasionally successful. he greatest 
  success thus far is the development of a hybrid 
  fungal spore that infects living creatures, subsuming 
  the form and replacing lesh with fungus, turning 
  them into loyal servitors of the cult.
  
  33
  choSen of the demon Bat
  ARIKIINE
  he derro vampire Arikiine wears her hair short 
  save for a single braid in the back that falls nearly to 
  her ankles. She prefers loose-itting clothes, always 
  black, and has a fondness for copper jewelry. Given 
  her already pale skin and derro aversion to sunlight, 
  there is little to suggest that Arikiine is a vampire 
  unless she exposes her fangs. One might expect the 
  powers of vampirism to make leadership easy, but 
  the increased clarity of her undead existence gives 
  Arikiine momentary episodes of lucidity, which she 
  tries to keep secret, as the derro are quick to distrust 
  the sane. While the vampire is far from stable, these 
  bouts of temporary sanity actually make her a great 
  asset to the cult, as she can identify laws in plans 
  and schemes and attempt to rectify them, or at least 
  attempt to persuade the Speaker to the Darkness to 
  accept her suggestions.
  Arikiine uses the standard vampire stat block, 
  with the following changes.
  • She is Small, and consequently has 127 hit points
  and her Speed is 25 feet.
  • Add the actions Draught of the Unignitable and
  Unstable Tincture.
  • Draught of the Unignitable (1/day). As a
  bonus action, Arikiine drinks an alchemical
  concoction and becomes immune to ire damage
  for 1 minute.
  • Unstable Tincture. Arikiine throws an explosive
  potion at a point up to 60 feet away. Creatures
  within 20 feet of the explosion take 32 (4d10 +
  10) ire damage, or half damage with a successful
  DC 17 Dexterity saving throw.
  • She can use Unstable Tincture as a legendary
  action, at a cost of 2 actions.
  SPEAKER TO THE DARKNESS 
  Small humanoid (derro), chaotic evil
  Armor Class 16 (scale mail)
  Hit Points 135 (18d6 + 72)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 
  18 (+4) 
  10 (+0) 
  9 (‒1) 
  18 (+4)
  Saving Throws Dex +6, Cha +7
  Skills Perception +2
  Damage Vulnerabilities radiant
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Deep Speech, Undercommon
  Challenge 5 (1,800 XP)
  Boon of the Bat. Any creature struck by an attack by the 
  Speaker to the Darkness must make a successful DC 15 
  Wisdom saving throw or be frightened of the Speaker 
  until the start of the Speaker's next turn.
  Bearer of the Ebon Shard. The Speaker to the Darkness 
  is attuned to the ebon shards and has full access to the 
  power granted by them. His spell save DC is 15.
  ACTIONS
  Multiattack. The Speaker to the Darkness makes two 
  quarterstaff attacks or two sling attacks.
  
  34
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) 
  bludgeoning damage if used 2-handed, plus 9 (2d8) 
  necrotic damage.
  Sling. Ranged Weapon Attack: +6 to hit, 
  range 30/120 ft., one target. Hit: 6 (1d6 + 3) 
  bludgeoning damage.
  Ebon Shards. The Speaker uses one of the 
  powers of the ebon shards. He has advantage 
  on saving throws to resist the shards’ 
  negative effects.
  Drawn from Beyond (recharge 5‒6). The
  Speaker conjures up to 3 ghasts. The 
  ghasts appear in empty spaces within 30 
  feet of the Speaker and in the Speaker's 
  view. They follow the Speaker's commands to 
  the fullest extent possible, and he is immune to 
  their Stench. He can't have more than 3 ghasts 
  conjured at one time.
  Extinguish Light (1/rest). The 
  speaker casts darkness. 
  Creatures inside this darkness 
  have disadvantage on saving 
  throws. The Speaker and his 
  conjured ghasts are unaffected by 
  this darkness.
  he Speaker to the Darkness is a strange sight, even 
  for a derro. He wears a masked cowl and cloak 
  stitched from the layed skins of the cult’s most 
  worthy sacriices over a robe of bat fur. His bare 
  feet are caked with dried guano, while his clothing 
  is spattered with fresher samples. Beneath the cowl 
  and mask, his mustache is braided with beads of 
  carved bone, and the long, straw yellow hair on his 
  balding head is pulled back into a trio of ponytails.
  he Speaker to the Darkness oversees the religious 
  aspects of the cult, leading rituals and sacriices, 
  consulting with the Demon Bat, and organizing 
  expeditions to the surface for prisoners. He oten 
  squabbles with Arikiine over how to divide such 
  prisoners between them. He demands sacriices, 
  while she wishes more subjects for her laboratories. 
  He worries with how much the Demon Bat seems 
  to favor the vampire, but the howling winds of the 
  outer dark soothe his troubled mind and remind 
  him of the great destiny before him and his ultimate 
  git to his lord Camazotz: eternal darkness.
  LANOSE 
  Huge plant, chaotic evil
  Armor Class 15 (17 with fungal armor)
  Hit Points 115 (10d12 + 50)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT  
  WIS  
  CHA
  20 (+5) 
  8 (‒1) 
  20 (+5) 
  8 (‒1) 
  14 (+2) 11 (+0)
  Saving Throws Con +8
  Damage Immunities lightning
  Damage Resistances necrotic, thunder
  Condition Immunities charmed, exhaustion
  Senses darkvision 120 ft., passive Perception 12
  Languages Common, Deep Speech, Undercommon
  Challenge 7 (2,900 XP)
  TRAITS
  Devoted to the Speaker. Lanose obeys commands only 
  from the Speaker to the Darkness. His devotion makes 
  him immune to being charmed.
  Sightless Sight. Lanose is unaffected by the Speaker to 
  the Darkness's extinguish light ability.
  
  35
  choSen of the demon Bat
  ACTIONS
  Multiattack. Lanose makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 24 (3d12 + 5) slashing damage.
  Fungal Armor (recharge 5‒6). Lanose’s tough, wooly
  exterior hardens, granting him an AC of 17 for 1 minute. 
  In addition to the boost in armor class, Lanose gains 
  resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical weapons.
  Lanose resembles an exceptionally large and pale 
  cave giant with prodigious white, wooly body hair, 
  which is actually rough threads of fungus. He 
  wears armor made from the tanned hides of derro 
  victims, reinforced with their charred and lacquered 
  bones. He serves as the bodyguard to the Speaker 
  in the Darkness, looming by his side at all times. 
  Unlike other fungal minions, Lanose only obeys the 
  commands of the Speaker to the Darkness.
  VERPERTILO, THE DEMON BAT
  Huge iend, chaotic evil
  Armor Class 20 (18 without Radiance of the Abyss)
  Hit Points 207 (18d12 + 90)
  Speed 30 ft., ﬂy 60 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  22 (+6) 
  18 (+4) 
  20 (+5) 
  17 (+3) 
  18 (+4) 21 (+5)
  Saving Throws Con +10
  Damage Immunities poison
  Damage Resistances cold, ire, lightning with Radiance 
  of the Abyss; none otherwise
  Condition Immunities blinded, charmed, frightened
  Senses truesight 120 ft., passive Perception 14
  Languages Abyssal, Common, Draconic, telepathy 150 ft.
  Challenge 16 (15,000 XP)
  Radiance of the Abyss. An aura of infernal magic 
  surrounds Verpertilo to a distance of 10 feet. This aura 
  grants him resistance to cold, ire, and lightning damage 
  and boosts his AC by 2. A creature that ends its turn 
  inside this aura takes 21 (3d10 + 5) necrotic damage, 
  or half damage with a successful DC 18 Wisdom saving 
  throw. If Verpertilo takes radiant damage, this trait 
  doesn't function until the start of his next turn.
  Spores. Each time Verpertilo takes damage, it releases 
  a cloud of spores. Every creature within 5 feet of 
  Verpertilo must make a successful DC 18 Constitution 
  saving throw or be poisoned. A poisoned creature 
  repeats the saving throw at the end of its turn, ending 
  the effect on a success.
  Innate Spellcasting. Verpertilo’s spellcasting ability is 
  Charisma (spell save DC 18). It can cast the following 
  spell innately, requiring only verbal components:
  3/day: wall of ire
  ACTIONS
  Multiattack. Verpertilo makes two claw attacks and one 
  bite attack.
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10 + 6) slashing damage.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage and the 
  target must make a successful DC 18 Constitution saving 
  throw or be paralyzed until the end of its next turn.
  Flying Toss. If Verpertilo hits the same target with both 
  claw attacks while airborne, it can grapple the target 
  instead of making a bite attack (escape DC 16). If 
  Verpertilo hasn't used all its movement this turn, it 
  can ﬂy away in any direction while carrying a Large 
  or smaller creature, without triggering opportunity 
  attacks. The grappled creature can use its reaction to 
  make an escape attempt immediately. If it succeeds, the 
  creature escapes after 20 feet of movement (or at the 
  end of Verpertilo's move, if it moves less than 20 feet). 
  Otherwise, Verpertilo carries the creature away and is 
  likely to drop it onto a hard surface or into lava, acid, or 
  whatever other damaging substance is handy, or carries 
  it to a place where the creature's companions can't aid it 
  in a one-on-one ight against Verpertilo.
  his immense, batlike iend is festooned with fungal 
  growths over its white fur and skin. Its eyes blaze 
  like twin ires in the darkness.
  he creature known as Verpertilo, the Demon Bat, 
  was once a high-ranking servant of Camazotz. It 
  tried to overthrow the demon lord and failed. Rather 
  than destroy his treasonous servant, Camazotz 
  banished the creature to the material plane, stripping 
  it of its true name so that none could tap into its 
  power or help it return to the Abyss. he demon lord 
  commanded it to serve as his igurehead, leading his 
  derro worshipers until it had proven itself worthy 
  to return to the service of Camazotz in the demonic 
  realms. Verpertilo does as ordered, though it seeks 
  ways to increase its power and gain entry to the 
  
  36
  Abyss on its own terms. hus, it has brokered the 
  alliance between the cult and the mi-go and the dark 
  horrors they serve. he mi-go seem content with the 
  arrangement, providing their strange technology 
  to the derros and altering the Demon Bat’s physical 
  form with their strange fungal infusions that 
  increase its power. 
  he Demon Bat cares not whether it regains its 
  place in the Abyss through the will of Camazotz or 
  its own schemes. It abides for now, feasting on the 
  cult’s sacriices and funneling a steady supply of 
  souls to its master while aiding the mi-go and the 
  cult in their concerted efort to extinguish the sun.
  mi-Go
  he mi-go aren’t worshipers of Camazotz. hey 
  have no vested interest in the success of the cult’s 
  machinations. hey support the cult mainly out 
  of a sense of curiosity. he mi-gos ind the derros’ 
  experiments fascinating, so they provide aid where 
  they can to see whether any brilliant inspiration 
  arises from the derros’ madness. hey do not attend 
  any of the sacriices or other religious rituals, but 
  occasionally visit Arikiine’s labs to observe the 
  procedures of the vampire and her assistants. hey 
  ofer helpful advice or occasionally provide some 
  minor assistance. 
  Given the strange properties of mi-go technology, 
  the derros’ fungal minions, the derros themselves, 
  or experimental subjects from the surface can be 
  outitted with mi-go technology. his usually takes 
  the form of some type of fungal grat. hese grats 
  act as magic items that are physically melded with 
  the body so they can't be removed. Examples include 
  a band of symbiotic fungus that provides enhanced 
  strength while it feeds on its host, or fungal stalks 
  that grow from a subject’s head and enhance the 
  
  37
  choSen of the demon Bat
  senses. hese items shrivel and become useless when 
  their host creature dies—unless you want player 
  characters to obtain and use them, in which case 
  they can be salvaged and attached to new hosts. 
  he mi-go themselves tend to sit out any combat 
  and simply observe whether their “allies” win or 
  lose. hey turn their full force, however, against 
  anyone who attacks them directly. A full description 
  of the mi-go can be found in Tome of Beasts.
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing the Chosen 
  of the Demon Bat as adversaries in your campaign. 
  hey can be adversaries for single adventures or a 
  continuing threat in an extended campaign where the 
  PCs work to foil the rising threat of the cult and their 
  attempts to bring eternal night to the world.
  LEVELS 1–3
  he PCs seek information from a low-level igure of 
  the local underworld whom they have been told can 
  help for a price. Unfortunately for them, this person 
  committed suicide recently. hose who are willing to 
  speak to the PCs cannot tell them much, except that 
  the criminal had vanished for a time ater failing to 
  meet an incoming smuggler in the tunnels below the 
  city. When he turned up again, he wasn’t quite right 
  in the head. He was prone to terrible nightmares, 
  heavy drinking, and rambling about captors with 
  “terrible white eyes.” A friend of the deceased agrees 
  to provide the PCs with the information they seek if 
  they investigate the cause of the criminal’s distress. 
  Delving into the smugglers’ tunnels below the city, 
  they ind a passage leading even deeper below the 
  earth, and a derro cultist preparing to descend with 
  her latest batch of captives.
  Two members of a construction crew sent to 
  demolish a local abandoned house vanish. hey 
  were tasked with tearing out the inside of the house 
  to be remodeled when they disappeared and now 
  work has ground to a halt. Long-standing rumors of 
  the house being haunted recirculate and the rest of 
  the crew refuses to reenter the building. 
  he PCs are hired to do a sweep of the house and 
  eliminate any threats, or at least identify them 
  and report back so an appropriate response can 
  be devised. he house has long been used by the 
  Chosen of the Demon Bat to sneak up to the surface 
  to thieve and kidnap. he PCs ind their light sources 
  extinguished and strange noises plaguing them as 
  they explore. Eventually, they discover a group of 
  fungal minions (see “Fel Infestation” below) in the 
  house, along with one of the missing workers. A 
  secret tunnel in the basement leads deeper into the 
  earth, where the worker says his partner was taken.
  A warehouse in the mercantile district has been 
  closed by authorities because of a pest infestation 
  and strange fungal growths of unknown origin. 
  While traveling through the district at night, the 
  PCs hear cries for help coming from within the 
  building. A group of homeless folk, seeking shelter, 
  have broken into the building only to fall prey to 
  the dangers within. PCs that go to the rescue ind a 
  man being attacked by a violet fungus. If they defeat 
  the creature and explore the rest of the warehouse, 
  they ind several species of dangerous fungal growth 
  and a colony of bats inside. A concealed tunnel in 
  a separate storeroom leads underground. Near this 
  entrance is a fungal pod (see below), which triggers 
  if the PCs disturb it.
  LEVELS 4–6
  he city is under attack! An infestation of batlike 
  creatures has descended like a plague. hese lame 
  eater swarms (see below) are attracted to smoke and 
  lame, and devour ire of any sort. his extinguishes 
  torches, hearths, forges, and more. Once they have 
  feasted, the lame eater swarms become doubly 
  dangerous as they can regurgitate the ire at their 
  foes. he creatures must be stopped before the city is 
  engulfed in darkness and littered with the scorched 
  bodies of the dead.
  he intrepid but somewhat foolhardy son of a local 
  notable personage has disappeared. he young 
  man, who styles himself an adventurer, was last 
  seen with his “company,” a group of other young 
  well-to-do folk that includes their sycophants and 
  hangers-on. hey headed to an abandoned foundry 
  
  38
  on the outskirts of town. he boy’s parents are 
  ofering a sizeable reward for his return. Questioning 
  his friends reveals that only a few of them actually 
  entered the place and one of them has also not 
  been seen since. he other friend is found hiding 
  at home, terriied. Should the PCs get her talking, 
  she babbles on about “white iends” that came up 
  out of the basement and chased them. She escaped 
  but the missing young man was captured. Should 
  the PCs hurry, they may ind the derro cultists and 
  their fungal minion servants still in the foundry, 
  securing the last of a batch of kidnap victims aboard 
  their skittering skif (see below) before heading back 
  down to their cavern home.
  he PCs are captured by the Chosen and subjected to 
  the initial stages of a new experimental procedure. 
  hey awaken in cells aterward, with their senses 
  playing tricks on them and their minds in a tenuous 
  state. hey must escape their cells, gather weapons 
  and equipment, and ind a way out of the cult’s 
  lair and back to the surface. he cultists eventually 
  notice them missing and mount a pursuit to reclaim 
  their test subjects, likely to sacriice them to the 
  Demon Bat. his scenario can involve a lot of stealth, 
  ingenuity, and perhaps a climactic inal chase scene. 
  his style of adventure provides a lot of in-game 
  tension and reliance on the innate abilities of the 
  characters. Some players may feel deprived of their 
  agency. Be sure to discuss it with your players before 
  springing it on them to be sure everyone is on-board.
  LEVELS 7–9
  A friend or associate of the PCs died recently by 
  her own hand, but the PCs discover clues to suggest 
  there may be extenuating circumstances. he 
  NPC was a collector of artifacts and disappeared 
  shortly ater returning from the jungles outside 
  the city with several ancient relics from a ruined 
  temple. he NPC reappeared as suddenly as she 
  vanished, about 10 days later, with no memory of 
  what happened or where she had been. Her journal 
  speaks of bizarre nightmares and visions of an idol 
  she brought back from the jungle, as well as “dark 
  tunnels with foul-smelling water” and “great white 
  eyes in the dark.” he idol in question was turned 
  over to a local museum. Should the PCs go to see 
  the idol, they are told it was stolen—the very day of 
  the NPC’s suicide. he idol is a representation of the 
  demon lord Camazotz. Questioning the staf reveals 
  that no doors or windows on the exterior of the 
  building were broken or unlocked ater the robbery. 
  A search of the building reveals a disturbance in a 
  basement storeroom, and a broken wall leading into 
  the city sewers. Using clues from the deceased NPC’s 
  journal, the PCs eventually track down a group of 
  derro cultists. he derro prepare to take the stolen 
  idol and some kidnapped citizens back down to their 
  lair. A map held by the derro leader could lead PCs 
  to further pursue this hidden threat below the city.
  he PCs are approached by a cleric of the sun deity 
  to investigate disappearances at an orphanage. A 
  half dozen children have simply disappeared from 
  the Children of the Sun orphanage in the last three 
  days. he remaining orphans are frightened and 
  tell tales of “the small pale men” who come in the 
  night and carry of their friends. None of them can 
  provide any solid details and all their tales sound 
  entirely too alike. If pressed, the children eventually 
  relent and say that they did not see who took their 
  fellow orphans. hey are only retelling the tales of 
  one particular girl who claims to have seen it. If 
  questioned, the girl, Aurora, says that a strange mist 
  ills the bedchambers on the nights the children are 
  taken. Aurora is a strange child, mature for her age, 
  with golden eyes. She describes short, pale men, 
  all broad except for one who is skinny and tells the 
  others what to do, who enter and take two children 
  each time. No one else wakes up, even the children 
  who are being abducted. 
  In actuality, a derro from the Chosen and his 
  dwarf fungal minions sneak into the building 
  through an old smugglers' secret door and tunnel in 
  the basement. he derro releases into the building a 
  gas that causes unconsciousness. he fungal minions 
  and derro are immune, as are celestials or creatures 
  with celestial heritage, like Aurora. he derro chooses 
  a pair of children to take. he lunatic derro target 
  this building in particular because he takes the name 
  literally, believing that these children are the spawn of 
  the sun deity and thus will make worthy sacriices. He 
  takes only a few at a time, fearing retribution. Since 
  his earlier raids have gone unpunished however, he 
  
  39
  choSen of the demon Bat
  is emboldened and may seek to gather up the lot on 
  his next visit. Should the PCs resist or overcome the 
  sleeping gas, they must face the derro and a veritable 
  army of fungal warriors. If victorious, they ind the 
  remaining children alive in the secret tunnels of the 
  basement, where they wait bound and ready to be 
  hauled of for sacriice.
  In late hours of the evening, a strange, dark fog 
  rises from sewer grates and holes in the streets, 
  out of basements and cellars, throughout the city. 
  A decidedly unnatural phenomenon, it has no 
  apparent afect on the citizens, but the city goes dark 
  as lames dim to mere lickers and magical lights are 
  suppressed. he city guard mobilizes to secure order, 
  but their brightest lanterns provide no more light 
  than small candles. Many folk huddle in their homes 
  or in taverns to wait out the strange phenomenon. 
  Others take advantage of the darkness and move 
  about with ill intent, too many for the guard to 
  police. he authorities are grateful for any helpful 
  PCs that help keep order or try to ind a cause for 
  this unnatural mist. Over the course of the night, the 
  PCs could deal with looters, criminals, and monsters 
  attracted by the unnatural gloom. Meanwhile, derros 
  are on the move, testing their new experiment and 
  grabbing sacriices and test subjects. he mist persists 
  even ater the sun rises. he pall makes the daylight 
  weak and the derro ind they can tolerate the light 
  in these conditions. If the PCs encounter the derros 
  and ind some way to connect the mist with them, 
  the next step is to venture below the city to ind and 
  destroy whatever the derros used to create it.
  LEVELS 10–12
  A blasphemous crime spree has the city in an uproar. 
  Holy symbols and relics of deities of sun and sky are 
  being reported stolen. Tempers lare and suspicions 
  are quickly cast upon rival religions. Something must 
  be done to stop these thets before the tensions turn 
  into open war between sects. Careful observation of 
  the crimes notes that only items made of metal have 
  been stolen. Other nonmetallic relics that the thieves 
  had ample opportunity to take were let behind. 
  Should PCs come up with a successful plan to track 
  the thieves or lure them into a trap, they ind the 
  Chosen of the Demon Bat are responsible.
  A battle with the derro and their minions halts 
  the attacks and inds a pile of the stolen items, 
  though many have been melted down and turned 
  into parts for what seems to be a giant clockwork 
  structure. Should the PCs fail to make progress in 
  their investigation, they still witness the inal result of 
  this plot: a great clockwork eigy of the Demon Bat, 
  interwoven with parts made from the reforged stolen 
  holy items, appears to wreak havoc upon the city. 
  he Chosen of the Demon Bat capture the tallest 
  building or tower in the city. he cult’s fanatical 
  followers and implacable fungal minions resist 
  eforts to retake the building. he sounds of drums 
  and shrill chants can be heard, and a bonire blazes 
  on the rootop. Occasionally victims are tossed to 
  their deaths to the ground below. If the PCs assist 
  in the recapture of the building, they ind a ritual 
  in progress. In attendance are a quartet of mi-go 
  with a strange device that resembles both a cannon 
  and a bizarre lower. he derro ight to hold of 
  the interlopers while the mi-go inish with their 
  preparations. A ray of dark energy erupts from the 
  device, soars into the sky and causes the moon to 
  eclipse! Destroying the device returns the moon to its 
  normal state. Should the PCs prevail, the cult and the 
  mi-go mark them as enemies and may work to destroy
  them before continuing with their experiments.
  On the night of the new moon, alarmed citizens 
  report an immense, winged shape soaring above the 
  city in the night sky. Where the creature passes, the 
  stars are extinguished, leaving nothing but darkness 
  in the iend’s wake. Panic and alarm increase with 
  reports of attacks by strange, pale igures boiling up 
  from the sewers. Should the PCs confront the winged 
  creature in the sky (the Demon Bat), it avoids them 
  and continues to ly its circular paths across the sky. If 
  they go ater the derro and their fungal minions, who 
  are rounding up another batch of sacriicial victims 
  for the inal portion of their ritual, the cultists fend 
  them of as best they can. hey lee with their existing 
  prisoners if they cannot defeat the heroes.
  As the hours roll on toward morning, the dawn 
  never comes. Investigation and news from outside 
  the city show that there is a great ield of darkness 
  over the city and its environs that blocks the sunlight 
  and leaves it shrouded in shadow. Brave PCs must 
  
  40
  track the cultists back to their lair and ind a way to 
  reverse this terrible catastrophe. Divination spells 
  may help narrow down the proper course to take, 
  and notable NPCs in town may ofer aid.he heroes 
  soon learn that the Speaker to the Darkness bears 
  the staf of Camazotz, which has been used to draw 
  the deep darkness from the void to block the light of 
  the sun. he derro are elated with their success and 
  are in an orgy of sacriice and celebration. If the PCs 
  can seize the staf and return it to the temple of the 
  sun deity on the surface, the high priest can break 
  the magic, disperse the darkness, and return the light 
  to the city. Yet, this act signiies the cult has inally 
  made a signiicant step toward their inal objective.
  LEVELS 13–15
  he Chosen of the Demon Bat are tracking and 
  assaulting surface dwellers with celestial blood. 
  hey abduct some while others are hung up like 
  slaughtered animals and exsanguinated. he cultists 
  have found a way to use the victims’ blood and 
  life essence to further their plot to extinguish the 
  sun. he PCs can discover the derros’ plans, either 
  through magic or the interrogation of captured 
  cultists, and learn that the vampire Arikiine is 
  behind the attacks. She is based in a cavern beneath 
  the city known as the Stygian Geode, a massive 
  natural amphitheater with its interior lined with 
  dark crystals, ranging from smoky gray to black, 
  some taller and more massive than a human. 
  he chamber is a focal point for necromantic 
  energies that enhance the rites performed here and 
  channel power to the Demon Bat in preparation for 
  the inal stage of the ritual. If successful, it will cast a 
  permanent shadow over the sun. If the inal combat 
  against Arikiine needs to be more challenging, 
  consider having her charged with negative energy 
  from the chamber and boosted from gorging on the 
  celestial blood during the ritual, which increases her 
  hit points and allows her to take 4 legendary actions 
  per round.
  he abductions of the celestial-blooded have 
  been stopped, but the Chosen continue with their 
  machinations. he sacriices made were enough to 
  power the next step in their ritual. he Speaker to the 
  Darkness uses the power ofered up to Camazotz to 
  fuel a massive device crated by his derro followers 
  under the guidance of the mi-go. his monstrosity of 
  living technology, a great engine of lesh and fungus, 
  harnesses the blood and souls to gather shadowstuf 
  and darkness from the deeps and the outer dark, and 
  casts it into the sky to eclipse the sun. A great stream 
  of darkness erupts out of the ground and into the sky.
  It collects and thickens, like a pall of smoke in the air. 
  As it slowly gains mass and begins to block the light, 
  it coalesces into a black moon. 
  he PCs can seek out the Speaker to the 
  Darkness in a great vaulted chamber below ground, 
  surrounded by his cultists and his fungal cave giant 
  bodyguard. Several mi-go also stand by to observe 
  the process. he destruction of the cult and the 
  alien device stop the black moon from growing any 
  further in size, but it does not disperse. To restore 
  the sun, the Demon Bat itself must be destroyed.
  he main sanctum of the Chosen lies in the lightless 
  caverns and tunnels under Majid Zinj on the Spice 
  Coast. he derros venture above into the city at night 
  and commit all manner of trespasses. hey steal rare 
  spices and plants from vendors and warehouses, as well 
  as other goods for use in their rituals and experiments, 
  and abduct people. he victims are typically drunks 
  wandering the street, beggars, sailors from the docks, 
  or others who are easy prey and will probably not be 
  missed. During the times of the Chosen’s rituals and 
  sacriices, the city is plagued by bats from the jungle. 
  Chosen of the Demon Bat in Midgard
  City oicials ofer bounties on the creatures to keep 
  their numbers down. Occasionally, ires break out 
  that witnesses say blaze into existence on their own; 
  these incidents also occur on nights when the derros 
  show their zealous devotion to Camazotz. PCs visiting 
  or residing in the city could be caught up in these 
  mysterious afairs, with the cult becoming a recurring 
  foe (possibly before the PCs even realize there is a 
  cult) as the heroes fend of these strange attacks and 
  investigate the sinister goings-on.
  
  41
  choSen of the demon Bat
  he black spot over the sun has not faded. With the 
  cult’s leaders slain, their members scattered, and their 
  infernal machine demolished, all that remains is to 
  sever the last link. he black moon that blots out the 
  sun, is tied to the life of the Demon Bat. While it lives, 
  the sun will not shine. he PCs must descend to the 
  great volcanic chasm where the creature lairs and slay 
  it. Only then will the darkness disperse and sunlight 
  once again grace the world. he task is far from easy, 
  as the Demon Bat knows its enemies come for it, and 
  it will use the inimical terrain to its best advantage, 
  subjecting opponents to great falls, poisonous fumes, 
  and burning magma. hose who manage to defeat the 
  iend and restore the world truly deserve to be called 
  heroes. his constitutes an epic challenge for level 15 
  heroes. For a more moderate challenge, ensure the 
  PCs are at least 16th level.
  feat
  he Chosen of the Demon Bat don’t allow a pain to 
  stop them from showing their devotion to Camazotz.
  PAINCASTER
  Prerequisite: he ability to cast at least one spell.
  Taking damage while concentrating on a spell causes 
  you to experience ecstasy with the following efects:
  • You have advantage on Constitution checks to
  maintain concentration.
  • You are immune to the charmed and frightened
  condition while maintaining concentration.
  • If your concentration is ended by a creature, that
  creature has disadvantage on its saving throw
  against a spell you cast on your next turn.
  hazardS
  Derro are experts at breeding and cultivating 
  dangerous fungi to protect their territory, spread 
  their schemes, and create more minions and thralls.
  FUNGAL POD
  hese fungal growths look like translucent, 
  membranous egg sacs. An unidentiiable, dark form 
  incubates within. 
  he fungal pod is a hybrid of fungus commonly 
  cultivated by the derro and an otherworldly strain 
  provided to them by the mi-go. If a living creature 
  approaches within 10 feet of a fungal pod, the 
  pod splits open at the top and peels back like a 
  gruesome lower. Blue-black tendrils unfold from 
  inside, and spores puf out. Living creatures within 
  10 feet of the fungal pod must make successful 
  DC 15 Constitution saving throws or contract fel 
  infestation. Immunity or resistance to disease has no 
  efect against fel infestation. 
  A fungal pod has AC 8, 3 hp, and immunity to 
  psychic damage. hey are also destroyed by exposure 
  to sunlight.
  FEL INFESTATION
  Creatures sufering from fel fever slowly transform 
  into fungal minions.
  A living creature that's been exposed to spores 
  from a fungal pod and failed its saving throw must 
  make a successful DC 15 Constitution saving 
  throw ater every long rest. If the saving throw 
  succeeds, there is no further efect but the infestation 
  continues. If the saving throw fails, the creature's hit 
  point maximum is reduced by 25 percent. Ater three 
  such failures, the creature transforms into a mindless 
  thrall whose only desire is to serve the Speaker to 
  the Darkness. Its hit point maximum doubles every 
  24 hours, so that ater 48 hours it's back to its former 
  level. he creature's Intelligence and Charisma 
  scores drop to 4, it loses all skill proiciencies except 
  Perception and Stealth, and it's unable to cast spells.
  Fel infestation can be stopped and cured with 
  lesser restoration or comparable magic, provided the 
  creature hasn't yet failed its second daily (ater a long 
  rest) saving throw. If the creature has failed two daily 
  saving throws, greater restoration is needed. Once the 
  transformation takes place, only a wish or comparable 
  magic can restore the creature to its former state. A 
  successful DC 15 Wisdom (Medicine) check allows 
  the infected character to make a daily saving throw 
  with advantage—but if the Medicine check fails, the 
  saving throw is made with disadvantage.
  
  42
  maGic itemS
  Several magic items hold special signiicance to 
  followers of the Demon Bat. Chief among these are 
  the otherworldly ebon shards.
  EBON SHARDS
  Wondrous Item, very rare (requires attunement by a 
  spellcaster of evil alignment)
  he ebon shards were gited to the Chosen of the 
  Demon Bat by their mi-go allies. hey comprise an 
  unusual form of spellbook.
  Held in a bag of tanned human skin, these shards 
  of obsidian appear to be pieces of a larger tablet 
  or set of tablets. he fragments are engraved with 
  words in Deep Speech as well as various runes and 
  arcane symbols. heir presence causes a feeling of 
  anxiousness in non-Evil, intelligent creatures. Rusty 
  lines and patches of dried blood cover the shards, and 
  anyone who handles them without gloves receives 
  shallow cuts on the hands and ingers. Although 
  painful, the handler somehow feels more comfortable 
  reading the shards ater having bled on them. 
  he writing on the shards is obscure, esoteric, and 
  possibly incomplete. It explores the metaphysical 
  concept of darkness as a continual, unending force 
  unimpeded by physical barriers or the natural laws of 
  the universe. With the proper orientation, will, and 
  training, one can travel from darkness to darkness 
  as easily as one would walk down a road. Recurring 
  in the writings is a being—sometimes a guardian, 
  sometimes a guide—known as Death on White 
  Wings, who leads the worthy through darkness to 
  rewards beyond mortal conception while devouring 
  the unworthy, body and soul. Other portions of the 
  writings speak of using pain as a focus to gather will 
  and power, converting agony into strength.
  he shards provide the user with access to a 
  powerful array of void magic spells. he bearer can 
  cast the following spells, without material components 
  and using Charisma as his or her casting ability.
  At will: crushing curse* (or ray of frost)
  3/day each: maddening whispers*, void strike* (or 
  hold person, vampiric touch)
  1/day each: living shadows* (or black tentacles)
  *See Deep Magic 3: Void Magic for full details on
  these spells. Otherwise, use the alternatives.
  Each time the bearer uses the ebon shards to cast a 
  spell, he must make a successful DC 12 Charisma 
  saving throw or take 7 (2d6) psychic damage.
  EYES OF THE OUTER DARK
  Wondrous item, very rare (requires attunement)
  hese lenses are crated of polished, opaque black 
  stone. When placed over the eyes, however, they 
  allow the wearer not only improved vision but 
  glimpses into the vast emptiness between the stars.
  When worn, the eyes of the outer dark provide 
  darkvision to a range of 60 feet. If the wearer already 
  has darkvision, its range is extended by 60 feet. 
  Once per day, the wearer can use the lenses to 
  pierce the veils of time and space and see into the 
  outer darkness. his gives the wearer the beneits of 
  foresight and true seeing for 10 minutes. If the latter 
  abilities are used and the wearer doesn't already 
  sufer from some type of insanity or is not a creature 
  that meets the GM’s criteria as alien, insane, or 
  otherworldly, then the wearer takes 13 (3d8) psychic 
  damage when the power is triggered.
  FUNGAL FLYER
  Wondrous item, very rare (requires attunement)
  his living vehicle was once a dire bat, but now it 
  is as much fungus as lesh. Saddlelike formations 
  grow from its back to accommodate a Small pilot 
  and several passengers. he fungal lyer is technically 
  alive, controlled by a goad ixed into its brain and a 
  set of reins. Despite being a living thing, the fungal 
  lyer is treated as an object for purposes of spells and 
  other efects. It has AC 9, 40 hit points, resistance 
  to nonmagical bludgeoning, piercing, and slashing 
  damage, and immunity to psychic damage.
  he fungal lyer can transport up to ive Medium 
  creatures in addition to its pilot, who must be Small 
  and must be attuned to the lyer. he vehicle lies at 
  6 mph (50 feet per round). Its maximum load under 
  any circumstance is 1,000 lb.
  SKITTERING SKIFF
  Wondrous item, very rare (requires attunement)
  his vehicle resembles nothing so much as a fungal 
  carrion crawler, but its back is hollowed out like the 
  hull of a ship, a helm is installed on its head, and 
  its body is festooned with writhing tendrils. he 
  
  43
  choSen of the demon Bat
  skittering skif moves equally well in water or on 
  land. By stretching and reaching with its tendrils, it 
  can cross gaps and chasms up to 30 feet across. 
  A skittering skif is technically alive, but it has no 
  consciousness or will, and it won't move without a 
  driver at the helm. It's treated as an object for the 
  purposes of spells and other efects. It has AC 6, 140 
  hit points, and immunity to necrotic, poison, and 
  psychic damage. A skittering skif can transport up to 
  15 Medium or smaller creatures, plus the driver who 
  must be attuned to the vehicle. It travels 3 mph (25 
  feet per round) and can carry a maximum load of 3 
  tons (passengers + cargo).
  he derros sometimes outit skittering skifs 
  for raiding. Most oten these are armed with ten 
  heavy crossbows (ive per side), but sometimes two 
  ballistas are mounted instead. Armor plating can 
  raise the skif's AC to 12 and gives three-quarters 
  cover to passengers but lowers its speed to 2.5 mph 
  (20 feet per round). 
  STAFF OF CAMAZOTZ
  Weapon (staf), very rare (requires attunement)
  his staf of petriied wood is topped with a stylized 
  carving of a bat, its wings spread, its mouth baring 
  great fangs, and a pair of rubies inset as its eyes. As 
  long as the staf holds at least 1 charge, the bearer 
  
  44
  can speak with 
  animals at will (bats 
  only). Living bats of any 
  size never attack the bearer 
  of the staf of Camazotz 
  unless magically compelled to, 
  such as conjured or magically 
  controlled bats. Batlike creatures 
  with Intelligence 3 or higher 
  have an indiferent starting 
  attitude toward the wielder. 
  he staf has ive charges and 
  regains 1d4 charges ater each 
  long rest. It provides its bearer 
  access to the following spells:
  • darkness (1 charge)
  • dominate monster (bats and
  batlike creatures only, 2 charges)
  • lame strike (2 charges)
  poiSon
  Followers of the demon bat aren't 
  above using poison against their 
  enemies, or against anyone who 
  stands between them and their 
  nefarious goals.
  DARK DREAM (INHALED)
  Dark dream is a gas created by distilling 
  derro fungus with certain necromantic 
  energy along with components provided 
  by the mi-go. he resulting mixture causes 
  unconsciousness when inhaled. Derros, celestials, 
  and creatures of celestial blood are immune to the 
  efect. he gas is typically kept in glass bottles tightly 
  capped and sealed with wax, because it dissipates in 
  1 round when exposed to air. 
  When a bottle of dark dream is smashed or 
  unsealed, all breathing creatures within 10 feet (or 
  in an enclosed space such as a room) must make 
  a successful DC 14 Constitution saving throw or 
  become unconscious. An unconscious creature 
  repeats the saving throw ater every minute, ending 
  the efect on a success.
  monSter:  
  flame eater Swarm
  hese creatures were bred as part of the schemes 
  of the Chosen of the Demon Bat, in the hope of 
  creating a massive swarm of beasts that could ly to 
  the sun and consume it. It's unlikely this ever could 
  have worked, even if the creatures had turned out as 
  intended, but something went seriously wrong during 
  the magical portion of the program. What resulted 
  was lame eaters: highly dangerous creatures that 
  swarm into lying clouds, consume ire, and attack 
  any creatures they encounter. hey ignite lammable 
  material, causing more ires, which the lame eaters 
  devour and spread to other areas. 
  hese creatures are hated and feared by most living 
  things. Even derros and their fellow insane cultists 
  who created lame eaters are forced to eradicate them 
  sometimes, for their own safety. 
  Individually, a lame eater resembles an ash-colored 
  bat with an oversized head, distended jaws, and 
  glowing red eyes. As a swarm, they resemble a cloud 
  of swirling embers. 
  FLAME EATER SWARM
  Medium swarm of Tiny beasts, unaligned
  Armor Class 12
  Hit Points 33 (6d8 + 6)
  Speed 0 ft., ﬂy 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  3 (‒4) 
  15 (+2) 
  12 (+1) 
  2 (‒4) 
  14 (+2) 
  4 (‒3)
  Damage Resistances bludgeoning, piercing, slashing
  Damage Immunities ire
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petriied, prone, restrained, stunned
  Senses blindsight 20 ft., passive Perception 12
  Languages —
  Challenge 2 (450 XP)
  Consume Flame. Any normal ire in the ﬂame eater 
  swarm's space at the end of the swarm's turn is 
  extinguished. Magical ire (a laming weapon or wall
  
  45
  creed of all fleSh
  of ire spell, for example) is extinguished if the swarm
  makes a successful DC 13 Constitution check. Only the 
  swarm's space is affected; ires larger than the swarm 
  continue burning outside the swarm's space. For the 
  next minute after the swarm consumes any ﬂame, its 
  bite attack does an extra 9 (2d8) ire damage and any 
  creature that ends its turn in the swarm's space takes 4 
  (1d8) ire damage.
  Swarm. The swarm can occupy the same space as another 
  creature and vice versa. The swarm can move through 
  any opening large enough for a Tiny bat. The swarm 
  can't regain hit points or gain temporary hit points.
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one 
  creature in the swarm's space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half of its hit points or fewer.
  Spell
  Despite their raging insanity, servants of the demon 
  bat understand the value of keeping tabs on their 
  enemies.
  WINGED SPIES
  4th-level divination
  Casting Time 1 round
  Range 10 miles
  Components V, S
  Duration 10 hours
  his spell summons a swarm of ravens or other 
  birds—or a swarm of bats if cast at night or 
  underground—to serve you as spies. he swarm 
  moves out as you direct, but it won't patrol farther 
  away than the spell's range. Commands must be 
  simple, such as “search the valley to the east for 
  travelers” or “search everywhere for humans on 
  horses.” he GM can judge how clear and efective 
  your instructions are and use that estimation in 
  determining what the spies report. 
  You can recall the spies at any time by whispering 
  into the air, but the spell ends when the swarm returns 
  to you and reports. You must receive the swarm's 
  report before the spell expires, or you gain nothing.
  he swarm doesn't ight for you; it avoids danger if 
  possible but defends itself if it must. You know if the 
  swarm is destroyed, and the spell ends.
  
  46
  creed of 
    all fleSh
  t
  he ingestion of the lesh of other intelligent 
  creatures, especially one’s own people, is 
  a nearly universal taboo among civilized races. 
  here are those, however, who secretly crave such 
  sustenance, believing they gain vile power from 
  eating such forbidden fare. hese individuals band 
  together under the sign of Vardesain (known as 
  Mordiggian to the living) to revel in this evil. he 
  temptation of the power aforded by the cult’s occult 
  knowledge and rituals draws the desperate, the 
  power-hungry, and the depraved to swell their ranks, 
  more with every passing week. he Creed of All 
  Flesh will not have its hunger denied.
  4
  
  47
  creed of all fleSh
  leaderS, orGanization, 
  and GoalS
  Followers of the Creed of All Flesh are mainly 
  darakhul, though other types of undead that feast 
  upon the lesh of the living are welcome. Ghouls and 
  ghasts form the bulk of the undead ranks, though the 
  cult utilizes many types of lesser undead as guards 
  and hunters. Vampires aren’t oten seen in the cult, as 
  their appetites extend only to the blood rather than 
  the meat of their prey, but they are represented. 
  Many members of humanoid races also adhere 
  to the cult. Most of these are already cannibals and 
  most aspire to become darakhul ater death. Some 
  are successful, while others only become mere ghouls 
  and ghasts at the beck and call of their darakhul 
  masters. Others never cross over into undeath at all, 
  and their bodies end up feeding the more fortunate. 
  Some among the cult venerate oozes, seeing these 
  creatures as the ultimate expression of hunger. 
  Feeding sacriices to a pit full of oozes is popular 
  among certain sects of the Creed.
  he Creed of All Flesh is a tripartite organization. 
  In theory, all three branches of the cult worship 
  Vardesain, although followers of the Creed are 
  considered a splinter group of the main religion. he 
  aspect of Vardesain they venerate is euphemistically 
  named the Father of the High Feast. hey promote 
  him as a benevolent god who favors his chosen 
  with great bounty and blessings, invariably through 
  sacred feasting. he oicial church of Vardesain 
  cares little about these variant beliefs, as heresy is 
  not a crime in the empire of the darakhul. hey do 
  keep careful watch over the Creed, however, being 
  wary of any shits in political power that might give 
  the cult more sway. his is wise, as the leaders of 
  the cult would not be averse to taking the reins of 
  power in the capital. he three branches of the Creed 
  cooperate well with each other, though each has its 
  own unique goals and leaders.
  First, there are the Ravening Adherents. his 
  group is organized much like the standard religion 
  of Vardesain except that the living are actively 
  encouraged to join. hese cannibalistic worshipers 
  hope to one day achieve undeath, becoming 
  darakhul themselves. In the meantime, they partake 
  in the gluttonous, orgiastic rites of the cult alongside 
  ghouls, ghasts, and darakhul. he faction’s leaders 
  see this as a means of allowing the faithful to come 
  closer to their god. he truly devout are raised up 
  in the eyes of Vardesain and allowed to become his 
  true people. hose that are lacking may still serve as 
  lesser undead or as lesh at the cult’s holy feasts. he 
  Ravening Adherents are led by Jasna Veldrik. She 
  believes that followers of the Creed serve Vardesain 
  more truly than adherants of the primary faith. Her 
  wish is to convert all of the darakhul empire to the 
  cult. She abhors the idea of internal conlict among 
  her kind, however, and uses persuasion and political 
  pull to slowly shit others to her point of view.
  Next are the necrophagi, a cabal known as the 
  Virtutim Carnis. hese death eaters pursue the 
  knowledge and power that comes from eating the 
  lesh of both enemy and ally. hough nominally 
  worshipers of Vardesain, the Virtutim Carnis have 
  many dealings with demons, to whom they trade 
  the souls of their victims and whom they welcome 
  into their rituals as fellow feasters. Many have pacts 
  with demons and other iends, which expand their 
  abilities. Still, they are loyal to the cult and use their 
  knowledge and power to bolster the organization 
  both inancially and defensively. he Virtutim Carnis 
  are led by Kazimir Ernis. He is perhaps the most 
  power-hungry among the Creed’s leadership. Kazimir 
  sees the Virtutim Carnis gaining eventual control 
  over the darakhul empire. He envisions a magocracy 
  where darakhul who recognize that their very essence 
  is power itself ascend to positions of power.
  Finally, there is the Guild of Performance Eaters. 
  hese entertainers are a macabre mix of chefs, 
  gourmands, and torturers. hey prepare and devour 
  live meals before rapt audiences of hungry cannibals, 
  darakhul, and other intelligent lesh-eaters who 
  appreciate the artistic qualities of the performances. 
  hey transform worship into entertainment and so 
  whet the appetites of the crowds. Zadina Valgyt is 
  chief among the Guild. She is the only mortal among 
  the leaders of the Creed and seems in no hurry to 
  make the transition to undeath. he perfection of the 
  guild’s performances is most important to Zadina. 
  he path to the Father of the High Feast lies through 
  enlightenment found in experiencing the true 
  
  48
  beauty of consumption. his is something only her 
  people can accomplish by turning mere eating into a 
  spiritual experience. hose who do not share Zadina’s 
  proclivity for cannibalism simply call her insane.
  JASNA VELDRIK
  Medium undead (darakhul), neutral evil
  Armor Class 17 (half plate)
  Hit Points 144 (17d8 + 68)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  14 (+2) 
  18 (+4) 
  16 (+3) 
  20 (+5) 16 (+3)
  Skills Deception +7, Stealth +6
  Saving Throws Con +8
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, 
  exhaustion, poisoned
  Senses darkvision 60 ft., passive 
  Perception 15
  Languages Common, Darakhul, 
  Elvish, Undercommon
  Challenge 10 (5,900 XP)
  Frenzy. Jasna can choose to make three 
  additonal Bite attacks on her turn as a 
  bonus action. If any of these attacks miss, 
  all attacks against Jasna have advantage until 
  the end of her next turn.
  Master of Disguise. While wearing a prepared 
  disguise, Jasna Veldrik has advantage on Charisma 
  (Deception) checks made to pass as a living 
  creature. Veldrik loses the use of Stench while using 
  this ability.
  Spellcasting. Jasna is a 13th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save 17, +9 to hit 
  with spell attacks). She has prepared the following spells:
  Cantrips (at will): guidance, resistance
  1st level (4 slots): command, shield of faith
  2nd level (3 slots): blindness/deafness, hold person
  3rd level (3 slots): bestow curse, dispel magic
  4th level (3 slots): banishment, freedom of movement
  5th level (2 slots): lamestrike, insect plague
  6th level (1 slot): harm
  7th level (1 slot): regenerate
  Stench. Any creature that starts its turn within 5 feet 
  of Veldrik must make a successful DC 16 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. A successful saving throw makes the creature 
  immune to the stench for 24 hours.
  Sunlight Sensitivity. Veldrik has disadvantage on Wisdom 
  (Perception) checks that rely on sight and on attack rolls 
  while she or the object she is trying to see or attack is in 
  direct sunlight.
  Turning Deiance. Veldrick and any ghouls or ghasts
  within 30 feet of her have advantage on saving throws 
  against effects that turn undead. 
  ACTIONS
  Multiattack. Jasna makes two claw attacks and one bite 
  attack. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage. If the target 
  
  49
  creed of all fleSh
  Spread mainly through bite wounds, this rare disease 
  makes itself known within 24 hours by switly 
  debilitating the infected. A creature so alicted must 
  make a DC 17 Constitution saving throw ater every 
  long rest. On a failed saving throw the victim takes 
  14 (4d6) necrotic damage, and its hit point maximum 
  is reduced by an amount equal to the damage taken. 
  his reduction can’t be removed until the victim 
  recovers from darakhul fever, and even then only 
  by greater restoration or similar magic. he victim 
  recovers from the disease by making successful saving 
  throws on two consecutive days. Greater restoration 
  cures the disease; lesser restoration allows the victim 
  to make the daily Constitution check with advantage.
  Darakhul Fever
  is a creature other than an undead, it must make a 
  successful DC 16 Constitution saving throw or be 
  paralyzed for 1 minute. A paralyzed target repeats the 
  saving throw at the end of its turn, ending the effect 
  on a success. If a humanoid creature is paralyzed for 
  more than 2 rounds, consecutive or nonconsecutive, the 
  creature contracts darakhul fever.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d10 + 3) piercing damage plus 9 (2d8) 
  necrotic damage. In addition, a humanoid target must 
  make a successful DC 16 Constitution saving throw or 
  contract darakhul fever.
  Jasna is high priestess of the Ravening Adherents 
  and the spiritual leader and political face of the 
  Creed of All Flesh. She spends much of her time 
  coordinating the cult’s activities within the capital 
  city of the darakhul (Darakhan the White City, for 
  those using the Midgard Campaign Setting). She 
  maintains a civil working relationship with Kazimr 
  Ernis, but feels that he and his necrophagi do not 
  show proper devotion to Vardesain. Nevertheless, 
  she values their contributions to the Creed and the 
  strength they provide her sect. Zadina Valgyt is 
  a valued treasure in Jasna’s eyes, and her inspired 
  performances are just what the cult needs to draw 
  new members. Jasna’s interest in Zadina strays into 
  the romantic, but until the performance eater makes 
  the transition to darakhul, the cleric is content to 
  admire her from afar. Jasna still resembles the tall 
  and pale elf she once was, but her features have a 
  much more feral cast to them. She wears the red-
  and-white robes of a cleric of Vardesain over her 
  armor, and an elaborate headdress of bone sits atop 
  her waist-length, glossy black hair.
  KASIMIR ERNIS
  Small undead (darakhul), neutral evil
  Armor Class 15 (17 with mage armor)
  Hit Points 93 (17d6 + 34)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  16 (+3) 
  14 (+2) 
  20 (+5) 
  13 (+1) 
  15 (+2)
  Saving Throws Con +7
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal, Common, Draconic, Dwarvish, 
  Gnomish
  Challenge 13 (10,000 XP)
  Master of Disguise. While wearing a prepared disguise, 
  Ernis has advantage on Charisma (Deception) checks 
  made to pass as a living creature. He loses the use of 
  Stench while using this ability.
   Primarily spread among humanoids, the disease can 
  afect ogres, and therefore other giants may be susceptible.
   If the infected creature dies while infected with 
  darakhul fever, roll 1d20, add the character’s current 
  Constitution modiier, and ind the result on the 
  Adjustment Table to determine what undead form the 
  victim’s body rises in.
  ADJUSTMENT TABLE
  Roll 
  Result
  1–9 
  None; victim is simply dead
  10–16 
  Ghoul
  17–20 
  Ghast
  21+ 
  Darakhul
  
  50
  Spellcasting. Ernis is a 14th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save 18, +10 
  to hit with spell attacks). He has the following spells 
  prepared:
  Cantrips (at will): chill touch, light, mage hand, poison 
  spray, ray of frost
  1st level (4 slots): charm person, color spray, mage 
  armor, magic missile, witch bolt
  2nd level (3 slots): darkness, misty step, ray of 
  enfeeblement
  3rd level (3 slots): animate dead, counterspell, ireball
  4th level (3 slots): blight, confusion, phantasmal killer
  5th level (2 slots): arcane hand, dominate person
  6th level (1 slot): chain lightning, create undead
  7th level (1 slot): prismatic spray
  Stench. Any creature that starts its turn within 5 feet of 
  Ernis must make a successful DC 15 Constitution saving 
  throw or be poisoned until the start of its next turn. A 
  successful saving throw makes the creature immune to 
  the stench for 24 hours.
  Sunlight Sensitivity. Ernis has disadvantage on Wisdom 
  (Perception) checks that rely on sight and on attack rolls 
  while he or the object he is trying to see or attack is in 
  direct sunlight.
  Turning Deiance. Ernis and any ghouls or ghasts within
  30 feet of him have advantage on saving throws against 
  effects that turn undead. 
  ACTIONS
  Multiattack. Ernis makes two claw attacks. If he makes a 
  bite attack instead, he can cast a spell as a bonus action.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d8 + 3) slashing damage, and the target 
  must make a successful DC 15 Constitution saving throw 
  or be paralyzed for 1 minute. A paralyzed target repeats 
  the saving throw at the end of its turn, ending the effect 
  on a success. If a humanoid creature is paralyzed for 
  more than 2 rounds, consecutive or nonconsecutive, the 
  creature contracts darakhul fever.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d10 + 3) piercing damage plus 9 (2d8) 
  necrotic damage, and Ernis gains temporary hit points 
  equalling the creature's Constitution modiier (minimum 
  of 1). The creature must also make a successful DC 15 
  Constitution saving throw or contract darakhul fever.
  Kazimir Ernis leads the Virtutim Carnis, a cabal 
  of necrophagi that serves the Creed of All Flesh. 
  hey serve as the inancial arm of the cult. he 
  necrophagi ofer their spellcasting services and 
  crated items for coin. heir studies into the arcane 
  power unlocked by devouring humanoid lesh are 
  of interest to many necromancers and wizard guilds 
  throughout the world, and the Virtutim Carnis ofer 
  nominal amounts of information and research in 
  exchange for hety fees. Kazimir himself is quiet 
  and reserved, content to stay silent and observe 
  during cult proceedings unless directly asked for his 
  input. He does not launt his wealth, accessorizing 
  with only a simple skullcap and his chain of oice. 
  His black robes are well tailored but simple and 
  unassuming. he bald, clean-shaven darakhul 
  gnome has a calm demeanor, but if he is provoked, 
  he is masterful at subtle threats and not above a 
  gory, violent act to provide an example to others of 
  what happens if he is crossed.
  
  51
  creed of all fleSh
  ZADINA VALGYT
  Medium humanoid (human), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 104 (16d8 + 48)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  8 (‒1) 
  20 (+5)
  Skills Perception +2, Performance +8
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Dwarvish, Elvish, Undercommon 
  Challenge 5 (1,800 XP)
  Potion of Speed. Valgyt has one potion of speed, which 
  she drinks as a bonus action on the irst round of 
  combat. 
  Regeneration. Valgyt regains 3 hit points at the start of 
  her turn if she has at least 1 hit point. This trait doesn't 
  function if for some reason Valgyt hasn't eaten human 
  ﬂesh within the previous 24 hours.
  Unatural Knowledge. Valgyt has grim mastery of the 
  humanoid anatomy. She does an additional 5 damage 
  whenever she makes a successful melee weapon attack 
  against a humanoid creature. This bonus is already 
  added to her attacks below. If her target is not a 
  humanoid, reduce the damage by 5.
  ACTIONS
  Multiattack. Valgyt makes two rapier attacks.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (1d8 + 9) piercing damage.
  Cannibal’s Flourish (1/day). Valgyt licks the blood from 
  her rapier. All creatures that have been hit by her 
  rapier in this combat and that can see her must make 
  successful DC 16 Wisdom saving throws or be frightened 
  of Valgyt until the end of their next turn. Valgyt gains 
  3 temporary hit points for each creature that failed the 
  saving throw, her regeneration increases to 5 hit points 
  per round for 1 minute, and she has advantage on rapier 
  attacks until the end of her next turn.
  REACTIONS
  Fencer's Dance. When a melee weapon attack misses 
  Valgyt, she can either make a rapier attack against the 
  enemy that missed her or move up to her speed without 
  triggering opportunity attacks.
  Zadina Valgyt is head of the Guild of Performance 
  Eaters. A relatively recent diversion in the capital city 
  of the ghoul kingdom (Darakhan the White City), 
  this particularly gruesome form of entertainment 
  is rapidly gaining popularity among the darakhul 
  and spreading among the jaded and corrupt in the 
  lands of the living as well. A performance eating 
  involves one or more living captives that are slowly 
  and artistically devoured alive while an audience 
  looks on. he trick is to keep these unfortunate 
  victims alive as long as possible while maintaining 
  the performance. Zadina is the prima donna of 
  
  52
  this dark entertainment. Her exhibitions are highly 
  attended and the darakhul nobility oten call upon 
  her for private performances. Zadina’s favorite 
  performances are not for the undead, however, 
  but the living. Many attendants are apathetic souls 
  looking for elusive thrills, but she knows that some 
  have a similar hunger to her own kindling inside 
  them, and she believes that her shows are the perfect 
  catalyst to awaken such forbidden desires and draw 
  new adherents to the Creed of All Flesh. Zadina is 
  most oten seen in her performance gear: an alluring 
  outit of bleached white leather and red silks, a belt 
  adorned with instruments to both harm and heal, 
  and an ivory half-mask that hides her features.
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing the Creed 
  of All Flesh as adversaries in your campaign. hey 
  can be the enemies in a single adventure or returning 
  enemies in an extended campaign, pitting the PCs 
  against the rising threat of the ghoulish cultists and 
  their unsated desire for their forbidden food.
  LEVELS 1–3
  A local cleric who operates a charity for the destitute 
  in a local city contacts the PCs. She is concerned 
  that several of her regulars have stopped coming 
  around in recent weeks. Queries to local law 
  enforcement have been met with platitudes, but no 
  oicial investigation is underway. She appeals to the 
  PCs’ better natures, in hope they are compassionate 
  enough to assist her. If not, she attempts to sway them 
  by ofering discounted services from her temple. 
  However, the PCs can ind no signs of foul play. One 
  homeless man swears he saw one of the missing 
  while begging in the Merchants’ Quarter. he missing 
  woman was dressed in inery and accompanied by 
  servants in red and white livery. 
  Following up this lead reveals that the missing 
  persons are indeed alive and well. Very well, in fact, 
  as they are living in a townhouse in that quarter, 
  guests of a group known as the Procurers. No one 
  knows much about the Procurers except some 
  obscure religious ties. he Procurers do not talk 
  about themselves, but artful diplomacy, violent 
  interrogation, or magical means compels one to 
  admit they serve a god known as the Father of 
  the High Feast. Approaching the missing persons 
  shows they are perfectly happy with their current 
  situation and unwilling to leave. hey were told 
  they are chosen of this new god, destined to 
  enjoy a pampered lifestyle. Only investigation of 
  the townhouse will reveal the Procurers darker 
  motives—they are grooming these people as the 
  fatted calves for a cannibalistic feast. Should the PCs 
  not pursue the matter, have a frightened “guest” ind 
  them ater escaping, revealing the horrible fate of 
  another of the “chosen,” perhaps with the Procurers 
  right on his heels.
  A local disappears from a nearby eating 
  establishment. he PCs have become regular 
  patrons of a roadhouse or inn either by preference 
  or convenience. he proprietor is known for his 
  excellent stews and smoked sausages. hen, an 
  incident throws suspicion upon the establishment. 
  he PCs might even be indirectly involved. For 
  example, they make enemies of a person of some 
  inluence in the area, who makes trouble for them. 
  he innkeeper who has taken a liking to the PCs 
  as customers, assures them he can take care of the 
  problem, ater which their enemy simply disappears 
  without a trace. If approached, the innkeeper 
  simply tells them not to worry; they won’t be seeing 
  their antagonist again. he innkeeper is associated 
  with the Ravening Adherents, and specializes in 
  procuring meat for their rituals. He has also taken 
  to keeping select pieces for himself, not wishing to 
  waste such delicacies on his customers—unless the 
  GM feels particularly cruel. Alternatively, the horror 
  can be mitigated if the PCs discover the innkeeper 
  uses his pigs to dispose of bones and bodies. 
  he Creed of All Flesh targets the PCs from the 
  outset. his works especially well for groups that 
  contain one or more characters who are of exotic 
  races, as the performance eaters seek a unique 
  specimen for one of their pieces of culinary 
  performance art. hey send Procurers—minions 
  trained to capture those whose lesh the Creed 
  desires—to capture the PC alive to transport to 
  the site of the next performance. Alternatively, the 
  
  53
  creed of all fleSh
  signals an attack and attempts to kill the rescue 
  party. Meanwhile, other members of the cult slip 
  into the now undermanned fort in an attempt to 
  take it for their own and stock up its larder with 
  fresh meat to last the winter. he PCs may be part 
  of the rescue party or defending the fort, but either 
  way must ight to completely rout the cultists.
  he crypt of a local family of wealthy merchants 
  was recently robbed. Strangely, the body interred 
  there is missing along with the grave goods. he 
  merchant ofers a princely sum to anyone who inds 
  and returns his late wife’s remains. Investigation 
  eventually leads to the grave robbers, who swear 
  that the sarcophagus was empty when they opened 
  it. If the PCs think to question the priest in charge 
  Virtutim Carnis may desire a person of a particular 
  race or sorcerous bloodline to extract power from 
  its blood and lesh. Again, this could result in an 
  abduction, or perhaps a performance eater is sent 
  to deal with the group and extract whatever parts 
  the necrophagi require. he Ravening Adherents 
  might have a holy feast planned and want a 
  particular PC (or PCs) as the main course. his 
  changes the dynamic and puts the adventurers on 
  the defensive against an unknown enemy. his could 
  be a one-time encounter, ending with the defeat of 
  their pursuers, or be the opening act for a recurring 
  villain over the course of the campaign.
  LEVELS 4–6
  he PCs stumble upon madness and horror while 
  traveling. Lost and seeking shelter during a terrible 
  storm, the PCs come across an old, decrepit inn 
  along a mountain road. Lights indicate that the place 
  is still in business and the only apparent shelter 
  from nature’s wrath. he current residents of the 
  inn are not expecting company apart from the band 
  of Creed adherents there to present a performance 
  eating to them. he family that runs the inn resorted 
  to cannibalism to survive during an excruciatingly 
  bad winter and the temptation to taste such lesh 
  again has the Creed courting them with a tantalizing 
  display. If the intended victims are lucky, the PCs 
  will discover that things here are out of the ordinary 
  and put a stop to things before anyone dies—or 
  perhaps the cannibals decide that the PCs should be 
  added to the menu.
  he PCs are lured into an ambush under the 
  guise of a mission of mercy. he heroes are 
  wintering in an outpost on the frontier either 
  as visitors or mercenary troops. he gates 
  are opened to admit a haggard woman 
  who claims to be the only survivor of 
  a group of settlers attacked by raiders. 
  She asks for help in returning to her 
  homestead to gather her family’s bodies 
  and any remaining items of value. hose 
  that go with her ind a grisly scene upon 
  arrival: the remnants of slaughtered and 
  apparently devoured people. he woman, a 
  secret member of the Creed of All Flesh, 
  
  54
  of the cemetery, or check other recent interments, 
  they soon discover that none of the bodies of the 
  wealthy buried in the last year ever made it to their 
  coins. he cleric lees into the catacombs beneath 
  the city, where a group of cultists of the Creed of All 
  Flesh reside. hey pay the cleric well for choice meat 
  to place upon their unholy feasting tables. He eased 
  his conscience by turning over the bodies of those 
  nobility he considered impious or unworthy of his 
  deity’s attentions. he grave goods that accompanied 
  the bodies are packed carefully into chests for later 
  shipment to the cult’s treasury.
  LEVELS 7–9
  Hunters become the hunted. Traveling through 
  foreign lands, the PCs hear horns sounding in the 
  distance, but closing fast, as if a hunting party were 
  approaching. Strangely absent, however, is the 
  baying of hounds that normally accompany such a 
  hunt. When the hunters’ quarry stumbles from the 
  trees, the PCs ind that the prey is humanoid. he 
  person is too panicked and exhausted to provide 
  explanation, and desires only to lee. he pursuing 
  “hounds” eventually arrive and anyone in the area, 
  whether the original quarry or the PCs, are set upon 
  by a pack of hungry, undead mastifs. Soon ater, the 
  hunt masters arrive on the scene: a pair of darakhul 
  nobles riding skeletal horses, followed by their ghoul 
  servants. Should the undead be defeated and the 
  original quarry survives, he tells the PCs how he was 
  captured and held for this hunt in a nearby manor 
  house, where a group of strange cultists await to 
  prepare a magniicent feast for the darakhul nobles 
  in gratitude for their monetary and moral support.
  Caravan raiders seek something other than trade 
  goods. he PCs are guarding, or perhaps simply 
  traveling with, a caravan. While the caravan is 
  moving through a high mountain pass, it is attacked 
  by a group of ierce dwarven barbarians, mounted 
  on great boars with tusks stained in old blood. he 
  attackers do not attempt to take anything from the 
  wagons or pack animals. Instead, they gather up any 
  fallen defenders—dead or otherwise—and lee with 
  them back into the mountains. If the PCs choose not 
  to pursue, then the caravan is attacked again, and 
  again, with the raiders making of with bodies and 
  the wounded. Should they track the pursuers back 
  to their home, they ind evidence of (or depending 
  upon their timing, a witness to) a horriic feast made 
  of the bodies of the missing, as well as a temple to 
  Vardesain, where choice captives are being held for 
  ritual sacriice.
  he PCs ind themselves lost in the mountains. 
  Signs of large numbers of hostile humanoids are 
  everywhere and there is evidence of a scouting party 
  trailing them. Seeking solace or a narrow pass where 
  they can face their myriad enemies but a few at a 
  time, the PCs press up a trail and ind themselves at 
  the entrance to a small valley. Symbols of a dwarven 
  clan mark the pass. Surprisingly, their pursuers 
  fall back, despite the dwarven settlement being 
  small and surely outnumbered by the troops the 
  local humanoid tribes could bring to bear. Still, the 
  walled village is secure and warm, and the dwarves 
  are welcoming if a bit stoic. hey insist on ofering 
  the PCs all the hospitality due guests of their clan, 
  and the PCs are treated to a rich feast and as much 
  drink as they can handle. However, this particular 
  dwarven clan is a group of practicing cannibals 
  and adherents to the Creed of All Flesh. According 
  to their traditions, acceptance of their hospitality 
  means the PCs are marked as their next meal and 
  the dwarves wait for the opportune time to take axe 
  and knife to the PCs, likely when the heroes are at 
  their most relaxed and vulnerable.
  LEVELS 10–12
  A city that thrives on trade and commerce has 
  announced a “day of amnesty.” Assorted criminals, 
  ranging from pickpockets and muggers to burglars 
  and embezzlers are released from prison, but they 
  are not free. heir sentences have been commuted to 
  indentured servitude to a religious group, which has 
  provided the city with a generous donation to their 
  cofers in exchange for the cheap labor. he payment 
  is sizeable and saves the city the considerably 
  larger cost of their incarceration. he council of 
  guildmasters who run the city was unanimous in 
  this decision, save one naysayer. hat particular 
  person is suspicious of the circumstances and would 
  like the PCs to shadow these religious pilgrims and 
  ind out what they intend to do with the prisoners. 
  
  55
  creed of all fleSh
  he religious group in question is the Creed of All 
  Flesh, who tell their new charges that their sins will 
  be expunged upon completion of the great banquet 
  in honor of the Father of the High Feast. hey fail to 
  mention the prisoners will provide the meat. If the 
  PCs ind this out, they have a choice. Unless they 
  truly believe that death is a deserving sentence for 
  such crimes, they must devise a rescue. he lingering 
  question remains of whether anyone on the council 
  knew about it and was in collusion with the cult.
  he PCs are alerted to the presence of a “lesh farm.” 
  Humans, elves, and other humanoids are kept in a 
  large compound and raised as food for the undead. 
  Perhaps an escapee tells the tale of her former gilded 
  cage. hey might receive word from a merchant who 
  provides supplies to the place; he became suspicious 
  and hired spies to determine what the place is and 
  why the undead needed so many supplies they 
  themselves would not use. Whatever the case, 
  someone wants the compound shut down for good 
  and those held within freed from captivity and their 
  cruel fate at the hands of the Creed of All Flesh. his 
  will be a diicult task. he darakhul prize their lesh 
  farm, which is guarded with competent warriors and 
  festrog “hounds.” Convincing some of the prisoners 
  to leave may also prove diicult. Some are captured 
  and brought to the lesh farm to be held until 
  bought. Others are raised from childhood or even 
  infancy, taught that they have a great destiny ahead 
  of them if they obey and will be denied nothing 
  until that time. hese “destined” aren’t likely to want 
  to be rescued and may even assist the darakhul by 
  warning them of intruders.
  he powers that be within the city wish to be rid of 
  a particularly obnoxious and abhorrent nobleman. 
  His estates are within the city limits and he is wealthy 
  and well connected with various merchants in town. 
  His excesses and debaucheries are local legend and 
  his public presence at various state afairs have been 
  cause for great embarrassment on behalf of the city. 
  Many local leaders, both secular and religious, would 
  like him gone, but while the noble is a blot of shame 
  on the city, he has done nothing illegal, at least not 
  publicly. hey would like someone to dig into the 
  noble’s personal afairs and ind proof of activities 
  that could see him jailed or, better yet, sent into exile. 
  he PCs are hired to ingratiate themselves to the 
  nobleman and worm their way into his inner circle. 
  his takes time and exposes the PCs to all manner 
  of unseemly activities the jaded noble partakes 
  in. Eventually, they are invited to an exclusive 
  performance by a mysterious artist who the noble 
  is particularly excited to host. he guest list is 
  selective and security is heightened for the event. 
  he nobleman shows more enthusiasm than the PCs 
  have ever seen, as usually even the most debauched 
  activity barely stirs any passion within the man. When 
  the night of the performance arrives, the assembled 
  guests are treated to a night of performance eating, 
  perhaps even a show from the infamous Zadina 
  Valgyt. How the night goes depends on the actions of 
  the PCs. Perhaps they can discover the secret before 
  the performance, free the intended victims and escape 
  with evidence. Or they may be moved to intervene 
  during the performance, causing the outraged 
  nobleman to have his guards attack them, with Zadina 
  and her entourage surely joining the ight.
  LEVELS 13–15
  As either part of a personal vendetta or as agents 
  of forces for good, the PCs are sent to cut the head 
  of the snake and end the depredations of the Creed 
  of All Flesh. hey have been tasked with destroying 
  the cult’s leaders in the hopes that the Creed will 
  fall apart without them in command. he irst task 
  is to remove their primary means of recruitment, 
  Zadina Valgyt and her performance eaters. hey are 
  encouraged to ind her when she is plying her trade 
  in lands outside the darakhul empire. Perhaps they 
  can iniltrate an exclusive performance (such as the 
  one described in the Level 10‒12 adventure hooks 
  above). In addition to the head of the Performance 
  Eaters Guild, the PCs will have to contend with other 
  performance eaters providing supporting cast for the 
  show, the bodyguards of Zadina’s troupe, and noncult 
  allies that lend a hand (such as the nobleman’s guards 
  mentioned above). Zadina is outraged at such an 
  interruption, even as she anticipates the thrill of fresh 
  meat to butcher. Should the battle go wrong, she 
  attempts to lee and make her way back to the other 
  leaders of the Creed to inform them of their enemies’ 
  attentions and possible intentions.
  
  56
  he next step is to remove Kazimir Ernis from his 
  leadership of the Virtutim Carnis. While he remains 
  in charge, Virtutim Carnis continues to lend support 
  to the Creed of All Flesh. Not all the necrophagi are 
  content with their ties to the cult however, as some 
  favor a secular approach to leadership or at least 
  adherence to the main church of Vardesain. hrough 
  various means of espionage (which optionally 
  may be performed by the PCs), it is discovered 
  that Kazimir and a coterie of loyal necrophagi are 
  traveling to meet with the wizard’s guild of a distant 
  city, stopping along the way to visit other associates 
  and allies. he PCs can search for an ideal spot 
  somewhere on the route from which to stage an 
  ambush. If they kill Kazimir and as many of his 
  cohorts as possible, the Virtutum Carnis withdraws 
  its support of the Creed of All Flesh. Kazimir travels 
  with a number of lesser necrophagi and a contingent 
  of darakhul guards, who ride skeletal horses as 
  mounts. He also has the services of a glabrezu 
  demon. If he can, Kazimir escapes and make his way 
  back to the Creed’s main temple, warning Jasna that 
  foes are rallying against them.
  he inal task ahead of the PCs is to cut out the 
  heart of the Creed of All Flesh: its high priest, Jasna 
  Veldrik. his takes the adventurers to the center of the 
  darakhul empire. While daunting, the ruling darakhul, 
  which includes the orthodox church of Vardesain, 
  are inclined to allow this, as they feel the Creed is 
  gaining too much political power to be trusted. he 
  PCs are given implicit permission to conduct their 
  mission, as long as it is done with precision and 
  discretion. Should they make a mess of things or bring 
  embarrassment upon the darakhul leadership, they 
  will likely never leave the empire alive. 
  The Creed of All Flesh in Midgard 
  he power center of the Creed of All Flesh resides 
  in Darakhan, the capitol of the Ghoul Imperium. 
  he cult is a recognized but unoicial sect of 
  Vardesain. As such, it operates with relative 
  freedom within the White City, although the 
  oicial church of Vardesain keeps a close watch on 
  them. Small branches of the cult have a presence in 
  most other major settlements in the Imperium.  
   
  hen there are the missionaries who go abroad 
  in the world seeking those whose secret hungers 
  draw them to the Creed. Most missionary groups 
  operate in the Cloudwall Mountains, Morgau, and 
  Duresh. Others are rumored to seek converts in 
  the Seven Cities, and even the far-lung Dragon 
  Empire. It is said that they have made signiicant 
  headway with certain clans of Northland dwarves, 
  where cruel, unspeakable things are done to 
  survive incredibly harsh winters. Reports of 
  roaming bands of cannibal dwarven berserkers 
  mounted on lesh-eating boars only serve to 
  conirm these rumors.
  he Creed focuses much of its time and 
  attention on large urban centers, where they 
  can ind the powerful who are both jaded and 
  yet desperate, yearning for something new and 
  exciting in life while they dread its inevitable 
  end. he performance eaters make their strongest 
  appeal to such world-weary folk. he hungry and 
  desperate, those who look for satiation and power 
  to rise beyond their circumstances, can also be 
  found within large cities. he Ravening Adherents 
  ofer surcease from hunger and poverty with the 
  promise of power everlasting and food to gratify 
  an ever-growing hunger.
  While the Creed of All Flesh is irmly rooted 
  in the Northlands, it is easily adapted or exported 
  to the Southlands. In this instance, the Creed 
  recognizes that the demon lord Mechuiti is a mask 
  of Vardesain and would work to help free the 
  demon lord from his island prison. Performance 
  eating could be a specialized ritual intended to 
  siphon the energy of both the performance and the 
  crowd’s emotional response to weaken the bonds 
  of Mechuiti’s prison. he ranks of the Creed of All 
  Flesh could include the Bhetu, as well as ghouls or 
  darakhul converted from the Bhetu’s ranks. he 
  cult could even be based on the island itself, or in 
  a coastal city within several days sailing distance, 
  perhaps with a secret lair under the docks guarded 
  by ghast dire apes.
  
  57
  creed of all fleSh
  he Creed’s temple is well guarded, but they 
  are about to conduct a high ritual on the night of 
  the new moon and the temple is very active with 
  servants. Distractions abound as visitors attend 
  the ceremony, bringing shipments of goods, which 
  include humanoids slated for sacriice and as food 
  for the feast following the ritual. he PCs can slip in 
  disguised as guests. Alternatively, they can arrange 
  for their gear to be delivered as part of a shipment 
  while they iniltrate the temple openly as potential 
  sacriices, should they wish to trust the darakhul 
  government to assist them. Whichever method they 
  exploit, Jasna has her two co-leaders with her (if they 
  survived previous attacks) during the ritual as well 
  as the feast aterward. Even without her allies, Jasna 
  is ready for trouble. he ritual demands a massive 
  amount of lesh and blood sacriice. Should it 
  succeed, a gargantuan black pudding (140 hit points) 
  is called into existence and Jasna has enough control 
  over it to send it ater her enemies. She may even 
  have loyal cult agents hidden among the worshipers 
  as a contingency against troublemakers.
  cultiStS of the creed  
  of all fleSh
  he followers of the Creed of All Flesh draw their 
  power from the consumption of other intelligent 
  beings. hey tear down their foes to build 
  themselves up. Members of the cult are a terrible, 
  feral force that both intimidates and overwhelms 
  foes. he following NPCs can be used as cultist 
  minions, intermediaries, and lower-level leaders to 
  provide suitable enemies for the PCs as they strive 
  against the Creed of All Flesh.
  PROCURER 
  Medium humanoid (any race), chaotic evil
  Armor Class 14 (chain shirt)
  Hit Points 26 (4d8 + 8)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  13 (+1) 
  14 (+2) 
  11 (+0) 
  12 (+1) 13 (+1)
  Senses passive Perception 11
  Languages Common 
  Challenge 1/4 (50 XP)
  Frenzy. Immediately after the procurer irst damages an 
  opponent, he or she goes into a blood frenzy lasting 1 
  minute. While frenzied, the procurer adds 3 damage to 
  successful weapon attacks. 
  ACTIONS
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Procurers are members of the cult tasked with 
  gathering suitable victims for the cult’s rituals, 
  magical research, and performance feasts. hey are 
  infused with power from the cannibalistic rituals of 
  which they partake, but also possess a dire hunger 
  that must be satiated. Procurers can be found 
  operating alone or in groups of up to eight or more 
  for large operations.
  CREED NECROPHAGUS
  Large humanoid, chaotic evil
  Armor Class 16 (half plate)
  Hit Points 52 (7d10 + 14)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 
  12 (+1) 
  15 (+2) 
  8 (‒1) 
  9 (‒1) 
  8 (‒1)
  Skills Perception +1
  Senses passive Perception 11
  Languages Common, Draconic, Dwarvish, Elvish, 
  Undercommon
  Challenge 4 (1,100 XP)
  King of the Hill. The Creed necrophagus has advantage 
  on bite attacks while it's within 5 feet of its conjured 
  mound of corpses (see Corpses of My Victims), and it 
  gains twice as many temporary hit points when those 
  attacks hit.
  ACTIONS
  Multiattack. The Creed necrophagus makes two bite 
  attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (3d8 + 4) piercing damage and the Creed 
  
  58
  necrophagus gains temporary hit points equalling the 
  creature's Constitution modiier (minimum of 1). 
  Putrescent Chunks of Flesh. Ranged Weapon Attack: +6 
  to hit, range 60 ft., one or two targets. Hit: 13 (2d8 + 4) 
  bludgeoning damage plus 11 (2d10) poison damage and 
  the target becomes poisoned for 1 minute. A poisoned 
  creature makes a DC 12 Constitution saving throw at the 
  end of its turn, ending the effect on a success.
  Corpses of My Victims (recharge 6). The Creed 
  necrophagus conjures a mound of gnashing corpses. 
  The mound is 10 feet square and 5 feet high. It appears 
  in an empty space within 5 feet of the necrophagus. 
  An enemy that starts its turn adjacent to the mound or 
  moves adjacent during its turn must make a successful 
  DC 14 Dexterity saving throw or take 7 (2d6) piercing 
  damage plus 9 (2d8) poison damage from the ravenous, 
  gnashing corpses. The mound disappears after 1 minute.
  his initiate of the Virtutim Carnis has learned to 
  harness power from cannibalizing the lesh of others. 
  Vast physical changes have also occurred from his 
  rapacious appetite, warping the necrophagus into a 
  towering, obese horror. Hoping to one day undergo 
  the transformation into a darakhul, the necrophagus 
  serves the cult’s interests in order to advance his own 
  power. A necrophagus can be encountered alone or 
  traveling with up to a dozen procurers as attendants 
  and underlings. If the necrophagus intends harm 
  and isn’t picky about the company, he can instead 
  command a patrol of ghouls and ghasts.
  maGic itemS
  he Creed of All Flesh doesn't explicitly seek magical 
  power, knowledge, or items. It certainly recognizes 
  their usefulness, however, and it has a few magic 
  items crated for its speciic, grisly purposes.
  BROTH OF NEEDFUL FORTITUDE
  Potion, rare
  his rich stock brewed from the lesh and bones of 
  humanoids is kept sealed in an earthenware jar. When 
  drunk, it removes 2 levels of exhaustion and provides 
  advantage on saving throws against disease, poison, 
  and environmental efects for 8 hours. If drunk by an 
  undead creature, it heals 10 (3d6 + 1) hit points.
  CONSUMING ROD
  Weapon (mace), very rare (requires attunement)
  his bone rod is crated from a 
  humanoid femur. One end is 
  carved to resemble a ghoulish 
  face, its mouth open wide and 
  full of sharp fangs. he rod has 
  8 charges, and it recovers 1d6 + 2 
  charges daily at dawn. 
  he consuming rod functions 
  as a +1 mace of biting. When it 
  hits a creature, the mace's mouth 
  stretches gruesomely wide and bites 
  the target, adding 3 (1d6) piercing 
  damage to the attack. If the rod's 
  wielder then expends 1 charge, he 
  or she regains hit points equal to 
  the piercing damage. 
  
  59
  creed of all fleSh
  he rod can attempt to swallow a Medium or 
  smaller creature it has just bitten. his costs 5 charges, 
  whether or not the attempt succeeds. he target must 
  make a successful DC 14 Dexterity saving throw 
  or be drawn down the mouth of the rod, ending 
  up in an extra-dimensional space where it remains 
  incapacitated until the rod's wielder uses an action 
  to command the rod to regurgitate the creature. he 
  rod automatically regurgitates a trapped creature at 
  dawn when it regains charges. A regurgitated creature 
  reappears prone, within 5 feet of the rod.
  JERKY OF DESPERATE STRENGTH
  Wondrous Item, rare
  his long, thin strip of cured, dried meat was taken 
  from the thigh of a humanoid creature. Eating the 
  jerky restores 12 hit points. If a creature already 
  has maximum hit points before eating the jerky, 
  the meat provides a boost of vigor: the eater has 
  advantage on Strength and Dexterity skill checks for 
  the next hour. Consuming multiple pieces of jerky 
  doesn't increase the bonus, but each extra strip of 
  jerky extends the duration of the efect by 1 hour. If 
  it's eaten by an undead creature, the jerky instead 
  grants advantage on grappling attacks and on checks 
  made as part of an escape contest for 1 minute.
  PÂTÉ OF COMPLACENT PURPOSE
  Wondrous Item, rare
  his paste of inely chopped liver and fat was made 
  from the remains of a humanoid. It is commonly 
  stored in waxed paper or a small covered bowl. When 
  eaten, it provides advantage on Intelligence and 
  Charisma skill checks for the next hour. If eaten by 
  an undead creature, the pâté of complacent purpose 
  instead grants a +1 increase to the creature's spell save 
  DC and spell attack bonus for 1 hour.
  TOME OF BOUND FLESH
  Wondrous Item, very rare (requires attunement by  
  a spellcaster)
  his book is painstakingly crated from humanoid 
  lesh. Its ragged-edged pages are inely made from 
  humanoid skin, inked in blood, and stitched with 
  sinew. he leather cover oten displays a humanoid 
  face on its front or is decorated with tattoos, brands, 
  or ritual scars.
  A tome of bound lesh contains a wealth of 
  information about humanoid anatomy. A creature 
  who consults the tome has advantage on any checks 
  made within 1 hour to extract information from 
  humanoid creatures by torture. It also provides 
  advantage on Medicine checks on humanoid creatures 
  for the same time. he tome can be consulted 1/day. 
  he owner of the tome also has one extra spell slot 
  of his or her highest spell level per day. In addition, the 
  owner can invoke the tome's power 1/day to boost the 
  power of a necromancy spell. he spell takes efect as 
  if it were cast with a slot one level higher than the slot 
  actually used. he tome doesn't need to be physically 
  with the owner when these beneits are used. 
  monSter
  he Creed of All Flesh creates horriic, intelligent, 
  undead mounts for its most prestigious guardians.
  GHOULSTEED
  NE Large undead
  Armor Class 13 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  10 (+0) 
  16 (+3) 
  6 (‒2) 
  10 (+0) 
  6 (‒2)
  Skills Perception +2
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 3 (700 XP)
  Undead Fortitude. If damage reduces the ghoulsteed to 0 
  hit points, it makes a Constitution saving throw with a DC 
  of 5 + the damage taken, unless the damage is radiant or 
  from a critical hit. On a success, the ghoulsteed drops to 
  1 hit point instead. 
  ACTIONS
  Multiattack. A ghoulsteed makes two bite attacks.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target; Hit: 13 (2d8 + 4) piercing damage and the 
  ghoulsteed gains 5 temporary hit points. It can have 
  a maximum of 10 temporary hit points at one time. If 
  
  60
  the ghoulsteed moved at least 20 feet this turn before 
  making a successful attack, the target creature is also 
  knocked prone.
  Sprint (recharge 6). When the ghoulsteed dashes, it can 
  dash again immediately as a bonus action. 
  Although they're large, run on all fours, and can 
  be ridden as mounts, ghoulsteeds are the undead 
  remains of humanoids. hey're created when a 
  humanoid is killed by massive amounts of negative 
  energy. Ghoulsteeds aren't quite as intelligent as 
  ghouls, but they're much cannier than most creatures 
  give them credit for being. 
  Darakhul prize these undead creatures as mounts. 
  hey're ridden during war and hunts, but sometimes 
  are also trained as guardians for households, 
  businesses, or temples.
  
  61
  doomSpeakerS
  doomSpeakerS
  a
  mong the worst evils in the multiverse are 
  demons and those depraved souls that worship 
  them. Darkest among them are antipaladins, the 
  antithesis of life, hope, and good. he vilest of those 
  are the Doomspeakers, antipaladin champions of 
  demon princes. Inducted into the profane secrets of 
  he Book of Nine Dooms, a corrupt and unholy tome 
  that teaches them to focus their hatred in new ways, 
  these villains practice magic that devours a portion 
  of its caster and wreaks great misery upon their foes. 
  he followers of this entropic order seek nothing less 
  than the destruction and dissolution of all order and 
  light in the world. 
  leaderS, orGanization, 
  and GoalS
  he Doomspeakers, being demon worshipers, 
  are understandably lacking in organization and 
  discipline. he mightiest and most cunning among 
  them retain power over the group for as long as they 
  can hold it. A typical Doomspeaker collective is led 
  by an antipaladin with other cultists under his direct 
  command—oten clerics, but evil wizards, oracles, 
  barbarians, and others swell the cult’s numbers as 
  well. Advancement in the ranks is as much ability 
  as luck and circumstance. Many rise by taking 
  5
  
  62
  advantage of their predecessors’ destruction, and 
  oten they have hands in their demise. Due to this 
  deadly competitive nature, individual cells oten 
  work alone, though they band together in order to 
  succeed in their plans against particularly strong 
  foes. Most factions utilize large numbers of gnolls as 
  shock troops and general minions.
  he goals of the Doomspeakers are nothing less 
  than the goals of their demon masters, though each 
  leader achieves those goals in his own manner. Some 
  favor might and lay waste to their targets with their 
  troops and their own strength of arms. Others prefer 
  guile and subtly work at their enemies, oten sowing 
  paranoia and dissension to fracture their foes, 
  turning them against one another before they sweep 
  in to kill whoever remains. he Doomspeakers are 
  especially feared for their nihilistic tendencies. hose 
  who have learned the dark secrets of he Book of Nine 
  Dooms do not hesitate to harm themselves in order to 
  bring about the destruction of their enemies. 
  he following are examples of Doomspeaker 
  leaders.
  NARN THE CRUCIFIER
  Medium humanoid (human), chaotic evil
  Armor Class 20 (plate armor, shield)
  Hit Points 130 (20d8 + 40)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5)
  12 (+1)
  14 (+2)
  8 (‒1)
  12 (+1)
  16 (+3)
  Saving Throws Str +9, Con +6, Wis +5
  Skills Intimidation +7, Perception +5
  Damage Resistances poison, psychic, radiant
  Condition Immunities charmed, poisoned
  Senses passive Perception 15
  Languages Abyssal, Common, Gnoll
  Challenge 10 (5,900 XP)
  Innate Spellcasting. Narn’s spellcasting ability is 
  Charisma (spell save DC 15). He can cast the following 
  spells innately, requiring only verbal components:
  3/day each: bane, command, protection from evil and 
  good
  1/day each: bestow curse, fear
  Murderous Rage. If Narn makes all three of his war pick 
  attacks against the same creature, he has advantage on 
  all three attack rolls. He can't attack any other target 
  that turn, even if the chosen target is killed by the irst 
  or second attack.
  ACTIONS
  Multiattack. Narn makes three war pick attacks.
  War Pick. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) 
  necrotic damage.
  Devastate (recharge 5‒6). As a bonus action, Narn
  imbues his war pick with infernal magic. All of his war 
  pick attacks do an additional 10 (3d6) necrotic damage 
  per hit until the start of his next turn.
  Doom of Cowardice. Narn utters an unholy word that 
  ripples through the air around him. Every enemy creature 
  within 20 feet of Narn must make a successful DC 15 
  Charisma saving throw or become frightened of Narn 
  and immediately retreat 10 feet away from him. Narn 
  can make a war pick attack against each creature that 
  retreats from within the reach of his war pick (5 feet).
  Narn, called the Cruciier for his favored way of 
  dealing with captured enemies and disloyal minions, 
  is among the most powerful—and certainly the most 
  terrifying—of the Doomspeakers. He operates out of 
  Shadowhold, a dark fortress perched on the edge of 
  a narrow, box canyon in a mountain range that abuts 
  the plains where he recruits his gnoll troops.
  GRUULOK 
  Medium humanoid (gnoll), chaotic evil
  Armor Class 18 (plate armor)
  Hit Points 110 (17d8 + 34)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  14 (+2) 
  14 (+2) 
  8 (‒1) 
  8 (‒1) 
  14 (+2)
  Saving Throws Str +6, Con +5, Wis +2
  Skills Stealth +5, Survival +5
  Condition Immunities charmed
  Senses darkvision 60 ft., passive Perception 9
  Languages Gnoll
  Challenge 7 (2,900 XP)
  
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  doomSpeakerS
  Innate Spellcasting. Gruulok’s spellcasting ability is 
  Charisma (spell save DC 14). He can cast the following 
  spells innately, requiring only verbal components:
  3/day each: bane, command, entangle
  Quiver of the Abyss. Gruulok has advantage on a 
  longbow attack if the target is a creature he's already hit 
  with a previous longbow attack this combat.
  Rampage. When Gruulok reduces a creature to 0 hit 
  points on his turn, he can use a bonus action to move 
  up to half his speed and make another attack.
  ACTIONS
  Multiattack. Gruulok makes two greataxe attacks or two 
  longbow attacks.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d12 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) poison damage.
  Doom of the Blue Pearl (recharge 6). Gruulock gives 
  one creature that can see him within 30 feet an evil 
  look. That creature must make a successful DC 14 
  Constitution saving throw or be restrained. A restrained 
  creature repeats the saving throw at the end of its turn. 
  On a success, the effect ends; on a failure, the creature 
  becomes petriied. A petriied creature can be restored 
  with a greater restoration spell or comparable magic.
  he gnoll Gruulok is a creature of exceptional 
  ferocity and vileness that showed enough promise 
  for the Doomspeakers to indoctrinate him into the 
  mysteries of he Book of Nine Dooms. Gruulok is a 
  ferocious and cunning ighter, preferring ambush 
  tactics against greatly outnumbered or outmatched 
  foes. He is a notorious cannibal with a preference for 
  the lesh of centaurs and hallings. 
  
  64
  KOLYA THE RUINED 
  Medium humanoid (tieling), chaotic evil
  Armor Class 16 (half plate)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  13 (+1) 
  14 (+2) 
  12 (+1) 
  18 (+4) 
  8 (‒1)
  Saving Throws Wis +8
  Condition Immunities charmed, frightened
  Skills Perception +8
  Senses darkvision 60 ft., passive Perception 18
  Languages Abyssal, Common, Gnoll
  Challenge 9 (5,000 XP)
  Spellcasting. Kolya is a 12th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save 16, +8 to hit 
  with spell attacks). She knows the following spells:
  Cantrips (at will): guidance, light, mending, sacred 
  lame, thaumaturgy
  1st level (4 slots): bane, command, inlict wounds, 
  sanctuary
  2nd level (3 slots): blindness/deafness, hold person, 
  silence
  3rd level (3 slots): bestow curse, dispel magic, 
  protection from energy
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith
  5th level (2 slots): lame strike, mass cure wounds 
  6th level (1 slots): blade barrier
  ACTIONS
  Multiattack. Kolya attacks twice with her bone whip.
  Bone Whip. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 
  11 (2d10) necrotic damage, and the target must make 
  a successful DC 13 Constitution saving throw or their 
  maximum number of hit points is reduced by the 
  amount of necrotic damage. A long rest restores the 
  creature’s hit point maximum to normal. Additionally, 
  Kolya gains 5 temporary hit points each time she 
  strikes a creature with her bone whip. She can have no 
  more than 15 temporary hit points at one time.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage 
  plus 7 (2d6) poison damage.
  Doom of the Earthen Maw (1/day). Kolya causes 
  the ground around her to transform into roiling, 
  stone-toothed maws. Any creature within 15 feet of 
  Kolya takes 32 (5d8 + 10) bludgeoning damage, or half 
  damage with a successful DC 16 Dexterity saving throw. 
  The affected area becomes dificult terrain until the end 
  of Kolya’s next turn. Creatures other than Kolya who end 
  their turn in the churning ground are subjected to its 
  effect again.
  Kolya was born with visible traces of demonic taint 
  in her bloodline, which she tried to hide as best she 
  could. In her teens, her secret was discovered while 
  
  65
  doomSpeakerS
  she was traveling through a small frontier town. She 
  was brutally savaged by the townsfolk—disigured 
  and crippled—before being let for dead outside of 
  town. She survived, crawling away to ind an animal 
  den in which to recover. She believes that demons 
  spoke to her during the fever dreams she had then, 
  and perhaps they did. Either way, she was granted 
  abilities that aided in her eventual recovery (though 
  her legs remain damaged, a sacriice for her gits). 
  Her new power allowed her to rise from prey to 
  predator. She attracted a contingent of gnolls drawn 
  to her destructive, violent demeanor. hey visited 
  death upon the deserving, including the town that 
  once brutalized her. She and her gnolls burned it to 
  the ground. In Kolya’s eyes however, all are deserving 
  of death. Eventually, she was recruited by the 
  Doomspeakers, who admired her power, demonic 
  connections, and mercilessness. With her divine gits 
  and the spells learned from he Book of Nine Dooms, 
  she works diligently to carve a bloody path through 
  the world. 
  Kolya wears a copper mask to cover her scarred 
  face, missing nose, and mouth of broken teeth. 
  Only her orange eyes remain visible. he verdigris 
  running from the eyeholes, down over the burnished 
  cheeks, gives the appearance of green tears. Her 
  horns are broken but still visible beneath her mop 
  of unruly brown hair. Her let leg is twisted, and 
  she limps badly on the right, her ankle permanently 
  damaged. When attempting to intimidate and 
  unnerve prisoners and sometimes foes, she removes 
  her mask and exposes her ruined visage, promising 
  to work on the individual until he looks just like her.
  SKERR’ESH
  Medium humanoid (gnoll), chaotic evil
  Armor Class 16 (scale mail)
  Hit Points 150 (20d8 + 60)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  8 (‒1) 
  16 (+3) 
  10 (+0) 
  16 (+3) 
  14 (+2)
  Saving Throws Dex +3, Wis +7, Cha +6
  Senses darkvision 60 ft., passive Perception 13
  Languages Gnoll
  Challenge 8 (3,900 XP)
  Innate Spellcasting. Skerr’esh’s spellcasting ability is 
  Wisdom (spell save DC 15). He can cast the following 
  spells innately, requiring only verbal components:
  1/day each: hold person, mass healing word, shield of 
  faith, spiritual weapon
  Grizzled Veteran (1/day). Upon dropping to 0 hit points, 
  Skerr’esh immediately takes one action or casts a spell.
  Rampage. When Skerr'esh reduces a creature to 0 hit 
  points on his turn, he can use a bonus action to move 
  up to half his speed and make another attack.
  ACTIONS
  Multiattack. Skerr’esh makes two spear attacks.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing 
  damage, or 7 (1d8 + 3) piercing damage if used in 
  melee with two hands, plus 7 (2d6) poison damage.
  Doom of the Exalted Servant (1/day). Skerr’esh invokes 
  the demon lords to infuse himself and his companions 
  with infernal stamina. Skerr’esh and each ally who can 
  hear him within 50 feet have resistance to all damage 
  until the end of Skerr'esh's next turn.
  REACTIONS
  Protect the Pack. When an enemy within 5 feet of 
  Skerr'esh attacks one of Skerr'esh's allies, Skerr'esh 
  makes a spear attack against that enemy. 
  Skerr’esh is an old gnoll, having survived nearly 50 
  years. At full height, he would be over 7 feet tall, but 
  his natural slouch combined with the hunching of 
  old age makes him stand no more than a few inches 
  above 6 feet. he fur on his muzzle and along his 
  shoulders and spine has gone gray. He remains a 
  powerful combatant due to his divine power, though 
  his physical abilities have faded with time. Skerr’esh 
  serves as Kolya’s right hand. He appreciates her 
  subtlety and her well-planned and smartly executed 
  violence. He advises her on her operations, ofering 
  his aged wisdom and practical experience dealing 
  with slaves as well as the political machinations of 
  demon cultists. Skerr’esh keeps several slaves himself, 
  docile body servants to help and comfort him in his 
  advanced age.
  
  66
  ANDORA NAVARRE
  Medium humanoid (half-elf), chaotic evil
  Armor Class 19 (half plate, shield)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  8 (‒1) 
  16 (+3)
  Skills Perception +2, Stealth +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Elvish
  Challenge 6 (2,300 XP)
  Innate Spellcasting. Andora’s spellcasting ability is 
  Charisma (spell save DC 14). She can cast the following 
  spells innately, requiring only verbal components:
  1/day each: charm person, fairie ire, nondetection
  ACTIONS
  Multiattack. Andora attacks twice with her rapier or 
  shortbow.
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) 
  poison damage.
  Shortbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage 
  plus 7 (2d6) poison damage.
  Doom of the Lyricist (recharge 5‒6). Andora sings the
  words to an abyssal song, summoning a shadowy, 
  protective barrier around herself. The barrier absorbs 
  all nonmagical bludgeoning, piercing, and slashing 
  damage that would otherwise hit Andora, up to a 
  maximum of 25 points. At the moment the barrier 
  absorbs its 25th point of damage, it explodes like a 
  ireball spell; every creature within 20 feet of Andora
  takes 6d6 ire damage, or half damage with a successful 
  DC 14 Dexterity saving throw. Andora is unaffected 
  by the ireball, but any incoming damage above and 
  beyond what the barrier absorbed hits her as usual. The 
  barrier dissipates harmlessly after 1 minute if it hasn't 
  yet absorbed 25 damage.
  he ith daughter of a minor nobleman, Andora led 
  her home as soon as talk of an arranged marriage 
  began. She lived by her wits, traveling with an acting 
  troupe for a time, learning fencing and narration, 
  and engaged in a decadent and hedonistic lifestyle. 
  Ater a scandalous afair with a married noble was 
  discovered, she was sent to jail on trumped-up 
  charges. Her life in prison was rough, and she 
  quickly grew jaded and hateful of those born into 
  power. As luck would have it, a Doomspeaker was 
  imprisoned with her. When his allies came to break 
  him out, she made herself useful and was taken 
  along, falling quickly into their depraved cult and 
  learning their ways. As is her wont, Andora’s schemes 
  usually involve the downfall of the nobility, either 
  by involving them in scandals or by straightforward 
  assassination or kidnapping.
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing the 
  Doomspeakers in your campaign. hey can be 
  opponents for single adventures or returning 
  enemies in an extended campaign, pitting the PCs 
  against increasingly more powerful members of 
  the cult as they do their demonic masters’ wills and 
  spread chaos and destruction throughout the land. 
  LEVELS 1–3 
  Caravans crossing the great plains are not reaching 
  their destination. PCs investigating the situation 
  (perhaps joining a caravan as guards) ind themselves 
  attacked by the walking corpses of those lost in prior 
  caravans. With a bit of skill, the PCs can discover 
  where they came from. In an old ruin on the plain, 
  a member of the Doomspeakers placates his gnoll 
  troopers with goods and food from the caravans 
  while industriously reanimating the corpses of 
  the fallen. he undead are sent out to wander 
  uncontrolled over the roads in order to further 
  disrupt trade. Should the PCs defeat the cleric and 
  his gnoll troopers, they ind a book about unholy 
  demonic texts, including one called he Book of 
  Nine Dooms, among the cleric’s possessions. hat 
  tome has copious handwritten notes in the margins, 
  including mention of a hidden settlement around a 
  forgotten oasis deeper in the desert. 
  Gnolls are reported lurking in the ruins near an 
  oasis on a busy trade route. he PCs are hired to 
  scout the situation and roust the gnolls from the ruins 
  if possible. he gnolls put up a ierce ight but lee 
  
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  doomSpeakerS
  ater losing a third of their number. An exploration 
  of the area reveals that the gnolls were intent on 
  opening a sealed vault under the remains of some 
  large, important building— perhaps a temple or civic 
  building—too far gone to discern its exact purpose. 
   
  Should the PCs commit to opening the vault, they 
  ind it a long and arduous process, as the walls and 
  door are two feet of solid stone. he gnolls return 
  during the process and attack the PCs. Again, they 
  lee if they lose half their numbers. Should the PCs 
  enter the vault, they ind a room illed with strange 
  trappings— boxes containing crumbling incense and 
  temple accouterments, a locked shrine, and a golden 
  idol of an obviously demonic entity. It is up to the 
  PCs what they wish to do with this discovery, but the 
  remaining gnolls once more throw themselves at the 
  party in a desperate last attempt to win the contents 
  of the vault, ighting to the death. Should the PCs 
  win, they can head back to civilization. 
  he PCs are hired as night watch for a rather 
  strange museum exhibit. An eccentric collector of 
  sculpture has acquired six statues of blue crystal, all 
  done in the likeness of men and women in the throes 
  of combat. She keeps them on display in her public 
  gallery while she attempts to research their origins. 
  She bought them from a caravan master who claimed 
  he found them alongside the route he traveled to get 
  to the city, simply sitting in the sand at the side of the 
  trail. he collector is certain they were not made by 
  any local artisan, living or dead, that she knows.  
   
  Ater the gallery closes for the evening, the place 
  is invaded by gnolls, who attempt to get past the 
  PCs to smash the statues and attack any heroes who 
  interfere. he gnolls lee back into the night ater 
  succeeding at their task (though some might take the 
  time to grab a few portable valuables on the way out). 
  Should the PCs capture any of the gnolls, they may 
  discover through interrogation that the statues were 
  once alive, turned to crystal by a powerful spell cast 
  by a Doomspeaker. If the PCs manage to ind a way to 
  return the statues to lesh again, they ind a party of 
  competent adventurers who reward the PCs for their 
  assistance and possibly recruit them in the crusade to 
  root out the Doomspeakers and bring them to justice. 
  LEVELS 4–6 
  Warring clans have caused a steady stream of 
  refugees to lee westward away from the conlict. 
  Many settlements turn them away, afraid of 
  overcrowding, food shortages, and disease. However, 
  word begins spreading among the tents of the 
  refugee camps of a place of sanctuary. In the foothills 
  of the mountains to the north, a valley settlement 
  has sent out an open invitation to the refugees, 
  promising food, shelter, and opportunity. Yet, a 
  feverish, exhausted refugee arrives on the outskirts 
  of a town the PCs are currently visiting. Before 
  collapsing into unconsciousness, she mumbles a 
  few cryptic words “Good Hope... betrayed... false 
  friendship… everyone taken...”  
   
  A brief investigation yields the information 
  that Good Hope is the name of the community 
  that is supposedly taking in refugees. Should the 
  PCs investigate, they ind a walled but peaceful 
  looking community where the refugees are being 
  tended. Overly curious visitors soon discover that 
  the town is actually a cover for slavers working for 
  the Doomspeakers, overseen by Skerr’esh the gnoll 
  cleric and his band of gnolls hidden in a network of 
  tunnels beneath the town. hese passageways enable 
  the gnolls to shuttle the new slaves out to buyers 
  elsewhere. If the PCs win here, they attract the 
  personal attention of Kolya the Ruined, who seeks 
  revenge for this disruption of her work.
  A notorious rogue seeks to sell a tome to a spellcaster 
  or religious igure in the party. He says he has nicked 
  a powerful magical tome: he Book of the Nine 
  Dooms. At irst, he is cagey and wrangles for a good 
  deal but soon becomes desperate to be rid of the 
  book—agreeing to an amount well below his original 
  asking price. When the night of the hand-of inally 
  comes, the rogue is nervous and strange sounds in 
  the night cause him to panic. He thrusts the wrapped 
  book into the hands of a PC and lees into the night. 
  If they pursue, they come upon him as he is struck 
  down by several dark-garbed igures. Should the 
  strangers see the packaged book in other hands, they 
  target that person and any who assist. 
   
  Should the PCs instead decide to leave with 
  their new prize, they hear of the rogue’s demise the 
  
  68
  following day. He apparently died of near-complete 
  exsanguination from his eyes, ears, and mouth, found 
  lying in a great pool of his own blood. he party 
  eventually discovers that what they hold is not he 
  Book of the Nine Dooms, but a copy. Despite this, the 
  Doomspeakers are ready to slay anyone in their path 
  to recover the book. What the PCs do with it is up to 
  them. If they keep it, they are sure to become regular 
  targets for assassins and agents of the Doomspeakers. 
  Should they turn it over to the authorities or a temple, 
  then it is safe for a while, until a daring raid returns 
  it to the hands of the cult. If they destroy it, the 
  Doomspeakers stop pressing them, but they mark 
  them as enemies to be dealt with later.  
   
  A wronged noble seeks out one of the PCs to be 
  his champion in a duel of honor. He invites the 
  other PCs to attend and expects them to come along 
  to the victory feast ater their companion wins in 
  the noble’s name. Unfortunately for the noble, his 
  retinue, and the PCs, the man who wronged him 
  was not actually another noble, but Doomspeaker 
  Andora Navarre in disguise. She takes advantage of 
  her efrontery to lure the noble and his people to a 
  remote location where her minions hide, ready to 
  kill or capture everyone. What irst appears to be 
  honorable single combat soon turns into a desperate 
  battle against a horde of evil with the PCs not only 
  having to defend themselves, but also the noble and 
  his entourage of courtiers and attendants.
  The Doomspeakers in Midgard 
  In the Southlands, the Doomspeakers recruit 
  many of the gnolls of the Sarkland Desert to 
  their cause, the gnolls drawn by their strength 
  and the thought of easy conquest. While the 
  Doomspeakers are universally despised by all 
  peace-loving citizens of the Southlands, one name 
  in particular inspires great fear and loathing: Narn 
  the Cruciier. he antipaladin’s depredations and 
  atrocities have caused the sultana to declare him 
  an enemy of the empire, promising great riches to 
  the one that presents his head before her throne, 
  and torturous death is guaranteed for any found 
  aiding Narn in any way. 
  Narn’s fellow antipaladin Gruulok avoids 
  such powerful resistance. He sticks to raiding 
  the caravans, wandering tribes, and occasional 
  settlements in the vicinity of the Sarkland Desert. 
  Despite this cautious outlook, Gruulok has his 
  own ambitions, hoping his show of strength allows 
  him to unite most, if not all, of the gnoll tribes in 
  the area under his banner, providing a powerful 
  enough force to safely move on larger targets, like 
  the cities of Nuria Natal. 
  he Doomspeakers have a hidden temple 
  complex in the south that serves as their main 
  base of operations and the resting place of he 
  Book of Nine Dooms. Some say it is hidden in 
  ruins somewhere in the desert, others that it is 
  hidden below ground in one of the cities in Nuria 
  Natal, perhaps Per-Bastet or the City of Scorpions. 
  Another theory says it actually lies in a sea cave 
  on one of the islands of the southern coast of 
  the Mharoti Empire. Wherever they lair, the 
  Doomspeakers have proven a threat to all civilized 
  areas in the Southlands, even daring to challenge 
  the might of the Dragon Empire. 
  he Doomspeakers also have a presence on the 
  Rothenian Plain. Some say they lair in caves under 
  Demon Mountain by permission of the Master of 
  the Mountain. Others claim they lurk in the forests 
  north of the plain. Here, like in the Southlands, 
  they also avail themselves of the local gnolls as 
  troops, using them to bring grief to all residents of 
  the plain—centaurs, huginn, kariv—through raids, 
  pillaging, and enslavement. In particular, Kolya 
  the Ruined, and her lieutenant, the aged priest 
  Skerr’esh, are fond of enslaving the plainsfolk. 
  Kolya fancies kariv slaves in particular; it amuses 
  her to end family bloodlines by tying them to one 
  place and allowing the kariv curse to take efect.
  
  69
  doomSpeakerS
  LEVELS 7–9 
  he centaurs of the plains become suddenly 
  aggressive toward traveling humans. If the PCs 
  manage to make contact without being attacked 
  themselves, the centaurs demand that their leaders 
  stop their raids on the centaur tribes, and they 
  threaten outright war if this demand is not met 
  immediately. Investigation leads to a group of 
  Doomspeakers, disguised as soldiers from a nearby 
  country, who are killing the centaurs to goad them 
  into open warfare. 
  he PCs discover a secret slave market in a city 
  where such trade is outlawed. Interrogating 
  prisoners ater breaking up the ring reveals that the 
  slaves are smuggled into the city via ship at regular 
  intervals. If the PCs await the ship’s next landing, 
  they ind a ierce Doomspeaker antipaladin and 
  his scurvy cohorts ready to defend their living 
  cargo, drugged and hidden in barrels marked as 
  salt pork. hey are not above distracting overly 
  moral opponents by kicking barrels of enslaved folk 
  overboard into the bay. 
  he son of a local noblewoman traveling with a 
  caravan to meet his bride and stay with her and 
  her family is kidnapped by gnoll raiders. he 
  noblewoman learns of this from survivors of the 
  attack. What concerns her is that no ransom demand 
  has been made. Fearing the worst, she hires the 
  PCs to track down the raiders and rescue her son. 
  he raiders are found in an ancient ruin deep in 
  the desert, where the PCs soon discover that the 
  gnolls serve the Doomspeaker Gruulok. he gnoll 
  intends to sacriice the noble’s son in an extravagant 
  and extraordinarily bloody ritual in order to bind a 
  demon to his service. he PCs should work to disrupt 
  this ceremony quickly, or they may not only face a 
  powerful antipaladin, but also his new demonic ally. 
  LEVELS 10–12 
  Seeking a challenge worthy of his might, Narn 
  the Cruciier has set of on a rampage of historic 
  carnage. He makes his way toward the coast 
  to slaughter caravans, wandering tribes, and 
  settlements in his path. Narn leaves a trail of crosses 
  hanging with his dead and dying victims in his 
  wake, a road of carnage to the sea, until he inds foes 
  worthy to face him. he PCs are asked to slay the 
  Doomspeaker, in hopes that his gnoll troops will 
  scatter back to the plains once he is dead. 
  he PCs attend the memorial service of a wealthy 
  guild merchant. he service is interrupted by 
  the local constabulary, who accuse the merchant 
  of conspiring with slavers. Damning evidence is 
  presented and the estates of the deceased merchant 
  are seized by the government. His wife begs the PCs 
  to investigate the matter. She hopes the heroes turn 
  up anything that clears her deceased husband of the 
  charge so that she and her children are not turned 
  out in the street, or worse, found to be collaborators. 
  If the PCs can convince the constables to cooperate, 
  they can peruse the evidence and ind the trail that 
  leads them to the slavers. A group of Doomspeaker 
  cultists is in charge of the slaver operation, under the 
  command of Kolya the Ruined. Defeating or driving 
  of the Doomspeakers allows the party to gather 
  evidence that the merchant was being blackmailed 
  into cooperating. While not clearing him of 
  wrongdoing, it may be enough to convince the law 
  to be more lenient in his case. 
  People of importance throughout the realm are 
  being assassinated. here seems to be no rhyme or 
  reason to the choice of targets, save that they are all 
  inluential men and women—priests, nobles, wealthy 
  merchants—and no two murders are alike. In fact, 
  some feel there is no connection to them at all, that 
  it is simply a rash of murders only coincidentally 
  linked. A paranoid noble or a priest troubled by a 
  premonition asks the PCs to stay close. Soon, the 
  assassin shows, and it is none other than Narn the 
  Cruciier. he Doomspeaker has recruited a wizard 
  to fashion for him new weapons, a collection of 
  primal dooms. Narn inds it poetic that each target 
  dies at the hands of her worst fears. Faced with the 
  
  70
  PCs, he uses his arsenal of items in rapid succession, 
  which leaves the PCs to face not only a powerful 
  cultist, but creatures from their darkest nightmares.
  cultiStS of the 
  doomSpeakerS
  he Doomspeakers recruit the vile, the dangerous, 
  and the insane. hey are ruthless and meet the enemy 
  with as much force as they can muster. he following 
  NPCs can be used as cultist minions, intermediaries, 
  and lower-level leaders to provide suitable enemies 
  for the PCs as they strive against the Doomspeakers.
  GNOLL THUG
  Medium humanoid (gnoll), chaotic evil
  Armor Class 16 (hide armor, shield)
  Hit Points 78 (12d8 + 24)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  12 (+1) 
  14 (+2) 
  9 (‒1) 
  10 (+0) 
  8 (‒1)
  Skills Perception +2, Stealth +5
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Gnoll
  Challenge 1 (200 XP)
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can take 
  a bonus action to move up to half its speed and make a 
  bite attack. 
  Sneak Attack. The gnoll does an extra 7 (2d6) damage 
  with weapon hits when it has advantage on the attack 
  roll or when the target is within 5 feet of an ally of the 
  gnoll that is able to take actions and the gnoll doesn't 
  have disadvantage on the attack.
  ACTIONS
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Shortbow. Ranged Weapon Attack: +3 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Menacing Growl. The gnoll utters a nerve-wracking 
  growl. All enemies within 20 feet who can hear the 
  growl must make a successful DC 13 Wisdom saving 
  throw or be frightened until the end of their next turn. 
  A successful save makes the creature immune to this 
  effect for 24 hours.
  Gnoll thugs are the backbone of the Doomspeakers’ 
  forces. his strong but craven rogue is easily 
  manipulated and motivated as much by the promise 
  of wealth as the opportunity to cause fear and pain. 
  Groups of gnoll thugs guard strongholds or raid 
  caravans and settlements for loot and slaves.
  DARK SQUIRE
  Medium humanoid (human), chaotic evil
  Armor Class 18 (half plate, shield)
  Hit Points 101 (12d8+47)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  12 (+1) 
  15 (+2) 
  10 (+0) 
  12 (+1) 
  8 (‒1)
  Senses passive Perception 11
  Languages Common 
  Challenge 2 (450 XP)
  Infernal Aspirant. When the dark squire reduces a 
  creature to 0 hit points, the squire heals 15 hit points 
  and can make an immediate morningstar attack against 
  one target within reach as part of the same action.
  ACTIONS
  Multiattack: The dark squire makes two morningstar 
  attacks. 
  Morningstar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) piercing damage.
  Tactician’s Gambit (recharge 5-6). The dark squire makes 
  one morningstar attack against each enemy within 
  reach. Each target that's hit takes normal damage from 
  the attack, and all other attacks against that target are 
  made with advantage until the end of the dark squire’s 
  next turn.
  Dark squires serve as attendants and companions 
  of the Doomspeakers. Typically, a dark squire is 
  attached to a particular Doomspeaker, serving in the 
  hopes of one day ascending to higher rank. hose 
  squires that perform well and survive the rigors of 
  their service are oten given positions of command 
  over lesser troops of the cult. While a single dark 
  
  71
  doomSpeakerS
  squire is usually encountered with a Doomspeaker, 
  they are occasionally sent on missions, either alone, 
  with one or two other dark squires, or in command 
  of three to six gnoll thugs.
  DOOMSPEAKER
  Medium humanoid (human), chaotic evil
  Armor Class 18 (plate mail)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  13 (+1) 
  14 (+2) 
  8 (‒1) 
  10 (+0) 16 (+3)
  Saving Throws Con +5, Wis +3, Cha +6
  Skills Intimidation +6, Perception +3
  Damage Resistances ire damage
  Senses passive Perception 13
  Languages Common
  Challenge 7 (2,900 XP)
  Innate Spellcasting. A doomspeaker’s spellcasting ability 
  is Charisma (spell save DC 14). It can cast the following 
  spells innately, requiring only verbal components:
  3/day each: bane, command, protection from evil 
  and good
  Hope Crusher. Any creature who witnesses a 
  doomspeaker within 50 feet reduce a creature to 0 
  hit points must make a successful DC 14 Wisdom 
  saving throw or be frightened for 1 minute. A 
  frightened creature repeats the saving throw 
  at the end of its turn, ending the effect on a 
  success. A creature can be frightened by this 
  ability only once in 24 hours.
  ACTIONS
  Multiattack. The doomspeaker makes two 
  greatsword attacks.
  Greatsword. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 10 (2d6 
  + 3) slashing damage plus 11 (2d10)
  poison damage.
  Doom of Consuming Fire (recharge 5-6). A
  doomspeaker can summon the ires of the Abyss for 
  assistance in combat. Grasping ﬂames erupt beneath 
  one creature within 30 feet of the doomspeaker, both 
  burning and trapping the target. The creature takes 
  22 (4d10) ire damage and is grappled by the ﬂames 
  (escape DC 14); a successful DC 14 Dexterity saving 
  throw halves the damage and prevents grappling. A 
  grappled creature takes another 22 (4d10) ire damage 
  at the end of its turn until it leaves that space or drops 
  to 0 hit points, at which time the ﬂames die out. 
  he doomspeaker is one of the demon-worshiping 
  knights who lead this dark cult. A doomspeaker 
  typically leads a small cell, and is oten accompanied 
  by a dark squire and up to 20 gnoll thugs. It isn’t 
  uncommon for a doomspeaker to also have a 
  lieutenant, oten a cleric of the doomspeaker’s patron 
  demon. A doomspeaker is not above slaying an ally 
  to invoke their hope crusher trait.
  
  72
  maGic itemS 
  he bone whips and primal dooms of the original 
  Doomspeakers may have been gits from their 
  demonic masters. 
  BONE WHIP 
  Weapon (whip), very rare (requires attunement)
  his whip is constructed of humanoid vertebrae 
  with their edges magically sharpened and pointed. 
  he bones are joined together into a coiled line by 
  strands of steel wire. he handle is half a femur 
  wrapped in sot leather of tanned human skin. 
  his weapon functions as a +1 whip. Once a day, 
  the wielder can imbue the weapon with fel magic 
  so that for 1 minute, a creature that takes damage 
  from the whip has its maximum hit points reduced 
  by the same amount unless it makes a successful 
  DC 14 Constitution saving throw. Completing a 
  long rest restores the creature’s hit point maximum. 
  Additionally, the wielder gains 5 temporary hit 
  points with each successful whip attack, to a 
  maximum of 10 temporary hit points at one time.
  PRIMAL DOOM 
  Wondrous Item, rarity varies
  Each primal doom appears to be a globe of crystal or 
  glass with a murky liquid or smoke churning inside. 
  he wielder of a primal doom hurls the globe at a 
  creature within 60 feet. he globe shatters on impact, 
  releasing the primal essence of the Abyss within. he 
  target must make a DC 16 Wisdom saving throw. If 
  it succeeds, the primal essence can gain no purchase 
  in the target's mind and it dissipates harmlessly 
  with no other efect. If the saving throw fails, the 
  taget takes 5 (1d10) psychic damage and the Abyssal 
  essence coalesces around that stolen bit of the 
  target's psyche, becoming a physical being at the end 
  of the turn. he creature remains for 1 minute and 
  is under the control of the creature who threw the 
  primal doom. 
  he stats of the creature depend on the type of 
  primal doom.
  • uncommon: shadow demon
  • rare: chasme or vrock
  • very rare: hezrou
  Spell 
  Magical ability is highly prized among aspiring 
  members of the Doomspeaker hierarchy.
  DOOM OF ANCIENT DECREPITUDE 
  5th-level necromancy
  Casting Time 1 action 
  Components V, S
  Range Self 
  Duration Concentration, up to 1 minute
  You generate an entropic ield that rapidly ages 
  every creature in the area of efect. he ield covers 
  a sphere with a 20-foot radius centered on you. 
  Every creature inside the sphere when it's created, 
  including you, must make a successful Constitution 
  saving throw or gain 2 levels of exhaustion from 
  sudden, traumatic aging. A creature that ends its 
  turn in the ield must repeat the saving throw, 
  gaining 1 level of exhaustion per subsequent failure. 
  You have advantage on these saving throws.
  An afected creature sheds 1 level of exhaustion at 
  the end of its turn, if it started the turn outside the 
  spell's area of efect (or the spell has ended). Only 
  1 level of exhaustion can be removed this way; all 
  remaining levels are removed when the creature 
  completes a short or long rest. A creature that 
  died from gaining 6 levels of exhaustion, however, 
  remains dead.
  
  73
    the 
  emerald order
  t
  he Emerald Order is devoted to the guardianship 
  and understanding of the mysteries of the 
  Emerald Tablets, on which the greatest arcane secrets 
  of hoth-Hermes are inscribed. he inner circle has 
  divined the secrets of the tablets to enhance their 
  already formidable magical abilities. Some have even 
  tapped into the innate power invested in slivers of 
  the gemstone tablets, drawing upon strange eldritch 
  energies to create new items and fearsome guardians.
  Members of the Emerald Order guard the tablets 
  and its secrets zealously, even from their fellow 
  worshipers of hoth-Hermes. Outsiders who 
  discover their presence or meddle in the afairs of 
  the order ind swit and oten fatal retribution.
  leaderS, orGanization, 
  and GoalS 
  he Emerald Order is a secret society of cultists 
  devoted to hoth-Hermes. hey consider themselves 
  exalted among the god’s followers due to their 
  guardianship of the Emerald Tablets, a collection 
  6
  
  74
  of knowledge carved into plates of transparent, 
  nigh-indestructible verdant stone, which are said to 
  contain the greatest secrets of their deity. hough 
  many followers of hoth know about the existence of 
  the tablets, the precise knowledge inscribed on them 
  is a closely guarded secret, and the order ensures that 
  only those initiated into their ranks and indoctrinated 
  into the mysteries of the cult know of its contents. 
  he head of the Emerald Order is Dromdal-Re. 
  He is its high priest as well as its chief instructor in 
  the alchemical arts. he heads of arcane research, 
  astrology, history, and theology comprise the rest of 
  the High Council of the Order, though Dromdal-Re 
  is the inal arbiter should the other four fail to reach 
  a consensus on an issue. 
  As custodians of ultimate knowledge, the followers 
  of the Emerald Order consider it their duty to guide 
  society through use of assassination, terrorism, 
  manipulation, bribery, blackmail, and the other 
  myriad tools of the political game. hey scof at those 
  who call their actions wrong. Such myopic skeptics 
  cannot see their long-term goals, nor do their 
  opponents have access to the wisdom of the Emerald 
  Tablets. he grand vision of the Emerald Order is a 
  world that runs by their rules, if not directly under 
  their control. 
  To this end, the members of the Emerald Order 
  come from all walks of life. In their everyday lives, 
  they are merchants, scholars, courtiers, counselors, 
  healers, and guild masters interwoven in the fabric of 
  society who do their jobs without complaint. In secret 
  hours of the night or in hidden meeting places during 
  the day however, they come together to plot and 
  conspire. hese schemes usually involve members 
  using their positions of power to manipulate 
  events to the order’s wishes. his sometimes is 
  perceived as sowing chaos, but those with the order’s 
  understanding—or simply gited with the ability 
  to see the greater picture—know these seemingly 
  disparate forces are merely pieces of a larger puzzle.
  DROMDAL-RE 
  Medium humanoid (human), lawful evil
  Armor Class 13 (16 with mage armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (‒1) 
  16 (+3) 
  15 (+2) 
  20 (+5) 
  15 (+2) 
  13 (+1)
  Skills Arcana +10, Investigation +10, Perception +7
  Senses passive Perception 17
  Languages Celestial, Common, Draconic, Elvish, 
  Gnomish, Infernal, Terran
  Challenge 13 (10,000 XP)
  Spellcasting. Dromdal-Re is a 14th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save 18, +10 to 
  hit with spell attacks). He knows the following spells:
  Cantrips (at will): ire bolt, mage hand, prestidigitation
  1st level (4 slots): charm person, feather fall, mage 
  armor, magic missile
  2nd level (3 slots): hold person, invisibility, ray of 
  enfeeblement
  3rd level (3 slots): counterspell, ly, protection from 
  energy
  4th level (3 slots): confusion, polymorph
  5th level (2 slots): conjure elemental, wall of force
  6th level (1 slot): globe of invulnerability, mass 
  suggestion
  7th level (1 slot): inger of death, simulacrum
  Genius. Dromdal-Re always has advantage on Intelligence 
  checks.
  Master of Alchemy. Dromdal-Re can create three potions 
  each day of any rarity. During combat, he uses these 
  potions himself or distributes them to his allies as 
  needed.
  Scholar of the Emerald Tablets. The leader of the Emerald 
  Order has studied the tablets of Thoth-Hermes deeply. 
  The knowledge from the tablets gives Dromdal-Re 
  advantage on saving throws against illusion magic.
  ACTIONS
  Multiattack. Dromdal-Re makes two sickle attacks.
  Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 (1d4 ‒ 1) slashing damage. If Dromdal-Re 
  drinks a potion of cloud giant strength, his attack  
  bonus becomes +13 and the damage becomes 10 
  (1d4 + 8) slashing. 
  
  75
  the emerald order
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Mysteries Upon Mysteries. As a bonus action, 
  Dromdal-Re chooses one prepared spell of 5th level 
  or lower. All of his remaining spell slots are expended, 
  but he can cast the chosen spell at will until the end 
  of his next long rest. Completeing a long rest returns 
  Dromdal-Re’s spellcasting to normal.
  Master of the Eight Keys (recharge 6). Dromdal-Re 
  recites a confounding passage from the Emerald Tablets. 
  Any creature within 100 feet who can hear him must 
  make a successful DC 18 Intelligence saving throw or be 
  stunned. A stunned creature repeats the saving throw 
  at the end of its turn, ending the effect on itself with 
  a success. In addition, a spellcaster loses one of his or 
  her highest-level remaining spell slots with each failed 
  saving throw. Completing a long rest restores the spell 
  slots as usual.
  EQUIPMENT
  potions of ire breath, lying, cloud giant strength, superior 
  healing ×3, invulnerability, and speed
  A striking man, Dromdal-Re is the ofspring of a 
  Nurian alchemist and a beautiful traveling scholar 
  from Skaldholm. hough nearing 40, Dromdal-Re 
  remains handsome with a strong presence. His dark 
  hair has receded slightly, forming a widow’s peak 
  and has begun to gray at the temples. Independently 
  wealthy, Dromdal-Re maintains the public persona 
  of an adjunct sage or professor to some of Nuri 
  Natal’s inest institutes of higher learning. Within 
  those university halls, he lectures on obscure 
  arcana and ofers his services to those who need 
  consultation on ancient artifacts or bygone magic. 
  he majority of Nuri Natal’s academia is unaware 
  that he is secretly the head of the Emerald Order. 
  His peers and subordinates within the Order play 
  the roles of mere acquaintances, academic rivals, 
  and even complete strangers. In secret, they work to 
  decipher more knowledge from the Emerald Tablets 
  and to use that knowledge to create a new world 
  order, one in which the reins of power are held 
  irmly by Dromdal-Re.
  In a Midgard setting campaign, replace Celestial, 
  Elvish, Infernal, and Terran with the Ankeshelian, 
  Elemental, Enochian, and Nurian languages.
  cult activitieS and 
  adventure hookS 
  You have several options to introduce the Emerald 
  Order as adversaries for the PCs in your campaign. 
  hey can be opponents for single adventures or 
  returning enemies in an extended campaign that pits 
  the PCs against the growing threat of the cult as its 
  members expedite their cunning, convoluted plans, 
  and march inexorably closer to world domination. 
  LEVELS 1–3 
  he PCs are hired by the business partner, close 
  friend, or relative of a prominent citizen in the city, 
  who is acting strangely. he PCs’ employer fears this 
  prominent citizen is being somehow manipulated. 
  
  76
  he employer can see the subtle diferences but 
  is unable to convince anyone else and they would 
  like to hire the PCs to discreetly investigate. he 
  PCs discover the most prominent new life change 
  is the subject’s recent induction in a group called 
  the Whitehall Brotherhood, a spiritual retreat that 
  ofers enlightenment through membership and 
  ritual meditation techniques. his is a cover for the 
  Emerald Order, who uses the apparently benevolent 
  society to gain access to well-to-do subjects and 
  manipulate them through magic and the tainted 
  water of the brotherhood’s bathhouse. 
  he PCs are hired by city leaders to escort a 
  local diplomat to the hinterlands, where she 
  will negotiate peace between two warring clans. 
  However, at some point during the trip, the 
  diplomat disappears. PCs that track the missing 
  diplomat eventually realize she was not abducted 
  but ran of on her own. If captured, she admits that 
  she is being extorted by an unknown agency, who 
  kidnapped her family and promised to do them 
  harm unless the peace talks fail. She was told that 
  if the clans make peace, the kidnappers will know, 
  and her family will be dead before she returns to the 
  capital. he PCs must convince her to do her duty 
  or allow the clan feud to erupt, disrupting trade 
  and endangering travelers. he PCs also discover 
  a spy observing the negotiation, which might lead 
  to a chase scene in order to stop the spy before he 
  gives his report and imperils the diplomat’s family. 
  he captured spy could give up the location of the 
  hostages, prompting a rescue mission by the PCs 
  while the diplomat does her job.
  he party witnesses a mysterious cloaked igure in 
  a tavern while they enjoy a couple of drinks. he 
  stranger appears to watch the PCs carefully ater he 
  enters and sits down. If the party does not confront 
  him, he is discovered dead a short while later. he 
  PCs might even be considered suspects in his murder. 
  he server says she received a generous tip on the 
  condition that she must leave the stranger (and any 
  guest that shares his table) alone unless called. he 
  barkeep says the stranger instructed him to send 
  over anyone asking for someone of his description. 
  If the PCs elect to investigate, they receive the tavern 
  owner’s gratitude, as the presence of the city watch 
  is bad for business. If the PCs determine whom the 
  stranger intended to meet, they discover he planned 
  to sell a copy of the writings from the legendary 
  Emerald Tablets. hese duplicates have mysteriously 
  vanished. his can be just the irst step in a series 
  of leads that reveal the Emerald Order’s various 
  nefarious conspiracies.
  LEVELS 4–6 
  A local town council has made a major change 
  of direction in their governance. A concerned 
  guildmaster or local noble is puzzled as he has 
  many allies on the council, and these new policies 
  are hostile to his position and threaten the balance 
  of power. He hires the PCs to investigate, sure that 
  someone or something has gained some manner of 
  inluence over the council. In actuality, the entire 
  council is dead. hey were assassinated and replaced 
  The Emerald Order 
  in Midgard
  he Emerald Order has its headquarters in Nuria 
  Natal, where Dromdal-Re and the other masters 
  spend most of their time. he Emerald Tablets, 
  however, have been returned to the great pyramid 
  hidden in the desert east of the ruins of the God 
  King’s Hall, where they were originally unearthed. 
  his pyramid is trapped with deadly devices both 
  mechanical and magical, and a quartet of smaragdine 
  golems protects the chamber that houses the tablets.
   he Emerald Order also keeps several copies of 
  the writings, in the original Ankeshelian as well as 
  translations into numerous other languages, and 
  protects these copies as zealously as they do the 
  original tablets.
   he Emerald Order has powerful inluence and 
  pulls many strings throughout the Southlands. It 
  specializes in the manipulation of political tensions, 
  shipping routes, ixing prices, and myriad other 
  elements that gently strengthen their control over 
  Nuria Natal and, eventually, the Dragon Empire. he 
  world of Midgard and even beyond are coveted as 
  conquests by the Order’s masters, as they believe the 
  power and knowledge of the tablets make them the 
  ittest to rule.
  
  77
  the emerald order
  by doppelgangers that operate under the directives 
  of the Emerald Order. 
  he PCs are hired to deliver healing herbs to a group 
  of tribesfolk. An illness has broken out among the 
  tribe and the herbs will help ward of the disease, 
  especially for the elderly and the very young. One 
  of the PCs is the spitting image of a person heralded 
  in a local prophecy as the great savior of the people. 
  he delivery of medicine its in nicely with the irst 
  part of the prophecy. here are other tasks the tribe 
  expects the savior to perform, including the location 
  of a new oasis, the restoration of a relic to the tribe’s 
  holy shrine, and the defeat of a nasty monster that 
  preys upon the people. Should the “savior” not live 
  up to preordained expectations, then there is political 
  fallout that leaves the local clergy out of favor. his 
  was, of course, the Emerald Order’s plan all along 
  and why the PCs were hired for the mission in the 
  irst place—to fail. Once the old clergy is gone, the 
  Order can maneuver their own people into place and 
  further their own agenda. If the PCs have the gall to 
  start to successfully fulil the prophecy, the Emerald 
  Order must covertly intervene to undermine them.
  A local noble receives a ring of regeneration as a 
  git. A kingly present for one of her station until 
  the curse upon the ring takes efect. She begins to 
  grow, her skin becoming green and warty, her mind 
  tempted to violent outbursts. he PCs must track 
  down the git-giver or someone able to remove the 
  curse, which is strangely diicult to do. Otherwise, 
  the noble transforms into a troll and will be deposed 
  so that someone more pliable is installed—someone 
  directly loyal to the Emerald Order.
  LEVELS 7–9 
  A wizard of renown uses a newly acquired spell 
  to summon a demon. However, an unnoticed law 
  in the protective spell he used, allows the demon 
  to possess the wizard. Competent adventurers 
  are needed to help stop the wizard from running 
  amok and spreading death and destruction. Also, 
  as the wizard is also a favored relative of the queen, 
  it is preferred he be taken alive so an exorcism 
  can be performed. Whether they succeed or not, 
  the PCs discover the wizard purchased the spell 
  from another student of the arcane. Pursuit of this 
  individual leads them to a member of the Emerald 
  Order, who purposely sold the wizard the lawed 
  spell as an attempted assassination, which the PCs 
  may unwittingly be party to.
  In the midst of an ocean voyage, the PCs’ ship is 
  attacked by a great sea creature and sunk. hey are 
  saved by a friendly group of aquatic humanoids and 
  taken to the nearest shore—a small, lonely island far 
  from any shipping lanes. A monastery sits upon the 
  highest point of the island. Should the PCs seek out 
  the inhabitants, they ind a cell of academic hermits 
  who are oddly suspicious about their arrival. his 
  branch of the Emerald Order is not keen to have the 
  PCs as guests, and if the PCs are caught snooping, 
  they incur violent reprisals. Yet, whatever transpires 
  in this remote location is of vital importance to the 
  Emerald Order’s sinister and long-reaching plans.
  LEVELS 10–12 
  A once beloved ruler is rapidly falling out of favor 
  with his people. Every policy instituted by the noble 
  seems to backire or have unintended consequences 
  that further anger the people and push them closer 
  to open rebellion. he PCs are heroes of the realm, 
  respected and well liked by both the common folk 
  and the noble. He asks them to join his council and 
  help sort out the mess. he noble’s closest adviser, 
  however, is not keen on this plan and seeks to have 
  the PCs ousted, and perhaps even used as scapegoats 
  for everything, unless they can compete at this level 
  of political machinations. 
  An archaeological expedition in the desert hasn’t 
  been seen in weeks. When the PCs are sent to 
  determine their fate, they come upon the ruins of the 
  camp outside a long-forgotten pyramid. Notes let 
  by the head of the expedition speak of terrible traps, 
  crystalline guardians, and a beautiful set of emerald 
  tablets apparently devoted to the god hoth-Hermes. 
  A virulent disease has stricken the kingdom’s crops, 
  monsters disrupt trade, and a neighboring nation 
  is threatening war. Amid all this, the queen is 
  presented with a great git: the Emerald Tablets of 
  hoth-Hermes, whose power could help save the 
  kingdom from its many perils. his is a ploy by the 
  
  78
  Emerald Order, a inal gambit to throw the whole 
  region into chaos. Use of the tablets without the 
  proper knowledge is dangerous. he great scholar 
  Dromdal-Re ofers his assistance in deciphering the 
  tablets and divulging its secrets. he PCs, tasked 
  with guarding the tablet, begin to suspect that 
  Dromdal-Re’s intentions may not be as benevolent 
  as they irst seem. He ingratiates himself with the 
  queen however, and their investigations into his 
  behavior are stymied as she sends them of to deal 
  with the various outside threats.
  cultiStS of the  
  emerald order
  he Emerald Order recruits members of intellect 
  and guile who understand that the knowledge of the 
  Emerald Tablets is ultimate power. Cult members 
  are subtle, well prepared, and typically have back up 
  plans should things go wrong. he following NPCs 
  can be used as cultist minions, intermediaries, and 
  lower-level leaders to provide suitable enemies for 
  the PCs as they strive against the Emerald Order.
  AGENT OF THE ORDER
  Medium humanoid (dwarf), lawful evil
  Armor Class 18 (scale mail, shield)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  10 (+0)
  Skills Investigation +5, Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Draconic, Dwarvish, Gnoll
  Challenge 2 (450 XP)
  Expert Alchemist. The agent can 
  create three potions per day of common or 
  uncommon rarity. They carry them and use the 
  potions before and during combat.
  Favoured by Thoth-Hermes (1/day). The agent of the 
  order invokes the name of their deity as a bonus action. 
  The agent becomes invisible and immune to nonmagical 
  weapon damage until the end of their next turn.
  Student of the Spirit. The agent has studied a few short 
  spiritual treatises from the Emerald Tablets granting 
  them the ability to commune with spirits. They can cast 
  speak with dead three times per day.
  ACTIONS
  Multiattack. The agent of the order makes two 
  longsword attacks.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage. If the agent 
  drinks a potion of hill giant strength, the attack bonus 
  becomes +7 and damage becomes 9 (1d8 + 5) slashing.
  Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Sixth Sense (recharge 5-6). The agent of the order allows 
  himself or herself to be guided by the spirit world, which 
  gives advantage on their next attack roll, saving throw, 
  or ability check.
  EQUIPMENT
  Potions of ire breath, hill giant strength, greater healing
  ×2, and speed, plus 2 doses of serpent venom (3d6 
  poison damage, halved with a 
  successful DC 11 Constitution 
  saving throw)
  
  79
  the emerald order
  Agents of the Order oten seek out important 
  targets, such as enemies leeing the cult’s wrath or 
  lost knowledge that is exceptionally well hidden or 
  in dangerous locales. heir ability to speak with the 
  dead sees them oten combing old ruins or tombs, 
  possibly racing adventurers to a common goal. hey 
  are well known for their ability to make miraculous 
  escapes from losing battles (through their Favored 
  by hoth-Hermes trait). For diicult missions, an 
  agent of the Order may be accompanied by two to 
  four emerald apprentices.
  EMERALD APPRENTICE
  Medium humanoid (human), lawful evil
  Armor Class 12
  Hit Points 44 (8d8 + 8)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  12 (+2) 
  13 (+1) 
  15 (+2) 
  14 (+2) 10 (+0)
  Senses passive Perception 12
  Languages Common, Draconic, Gnoll 
  Challenge 1/2 (100 XP)
  Expert Alchemist. The apprentice can create three potions 
  each day of common or uncommon rarity. They carry 
  them and use the potions before and during combat.
  ACTIONS
  Sickle. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) slashing damage. If the apprentice 
  drinks a potion of hill giant strength, the attack bonus 
  becomes +7 and damage becomes 7 (1d4 + 5) slashing.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Withering Tincture (1/day). As a bonus action, the 
  emerald apprentice coats his or her weapon with a 
  potent chemical mixture. The next creature damaged by 
  the weapon must make a successful DC 13 Constitution 
  saving throw or be poisoned for 1 minute. A poisoned 
  creature repeats the saving throw at the end of its turn, 
  ending the effect on a success.
  EQUIPMENT
  Potions of ire breath, hill giant strength, greater healing 
  ×2, and speed, plus 2 doses of serpent venom (3d6 
  poison damage, halved with a successful DC 11 
  Constitution saving throw)
  Emerald apprentices are alchemists recruited by the 
  cult. Given tantalizing glimpses of the alchemical 
  secrets scribed upon the Emerald Tablets, they have 
  thrown in with the Emerald Order with hopes of 
  rising high enough in the ranks to further delve into 
  the knowledge contained therein.
  hese apprentices are oten tasked with delicate 
  missions, such as silencing competitors seeking 
  the location of the Emerald Tablets, recovering lost 
  copies of the tablets' knowledge, or retrieving likely 
  recruits for meetings with minor leaders of the cult. 
  Such subjects are typically convinced to serve the 
  Emerald Order’s interests using a combination of 
  bribery, blackmail, and veiled threats.
  INITIATE OF THE INNER CIRCLE
  Medium humanoid (human), lawful evil
  Armor Class 16 (scale mail)
  Hit Points 71 (13d8 + 13)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (‒1) 
  14 (+2) 
  14 (+1) 
  18 (+4) 
  12 (+1) 
  10 (+0)
  Skills Arcana +7, Investigation +7
  Senses passive Perception 11
  Languages Common, Draconic, Dwarvish, Giant, Gnoll
  Challenge 5 (1,800 XP)
  Expert Alchemist. The initiate can create three potions 
  per day of common, uncommon, or rare rarity. They carry 
  them and use the potions before and during combat.
  Gaze of the Enlightened (1/day). The initiate of the order 
  invokes the name of their deity. For 1 hour, the initiate is 
  under the effect of the true seeing spell. Additionally, the 
  initiate has advantage on Perception and Insight checks.
  Key Bearer. The initiate has seen the path to 
  understanding the keys of Thoth-Hermes. Mundane 
  mechanical locks open at the touch of the initiate. 
  ACTIONS
  Multiattack. The initiate of the inner circle makes two 
  quarterstaff attacks.
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d6 ‒ 1) bludgeoning damage, or 3 
  (1d8 ‒ 1) bludgeoning damage when used two-handed. 
  If the initiate drinks a potion of ire giant strength, the
  attack bonus becomes +9 and two-handed damage 
  becomes 11 (1d8 + 7) bludgeoning.
  
  80
  Bolt of Arcane Truth. Ranged spell attack: +6 to hit, range 
  120 ft., one target. Hit: 25 (6d6 + 4) radiant damage and 
  the target is pushed 5 feet away from the initiate. 
  Sixth Sense (recharge 5-6). The initiate of the inner 
  circle allows himself or herself to be guided by the spirit 
  world, which gives advantage on their next attack roll, 
  saving throw, or ability check.
  Student of the Eight Keys (recharge 6). The initiate 
  recites a memorized passage from the Emerald Tablets. 
  Any creature within 60 feet that can hear him must 
  make a successful DC 14 Intelligence saving throw or be 
  stunned. A stunned creature repeats the saving throw 
  at the end of its turn, ending the effect on itself on a 
  success. 
  EQUIPMENT
  Potions of ire breath, ire giant strength, superior 
  healing ×2, and speed, plus 2 doses of serpent venom 
  (3d6 poison damage, halved with a successful DC 11 
  Constitution saving throw)
  hese promising candidates have been introduced 
  into the inner circle of the Order, learning the irst 
  secrets of the Emerald Tablets of hoth-Hermes. hey 
  use their enhanced power to serve the Order, hoping 
  to win enough favor to continue advancing in their 
  studies. Initiates are oten trusted with performing 
  a piece of one of the Emerald Order’s extensive 
  operations. If the task requires more operatives, the 
  initiate is typically assisted by one to two agents of 
  the Order and four to eight emerald apprentices.
  maGic itemS
  Followers of this cult prize the power of magical 
  items as much or more than any other source.
  IOUN STONE, EMERALD SHARD 
  Wondrous Item, very rare, (requires attunement)
  An irregularly shaped fragment of transluscent 
  emerald that turns dull grey when its magic is 
  expended. he emerald shard is subject to the normal 
  rules of ioun stones. While active, the emerald shard 
  absorbs 5 damage from every attack or damaging 
  efect that hits the owner. he shard loses all its 
  magical properties and ceases to function once it 
  absorbs 120 damage.
  EMERALD TABLETS OF THOTH-HERMES
  Wondrous item, artifact (requires attunement) 
  his object consists of 12 tablets—slabs of transparent 
  emerald green crystal—inscribed in an ancient 
  language. hey lie stacked upon one another, held 
  together by golden hoops strung through holes in 
  the tops of the tablets and suspended from a rod of 
  the same material. hough it appears to be gold, this 
  metal is indestructible. 
  
  81
  the emerald order
  he tablets are inscribed with a wealth of 
  knowledge about the universe, magic, and other 
  subjects. he essence of the Emerald Tablets of 
  hoth-Hermes is infused with knowledge that the 
  reader unconsciously absorbs while interacting with 
  the artifact. While using the tablets, the reader has 
  advantage on all Intelligence and Wisdom checks. 
  World Bending. he tablet bearer can alter reality in 
  signiicant ways, much in the manner of a wish spell. 
  State clearly to the GM what efect you wish to bring 
  about in the world. he GM decides which spell 
  best matches your desire. You must must make a 
  spellcasting check with a DC = (15 + the level of the 
  spell that most closely matches the desired efect). If 
  the saving throw succeeds, the desired efect occurs. 
  If it fails, nothing happens; but if it fails by 10 or 
  more, the attempt backires and is warped in ways 
  determined by the GM.  
   
  Regardless of the outcome of the spellcasting 
  check, you must also make a successful Constitution 
  saving throw against the same DC or gain 1 level of 
  exhaustion.
  Master of the Golem. A creature that holds the 
  tablets can try to control a smaragdine golem through 
  force of will. he golem must be within 200 feet. If it 
  fails a Wisdom saving throw against the tablet bearer’s 
  spell save DC, it is dominated (similarly to dominate 
  monster) for 10 minutes. 
  My Knowledge, My Obsession. he tablet bearer is 
  occasionally compelled to spend a long rest studying 
  the tablets. When the bearer spends a long rest 
  studying the tablets, that rest is treated as a short rest 
  for purposes of recovery. his compulsion occurs at 
  the discretion of the GM.
  Destroying the Tablets. he method to destroy 
  the Emerald Tablets of hoth-Hermes is unknown. 
  Perhaps not surprisingly, it is one of the few pieces 
  of knowledge not described in the tablets. Likely 
  possibilities include: defacement by an illiterate 
  child; being buried beneath a great library or temple 
  of knowledge that's then desecrated and destroyed; 
  or being sundered by the weapon of a hitherto 
  unidentiied demon lord of ignorance.
  monSter
  hese mighty golems are ferocious defenders of 
  hoth-Hermes' most precious sites and secrets.
  GOLEM, SMARAGDINE 
  Large construct, neutral
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  26 (+8) 
  11 (+0) 
  20 (+5) 
  3 (‒4) 
  11 (+0) 
  1 (‒5)
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical weapons that 
  aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petriied, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 12 (8,400 XP)
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects, with two 
  
  82
  golems have an inhuman intelligence and use tactics 
  in a physical confrontation. Similarly, smaragdine 
  golems do not blunder through walls or other 
  obstacles in their path. hey seek a doorway or some 
  other indirect path to the tablets if necessary, but 
  always with relentless determination.
  he question arises: Is a smaragdaline golem true 
  to the Order (and ergo its leader), the Emerald Tablets 
  and hoth-Hermes, or does it obey its creator? he 
  answer lies in whether the smaragdaline golem 
  was grown from a piece of the Emerald Tablets or 
  fashioned from other green crystals.
  exceptions: shatter (functions normally), feeblemind (the 
  golem is stunned until the end of its next turn).
  Magic Weapons. The golem’s weapon attacks are magical.
  Sense Tablet. A smaragdine golem can sense the 
  presence of the Emerald Tablets of Thoth-Hermes as 
  per locate object. This ability functions only on the 
  Emerald Tablets and is not blocked by lead, although 
  nondetection works normally.
  ACTIONS
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 21 (3d8 + 8) bludgeoning damage.
  Absorb Magic. The smaragdine golem absorbs the magic 
  from a non-instantaneous spell effect it touches; e.g., if 
  the smaragdine golem is in the area affected by a silence 
  or fog cloud spell, the golem can absorb the spell's 
  magic. Alternatively, this can absorb a spell effect that's 
  active on another creature the golem hits with a slam 
  attack. All of the spell's effects end immediately. 
  A smaragdine golem can hold one absorbed 
  spell at a time. When the golem has a spell 
  absorbed, it can release the energy as a bonus 
  action. All creatures within 60 feet of the golem 
  take 8d8 force damage and are blinded until the 
  end of the golem's next turn; a successful DC 17 
  Dexterity saving throw halves the damage and 
  prevents blindness.
  Smaragdine golems are creations of the 
  Emerald Order, crated by disciples 
  of the emerald esoterica to guard 
  their secret meeting halls, 
  sacred texts, and the Emerald 
  Tablets itself. As they are grown 
  from fragments of the Emerald 
  Tablets, the golems have an 
  innate intelligence from their connection to 
  hoth-Hermes. his makes them in some ways 
  akin to retrievers, the abyssal constructs 
  of certain Demon Lords. his trait also 
  makes them strangely susceptible to spells 
  that normally have no efect on constructs. 
  heir link to the Emerald Tablets 
  also means they can track it unerringly 
  if commanded to do so. Although 
  they lack individual personalities, the 
  
  83
  hand of nakreSh
  hand of
    nakreSh
  f
  orty-Fingered Nakresh is the simian demon-god 
  of wizards and thieves. His eight hands grasp all 
  there is to take and hold tight. It is said he reserves 
  his lowest let hand for the boldest and most 
  daring of his thets. And this cult—a pentarchical 
  assemblage of the region’s most infamous 
  scoundrels and their followers—revere their god by 
  emulating this behavior. hese ive crime lords plot 
  the most audacious and spectacular thets in order 
  to appease their deity and outdo the other members 
  of their organization. 
  leaderS, orGanization, 
  and GoalS
  he undisputed leaders of the Lower Let Hand of 
  Nakresh are the Five Exalted, the ive most devoted 
  and larcenous members of the cult—the ive ingers 
  of the hand, as it were. Each remains in a position 
  of power until he is unable to properly bestow 
  adoration upon the name of Nakresh. For the cult, 
  adoration means thet. he bigger and more daring 
  the heist, the greater the respect and admiration 
  7
  
  84
  gained by the perpetrator and in turn bestowed 
  upon Nakresh. One of the ive is chosen every eight 
  years to be the High Exalted, highest of the ive and 
  the one who directs the cult in its activities. 
  On that occasion, the crime lords compete to see 
  who can commit the greatest thet. heir eforts are 
  judged on the value of loot (stolen magic is prized 
  above all else), the infamy of the crime, and the style 
  in which it was committed. Each crime lord is the 
  head of an ardent group of followers that carry out 
  their leaders’ nefarious plots with zeal. hese lesser 
  cult members cast secret ballots to determine which 
  of the ive becomes the High Exalted for the next 
  eight years. 
  he Five Exalted are iercely competitive and do 
  whatever is necessary to surpass their fellows in this 
  contest. Sabotage and double-dealing are expected. 
  At times, two of the Five may join forces, usually 
  when one with little chance of winning throws in 
  with another of the Five, expecting favors in return 
  should his aid help achieve a win. he inviolate rule 
  of the contest is that none of the members shall kill 
  another or betray another to the authorities. In fact, 
  should one be captured, the others are duty-bound 
  to attempt a rescue if the possibility exists. When 
  one of the positions of the Five becomes vacant—
  whether due to death, expulsion, or capture without 
  hope of rescue—the other four vote to raise a 
  promising member of the cult to the position.
  LORD VERMIN
  Small monstrosity, neutral evil
  Armor Class 17 (natural + leather armor)
  Hit Points 88 (16d6 + 32)
  Speed 30 ft., climb 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  8 (‒1) 
  12 (+1)
  Saving Throws Dex +8
  Skills Sleight of Hand +8, Stealth +8
  Damage Resistances poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., tremorsense 10 ft., passive 
  Perception 13
  Languages Common, Deep Speech, Undercommon
  Challenge 10 (5,900 XP)
  Dark Dweller. Lord Vermin has disadvantage on attacks 
  and ability checks made in direct sunlight.
  Evasion. When Lord Vermin makes a saving throw that 
  normally halves damage on a success, he takes no 
  damage with a success and half damage with a failure. 
  Hurried Scurry. Whenever Lord Vermin takes a dash 
  action, he can immediately dash again as a bonus action.
  Shadow Attack. Lord Vermin's dagger attacks do an extra 
  21 (6d6) damage against targets that can't see him.
  ACTIONS
  Multiattack. Lord Vermin makes three dagger attacks.
  Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage plus 17 (5d6) 
  poison damage and the creature is poisoned until the 
  end of Lord Vermin's next turn; a successful DC 15 
  Constitution saving throw halves the poison damage 
  and prevents the poisoned condition.
  Shadowy Chitin (recharge 5‒6). Lord Vermin’s carapace
  swirls with shadow. For 1 minute, Lord Vermin can 
  choose to become invisible at the end of each of his 
  turns.
  REACTIONS
  Uncanny Dodge. When Lord Vermin is hit by an attacker 
  he could see, the damage is halved.
  Lord Vermin stands four feet tall, and his skin and 
  carapace are an oily, tan color. Glittering black eyes sit 
  beneath long antennae and an unusually thick mop 
  of black hair, which he keeps coifed in fashionable 
  style. He dresses in the fashion of a dilettante noble, 
  eschewing all ornamentation except his signet ring 
  and the silver and ebony scabbards for his weapons. 
  Lord Vermin is the most recent ascendant to the 
  Five. A young and ambitious cult member, he rules 
  in a subterranean lair beneath a large city, leading 
  a contingent of larcenous roachling followers. His 
  initial crimes involved invading sites through sewers, 
  moats, cellars, and other such entrances. Boiling up 
  from below, Lord Vermin and his followers would 
  scuttle in and loot whatever they could, disappearing 
  back down the dark holes from whence they came 
  loaded with ill-gotten gain. 
  When the wealthy became wise to this 
  approach—barring sewer grates, sealing tunnels, 
  and placing cellar guards—Lord Vermin switched 
  
  85
  hand of nakreSh
  tactics and came in from above. His crew scaled 
  walls and went in windows and skylights. When 
  his targets guarded against this tactic, he simply 
  went further aield, inding new marks in foreign 
  cities. If these new targets had ever heard of him it 
  was usually in exaggerated tales and hearsay. hey 
  learned soon enough, and Vermin’s name became a 
  curse on the lips of the wealthy. 
  Lord Vermin is the most ambitious of the 
  Five. His heists are always grand in scale. He is 
  determined to win the next contest and become the 
  High Exalted. At 15 years old he is nearing middle 
  age, given the short lifespans of his folk. If he misses 
  this chance, he may not receive a second so he is 
  determined to succeed.
  MASTER KIPRAK
  Small humanoid (kobold), lawful evil
  Armor Class 16 (studded leather)
  Hit Points 81 (18d6 + 18)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (‒1) 
  19 (+4) 
  12 (+1) 
  20 (+5) 
  10 (+0) 
  8 (‒1)
  Saving Throws Dex +8, Wis +4, Cha +3
  Skills Arcana +9, Perception +4, Stealth +8
  Damage Resistances acid, cold, ire, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Common, Draconic, Undercommon
  Challenge 11 (7,200 XP)
  Dark Dweller. Master Kiprak has disadvantage on 
  attacks and ability checks made while he is in direct 
  sunlight.
  Practiced Arm. If Master Kiprak has no enemies within 5 
  feet of himself, he has advantage on ranged attacks.
  Protective Equipment. Master Kiprak uses a 
  variety of safety devices and potions to 
  protect himself. He is not affected by 
  nondamaging effects from his bombs.
  ACTIONS
  Multiattack. Master Kiprak makes three bomb attacks in 
  any combination.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Frost Bomb. Ranged Weapon Attack: +8 to hit, range 
  30/120 ft., one target. Hit: 26 (4d12) cold damage. 
  Whether the attack hits or misses, all creatures within 
  10 feet of the bomb’s target must make a successful DC 
  17 Consitution saving throw or be magically slowed (per 
  the slow spell) until the end of Master Kiprak’s next turn.
  
  86
  Fire Bomb. Ranged Weapon Attack: +8 to hit, range 
  30/120 ft., one target. Hit: 26 (4d12) ire damage. 
  Whether the attack hits or misses, all creatures within 10 
  feet of the bomb’s target must make a successful DC 17 
  Strength saving throw or be pushed 10 feet away from 
  the bomb’s detonation point. 
  Entangling Bomb (recharge 6). Ranged Weapon Attack: 
  +8 to hit, range 30/120 ft., one target. Hit: 6 (1d12) ire
  damage. Whether the attack hits or misses, the ground
  within 10 feet of the bomb's detonation point becomes
  dificult terrain. Creatures in that area when the bomb
  detonates must make successful DC 17 Strength saving 
  throws or be restrained. A restrained creature can break 
  free by using an action and making a successful DC 17 
  Strength check. 
  REACTIONS
  Uncanny Dodge. When Master Kiprak is hit by an 
  attacker he could see, the damage is halved.
  Standing just 3 feet 6 inches tall when he straightens 
  up, Master Kiprak is an unassuming igure. His scaly 
  form is ashen, emaciated, and thin, wrapped loosely 
  in the well-tailored but stained robes of an academic. 
  Deep-set, bright eyes show a keen intellect and miss 
  nothing of their surroundings. A belt hangs heavy 
  with pouches and equipment of his trade. 
  Master Kiprak is a kobold of great intellect and 
  rather high ethical standards within his alchemical 
  profession. Outside of that work, however, he 
  is completely immoral and unscrupulous. His 
  outrageous acts of larceny, which funded his research, 
  attracted the attentions of the Hand of Nakresh. 
  Master Kiprak is the only member of the Five 
  Exalted to have been brought into their ranks from 
  outside the brotherhood of the cult. For his part, 
  Master Kiprak is happy to play by the cult’s rules, 
  and he inds the challenge of the octennial contest 
  stimulating and a ine venue in which to test new 
  alchemical experiments or apparatuses. 
  Kiprak is the most open of the Five, accepting 
  anyone of the proper intelligence, devotion, and 
  criminal demeanor into the ranks of his followers—
  except for loathsome gnomes. Ater all, he does 
  maintain some standards.
  MOGNYR DUNESTALKER
  Medium humanoid (gnoll), neutral evil
  Armor Class 17 (leather armor; 19 with shield)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  14 (+2) 
  8 (‒1) 
  10 (+0) 10 (+10)
  Skills Perception +3
  Saving Throws Con +5, Wis +3, Cha +3
  Damage Resistances poison 
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Gnoll
  Challenge 8 (3,900 XP)
  Practiced Rider. Mognyr Dunestalker receives advantage 
  on checks to stay mounted. He suffers no penalty to 
  attacks made while riding a mount. He controls his 
  mount as a bonus action.
  Rampage. When Dunestalker reduces a creature to 0 
  hit points with a melee attack on his turn, he can take 
  a bonus action to move up to half his speed (or half of 
  Kerrshek's speed, if mounted) and make a bite attack.
  ACTIONS
  Multiattack. Mognyr Dunestalker makes a bite attack 
  and two longsword attacks, or two longbow attacks.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) 
  poison damage; poison damage is halved with a 
  successful DC 13 Constitution saving throw.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 
  + 4) slashing damage if used two-handed.
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 10 (3d6) ire, necrotic, or poison damage (Mognyr's 
  choice). 
  REACTIONS
  Uncanny Dodge. When Mognyr Dunestalker is hit by an 
  attacker he could see, the damage is halved. He can also 
  use this reaction to halve damage from attacks against 
  Kerrshek, if he's riding the hyaenodon.
  
  87
  hand of nakreSh
  KERRSHEK 
  Large beast (hyaenadon), unaligned
  Armor Class 13 (natural armor)
  Hit Points 44 (8d10)
  Speed 50 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  14 (+2) 
  13 (+1) 
  5 (‒3) 
  13 (+1) 6 (‒2)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages None
  Challenge 1 (200 XP)
  Keen Senses. Kersshek has advantage on Perception 
  checks based on smell.
  Pack Tactics. Kersshek has advantage on attack rolls if 
  the target is already grappled by at least one other 
  hyaenodon.
  Trample. If Kerrshek moves at least 20 feet straight 
  toward a creature and then hits it with a bite attack on 
  the same turn, that target must make a successful DC 14 
  Strength saving throw or be knocked prone. If the target 
  is knocked prone, Kerrshek can make another bite attack 
  against it as a bonus action.
  ACTIONS
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  REACTION
  His Master's Voice. While Mognyr Dunestalker is riding 
  Kerrshek, the hyaenodon can make a bite attack 
  as a reaction against a target that was just hit by 
  Dunestalker's longsword.
  Mognyr Dunestalker stands nearly seven feet in 
  height, his lean frame covered in fur the color of wet 
  sand. A thick scar on his muzzle pulls up his lip on 
  
  88
  the let side, leaving him with a permanent snarl. 
  He is rarely seen without Kerrshek, his hyaenodon 
  companion and mount. 
  Mognyr has been a devoted follower of the cult 
  for many years. He's made his devotion evident in 
  caravan raids while traveling the deserts between 
  settlements. His steady low of plunder caught 
  the attention of the Hand’s leadership, and he was 
  inducted into the vacant seat shortly ater. Whether 
  Mognyr is able to vie for the position of the High 
  Exalted remains to be seen. His successes can’t be 
  denied, but while a cunning raider and master of 
  ambush tactics, he tends to pluck at low-hanging 
  fruit, bringing in steady but unremarkable gains.
  SISTER STARKFEATHER
  Medium humanoid (tengu), chaotic neutral
  Armor Class 16 (studded leather; 18 with shield)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  19 (+4) 
  12 (+1) 
  10 (+0) 
  22 (+6) 
  17 (+3)
  Saving Throws Dex +8, Con +5, Wis +10
  Skills Insight +10, Perception +10
  Senses darkvision 60 ft., passive Perception 20
  Languages Common, Deep Speech, Tengu, 
  Undercommon
  Challenge 9 (5,000 XP)
  Spellcasting. Sister Starkfeather is a 13th-level spellcaster. 
  Her spellcasting ability is Wisdom (spell save DC 17, 
  +9 to hit with spell attacks). She has prepared the
  following spells:
  Cantrips (at will): guidance, light, sacred lame
  1st level (4 slots): bane, sanctuary, shield of faith
  2nd level (3 slots): blindness/deafness, hold
  person, silence
  3rd level (3 slots): animate dead, dispel 
  magic, spirit guardians
  4th level (3 slots): banishment, 
  death ward, guardian of faith
  5th level (2 slots): lame strike, 
  mass cure wounds
  6th level (1 slot): harm, true seeing
  7th level (1 slot): divine word
  Forty Fingers of Nakresh. Sister Starkfeather is 
  surrounded by an aura of larcenous magic. Creatures 
  that begin or end their turn within 5 feet of the priest 
  take 10 (3d6) necrotic damage. In addition to the 
  damage, the aura teleports gold, gems, jewelry, and art 
  objects carried by the creature to an extraplanar space 
  only Sister Starkfeather can access (similar to a secret 
  chest spell). The value of the items stolen is determined 
  by the GM but should increase each time the creature 
  takes damage from the aura. If Sister Starkfeather is 
  killed, the extraplanar space tears open and the stolen 
  items shower down around her body.
  
  89
  hand of nakreSh
  ACTIONS
  Multiattack. Sister Starkfeather makes two shortsword 
  attacks.
  Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Prayer. Sister Starkfeather expends one spell slot. The 
  radius of the area affected by forty ingers of Nakresh 
  increases by 5 feet per level of the expended slot (a 
  4th-level spell slot extends the radius by 20 feet). This 
  effect lasts until the end of Sister Starkfeather’s next turn.
  White Feathers, Dark Heart (1/day). Sister Starkfeather 
  gains the ability to ﬂy (speed 60 feet) for 1 minute. 
  Additionally, for the same duration, her sacred lame
  cantrip does double damage.
  Standing 5 feet, 10 inches in height—though her 
  hunched posture makes her seem shorter—Sister 
  Starkfeather’s albinism is plainly seen in her 
  pure white plumage, ivory beak, and pinkish-red 
  eyes. She dresses in plain but well-cut clothing of 
  comfortable it and dark colors that contrast with 
  her pale feathers. 
  Sister Starkfeather runs her portion of the cult 
  much like a thieves’ guild. Outsiders who pay tribute 
  and respect to Nakresh are protected. hieves and 
  practitioners of magic that venerate the demon-god 
  are let alone. All others are fair game to the tengu 
  and her followers—competent rogues and wizards 
  all—and a healthy tithe of all wealth taken is given to 
  the temple. 
  Sister Starkfeather is the current High Exalted 
  and has been so for the last 16 years. he only true 
  cleric among a group of lay priests, she considers her 
  position a sign of favor from Nakresh for her more 
  ardent devotion. She crats her plans and executes her 
  thets with as much zeal as lourish, always leaving 
  a calling card, an ivory holy symbol of Nakresh, to 
  let her victims realize the hand of her profane lord is 
  behind their misfortunes. Sister Starkfeather has no 
  intention of losing the position of the High Exalted 
  to any of her fellows. hey can vie for the seat ater 
  she dies of old age as far as she is concerned. She 
  constantly works to turn her compatriots against 
  one another, using of-hand remarks and seemingly 
  innocent reminders of wrongs—real or imagined—to 
  reignite old feuds and start new ones.
  ZHEITA THE MAGICMONGER
  Medium humanoid (derro), chaotic neutral
  Armor Class 14 (17 with mage armor)
  Hit Points 133 (15d8 + 60)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  18 (+4) 
  18 (+4) 
  12 (+1) 
  10 (+0) 
  20 (+5)
  Saving Throws Int +5, Wis +4, Cha +9
  Skills Arcana +5, Persuasion +9
  Damage Resistances poison, psychic, radiant
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Aklo, Common, Undercommon
  Challenge 12 (8,400 XP)
  Spellcasting. Zheita is a 15th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 17, +9 to 
  hit with spell attacks). She has prepared the following 
  spells:
  Cantrips (at will): acid splash, ire bolt, ray of frost
  1st level (4 slots): feather fall, mage armor, magic 
  missile
  2nd level (3 slots): alter self, blur, darkness
  3rd level (3 slots): ireball, ly, major image
  4th level (3 slots): dimension door, greater invisibility, 
  polymorph, scattered images (see “Spells”)
  5th level (2 slots): cloudkill, dominate person
  6th level (1 slot): mass suggestion, true seeing
  7th level (1 slot): inger of death, prismatic spray
  8th level (1 slot): earthquake, incendiary cloud
  Mutation. Zheita’s long arms arms curl and coil in 
  unnatural ways. She can pick up and manipulate objects 
  up to 10 feet away. 
  Madness, Genius, Obsession. Zheita’s obsession with 
  magical artifacts has driven her partially mad. She 
  has advantage on saving throws against illusions and 
  mind-controlling spells and effects.
  ACTIONS
  Multiattack. Zheita makes two quarterstaff attacks.
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 4 (1d8) bludgeoning damage.
  A derro savant, Zheita stands nearly 4 feet tall. She 
  keeps her white-blonde hair shaved on the right side, 
  where strange glyphs are tattooed in an arch over her 
  
  90
  ear. Her pale blue skin is covered with self-inlicted 
  scars. She wears a high-collared robe of spidersilk, 
  tie-dyed in a dizzying mixture of mauve, olive green, 
  and yellow. 
  Zheita the Magicmonger is obsessive in her 
  pursuit of arcane objects, spells, and components. 
  Her heists pull in many of these treasures, from 
  potions to more powerful items. With a band of 
  derros at her command, along with a few stray 
  troglodytes and loyal but insane human thralls, she 
  commands enough power and prestige to have a seat 
  with the Five. However, her insanity has kept her 
  from claiming the position of the High Exalted. Her 
  hauls during the last contest were too esoteric and 
  lacking in monetary value to win her the title. Still, 
  her madness oten spawns inspired crimes, and she 
  has the power and resources to accomplish them
  cult activitieS and 
  adventure hookS 
  Here are several methods of introducing the Hand of 
  Nakresh as adversaries of the PCs in your campaign. 
  hey can be foes for single adventures or returning 
  enemies in an extended campaign, pitting the PCs 
  against the growing threat of the cult as its members 
  boldly increase their depredations to please their 
  god and outdo one another. 
  Levels 1-3
  he warehouses of the dock district have sufered a 
  rash of robberies. A nervous merchant who recently 
  brought in a shipment of rare spices and ivory from 
  the south is worried. He hires the PCs as guards to 
  prevent any thet of his goods. In the night, three 
  of Lord Vermin’s roachling followers attempt to 
  iniltrate the warehouse to sneak past the PCs and 
  make of with whatever they can carry. 
  he caravan the PCs are hired to guard on its 
  journey south is attacked by a band of gnolls. If 
  the gnolls threaten to overwhelm the PCs and their 
  allies, a patrol of soldiers arrives to aid the party 
  and drive of the attackers. Otherwise, the soldiers 
  show up ater the gnolls have been defeated, having 
  noticed them and diverted from their normal patrol 
  to pursue them. his good turn however, was only a 
  Zheita has received an epiphany this year, the result 
  of either a premonitory dream or research into a 
  rare book of lore, whichever version of the tale she’s 
  telling at the time or what best suits your campaign. 
  his allowed her to uncover an ancient engine of 
  magic from deep underground, a lost artifact from 
  another age. his year Zheita believes the position 
  of the High Exalted is certainly hers. None of her 
  peers can match her claims because she plans to 
  steal magic itself. She has discovered diagrams and 
  notes for a mysterious device said to manipulate 
  and control ley line energies (a distant dream and 
  perhaps impossible). Whether such a crazy and far-
  fetched scheme will work remains to be seen.
  For Midgard Campaigns
  
  91
  hand of nakreSh
  ruse. While the patrol was diverted to help the PCs, 
  another richer caravan was attacked and robbed 
  by a second band of Mognyr’s raiders. he heroes 
  are then asked to assist in tracking these bandits to 
  their source.
  A rise in thets of alchemical reagents and 
  equipment alarms the Alchemists’ Guild. he PCs 
  are ofered a substantial reward to guard a fake 
  shipment of goods on a river barge and kill or 
  capture the thieves responsible for these crimes. A 
  group of kobolds serving Master Kiprak, outitted 
  with various types of alchemical gear, attacks the 
  barge by night.
  Levels 4-6
  Outrage strikes the city in response to a rash 
  of thets targeting clerics and temples. Sister 
  Starkfeather feels her deity has been slighted by 
  other local religions. Holy symbols are pickpocketed 
  from clerics, the altars of temples are laid bare, and 
  poor boxes are emptied in the night. he faithful 
  clamor for justice. he inal outrage occurs when the 
  symbol of Nakresh is painted in white on the main 
  street in the temple district. he PCs are approached 
  by either the local government or religious 
  representatives of their own faiths and asked to seek 
  out the perpetrators. Several clashes with Sister 
  Starkfeather’s loyal cultists result. A group of bandits 
  led by a mage is appropriate. 
   
  Eventually, either Sister Starkfeather herself or 
  her representative approaches the PCs under a lag 
  of truce to resolve the situation. Good negotiation 
  results in much of the stolen goods being returned 
  in exchange for some token ofering to placate Sister 
  Starkfeather. A bad result leads to the PCs being 
  marked as enemies of the cult of Nakresh, and 
  targeted for reprisal at a later date. 
  he PCs are hired to watch over the egg of a magical 
  monster until it hatches. his egg is targeted by 
  Zheita the Magicmonger, who sends a group of her 
  followers to steal it. he PCs must contend with a 
  mob of insane cultists and troglodytes, led by a pair 
  of derro overseers. 
  he city watch, unable to keep up with a rash of 
  crimes in the city, suspect spies or corrupted oicials 
  are tipping the thieves of to the watch’s tactics. 
  hey want the PCs to conduct an informal internal 
  investigation of their ranks to ind the problem. 
  he PCs might uncover the doppelganger that has 
  replaced a captain of the guard on behalf of Sister 
  The Hand of Nakresh in Midgard  
  he cult has its home in Nuria Natal, their main 
  temple hidden within the sprawl of the capital. An 
  honor guard comprised of some of the best followers 
  of each of the Five defends it against intruders. 
  his includes a group of crack-shot gnoll archers, 
  kobolds loaded with alchemical weapons, a cadre 
  of arcane rogues, a gang of roachling rogues, and a 
  pack of derros. At most times, the main temple is 
  not in regular use, as each of the Five worships in the 
  holdings of her own domain, traveling to Nuria only 
  when they convene for business or high holy days. 
   he main sanctum of the temple is guarded by 
  a stone golem standing watch over a counterfeit 
  treasure—a glittering pile enticing interlopers to 
  their doom. Mognyr Dunestalker claims Per-Kush, 
  though he and his gnolls are normally abroad, 
  stalking the caravan lanes, ready to relieve merchants 
  of their goods. Master Kiprak holds sway in Per-
  Xor. Per-Bastet is normally the home of Zheita 
  the Magicmonger, but recently, she has moved her 
  operations out to the ruins of Per-Set, becoming 
  even more secretive and paranoid concerning her 
  recent plans. 
   Sister Starkfeather plays out her complex and 
  many-layered cons in Corremel. Lord Vermin 
  plies his trade in Nuria itself. During the year of 
  the contest, it isn’t uncommon for the Five to seek 
  plunder outside of their homeland. Lord Vermin 
  stays away from Nuria Natal regularly, especially 
  when the authorities are pressing for his capture. His 
  nefarious heists have been reported in Harkesh and 
  the islands of Marea, once as far away as Reth-Saal 
  in the Ruby Despotate.
  
  92
  Starkfeather, a trio of guards who have been leaking 
  information to keep hostages taken by Mognyr from 
  being harmed, or both.
  Levels 7-9
  he year-long contest among the Five to determine 
  who becomes the next High Exalted is underway. 
  Lord Vermin has outshone Master Kiprak in recent 
  months. he kobold decides to even the odds and 
  plants evidence at one of his own crime scenes to 
  lead the PCs to Lord Vermin’s hideaway. he PCs 
  have to work their way through a trapped and 
  guarded maze of subterranean tunnels to reach the 
  crime lord. During the battle, Vermin realizes he has 
  been set up (or if the PCs are defeated, he may have 
  a chat with survivors). He ofers the PCs a deal. If 
  they go ater Master Kiprak instead, he will give them 
  some concessions, such as avoiding targets the PCs 
  want protected, making small amounts of restitution 
  to his victims, or leaving the city to work elsewhere. 
  he PCs are hired to go undercover, iniltrating 
  the cult to ascertain their numbers, assets, and 
  locations and reporting their indings. hey must 
  somehow make contact and ofer their services to 
  one of the Five. his mission is secret, and once 
  ensconced in the cult, they are considered enemies 
  by law enforcement and others that are set against 
  the cult of Nakresh. he heroes are required to prove 
  themselves worthy before being initiated into the 
  cult. he organization tests their abilities, and they 
  have to perform a noteworthy thet against a target 
  of their potential patron’s choice. 
  As part of a task force assigned to defeating the 
  cult, the PCs stumble across information that leads 
  them to the current lair of one of the Five. If the 
  PCs are victorious in their battle against the crime 
  lord, they discover that their target is merely a 
  simulacrum. Zheita acquired several scrolls of the 
  simulacrum spell in a recent thet and made copies 
  of each of the Five to act as decoys. While the PCs 
  have cleared out part of the cult, they have also 
  made themselves known to the Five as enemies, 
  who respond accordingly.
  Levels 10-12
  Zheita develops a strange romantic obsession for 
  one of the PCs. She showers that PC with gits— 
  stolen of course—in an attempt at wooing. hings 
  escalate over time. Zheita closely observes the PC’s 
  habits and acts on any information she gleans. If 
  the PC shows an enmity toward a particular enemy, 
  Zheita attacks said enemy and delivers it, dead or 
  alive, to the PC. She delivers a favorite drink or style 
  of dress by the barrel or crate. If allowed to escalate, 
  Zheita determines that it is the other PCs who 
  keep her apart from her new love, so she stages a 
  kidnapping to bring the PC to her. 
  Master Kiprak is envious of Zheita’s clockwork 
  siege crab and wishes a similar vehicle of his own. 
  He enacts a plan to have one built. First, he steals 
  the plans to the alchemical engine that powers the 
  clockwork siege crab. hen, he begins swiping the 
  various materials and components necessary to 
  construct the engine and the vehicle. Finally, Kiprak 
  kidnaps the dwarf engineer responsible for building 
  the crab in order to force him to crat another such 
  vehicle. he crime spree comes to the notice of the 
  PCs somewhere along the way. hey must piece 
  together the clues to igure out where Master Kiprak 
  will strike next, or they might end up as the irst test 
  subjects of his new clockwork monstrosity. 
  Guilds and governments alike have had enough 
  of the depredations of the Hand. An ostentatious 
  reward has been put forward to anyone able to break 
  the power of the cult and either slay the group’s 
  leaders or bring them to justice. he PCs must set 
  out to track down the Five in the midst of their crime 
  sprees as part of the contest for the seat of the High 
  Exalted. One by one, the crime lords either fall or lee, 
  culminating in an invasion of the temple of Nakresh, 
  where any of the Five still at large make a last stand to 
  defend their religion against the interlopers.
  
  93
  hand of nakreSh
  cultiStS of the  
  hand of nakreSh
  he demon-god Nakresh reserves his lowest let 
  hand for cunning thet. he cult that bears its 
  name recruits members that can swell the cofers 
  of the cult with wealth pilfered with cunning and 
  style. Foes are dealt with in a manner itting their 
  god, by robbing them of all they hold dear. he 
  following NPCs can be used as cultist minions, 
  intermediaries, and lower-level leaders to provide 
  suitable enemies for the PCs as they strive against 
  the Hand of Nakresh.
  TENGU BRAVO
  Medium humanoid (tengu), chaotic neutral
  Armor Class 16 (leather armor, shield)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft. 
  STR 
  DEX 
  CON  
  INT 
  WIS 
  CHA 
  15 (+2) 
  14 (+2) 
  14 (+2) 
  8 (‒1) 
  8 (‒1) 
  10 (+0)
  Skills Perception +1, Stealth +4
  Senses blindsight 5 ft., darkvision 60 ft., passive 
  Perception 11
  Languages Common, Tengu
  Challenge 1/2 (100 XP)
  
  94
  Shadow Stealth. The tengu bravo can take the Hide action 
  as a bonus action while it's in dim light or darkness.
  ACTIONS
  Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage.
  Smokestick (1/day). The bravo lights and throws its one 
  smokestick. It can be thrown up to 60 feet. The burning 
  smokestick produces a cloud of smoke with a 20-foot 
  radius. The cloud spreads around corners and lasts for 10 
  minutes. Its area is heavily obscured.
  Nakreshian Disarming Knife. Ranged Weapon Attack: 
  +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage and the creature must make a Dexterity
  saving throw or drop whatever it's holding in one hand
  (attacker's choice). The DC = (5 + the attack's damage).
  hese cocky bravos oten operate as grunts for the 
  various Five Exalted and their lieutenants. Oten 
  they are used in situations where being stealthy and 
  unobserved is not an issue. A small band of bravos 
  might be tasked with committing a lashy, smash-
  and-grab style robbery. Sometimes this thet is 
  merely a distraction to divert attention away from 
  a more carefully planned and executed crime being 
  staged nearby.
  DIVERSION EXPERT
  Small humanoid (kobold), neutral evil
  Armor Class 16 (studded leather, shield)
  Hit Points 27 (6d6 + 6)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT  
  WIS 
  CHA 
  8 (‒1) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
  13 (+1) 8 (‒1)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Draconic, Tengu
  Challenge 1/2 (100 XP)
  Innate Spellcasting. The diversion expert’s spellcasting 
  ability is Intelligence (spell save DC 13). It can cast 
  the following spells innately, requiring only verbal 
  components:
  At will: dancing lights, minor illusion
  3/day each: alter self, expeditious retreat, sleep 
  1/day: major image
  Shadow Stealth. The diversion expert can take the 
  Hide action as a bonus action while it's in dim light or 
  darkness.
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Nakreshian Disarming Knife. Ranged Weapon Attack: 
  +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2)
  piercing damage and the creature must make a Dexterity
  saving throw or drop whatever it's holding in one hand
  (attacker's choice). The DC = (5 + the attack's damage).
  he diversion expert’s job is to distract attention 
  away from the criminal activities of other Hand of 
  Nakresh operatives. He can use illusions to cover 
  the activities of the cult’s thieves or to create the 
  appearance of a more imminent threat to draw the 
  law away, such as a ire or a riot. he diversion expert 
  can also use spells to cover the retreat of allies should 
  they need it. A diversion expert usually works in 
  concert with other cult members, oten three to six 
  tengu bravos.
  ROACHLING LIEUTENANT
  Small monstrosity, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 82 (15d6 + 30)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  16 (+3) 
  14 (+2) 
  13 (+1) 
  8 (‒1) 
  14 (+2)
  Skills Perception +1, Stealth +5
  Senses darkvision 60 ft., tremorsense 10 ft., passive 
  Perception 11
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Shadow Stealth. The roachling lieutenant can take the 
  Hide action as a bonus action while it's in dim light or 
  darkness.
  Swarmer. The roachling lieutenant's shortsword attack 
  does an additional 9 (2d8) poison damage against a 
  creature that was damaged by one of the roachling's 
  allies since the roachling's last turn.
  
  95
  hand of nakreSh
  ACTIONS
  Mulitattack. The roachling lieutenant makes two 
  shortsword attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
  Nakresh’s Gambit. The lieutenant uses its many limbs 
  to snatch a weapon or shield away from one creature 
  within 5 feet. The targeted creature must make a 
  successful DC 13 Strength or Dexterity (player’s choice) 
  saving throw or the roachling lieutenant takes the 
  targeted item. The lieutenant can carry only one stolen 
  item at a time, but it can throw a stolen item up to 20 
  feet as a bonus action. With the GM’s approval, the 
  lieutenant can use the item normally. If the saving throw 
  succeeds, attacks against the roachling lieutenant have 
  advantage until the end of the lieutenant’s next turn.
  he roachling lieutenant oversees a number of lesser 
  thieves associated with the cult, answering directly 
  to one of the Five Exalted. his individual will 
  oten exhort her underlings to pull of heists that are 
  both lucrative and showy, in the hopes of one day 
  displacing one of the Five Exalted and taking her 
  place among the leaders of the Hand of Nakresh.
  maGic item
  Members of the Hand of Nakresh certainly recognize 
  the value of magic items, but they don't necessarily 
  prize their magic more highly than their gold value. 
  MONKEY’S PAW OF FORTUNE 
  Wondrous item, very rare (requires attunement)
  his preserved monkey’s paw hangs on a simple 
  leather thong. he wearer can use its magic to alter 
  his or her fate. Whenever a die roll for an attack, 
  saving throw, skill check, or ability check is failed, 
  the wearer can expend one charge from the monkey’s 
  paw of fortune to reroll the die with a +10 bonus. 
  he result of the second roll must be used. When this 
  ability is used, one of the paw’s ingers curls tight to 
  the palm. When all ive ingers are curled tightly into 
  a ist, the monkey’s paw loses all magical power. 
  Spell
  Many of the sneakier members of the Hand of 
  Nakresh use the following spell to keep their 
  opponents guessing. 
  SCATTERED IMAGES
  4th-level illusion
  Casting Time 1 action 
  Components V, S 
  Range Self
  Duration 1 minute
  When you cast this spell, you create illusory doubles 
  that move when you move but in diferent directions, 
  distracting and misdirecting your opponents. 
  When scattered images is cast, 1d4 + 2 images are 
  created. Images behave exactly as those created with 
  mirror image, with the exceptions described here. 
  hese images remain in your space, acting as mirror 
  image, until you move or until you choose to have 
  them move by themselves. When you move, your 
  images can stay with you, or they can move an equal 
  distance in any direction you want, at up to your 
  speed. If you have a ly, climb, or burrow speed, 
  your images do as well. You can also cause some 
  images to move away while others remain in your 
  space, or you can remain where you are and cause 
  some or all images to move without you. All images 
  
  96
  must remain within 150 feet of you. Images that 
  remain in your space can be destroyed by any attack 
  directed against you, as with mirror image. Images 
  away from your space can be destroyed by attacks 
  that could hit them mistakenly, but not by attacks 
  that can only target your space; a melee attack from 
  an attacker adjacent to you can't hit an image that's 
  20 feet away, for example. If you have three or more 
  duplicates, an attack hits a duplicate if you roll 6 
  or higher on a d20. With two duplicates, an attack 
  hits a duplicate if you roll 8 or higher, and with one 
  duplicate, you must roll 11 or higher. 
  While in your space, the images mimic your 
  movements, sounds, and actions perfectly. Images 
  in other squares perform logical alternative actions 
  that you dictate in a completely believable manner. 
  hey can appear to make melee attacks (always 
  narrowly missing), cast a spell with no visible efect, 
  drink a potion, and so on. hey can't produce 
  illusory spell efects or interact with objects that you 
  don’t have. he igments can move out of your line 
  of sight. heir movement draws opportunity attacks 
  as normal. 
  Finally, once per spell casting, you can exchange 
  places via teleportation with one igment. You 
  can do this as a bonus action on your turn or as a 
  reaction to a successful attack that hits you. If you 
  swap positions as a reaction, you take no damage 
  and the igment is destroyed instead. 
  An attacker must be able to see the igments to be 
  fooled. If you are invisible or the attacker is blind, 
  the spell has no efect.
  vehicle 
  Zheita's clockwork siege crab is unique, as far as 
  anyone knows, but that doesn't mean no others 
  were ever constructed and are still hidden away in a 
  forgotten wizard's vault.
  CLOCKWORK SIEGE CRAB
  Wondrous item, very rare (requires attunement)
  his Huge fabrication of brass, iron, and glass 
  resembles a giant crab. It is the prototype of a dwarf 
  artiicer who built machines to work the city’s 
  river docks, but the vehicle was stolen years ago by 
  Zheita on a whim. She now uses it as her personal 
  chariot, unwieldy though it may be, when she needs 
  to abscond with large cargo or when she needs 
  additional ofensive power. 
  It costs 100 gp in alchemical reagents to fuel the 
  clockwork siege crab for one hour. Creatures on the 
  lower deck of the clockwork siege crab have total 
  cover, while those on the upper deck have three-
  quarters cover. he upper deck is roofed but it has 
  large, open view ports so passengers can see out and 
  direct attacks outside the vehicle. Operating the crab 
  requires one driver, who must be attuned, and three 
  other crew members on the lower deck. It can hold 
  four additional passengers on the upper deck.
  he siege crab has AC 18 and 200 hit points, and 
  it's immune to necrotic, poison, psychic, and radiant 
  damage. he driver can attack twice per round with 
  the vehicle’s crushing pincers (Melee Weapon Attack: 
  +8 to hit, reach 10 t., one target. Hit: 44 [8d10]
  bludgeoning damage).
  
  97
  niGht  cauldron
  a
  ccording to the sacred texts of the Night 
  Cauldron of Chernobog, the multiverse began in 
  darkness. he god Chernobog argued with the other 
  deities about bringing illumination to mortals. In the 
  end, the other deities convinced Chernobog to permit 
  the formation of the stars, so long as the places 
  between their loathsome glow would remain dark 
  and all light would cast shadows. he god seemed 
  amenable to this compromise, but he immediately 
  turned his attention to returning darkness to creation 
  one world at a time. he dark god's vision appeals to 
  creatures who thrive in the night and to those who 
  carry out their misdeeds under cover of darkness. 
  Plentiful agents assist with his goals on worlds such 
  as Midgard. he Night Cauldron of Chernobog, a 
  relatively small yet ancient and pervasive cult in 
  Midgard's Northlands, is but one of his cults.
  leaderS, orGanization, 
  and GoalS
  he Night Cauldron of Chernobog seeks to bring 
  eternal darkness to all of Midgard. Nikolai Savitch 
  directs the overall operation of the Night Cauldron 
  8
      niGht 
    cauldron of
          chernoBoG
  
  98
  from Vellarsheim, Domovogrod, but the cult's 
  widespread nature gives its members a fair amount 
  of autonomy over how they conduct their activities. 
  A winter hag coven is a prominent force in the 
  Night Cauldron. he coven advises Savitch based 
  on their divinations. he hags travel throughout 
  Midgard to supervise major cult initiatives and mete 
  out punishment to those who fail in their duties 
  or bring too much unwanted attention to the cult. 
  he winter hags convinced Savitch to bring on a 
  third member to create an overarching system of 
  three leaders, so he recruited a former adventuring 
  companion, now a greater shadow.
  he Night Cauldron counts a diverse array 
  of creatures as members. Foremost are hulking 
  humans and half-orcs, representative of Chernobog's 
  teaching that the strong should control the 
  weak. Hags also join the cult out of reverence for 
  Chernobog, and many winter hags are especially 
  drawn to the idea of a world perpetually covered 
  in ice and darkness. Undead who shun daylight 
  support the cult, but most of the undead joining 
  the Night Cauldron are incorporeal creatures which 
  feel no connection to the established kingdoms of 
  Morgau and Doresh or the Empire of the Ghouls, 
  where Chernobog earns only a passing amount of 
  respect. Living underground creatures also join the 
  cult’s ranks with the goal of making the entirety of 
  Midgard habitable for themselves. Dark Folk and 
  derro make up most of the underground rank and 
  ile, but the Dark Folk have unknowable agendas and 
  the derro are far too insane to move up in the cult’s 
  hierarchy. Gnomes comprise the inal major group 
  of cultists. A group of gnomes has recently joined 
  the Night Cauldron as an alternative to serving 
  the lords of the Eleven Hells. Ater all, they reason, 
  a god is certainly more powerful than even the 
  mightiest demon or devil, and, as they have learned, 
  Chernobog is at the very least a rival to Baba Yaga, 
  who desires all gnomes in her stewpot.
  Very few clerics of Chernobog ill the Night 
  Cauldron’s upper ranks. While the god's clerics 
  readily assist cultists as their abilities allow, many 
  of them feel the cult misses the deity’s true purpose 
  by focusing solely on eternal night. Less powerful 
  clerics who join the Night Cauldron eventually 
  ind themselves disenfranchised within the cult as 
  they learn more about the breadth of Chernobog’s 
  portfolio. A mild rivalry has developed between 
  Chernobog’s priests and the cult, but not enough to 
  undermine either groups’ activities.
  he Night Cauldron has spread throughout the 
  Northlands, oten allying with followers of Boreas 
  and Marena, and progressed extensively into central 
  Midgard. Savitch has turned his attention to the 
  bright and sunny Southlands. He realizes that it 
  will be a hard ight to bring darkness to these lands, 
  let alone stand out among the many other cults 
  operating in the region, but he is more than willing 
  to take on that battle.
  Many cultists use the symbol of a cauldron etched 
  faintly with a bear paw to identify themselves to 
  fellow followers.  Another symbol the cult uses is a 
  bear paw with a sun in the center, the claws subtly 
  curling inward toward the sun. his seemingly 
  innocuous or even promising symbol represents 
  Chernobog crushing the sun.
  NIKOLAI SAVITCH       
  Medium humanoid (human), neutral evil
  Armor Class 16 (18 in bear form)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 
  18 (+4) 
  19 (+4) 
  17 (+3) 
  8 (‒1) 
  8 (‒1)
  Saving Throws Con +8, Wis +3, Cha +3
  Skills Intimidation +7, Nature +7, Perception +3, 
  Survival +3
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons (bear form only)
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal, Common, Dark Folk, Deep Speech, 
  Draconic, Gnome, Infernal 
  Challenge 11 (7,200 XP)
  Flask of the Moonless Night (1/day). Nikolai carries a 
  ﬂask made of human ﬂesh and steel in which he keeps 
  an alchemical ﬂuid of his own concoction. When he 
  drinks it, the dark magic of Chernobog and the alchemy 
  
  99
  niGht  cauldron
  of Nikolai transform him into a human/bear hybrid. His 
  AC increases by 2 and he gains resistance to nonmagical 
  bludgeoning, piercing, and slashing damage. The effect 
  lasts for 1 hour. 
  ACTIONS
  Multiattack. Nikolai makes two morningstar attacks and 
  throws one orb of concussive cold.
  Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) 
  cold damage.
  Orbs of Concussive Cold (3/day). Nikolai lobs a frozen, 
  explosive orb at a target within 60 feet. The creature 
  takes 21 (6d6) cold damage, or half damage with a 
  successful DC 16 Dexterity saving throw. The target is 
  also deafened until the end of its next turn.
  Orb of Black Ice (recharge 6). Nikolai throws a 
  concoction of swirling black ice at his feet, creating 
  an ice-fog that ills a 20-foot radius around him. The 
  fogged area is equivalent to darkness, and creatures 
  that start their turn in the fog take 14 (4d6) cold 
  damage. The fog moves with Nikolai and lasts 1 minute.
  Nikolai Savitch is a physically imposing human, 
  standing six and a half feet tall and weighing over 
  300 pounds. His dark hair is nearly matched by the 
  dark complexion of his skin, something he attributes 
  to hard labor in the sun during the scant months it 
  makes an appearance. Despite his muscularity, he is 
  nimble and skillful at maneuvering during a ight. 
  His physical qualities belie a cunning intelligence, 
  which he uses to create alchemical supplies that he 
  sells in Vellarsheim. Most inhabitants of that town 
  know him as a boisterous man who likes to engage 
  in tests of physical might and the occasional bar 
  brawl. He wears clothing appropriate to the north, 
  most prominently a thick cloak made from a polar 
  bear pelt. 
  Nikolai was a devil-may-care adventurer who 
  sought treasure and glory throughout Midgard. 
  During an excursion into a series of underground 
  caverns far to the north, he was separated from his 
  party and found himself in a chamber of cloying 
  darkness. Feeling fear for the irst time in his life, 
  Nikolai heard a voice asking if he desired an escape 
  from the darkness. he voice promised to lead him 
  out and, more enticingly, promised a path to power 
  and fortune greater than trinkets and adventuring 
  fame. All he had to do was allow the darkness to take 
  someone in his place. Nikolai had no reservations 
  about knocking one of his fellow adventurers 
  unconscious and allowing the darkness to take the 
  patsy while he watched. His indoctrination into the 
  cult of the Night Cauldron complete, Nikolai almost 
  immediately sought leadership of the cult. He seeks 
  to unify the cult's international eforts and drastically 
  expand its membership.
  Savitch poses as an apothecary in Vellarsheim. He 
  presents himself as a boisterous and friendly person 
  who likes to hear the latest gossip, which he uses to 
  determine potential threats to the Night Cauldron or 
  possible recruits to the cult. He also exploits his guise 
  to travel around Midgard to sell his goods (“ater all, 
  I won’t make enough money if I stay here among the 
  good people of Vellarsheim”) and arrange clandestine 
  meetings with powerful regional cult leaders.
  When Savitch uses his lask, he takes on ursine 
  qualities. He seeks to cow his foes rather than start 
  combat, mostly so that he doesn’t have to reveal his 
  considerable prowess, but he joyously enters the fray 
  when his opponents prove intractable. He always 
  drinks from his lask before combat, so it's unlikely 
  anyone could take possession of the lask while it's 
  full. If they do, the concoction works for anyone, but 
  the lask holds only one dose. Savitch must brew a 
  new dose and reill the lask ater every use.
  coven of the  
  niGht cauldron
  Anastasiya, Irina, and Klavdiya    
  Medium fey (winter hag), chaotic evil
  Armor Class 15 (17 with Embrace of Starless Skies )
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  16 (+3) 
  18 (+4)
  Skills Arcana +4, Insight +5, Perception +5
  Damage Resistances radiant
  Damage Immunities cold
  Condition Immunities charmed, paralyzed
  Senses darkvision 120 ft., passive Perception 15
  Languages Common, Deep Speech, Giant 
  
  100
  Challenge 3 (700 XP) individually; 12 (8,400 XP) as a coven
  Coven: Bound in the Darkness. When the three hags 
  are together, their pact with Chernobog allows them to 
  share one pool of hit points. Their hit points must be 
  added into a single total, and damage to any of them 
  is subtracted from the total. None of them can die until 
  the total reaches 0, when all three hags die. Spells and 
  other effects that damage more than one hag apply their 
  damage only once regardless of how many of the hags 
  are affected. For example, if all three hags are caught in 
  a ireball spell and two of them fail their saving throws
  while the third succeeds, only half damage from the 
  ireball is applied to their hit point total. If all three are
  targeted by separate missiles from a magic missile spell, 
  only the lowest damage amount is subtracted from their 
  total. Treat the hags as three separate creatures in all 
  other ways (initiative, actions, conditions, etc.). When all 
  three are together, they should be considered a single 
  Challenge 12 creature (8,400 XP).
  Ice in Their Veins. A creature that grapples or is grappled 
  by a winter hag takes 11 (2d10) cold damage at the start 
  of the hag's turn.
  Innate Spellcasting. The hags' innate spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). 
  They can cast the following spells, using only verbal 
  components. The 1/day limitation applies to each spell, 
  not to each hag; i.e., if one hag casts clairvoyance, it's not 
  available to her sisters for the rest of that day.
  1/day each: alter self, arcane eye, black tentacles, 
  clairvoyance, hypnotic pattern, misty step, ray of 
  enfeeblement, sleet storm, telepathic bond
  Renders Delighted and United. All three hags have 
  advantage on their claws attack while they're within 30 
  feet of another hag who's capable of attacking.
  ACTIONS
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage plus 5 (1d10) 
  cold damage.
  Embrace of Starless Skies (Anastasiya only; 1/day). 
  Anastasiya draws foul sigils in the air, armoring herself 
  and her coven against attacks. The hags' armor class 
  increases by 2 and they have advantage on Dexterity 
  checks and saving throws for 1 minute. This effect can 
  be dispelled (DC 15), but each hag must be targeted 
  separately.
  Dance of Rime (Irina only; 1/day). Irina performs a dark 
  dance venerating Chernobog. All creatures other than 
  the hags within 60 feet who can see Irina must make a 
  successful DC 15 Charisma saving throw or be charmed 
  by all three hags until the start of Irina's next turn.
  Breath of Chernobog (Klavdiya only; 1/day). Klavdiya 
  breathes a 30-foot cone of frost. Creatures in the cone 
  take 33 (6d10) cold damage and their speed is halved 
  for 1 minute; a succesful DC 15 Dexterity saving throw 
  halves the damage and prevents the speed loss. 
  Typically, hags who venerate Chernobog refuse to 
  work with one another. However, the Night Cauldron 
  promotes unity among its members in pursuit of 
  their loty goal of bringing about eternal night. he 
  winter hag “sisters” Anastasiya, Irina, and Klavdiya 
  are shining examples of the cooperation the cult 
  fosters. hey joined the Night Cauldron at relatively 
  young ages—Anastasiya, the youngest, joined at the 
  tender age of 83—and have worked together ever 
  since. hey are intensely protective of each other 
  and have learned to maximize their abilities while 
  training in sorcerous ways.
  he hags are all an even six feet tall and virtually 
  indistinguishable from each other, an odd side efect 
  of the solidarity they have achieved. However, Irina 
  has recently begun using alter self to give herself an 
  appearance nearer to her conception of Chernobog, 
  with an eye toward making the change permanent. 
  She has been unable to convince her sisters to do 
  likewise, but they do not discourage her eforts.
  Prior to Nikolai Savitch’s rise to leadership, the 
  coven carried out small plots to further the cult’s 
  goals. hey made the winter months crueler and 
  darker but retired to safe places during the longer 
  summer days. When they learned the Night Cauldron 
  had a new leader, they ofered their services to him, 
  Creatures and NPCs in higher echelons of the 
  Night Cauldron cult undergo a ritual devoted to 
  Chernobog called the Black God's Blessing so they 
  may better carry out his will. his ritual grants them 
  the ability to see in darkness and immunity to cold. 
  However, as the cult focuses solely on the darkness 
  aspect of the god, and Chernobog does not wish to 
  make life easy for his followers, the git comes with 
  the price of vulnerability to ire. More details about 
  the ritual appear later in this chapter.
  Favored of Chernobog
  
  101
  niGht  cauldron
  and they were pleased to discover that the human 
  wanted to better organize the cult’s eforts.
  he hags use a cauldron wherever they travel 
  as a focus for the magical abilities their unity as a 
  coven grants them. Together, they commune with 
  Chernobog's lieutenants—and occasionally the god 
  himself—to discover the best path for the cult to 
  follow in their goal of eternal darkness.  hey convey 
  their indings from these consultations to Nikolai.
  CHERNOBOG'S CAULDRON
  Wondrous item, unique (requires attunement by a 
  winter hag)
  he three winter hag sisters Anastasiya, Irina, 
  and Klavdiya possess this enormous, ice-crusted 
  cauldron. he cauldron weighs 3,000 lb. and has a 
  circumference of 4 feet. Any creature other than a 
  winter hag that touches the cauldron must make a 
  successful DC 15 Charisma saving throw or hurl 
  itself into the freezing brine. A creature that enters 
  the cauldron or ends its turn there takes 33 (6d10) 
  cold damage. To climb out of the cauldron, a creature 
  must use an action to make a successful DC 15 
  Constitution check. It is immune to damage but can 
  be destroyed with a wish or comparable magic. 
  SERRIN       
  Medium undead (wraith), neutral evil
  Armor Class 17 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed ﬂy 40 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (‒1) 
  16 (+3) 
  16 (+3) 
  12 (+1) 
  14 (+2) 16 (+3)
  Damage Resistances acid, cold, ire, lightning, thunder; 
  bludgeoning, piercing, and slashing damage from 
  nonmagical weapons that aren't silvered
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petriied, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Dark Folk
  Challenge 6 (2,300 XP)
  Ethereal Sight. Serrin can see 60 feet into the Ethereal 
  Plane when she is on the Material Plane, and vice versa. 
  Incorporeal Movement. Serrin can move through other 
  creatures and objects as if they were dificult terrain. She 
  takes 5 (1d10) force damage if she ends her turn inside 
  an object. 
  Shadow Shape. Serrin has advantage on Stealth checks.
  Innate Spellcasting. Serrin’s spellcasting ability is 
  Charisma (spell save DC 14, +6 to hit with spell attacks). 
  She can cast the following spells innately, requiring only 
  verbal components:
  2/day each: bane, protection from evil and good 
  1/day: death ward
  Sunlight Sensitivity. Serrin has disadvantage on attack 
  rolls and Perception checks that rely on sight while in 
  sunlight.
  ACTIONS
  Multiattack. Serrin makes two sapping scimitar attacks.
  Sapping Scimitar. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 
  13 (3d8) necrotic damage, and the creature must make 
  a successful DC 14 Constitution saving throw or gain 1 
  level of exhaustion.
  Etherealness. Serrin enters the Ethereal Plane from 
  the Material Plane, or vice versa. She is visible on the 
  Material Plane while she is in the Border Ethereal, and 
  vice versa, yet she can’t affect or be affected by anything 
  on the other plane.
  Create Specter. Serrin targets a humanoid within 10 feet 
  that died violently no longer than 1 minute ago. The 
  target's spirit rises as a specter under Serrin's control. 
  Serrin can control no more than seven specters at one 
  time.
  A former adventuring compatriot of Nikolai Savitch, 
  Serrin became a mercenary for hire ater Nikolai’s 
  conversion and sacriice of their compatriot dissolved 
  their adventuring group. At the time, Serrin only 
  knew that both her companions disappeared, and she 
  led the caverns in terror. Nikolai kept tabs on her 
  exploits ater they parted ways and was dismayed to 
  discover that a powerful shadow creature had slain 
  her. Unbeknownst to him, however, she had returned 
  to unlife and started a minor reign of terror, draining 
  travelers to and from Zobeck. When the winter hag 
  coven informed him of her activities and the potential 
  of recruiting her, he leapt at the opportunity. Serrin 
  enjoyed the idea of having an organization at her back 
  and was pleased to reunite with Nikolai.
  
  102
  Serrin is just over ive feet tall, and she maintains 
  a shadowy mockery of her appearance in life, 
  complete with spiky plate mail armor and a wicked 
  scimitar. Her enemies ind out very quickly that 
  her apparently insubstantial weapon deals powerful 
  blows. She also enjoys stalking her prey, pretending 
  to be a mark’s shadow and then launching an attack 
  when her victim least expects it.
  cult activitieS and 
  adventure hookS
  Below are several methods of introducing the Night 
  Cauldron of Chernobog as adversaries for the PCs in 
  your campaign. hese hooks can represent a single 
  adventure or combine into a recurring thread where 
  the PCs must thwart the cult before they achieve 
  their objectives and bring permanent darkness to 
  a region or cause mayhem and death in their god’s 
  name. Statistics for all named NPCs referenced in 
  the hooks below appear in this chapter.
  LEVELS 1–3
  A larger town or city illuminates major 
  thoroughfares at night for the safety of people 
  conducting business at late hours and revelers 
  returning home from popular taverns. Lately, the 
  lanterns have been extinguishing themselves shortly 
  ater being lit, allowing the city’s ne’er-do-wells to 
  take advantage of victims surprised by the sudden 
  darkness. he constabulary is baled as to the exact 
  cause and asks the PCs to investigate the incidents. 
  Investigation of the lanterns reveals a darkness spell 
  that triggers when the lantern oil reaches a certain 
  temperature. he PC's search eventually leads 
  them to a warehouse, where mercenaries (thugs) 
  employed by the Night Cauldron stand guard. hese 
  mercenaries do not know who hired them, only that 
  the pay for the job was good. Further investigation 
  uncovers that the lantern oil was produced by an 
  alchemical supplier who works for Nikolai Savitch.
  A series of petty thets occurs at stores and other 
  establishments that the PCs have recently visited. 
  Shop owners eventually suspect that the PCs are 
  responsible for the crimes and refuse to do business 
  with the PCs unless they pay restitution or ind the 
  true culprit. A skulk rogue named Whisperfoot is 
  responsible for the crimes. He has chosen the PCs as 
  his targets to prove himself a valuable member to the 
  Night Cauldron. If the PCs manage to smooth things 
  over with the merchants, Whisperfoot steps up his 
  eforts and begins stealing items from the PCs and 
  leaving them at the scene of various crimes. If the 
  PCs confront the skulk, he makes a couple of attacks 
  before attempting to slip away, only to return to vex 
  them from the shadows later.
  During an unusually long-lasting solar eclipse, a 
  pair of dark creeper cultists are sent to deliver a 
  message from Quexxl to another Night Cauldron 
  agent. Taking advantage of the lack of light on their 
  irst trip above ground, they become distracted from 
  their task and, in a it of rage, attack people on the 
  street. he commotion draws the PCs’ attention; 
  if they ight the dark creepers, the dark creepers 
  retaliate until they realize they are outmatched and 
  attempt to escape. Fragments of the message survive 
  the dark creeper’s violent death throes, and the PCs 
  can make out the location and date of a clandestine 
  meeting sometime in the future.
  LEVELS 4–6
  Verrazi Pinth has seeded magical objects emanating 
  darkness among those supposed to bring light 
  during a Midwinter ceremony. Nikolai Savitch has 
  improved upon his darkness oil recipe and plans to 
  test it out on a larger scale. Characters who igured 
  out the oil’s secret earlier have a chance to stop the 
  cult from plunging the ceremony into darkness and 
  inviting horriic creatures to attack the celebrants. 
  Shadows target the PCs during the attack. More 
  shadows guard the lanterns, prepared to strike 
  against anyone who would dare to interfere with the 
  cult's activities. his adventure hook leads out of the 
  irst adventure hook for Levels 1–3. 
  Night Cauldron cultists have abducted several 
  people with knowledge about the stars. One of the 
  PCs may know an abductee, or an NPC may ask the 
  PCs to ind their missing friend or relative. If the 
  PCs investigate a kidnapping site, they notice that 
  the site contains tomes about the stars, but speciic 
  
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  niGht  cauldron
  passages of these tomes have been hastily removed 
  or destroyed. he fragmentary remains discuss 
  a rare celestial event set to occur within the next 
  couple of weeks. Fortunately for the PCs and their 
  rescue attempt, the cultists have let their captives 
  alive for the moment in order to question them. he 
  PCs must track the kidnappers to their source, and 
  then dispatch the derro cultists who are looking for 
  any excuse to murder their captives.
  A contaminant shade has spread its shadow 
  aliction to an entire village (see the creature's 
  statistics at the end of this chapter). he Night 
  Cauldron plans to enshroud the village in darkness 
  with a minor ritual to spur the villagers’ horriic 
  and permanent transformation. Before the cultists 
  can carry out their plan, one of the alicted people 
  lees the village in an attempt to ind relief from 
  her bizarre malady and stumbles across the PCs. 
  She tells the PCs that she “faded to oblivion, skin 
  and eyes becoming as night” when she read strange 
  words on a scroll (unbeknownst to her, a scroll of 
  darkness). Under the efects of the contaminant 
  shade's curse, any exposure to magical darkness 
  causes the villager to transform into a contaminant 
  shade and possibly lose control of her actions. If 
  the PCs cure her, she thanks them and suggests that 
  others in her village may also be stricken. Characters 
  traveling to the village to investigate the shadow 
  transformation must defeat the original contaminant 
  shade before it can infect them at well.
  LEVELS 7–9
  Ater the PCs rescue an elderly man from Varrazi 
  Pinth, they learn that the man was a former 
  adventurer. He sought the starcore gem, an artifact 
  reputed to contain t he heart of one of the irst stars 
  brought to the universe when the gods illuminated 
  the darkness. Characters who have dealt with 
  the Night Cauldron during their careers may be 
  interested in locating the artifact to help in their 
  
  104
  ight against the cult. However, with the potential 
  to awaken a star at the artifact’s location, will the 
  PCs condemn Midgard to a worse fate than eternal 
  darkness in their quest to put an end to the Night 
  Cauldron?
  he Night Cauldron regularly hires a brother 
  and sister team of shadowdancers (assassins) to 
  eliminate troublesome foes like the PCs. Since the 
  shadowdancers aren’t members of the cult, they 
  know nothing about the cult’s activities. However, 
  in the unlikely event the PCs capture them (the duo 
  ingest lethal poisons if they cannot avoid capture), 
  the PCs learn that Serrin hired them. Persuasive or 
  exceedingly rich characters may be able to convince 
  the shadowdancers to work for them to attack the 
  cult, provided the PCs don’t mind allying with 
  obviously evil people.
  Melakian murdered the high priest of a temple 
  devoted to the day aspect of the goddess Lada 
  without asking the rest of the Night Cauldron for 
  permission. he rest of the cult disapproves of his 
  action, as they have bigger plans in the area that are 
  now at risk of being exposed during an investigation. 
  he church of Lada asks the PCs to investigate the 
  assassination (especially if one or more of them 
  are worshippers of Lada). A cleric of Chernobog, 
  initially unaware of the details behind the murder, 
  masquerades as one of the sun goddess's clerics, using 
  her access to the Fire domain to emulate light spells, 
  and throws the PCs of the derro’s trail. If throwing 
  the PCs of the trail entirely fails, the cult may subtly 
  point the PCs in Melakian’s direction in hopes that 
  his sacriice will allow their greater plots to continue. 
  If the PCs dispatch Melakian, the Night Cauldron 
  may cease any ongoing hostilities they had against the 
  PCs (at least until their paths directly intersect again).
  LEVELS 10–12
  Strange diagrams detail an ancient vril device 
  that was once capable of controlling the 
  movement of planets. Moldering books detail a 
  possible underground location for a mostly intact 
  device. he Night Cauldron sees the potential 
  of permanently blocking the sun with one of 
  Midgard’s moons. At Serrin’s direction, a pair of 
  vampires searches for more diagrams and the 
  device’s whereabouts. heir search sends them into 
  the PCs’ path, as the PCs have recently found one 
  of these diagrams tucked away in a spellbook or 
  another esoteric book. If the vampires retrieve the 
  diagram in the PCs' possession, they attempt to lee. 
  If the PCs instead defeat the vampires, they ind 
  a collection of drawings similar to the mysterious 
  diagram they found earlier. he PCs can attempt to 
  follow the scant leads to the vril device, currently 
  guarded by an adult cave dragon (Tome of Beasts) or 
  they may wish to protect (or destroy) the material to 
  keep the device out of nefarious hands.
  Irina has grown tired of the PCs’ meddling. She 
  convinces her sisters to dispatch an allied coven 
  of winter hags, along with their three winter wolf 
  companions, to harass them. One of the hags wears 
  boots of teleportation that she uses to escape with the 
  other winter hags, leaving the winter wolves behind 
  to ight the characters. Irina and her sisters also 
  send simulacra to further confuse the PCs, wearing 
  the PCs down to a point where the hags can attack 
  them directly.
  Nikolai Savitch uncovers the location of the 
  bituminous orb in the lair of a sleeping ancient 
  umbral dragon (see the description of the artifact 
  later in this chapter). Since the artifact’s recovery 
  involves dealing with a fellow umbral dragon, 
  Qaallaaq takes charge of the recovery plan. he 
  dragon hopes to use the PCs as pawns. She informs 
  the PCs about the discovery and tells them the Night 
  Cauldron seeks to take the orb from the dragon's 
  horde. If the PCs ask Qaallaaq why she can’t retrieve 
  the orb herself, she tells them she is an outcast from 
  the umbral dragon enclave protecting the orb. She 
  claims that if the PCs can plant evidence that the 
  Night Cauldron was involved, she could get revenge 
  both on the dragons and the humans who have 
  slighted her. he intelligence she provides about 
  the ancient dragon and its lair proves accurate, and 
  the characters retrieve the orb with little incident 
  (unless GMs wish to create a lethal encounter for 
  the characters). Ultimately, she hopes the characters 
  do her dirty work and extract the orb. She then 
  intends to kill her cat’s paws and claim the glory of 
  acquiring such a magniicent prize. With the orb in 
  
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  niGht  cauldron
  hand, she can achieve her true goals of returning to 
  the enclave's fold and allying with more powerful 
  dragons to punish Nikolai for not placing her in 
  a position of leadership in the Night Cauldron. 
  Characters who defeat Qaallaaq and keep the orb 
  ind the artifact far too dangerous to use efectively, 
  and they must determine a way to destroy the 
  artifact or hide it from the cult (and possibly an 
  enraged dragon).
  cultiStS of the  
  niGht cauldron
  Nikolai Savitch and his lieutenants cannot 
  personally take on every project required to meet 
  the cult’s end goal. hey leverage those who 
  already support the cult and bring in new recruits 
  to handle activities not requiring their direct 
  involvement. he following members represent the 
  rank and ile as well as several sergeants that the PCs 
  may encounter in their battles against the cult.
  QAALLAAQ
  Dragons that live comfortably within the Dragon 
  Empire worship draconic deities. hose dragons 
  who don’t it into the civilized veneer of the empire 
  ind themselves outcast and typically turn their 
  backs on the draconic deities. Most such dragons are 
  violent and destructive, and some see Chernobog as 
  a viable alternative. his group includes a handful of 
  foul-tempered red dragons, but the overwhelming 
  majority of the Black God’s draconic worship comes 
  
  106
  from shadow drakes, who appreciate the god’s 
  dominion over the night and undead. Qaallaaq went 
  one step further in her devotion by joining the Night 
  Cauldron. She wishes to apply her might to bring 
  about the eternal darkness that the cult seeks. Like 
  many dragons, Qaallaaq is a prideful creature, and 
  she views her absence from the cult’s leadership as 
  an insult. She plays a dangerous yet thrilling game 
  of pitting powerful enemies against the cult in the 
  hopes of eliminating one of the leaders, preferably 
  Nikolai. In this role, she provides the PCs’ main 
  entry point to the cult’s activities as she secretly 
  cultivates them and sets them on the path to a direct 
  confrontation with Nikolai, the winter hag coven, 
  or Serrin. For their part, the leaders of the Night 
  Cauldron are aware of Qaalaaq’s ambitions and 
  tolerate it as long as she furthers the cult’s objectives. 
  heir conidence in their own ability to predict the 
  dragon's machinations may be misplaced.
  Qaallaaq uses the standard elder shadow drake 
  stat block (see Tome of Beasts) with the following 
  diferences:
  • Hit Points 209 (22d10+88)
  • Saving Throws Dex +6, Con +9, Cha +6
  • Skills Perception +7, Stealth +9
  • Multiattack. The drake makes two bite attacks and
  one tail slap attack.
  • Qaallaaq's Stygian breath attack does 56 (16d6)
  cold damage, or half damage with a successful DC
  17 Constitution saving throw. The mist snuffs out
  nonmagical light sources and dispels magical light
  of 3rd level or lower.
  • Challenge 12 (8,400 XP)
  MELAKIAN
  Small humanoid (derro), chaotic evil
  Armor Class 16 (studded leather)
  Hit Points 127 (15d8 + 90)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (‒1)
  19 (+4)
  18 (+4)
  13 (+1)
  5 (‒3)
  17 (+3)
  Saving Throws Dex +7, Wis +0, Cha +6
  Skills Perception +0, Stealth +7
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Dark Folk, Deep Speech, Umbral, 
  Undercommon 
  Challenge 5 (1,800 XP)
  Petty. Any time Melakian takes damage from an attack 
  or spell, there is a 50% chance that he will focus his next 
  action against that attacker, regardless of other dangers 
  or the tactical situation. 
  Sunlight Sensitivity. While in sunlight, Melakian has 
  disadvantage on attack rolls and on Perception checks 
  that rely on sight.
  ACTIONS
  Multiattack. Melakian makes two spiked gauntlet attacks.
  Spiked Gauntlet. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 4 
  (1d8) cold damage.
  Midnight Bolt. Ranged Spell Attack: +6 to hit, range 150 
  ft., one target. Hit: 20 (5d6 + 3) force damage.
  Hex of the Black God (recharge 4-6). Melakian utters 
  a mad curse invoking Chernobog at one creature 
  within 60 feet he can see. That creature must make a 
  successful DC 14 Wisdom saving throw or be slowed 
  (as the spell) for 1 minute. While slowed this way, the 
  creature also has disadvantage on Constitution checks 
  to maintain concentration. A slowed creature repeats 
  the saving throw at the end of its turn, ending the effect 
  with a success.
  Steal Breath (1/day). Melakian sucks the breath from one 
  creature within 10 feet. That creature takes 27 (6d8) cold 
  damage and must make a successful DC 15 Constitution 
  saving throw or be stunned until the end of its next 
  turn. If the creature fails the saving throw, Melakian can 
  immediately take another action. 
  Tall for a derro, Melakian stands at three and a 
  half feet tall. Several years ago, he happened upon 
  a hidden altar devoted to Chernobog and, in his 
  madness, he heard the god speak to him of a cult 
  devoted to bringing everlasting night to the world. 
  He found a pair of stif leather gloves shaped like 
  bear claws at the altar and took their presence 
  as a sign of the god’s favor. Gleeful at the idea of 
  participating in such a worthy objective, he focused 
  his eforts on enhancing his power. He kept the secret 
  of the altar to himself—he didn’t want other derro 
  to receive attention from the god, and he wanted to 
  be a hero to the race when he extinguishes the sun. 
  Nikolai vouches for the crazed derro, even though 
  
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  niGht  cauldron
  Melakian sometimes forgets his responsibilities to 
  the cult to pursue vendettas against those who have 
  wronged him, even fellow cultists.
  VERRAZI PINTH      
  Small humanoid (gnome), neutral evil
  Armor Class 16 (studded leather)
  Hit Points 91 (14d6 + 42)
  Speed 15 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (‒2)
  18 (+4)
  16 (+3)
  10 (+0)
  12 (+1)
  18 (+4)
  Condition Immunities blinded, frightened, prone
  Senses darkvision 120 ft., passive Perception 11
  Languages Common, Gnomish, Sylvan
  Challenge 4 (1,100 XP)
  ACTIONS
  Multiattack. Verrazi makes two dagger attacks or two ray 
  of midnight attacks.
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 6 (1d4 + 4) piercing damage plus 10 
  (3d6) poison damage, and the creature must make 
  a successful DC 14 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned this way, the 
  creature also has disadvantage on Wisdom saving 
  throws. A poisoned creature repeats the saving throw at 
  the end of its turn, ending the effect with a success.
  Ray of Midnight. Ranged Spell Attack: +6 to hit, range 60 
  ft., one target. Hit: 14 (3d6 + 4) necrotic damage. 
  Visions of the Black God (recharge 6). Verrazi summons 
  a magical vision of Chernobog made of swirling 
  shadows. The Large vision can appear in any space 
  Verrazi can see. Creatures who see the foul creation from 
  a distance of 30 feet or less must make a successful DC 
  14 Wisdom saving throw or be blinded and frightened 
  of Verrazi until the end of their next turn.
  Verrazi Pinth is a slight gnome, standing at just under 
  3 feet tall and weighing 30 pounds. She has jet-black 
  hair and her irises appear to be swirling shadows. 
  Chaing at what she saw as gnome enslavement to 
  the lords of the Eleven Hells, and especially angry 
  at a devil-inlicted injury that made her let leg all 
  but useless, she made a pilgrimage to Königsheim 
  to see the Black Spire devoted to Chernobog. While 
  there, she thought she had been struck blind by a 
  ray from the Spire, but she realized she had received 
  a vision from the Black God. She believed that she 
  could emancipate her race by shrouding the world 
  in darkness, keeping it hidden from the foul demons 
  and devils which had far too much control over 
  the gnomes. She pledged her service to the Night 
  Cauldron shortly thereater and has steadily moved up 
  the ranks. While she has no ambition for leadership 
  like many other cultists, her devotion to the cult and 
  divine insights mark her as a natural leader.
  QUEXXL 
  Medium humanoid (dark folk), chaotic evil
  Armor Class 15 (leather armor)
  Hit Points 102 (12d8 + 48)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  18 (+4) 
  18 (+4) 
  8 (‒1) 
  12 (+1) 10 (+0)
  Skills Perception +3, Stealth +6, Survival +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Dark Folk, Undercommon 
  Challenge 2 (450 XP)
  Careful Cruelty. When Quexxl makes a successful 
  crossbow attack while hidden, he can apply one of the 
  following conditions to the target: blinded, frightened, 
  or prone. The condition lasts until the end of the target 
  creature’s next turn. 
  Shadow Stealth. Quexxl can take the Hide action as a 
  bonus action while in dim light or darkness.
  Stalker in the Pitch. Quexxl has advantage on ability 
  checks to track living creatures.
  Sunlight Sensitivity. While in sunlight, Quexxl has 
  disadvantage on attack rolls and on Perception checks 
  that rely on sight.
  ACTIONS
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing 
  damage. 
  Like many underground races profoundly afected 
  by sunlight, the enigmatic dark folk appreciate the 
  
  108
  notion of snuing out the sun so they can enjoy life 
  on the surface. While the Night Cauldron has made 
  very few inroads with the dark folk, who typically 
  kill or torture cultists making overtures, Quexxl has 
  gained a renewed purpose in the cult's ambitions. 
  He has no problem killing in someone else’s name 
  and believes that having the cult’s backing will prove 
  advantageous in schemes involving other dark folk. 
  Because Quexxl keeps his motivations hidden, the 
  cult has been slow to trust him to perform any 
  signiicant operations. However, he has proven 
  surprisingly important to the success of several 
  initiatives with timely assistance, thanks to his 
  covert intelligence gathering and behind-the-scenes 
  manipulations.
  Quexxl will always attack from hiding if he can. 
  He disengages, lees, and hides if things go poorly.
  WHISPERFOOT 
  he goblin called Whisperfoot believes that the 
  presence of sunlight makes it impossible for goblins 
  to hide, so the Night Cauldron’s promise of a world 
  without natural light appeals to him. Although he's 
  a low-ranking cultist, Whisperfoot proves valuable 
  in his home city of Zobeck, where he listens in on 
  conversations pertaining to cult activities and stalks 
  those interested in the cult. He has a special knack 
  for escaping notice and inds that running away 
  from combat allows him to spy on his targets again. 
  Every now and then, he goes on a vengeful streak 
  and slays someone he feels wronged by.
  Whisperfoot uses the standard goblin stat block 
  with the following diferences:
  • add the trait Embrace of the Black God:
  Whisperfoot becomes invisible when he hides
  successfully.
  • Challenge 1/2 (100 XP)
  poiSonS
  Many Night Cauldron cultists employ poison when 
  they engage in combat. Nikolai developed the 
  shadowmaker poison with his former adventuring 
  companion Serrin, and dark folk brought the 
  maddening blindness poison to the cult.
  Maddening Blindness Poison (Contact or Injury): 
  A creature subjected to this poison must make a 
  successful DC 15 Constitution saving throw or be 
  blinded for 1d4 hours. he next time the creature 
  completes a long rest, it must 
  repeat the saving throw or it 
  can only gain the beneits of a 
  short rest from the long rest. 
  Shadowmaker Poison (Injury): 
  A creature subjected to this 
  poison must make a successful 
  DC 20 Constitution saving 
  throw or be poisoned 
  for 8 hours. While 
  poisoned this way, 
  the creature loses 
  1d3 points of Strength at 
  the end of each hour, 
  then repeats the saving 
  throw; the poisoning 
  ends if the saving 
  throw succeeds. Lost 
  Strength can be restored 
  with greater restoration 
  or comparable magic. A 
  creature whose Strength 
  drops to 0 dies and 
  transforms into a shadow 
  with free will. 
  
  109
  niGht  cauldron
  SpellS
  he Night Cauldron of Chernobog uses the 
  following spells and magic items to further their goal 
  of bringing darkness to every corner of Midgard.
  SHADOW SPAWN
  6th-level illusion (cleric, sorcerer, wizard)
  Casting Time 4 hours
  Range Touch
  Components V, S, M (an onyx gem worth 1,000 gp, 
  and the corpse of the creature to be duplicated)
  Duration Instantaneous
  Casting this spell consumes the corpse of a creature 
  and creates a shadowy duplicate of it. he creature 
  returns as a shadow beast (see Tome of Beasts). 
  he shadow beast has dim memories of its former 
  life and retains free will; casters are advised to be 
  ready to make an attractive ofer to the newly-risen 
  shadow beast, to gain its cooperation.
  he Night Cauldron uses this ritual to enhance 
  promising cultists with Chernobog’s favor.
  THE BLACK GOD’S BLESSING
  9th-level transmutation (sorcerer, wizard; ritual)
  Casting Time 7 hours
  Range Touch
  Components V, S, M (an onyx worth 2,500 gp, a 
  vial of unholy water, and a gem-studded, obsidian 
  warhammer)
  Duration Instantaneous
  Chernobog doesn’t care that the Night Cauldron 
  only focuses on one aspect of his dominion. Ater all, 
  eternal night leads perfectly well to destruction and 
  murder, especially by the desperate fools seeking to 
  survive in the new, lightless world. Having devotees at 
  the forefront of the mayhem suits him, so he allows a 
  small measure of his power to infuse worthy souls.
  Ater contacting the Black God, the ritual caster 
  makes a respectful yet forceful demand for him to 
  deposit some of his power into the creature that is 
  the target of the ritual. For Chernobog to comply 
  with this demand, the caster must make a successful 
  DC 20 spellcasting check. If the check fails, the spell 
  fails and the caster and the spell's target become 
  permanently vulnerable to ire; this vulnerability 
  can be ended with remove curse or comparable 
  magic. If the spell succeeds, the target creature 
  gains darkvision (60 feet) and immunity to cold. 
  Chernobog retains the privilege of revoking these 
  gits if the recipient ever wavers in devotion to him.
  maGic itemS
  Not surprisingly, magic items favored by members 
  of the Night Cauldron are those that extinguish light 
  and ofer protection against its damaging forms. 
  BITUMINOUS ORB 
  Wondrous item, very rare (requires attunement)
  A tarlike substance leaks continually from this orb, 
  which radiates a cloying darkness and emanates an 
  unnatural chill. he bearer of the bituminous orb 
  gains darkvision (60 feet) and immunity to necrotic 
  damage, and has advantage on saving throws against 
  spells and efects that do radiant damage. A bearer 
  who doesn't worship Chernobog, however, is also 
  likely to receive cryptic messages from the god in the 
  form of horrifying nightmares and other harmful or 
  unsettling efects.
  he orb has 6 charges and regains 1d6 expended 
  charges each day at dawn. As an action, the bearer 
  can expend 1 charge to ire a ray of viscous material 
  at a target within 60 feet. he ray strikes the target 
  automatically, and the target must make a successful 
  DC 15 Dexterity saving throw or be grappled (escape 
  DC 15) and blinded. Only one creature can be 
  grappled by the orb at a time. A grappled creature 
  takes 9 (2d8) necrotic damage at the start of its turn. 
  he bearer of the orb can move the grappled creature 
  up to 20 feet but can't move it more than 60 feet away 
  from the orb, and can end the grapple at any time (no 
  action required). As an action, the bearer of the orb 
  can expend 2 charges from the orb to crush a grappled 
  creature, inlicting 22 (5d8) bludgeoning damage.
  UMBRAL LANTERN
  Wondrous item, rare (requires attunement)
  his item looks like a typical hooded brass lantern, 
  but shadowy forms crawl across its surface and it 
  radiates darkness instead of light. he lantern can 
  burn for up to 8 hours per day. While the lantern 
  burns, it emits darkness as if the darkness spell were 
  cast on it but with a 30-foot radius.
  
  110
  m
  arena is a destructive and vengeful goddess 
  whose sphere of inluence includes matters 
  of sickness, death, and decay. She promotes life in 
  twisted forms, from the second existence as vampires 
  that she bestows upon her favored children to her 
  det use of lust as a tool of manipulation and ruin.
  he worshipers of Marena are a powerful force 
  in the Principalities of Morgau and Doresh, where 
  their goddess reigns supreme. In their base of power, 
  Marena's followers are called Red Sisters. Elsewhere, 
  they are a greatly feared but fugitive cult called the 
  Blood Sisters, luring victims and new adherents 
  into the fold with lustful rites. Wherever they live, 
  Marena's devotees carry out the strict edicts of their 
  goddess, spilling blood at her command, both their 
  own and that of their sacriicial victims. 
  leaderS, orGanization, 
  and GoalS
  he organization of this cult difers, depending on 
  whether one is inside or outside the Principalities.
  9
   red 
  SiSterS
  
  111
  red SiSterS
  RED SISTERS IN MORGAU AND DORESH
  Under the rule of the vampire Prince Lucan, the 
  Principalities of Morgau and Doresh worship 
  Marena irst among several dark gods. Temples and 
  shrines to Marena exist in all settlements, even the 
  smallest hamlet.
  he Red Sisters support and maintain the 
  monarchy and power structure of the nation, which 
  places intelligent undead above the living. At the 
  same time, the Red Sisters maintain Marena's will. 
  Even vampires must abide by the edicts of the cult. 
  Should the vampires, even those in the nobility, fail 
  to show the proper gratitude and respect to the Red 
  Goddess, it falls to the Red Sisters to remind them 
  of their obligations. hese reminders rarely end in 
  violence against the ofending vampire. However, 
  the Red Sisters do not hesitate to exact a hard price 
  to reinforce the lesson, such as taking one of the 
  vampire's favored servants for ritual sacriice. If the 
  vampire has been especially wayward, the Red Sisters 
  might bleed one of his vampire progeny dry and 
  destroy it as a warning. he people of Morgau and 
  Doresh accept this harsh justice as a matter of course, 
  as the switest way to fall from power is to openly 
  oppose the followers of Marena. Even the clergy of 
  other deities give Marena's chosen a respectful berth.
  BLOOD SISTERS OUTSIDE THE PRINCIPALITIES
  In the lands beyond the Principalities, Marena's name 
  and religion are anathema. he Blood Sisters cannot 
  openly worship for fear of retaliation by inquisitors 
  and devout warriors of the gods of light. Marena's 
  followers work quietly in the night, plotting and 
  carrying out their machinations and secret rites. In 
  the end, their goals are the same as those of their 
  sisters who are able to act openly: to slay Marena's 
  enemies and to maintain the consistent low of blood 
  to their goddess—both their own and that of their 
  sacriices. hey keep their numbers in a given place 
  small so as to avoid attention. When their numbers 
  grow, the most adept of the faithful travel elsewhere 
  to set up a new shrine and spread the faith. In this 
  way, the Blood Sisters spread their goddess's inluence 
  into as many lands as possible, while minimizing 
  their losses when inquisitors do manage to ind their 
  secret altars. Even in lands sacred to the gods of light, 
  Marena's cult may lurk below the surface.
  SISTER ALKAVA
  Medium humanoid (human), lawful evil
  Armor Class 14 (scale mail)
  Hit Points 93 (17d8 + 17)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 
  10 (+0) 
  12 (+1) 
  8 (‒1) 
  17 (+3) 14 (+2)
  Skills Religion +5, Stealth +3
  Damage Resistances piercing and slashing from 
  nonmagical weapons
  Condition Immunities charmed
  Senses passive Perception 13
  Languages Common
  Challenge 5 (1,800 XP)
  Innate Spellcasting. Sister Alkava’s spellcasting ability is 
  Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  She can cast the following spells innately, requiring only 
  verbal components:
  3/day each: animate dead, bane, guiding bolt, protection 
  from good and evil 
  1/day each: bestow curse, fear
  Feed the Pets. Undead animated by Sister Alkava heal 
  2d4 hit points if they end their turn within 5 feet of one 
  or more creatures bleeding from Sister Alkava's mace 
  attack.
  ACTIONS
  Multiattack. Sister Alkava attacks twice with her mace.
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage, and the 
  creature must make a successful DC 13 Constitution 
  saving throw or bleed profusely from the wound. A 
  bleeding creature takes 7 (2d6) slashing damage at the 
  start of its turn until it receives magical healing or until it 
  or an adjacent ally treats the wound by using an action 
  to make a successful DC 13 Wisdom (Medicine) check.
  Sister Alkava is a passionate devotee of Marena. 
  While loyal to the goddess, she oten chafes at the 
  restrictions of the order and the disciplinary actions 
  of the senior clergy. She hopes her necromantic 
  pursuits will bring her enough power to gain some 
  level of autonomy. Before combat, Sister Alkava 
  always tries to cast protection from good and evil on 
  herself and on any animated undead she controls.
  
  112
  MOTHER ABBESS CALLE 
  Medium humanoid (human), lawful evil
  Armor Class 17 (ring mail)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 
  10 (+0) 
  14 (+2) 
  9 (‒1) 
  20 (+5) 14 (+2)
  Saving Throws Con +6, Wis +9, Cha +6
  Skills Insight +9, Medicine +9, Religion +3 
  Damage Resistances psychic; piercing and slashing from 
  nonmagical weapons
  Condition Immunities charmed
  Senses passive Perception 15
  Languages Common
  Challenge 10 (5,900 XP)
  Authority (1/day). Any time Mother Abbess Calle casts 
  command, there is a 50% chance it does not expend an 
  action. This is determined after she casts the spell.
  Innate Spellcasting. Mother Abbess Calle’s spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell 
  attacks). She can cast the following spells innately, 
  requiring only verbal components:
  At will: command, guidance, sacred lame
  3/day each: blindness/deafness, silence, spiritual weapon 
  2/day each: dispel magic, protection from energy
  1/day each: banishment, blade barrier
  Lash. Creatures damaged by Mother Abbess Calle’s whip 
  attacks have distinctive wounds and develop lasting 
  scars. These wounds and scars are easily recognized 
  by other members of the cult, who have advantage on 
  attack rolls against creatures marked by such wounds 
  and scars. The marks are removed if the wounds are 
  healed with magical healing.
  
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  red SiSterS
  Matron’s Will. Mother Abbess Calle has advantage on 
  attacks to grapple and to escape a grapple. Anytime a 
  spell or effect would force her to move, she can reduce 
  the distance to 5 feet.
  ACTIONS
  Multiattack. Mother Abbess Calle makes one spear attack 
  and two whip attacks. 
  Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 5 (1d4 + 3) slashing damage, and the 
  creature must make a successful DC 17 Wisdom saving 
  throw or become frightened of Mother Abbess Calle 
  until the end of its next turn.
  Entangle. If both of Calle's whip attacks hit the same 
  creature in a turn, Calle can use a bonus action to 
  grapple that creature by tangling it in her whip (escape 
  DC 13). A grappled creature is also restrained. If the 
  creature is still grappled at the start of Calle's next turn, 
  it takes 5 (2d4) slashing damage and the grapple ends.
  Mother Abbess Calle resides in the Cantri Abbey at 
  the base of the Cloudwall Mountains, one of the most 
  prominent temples of Marena in the Principalities. 
  Calle is in charge of the Cradle, a section of the 
  Abbey devoted to the care of pregnant women. 
  Women who sufer diicult pregnancies, or those 
  predicted to sufer complications during childbirth, 
  make pilgrimages to the Abbey. he Mother Abbess is 
  attentive and dutiful, but she has no real compassion 
  for her charges. In her eyes, they are the results of lust 
  stirred by the Red Goddess, and ultimately destined 
  to be cattle for their vampire lords.
  No men are allowed within the walls of the Abbey. 
  Mother Calle insures that all trespassers are dealt with 
  switly. Some are lucky enough to be let bleeding on 
  the ground outside the gates; others are slaughtered 
  and hung from the gatehouse as a warning to those 
  who would violate this sanctum. he Mother Abbess 
  takes her position very seriously and anyone—even 
  a vampire—that attempts to harm one of her charges 
  faces her implacable punishment.
  Calle is a stout, matronly igure, with a stern 
  gaze. She keeps her long, brown hair tied up in a 
  tight bun. he Mother Abbess is never seen publicly 
  without her scarlet robes of oice and cowl, worn 
  discreetly over a suit of ring mail. A brass belt at her 
  waist holds a human skull stained with ocher. She 
  is terse and businesslike with the other members 
  of her order but is known to display a dry wit and 
  macabre humor when ministering to her charges in 
  the Abbey's Cradle. She enjoys casting command on 
  her opponents to make them approach within reach 
  of her cruel whip.
  COSMINA HOLROSU 
  Cosmina Holrosu appears to be a stunning beauty 
  in her mid-twenties, with long, auburn hair and gray 
  eyes. Her pale skin is lawless but for a wine-colored 
  birthmark that runs down her right cheek, jawline, 
  and chin.  A manifestation of Marena appeared 
  before Cosmina and caressed her face. Overwhelmed, 
  Cosmina swore devotion to the goddess for eternity, 
  and Marena's hand let its mark upon her skin as a 
  reminder of the oath. Cosmina's new existence as 
  a vampire airms her promise. She has spent four 
  decades now as Marena's chief agent abroad.
  Cosmina travels in metropolitan areas, seeking 
  out each city's dark underbelly. She uses her charm 
  and magical abilities to rapidly rise in inluence in 
  the shadows. Once she has gained a foothold, she 
  typically founds or takes over a brothel or similar 
  establishment.  he lustful activities in such places 
  are pleasing to Marena, and they serve as useful 
  fronts for secret temples. She lures some of the 
  most debauched clientele to participate in the cult's 
  orgiastic blood rites. Once the temple has grown in 
  inluence and worshipers, she chooses the most loyal 
  servants to be her successors, granting them the git 
  of vampirism before departing for a new city. 
  Cosmina especially likes using her powers to 
  bend enemies of the cult to her will, forcing them 
  to participate in the cult's dark activities. She 
  enjoys humiliating them and keeping evidence 
  of their complicity with the cult. his blackmail 
  keeps her foes subservient, or at least assures their 
  noninterference in cult activities.
  Cosmina Holrosu uses the standard vampire stat 
  block but with the following diferences.
  • Languages Common, Elven, Infernal
  • Remove the actions Charm and Children of the
  Night, and replace them with Darkening Gaze and
  Hemorrhaging Gaze.
  
  114
  • Darkening Gaze (recharge 5-6). Cosmina stares
  into the eyes of a creature she can see within 30
  feet. The creature must make a successful DC 17
  Charisma saving throw or be stunned and blinded
  until the end of its next turn. If the saving throw
  fails, Cosmina can immediately use a bonus action
  to force the creature to make a DC 17 Constitution
  saving throw; if it fails, the creature falls unconscious
  for 1 minute or until it takes damage.
  • Hemorrhaging Gaze (1/day). Cosmina allows
  Marena to see through her eyes. All creatures
  Cosmina can see within 30 feet take 13 (3d8) psychic
  damage plus 13 (3d8) piercing damage, or half
  damage with a successful DC 17 Charisma saving
  throw. For each creature whose saving throw fails,
  Cosmina heals 3 hit points.
  GRAND INQUISITOR REKA MESZAROS
  Medium humanoid (human), lawful evil
  Armor Class 18 (plate armor)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  16 (+3) 
  18 (+4) 
  8 (-1) 
  18 (+4) 10 (+0)
  Saving Throws Dex +7, Con +8, Wis +8
  Skills Insight +8, Perception +8
  Damage Resistances piercing and slashing from 
  nonmagical weapons
  Condition Immunities charmed, frightened, paralyzed
  Senses passive Perception 18
  Languages Common 
  Challenge 10 (5,900 XP)
  No Retreat. Reka has advantage on opportunity attacks. 
  Creatures damaged by Reka’s opportunity attack have 
  their speed reduced to 0 until the end of their turn.
  Overwhelming Blow (3/day). When Reka hits a creature 
  with her greatsword, she can choose to knock it prone, 
  push it 5 feet, or do an additional 10 (3d6) slashing 
  damage.
  Bloodlust. When Reka reduces a creature to 0 hit points, 
  she regains one use of Overwhelming Blow.
  Innate Spellcasting. Reka’s spellcasting ability is Wisdom 
  (spell save DC 16, +8 to hit with spell attacks). She can 
  cast the following spells innately, requiring only verbal 
  components:
  At will: command, divine favor, light
  3/day each: bane, lesser restoration, revivify
  1/day each: death ward
  ACTIONS
  Multiattack. Reka makes two weapon attacks, or uses an 
  at-will spell and makes one weapon attack.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one creature. Hit: 11 (2d6 + 4) slashing damage. 
  Longbow. Ranged Weapon Attack: +7 to hit, range 
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  The Blood Sisters of Marena Outside of Midgard
  he cult of Marena is a primary religion in the 
  Principalities of Morgau and Doresh, which gives it 
  a more substantial base of power than many of the 
  other cults of this book.  However, the Blood Sisters 
  can be placed easily in any campaign world. If you 
  would rather present them as a fringe cult without 
  such a base of power, omit the information about the 
  Red Sisters. he Cradle could be a secret redoubt in a 
  remote mountain hideaway, or it could be hidden in 
  plain sight as an actual monastery with hidden rooms 
  behind an innocent front. It could even be relocated 
  to a city, where Calle takes in women in need, secretly 
  funneling some of them to her other Sisters for 
  nefarious purposes.
  Alternatively, you could transplant the established 
  portion of the faith to an evil nation in the campaign 
  setting of your choice. Perhaps it is located completely 
  underground, among races that are more accepting 
  of such cruelty and evil in their society. he setting 
  may have an evil nation where Marena and her 
  worshipers could ind common ground with other 
  evil deities. Another place to introduce the cult could 
  be a cosmopolitan metropolis where many things 
  are permissible, so long as they conform to city 
  law. he Blood Sisters could exist in the shadows in 
  such a place, toeing the line of propriety in public 
  while continuing to faithfully serve Marena in more 
  insidious ways in hidden shrines and back rooms.
  
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  red SiSterS
  Judgment of Blood (recharge 6). Reka judges all enemies 
  within 60 feet of her. Judged creatures have their speed 
  halved until the end of their next turn. Additionally, Reka 
  can choose up to ive affected creatures; each of them 
  must make a successful DC 16 Wisdom saving throw or 
  fall prone and take 21 (6d6) necrotic damage. As a bonus 
  action, Reka can heal 5 hit points for each creature 
  damaged by Judgment of Blood. The healing can be on 
  herself or on one ally within 60 feet.
  As Grand Inquisitor, Reka Meszaros oversees the 
  eforts to root out and eliminate the enemies of her 
  goddess, both within and outside of the Principalities. 
  If cult activity outside Morgau and Doresh is 
  threatened, she sends what aid she can. She instructs 
  her followers in techniques of stealth and subterfuge, 
  which they use in surgical strikes to eliminate threats 
  to the faithful. Reka herself occasionally leads such 
  strikes when the threat is great enough.
  cultiStS of the  
  Blood SiSterS
  he GM can use the following NPCs as cult members, 
  functionaries, and minor leaders.
  BROTHEL AGENT
  hese men and women work in the brothels run by 
  the Blood Sisters. hey proile clients for potential as 
  new recruits, sources of information or blackmail, or 
  even as sacriices. hey also watch for those who pay 
  too much attention to the brothel's operations. In 
  the Principalities, the brothel agent statistics can be 
  used for loyal cultists, assistants to clerics, or other 
  temple functionaries.
  Any standard NPC can be used as a Brothel Agent 
  (bandit, guard, and thug are most appropriate) by 
  adding the following action to the stat block:
  • Blessed Blood Capsule. The brothel agent breaks a
  capsule of blood and smears it onto the palms of his
  or her hands. The agent heals 7 hit points and for 1
  minute, adds 1d4 to weapon damage rolls.
  DARAKHUL MERCENARY
  Darakhul mercenaries are powerful and 
  well-disciplined troops. he Blood Sisters oten 
  employ them as guardians of secret shrines and 
  temples, bodyguards while traveling outside the 
  Principalities, or as the daytime guardians of 
  vampire members of the cult. Such mercenaries are 
  oten paid in lesh as well as coin. Such arrangements 
  provide a convenient method for the Blood Sisters to 
  dispose of the bodies of their victims.
  
  116
  A darakhul mercenary in the employ of the Blood 
  Sisters uses the standard darakhul stat block (see 
  Tome of Beasts), but with the following diferences:
  • Remove the war pick attack and replace it with a
  Halberd attack and with the Halberdier's Ire action.
  • Halberd. Melee Weapon Attack: +5 to hit, reach 10
  ft., one creature. Hit: 8 (1d10 + 3) slashing damage.
  • Halberdier’s Ire (2/day). As a bonus action
  immediately after making a successful halberd
  attack, the mercenary automatically does an
  additional 7 (2d6) slashing damage to the same
  target and the creature must make a successful DC
  13 Dexterity saving throw or be knocked prone.
  • Challenge 1 (200 XP)
  BLOOD RITUALIST
  Medium humanoid (dhampir), lawful evil
  Armor Class 13 (16 with mage armor)
  Hit Points 77 (14d8 + 14)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  16 (+3) 
  12 (+1) 
  10 (+0) 
  8 (-1) 
  18 (+4)
  Saving Throws Cha +7
  Skills Perception +3
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages Common 
  Challenge 6 (2,300 XP)
  Sunlight Sensitivity. While in direct sunlight, the 
  ritualist has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight.
  Innate Spellcasting. A blood ritualist’s spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). She can cast the following spells innately, 
  requiring only verbal components:
  At will: chill touch, ire bolt, light
  3/day each: disguise self, mage armor, magic missile
  2/day each: ly, sanguine spear
  1/day each: ice storm
  Undead Resistance. The ritualist has advantage on saving 
  throws against disease.
  ACTIONS
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  willing creature or a creature that's grappled by the 
  ritualist, incapacitated, or restrained. Hit: 5 (1d4 + 3) 
  piercing damage plus 14 (4d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount 
  equal to the necrotic damage taken, and the ritualist 
  regains hit points equal to that amount. The reduction 
  lasts until the target inishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0.
  Blood ritualists are oten the leaders of secret 
  conclaves of the cult outside the Principalities or 
  church functionaries within them. Products of blood 
  and lust, these dhampir sorcerers are oten inducted 
  into the cult from birth. heir magical talents 
  typically relect Marena's spheres of inluence, and 
  much of their magic emulates her control of blood 
  and association with winter’s chill.
  cult activitieS and 
  adventure hookS
  Below are several methods of introducing the Blood 
  Sisters of Marena as adversaries for the PCs in your 
  campaign. hey can be foes for single adventures 
  or a continuing threat in an extended campaign. If 
  you choose to use them for an extended campaign, 
  consider pitting the PCs against increasingly 
  powerful minions and leaders of the cult, possibly 
  culminating in a battle against vampires led by the 
  most powerful ranking members of the Blood Sisters.
  LEVELS 1–3
  An NPC comes to the PCs for help. Her father's 
  behavior has become increasingly erratic and it is 
  beginning to threaten the family business. His wife 
  died four years ago, and until recently, he wore a 
  black scarf as a sign of mourning. However, he has 
  now set the scarf aside without explanation. Money 
  is missing from the family’s accounts and he has 
  been returning home very late. A few days ago, his 
  daughter followed him and, to her shock, found 
  her father entering a brothel. She asks that the PCs 
  ind out who or what is behind her father’s dramatic 
  
  117
  red SiSterS
  change of behavior. he PCs' investigation reveals 
  that the Blood Sisters use the brothel as a front and 
  recruitment center. It also reveals that the father has 
  been involved in erotic blood rituals in the building's 
  basement. However the PCs proceed, if any harm is 
  brought to the cult, including exposing its activities, 
  the cultists mark the meddling adventurers as 
  enemies and may seek retribution later.
  In the Principalities, the nobility's primary coin of 
  exchange is the blood mark. A red gold coin with 
  a hole in the center, the blood mark represents a 
  measure of blood from an actual living citizen. 
  When the bearer of a blood mark chooses to redeem 
  it, the blood is magically drawn from the body of 
  the person who irst promised it. If that person has 
  pledged multiple blood marks, they could die if all 
  are redeemed at once. Recently, a woman pledged 
  10 blood marks to the Blood Sisters in exchange for 
  their magical and inancial aid to cover debts and 
  cure the blight that had infected her orchard and 
  threatened to destroy her entire livelihood. Now, a 
  friend of her family who works as a servant at the 
  local temple has brought the woman a warning. 
  A great soiree is being planned at a nearby noble's 
  castle to celebrate the turning of a faithful servant 
  into a vampire. he temple is giting a number of 
  blood marks to help with the celebration. Worried 
  that her life may end as a result, the owner of the 
  orchard beseeches the PCs to ind the blood marks 
  on her account at the temple and get them back by 
  any means necessary.
  he PCs attend a raucous celebration. People are 
  reveling, and food and drink lows freely. While 
  this sort of merrymaking oten sparks incidents of 
  violence and debauchery, this celebration is far more 
  lascivious than normal. he revelers are making 
  lustful advances on others, who are responding 
  in kind. As the night progresses, outraged lovers 
  catch their partners involved in trysts with their 
  neighbors, and ights break out. he PCs may also 
  fall under the sway of these strange events. In the 
  atermath of the celebration, there is a prevailing 
  sense of anger, shame, and confusion. If the PCs 
  investigate, they ind lingering magic in many of the 
  cups and barrels from the party. As it turns out, the 
  primary drink of the evening was wine from one 
  particular winery. An investigation of the winery 
  uncovers a band of Blood Sisters who have used a 
  combination of magic and alchemy to create a drink 
  that encourages lust and debauchery.
  LEVELS 4–6
  In preparation for a special ceremony held on 
  Midwinter's Night, the Blood Sisters seek a selection 
  of exceptional candidates for sacriices. he 
  vampire nobility in attendance take great delight 
  in participating in an orgiastic blood frenzy with 
  the clergy in a remote, snowbound forest glade. 
  Some sacriices are chosen from the populace of 
  the Principalities, but for this special occasion, the 
  Blood Sisters search far aield for valuable sacriices. 
  Whether it is their beauty, innocence, or some 
  natural talent or practiced skill, each victim is taken 
  so that the Winter Maiden can sample their sorrow 
  and rejoice in the darkness let by their loss from the 
  world. he Blood Sisters recently abducted a woman 
  from a small town not far from the border of the 
  Principalities. To all appearances, she was simply 
  a tutor to the mayor's children. However, she was 
  betrothed to a powerful noble from a neighboring 
  kingdom. Her position in an unassuming settlement 
  was intended to keep her hidden from the political 
  machinations of the noble family's rivals until the 
  time of the wedding. Now, her husband-to-be has 
  sent out a call for rescuers. Divination spells point to 
  a dark end if she is not freed by Midwinter's Night. 
  he noble's retainers and allies have traced her to 
  Morgau; speciically, to a hunting lodge nestled deep 
  in a wooded mountain valley. he PCs must enter 
  Morgau, confront or sneak past a group of cultists, 
  free the woman, and ind their way across the border 
  again. However, this lodge is only one of several 
  locations where the Red Sisters are keeping their 
  victims until the ceremony, and the PCs may decide 
  to embark on further rescue missions.
  A local duke and powerful opponent of the 
  vampire Principalities has been, until recently, an 
  unrepentant bachelor, despite pleas from his court 
  to marry and produce an heir. Now the duke has 
  taken up with a woman of questionable birth and 
  has begun to neglect his duties in order to court 
  her and lavish her with gits. Rumors are spreading, 
  
  118
  and the court is in an uproar over their sovereign's 
  improprieties. he latest outrage is his proclamation 
  that they will marry. Should the nobility not recognize 
  her position as duchess, he has claimed that he will 
  marry her anyway and abdicate his throne to his 
  brother, who is widely regarded as incompetent. 
  he duke's chamberlain hires the PCs to investigate 
  the woman and her strange hold over the duke. he 
  woman is an agent of the Blood Sisters (perhaps even 
  a vampire, if the GM wishes) sent by the Principalities 
  to undermine one of their main rivals. Worse, she 
  has the backing of a secret group of cultists that has 
  iniltrated the ranks of the servants to protect the 
  house the duke has bought for his mistress.
  A desperate woman seeks aid in inding her sister. If 
  the PCs are receptive, the woman explains how her 
  sister's personality has changed recently, becoming 
  more distant and distracted. here have been a 
  number of unexplained absences. Now, she has failed 
  to return ater a night out. A neighbor reports seeing 
  her in the company of a large man and another 
  woman walking out into a nearby forest. he PCs are 
  able to track the group to a cabin out in the woods. 
  here, they ind a number of men and women. he 
  women, including the sister that the PCs were sent to 
  ind, pretend that the men have kidnapped them to 
  catch the PCs of-guard. However, the women are all 
  actually members of the Blood Sisters, and the men 
  
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  red SiSterS
  are pawns for their unholy rites. he cult's vampire 
  leader has established mental control over her 
  victims, and she leads all of the cabin's inhabitants in 
  a strike against the PCs.
  LEVELS 7–9
  A prominent local igure reaches out to the PCs 
  ater several attempted kidnappings of her relatives. 
  She assigns the PCs to guard her elderly aunt at her 
  estate. he PCs may ind evidence that this is not 
  simply a kidnapping for ransom. In fact, the Blood 
  Sisters plan to use the family as a focus for their 
  bloodstrike incantation.
  A local authority igure hires the PCs to keep watch 
  over a person whose recent activities have aroused 
  suspicion. heir task is to observe and report the 
  NPC's movements, but to keep their surveillance a 
  secret and not to engage under any circumstances. 
  However, on the PCs' watch, the suspicious 
  individual joins up with members of the Blood 
  Sisters and attempts to abduct someone. Do the PCs 
  follow orders, or do they intervene?
  Raiding parties from the Principalities are 
  searching in surrounding territories for sacriicial 
  victims. he PCs arrive at a familiar roadside inn 
  only to ind the atermath of such a raid. Evidence 
  suggests the raiders let with prisoners. he PCs 
  can track the raiders back to their camp and hope 
  to overtake them despite the raider’s vastly superior 
  numbers, or they can lay an ambush along the most 
  likely point of return.
  LEVELS 10–12
  his adventure hook works best when placing the 
  Cradle in another campaign setting. A friend or 
  patron of the PCs comes to them for aid. He and 
  his wife have never been devout and spend no time 
  at worship at the temple of any god. It is a point 
  of pride that they are successful without being 
  religiously faithful, and the local clergy are not 
  fond of them. His wife is pregnant with their irst 
  child, and there have been complications. Rather 
  than admit defeat in their rivalry with the clerics, 
  his wife decided upon a pilgrimage to a mountain 
  monastery, where she has heard they deal with such 
  problems. It was only later that the man found out 
  the monastery is devoted to Marena. He fears for his 
  wife's safety and asks the PCs to retrieve her. Mother 
  Abbess Calle does not take kindly to the intrusion, 
  nor does she appreciate any implication that she 
  means any harm to the child or its mother.
  One of the PCs is struck with an unshakable sense 
  of despair and foreboding. his sudden fear has no 
  apparent cause. Shortly thereater, the PCs discover 
  that one of that PC’s relatives is dead. Magical 
  investigation may reveal that the deceased was 
  being used as part of an incantation to strike at the 
  PC. If the heroes do not take eforts to protect the 
  targeted PC’s family, soon another blood relative 
  goes missing. If the PCs cannot ind and stop the 
  ritual, the Blood Sisters can make attacks on the 
  afected PC wherever she happens to be, unless they 
  can ind and free the relative being used as the focus 
  for the incantation.
  LEVELS 13–15
  Assuming the PCs have been instrumental in 
  thwarting the plans of the Blood Sisters in the 
  past, especially if they've killed any members of the 
  cult in doing so, they are targeted for elimination. 
  Grand Inquisitor Reka Meszaros is determined to 
  end the PCs’ lives. How she does so is ultimately 
  up to the GM. However, her preferred methods 
  are to iniltrate the party in some way—hiring 
  on as an NPC if they are looking for aid—or by 
  slipping into an organization that is friendly to the 
  PCs, such as a nearby temple to a good deity. She 
  attempts to coordinate an attack from the cult's 
  darakhul mercenaries when the PCs are at their 
  most vulnerable. If she iniltrates the party, she may 
  plan an ambush when the PCs are returning from 
  an adventure (low on resources, possibly injured, 
  and presumably burdened with treasure.) If she 
  iniltrates a nearby temple, she might organize a 
  special ceremony and have the PCs invited. She 
  ensures that the PCs are asked to leave their weapons 
  in the keeping of the clergy and don special robes 
  for the ceremony. When they and other participants 
  are unarmed and unarmored and in the midst of the 
  ritual, the darakhul storm the place and Reka reveals 
  herself to deal retribution on the PCs.
  
  120
  he forces of good have discovered that the Blood 
  Sisters have iniltrated a major city. he location 
  of their hidden temple is unknown, but several 
  likely cover operations—a cemetery, a brothel, and 
  a slaughter house—have been located. he PCs are 
  charged with investigating these locations, inding 
  the hidden temple, and purging the Blood Sisters 
  from the city. his investigation leads to a variety 
  of encounters with cultists and vampire spawn. he 
  search ends in the catacombs below the city, where 
  the PCs navigate trapped corridors and undead 
  guardians, eventually confronting Cosmina Holrosu, 
  her vampire companions, and a slew of cultists.
  new SpellS
  he Blood Sisters draw power from the red essence 
  of life that is central to their religion and the key 
  focus of their rituals and sacriices. he Red Maiden 
  reveals the mysterious potential of blood to those 
  that show proper devotion. Many of the Blood Sister’s 
  favorite spells appear in Deep Magic. In addition, the 
  following new spells are available to those who count 
  themselves among Marena's faithful. At the GM's 
  discretion, other characters can also gain access to 
  these spells.
  SANGUINE SPEAR
  2nd-level transmutation (sorcerer/wizard)
  Casting Time 1 action
  Components V, S, M (the corpse of a once-living 
  creature)
  Range Touch
  Duration 1 minute
  You draw blood from the corpse of a creature that has 
  been dead for no more than 24 hours and magically 
  fashion it into a spear of frozen blood. his functions 
  as a +1 spear that does cold damage instead of 
  piercing damage. If the spear leaves your hand for 
  more than 1 round, it melts and the spell ends. 
  At Higher Levels: If the spell is cast with a 4th-level 
  spell slot, it creates a +2 spear.  A 6th-level spell slot 
  creates a +3 spear.
  STIGMATA OF THE RED GODDESS
  2nd-level necromancy (cleric/wizard)
  Casting Time 1 action
  Components V, S, M (several drops of your own, 
  fresh blood)
  Range Self
  Duration 3 rounds
  You cut yourself and bleed as tribute to Marena, 
  gaining power as long as the blood continues lowing. 
  he stigmata typically appears as blood running 
  from the eyes or ears, or from wounds manifesting 
  on the neck or chest. You take 1 piercing damage at 
  the beginning of each turn and gain a +2 bonus on 
  damage rolls. Any healing received by you, magical or 
  otherwise, ends the spell.
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, the damage you 
  take at the start of each of your turns and the bonus 
  damage you do both increase by 1 for each slot level 
  above 2nd, and the duration increases by 1 round 
  for each slot level above 2nd.
  maGic itemS
  he terrifying aspects of the Blood 
  Sisters extend to the magic items 
  they favor, which are crated to 
  extract blood and inlict pain.
  EXSANGUINATING BLADE
  Wondrous Item (dagger), rare  
  (requires attunement)
  his double-bladed dagger 
  has an ivory hilt, and its gold 
  pommel is shaped into a woman's 
  head with ruby eyes and a fanged 
  mouth opened in a scream. In 
  addition to functioning as a 
  +1 dagger, the exsanguinating
  blade can drink a victim's blood,
  providing life force to its wielder.
  Whenever the dagger scores a
  critical hit, it gains 1 charge. It can
  have a maximum of 1 charge at a
  
  121
  red SiSterS
  time. he wielder of the exsanguinating 
  blade can expend a charge (no 
  action required) to trigger one 
  of the following efects.
  • Heal 2d8 + the
  wielder's Wisdom
  modiier (minimum
  of 1) hit points,
  on himself or on
  a willing creature
  touched by the blade
  • Inlict an additional 3d10
  necrotic damage against a
  target that just took damage from the blade
  SCOURGE OF DEVOTION
  Wondrous Item (lail), rare  
  (requires attunement)
  he multiple tails of this cat o' nine tails have 
  barbs of silver woven into them. he scourge of 
  devotion is used for self-lagellation. he user 
  strikes her bare back and shoulders with the 
  scourge, inlicting 10 (3d6) slashing damage. 
  his damage can't be healed by any means until 
  the wielder completes a long rest; ater that, the 
  damage can be healed normally.
  Until the damage is healed, the user of the 
  scourge of devotion has advantage on Constitution 
  checks to maintain concentration on spells.
  monSterS
  Creatures that are steeped in blood make natural 
  allies for the Blood Sisters.
  BLOOD HOUND
  Medium monstrosity, lawful evil
  Armor Class 13 
  Hit Points 45 (6d8 + 18)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  14 (+2) 
  16 (+3) 
  3 (-4) 
  12 (+1) 6 (‒2)
  Skills Perception +3
  Senses passive Perception 13
  Languages Common (cannot speak) 
  Challenge 1 (200 XP)
  Familiar. The blood hound acts as a familiar to the 
  vampire that created it, with all the abilities and 
  functions associated with familiars. If it drops to 0 hit 
  points, it dies.
  Superior Tracking. A blood familiar has advantage on 
  Perception checks made to track or locate a living 
  creature. 
  ACTIONS
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage.
  his large hound's mouth is a snarling nest of 
  overlong fangs, and its eyes glow an unnatural red.
  
  122
  BLOOD ZOMBIE
  his zombie is drenched head to foot in fresh blood, 
  which constantly lows down its body. Its attacks 
  draw blood from an opponent’s body to rejuvenate 
  the zombie.
  A blood zombie uses the standard zombie stat 
  block with the following diferences:
  • Replace the standard zombie's Slam attack with
  Blood Slam.
  • Blood Slam. Melee Weapon Attack: +3 to hit, reach 5
  ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
  plus 2 (1d4) necrotic damage, and the blood zombie
  gains temporary hit points equal to twice the
  necrotic damage.
  Vampires can bend the living to their will with a 
  glance. Oten they enlist willing mortals by ofering 
  the promise of eventual immortality in exchange 
  for loyalty. Some vampires take a diferent course, 
  gaining the loyalty of an animal by feeding it their 
  blood and gaining a ierce sentinel to guard them 
  during the daylight hours. Such creatures are known 
  as blood hounds or blood familiars.
  Blood hounds are animals that were given regular 
  doses of a vampire's blood. his feeding creates a 
  bond between the creature and its master, giving the 
  beast powers beyond a normal specimen of its type. 
  Many vampires prefer animals typically associated 
  with their kind—bats and wolves, including those 
  of the dire variety—but some prefer more exotic 
  choices, such as large cats, bears, and even snakes. 
  More powerful vampires oten choose rarer and 
  more dangerous creatures, such as 
  owlbears or grifons. A vampire may 
  create more than one blood hound, 
  but is limited to a total Hit Dice in 
  blood hounds equal to its own, 
  even if it owns only a single 
  blood hound.
  
  123
  the SanGuine path
  t
  he mystery cult known as the Sanguine Path 
  celebrates the power inherent in the blood—
  power to bring enlightenment and health through 
  blood sharing and sacriice, to revitalize the land 
  through ritual, and to practice blood divination. In 
  metropolitan areas, the cult attracts those seeking 
  meaning, status, or simply a distraction from their 
  everyday concerns. While in the countryside, it can 
  be the diference between prosperity and famine. 
  Far from prying eyes, however, the Sanguine Path 
  engages in ritual orgies and hematophagy, the ritual 
  consumption of blood.
  leaderS, orGanizationS, 
  and GoalS
  Sect leaders of the Sanguine Path come in all forms. 
  In some cases, sorcerers are at the forefront, their 
  forceful personalities and magical abilities making 
  them potent leaders. heir very existence hints at 
  powers within the blood that might be unlocked by 
  association with the cult. Witches are also prominent 
  in the cult, and at times, even covens of hags get 
  involved. When divine casters are present amongst 
  the leadership, they are oten associated with the 
  demon lord Caizel. 
  10
    the 
  SanGuine 
       path
  
  124
  Given its strong association with blood ritual, 
  vampires are oten attracted to leadership positions 
  in the cult. heir powers allow them greater control 
  over the cultists, and the position makes it easier 
  for them to feed. It also provides a group of devoted 
  followers to shield them from hunters.
  Cult leaders are typically addressed as "father" 
  or "mother" or "elder." Cult members refer to one 
  another as "brother," "sister," or "sibling." hey 
  believe the comingling of blood in their rites binds 
  them together as family. 
  he followers of the Sanguine Path are many and 
  varied. he cult welcomes all intelligent beings into 
  its ranks with the exception of intelligent undead 
  other than vampires. Magical beasts and monstrous 
  humanoids may well reside in a Sanguine Path 
  compound alongside the more typical humanoid 
  members, and it is said, they participate equally in 
  the depraved rites of the cult. Unless these creatures 
  are normally tolerated within the settlement, their 
  presence must be kept secret. Oten, blood golems 
  are used to protect the inner sanctums and quarters 
  of cult leaders. In addition, the diferences between 
  urban and rural sects of the cult are signiicant.
  Blood of the city
  Cities are hubs of travel and trade with myriad races, 
  cultures, and religions passing through them. And 
  sometimes, they stay and add to the cosmopolitan 
  stew of urban life. New religions and cults crop up 
  oten—some die out, while others thrive. In the 
  city, the Sanguine Path is a mystery cult known for 
  its oracular use of blood in exchange for coin. he 
  leaders use their powers to determine the parentage 
  of children or trace lines of descent to solve disputes 
  over inheritance. Sacred prostitutes serve the general 
  public within the open portion of their temple. he 
  cult is oten described as “odd, but useful,” by those 
  that only know its public face.
  hose that seek membership in the cult oten 
  return with rumors of wild orgies and strange blood 
  rites. hese rumors are based in truth. Blood is 
  the central symbol for the cult, they believe bodily 
  luids exchanged during sex hold power. he cult 
  deliberately allows these rumors to spread in order 
  to pique the interest of potential members. However, 
  the Sanguine Path’s greater mysteries are open only 
  to those that meet their trials of initiation and are 
  inducted into the organization’s inner circles. By 
  the time members attain the highest echelon of the 
  Sanguine Path, they have either been completely 
  corrupted by the depravities of the cult or are too 
  irmly connected to its dark doings to even think 
  about betrayal or escape.
  In cities where the cult has existed for generations, 
  the sexual activities of cult members have many of 
  the expected outcomes. All born under the auspices 
  of the cult are raised as members. Since cultists of 
  the Sanguine Path tend to shun the taboos of society, 
  inbreeding does occur. hose poorly afected by such 
  inbreeding are kept within the cult but given simple 
  tasks, such as menial labor and guard duty. 
  hose with obvious deformities are kept out of 
  sight of any not initiated into the mysteries of the 
  cult. However, these members still participate in all 
  privately held cult functions, for the cult teaches that 
  true beauty resides inside oneself. 
  Urban sects oten work toward recruiting those 
  in power—nobility, rich merchants, and the like—
  to shield the cult from suspicion and persecution. 
  However, anyone interested in joining the cult can 
  A Warning About 
  Sexual overtones  
  he Sanguine Path, especially in its urban 
  incarnation, is heavily devoted to lust and deals in 
  wanton extravagance and sexual taboos, including 
  incest. GMs should determine their groups’ comfort 
  levels with these topics in their games and provide 
  only as much detail as is agreed upon with the 
  players. Be ready to tone things down by only 
  alluding to such activity, or you can simply end 
  scenes by fading to black and move on if too much 
  interaction or description might be problematic. 
  he important thing is that everyone at the table is 
  able to enjoy the game. 
  
  125
  the SanGuine path
  go through the initiation. New members are oten 
  recruited by holding mock ceremonies in public 
  places (such as the Taurobolium described below) 
  to draw interest or by sending attractive members 
  of the cult wearing simple shits and sandals into 
  public areas to hand out lowers and talk to passers-
  by. Canny cult leaders know to look for those who 
  are easily led, in obvious need of companionship, 
  or without family. Oten, when the Sanguine Path 
  wishes a person of status to join, they recruit 
  someone close to that person—a relative, business 
  partner, or lover—and use that person to bring their 
  true target into the fold.
  THE TAUROBOLIUM
  his ritual sacriice is typically held shortly ater 
  the initiation of a new crop of blood-bound cultists 
  (see the blood-bound creature 
  template, page 134). he newly 
  blood-bound are taken out 
  to a public area in hooded 
  white robes. A scafold is 
  built and a bound bull or ox 
  is raised upon the platform 
  with ropes and pulleys. A 
  senior cult member stands 
  above, next to the sacriice, 
  and pronounces the words 
  of the ceremony with scripted 
  responses from the robed cultists. 
  Finally, the senior cultist cuts 
  the bull’s throat and the assembled 
  blood-bound cultists stab it from 
  below with spears. he cultists 
  remove their robes and receive a 
  baptism in blood as the animal 
  is exsanguinated. Aterward, 
  they put on displays of 
  their new strength and 
  vigor, allowing spectators 
  to believe their newfound 
  power was gained through 
  the Taurobolium, though 
  it is actually gained in a 
  manner known only to the senior members. he 
  inexperienced cult members are just as in the dark 
  as spectators, thinking that there is meaning and 
  magic involved in this ritual.
  Blood of the land
  In times of drought and famine, a name is carried 
  on the winds to desperate ears: the Sanguine Path. A 
  mystery cult said to restore life to the soil and bring 
  untold bounty to the land. he farmers and peasants 
  are told to submit to the cult and allow it to work 
  its mysteries—mysteries centered on the power of 
  blood. In small agrarian communities, the Sanguine 
  Path can establish itself much more quickly than in 
  an urban environment. All it needs is to gain the 
  conidence of those in charge or, failing that, do 
  what the leaders of the community cannot—bring 
  rain from the sky and a harvest from the soil—and 
  usurp control. 
  
  126
  he cult inds easy footholds where the people are 
  already insular and set against outsiders, insinuating 
  themselves by providing invaluable service and 
  assuring continued prosperity for those willing to 
  convert. hose communities that beneit from the 
  Sanguine Path’s blessings protect the cult and its 
  mysteries as readily as they will their own folk and 
  livelihood. his insularity oten causes the same 
  inbreeding problems found in city cults, usually in 
  a shorter amount of time. his leads to neighboring 
  settlements being able to readily spot visitors from 
  a cult town, as they possess "the look" and are set 
  apart by their inbred traits.
  In rural sects of the 
  Sanguine Path, one oten 
  inds hags (sometimes in 
  conjunction with witches) or druids 
  in positions of leadership. If not, the cult 
  leadership typically has access to some sort of 
  magic item that gives them control over weather or 
  plants, assuring continued prosperity for their new 
  community while keeping up the charade that the 
  blood rituals practiced by the cult are providing the 
  land’s bounty.
  DREKKAN
  Drekkan is Krewsjung’s lover and fellow coven 
  member. When not participating in oicial cult 
  activities, he takes on a rather unassuming role 
  as a simple man of the land, an everyman with a 
  penchant for pig farming, downplaying his keen 
  intellect and speaking with a sort of earthy wisdom 
  that endears him to the common folk. his makes 
  him the most approachable of the trio but also the 
  most dangerous for those with doubts or misgivings 
  about the Sanguine Path.
  Drekkan is a standard vampire spawn with the 
  following diferences.
  • Int 18 (+4), Wis 14 (+2),  Cha 20 (+5)
  • Hit Points 112 (15d8 + 45)
  • Languages Abyssal, Common, Giant, Infernal,
  and Sylvan
  • Communicates telepathically with Goldie (his trained
  pig) at ranges up to 100 feet. As a bonus action,
  Drekkan can command Goldie to cast a spell from its
  prepared list.
  • Attuned to the bloodwhisper cauldron
  • Challenge 6 (2,300 XP)
  
  127
  the SanGuine path
  GOLDIE
  Goldie is a freakishly intelligent, magic-using pig 
  that's also Drekkan's pet and companion. It uses 
  the standard boar stat block with the following 
  diferences.
  • Neutral evil alignment.
  • Hit Points 66 (12d8 + 12).
  • Int 12 (+1), Wis 10 (+0), Cha 8 (‒1).
  • Doubly proicient in Investigation (+5) and Insight
  (+4) and has advantage on Insight checks
  • Communicates telepathically with Drekkan at
  ranges up to 100 feet
  • Innate Spellcasting: Goldie uses Intelligence
  as its spellcasting ability (spell save DC 11,
  +3 to hit with spell attacks). Goldie
  can cast the following spells with only
  verbal components (grunts and oinks):
  At will—eldritch blast;  
  3/day each—ray of 
  enfeeblement, spider climb;  
  1/day—hypnotic pattern.
  • Challenge 1/2 (100 XP).
  KREWSJUNG
  he leader of this particular sect of the Sanguine 
  Path, Krewsjung uses the cult as a way to slake 
  her bloodlust without drawing undue attention to 
  her appetites. It also allows her to openly practice 
  her religious rites without fear of reprisal from 
  opposing religious institutions. Finally, she 
  enjoys the power and prestige gained from 
  her control of the cult, always pushing to 
  see how much inluence she can gain. 
  She is a visible igure in the cult, 
  maintaining a role as the adored but 
  unapproachable leader. She leaves it to Drekkan 
  to be the congenial face of the cult and Mother 
  Brimming to be the disciplinarian. he power 
  of the coven, bolstered by her possession of a 
  bloodwhisper cauldron, is the foundation of the 
  cult’s continued success.
  Krewsjung is a standard red hag (see Tome of 
  Beasts) with the following diferences.
  • Her Siphoning Aura also causes blindness if the
  saving throw is failed.
  • Attuned to the bloodwhisper cauldron.
  • She prepares the following spells, instead of the
  standard list.
  Cantrips (at will): eldritch blast, guidance
  1st level (4 slots): enthrall, fairie ire, thunderwave
  2nd level (3 slots): blindness/deafness, enlarge/
  reduce, heat metal
  3rd level (3 slots): dispel magic, protection from 
  energy, speak with plants
  4th level (2 slots): freedom of movement, confusion
  
  128
  MOTHER BRIMMING
  Despite her title and withered, crone-like visage, 
  Mother Brimming is actually the youngest member 
  of the coven, the unholy ofspring of Drekkan and 
  Krewsjung. She keeps her monstrous appearance 
  hidden beneath a deeply cowled robe during most 
  cult activities. For the brief times when she must 
  appear in the presence of those who haven't 
  delved deeply into the mysteries of the cult, she 
  uses disguise self to appear as a short, plump, 
  elderly human woman with short, curly, 
  silver hair and bright blue eyes. At the most 
  intimate and powerful ceremonies of the 
  Sanguine Path, however, Mother Brimming 
  disrobes, showing all her hideous features. 
  She is a constant reminder of the fate that 
  awaits anyone who would betray or turn 
  away from the Sanguine Path.
  Mother Brimming is a standard 
  red hag (see Tome of Beasts) with the 
  following diferences.
  • Her Siphoning Aura also causes blindness
  if the saving throw is failed.
  • Attuned to the bloodwhisper cauldron.
  • She uses the same spell list as Krewsjung
  but substitutes disguise self for fairie ire in
  her 1st-level spells.
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing the Sanguine 
  Path in your campaign. In some instances, the cult 
  is a new evil rearing its head in the area. In others, 
  the cult should be part of the background, giving it 
  an established presence before having it attract the 
  attention of the PCs or those that seek their aid.
  Levels 3-4
  A local oicial is distrustful of a charismatic 
  evangelist recently arrived in town. His preaching 
  has attracted a number of citizens who have joined 
  his movement—known as the Sanguine Path—and 
  they have moved into an old inn on the outskirts 
  of town that the newcomer recently purchased. 
  Swayed by the pleas of several residents disturbed 
  by the changes in their friends and family that have 
  joined the cult, the oicial wants to determine if 
  there is any wrongdoing afoot. he PCs are hired to 
  investigate. hey can iniltrate the cult as initiates or 
  clandestinely enter the compound, but the oicial 
  wants evidence that the cult is up to no good, so she 
  can lawfully have its leader arrested.
  Accompanying a small caravan on a long overland 
  journey, the PCs must take a long detour due to 
  severe weather wiping out the regular route. As 
  they reach the end of their travels in the fast-fading 
  light, they are surprised to ind a thriving little 
  
  129
  the SanGuine path
  farming community not marked on their map. he 
  townsfolk sport strange deformities and are leery 
  of the strangers. However, the priest of the local 
  temple seems friendly enough and ofers to put them 
  up for the night while inding accommodations for 
  the caravaneers in barns since the village has no 
  inn. Come morning, several of the people from the 
  caravan are missing.  
   
  he priest says they were likely taken by a local 
  goblin tribe and points the PCs in their direction. 
  If the PCs successfully deal with the goblins, they 
  discover that the goblins are working with the 
  people of the village and must return quickly to stop 
  the remainder of the caravan folk from becoming 
  victims of the Sanguine Path’s bloody fertility rites.
  he PCs’ hometown—or at least the town they have 
  been living in recently—sufers raids by hostile, 
  crimson-clad forces. hese warriors aren’t average 
  bandits. hey are strong, fast, and hard to kill. he 
  local constabulary hires the PCs to root out these 
  raiders. he trail leads to some old ruins where a 
  band of brigands has fallen under the sway of a 
  witch cultist of the Sanguine Path. Her former sect 
  destroyed and her followers killed or scattered, 
  she seeks vengeance against those that deied her. 
  When captured by brigands, she bargained with 
  them, ofering power and riches if they submitted 
  themselves to the Sanguine Path. Now the bandits 
  are all blood-bound and loyal cultists. he cult leader 
  uses them to raid nearby settlements to replenish 
  her riches and bring back sacriices to once more 
  increase the power of the cult.
  Levels 5-6
  A friend or relative of one of the PCs joined the 
  Sanguine Path in the past and seemed very happy, 
  vibrant, and full of energy and purpose. Now this 
  individual has sought out the PCs, weak, pale and 
  terriied. Ater recently being initiated into the inal 
  mysteries of the cult, she rebelled, led the cult, 
  and went into hiding. However, as a blood-bound 
  member of the cult, her vitality is linked to the 
  monthly consumption of a special elixir. he PCs 
  must ind a way to help her and—armed with the 
  terrible truth behind the cult—brave the Sanguine 
  Path compound and bring an end to the cult, so 
  The Sanguine Path in Midgard
  In the Midgard Campaign Setting, the Sanguine Path 
  can be used in much the same way as presented in the 
  general information here. Divine casters associated 
  with the cult oten have ties to Marena, Hecate, or 
  Ceres Vindicator, or to a pantheon of the three in a 
  bizarre triad, especially in rural areas where the cult’s 
  priests venerate the goddesses with the sacriices of 
  their enemies on moonlit nights and consecrate the 
  ields with their blood. In areas afected by drought 
  or famine, sects of the Sanguine Path are quick to 
  move in and provide aid, undermining faiths already 
  established in the area, such as the Oaken Ring or the 
  oicial church of Ceres.
   A farming settlement on the northern border of 
  Verrayne fell under the sway of the Sanguine Path 
  years ago. Veneration of Marena and the Goat of the 
  Woods igure heavily in their tenets, and it is said that 
  the lush ields of the isolated community provide two 
  bumper crop harvests a year, so long as the soil drinks 
  deep of the blood spilled from the town’s enemies 
  and occasional visiting outsiders. Rumor has it that 
  degenerate humans and goblins mingle freely there and 
  that one of the cult’s leaders is an exceptionally old and 
  powerful worg.
   An urban sect of the Sanguine Path has irmly 
  entrenched itself in the city of Triolo, based in 
  Little Nuria. he sect’s tenets include a strange dual 
  veneration of both Marena and V’ashra the Tormentor. 
  his works to the cult’s advantage as they appeal to 
  the hedonistic and the sadistic, gaining followers from 
  those citizens looking for sexual outlets as well as 
  pirates and ighting folk wishing for more violent forms 
  of worship. he sect is led by a igure known as Elder 
  Ichorous who claims to be an avatar of both Caizel 
  and V’ashra and is rumored to be a hermaphrodite. 
  he Elder keeps a personal guard of blood-bound 
  minotaurs near at all times.
  
  130
  Levels 7-9
  An unnatural sickness seems to be targeting certain 
  politically powerful igures. he local clergy are 
  unable to stop the sickness, and it is killing quickly. 
  It doesn’t take long to notice a pattern. hose that 
  die are replaced with people forwarding a particular 
  agenda. he Sanguine Path, long established in the 
  city, has gained enough power and prestige that it 
  begins to move forcefully against its enemies. he 
  cult has carefully recruited blood relatives of their 
  political enemies and blood-bound them and then 
  refused to give them the elixir, causing them to go 
  into withdrawal. hen, using blood strike, a unique 
  spell created by the cult, they transfer the efects of 
  the withdrawal along the bloodline to the intended 
  target, using the cultist relative as a focus. he only 
  way to save the victim is to remove the curse from 
  the focus or kill him. 
  Once the PCs have determined the cause, it is up to 
  them to decide how to deal with the problem. he 
  cult and its leadership need to be removed in order 
  to stop the killing and keep the Sanguine Path from 
  consolidating its power in the political vacuum it 
  has created. he coven described in the leadership 
  section would work well as the primary villains for 
  this scenario. he PCs could work to uproot the cult 
  from the city, only to have the coven escape and 
  lee to the countryside. In the second part of the 
  adventure, the PCs could go abroad looking for clues 
  of the Sanguine Path, locating a village where they’ve 
  begun to insinuate themselves and forcing a inal 
  confrontation between the heroes and the coven to 
  destroy the cult’s inluence once and for all.
  they can no longer corrupt the locals with their foul 
  practices. In this instance, the Sanguine Path is well 
  established in the community and has a number 
  of resources to bring to bear against their enemies. 
  Not only do the heroes have to contend with the 
  cult leadership and their blood-bound servants, but 
  prominent authorities of the community may be 
  either members or under the sway of the cult.
  A shambling undead creature drags itself up out 
  of a nearby midden and rampages through town, 
  attacking anyone that hinders its progress. he 
  PCs recognize the creature as a former crime boss 
  in the city who recently vanished and was assumed 
  murdered by a rival. he undead is a revenant, 
  recently slain in one of the Sanguine Path’s blood 
  rites, and seeks venegance on the cult leader that 
  sacriiced it. he PCs can follow the creature into 
  the Sanguine Path’s compound and discover the 
  horrors that take place there, leading them to assist 
  the revenant in its cause. Should the PCs slay the 
  revenant, they discover information on its body that 
  implicates the cult in its death, possibly impelling 
  them to investigate. he cult chose to dispose of the 
  criminal in retaliation for his attempts at blackmail.
  In the midst of widespread drought, one settlement 
  continues to have plentiful water and is able to 
  keep their crops green and growing despite the 
  blight all around them. Messengers from that village 
  promise relief for others sufering nearby. hey will 
  send aid in exchange for allowing missionaries to 
  establish themselves in the nearby communities. 
  he missionaries ofer hope to end the drought 
  and bring prosperity as they have in the one that 
  sent them here. All they ask of afected citizens is 
  to renounce their current deities and embrace the 
  ways of the Sanguine Path. Devout PCs in town may 
  take exception to this, or they may arrive as part 
  of a relief force, sent from the capital, only to ind 
  themselves in the midst of a settlement ready to tear 
  itself asunder. Caught between those loyal to their 
  gods and those desperate to do anything to save 
  their town, the PCs will have to choose sides.
  
  131
  the SanGuine path
  cultiStS of the 
  SanGuine path
  he Sanguine Path ensures that its public face is 
  mysterious and enticing, leaving the truth unknown 
  to all but the most loyal. Members of the cult must 
  prove their loyalties or else be bound to their duty by 
  the cult’s powerful blood rites. he following NPCs 
  can be used as cultist minions, intermediaries, and 
  lower-level leaders to provide suitable enemies for 
  the PCs as they strive against the Sanguine Path.
  ECSTATIC
  Medium humanoid, neutral evil
  Armor Class 13 (shield)
  Hit Points 65 (10d8 + 20)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  12 (+1) 
  14 (+2) 
  7 (‒2) 
  11 (+0) 6 (‒2)
  Condition Immunities charmed, exhaustion, frightened
  Senses passive Perception 10
  Languages Common
  Challenge 1 (200 XP)
  Witless. Ecstatics have advantage on saving throws 
  against spells and effects that affect the mind.
  ACTIONS
  Filth-Encrusted Morningstar. Melee Weapon Attack: +4 
  to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing 
  damage plus 2 (1d4) poison damage; a successful DC 13 
  Constitution saving throw negates the poison damage.
  Sling. Ranged Weapon Attack: +3 to hit, range 30/120 ft., 
  one target. Hit: 3 (1d4 + 1) bludgeoning damage.
  Ecstatics are devoted followers of the Sanguine Path, 
  villagers who have committed their community to 
  the cult’s ways in exchange for agricultural bounty. 
  hese zealots also imbibe the blood-binding elixir 
  crated by the cult’s leaders, which imbues them with 
  a strength and fervor that is not typically found in 
  their inbred physiology. hey are bound to the cult 
  by blood magic that makes them immune to being 
  charmed, exhausted, or frightened.
  CRIMSON GUARD
  Crimson guards are devoted and skilled warriors 
  inducted into the mysteries of the Sanguine Path. 
  Only minotaurs are allowed into the crimson guards. 
  Usually one or more crimson guards are assigned 
  as bodyguards for leaders of the cult. hey undergo 
  blood rites that bind them to their charges, ensuring 
  that they can be controlled and kept from rebellion 
  and treachery. Like ecstatics, these rites make them 
  immune to being charmed, exhausted, or frightened.
  Crimson guards use the standard minotaur stat 
  block with the following diferences.
  • Immune to being charmed, frightened, or exhausted
  • Armor Class 16 (chain mail)
  • Speed 50 feet
  • Strength, Constitution, and Dexterity +2 each;
  Intelligence, Wisdom, and Charisma ‒2 each.
  • A creature hit by a crimson guard's greataxe attack
  must make a successful DC 14 Constitution saving
  throw or take an additional 6 (1d12) slashing
  damage from the attack.
  • Challenge 4 (1,100 XP)
  SANGUINE SORCERER
  Medium humanoid (human, elf, or half-elf), chaotic evil
  Armor Class 11 (14 with mage armor)
  Hit Points 104 (16d8 + 32)
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (‒1) 
  13 (+1) 
  14 (+2) 
  10 (+0) 
  12 (+1) 
  18 (+4)
  Skills Insight +3, Perception +3, Persuasion +6
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Elvish
  Challenge 4 (1,100 XP)
  Spellcasting. The sanguine sorcerer is a 6th-level 
  spellcaster whose spellcasting ability is Charisma (spell 
  save 14, +6 to hit with spell attacks). They prepare the 
  following spells:
  Cantrips (at will): ire bolt, message
  1st level (4 slots): charm person, mage armor, magic 
  missile
  2nd level (3 slots): alter self, hold person, suggestion
  3rd level (3 slots): fear, ireball
  
  132
  Truth is Red and Flowing (1/day). A sanguine sorcerer 
  can perform a ritual that reveals knowledge of a 
  creature’s past. The ritual requires at least a pint of the 
  creature’s blood, an uncut ruby worth 100 GP or more, 
  and an hour to complete. Once completed, the sorcerer 
  knows about crucial events in the creature's past and can 
  use that knowledge against the creature; for 24 hours, 
  the sanguine sorcerer has advantage on spell attack rolls 
  against that creature, and it has disadvantage on saving 
  throws against the sanguine sorcerer's spells. 
  to use her truth is red and lowing ritual to provide 
  information for contributions to the cult, though she 
  just as oten performs bogus blood rituals and simply 
  blufs her petitioners with false information. When 
  the cult is threatened, the sanguine sorcerer leads 
  supplicants to battle, oten with a crimson guard for 
  protection. Sanguine sorcerers are most oten female, 
  but males are occasionally allowed into this role.
  maGic item
  A bloodwhisper cauldron's horriic powers are uniquely 
  suited to the Sanguine Path's bloody purposes.
  BLOODWHISPER CAULDRON 
  Wondrous Item, very rare (requires attunement)
  his ancient, oxidized cauldron sits on three stubby 
  legs and has images of sacriice and ritual cast into its 
  iron sides. When illed with concoctions that contain 
  blood, the bubbling cauldron seems to whisper secrets 
  ACTIONS
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage.
  Visage of the Blood Bound (1/day). The sorcerer draws 
  back his or her hood, revealing a horriic visage of 
  ever-bleeding wounds. Any creature within 60 feet that 
  can see the sorcerer must make a successful DC 14 
  Wisdom saving throw or be frightened of the sorcerer. A 
  frightened creature repeats the saving throw at the end 
  of its turn, ending the effect on itself with a success.
  A living tribute to the power of blood, the sanguine 
  sorcerer is a charismatic lieutenant. Descended from 
  distant red hag ancestors, the sorcerer has answered 
  the singing call of her blood. She is oten called upon 
  
  133
  the SanGuine path
  of ancient power to those bold enough to listen. 
  Once a day, a creature attuned to this evil vessel can 
  use an action to slake their thirst and choose one of 
  the following efects:
  • Restore 20 hit points. his use of the cauldron
  also removes any diseases, exhaustion, and
  resets all spells and abilities as though the user
  had just completed a long rest. he user must
  complete two long rests normally before using
  this ability again.
  • See the immediate future. For 1 minute, the
  imbiber has advantage on saving throws
  and ability checks.
  • Spew a miasma of vaporous blood in
  a 30-foot cone. Creatures caught in the
  bloody spray must make a successful DC 14
  Consititution saving throw or be poisoned
  for 1 minute.
  Destruction. A bloodwhisper cauldron can 
  be destroyed by being illed with the freely 
  given blood of intelligent, Good creatures and 
  then having two clerics of good-aligned 
  deities of at least 12th level channel 
  positive energy into it while a third 
  casts dispel evil on the cauldron.
  SpellS
  When the Sanguine Path needs 
  to strike at a distant target, it turns to this evil, 
  terrifying ritual.
  BLOOD STRIKE
  5th-level necromancy (ritual)
  Casting Time 10 minutes
  Components V, S, M (a blood relative of the target)
  Range Self
  Duration Special (see below)
  By performing this ritual, you can cast a spell on one 
  nearby creature and have it afect a diferent, more 
  distant creature. Both targets must be related by 
  blood (no more distantly than irst cousins). Neither 
  of them needs to be a willing target. 
  he blood strike ritual is completed irst, taking 
  10 minutes to cast on yourself. hen the spell to 
  be transferred is immediately cast by you on the 
  initial target, which must be close enough to touch 
  no matter what the spell's normal range is. he 
  secondary target must be within 1 mile and on the 
  same plane of existence as you. If the second spell 
  allows a saving throw, it's made by the secondary 
  target, not the initial target. If the saving throw 
  succeeds, any portion of the spell that's avoided or 
  negated by the secondary target afects the initial 
  target instead. 
  A creature can be the secondary target of blood 
  strike only once every 24 hours; subsequent attempts 
  during that time take full efect against the initial 
  target with no chance to afect the secondary target.
  
  134
  Only spells that have a single target can be 
  transferred via blood stike. For example, a ireball 
  spell can't be cast through blood strike, but magic 
  missile or gaseous form can be.
  Alternatively, you can choose one aliction 
  (anything that could be cured by greater restoration 
  or lesser restoration) currently afecting the initial 
  creature and transfer it to the secondary creature, 
  which then makes any applicable saving throw 
  against the efect. If the saving throw fails or there is 
  no saving throw, the aliction transfers completely 
  and no longer afects the initial target. If the saving 
  throw succeeds, the initial creature is still alicted 
  and also sufers anew any damage or conditions 
  associated with irst exposure to the aliction.
  template:  
  Blood-Bound creature
  Followers of the Sanguine Path that prove 
  exceptionally zealous and useful are invited to 
  participate in a special ritual that endows them with 
  vitality, making them stronger, faster, and inured 
  to pain. he price for this power is unwavering 
  loyalty to the cult. he special elixir required for 
  the ritual contains the blood of the cult’s leaders 
  and magically binds the will of those who drink it. 
  he elixir must be taken at regular weekly intervals. 
  Failing to do so leads to painful, eventually fatal, 
  withdrawal symptoms.
  "Blood-bound" is an acquired template that can 
  be applied to any creature of the fey, humanoid, or 
  monstrosity type. A blood-bound creature retains 
  the base creature’s statistics and special abilities 
  except as noted here. 
  • Strength, Constitution, and Dexterity increase by 2
  • Intelligence, Wisdom, and Charisma decrease by 2
  • Speed increases by 10 feet
  • The creature becomes immune to charm,
  exhaustion, and fright
  • Blood-bound creatures that don't get their weekly
  dose of the cult’s blood elixir lose 2 points from
  Strength, Dexterity, Constitution, and Wisdom. The
  ability scores are restored to full once the creature
  drinks the elixir again. The addiction can be removed
  by greater restoration or comparable magic.
  
  135
  Selket’S StinG
  f
  or those who lead their lives in sun-scorched 
  lands, Selket’s name is both feared and revered. 
  Her cult is strong among the desert nomads. She 
  protects her faithful and grants them their place 
  in the aterlife. Her name is typically translated as 
  “she who closes the throat,” perhaps in reference to 
  the venom of the scorpion, a creature most sacred 
  to her. Her name however, can also be read as “she 
  who opens the throat,” to relect her aspect as a 
  goddess of healing, as one who meets the dead in 
  the aterlife, reviving them once more to take their 
  place in service to the gods. Yet, civilization has all 
  but forsaken her. Her city—the City of Scorpions—
  lies ruined and forgotten in the burning wastes. Her 
  devoted servants work toward the day when she 
  once again takes her rightful place in the hearts and 
  minds of those that live in the great cities and the 
  fertile lands around them. hose who refuse Selket’s 
  protection, though, feel her sting. 
  leaderS, orGanization, 
  and GoalS
  Many who wander the desert are Selket’s children. 
  hey look to her for defense against the dangers that 
  surround them—venomous creatures, sandstorms, 
  the blazing sun—and for healing for their alictions. 
  Should outsiders wrong them, they look to her to 
  11
  Selket’S StinG
  
  136
  inlict retribution. he new high priestess of Selket, 
  though happy with the homage paid to the goddess 
  by the nomads, is not altogether satisied with the 
  situation. Seeing her goddess as the true patron of 
  the southern lands and the one to whom its people 
  owe their blessings, she has taken it upon herself to 
  remind the sot cityfolk of Selket’s power. Selket’s 
  Sting is poised to remind them of the harshness 
  of life in these climes, where one mishap— be it 
  drought, ire, or poison—can change everything for 
  the worse, especially for those not in Selket’s favor.
  Charismatic and persuasive bards and sorcerers 
  are those in charge of portions of the cult. Clerics of 
  Selket and occasionally desert druids with an ainity 
  for scorpions also ind positions of leadership within 
  the cult. Selket’s Sting is organized in small cells. Each 
  cultist within a cell knows one another and answers 
  to a leader. hat leader alone knows to whom the 
  cell answers. he organizer of a group of cells then 
  answers to a priest of Selket. hat priest answers to 
  no one but the high priestess herself. Oten situated 
  at oases and caravansaries, these fanatics watch for 
  those that cross the desert nomads or abuse the 
  name or reputation of the goddess. hose who fail to 
  repent their deeds frequently ind death at the end of 
  a stinger or sometimes a poisoned blade. Some fall 
  asleep and drown in baths, apparent accidents. 
  In recent days, the cultists have iniltrated the 
  outskirts of towns and cities in civilized areas near 
  lood plains and rivers, seeking to increase Selket’s 
  inluence—through either love or fear. he impetus 
  makes no diference, so long as the people recognize 
  Selket’s power. heir places of worship are secret, 
  hidden in basements or abandoned buildings, 
  identiiable only by the likeness of the goddess in 
  sculpture or wall art: a beautiful woman wearing a 
  scorpion headdress or a giant scorpion with the face 
  of a beautiful woman. Rites and celebrations within 
  Selket’s cult are orgiastic afairs with wild music 
  played on lutes and percussion instruments, narcotic 
  vapors wating from braziers, and cultists showing 
  their devotion by handling scorpions. Getting stung 
  by the creatures is inevitable, but the faithful see it as 
  a test rather than as a sign of disfavor. he alicted 
  are treated, and if they survive, Selket’s blessing is 
  upon them. 
  Out in the dunes rest the ruins of a once great 
  city, the City of Scorpions, once and still the seat 
  of Selket’s power. Here, her high priestess resides 
  with her attendants and loyal followers within the 
  still-intact temple of Selket. A great hidden aquifer 
  beneath the city provides life-giving water to those 
  that live there. It is home to a gypsosphinx set here 
  by Selket herself as an eternal guardian, and the 
  temple contains myriad mummies to defend against 
  unwanted intruders. Any who ind their way in are 
  met by the wrathful Daughter of Selket, who prefers 
  to summon all her nearby faithful and venomous 
  pets to defend against any inidels daring to deile 
  the holy place of her goddess.
  THE DESERT SCORPIONS
  Selket’s cult employs its own assassins, named for 
  Selket’s sacred animal. hey are a group of fanatical 
  killers that readily eliminate any target set before 
  them in Selket’s holy name. Unlike hired murderers, 
  the Desert Scorpions only kill those the cult’s priests 
  denounce as enemies and anyone attempting to 
  interfere with them carrying out the clergy’s divine 
  decree. Poisoning is the most common manner of 
  execution, though oten their murders are set up to 
  look like accidents or divine retribution. An asp may 
  somehow slip unnoticed into a merchant’s bath. Or 
  maybe a priest known for persecuting the faithful 
  of Selket is found dead in a garden, surrounded by 
  myriad scorpions. 
  he killers of the Desert Scorpions are many and 
  varied. Alchemists, ighters, rangers, and rogues are 
  common among their ranks. Even sorcerers and 
  wizards have been known to serve with them. Out 
  in the desert, they wear hot-weather outits the color 
  of the sands so as to better conceal themselves in the 
  wastes. In communities, they use various disguises, 
  but a member can be identiied by a tattoo of a 
  scorpion in sepia tones, concealed somewhere on the 
  body. As the Desert Scorpions are zealous fanatics, 
  these tattoos are usually only seen on the dead.
  
  137
  Selket’S StinG
  SADIKI SEFU
  Medium humanoid (dwarf), lawful evil
  Armor Class 16 (breastplate)
  Hit Points 120 (16d8 + 48)
  Speed 25 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 
  14 (+2) 
  16 (+3) 
  18 (+4) 
  10 (+0) 8 (‒1)
  Saving Throws Dex +5, Con +6, Int +7
  Skills Arcana +7, Stealth +5
  Damage Resistances force, bludgeoning from 
  nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 10
  Languages Common, Draconic, Dwarvish, Gnoll, 
  Undercommon
  Challenge 8 (3,900 XP)
  Mirage. Sadiki has advantage on ability checks to hide 
  after taking a dash action.
  Master of Explosives. Sadiki can produce, place, and 
  hide up to three explosive bombs each day. His bombs 
  require a successful DC 16 Wisdom (Perception) check 
  to notice and a successful DC 16 Dexterity check to 
  disarm or dismantle. 
  ACTIONS
  Multiattack. Sadiki makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) piercing damage.
  Detonate. Sadiki detonates a previously planted bomb 
  within 100 feet. Every creature within 20 feet of the 
  bomb takes 33 (6d10) force damage and is deafened 
  until the end of their next turn; a successful DC 15 
  Dexterity saving throw halves the damage and prevents 
  being deafened.
  Desert’s Scorch Poison. As a bonus action, Sadiki 
  coats his weapon in the blessed venom of Selket. The 
  next creature damaged by his weapon takes 17 (5d6) 
  poison damage, is poisoned for 1 minute, and loses 
  concentration on spells automatically, if applicable. 
  A successful DC 15 Constitution saving throw halves 
  the poison damage and prevents poisoning, but 
  concentration is still lost. A poisoned creature repeats 
  the saving throw at the end of its turn, ending the effect 
  with a success.
  Tears of the Scorpion God Poison (recharge 5‒6) As a
  bonus action, Sadiki coats his weapon with the tears of 
  Selket. The next creature damaged by his weapon must 
  make a successful DC 15 Constitution saving throw or 
  be stunned until the end of its next turn.
  Life-Ender Poison (1/day). As a bonus action, Sadiki 
  dips the tip of his weapon into Selketian acid. The next 
  creature damaged by his weapon takes an additional 27 
  (6d8) acid damage.
  he current leader of the Desert Scorpions is a dwarf 
  known as Sadiki Sefu. He looks like many of his 
  people that inhabit the desert areas: shaven head, 
  beard wrapped tightly in gold wire, light tunic, and 
  sandals. However, this mild, unassuming individual 
  has killed more people than half the assassins under 
  his command. He is unwavering in his loyalty to the 
  high priestess and the goddess and is a fearsome foe. 
  
  138
  His position is normally one of overseer, handing 
  out missions and coordinating the movements of 
  his assassins, but should a great enemy arise to 
  threaten the cult, he does not hesitate to join the 
  fray. Nearly all the various poisons used by the cult 
  are manufactured by Sadiki, or at least under his 
  watchful eye.
  GAHIJI
  Gahiji the eternal guardian is the gypsosphinx 
  defender of Selket’s holy city. He gleefully destroys 
  those coming to the city who are not followers of 
  his deity. While he no longer needs to eat, he still 
  very much enjoys feasting on the lesh of the slain. 
  To placate his boredom, Gahiji oten toys with 
  intruders, putting on a big show by making a grand 
  entrance— oten swooping down to perch on a 
  pillar or arch—announcing himself and appearing 
  impressive, saying they can pass if they answer his 
  riddles irst. his is a lie, as he is bound to destroy or 
  repel all invaders. 
  he following are some of his favorite riddles. 
  • “What begins and has no end? What is the
  ending of all that begins?” Answer: Death.
  • “When we meet, you see nothing. But apart, you
  can see it all.” Answer: Eyelids.
  • “he only weapon which sharper grows when it is
  used in any row.” Answer: A tongue.
  • “Delivered by breath, scares heroes to death.”
  Answer: A riddle.
  Gahiji uses the standard gypsosphinx stat block (see 
  Tome of Beasts).
  DAKHAMUNZA SAT SELKET 
  Medium humanoid (human), neutral evil
  Armor Class 16 (breastplate)
  Hit Points 153 (18d8 + 72)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  18 (+4) 
  10 (+0) 
  21 (+5) 18 (+4)
  Saving Throws Str +5, Wis +9, Cha, +8
  Skills Perception +9, Persuasion +8
  Damage Immunities necrotic, poison, radiant; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Condition Immunities charmed, poisoned
  Senses darkvision 60 ft., passive Perception 19
  Languages Common, Primordial
  Challenge 11 (7,200 XP)
  Spellcasting. Dakhamunza Sat Selket is a 14th-level 
  spellcaster. Her spellcasting ability is Wisdom (spell 
  save 17, +9 to hit with spell attacks). She prepares the 
  following spells:
  Cantrips (at will): guidance, light, mending, sacred lame
  1st level (4 slots): bane, command, cure wounds, 
  sanctuary
  
  139
  Selket’S StinG
  the normal and the venomous variety (see Tome of 
  Beasts), as well as living cultists that participate in 
  secret rites and brew the deadly toxins that Selket’s 
  Sting uses against their enemies. 
  CHATHA
  Chatha is a giant scorpion that's been magically 
  enhanced by Dakhamunza to serve as her mount 
  and pet. It uses the standard giant scorpion stat 
  block with the following diferences:
  • Armor Class 17 (barding equivalent to half plate)
  • Hit Points 87 (11d10 + 22)
  • Int 8 (‒1)
  • Damage Resistances cold, ire
  • Challenge 6 (2,300 XP)
  2nd level (3 slots): blindness/deafness, hold person, 
  spiritual weapon
  3rd level (3 slots): bestow curse, dispel magic, mass 
  healing word
  4th level (3 slots): banishment, death ward, guardian 
  of faith
  5th level (3 slots): lame strike, insect plague 
  6th level (2 slots): create undead, harm
  7th level (1 slot): divine word, regenerate
  ACTIONS
  Multiattack. Dakhamunza Sat Selket makes two attacks 
  with her scimitar.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Doom of the Scorpion God (1/day). 
  Dakhamunza Sat Selket targets up to 
  three creatures she can see within 
  60 feet. Each creature must make 
  a successful DC 17 Wisdom saving 
  throw or be poisoned for 1 minute. While 
  poisoned this way, the creature is covered in painful 
  boils that cause 10 (3d6) necrotic damage at the start of 
  its turn. A poisoned creature repeats the saving throw 
  at the end of its turn, ending the affect on itself with 
  a success. All other creatures within 60 feet who see 
  Dakhamunza use this ability must make a successful 
  DC 17 Wisdom saving throw or be frightened of 
  Dakhamunza until the end of their next turn.
  Dakhamunza Sat Selket—“he Daughter of 
  Selket”—is high priestess of Selket and leader of 
  her cult. All the myriad machinations against the 
  followers of other gods inevitably lead back to her. 
  She is usually found in the City of Scorpions, a once 
  great city now ruined and half-buried in the dunes. 
  Her constant companion, Chatha the giant 
  scorpion, is never far from her side. he temple 
  also contains many guardian mummies of both 
  
  140
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing Selket’s Sting 
  as adversaries for the PCs in your campaign. hey 
  can be either adversaries for single adventures or 
  returning enemies in an extended campaign, where 
  the PCs take the role of defenders of civilization 
  and the true gods against the rising threat of a 
  presumptuous goddess and her fanatical followers. 
  Levels 1-3
  A caravan that the PCs are either guarding or 
  traveling with draws attention during a routine 
  check at a city gate. Ater the discovery of a hidden 
  cache of poisons, the caravan leader is arrested for 
  contraband. She protests her innocence and begs 
  the PCs to ind the real culprit and clear her name. 
  Subsequent investigation reveals a Selket cultist 
  among the caravan folk and leads to a confrontation 
  with a local cell of Selket’s Sting for whom the 
  poisons were intended. 
  A local government or religious authority hires 
  the PCs to investigate rumors of a dangerous cult 
  operating within the city. he PCs must gather 
  information, leading them to a cell of Selket’s Sting, 
  and ind a way to iniltrate their ranks. Dangerous 
  initiation rites—like handling scorpions— have to 
  be endured in order for the PCs to gain the trust of 
  the cult and learn of its leaders and plans, eventually 
  performing a “sting” of their own by setting up the 
  cell to be taken down by the local authorities. 
  he son of a local merchant is kidnapped by Selket’s 
  Sting to be used as a sacriice. he PCs must track 
  the cultists to their lair, interrupt the ceremony, and 
  save the young man. 
  Levels 4-6
  A rash of scorpion attacks leads to a call from local 
  authorities for a bounty on the creatures as well as 
  a reward for anyone able to ind the cause of the 
  infestation and stop it. If the PCs take up the cause, 
  they eventually ind a cave in the hills nearby where 
  Selket’s Sting cultists are breeding the vermin. 
  Ater publicly disparaging the goddess Selket, a local 
  noble narrowly avoids an assassination attempt. 
  He receives a note that declares the Desert Scorpions 
  will deliver his soul to the goddess before the new 
  moon ends. He hires the PCs to protect him for 
  the next three days, during which they must thwart 
  various attempts on the noble’s life. Snipers, poisoned 
  food and drink, and other freak “accidents” must be 
  thwarted before a inal attempt is made, involving a 
  full assault on the noble’s house by a group of Desert 
  Scorpions and a venomous mummy. 
  A prestigious art gallery or museum is robbed. 
  he thieves have only taken a single piece: a gold 
  scorpion statuette. he PCs must track the thieves 
  back to their lair. here, they ind cultists of Selket 
  led by a priestess who is unwilling to give up the 
  relic of her goddess so recently returned to the 
  hands of the faithful. 
  Levels 7-9
  A prophecy states that the region will anger a 
  popular deity if his sacred animals ever leave the 
  area. Selket’s Sting seeks to actively bring about this 
  prophecy so Selket’s inluence can reign throughout 
  the area. he PCs must protect the sacred animals 
  and ind and stop the cultists before they bring their 
  plans to fruition.
  A renowned alchemist is kidnapped by Selket’s 
  Sting, who wish her to create a particularly virulent 
  poison for them to use against their enemies. he 
  PCs must seek out the cult and either negotiate for 
  the alchemist’s release or stage a rescue. 
  A notorious bandit chietain is wanted by the 
  authorities and has a sizeable bounty on her head. 
  She knows this and is on the run. Furthermore, she is 
  considered a favored daughter of Selket and friendly 
  
  141
  Selket’S StinG
  with the cult. he local government wants to avoid 
  any major transgressions against the cult but wants 
  the bandit captured. PCs must pursue her as she lees 
  for sanctuary in the City of Scorpions and catch her 
  before she makes it into the ruins. 
  Levels 10-12
  A noble lies on his deathbed, but the followers of 
  Selket refuse to mummify his body for burial until he 
  atones for an incident where he wronged the cult. He 
  begs the PCs to intercede on his behalf, to consult the 
  high priestess and ind what can be done to balance 
  the scales. Entering the City of Scorpions requires 
  gaining passage past Gahiji, the eternal guardian, 
  by answering his riddles. If this is accomplished, 
  Dakhamunza demands they travel to an ancient 
  pyramid illed with deadly traps and mummiied 
  guardians and reclaim relics sacred to the cult. 
  he waters of the sacred, life-giving river have 
  become polluted and toxic. All the settlements along 
  its banks are doomed unless the cause can be found. 
  PCs taking up the quest trek upstream to ind a 
  strong bastion of the cult pumping poisons into the 
  river from within their fortress. he cult ights iercely 
  Worship of Selket is common among the Tamasheq 
  nomads of the Sarklan Desert. Her priests hold great 
  sway among them, providing protection, healing, and 
  vengeance. Dakhamunza Sat Selket resides in the City 
  of Scorpions, directing the cult’s activities from the 
  temple there with Gahiji, ever watchful for the approach 
  of the cult’s enemies. Sadiki Sefu calls the free city of 
  Siwal his home, overseeing the activities of the Desert 
  Scorpions from there and producing poisons that are 
  shipped secretly with the caravans headed west to cells 
  throughout Nuria Natal. Given Selket’s connection to 
  death and especially mummiication, it is not unheard 
  of for nobles to be sympathetic to her followers or, 
  possibly, secretly cult members themselves in order to 
  ensure they are properly delivered into the aterlife upon 
  death. Some tribes of gnolls venerate her name as well. 
  Selket’s Sting in Midgard
   Selket’s Sting, under Dakhamunza’s fervent 
  leadership, is forcefully bringing recognition of Selket’s 
  power to Nuria Natal. Farms and settlements along the 
  Nuria River have reported increased animal attacks. he 
  animals in question are unusually aggressive in their 
  attacks, leading some to believe they are compelled 
  by magic. Recently, there has been a rash of killings 
  among the merchants in Per-Kush, retaliation by Selket’s 
  Sting for underhanded dealings with the Tamasheq. 
  In Per-Bastet, the poisoning of cats has the Reborn 
  Queen-Goddess wroth with anger and the gnolls are 
  unsettled by an unexplained infestation of scorpions 
  in the city. Per-Xor’s religious tensions over the cult of 
  Ra-Amon-Ra have been rising in recent months, in 
  no small part to cultists of Selket’s Sting playing the 
  established religion of Aten against the messiah cult in 
  an attempt to goad them into open warfare.
  to protect their secret weapon: a great cauldron that 
  constantly produces a miasma of toxins, lowing 
  out in an endless torrent. Should the PCs defeat 
  the cultists, they then need to ind a way to destroy 
  the noxious artifact before its toxins turn the fertile 
  loodplains of the river into a poisonous wasteland. 
  he cult of Selket can no longer be tolerated. Its 
  machinations against the civilized people of the 
  cities have gone on long enough. he PCs are tasked 
  with crushing Selket’s Sting once and for all. First, 
  they must roust any cells in the immediate area, 
  taking prisoners in order to determine where the 
  cult is based. his leads to retaliation from the 
  Desert Scorpions, who look to eliminate the PCs 
  before they ind the cult’s headquarters. Eventually, 
  the PCs confront Sediki Sefu. Killing or capturing 
  the head of the Desert Scorpions reveals the location 
  of the City of Scorpions and the temple of Selket. 
  Alternatively, he escapes, and they follow him there. 
  Finally, the PCs must invade the city, defeat its 
  eternal guardian, and storm the temple of Selket, 
  facing the most fanatical of cultists, monstrous 
  scorpions, and a horde of mummies, and, inally, the 
  Daughter of Selket herself.
  
  142
  cultiStS of Selket
  Cultists of Selket are fanatically devoted to their 
  goddess. Cult members are ruthless against those that 
  scorn Selket and her ways. Like the scorpion, they are 
  swit and deadly. he following NPCs can be used as 
  cult minions, intermediaries, and lower-level leaders 
  to provide suitable enemies for the PCs as they strive 
  against the Cult of Selket.
  GNOLL SCORPION CULTIST
  he Cult of Selket oten uses converted tribes 
  of gnolls to enforce their will in desert areas. 
  Desert-dwelling gnolls are drawn to the cult of 
  Selket, because her tenets align with their own and 
  because it's one of the few organizations where gnolls 
  can thrive and rise to power. Bands of these raiders 
  set upon caravans traveling the sand, attacking as 
  punishment upon nonbelievers or demanding a tithe 
  to the goddess from caravan goods in exchange for 
  allowing it to pass without bloodshed. Any number 
  of desert raiders can be part of an encounter.
  A gnoll scorpion cultist uses the standard gnoll 
  stat block with the following diferences:
  • Stealth +5
  • Languages Common, Gnoll
  • As a bonus action, a gnoll scorpion cultist can
  dip an arrow in poison. A creature damaged by
  the arrow takes an extra 10 (3d6) poison damage,
  or half poison damage with a successful DC 13
  Constitution saving throw.
  DESERT SCORPION ASSASSIN
  Medium humanoid (human), lawful evil
  Armor Class 15 (studded leather)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 
  14 (+2) 
  10 (+0) 
  12 (+1) 13 (+1)
  Skills Perception +3, Stealth +5
  Damage Resistances poison
  Condition Immunities frightened, poisoned
  While the cult of Selket is portrayed here as an enemy 
  to set against the PCs, it does not have to be so. 
  Another option is to play Selket’s Sting as protagonists 
  that deserve the PCs’ aid. View the cult as zealous 
  followers, attempting to help their goddess regain 
  her standing among an uncaring populace that has 
  forgotten her and worship jealous gods that wish 
  her to remain out of favor. While Selket is at best a 
  neutral goddess, the case can be made that she plays 
  an important role, given her purview is healing and 
  death—speciically, the proper passage of the dead 
  into the aterlife. In this sort of scenario, the PCs can 
  be secret followers of Selket, helping to spread her 
  inluence and increase her worshipers. 
   his could be a tricky line to toe, as the use of poison 
  and assassination is usually frowned upon by good 
  (or polite) societies. Yet if the opponent is a corrupt 
  government or an overbearing and intolerant religion 
  holding all the power, the underdog may need to resort 
  to extreme measures in order to ight back. Poison 
  could be a weapon of last resort or reserved for those 
  Playing for the Other Team
  too powerful to deal with on equal terms. Stealth, 
  subterfuge, and guerrilla tactics are perfectly acceptable 
  means of dealing with a greater foe. he people may 
  long for a return of the old traditions and may secretly 
  favor Selket’s cult, providing what aid they can while 
  outwardly obeying the current regime. 
   A campaign of this sort would require a bit of 
  retooling. In this case, the PCs need to work in secret 
  with cover stories, disguises, and other methods of 
  hiding their identities and activities from authorities. 
  Should they be discovered, they may have to go 
  underground to avoid capture. Since the PCs are 
  working against the powers that be, they need other 
  resources upon which to draw. A wanted criminal 
  cannot just walk into the market bazaar to do their 
  shopping. However, the black market is glad to sell 
  them what they require. Other outlaws may be willing 
  to work deals based on having mutual enemies. 
   he PCs of course would be open to the mysteries of 
  the cult. Victory for the PCs could mean the ushering 
  in of a new age with Selket once again gaining primacy.
  
  143
  Selket’S StinG
  Senses passive Perception 13
  Languages Common 
  Challenge 4 (1,100 XP)
  Desert Ambusher. The desert scorpion assassin has 
  advantage on attempts to hide in a sandy environment.
  Implacable. The assassin has advantage on checks 
  against being intimidated.
  ACTIONS
  Multiattack. The desert scorpion assassin makes one 
  scimitar attack and one shortsword attack, or three 
  shuriken attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Shuriken. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) slashing damage.
  Devastating Wounds. If the desert scorpion assassin hits 
  the same creature with both sword attacks on the same 
  turn, the creature takes an additional 10 (3d6) slashing 
  damage unless it makes a successful DC 13 Dexterity 
  saving throw.
  he deadly messengers of Selket’s displeasure, 
  the Desert Scorpions are the assassins sent to 
  deal with the cult’s enemies and those that 
  interfere with the will of Selket’s clergy. 
  A Desert Scorpion may be sent to kill 
  a target as a solo operation, or a team 
  of two to four may work together to 
  bring down a particularly powerful 
  or hard to reach foe.
  PRIEST OF SELKET
  Medium humanoid (human), neutral evil
  Armor Class 16 (half plate)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  18 (+4) 14 (+2)
  Skills Insight +7, Perception +7
  Damage Immunities poison
  Damage Resistances cold, ire
  Condition Immunities poisoned
  Senses passive Perception 17
  Languages Common 
  Challenge 8 (3,900 XP)
  Blessed by Selket. The priest of Selket’s ﬂesh has been 
  magically conditioned to resist cold and ire damage.
  
  144
  Spellcasting. The priest of Selket is a 7th-level spellcaster 
  who uses Wisdom as his spellcasting ability (spell save 
  DC 15, +7 to hit with spell attacks). He has the following 
  spells cleric spells prepared:
  Cantrips (at will): guidance, resistance, sacred lame, 
  thaumaturgy
  1st Level (4 slots): bane, guiding bolt, detect poison and 
  disease, inlict wounds
  2nd Level (3 slots): blindness/deafness, hold person, 
  spiritual weapon
  3rd Level (3 slots): bestow curse, glyph of warding, 
  spirit guardians
  4th Level (1 slot): conjure manabane swarm (see “Spell”), 
  guardian of faith
  Venomous Insipiration. When a priest of Selket sees 
  an enemy take poison damage, the priest gains 5 
  temporary hit points, to a maximum of 10 at one time.
  ACTIONS
  Multiattack. The priest of Selket makes two spear attacks.
  Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage.
  Fury of Selket (recharge 6). The priest summons the 
  poisonous fury of the scorpion god. Deadly scorpions 
  emerge from the ground and swarm around the priest, 
  covering the ground out to 20 feet from the priest. 
  Creatures in the area take 33 (6d10) poison damage, or 
  half damage with a successful DC 15 Constitution saving 
  throw. The scorpions die at the end of the priest’s turn, 
  turning the ground into dificult terrain. The priest isn't 
  affected by the terrain penalty.
  Sandshaper (1/day). The priest calls on Selket to 
  transform the ground into shifting sand beneath the 
  feet of Selket's enemies. Each enemy the priest can see 
  within 60 feet must make a successful DC 15 Dexterity 
  saving throw or sink up to the waist into the ground. 
  While sunken, the creature is restrained. A restrained 
  creature can escape by using an action to make a 
  successful DC 15 Strength check.
  his appointed servant of Selket deals death or life 
  to those around her as the goddess sees it. A priest 
  of Selket will oten reside in a settlement in secret, 
  posing as just another townsperson while secretly 
  ministering to the faithful and dealing out vengeance 
  to those that oppress the cult or thwart the designs 
  of Selket. She might have a Desert Scorpion in 
  attendance as a bodyguard. Camps of gnoll raiders 
  faithful to Selket oten have a priest in attendance as 
  leader and spiritual advisor.
  maGic item 
  Being tools for assassination, Selket's bracers are 
  seldom worn openly, but few desert scorpions are 
  without one.
  SELKET’S BRACER 
  Wondrous Item, very rare (requires attunement)
  his bronze bracer is crated in the shape of a 
  scorpion, its legs curled around the wearer’s wrist, 
  tail raised and ready to strike. It has 4 charges, and 
  it regains 1d4 charges daily at dawn. By expending 
  2 charges, the wearer can poison a weapon as a 
  bonus action (the tail of the scorpion animates and 
  touches the blade to envenom it). he next creature 
  damaged by this weapon must make a successful DC 
  14 Constitution saving throw or be poisoned until 
  the end of its next turn. Also as a bonus action, the 
  wearer of the bracer can expend 1 charge to gain 
  tremorsense (30 feet) for 10 rounds. he wearer is 
  immune to the poisoned condition.
  Spell 
  Scarabs are common in the desert, and even revered 
  by desert dwellers, until they're used as weapons.
  CONJURE MANABANE SWARM
  4th-level conjuration (summoning)
  Casting Time 1 action 
  Components V, S, M (a square of red cloth) 
  Range 60 feet
  Duration 1 minute
  You summon a swarm of manabane scarabs (see 
  Tome of Beasts) that has just 40 hit points. he 
  swarm appears at a spot you choose within 60 feet 
  and attacks the closest enemy. You can conjure 
  the swarm to appear in an enemy's space. If you 
  prefer, you can summon two full-strength, standard 
  swarms of insects (including beetles, centipedes, 
  spiders, or wasps) instead. 
  
  145
  ServantS of the white ape
  t
  he great southern jungles are a powerful 
  natural force. heir verdant growth has 
  reclaimed the ancient ruins of lost nations, buried 
  entire civilizations. Within the vine-choked ruins 
  are dark secrets best let forgotten. An ambitious 
  foreigner from the north, eager to capitalize on 
  the rich resources of the region, stumbled upon 
  the power of ages past hidden in a moldering 
  temple. hrough intensive study, he harnessed a 
  portion of it. Now, he has revived the old practices, 
  spearheading an ancient evil’s return. he White Ape 
  and its followers again rise to trouble the region. 
  leaderS, orGanization, 
  and GoalS
  As the youngest son of a declining noble house in 
  a northern free city, Josef Kranz sought his fortune 
  far to the south. Seeing his house diminished in 
  political power and dwindling in fortune, young 
  Josef resolved to help restore the inluence and glory 
  of the line. He became involved in trade, and gained 
  new wealth from the sale and export of the land’s 
  rich resources. Being of old money and conservative 
  traditionalists, his parents abhorred the idea of their 
  12
  ServantS of 
    the white ape
  
  146
  son lowering himself to a mercantile trade. Josef 
  decided that, if the fortune was vast enough, even his 
  parents could not deny his ability or his noble heart. 
  Seeking even greater fortune, he forged farther 
  south, into the jungles, to discover new sources 
  of ivory, spices, rare woods, and gemstones. 
  Unfortunately, he was lost to darkness on this 
  excursion. he merchant barge he was traveling 
  on ran aground. During the crew’s attempts to free 
  the vessel and make repairs, they were set upon 
  by a band of apes—especially savage and cunning 
  for their kind and as white as snow—that made 
  quick work of the expedition and its defenders. 
  Josef narrowly escaped, leeing into the jungle and 
  stumbling upon the overgrown ruins of an ancient 
  city. As he crept through the vine-choked streets, 
  a sinkhole opened beneath him, sending him 
  plummeting into a looded chamber. Wandering 
  the subterranean passages of the city, he discovered 
  an ancient vault of lore, long untouched. Josef hid 
  and studied, living of pooled rainwater and what 
  little rations he had carried with him. He eventually 
  found the door out of the vault, which opened into 
  the main room of a temple beneath a great idol of 
  white onyx in the form of a four-armed ape. Josef 
  soon found that the white apes used this building as 
  a shrine of sorts, leaving oferings of fruit and other 
  food harvested from the jungle. He could not leave 
  the building without being torn asunder as the apes 
  called this lost city home, so Josef snuck out of the 
  hidden vault from time to time to partake of these 
  oferings, snatching up bowls and baskets to eat 
  and then hurrying back to his bolt-hole. Eventually, 
  through his studies, he was able to summon what 
  he believed to be an avatar of the Great White Ape, 
  the deity to which the creatures outside prayed. It 
  was small for an ape, but Josef knew it would grow 
  larger and more powerful as he honed his art. Tired 
  of being alone and hoping that his new companion 
  would help his cause, Josef went out to meet his fate.
  Josef Kranz went out to the temple steps, his 
  summoned companion at his side. Appearing with 
  this new white ape at his side, the others seemed 
  suiciently impressed. Without a common language, 
  they communicated with pantomime and drawings 
  in the dirt. hey eventually established that the 
  apes wished him to stay and indicated they would 
  provide for him. He accepted, returning to the 
  temple to continue his studies. Six years passed. 
  With intensive contemplation and practice, both 
  Josef Kranz and his summoned companion grew in 
  power. He learned the apes’ language and their ways. 
  he white apes began to call Kranz—they used his 
  surname as it was easier for them to pronounce—
  the New Father, believing him sent to replace the 
  Last Father, whose tomb the white apes guarded. 
  Eventually, Kranz began to believe this himself, for 
  his time isolated with these savage beasts had worn 
  his sanity thin. 
  Once his summoned companion was powerful 
  enough, Kranz turned his attention to the local 
  tribes, going out with his simian followers, and 
  gave them an ultimatum: submit or be destroyed. 
  Some capitulated but others fought, knowing the 
  evils associated with the white apes and their ruined 
  city. hose that resisted were on borrowed time. 
  he spellscourge (see below) that the white apes 
  carry did its work, crippling the tribes’ spellcasters 
  and decimating their defenses. Soon, all the nearby 
  tribes took the sign of the white ape as their symbol. 
  Now, a decade ater entering the dark heart of the 
  southern continent, the brooding Kranz is turning 
  his eyes to the countries of the north and, possibly, 
  to his homeland. 
  he spellscourge has all but annihilated 
  spellcasters in the local area. Kranz is the most 
  powerful magic-wielding being for miles around, 
  his connection to the Great White Ape somehow 
  granting him immunity to the spellscourge. his 
  and his fanatical will give him the strength to rule 
  over the cult, which consists of the white apes 
  themselves and the people of several local tribes 
  who have joined him or been forced to the cult’s 
  cause. his gives him a formidable force of warriors 
  under his command, and each human village has a 
  white ape in residence, both as a proxy for the New 
  Father and as insurance that no new spellcasters 
  arise to lead a rebellion.
  
  147
  ServantS of the white ape
  JOSEF KRANZ 
  Medium humanoid (human), chaotic evil
  Armor Class 17 (splint armor) 
  Hit Points 162 (16d8 + 72)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  10 (+0) 
  8 (‒1) 
  20 (+5)
  Saving Throws Dex +5, Con +8, Cha +9
  Skills Investigation +4, Perception +3
  Senses passive Perception 13
  Languages Abyssal, Ashabe (local tribal dialect), 
  Common, White Ape 
  Challenge 9 (5,000 XP)
  Inoculated. Josef is immune to the effects  
  of Spellscourge.
  Scholar. Josef has advantage 
  on Intelligence checks 
  related to the origin and 
  history of creatures.
  Innate Spellcasting. Josef’s 
  spellcasting ability is Charisma 
  (spell save DC 17, +9 to hit with 
  spell attacks). He can 
  cast the following 
  spells innately, 
  requiring only verbal 
  components:
  At will: comprehend 
  languages
  3/day each: enlarge/reduce, misty step 
  1/day each: counterspell
  ACTIONS
  Multiattack. Josef makes two attacks with his primal blade.
  Primal Blade. Melee Weapon Attack: +8 to hit, reach 5
  ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 11 
  (2d10) force damage, and the creature can be subjected 
  to Josef's Absorb Spell ability, if it's available (see below).
  Absorb Spell (recharge 5‒6). When Josef hits with a
  Primal Blade attack, he can choose to trigger this power; 
  no other action is required. If the creature struck by the 
  primal blade has at least one unused spell slot of 3rd 
  level or lower, one spell slot is expended and Josef adds 
  one more daily casting for one of his innate spells. The 
  lost spell slot must be the highest level available of 3rd 
  level or lower. Josef can save this use for later, or he can 
  expend it immediately as a bonus action.
  
  148
  Master Summoner (1/day). Josef summons the avatar 
  of the Great White Ape. It appears in an empty space of 
  his choosing, within 20 feet of him. Roll initiative for the 
  avatar to determine when it takes its turns.
  Empower the Avatar (1/day). Josef calls upon the spirits 
  of the jungle to empower the avatar of the Great White 
  Ape. For 1 minute, the avatar of the Great White Ape 
  gains +2 AC, 20 temporary HPs, and may make one 
  additional pound attack on its turn. Josef must complete 
  a long rest before using this ability again.
  AVATAR OF THE GREAT WHITE APE 
  he Great White Ape is accepted by the white apes as 
  authority over everyone save the New Father, Kranz. 
  he summoned companion enjoys its position and 
  exults when it has the chance to engage in battle 
  against the cult’s enemies. Given the opportunity, 
  it would rend asunder any and all that have ever 
  caused Kranz pain . . . or even discomfort, slight 
  embarrassment, or the most trivial inconvenience. 
  Its favorite pastime outside of battle is to oversee 
  the ceremonial placement of the skulls of the cult’s 
  enemies into the growing mountain of them that sits 
  before the tomb of the Last Father. he avatar also 
  carries a collection of skulls on a cord at its waist. 
  his fetish grants the avatar immunity to being 
  charmed or frightened.
  he avatar of the Great White Ape uses the 
  standard giant ape stat block with the following 
  diferences:
  • Armor Class 15 (natural armor)
  • Charisma 11 (+0)
  • Saving Throws Str +9, Con +7
  • Condition Immunities charmed, frightened
  • Darkvision 60 feet
  • Languages white ape
  • Its ist attacks are magical. Also, a creature hit by the
  avatar's ist attack must make a successful DC 17
  Strength saving throw or be stunned until the end of
  its next turn.
  • Challenge 8 (3,900 XP)
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing the 
  Servants of the White Ape as adversaries for the PCs 
  in your campaign. hey can be adversaries for single 
  adventures or as a continuing threat in an extended 
  campaign where the PCs work to foil the rising 
  threat of Josef Kranz, the Great White Ape, and their 
  army of white ape warriors and subjugated natives. 
  Levels 1-3
  An expeditionary group from a prominent 
  merchant house went south a year ago. Regular 
  reports had been coming north for the irst 6 
  months, then stopped. Now, two members of the 
  expedition have returned, weary and weak from 
  their trials. hey report rising hostility from the 
  natives in the area, prompting them to hastily 
  strengthen the fortiications of their camp. Ater a 
  succession of raids, a full-scale attack was mounted. 
  Most in the camp were killed, but the leader of the 
  expedition—the daughter of a powerful merchant 
  within the house—was captured and borne away 
  by the natives. he two escapees witnessed this but 
  were in no condition to mount a rescue and instead 
  headed home to report. 
   
  he merchant house ofers a reward to anyone 
  willing to head south and investigate the situation 
  and rescue the expedition’s leader if she is still alive, 
  or extract revenge if she is not. Should a party of 
  adventurers make a timely arrival, they ind the 
  woman still alive, but about to be sacriiced upon an 
  altar that sits before a whitewashed stone statue of a 
  great ape. 
  he city’s spellcasters have been subjected to 
  random attacks at night by some great beast. he 
  thing attacks from the shadows and then quickly 
  lees into the night, scaling walls and rootops. 
  While the victims are oten bloodied and battered, 
  none of the attacks have been fatal. Still, a sizeable 
  bounty is ofered to whoever stops the beast. he 
  attacks are the work of one of Kranz’s white ape 
  warriors, sent to spread spellscourge to weaken 
  the place before its eventual conquest. Should a 
  
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  ServantS of the white ape
  few days pass before the PCs deal with the ape, a 
  number of the victims start displaying symptoms of 
  spellscourge, causing the spellcasters of the city to 
  either go into hiding or lee the city and the bounty 
  on the beast to rise signiicantly. 
  he PCs are hired as guards for a merchant 
  consortium seeking to open new trade lanes south. 
  hey man the small, fortiied trading post aside a 
  river that lows from the wild, untamed jungle. he 
  natives have thus far been receptive and trade has 
  lourished, but now, some tribes no longer come to 
  barter the spoils of their lands for northern goods. 
  Worse, others become hostile. he PCs must repel 
  several raids against the trading post, culminating in 
  a horriic late-night attack, when a Great White Ape 
  scales the walls and takes the place by surprise. 
  LEVELS 4–6 
  A newly established temple sufers sacrilegious 
  attacks against their priesthood. Trained killers, 
  dressed in hides that make them resemble white 
  apes, ambush clerics on mercy missions among the 
  local populace. hey lure paladins into traps, and 
  even attempt to iniltrate the temple itself. Worse yet, 
  some of the survivors of the attacks have contracted 
  a strange disease that attacks both mind and body. 
  Some of the alicted are healed only to have those 
  that attended them contract the disease themselves. 
  he clergy cannot ight the disease and the warriors 
  of this vicious cult at the same time. hey need the 
  PCs to ind and stop these so-called Servants of 
  the White Ape and ind some clue to this strange 
  malady, how it spreads, and how it can be stopped. 
  he PCs are members of a native tribe of the 
  southern jungle. Life has been good, but now, 
  darkness looms on the horizon. he dreaded white 
  apes of the deep jungle have emerged to strike at the 
  local tribes. he apes demand the tribe submit to the 
  ape’s leader, whom they call the New Father, or face 
  destruction. he PCs can help the tribe resist these 
  conquerors for a time, but as once-allied tribes are 
  destroyed or capitulate, their strength is added to 
  the ape cult’s forces. he tribe’s elders ask the PCs 
  to help the tribe escape rather than surrender. hey 
  must be the vanguard of an exodus to a new land 
  where they are beyond the reach of the Servants of 
  the White Ape. It is a long and perilous journey with 
  new and unknown dangers ahead and the threat of 
  pursuing cultists behind, not content to let them out 
  of Kranz’s grasp. 
  A renowned naturalist and owner of a world 
  famous zoo of exotic creatures has commissioned 
  the PCs for an extraordinary expedition. He seeks 
  an example of a rare type of white ape known only 
  to the jungles of the far south. he PCs are promised 
  
  150
  a handsome commission to return a live, healthy 
  specimen that he can study and put on display. 
  Unfortunately for the PCs, their patron is ignorant 
  of the true nature of the apes—their intelligence, 
  malign attitudes, and the terrible spellscourge 
  they carry. he safari quickly turns into a race for 
  survival, escaping the jungles before the wrath of 
  the Servants of the White Ape catches up to them. 
  If they still manage to complete their mission, they 
  bring spellscourge to the north, and their patron is 
  the irst to sufer its efects. 
  LEVELS 7–9 
  he PCs travel to a remote monastery in the 
  mountains on the edge of the great southern jungle. 
  Perhaps they seek enlightenment or lost knowledge 
  or are delivering much needed supplies. Whatever 
  the case, the ascetics of this isolated location need 
  their help. he abbot, in years past, made a great 
  friendship with a powerful denizen of the jungle 
  below, a winged serpent known as a couatl. he good 
  being was a beneicial ally to the remote sanctuary. 
  Sometimes, it simply visited to have theological 
  discussions with the abbot or just play a game of 
  chess. hen, for reasons unknown, the couatl ceased 
  its visitations. Now, it has returned, but the creature 
  is no longer the same benign ally. Something has 
  transformed this wise and beautiful being into an 
  undead horror. heir former ally seems bent on 
  their destruction. If the PCs avert the threat, the 
  abbot happily provides them with whatever they 
  came in search of or rewards them with access to the 
  knowledge held in their libraries. 
  With the dreaded spellscourge spreading among 
  those with magical ability, a desperate search for a 
  way to control the disease and stop its advance has 
  yielded results. One bright mind has theorized that 
  exposure to an antimagic ield neutralizes the disease 
  without the risk of it spreading to those who treat 
  the alicted. Such power is rare in this area however, 
  and while word has been sent north to other cities, 
  the fear of spellscourge makes it unlikely that any 
  practitioners of the magical arts will risk coming 
  south to aid. here is one wizard locally with access 
  to such magic. However, this wizard is a bit paranoid 
  and has sealed his home and not been seen in weeks. 
   
  he local authorities make a decision that the 
  needs of the community outweigh his personal safety 
  and privacy. he PCs are deputized and ordered to 
  enter the wizard’s home by any means necessary and 
  gain access to the wizard’s magical knowledge as they 
  can. Not only do the PCs have to deal with the mage’s 
  traps, safeguards, and guardians, but the old wizard 
  himself has succumbed to the disease and haunts his 
  home as one of the spellscourged—a crazed undead 
  thing that wishes nothing more than to spread its 
  sufering among the living. 
  An ancient and valuable relic was being transported 
  north ater its discovery in the southern jungles, 
  but the barge carrying it up the river was attacked 
  and the relic lost. he PCs are hired to track down 
  the thieves. A white ape adept and his group of 
  warriors are responsible and are hastening to bring 
  their newly won spoils back to Kranz as a git. he 
  heroes must move switly before the apes return to 
  their home territory where they have many allies 
  to call upon to dissuade pursuit. he thieves prove 
  challenging enough since the white apes carry 
  spellscourge. Not only can the warriors spread it 
  through physical contact, but their adept leader’s 
  spells are likewise contaminated with the disease. 
  LEVELS 10–12 
  he PCs are trekking to the newly rediscovered 
  location of a lost city, part of an ancient 
  civilization whose lands have been reclaimed by 
  the jungle. Whether for a patron or for their own 
  gain, the heroes seek an ancient relic purported 
  to be held within the city’s greatest temple. 
  Unbeknownst to them, Kranz has also recently 
  learned of the artifact and has sent some of his best 
  forces to retrieve it. A dangerous exploration of 
  the lost city and whatever lurks within might well 
  end in a showdown between the PCs and Kranz’s 
  expeditionary force, led by a white ape druid who 
  can turn the very jungle against the heroes. 
  he PCs run a bustling frontier town in the south 
  near the jungle border. he town is owned by a 
  merchant consortium that gathers in exotic goods 
  here to ship north for sale. A group of hunters 
  recently came into town with a strange prize: the hide 
  
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  ServantS of the white ape
  of a great ape, white as snow. It becomes quite a topic 
  of conversation in town and folk visit the hunters’ 
  tent outside the city to view the pelt. Meanwhile, the 
  owner of one of the local taverns known for being 
  rather cheap oten buys questionable meat from his 
  local hunter friends. his included the carcass of the 
  ape, for which the hunters had no use.  
   
  Ater serving the public his latest batch of 
  sausages, a local wizard has fallen ill, as has the 
  priest of a local temple that was treating her 
  alication. When the PCs’ attention is drawn to the 
  matter, they ind an odd outbreak of a disease that 
  afects spellcasters adversely. More fall sick as the 
  investigation continues, both from the tainted meat 
  as well as from handling the fresh pelt of the white 
  ape. Soon ater the PCs discover the cause, deal with 
  its origins and deal with the alicted, the white ape’s 
  brethren descend upon the town for revenge. 
  All trade to the far south has ceased. Tensions 
  mount as a near-forgotten plague has reared its 
  head once more, laying low spellcasters and causing 
  panic. Mundane folk ostracize and even attack those 
  with magical abilities out of fear of the disease. he 
  Servants of the White Ape seem poised to move, 
  ready to claim the lands to the north once the 
  plague has done its work and society has collapsed. 
  he greatest heroes of the area are summoned to a 
  meeting in a secluded fortress, far from the fearful 
  populace and the worst instances of the spellscourge. 
  Information from spies, magical divinations, and 
  captured enemies reveal the igure behind the cult. 
  Known as the New Father, this outsider from the 
  north has turned the white apes of the far jungles 
  and the local tribes into his personal army and 
  seeks the conquest of the northern lands. Too many 
  resources are in play keeping control, so a large force 
  cannot be sent.  
   
  he powers that be need the PCs to head south 
  on a mission to ind this New Father—a disinherited 
  nobleman named Kranz—and kill him in the hopes 
  that his death dissolves the cult or, at least, fracture 
  it and halt its ofense. he PCs are given access 
  to a river barge with a crack crew and sent south 
  along the great river to the lands of the cult. hey 
  must brave the dangers of the chaos wrought by the 
  cult—disease, banditry, and fanatics who believe that 
  killing all spellcasters will stop the plague—before 
  arriving at the furthest reaches of the south. hen 
  they must brave the dangers of the wild jungles, 
  natives loyal to the cult, and the deadly white apes 
  to ind Kranz in his ancient lost city. here, they 
  must confront and defeat the New Father and his 
  formidable ally, the Great White Ape.
  Servants of the White ape in Midgard
  Kranz’s ruined redoubt lies atop the Black Lotus Mesa, 
  south of Nuria Natal, near the source of the Nuria River. 
  Kranz resides there as the New Father and ruler of the 
  white apes. He has begun to bring the various local 
  tribes under his banner, consolidating his power within 
  the jungles. Once he has established himself as the sole 
  authority there, he plans to expand north, starting with 
  Nuria Natal. Rather than march in with an army and 
  risk being defeated on the battleield, his plan calls for 
  subtlety and slow attrition from within. He hopes to 
  spread the plague among the priesthood and arcane 
  cabals by sending white apes and fanatical followers to 
  infect them, sapping Nuria’s greatest strength before 
  marshaling his forces and taking each city in turn. 
   Should this irst leg of conquest succeed, Kranz plans 
  to spread east to Siwal, then north into the province of 
  Mezar. Kranz claims this will be a satisfactory empire 
  and that he will treat with the Mahroti Empire for truce 
  ater these conquests. He may be hard-pressed to keep 
  to this plan however, if the spellscourge spreads farther 
  than the boundaries of his new domain. He hungers 
  for power, respect, and, above all, the recognition of 
  his parents that he is a strong, healthy ofshoot of his 
  sickly family tree. He secretly dreams of marching on 
  their estate outside Hirschberg, ensconced on a throne 
  carried upon the shoulders of his army of simian 
  warriors, to demand their fealty and respect.
  
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  cultiStS of the white ape
  he Servants of the White Ape seek to return 
  worship of their terrible god to prominence. To this 
  end, the cult garners followers that are relentless in 
  their pursuit of the cult’s goals, and merciless against 
  their enemies. he following NPCs can be used as 
  cultist minions, intermediaries, and lower-level 
  leaders to provide suitable enemies for the PCs as 
  they strive against the Servants of the White Ape.
  CULTIST GUARD
  Medium humanoid (human), chaotic evil
  Armor Class 14 (hide armor) 
  Hit Points 52 (8d8 + 16)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 
  14 (+2) 
  14 (+2) 
  10 (+0) 
  12 (+1) 8 (‒1)
  Senses passive Perception 11
  Languages Common 
  Challenge 1 (200 XP)
  Primal Worshippers. The cultist guard's attacks do an 
  additional 3 (1d6) damage when it can see the avatar of 
  the Great White Ape.
  ACTIONS
  Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) bludgeoning damage.
  Javelin. Ranged Weapon Attack: +4 to hit, range 30/120 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  WHITE APE WARRIOR
  Large beast, neutral evil
  Armor Class 14 (improvised armor)
  Hit Points 114 (12d10 + 48)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  18 (+4) 
  7 (‒2) 
  10 (+0) 7 (‒2)
  Skills Acrobatics +4, Perception +2, Stealth +4
  Senses darkvision 60 ft., passive Perception 11
  Languages White Ape
  Challenge 3 (700 XP)
  Aflicted. The white ape warrior carries the spellscourge
  disease, but it is immune to the effects of the disease.
  ACTIONS
  Multiattack. The white ape warrior makes one bite attack 
  and one claws attack.
  Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 14 (2d8 + 5) bludgeoning damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 10 (1d10 + 5) piercing damage and the 
  creature must make a successful DC 14 Constitution 
  saving throw or contract the spellscourge disease (see 
  “Spellscourge”).
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 23 (4d8 + 5) slashing damage.
  Savage Blow (recharge 6). The white ape warrior 
  summons the strength of the Great White Ape. If the 
  warrior makes a successful greatclub attack, it can 
  immediately make a second greatclub attack against 
  the same target as a bonus action.
  hese hardy warriors serve as the New Father’s elite 
  bodyguard. 
  RELIC HUNTER
  Medium humanoid (human), chaotic evil
  Armor Class 16 (breast plate)
  Hit Points 110 (17d8 + 34)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  14 (+2) 
  14 (+2) 
  17 (+3) 
  13 (+1) 12 (+1)
  Saving Throws Dex +5, Con +5, Wis +4
  Skills Acrobatics +5, Athletics +6, Arcana +6, Perception 
  +4, Stealth +5
  Senses passive Perception 14
  Languages Abyssal, Common, Draconic, Elvish
  Challenge 6 (2,300 XP)
  Temple Runner. The relic hunter’s passive Perception 
  is 18 for the purpose of noticing traps, and he has 
  advantage on Perception checks to ind traps.
  Spirit Walker. The relic hunter ignores dificult terrain 
  while dashing.
  Steeped in the Occult. Relic hunters have spent their lives 
  pursuing strange artifacts and knowledge. When a relic 
  hunter completes a long rest, he or she chooses one 
  cantrip from any class spell list. The relic hunter can cast 
  
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  ServantS of the white ape
  that spell at will until the end of their next long rest. They 
  also choose one 1st-level spell from the cleric or wizard 
  spell list; they can cast that spell innately, 1/day, using 
  only verbal and somatic components. Their spellcasting 
  ability is Intelligence (spell save DC 14, +6 to hit with 
  spell attacks).
  ACTIONS
  Multiattack. The relic warrior makes two primal ray 
  attacks. 
  Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage.
  Primal Ray. Ranged Spell Attack: +6 to hit, range 30/120 
  ft., one creature. Hit: 21 (4d8 + 3) force damage and the 
  creature must make a successful DC 13 Strength saving 
  throw or be pushed 5 feet.
  he relic hunter serves the cult and the New Father 
  by seeking items of power for 
  the Servants of the White Ape. 
  Sometimes this means scouring 
  the jungle for lost ruins 
  and braving their dangers 
  to recover whatever 
  forgotten relics lie within. At other times, a relic 
  hunter will lead cultists in raids against local 
  settlements that hold such items. In a raid, a relic 
  hunter is accompanied by four to six cultist guards 
  and one to three white ape warriors.
  WHITE APE WARLORD
  Large beast, neutral evil
  Armor Class 15 (improvised armor)
  Hit Points 133 (14d10 + 56)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  10 (+0) 
  18 (+4) 
  8 (‒1) 
  12 (+1) 11 (+0)
  Saving Throws Dex +3, Wis +4, Cha +3
  Skills Acrobatics +3, Perception +4, Stealth +3, 
  Intimidation +3
  Senses darkvision 60 ft., passive Perception 14
  Languages White Ape
  Challenge 7 (2,900 XP)
  
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  maGic itemS
  he white apes tend to shun the use 
  of magic, but their allies don't.
  THE FATHER’S STAFF 
  Weapon (staf), very rare (requires attunement)
  his staf of polished ebony has a foot capped 
  in ivory and a top of carved ivory inlaid with 
  gold in the form of a curving claw. A relic 
  from the ruins of the ancient civilization 
  that spawned the white apes, this staf once 
  belonged to a sorcerer of great power, for 
  whom it was both a tool and a symbol of 
  oice. he staf has 5 charges, and it regains 
  1d4 + 1 expended charges each day at dawn. 
  he staf allows use of the following spells: 
  •
  dispel magic (1 charge)
  •
  protection from energy (1 charge)
  •
  magic circle (1 charge)
  •
  banishment (2 charges)
  •
  hold monster (3 charges)
  •
  dominate monster (3 charges)
  WHITE APE HIDE 
  Armor (leather or hide), very rare  
  (requires attunement)
  his +2 hide armor is made from the layed 
  remains of a white ape, usually one that has 
  fallen in battle or been executed for failing the 
  cult. Gited to loyal non-ape followers, this magical 
  armor grants some of the might and abilities of the 
  white ape to the wearer. Triggering these abilities 
  takes no action from the wearer.
  • 1/day, the wearer can gain +1 to hit and damage
  on melee and ranged attacks based on Strength,
  for 1 minute. During the same minute, the
  wearer also has advantage on Strength and
  Constitution checks and saving throws.
  • 1/day, the wearer can gain a climb speed of 30
  feet that lasts 1 hour.
  • 1/week, the wearer can try to infect an opponent
  with spellscourge. his ability is triggered
  immediately ater the wearer makes a successful
  melee attack. he target must make a successful
  DC 15 Constitution saving throw or contract
  the disease.
  Aflicted. The white ape warlord is a carrier for the
  spellscourge disease. It is immune to the effects of the 
  disease.
  Great Leaps. The white ape warlord can jump three times 
  farther than normal (66-foot running long jump, 33-foot 
  standing long jump, 9-foot running high jump, 4-foot 
  standing high jump).
  Primal Grappler. The white ape warlord has advantage 
  on checks to establish, maintain, and escape from 
  grappling. While it has a creature grappled, only that 
  creature can be the target of the warlord's attacks.
  Maw. If the warlord makes a successful bite attack against 
  an opponent it currently has grappled, the opponent is 
  frightened until the end of its next turn.
  ACTIONS
  Multiattack. The white ape warlord makes one bite attack 
  and two claw attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 12 (1d12 + 6) piercing damage and the 
  creature must make a successful DC 15 Constitution 
  saving throw or contract the spellscourge disease  
  (see “Spellscourge”).
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 17 (2d10 + 6) slashing damage. If both 
  claw attacks hit the same creature on the warlord's turn, 
  that creature is grappled (escape DC 16). 
  Javelin. Ranged Weapon Attack: +9 to hit, range 30/120 
  ft., one target. Hit: 13 (2d6 + 6) piercing damage.
  Savage Bellow of the Jungle (1/day). The white ape 
  warlord pounds the ground and roars out ear-splitting 
  bellows of intimidation. The warlord's allies within 60 
  feet who hear the bellow have advantage on attacks, 
  ability checks, and saving throws until the start of the 
  warlord's next turn. Other animals that hear the bellow 
  (excluding mounts) within 200 feet are drawn to the 
  warlord’s call; 1d4 beasts of Challenge 1/2 or less arrive 
  and assist the warlord in combat. These beasts ight for 
  10 minutes or until they're killed.
  Leaders of the Servants’ ofensive forces, these 
  intelligent apes combine their immense strength 
  with a fervent devotion to the Great White Ape. 
  hey are oten found leading both white ape 
  warriors (see above) and cultist guards.
  
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  ServantS of the white ape
  Spellscourge
  his disease is carried by many minions of the Great 
  White Ape. Creatures gain 1 level exhaustion immediately 
  upon being infected. Further exposure to infection has no 
  additional efect, but infected creatures gain another level 
  of exhaustion every time they complete a long rest unless 
  they make a successful DC 15 Constitution saving throw at 
  the end of the long rest. 
   In addition to gaining exhaustion, a spellcaster infected 
  with spellscourge can lose access to his or her spell slots. 
  Each time the spellscaster fails a saving throw at the end of 
  a long rest (gaining another level of exhaustion), they also 
  lose the use of their highest-level spell slots. For example, 
  a 7th-level wizard's highest spell slots are 4th level. If he is 
  infected with spellscourge and fails the irst Constitution 
  saving throw ater a long rest, he loses the use of his 
  4th-level spell slots. If he fails another Constitution saving 
  throw ater a long rest, he loses the use of his 3rd-level 
  spell slots, and so on.
   he disease can't be recovered from naturally. Only lesser 
  restoration or comparable magic can cure it. Each casting 
  of lesser restoration must be accompanied by a spellcasting 
  check: if the result is 20 or higher, the spell removes 3 levels 
  of exhaustion; 15-19 removes 2 levels of exhaustion; 14 or 
  lower removes 1 level of exhaustion. he disease is cured 
  when the infected creature has no exhaustion.
   If a spellcaster dies from spellscourge, the creature must 
  make one last DC 15 Constitution saving throw. If it fails, 
  the creature rises again in 24 hours as a spellscourged, 
  undead creature. It retains its former stats with the 
  following exceptions:
  • Alignment becomes Chaotic Evil
  • Type becomes undead
  • Gains darkvision 60 feet, if it didn't already have
  darkvision
  • Can detect magic (as the spell) within 60 feet, at will
  • Can't cast spells or use magic items
  • Has advantage on saving throws against spells and
  magical effects
  • Spell attacks and weapon attacks with magic
  weapons are made with disadvantage against
  spellscourged undead
  • Takes 6d6 force damage when targeted by a dispel
  magic spell or exposed to an antimagic ield
  
  156
  m
  any say that seeking the truth is a noble 
  endeavor. Philosophers, theologians, and 
  everyday people make the efort to discern what is 
  true, and many are unhappy with what they ind. 
  Some argue the truth is ixed; others say the truth 
  is mutable or at least relative. hose in the ranks 
  of the Weavers of Truth believe that the truth is, 
  quite literally, what you make it. hey tap dangerous 
  powers to shape the reality of the world around 
  them—or rather peoples’ conception of that reality—
  to that of their own choosing and to their own ends.
  he woman now known as Vadoma Donesti was 
  born among the lowest of the low, the illegitimate 
  ofspring of a prostitute in the worst district of 
  her home city. She was immediately given up to 
  an orphanage that, while founded with the best of 
  intentions, constantly struggled to meet the needs 
  of a growing number of charges with its steadily 
  diminishing resources.
  13
  weaverS 
     of truth
  
  157
  weaverS of truth
  Eventually, the latest headmistress, increasingly 
  desperate and morally questionable, struck a deal 
  with a local ne’er-do-well. He would harvest the 
  best and brightest of her waifs in exchange for coin. 
  he amount was enough to keep the orphanage 
  running with enough let over for the headmistress 
  to ignore any misgivings that might plague her. he 
  man then took his newly procured orphans and 
  taught them various thieving trades—pickpocketing, 
  simple cons, second-story work—based on their 
  natural inclinations and talents. Once competent, 
  they would be ofered up to various city gangs as 
  operatives in exchange for a modest fee.
  Vadoma excelled at lies and deception. She was 
  working for a local gang as bait in no time, acting 
  as a woman in distress to lure clueless saps into 
  ambushes to be beaten and robbed. Yet Vadoma 
  always longed for something more. She watched 
  those of noble birth or even those of the mercantile 
  classes and wondered why she could not be like 
  them. Ater all, they were lesh and blood, just like 
  her. She was no less intelligent, no less attractive 
  when she washed up. he only reason they looked 
  upon her and her ilk with contempt was nothing 
  more than an accident of birth. Her goal became to 
  insert herself into their society, to make them believe 
  she was one of their own, and to take what she felt 
  was her due, denied by the fate of being lowborn.
  When not doing her required work for the gang, 
  Vadoma studied and practiced. She learned how to 
  walk and talk like the nobility, how to dress with 
  style, and how to eat and drink with the proper 
  utensils and glasses. She saved up her shares of 
  the gang’s income to purchase clothing, make-up, 
  perfumes, and lessons in etiquette and dancing. 
  Eventually, she created a new identity, one with a 
  tragic backstory. She became Esmeralda Golescu, last 
  scion of an aristocratic house from a distant city. She 
  spread rumors of her unfortunate circumstances and 
  the last of the family fortune in transit to her new 
  home by ship. his stratagem landed her a wealthy 
  but elderly husband nearly 50 years her senior. 
  When the ship that carried her family’s fortune and 
  Vadoma’s sizeable dowry was reported sunk, her new 
  husband barely cared. And when he died without an 
  heir, she inherited his fortune and estate. 
  his luck did not last. His surviving relatives 
  unravelled her web of lies and exposed her as a 
  fraud. he city’s justices stripped her of her title 
  and possessions and would have thrown her in 
  prison had she not orchestrated a prison break with 
  members of her former gang, whom she had kept 
  on retainer as bodyguards in her new life. Once free, 
  she led into exile, ironically ending up in the city 
  in which her alter ego had supposedly been born, 
  the capital city of a prosperous barony. Here she 
  attempted to rebuild her reputation, and here she 
  found unexpected aid.
  Vadoma’s obsession with and envy of the rich and 
  powerful caught the attention of a servant of Pazuzu, 
  the echo demon Malesussuri. Seeing a way to further 
  the pain and sufering of mortals, he approached 
  Vadoma under the guise of a bargain to assist her in 
  achieving her goals. he demon introduced her to 
  the bard Tal Grazelt, and together they plotted. he 
  end result is the cult of the Weavers of Truth. 
  Vadoma is the queen in a hive of venomous 
  vermin, all seeking to change the world to their own 
  advantage. She doesn’t care about her followers but 
  plays the part of the devoted priestess, using her 
  minions to further her own grasp for wealth, fame, 
  and power. Grazelt improves his reputation with his 
  demonic masters. Meanwhile, Malesussuri merely 
  revels in the sufering they sow, hoping that soon the 
  cult’s lies further corrupt the fabric of society until 
  everything crumbles into chaos.
  leaderS, orGanization, 
  and GoalS
  he majority of the cult is organized more like a 
  crime syndicate than a religion. Members operate in 
  small groups, each with a speciic task. Some work as 
  information gatherers, gleaning secrets about all parts 
  of the city’s day-to-day operations. From the habits 
  of merchants to the hobbies of the nobility, from the 
  grumblings of the common folk to the private prayers 
  of the high priests, any shred of information that 
  might be useful is written down. 
  All of this information is then given to the 
  whisperers. hese operatives seed rumors, lies, and 
  misinformation in the right ears to ensure it goes 
  
  158
  where they wish it to go. heir most common goals 
  are to turn possible enemies of the cult against 
  one another, to plant false evidence and testimony 
  against enemies to discredit them or make them run 
  afoul of the law, and to convince those with money 
  and inluence to look favorably upon the cult. hese 
  cultists are primarily rogues with a few bards and 
  experts assisting.
  he cult keeps a an old bathhouse on the edge of 
  the temple district of the city. hey have converted it 
  to a temple of sorts where they keep their "oracles." 
  hese mysterious igures, heard but never seen, 
  supposedly have the power of divine insight. Visitors 
  seeking answers from the oracles must irst bathe 
  in the pools here, using consecrated oils and sacred 
  waters—nothing more than normal water and 
  common fruit and lower oils—and don ceremonial 
  robes to trod barefoot to the upper loor where 
  the oracles await behind sheer silken curtains. 
  he supplicants believe the temple servants hold 
  their belongings in safekeeping downstairs. In the 
  meantime, cult members search thoroughly through 
  their clothing and accoutrements for anything that 
  can be used against them later. 
  he answers to supplicants don’t come right 
  away. Supplicants oten must wait for "an auspicious 
  time" before approaching the oracle. his gives the 
  information gatherers time to discover the person’s 
  situation through their belongings.A supplicant then 
  receives pronouncements tailored to that speciic 
  individual’s circumstances, creating self-fulilling 
  prophecies, usually helped along by cult agents. 
  he cultists here are commonly clerics of Pazuzu. 
  he "oracles" are oten bards putting on a good show 
  for the supplicants, though on occasion an actual 
  cleric or sorcerer ills the role. 
  he upper loor of the bathhouse is the demesne 
  of Vadoma Donesti. It is also the lair of Vadoma’s 
  personal bodyguard, a doppelganger. his creature 
  of envy sees Vadoma as a kindred spirit. Since she 
  also uses it as her personal assassin to eliminate 
  those people she cannot sway to her side, it also gets 
  immense pleasure from the challenges she presents 
  it in the way of powerful targets to mimic and defeat.
  VADOMA DONESTI
  Medium humanoid (human), neutral evil
  Armor Class 16 (breastplate)
  Hit Points 97 (15d8 + 15)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  14 (+2) 
  12 (+1) 
  14 (+2) 
  12 (+1) 18 (+4)
  Saving Throws Dex +6, Wis +5, Cha +8
  Condition Immunities frightened
  Skills Acrobatics +6, Deception +8, Perception +5, 
  Persuasion +8
  
  159
  weaverS of truth
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Elvish, Gnomish, Halﬂing, Orc, 
  Sylvan (or substitute any two human dialects for Orc 
  and Sylvan)
  Challenge 9 (5,000 XP)
  Lies She Has Told. Vadoma is a practiced liar. She has 
  advantage on Deception checks, and others have 
  disadvantage on Insight checks to detect her deceptions.
  ACTIONS
  Multiattack. Vadoma Donesti makes three rapier attacks.
  Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) piercing damage.
  Listen to Me (1/day). Vadoma Donesti implores those 
  around her to listen carefully. Each creature within 60 
  feet that can hear and understand Vadoma must make 
  a DC 16 Charisma saving throw or be stunned while it 
  takes in each word she says. The effect lasts for 1 minute; 
  a stunned creature repeats the saving throw at the end 
  of its turn, ending the effect on itself with a success.
  Love Me (1/day). Vadoma Donesti smiles at one creature 
  within 30 feet she can see. That creature must make a 
  successful DC 16 Charisma saving throw or be charmed 
  for 24 hours or until the creature is damaged by 
  Vadoma. Once each hour, Vadoma can command the 
  charmed creature to perform a simple task or action. 
  The victim repeats the saving throw each time it receives 
  a new command, ending the effect with a success.
  Fear Me (recharge 5‒6). Vadoma Donesti shrieks and
  channels infernal power. Each creature that can hear 
  Vadoma must make a DC 16 Wisdom saving throw or 
  be frightened of Vadoma for 1 minute or until they see 
  Vadoma take damage.
  Vadoma’s ultimate goal is to be rich, powerful, and 
  admired. She is obsessed with the popularity and 
  success of others, constantly comparing her social 
  status with others and vying for more. Once her 
  knowledge of the incantation of lies made truth 
  ritual is complete, she performs it at the next solar 
  eclipse and attempts to insert herself as the country’s 
  titular ruler. Vadoma hates that she must rely on 
  Tal Grazelt’s knowledge to accomplish this, but so 
  far, he has been loyal, and Malesussuri ensures his 
  complicity, so she grudgingly accepts the necessity 
  of the situation. It does leave her afraid of losing Tal 
  before the ritual is ready, so she has cultists watching 
  him to ensure his safety.
  TAL GRAZELT
  Medium humanoid (half-elf), chaotic evil
  Armor Class 15 (scale mail)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  13 (+1) 
  14 (+2) 
  14 (+2) 
  11 (+0) 18 (+4)
  Saving Throws Cha +7
  Skills Arcana +5, Performance +7
  Damage Resistances ire
  Senses darkvision 60 ft., passive Perception 10
  
  160
  Languages Common, Dwarvish, Elvish, Gnomish
  Challenge 7 (2,900 XP)
  Innate Spellcasting. Tal’s spellcasting ability is Charisma 
  (spell save DC 15). He can cast the following spells 
  innately, requiring only verbal components:
  At will: minor illusion
  3/day each: charm person, invisibility, suggestion
  1/day each: mass suggestion, major image, modify 
  memory
  ACTIONS
  Multiattack. Tal makes two shortsword attacks or two 
  shortbow attacks.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
  Deviled Verses (recharge 6). Tal sings a familiar tune but 
  with ominous changes to the words. Tal's allies within 
  60 feet who hear the song have advantage on their next 
  attack, and it does an additional 9 (2d8) ire damage if 
  it hits. In addition, their speed increases by 10 feet for 1 
  minute.
  Tal Grazelt is Vadoma’s second in command.
  His loyalty is not so much to Vadoma as it is to 
  Malesussuri and the demon’s master, Pazuzu. As long 
  as serving the cult is what is desired of him, then 
  the bard remains loyal. His powers are oten used to 
  help maintain the cult’s secrecy and deal with those 
  whose suspicions are roused. A few artistically placed 
  illusions or a well-timed modify memory are oten all 
  that is needed.
  MALESUSSURRI
  Medium iend (demon), chaotic evil
  Armor Class 15
  Hit Points 102 (12d8 + 48)
  Speed 30 ft., ﬂy 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  14 (+2) 
  18 (+4) 16 (+3)
  Skills Stealth +8, Persuasion +6
  Damage Resistances cold, ire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Celestial
  Challenge 6 (2,300 XP)
  Disruptive Cacophony. Malessussurri’s presence is 
  extremely distracting. Noises and small visual 
  disturbances occur around him when the demon is in 
  combat. Checks to maintain concentration are made 
  with disadvantage while within 100 feet of Malessussurri.
  ACTIONS
  Iron Claws. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage and 
  if the creature is wearing metal armor, it must make 
  a successful DC 15 Constitution saving throw or be 
  deafened until the end of its next turn.
  Everywhere at Once (recharge 5-6). Malessussurri 
  teleports up to 60 feet to an unoccupied space. 
  Immediately after teleporting, Malessussurri can make 
  an iron claws attack with advantage as a bonus action.
  Echoes of the Abyss (1/day). Malessussurri summons 
  horrible wails from the deep crevasses of the Abyss. 
  Creatures within 60 feet who hear the wails must make 
  a successful DC 15 Wisdom saving throw or be stunned 
  until the start of Malessussurri's next turn. Affected 
  creatures continue hearing the troubling echoes of these 
  cries until they complete a long rest, and they have 
  disadvantage on Intelligence checks until then.
  cult activitieS and 
  adventure hookS
  Here are several methods of introducing the 
  Weavers of Truth as adversaries for the PCs in your 
  campaign. hey can be foes for single adventures or 
  returning enemies in an extended campaign, pitting 
  the PCs against the growing threat of the cult as it 
  threatens to take the region under its control.
  LEVELS 1–3
  A colony of giant spiders has made its lair in an 
  abandoned building just outside, or on the outskirts 
  of, the city. he city is ofering a bounty for every 
  spider killed. Another party however, is ofering 
  twice that bounty for every one brought in alive. he 
  baron doesn’t care one way or the other so long as 
  the ofending creatures are removed. If the PCs take 
  up the ofer to take them alive, they are well paid but 
  also assist Vadoma in acquiring a source of spider-silk 
  
  161
  weaverS of truth
  that she needs to help complete her incantation. 
  Should the PCs hear the ofer and slaughter the 
  spiders anyway, it may well put them in the ill graces 
  of the Weavers of Truth, who may target them for 
  manipulation or worse at some point later in their 
  adventuring careers.
  he PCs are witness to a peculiar incident of street 
  violence. During some downtime, the PCs are in the 
  market quarter of the city, eager to spend the proits 
  of their last adventure. hey mill around various 
  shops and stalls examining goods, jostling for 
  position amongst the crowd, momentarily moving 
  aside as a black carriage passes down the road. 
  Shortly thereater, a merchant is seen punishing a 
  lazy servant or young apprentice, laying about his 
  head and shoulders with a stick. Suddenly, a mob 
  mentality takes over as bystanders are unnaturally 
  outraged over this act and move to attack the 
  merchant, who quickly shuts herself into her shop 
  just before the press of people overwhelms her. he 
  crowd is under the efects of Vadoma’s carriage of 
  whispers. he PCs are the only ones able to stop the 
  mob as even the local guardsmen seem caught up in 
  it—perhaps they even have to stop one or more of 
  their own if they too fall under the malign efects of 
  the magical coach!
  he party rogue awakens one morning to ind the 
  city guard downstairs waiting to arrest him or 
  her for a crime on the testimony of one or more 
  witnesses. he PC in question has no recollection 
  of the event. his is because Tal Grazelt charmed 
  the character, convincing the PC to commit the 
  crime and then used modify memory to erase all 
  remembrance of the incident. he party might be 
  able to bluf and come up with an alibi for their 
  companion, but actually proving innocence can’t be 
  done because the PC actually did it. hey might be 
  able to convince a justice of the peace to take into 
  account the possibility of magical inluence. Whether 
  that gets the character of the hook or is cause for a 
  reduced sentence—perhaps a mission on behalf of the 
  city with the PCs’ companions in tow—remains to be 
  seen. his also leaves Tal Grazelt as a loose end. he 
  PC remembers meeting him prior to when the crime 
  took place but nothing else. Make sure the player 
  in question is comfortable with a temporary loss of 
  agency or consider using an NPC rogue instead.
  The Weavers of Truth in Midgard
  Ater leeing justice in Zobeck, Vadoma settled in 
  the city of Capleon, where the cult was formed and 
  continues to operate. he oracular portion of the cult—
  the only one visible to the public eye—claims to be a 
  mystery cult devoted to hoth-Hermes, having recently 
  arrived from Friula to take up residence in accordance 
  with visions received by their leader. hose cult 
  members that interact with the public are well versed in 
  the customs and ways of that religion. Anyone showing 
  obvious suspicion or hostility is tailed by a pair of 
  information gatherers when they depart. hese cultists 
  attempt to spy on the suspicious persons and determine 
  if they are a threat, warning the other members if that 
  is the case. Tal Grazelt is a favorite in the court of Baron 
  Cazagoza and can call in favors to make enemies’ lives 
  miserable in order to take pressure of the cult.
   Vadoma’s plan remains much the same, though 
  here she may eventually uncover the baron’s intent to 
  ally with the Mharoti. When it comes time to use the 
  incantation, she will expose the baron’s intent. hen 
  during the ensuing uprising and revolt, she will use the 
  incantation to make herself the glorious patriot who 
  others followed during the civil revolt, allowing her to 
  take the throne and bask in the admiration of an entire 
  nation. In reality, she will have her followers assassinate 
  the baron and take over the monarcy for herself. 
   In the meantime, her agents work to exert their 
  inluence over the city’s populace, especially the 
  wealthy and powerful. Vadoma rides in her carriage 
  of whispers through the city on various social calls or 
  errands, using its powers to sway the citizenry a bit 
  more her way each day.
   In a Midgard campaign, substitute Infernal, Kariv, 
  and Nurian for Halling, Orcish, and Sylvan on 
  Vadoma’s list of known languages.
  
  162
  LEVELS 4–6
  A meticulous merchant seeks the aid of the PCs, 
  thinking he is the victim of some sort of magical 
  or supernatural mischief. His account books show 
  more money than he actually has in his cofers. 
  His treasury shows no signs of forced entry or 
  robbery, and he has the only key, but he knows he 
  hasn’t removed any coin. Still, he trusts his careful 
  accounting more than his memory and insists 
  something is amiss. His only clue is an odd one: a 
  repertoire of hilarious jokes ("Have you heard the 
  one involving the duchess, her jester, and a donkey?"). 
  he merchant didn’t make them up, and he can’t 
  remember ever hearing them before, yet he knows 
  them. If the PCs investigate this strangeness, they 
  come to ind that the jokes are the creation of Tal 
  Grazelt, a local bard much favored in the baron’s 
  court. A closer examination of the bard leads to a 
  local mystery cult. Tal, having been slighted by the 
  merchant, has been charming him into making large 
  donations to the Weavers of Truth, then modifying 
  his memory to forget the donations, knowing the 
  merchant will resent the magical manipulation once 
  the enchantments wear of. 
  A serial killer haunts the city. Someone or something 
  is stalking the docks and leaving a trail of victims 
  in its wake, horribly torn apart, their faces masks of 
  terror. he latest victim, a dockside prostitute, was 
  found curled up in a dead-end alley, hands clutched 
  over her ears as if trying to block out a sound. A large 
  reward has been ofered to anyone that can discover 
  the killer. An echo demon formerly working for 
  the Weavers of Truth has gone rogue, preferring to 
  wreak its own brand of havoc rather than jump to the 
  commands of Vadoma and Malesussuri. It stalks the 
  docks at night looking for victims and, by day, lairs 
  in an abandoned warehouse at the end of a collapsed 
  pier. If the PCs near victory in their ight against the 
  
  163
  weaverS of truth
  demon, it ofers information in exchange for its life. 
  Should they take such a deal, it informs them that 
  the Weavers of Truth are a cult that has unexpected 
  depths. If they kill the beast, the baron rewards 
  them, and they become heroes of the city meanwhile 
  unknowingly helping the cult and securing their 
  secrecy once more.
  he PCs are asked to act as neutral mediators 
  between two factions—rival gangs, merchant houses, 
  or noble families, depending on what best suits the 
  characters—whose conlicts have begun turning 
  into open warfare in the streets. he situation 
  needs to be resolved before more powerful entities 
  in the city become involved and punitive measures 
  are taken. Diplomacy and investigation reveal that 
  the rit between the two parties is recent and has 
  escalated with surprising quickness. Should the PCs 
  delve deeper, they will ind a framework of lies and 
  deception, leading to the conclusion that an outside 
  party is manipulating both sides and turning them 
  against one another. If the PCs convince the two 
  sides of this, then they will make peace. If the PCs 
  pursue this lead further, they ind a cell of Weaver 
  operatives working to undermine the two groups 
  to some advantage of their own (for instance, if 
  the two noble houses don’t stop ighting, the local 
  baron will coniscate their properties and bequeath 
  some of the land to Vadoma). he cultists will lee 
  if overmatched. If captured, they likely only confess 
  under extraordinary duress.
  LEVELS 7–9
  Ambush! he PCs are taken unaware by an 
  unrecognized enemy intent on spilling their blood. 
  his is no case of mistaken identity. heir assailants 
  know who the PCs are and take the time to plan a 
  carefully orchestrated attack that takes into account 
  the strengths and weaknesses of the party. hey 
  are within the bounds of civilization, so the city 
  guard could come to their aid should they need help 
  defeating their foes. Interrogating any surviving 
  attackers leads the PCs to the people who hired the 
  assassins. Again, the PCs are faced with people they 
  either don’t know or hold no animosity toward. 
  Eventually, the heroes discover these people—a 
  thieves’ guild, crooked merchant house, or shady 
  noble family—were retaliating against blackmail or 
  strong-arm attempts made in the PCs’ name. hey 
  produce letters in the handwriting of one or more of 
  the PCs, perhaps even signed with an arcane mark 
  known to be the sigil of the party’s arcane caster. 
  Clearly, the PCs have a hidden enemy that wishes 
  them harm. Depending on how the heroes proceed, 
  they may discover that the Weavers of Truth have 
  had enough of their past meddling or were using the 
  PCs as convenient scapegoats. 
  A wealthy and prosperous merchant in the city had 
  his life fall apart around him 2 years ago. First, his 
  wife let him ater inding evidence of an afair. hen, 
  his two children died in separate, tragic accidents. 
  Finally, the crown put him under investigation for 
  smuggling contraband into the city. He hanged 
  himself in a it of despair. Some say his ghost haunts 
  his manor house. None of the local clergy have been 
  able to remove the haunting. he next of kin wish 
  the situation resolved so they can sell the property.  
   
  If the PCs intercede, they ind a half-mad, angry 
  spirit that tries to possess one of them, preferably 
  the one that looks the most physically dangerous. 
  he merchant’s ruin was plotted and carried out by 
  the Weavers of Truth. he sorcerer in charge of the 
  mission was arrogant and had the audacity to show 
  himself to the merchant as he dangled from the 
  rope, slowly strangling due to botching the hanging, 
  and confessed his role in the man’s downfall. It was 
  the last thing the merchant heard before he died. He 
  was certainly guilty of the things of which he was 
  accused, but his son and daughter were innocent of 
  any wrongdoing. Now, the merchant’s ghost wants the 
  sorcerer dead. Killing him will allow the ghost to pass 
  on, but the sorcerer readily surrenders and explains 
  why he carried out the plot.
  he PCs receive an unexpected visitor. A deva 
  approaches them in disguise, claiming to be a 
  holy warrior on a quest to avenge an unthinkable 
  evil. Someone has summoned, trapped, and killed 
  a celestial. He can ind the site where the celestial 
  was killed but wants assistance against those who 
  committed this atrocity. he PCs are led into the 
  sewers beneath the city and then into an old cellar 
  where clerics of Pazuzu are draining the last blood 
  from the celestial’s corpse. One lees with the blood 
  
  164
  while the rest hold of the deva and the PCs. Should 
  the heroes manage to pursue, the cultist leads them 
  directly to Tal Grazelt in the building above, who has 
  arrived with another group of cultists to receive the 
  blood and take it to be magically preserved until it is 
  time for the incantation to be performed.
  LEVELS 10–12
  An intrepid adventurer, heir to a noble house in a 
  far of city, has come to ind Esmeralda Golescu, a 
  woman of low birth that masqueraded as a woman 
  of quality and married his elderly uncle. his young 
  man has no vendetta. In fact, he was the only one in 
  the family to show her any real kindness or respect 
  before she was found to be a fraud. Unfortunately 
  for him, "Esmeralda" still holds a grudge against the 
  entire family, thinking he turned on her like all the 
  rest. As he searches the city, Vadoma inds out he is 
  here and has the young man kidnapped. he baron 
  wants the young man found immediately before 
  word of his disappearance spreads. He has no desire 
  for conlict with his northern neighbors. he PCs, 
  among other able bodies, are enlisted to track down 
  the nobleman before there is an incident. In the 
  meantime, the young man languishes in a cell in a 
  hidden underground complex, guarded by cultists. 
  Vadoma plans to use him as one of the blood 
  sacriices during the ritual.
  A heat wave has struck the city, and tempers are 
  short in the stiling city summer. It seems the city is 
  about to boil over as the city watch is dealing with 
  riots all over the city. A thoughtful guard, or perhaps 
  an observant PC, notes that the riots are concurrent, 
  seeming to spring up along a winding path through 
  quarter ater quarter of the city. Investigation along 
  this route inds one interesting thing of note: a black 
  carriage passed through mere minutes before the 
  riots started. Vadoma is preparing for the upcoming 
  eclipse and wants the city ready to tear itself apart 
  at the seams so she can swoop in as its savior, the 
  incantation making everyone believe she is ascending 
  the throne to bring peace and prosperity in the wake 
  of poor leadership. One of her minions, possibly 
  even Tal Grazelt, rides through the streets, putting 
  thoughts of anger into the population, giving them 
  that nudge they need to push the city over the edge.
  Astronomers have predicted a solar eclipse in 2 
  days’ time, which has unsettled the superstitious 
  population. Indeed, whispers tell of corruption 
  in the halls of the highest, rumblings of rebellion, 
  even of a military coup. Now a priest of the god of 
  knowledge has arrived from a neighboring country 
  to the south. She says that her deity has given her 
  a vision of heretics here in the city, plotting evil in 
  her god’s name. She looks for stalwart adventurers 
  to help, since she can get no one in government 
  to listen. She will turn her divinatory talents 
  toward inding leads for them, eventually pointing 
  them toward the oracles at the bathhouse of the 
  Weavers of Truth. his sets the PCs up for a inal 
  confrontation with the cult, facing cultists, demons, 
  and Vadoma herself, in a ight to stop her before 
  she completes her ritual and makes the entire city—
  possibly even the PCs—into her adoring subjects.
  cultiStS of the  
  weaverS of truth
  he Weavers of Truth are masters of deception, 
  misinformation and manipulation. he following 
  NPCs can be used as minions and lower-level leaders 
  to provide suitable enemies for the PCs.
  WHISPERER
  Medium humanoid (human), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 
  12 (+1) 
  15 (+2) 
  8 (‒1) 
  16 (+3)
  Skills Insight +1, Perception +1, Persuasion +5
  Senses passive Perception 11
  Languages Common, Dwarvish, Elvish
  Challenge 1/2 (100 XP)
  Expert Liar. A whisperer has advantage on Persuasion 
  checks.
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  
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  weaverS of truth
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Bold-Faced Lie. The whisperer states a wild accusation 
  about one creature within hearing. That creature must 
  make a successful DC 13 Charisma saving throw or have 
  disadvantage on its next ability check, attack, or saving 
  throw. Each time this ability affects a creature, that 
  creature incurs a cumulative –1 on future saving throws 
  against any whisperer's bold-faced lies. 
  Whisperers are the mouthpieces and hands of the 
  Weavers of Truth. hey move among the populace, 
  spreading rumors and gossip, planting seeds of 
  misinformation to grow until their words are 
  considered unquestionable fact. hey also seek out 
  interesting gossip and tidbits of information that 
  the cult can use. A whisperer might eavesdrop on 
  private conversations, spy on illicit activities, or 
  pilfer letters and notes let lying within reach. 
  SEEKER OF SECRETS
  Medium humanoid (half-elf), neutral evil
  Armor Class 12
  Hit Points 77 (14d8 + 14)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (‒1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  10 (+10) 
  14 (+2)
  Skills Arcana +5, Investigation +5, Intimidation +4
  Senses passive Perception 10
  Languages Common, Elvish
  Challenge 1 (200 XP)
  Knowledge Hoarder. A seeker of secrets always has 
  advantage on Intelligence checks.
  Innate Spellcasting. The seeker of secret’s spellcasting 
  ability is Intelligence (spell save DC 13, +5 to hit with 
  spell attacks). They can cast the following spells innately, 
  requiring only verbal components:
  At will: prestidigitation, ray of frost
  3/day each: charm person, detect thoughts
  2/day each: clairvoyance, fog cloud
  1/day each: confusion
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Revealing the Truth. The seeker uses its reaction to reroll 
  a failed ability check, attack, or saving throw. If the 
  resulting roll is successful, any ally of the seeker within 
  30 feet has advantage on their next ability check, attack, 
  or saving throw.
  Where the whisperers are the hands and mouths of 
  the cult, a seeker of secrets serves as the cult’s eyes 
  and ears. He uses his magic and natural wiles to 
  seek out information that can beneit the Weavers of 
  Truth. he seeker’s divinatory magic uncovers what 
  can be seen and heard, while his enchantment magic 
  can be used to loosen tongues and create temporary 
  friends for more aid and information. For diicult 
  missions, or ones of an extended duration, a seeker 
  of secrets may lead a team of two to four whisperers.
  GRAND WEAVER
  Medium humanoid (half-elf), neutral evil
  Armor Class 15 (leather armor)
  Hit Points 104 (16d8+32)
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  20 (+5)
  Skills Persuasion +8
  Senses passive Perception 10
  Languages Common, Elvish
  Challenge 7 (2,900 XP)
  Fast-Talker. The grand weaver’s silver tongue is infernally 
  enchanted. Creatures attempting to save against the 
  grand weaver’s charm person and suggestion spells do 
  so with disadvantage.
  Innate Spellcasting. The grand weaver’s spellcasting 
  ability is Charisma (spell save DC 16, +8 to hit with spell 
  attacks). They can cast the following spells innately, 
  requiring only verbal components:
  At will: message, ray of frost
  3/day each: charm person, magic mouth, alter self
  2/day each: sending, suggestion
  1/day each: confusion, locate creature
  ACTIONS
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 23 (5d8 + 1) slashing damage.
  
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  Shortbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Harsh but Fair. As a bonus action, the grand weaver 
  may state a deeply private and unknown fact about a 
  single creature it has currently charmed. That creature is 
  stunned until the end of its next turn. 
  Grand weavers ply their cunning toward making 
  the cult’s plots reality. hey disguise themselves as 
  respectable citizens to plant rumors. hey leave magic 
  mouths in public areas to announce shocking gossip 
  or outright lies when the places are most crowded 
  with listeners. hey make “friends” with charm 
  person to use as scapegoats and cast suggestion to 
  goad people into doing seemingly innocuous things 
  that further their schemes. When working on an 
  especially complex scheme, a grand weaver may be 
  accompanied by one or two seekers of secrets and up 
  to six whisperers.
  monSter: echo demon
  his vaguely humanoid creature has a batlike face and 
  large claws of twisted, rusting iron at the end of winged 
  arms. Strangely sot rust-colored fur covers its body. 
  ECHO DEMON
  Medium outsider (demon), chaotic evil
  Armor Class 15
  Hit Points 102 (12d8 + 48)
  Speed 30 ft., ﬂy 20 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  14 (+2) 
  18 (+4) 
  16 (+3)
  Skills Stealth +8, Persuasion +6
  Damage Resistances cold, ire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Celestial
  Challenge 6 (2,300 XP)
  Aura of Cacophony. The demon’s presence is extremely 
  distracting. Checks to maintain concentration are made 
  with disadvantage within 100 feet of the echo demon.
  ACTIONS
  Iron Claws. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) slashing damage and 
  if the creature is wearing metal armor, it must make 
  a successful DC 15 Constitution saving throw or be 
  deafened until the end of its next turn.
  Everywhere at Once (recharge 5-6). The echo demon 
  teleports up to 60 feet to an unoccupied space. 
  Immediately after teleporting, it can make an iron claws 
  attack with advantage as a bonus action.
  Echoes of the Abyss (1/day). The echo demon summons 
  horrible wails from the deep crevasses of the Abyss. 
  Creatures within 60 feet who hear the wails must make 
  a successful DC 15 Wisdom saving throw or be stunned 
  until the start of the echo demon's next turn. Affected 
  creatures continue hearing the troubling echoes of 
  these cries until they complete a long rest, and they 
  have disadvantage on Intelligence checks until then.
  Like an echo, some monsters can appear to come 
  from everywhere at once.
  Nearly every evil soul told lies during its mortal 
  life—some petty, some bold, and some even deadly. 
  It is said that when a truly despicable liar’s soul 
  passes to the Abyss, it can sometimes take the 
  form of an echo demon. he tormented creature 
  is surrounded by a constant echoing chatter that 
  supposedly repeats every lie ever told, surrounding 
  the demon with a cacophonous aura of noise that 
  disorients and demoralizes foes.
  Echo demons (or chiroptus demons) are 
  dangerous hunters that love nothing more than 
  to prowl near-empty halls in cavernous dwellings 
  in search of creatures to torment and kill. hey 
  use their sound-based powers to sow discord 
  and confusion, picking of groups of adventurers 
  one at a time. heir ability to appear anywhere 
  within earshot allows them to launch attacks 
  from surprising angles, oten catching their prey 
  of-guard. Ironically, the claws of an echo demon 
  cause the victim to be deafened, rendering them 
  immune to the creature’s potent sonic powers.
  hough they can see as well as other demons, 
  echo demons oten rely on their batlike echolocation 
  to ind their foes. Even more deadly than a single 
  demon, a cluster of the monsters can use their 
  ability to be seemingly everywhere at once to set 
  
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  weaverS of truth
  up ambushes and vicious surrounding attacks. 
  hankfully, like most demons, echo demons rarely 
  cooperate for long, inding the noise generated by 
  their brethren to be the most grating sound they 
  can imagine.
  Spell
  Vadoma has a long-range plan, and she's using the 
  Weavers of Truth to propel it forward. Once she 
  completes her incantation, all bets are of.
  INCANTATION OF LIES MADE TRUTH
  9th-level enchantment (ritual)
  Casting Time 9 hours
  Components V, S, M (celestial blood, demon ichor, 
  mockingbird feather quills, powdered gold and 
  silver, and rare inks worth 25,000 gp)
  Range 1,000 feet
  Target one creature, organization, or kingdom
  Duration Permanent 
  his ritual must be cast during a solar eclipse. It can 
  target a person, an organization (including a city), or 
  a kingdom. If targeting an organization or a kingdom, 
  the incantation requires an object epitomizing the 
  
  168
  entity as part of the material component, such as a 
  crown, mayoral seal, standard, or primary relic. If 
  targeting a person, the primary performer must hold 
  a vial of the person’s blood.
  Over the course of the incantation, the components 
  are mixed and the primary caster inscribes a false 
  history and a sum of knowledge concerning the target 
  into the book using the mockingbird quills. 
  When the incantation is completed, whatever 
  the caster wrote in the book becomes known and 
  accepted as truth by the target. he target can 
  attempt a Wisdom saving throw to negate this 
  efect. If the target was a city or a kingdom, the 
  saving throw is made with advantage by its current 
  leader or ruler. If the saving throw fails, all citizens 
  or members of the target organization or kingdom 
  believe the account written in the book to be fact. 
  Any information contrary to what was written in 
  the book is forgotten within an hour, but individuals 
  who make a sustained study of such information 
  can attempt a Wisdom saving throw to retain 
  the contradictory knowledge. Books containing 
  contradictory information are considered obsolete or 
  purposely misleading. Permanent structures such as 
  statues of heroes who've been written out of existence 
  are believed to be purely artistic endeavors or so old 
  that no one remembers their identities anymore.
  he efects of this ritual can be reversed by 
  washing the written words from the book using 
  universal solvent and then burning the book to ashes 
  in a magical ire.
  Incantation of lies made truth is intended to be a 
  villainous motivator in a campaign, with the player 
  characters ighting to uncover the truth and reverse 
  the spell's efect. he GM should take care not to 
  remove too much player agency with this ritual. 
  he creatures afected should be predominantly 
  NPCs, with PCs and even select NPCs able to resist 
  it. Reversing the efect of the ritual can be the entire 
  basis of a campaign.
  vehicle
  his strange vehicle is favored by the cult.
  CARRIAGE OF WHISPERS
  Wondrous item, very rare (requires attunement)
  his black-lacquered, gold-trimmed carriage is 
  typical of the ine conveyances used by the well-to-do. 
  he doors are emblazoned with shields that the owner 
  of the carriage can, as an action, transigure to display 
  any heraldic device. Nothing said within the conines 
  of the coach can be heard from outside.
  he coach contains the bound spirit of an echo 
  demon, and the coach’s magic allows the owner 
  to twist the demon’s sound magic to their own 
  ends. When the coach is in motion, the owner or a 
  passenger designated by the owner can whisper words 
  within the coach that echo into the surrounding 
  area and are subconsciously heard by those nearby. 
  his requires the complete concentration of the 
  whisperer, who cannot do anything else while using 
  this ability. Any nondeaf creature with an Intelligence 
  of 3 or higher within 100 feet of the carriage must 
  succeed at a DC 15 Wisdom saving throw to ignore 
  the whispers. Creatures that fail the saving throw are 
  afected by one of the following efects, chosen by the 
  carriage's controller.
  • he whispers play upon the subject’s doubts and
  fears. he subject has disadvantage on ability
  checks and attacks for 1d6 minutes ater the
  carriage passes.
  • he subject becomes more favorably inclined
  toward a person mentioned in the whispers.
  he subject has disadvantage on checks or
  saving throws made against being persuaded
  or intimidated by the person mentioned in the
  whispers for the next 8 hours.
  • he subject becomes more hostile toward a
  person mentioned in the whispers. he subject
  has advantage on checks or saving throws made
  against being persuaded or intimidated by the
  person mentioned in the whispers for the next
  8 hours.
  • he subject is under the inluence of the
  whisperer’s whims, as if afected by the spell
  suggestion. his suggestion must be very general,
  because the brief passage of the carriage does
  not leave enough time for a detailed command.
  
  169
  antipaladinS and 
  doomSpeakerS
  Evil is not simple, it is not stupid, and above all it is 
  not weak. While paladins and their kind may cower 
  in castles or waste their time on the unworthy, the 
  antipaladin understands that true power comes to 
  those who take it. Why should Good get all the glory? 
  Antipaladins are mirror images of paladins.  
  While both rely on martial prowess and supernatural 
  judgement to destroy their enemies, antipaladins 
  corrupt where paladins protect.
  the fall and riSe  
  of a paraGon
  What happens when a paladin falls? Much like a star, 
  a paladin either goes out with a izzle or goes out 
  with a bang.
  A paladin has more in common with an 
  antipaladin than with a common foot soldier. hey 
  are not two sides of a coin but rather two edges of the 
  same blade. he paladin always feels the nearness of 
  Evil, and no one knows its inevitable pull better. 
  When a paladin seriously violates his code 
  (most gods forgive minor lapses), he has a choice: 
  repent from the sin and pay the price in penitence, 
  or embrace the strength it provides. In the 
  overwhelming number of cases, the paladin repents. 
  He makes amends to the fullest extent he's able, and 
  where he can't make amends, he probably roils in his 
  failure and bears the regret and guilt for a lifetime.
  However, if the transgression was in pursuit of 
  a greater goal, then the paladin might accept the 
  sin. For these paladins, one particular objective 
  (vengeance, justice, honor, or the like) supersedes 
  any overarching moral framework. If the paladin’s 
  current patron is unwilling to provide the strength 
  needed, then another patron may step in.
  Such dramatic and momentous decisions are 
  oten determined in the heat of the moment, though 
  they are never made without some sort of warning. 
  A paladin on the edge may openly profess to “do 
  anything” in pursuit of a questionable goal. hese 
  paladins express strength, not weakness, when 
  deliberating on diicult decisions. If the paladin 
  makes his choice regretfully, then he simply falls but 
  does not turn to evil. If the paladin makes his sinful 
  choice with utter conidence, then he sets his foot on 
  the path of the antipaladin.
  As above, so below, and an antipaladin may rise 
  just like a paladin falls. Good is just as seductive 
  as evil, promising love, freedom from guilt, and a 
  appendix
  Advance with Caution!
  Antipaladins are paragons of evil. Just as paladins are 
  unswerving in their service to Good—absolutism is the 
  cornerstone of being a paladin, after all—antipaladins 
  have the same devotion to Evil and corruption.
   The antipaladins envisaged here are NPCs in the 
  service of the cults detailed above. Much of this 
  material could also be applied to player characters, but 
  players and GMs are cautioned to think long and hard 
  before introducing an uncompromisingly evil player 
  character into their campaign. Party unity is easily 
  destroyed by a single character whose goals are at odds 
  with everyone else's. 
   It's your game and you're free to do as you please, 
  but take it from us; dropping an antipaladin into a 
  standard group of characters is guaranteed to cause 
  strife and stress unless everyone is prepared to deal 
  with the inevitable difficulties and intraparty conflicts.
  
  170
  pleasant aterlife. Paladins oten see their antagonists 
  as beret of inner conlict, but antipaladins 
  experience just as much self-doubt as their kin on 
  the other side of the blade. When they begin to 
  doubt and question why they are propagating such 
  injustice, they are in danger of rising.
  Just like a paladin, an antipaladin may be 
  deprived of his powers if he loses his way. If he 
  decides to use his abilities for Good instead of 
  Evil, his deity may rob him of his unholy strength 
  as punishment. If the choice is a diicult one for 
  the antipaladin, then he rises but does not become 
  a paladin. If the choice is made without guilt or 
  uncertainty, then an antipaladin may take his role 
  among the leaders of Good as a paladin of the light. 
  Angels endeavor to save the damned just as devils 
  seek to corrupt the good.
  What does this all mean in-game? If one thing 
  is certain, it's that most players don't enjoy having 
  their class abilities taken away from them. If a GM 
  or player feels that a campaign would be improved 
  by falling or rising, then they must discuss it with 
  each other before anything changes. Such a dramatic 
  character shit can be an incredible moment for 
  a story, but it needs to be a willing, plot-driven 
  transformation, not a surprise to those involved.
  antipaladin oathS
  What is the cost of revoking your oath? he answer 
  is not found in a simple mechanic or well-organized 
  table. A paladin’s oath deines both abilities and 
  narrative. A paladin who turns away from her current 
  patron will see a wintering of not only her powers, 
  but also the story that gives her purpose. A paladin 
  who falls, falls toward something—but at what 
  point in that process does the new patron arrive? 
  Rather than attempt to describe rules to facilitate the 
  transition from one patron to another, here is a list of 
  questions that might help guide the GM and player in 
  the process.
  • How fast do the paladin’s current powers fail?
  • When do the abilities granted by the new
  patron arrive?
  • Do the new abilities arrive all at once, or is there
  a period of time where the paladin must prove
  their sincerity?
  • How does the old patron feel about the
  revocation?
  • How are those feelings manifested in the real
  world and what consequences do they create?
  • What does this revocation mean to the larger
  campaign world?
  OATH OF THE CRAWLING BEYOND
  hese antipaladins witness, worship, and enact the 
  unknowable plots of the ancient crawling things 
  beyond space and time. hey are sometimes called 
  “knights of many eyes,” though only in whispered 
  conversations by those brave enough to name them. 
  hey live to serve the monstrous beings that dwell 
  in the outer realms and have no use for compassion, 
  empathy, or honor. More than mere servants, 
  the antipaladins who swear this oath become the 
  living embodiment of their master’s machinations. 
  hrough them, the enigmatic plots of the elder 
  ones are staged and protected. hese cold-hearted 
  monsters begin their career with knowledge of a 
  single word in that dread tongue known as void 
  speech. Over time they learn more words and master 
  the word’s abilities to dismantle both foe and reality. 
  It is not possible to list a common set of tenets that 
  capture the will of these patrons.
  OATH OF THE CRAWLING BEYOND SPELLS
  Paladin  
  Level  Spells
  3rd  crushing curse*, unseen servant
  5th 
   maddening whispers*, darkness
  9th 
   void strike*, feed the worms
  13th  living shadows*, contact other plane  
   
   (Charisma saving throw)
  17th  dream, planar binding
  * see Deep Magic 3: Void Magic
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you gain the 
  following two channel divinity options.
  Cold Starlight. You use your action to radiate the 
  warmthless light of long-dead stars. Creatures that 
  begin their turn within 10 feet of you are caught in 
  the light and must make a successful Constitution 
  saving throw or lose the ability to speak for 1 minute. 
  hey can use an action to repeat the saving throw on 
  
  171
  their turn. Additionally, all creatures caught 
  in the light for even a moment are chilled 
  until they complete a long rest. Creatures 
  sufering from this chill have disadvantage on 
  Dexterity and concentration checks.
  Void-Spun Syllable. You utter a dreadful half-word 
  in the tongue of madness, void speech. All creatures 
  within 30 feet that hear the syllable must make a 
  successful Wisdom saving throw or be compelled to 
  utter the remaining syllable of the word. he process 
  of completing the utterance is a deeply disturbing 
  act that requires the victim to see, for the briefest 
  instant, the unholy alphabet in their minds. Creatures 
  that complete the utterance take 1d6 psychic damage 
  multiplied by your Charisma modiier (minimum of 
  1) and are stunned until the end of their next turn.
  MARKED
  Upon reaching 5th level, the antipaladin grows a 
  pair of foot-long tentacles tipped with malevolent 
  eyes that extend from some part of their body. he 
  tentacles don't interfere with the normal functions 
  of the body, and may grow from existing limbs, the 
  mouth, or even existing eye sockets. he tentacles 
  grant the antipaladin advantage on Perception 
  checks and increase their passive Perception by 2.
  SEARING EMPTINESS
  At 7th level, your cold starlight ability also blinds 
  the creatures it afects. At 13th level, the range of 
  your cold starlight ability is increased to 20 feet and 
  you gain 10 temporary hit points for each creature 
  afected, to a maximum of 20 temporary hit points.
  PHRASES IN THE VOID
  At 15th level, victims of your void-spun syllable 
  ability are compelled to complete an entire phrase 
  in void speech. he damage dealt by the void-spun 
  syllable increases to 1d10, and the afected creatures 
  are dominated by you (as per the dominate person/
  monster spell). You can maintain domination of any 
  number of afected creatures for as long as you keep 
  concentration.
  THE HORROR INSIDE
  At 20th level, you can spend an action to transform 
  into a hideous void beast for 1 minute. Limbs twist 
  and contort while armor and equipment stretches 
  to accommodate the transformation. Your AC 
  increases by 2 and your size increases to the next 
  range. While transformed, you make attack rolls with 
  advantage and count all successful attacks as critical 
  
  172
  hits. Creatures that witness this change must make 
  a successful Wisdom saving throw or be rendered 
  unconscious for 1 minute. You must pray to the 
  elder ones and complete a long rest before using this 
  ability again.
  INFERNAL OATH 
  he Abyss echoes with the sound of broken 
  promises. From this cacophonous song of revocation 
  and failure, the demons of that iery place wrote the 
  unholiest of oaths. Antipaladins who bind themselves 
  to the demon lords become willing servants in the 
  nefarious plots of the cloven patrons. hese knights 
  of the Abyss excel at crushing the hopes and dreams 
  of Good-aligned beings. hey are not simple cogs 
  in a smoking machine, but rather free and terrible 
  agents of damnation and incineration. hey come 
  to the battleield wrapped in lames and can break 
  friendships and alliances with their corrupting 
  laughter. At the pinnacle of their power, they are like 
  a river of fel-ire, lowing over their enemies, sending 
  their charred spirits into the maws of the Abyss.
  INFERNAL OATH SPELLS
  Paladin  
  Level  Spells
  3rd  hellish rebuke, divine favor  
  (ire instead of radiant)
  5th 
   heat metal, shatter
  9th 
   ireball, slow
  13th  ire shield, wall of ire
  17th  geas, antilife shell
  CHANNEL DIVINITY
  When you take this oath at 3rd level, you gain the 
  following two channel divinity options.
  Abyssal Fires. You use your action to summon green 
  lames under up to three creatures' feet. he creatures 
  must make a successful Dexterity saving throw or 
  take 1d8 ire damage multiplied by your Charisma 
  modiier (minimum of 1). Creatures that fail this save 
  are also charmed by you for 1 minute. A charmed 
  creature repeats the saving throw at the end of its 
  turn, ending the efect on itself with a success. You 
  gain a bonus to attack rolls, ability checks, and saving 
  throws equal to the number of creatures currently 
  charmed by your abyssal ires ability.
  Sow Doubt. You use your action to recite a 
  memorized passage from an Abyssal treaty on the 
  weakness of mortal hearts. Choose one creature 
  within 30 feet that can hear you. hat creature must 
  make a successful Wisdom saving throw or question 
  the intentions of its allies. Creatures that fail the 
  saving throw are unable to use abilities, cast spells, 
  or take actions that assist their allies. his includes 
  but is not limited to: healing, the help action, spells 
  such as guidance and bless, bardic inspiration, etc. 
  hey can continue to attack or use abilities and spells 
  that target you normally. he GM has the inal word 
  whether an action is assisting in nature. his efect 
  lasts for a number of rounds equal to your Charisma 
  modiier (minimum of 1). 
  FED BY FLAME
  Upon reaching 5th level, the antipaladin becomes 
  immune to ire damage. Additionally, you gain 
  temporary hit points equal to half the amount of ire 
  damage dealt to you, up to a maximum of 10  
  hit points.
  EMPOWERED ABYSSAL FIRES
  At 7th level, your Abyssal ires ability targets up to 
  ive creatures. 
  FRIEND TO FOE IN FIRE
  At 15th level, your sow doubt ability allows you to 
  choose up to three creatures. In addition to the efects 
  of the sow doubt ability, half of all damage dealt to 
  you by afected creatures is divided equally, then done 
  to the afected creatures instead, as ire damage. 
  FLOWING FIRE FORM
  At 20th level, you can use your action to be 
  consumed by a 50-foot column of green, Abyssal ire. 
  Creatures within 5 feet of you when this occurs must 
  make a successful Strength saving throw or be pushed 
  20 feet away from you and deafened for 1 minute. he 
  column of lame lasts for a number of rounds equal to 
  your Charisma modiier (minimum of 1). Creatures 
  that move to within 5 feet of you or start their 
  turn within that distance must make a successful 
  Constitution save or take 1d10 ire damage multiplied 
  by your Charisma modiier (minimum of 1). At any 
  time during the column’s existence, you can choose 
  to have it topple over (no action required), dousing 
  
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  an area around you with a 20-foot radius in molten 
  lava. Creatures in this area must make a successful 
  Dexterity saving throw or take 22 (4d10) ire damage 
  and be grappled by the lava (escape DC 15). he lava 
  disappears and returns to the Abyss at the end of 
  your next turn.
  SpellS
  hese spells assist the antipaladin in destroying his 
  or her enemies. If that’s not enough, 27 additional 
  antipaladin spells can be found in Deep Magic 12: 
  Blood and Doom.
  DELAY PASSING
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You draw forth the ebbing life force of a creature 
  and question it. Upon casting this spell, you must 
  touch a creature that dropped to 0 hit points since 
  your last turn. If it fails a Wisdom saving throw, you 
  temporarily prevent its spirit from passing into the 
  next realm. You are able to hear the spirit, though 
  the spirit doesn't appear to any creature without 
  the ability to see invisible creatures. he spirit 
  communicates directly with your psyche and cannot 
  see or hear anything but what you tell it.
  You can ask the spirit a number of questions 
  equal to your proiciency bonus. Questions must 
  be asked directly; a delay of more than 10 seconds 
  between the spirit answering one question and you 
  asking another allows the spirit to escape into the 
  aterlife. he corpse's knowledge is limited to what 
  it knew during life, including the languages it spoke. 
  he spirit cannot lie to you, but it can refuse to 
  answer a question that would harm its living family 
  or friends, or truthfully answer that it doesn't know. 
  Once the spirit answers your allotment of questions, 
  it passes on.
  FEED THE WORMS
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Until destroyed
  You draw forth the ebbing life force of a creature and 
  use it to feed the worms. Upon casting this spell, you 
  invoke Qorgeth, Demon Lord of Worms, and touch 
  a creature that dropped to 0 hit points since your last 
  turn. If it fails a Constitution saving throw, its body 
  is completely consumed by worms in moments, 
  leaving no remains. In its place is a swarm of worms 
  (treat as a standard swarm of insects) that considers 
  all other creatures except you as enemies. he swarm 
  remains until it's killed. 
  WIELD SOUL
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  You draw forth the ebbing life force of a creature and 
  use its arcane power. Upon casting this spell, you 
  must touch a creature that dropped to 0 hit points 
  since your last turn. If it fails a Wisdom saving 
  throw, you gain knowledge of spells, innate spells, 
  and similar abilities it could have used today were 
  it still alive. Expended spells and abilities aren't 
  revealed. Choose one of these spells or abilities with 
  a casting time no longer than1 action. Until you 
  complete a long rest, you can use this spell or ability 
  once, as a bonus action, using the creature’s spell 
  save DC or spellcasting ability bonus.
  
  174
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   15. COPYRIGHT NOTICE
   Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc.
   System Reference Document 5.0 Copyright 2016, Wizards 
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris 
  Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Demon Cults & Secret Societies for 5th Edition. Copyright 
  2017 Open Design. Authors: Jeff Lee, Mike Welham, Jon Sawatsky.
  
  175
  AN ADVENTURE
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes 
  to 5th Edition, from vicious dungeon vermin  
  to earth-shaking personiications of evil!
  Every entry comes with full-color art by 
  some of the top talent in the industry. 
  Here, Game Masters will ind:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous lavors of the fey
  ...and much more! These monsters are ready to 
  wreak havoc in any fantasy setting, from 
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll 
  ind an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com 
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  
  176
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  Magic Knows a 
  Thousand Roads
  There’s more to spellcasting than lying and ireballs! The Deep Magic series
  gives you access to entire new schools of magic, including:
  • Clockwork Magic: Your hand on the levers of the universe!
  • Rune Magic: The ancient magic of giants and the North!
  • Blood Magic: Turning life’s blood into raw magical power!
  • Angelic Wardings: Signs and seals to repel evil!
  • Void Magic: Mysteries from the outer darkness!
  • Battle Magic: Martial spells of wrath and ruin!
  • …and more!
  Each installment comes with new spells, new archetypes, and new school-speciic 
  powers. Go beyond the ordinary, and unlock the power of Deep Magic!
  
  the villainS 
    have arrived!
  Compatible with the 5th Edition of the world’s irst roleplaying game, this 
  volume contains:
  • 13 deadly cults and secret societies, including the Burning Rune, the Chosen of
  the Demon Bat, and the Creed of All Flesh
  • Each cult’s beliefs and agenda, with complete stats for their top leaders—most in
  a diverse range of levels, to relect masterminds and lieutenants
  • Acolytes, soldiers, and minions to oppose PCs of many levels
  • Adventure seeds with cultist plots and schemes, ranging from low-level skirmishes
  to epic, career-capping challenges
  • New cult-related artifacts, spells, magic items, feats, monsters, vehicles, and more!
  Great campaigns need worthy villains. Discover conspiracies, plots, and mayhem  
  to thrill and entertain your players for years!
  Demon Cults & Secret Societies brings 13 nefarious organizations to your tabletop 
  game, each with its own sinister agenda. heir plots range from the conquest of 
  nations to daring heists of the greatest of treasures, from redeining the nature of 
  truth to extinguishing the sun itself! 
  PO Box 2811
  Kirkland WA 98083
  www.koboldpress.com
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Demon Cults & Secret Societies.pdf