The temple of The Lich King
The Black Shield Society
Plot points/Scenes
Fire Giant
Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 6d6+7 slashing damage.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 4d10+7 bludgeoning damage.
Cult Fanatic
The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The acolyte has following cleric spells prepared:
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 1d4+2 piercing damage.
Fanatics[/b[ are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
Virius Blackmage
Medium Human Wizard/Necromancer , Chaotic Evil
Bonds
Black Shield Society
Spell Attack Modifier +10 Spell Save DC 18
PHB, page 253
Incendiary Cloud
8-level Conjuration
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
• Ritual Casting • Arcane Recovery (regain spell slots totalling 8 levels [max. 6th level] after short rest once per day) • Necromancy Savant (copy such spells in half the time) • Grim Harvest (killing with a spell heals you h.p. equal to spell level x 2, or x3 if necromantic spell) • Undead Thralls (your Animate Dead creates more and better skeletons and zombies) • Inured to Undeath (you gain necrotic resistance and never suffer max. h.p. reduction) • Command Undead (you can attempt to make undead within 60 feet friendly to you; Charisma save applies)
Actions
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does 1d8+0 damage.) Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

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