Long Was the Night - The Apprentices in Praetor and Rifts Astral Menagerie | World Anvil

Long Was the Night - The Apprentices

The Eight Apprentices of Dedek Mraz are all very loyal to him and most will put up a reasonable fight in combat - particularly if they are able to band together with other apprentices in the workshop.
As his apprentices age, Dedek eventually changes them into slaadi, both to make them more powerful and as part of his agreement with Norsar the Many - the Elder Slaad of Limbo.  

Bledstone - Dwarven Apprentice

Medium humanoid (dwarf), any
Armor Class 16 (Breastplate)
Hit Points 65 ( 9d8 )
Speed 30ft

STR
12 +1
DEX
12 +1
CON
16 +3
INT
16 +3
WIS
12 +1
CHA
11 0

Saving Throws Int +5, Wis +5
Skills Arcana +4, History +4
Senses Darkvision 60', passive Perception 12
Languages Common, Celestial, Dwarven, Giant
Challenge 5 (1,800 XP)

Spellcasting. Bledstone is a 9th-­level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Bledstone has the following wizard spells prepared:

Cantrips (at will): chill touch, light, mage hand, prestidigitation
1st level (4 slots): detect magic, false life, crypt missile (as magic missile, but necrotic damage), shield
2nd level (3 slots): misty step, ray of enfeeblement, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): black tentacles, greater invisibility, ice storm
5th level (1 slot): cone of cold


Dwarven Resilience. Bledstone has advantage on Saving Throws against poison, and has Resistance against poison damage.   Grim Harvest. Any round Bledstone hits a target with a Necromancy spell, he gains hit points equal to double the spell level. If this spell is a cantrip, he gains 2 hit points.


Actions

Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 ( 1d4+2 ) slashing damage.


 

Bledstone is a sickly looking dwarf; thin and pale with a bald pate. He tries to cover up the baldness by combing his gray hair over it. His slate gray eyes show a sadness uncharacteristic of the others in this place.

 

Cahmex, Death Slaad CR: 10

Medium aberration (shapechanger), chaotic evil
Armor Class: 18
Hit Points: 170 (20d8+80) 20d8+80
Speed: , fly: 0 ft

STR

20 +5

DEX

15 +2

CON

19 +4

INT

15 +2

WIS

10 +0

CHA

16 +3

Saving Throws: spells and other magical effects.
Skills: Arcana +6, Perception +8
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: blindsight 60 ft., darkvision 60 ft., passive Perception 18
Languages: Slaad, Telepathy 60ft
Challenge Rating: 10

1/day: cloudkill, plane shift

2/day: fear, fireball, fly, tongues


Shapechanger.
The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Innate Spellcasting.   The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:   At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image 2/day each: fear, fireball, fly, tongues 1/day each: cloudkill, plane shift   Magic Resistance.   The slaad has advantage on saving throws against spells and other magical effects. Magic Weapons.   The slaad's weapon attacks are magical. Regeneration.   The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The slaad makes three attacks: one with its bite and two with its claws or greatsword.    Bite (Slaad Form Only). Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) [roll1d8+5] piercing damage plus 7 (2d6) 2d6 necrotic damage.   Claws (Slaad Form Only). Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) [roll1d10+5] slashing damage plus 7 (2d6) 2d6 necrotic damage.

Greatsword. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) [roll2d6+5] slashing damage plus 7 (2d6)  2d6  necrotic damage.   Variant: Control Gem Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.   Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.   A greater restoration spell cast on the slaad destroys the gem without harming the slaad.   Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) 4d10 psychic damage to the slaad.

 

Danth - Halfling Apprentice

Small humanoid (halfling), lawful evil
Armor Class 14 (17 with mage armor)
Hit Points 76 ( 12d8+24 )
Speed 25ft

STR
11 0
DEX
18 +4
CON
14 +2
INT
16 +3
WIS
12 +1
CHA
11 0

Saving Throws Int +5, Wis +4
Skills Arcana +5, History +5
Senses passive Perception 11
Languages Common, Draconic, Giant
Challenge 6 (2,300 XP)

Spellcasting. Danth is a 12th-­level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Danth has the following wizard spells prepared:

Cantrips (at will): acid splash, light, mage hand, poison spray, true strike
1st level (4 slots): burning hands, grease, mage armor, shield
2nd level (3 slots): hold person, misty step, suggestion
3rd level (3 slots): bestow curse, counterspell, stinking cloud
4th level (3 slots): confusion, resilient sphere
5th level (2 slot): geas, mislead
6th level (1 slot): eyebite


Arcane Ward. As an action, Danth may summon a magical ward around him. This ward has 27 hit points. Any damage that would affect Danth instead affects this ward first. Once the ward has reached 0 hit points, Danth is affected by damage again normally.


Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.


 

Danth is the twin to Pran - two halfling apprentices at the workshop. Danth is a short - even by halfling standards - male halfling with brown hair and blue eyes.

 

Dasha - Human Apprentice

Medium humanoid (human), neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 82 ( 12d8+24 )
Speed 30ft

STR
9 -1
DEX
14 +2
CON
14 +2
INT
17 +3
WIS
12 +1
CHA
11 0

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Draconic, Goblin, Orc
Challenge 9 (5,000 XP)

Spellcasting. Dasha is a 14th-­level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +7 to hit with spell attacks). Dasha has the following wizard spells prepared:

Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation, Ray of Frost
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): confusion, greater invisibility, ice storm
5th level (2 slot): cone of cold, dominate person
6th level (1 slot): chain lightning
7th level (1 slot): prismatic spray


Empowered Evocation. Dasha adds her Intelligence modifier (+3) to one damage roll to any evocation spell she casts.   Potent Cantrip. Dasha's damaging Cantrips affect even creatures that avoid the brunt of the Effect. When a creature succeeds on a saving throw against her cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional Effect from the cantrip.


Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.


 

Dasha is an elderly human female - and likely the next of Dada Dedek's apprentices to become a slaad.

 

Dondera - Drow Apprentice

Medium humanoid (drow), chaotic evil
Armor Class 14 (17 with mage armor)
Hit Points 44 ( 9d8 )
Speed 40ft

STR
9 -1
DEX
16 +3
CON
11 0
INT
18 +4
WIS
12 +1
CHA
14 +2

Saving Throws Int +7, Wis +5
Skills Arcana +7, History +7
Senses passive Perception 12
Languages Common, Drow, Goblinoid, Undercommon
Challenge 5 (1,800 XP)

Spellcasting. Dondera is a 9th-­level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). She has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): burning hands, mage armor, protection from good and evil, shield
2nd level (3 slots): acid arrow, alter self, flaming sphere
3rd level (3 slots): bestow curse, lightning bolt, sleet storm
4th level (3 slots): faithful hound, greater invisibility, wall of fire
5th level (1 slot): telekinesis


Transmuter's Stone. Dondera uses her transmuter's stone to give herself additional movement of 10' per round.


Actions

Mace. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) bludgeoning damage.


 

Dondera has short, white hair and eyes so red they almost glow. Her coal-black skin shimmers in the light.

 

Pran - Halfling Apprentice

Small humanoid (halfling), lawful evil
Armor Class 12 (15 with mage armor)
Hit Points 14 (17 with mage armor)
Speed 25ft

STR
11 0
DEX
18 +4
CON
14 +2
INT
16 +3
WIS
12 +1
CHA
11 0

Saving Throws Int +5, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Draconic, Goblin, Giant
Challenge 6 (2,300 XP)

Spellcasting. Pran is a 12th-­level spellcaster. Her spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Pran has the following wizard spells prepared:

  Cantrips (at will): chill touch, light, mage hand, poison spray, ray of frost
  1st level (4 slots): charm person, color spray, expeditious retreat, fog cloud
  2nd level (3 slots): blindness/deafness, blur, mirror image, web
  3rd level (3 slots): blink, dispel magic, slow
  4th level (3 slots): black tentacles, dimension door, stoneskin
  5th level (2 slot): animate objects, passwall
  6th level (1 slot): guards and wards


Portent. Pran may replace a d20 rolls for either herself or any creature within she can see. She may do this twice per day.


Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.


 

Pran is one of two halfling twins in the service of Dada Dedek. She has long brown hair and crystal green eyes.

 

Quhpede, Grey Slaad CR: 9

Medium aberration (shapechanger), chaotic neutral
Armor Class: 18
Hit Points: 127 (17d8+51) 17d8+51
Speed: , fly: 0 ft

STR

17 +3

DEX

17 +3

CON

16 +3

INT

13 +1

WIS

8 -1

CHA

14 +2

Saving Throws: spells and other magical effects.
Skills: Arcana +5, Perception +7
Damage Resistances: acid, cold, fire, lightning, thunder
Senses: blindsight 60 ft., darkvision 60 ft., passive Perception 17
Languages: Slaad, telepathy 60 ft.
Challenge Rating: 9

1/day: plane shift (self only)

2/day: fear, fly, fireball, tongues


Shapechanger.
The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
  Innate Spellcasting.   The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components.   At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image   2/day each: fear, fly, fireball, tongues   1/day: plane shift (self only)   Magic Resistance.   The slaad has advantage on saving throws against spells and other magical effects.   Magic Weapons.   The slaad's weapon attacks are magical.
Regeneration.   The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack.
The slaad makes three attacks: one with its bite and two with its claws or greatsword.
Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 1d6+3 piercing damage.
Claws (Slaad Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) 1d10+3 slashing damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 2d6+3 slashing damage.
Variant: Control Gem Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.   Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.   A greater restoration spell cast on the slaad destroys the gem without harming the slaad.   Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) 4d10 psychic damage to the slaad.

 

Rudolfi - Human Apprentice

Medium humanoid (human), lawful neutral
Armor Class 12
Hit Points 22 5d8
Speed 30ft

STR
9 -1
DEX
14 +2
CON
11 0
INT
17 +3
WIS
12 +1
CHA
11 0

Saving Throws INT +5, WIS +3
Skills Arcana +5 , History +5
Senses Passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 1 (200 XP)

Spellcasting Rudolfi is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Rudolfi knows the following spells from the wizard's spell list:


Actions

Quarterstaff Melee Weapon Attack: +1 to hit, reach 5ft, one target. Hit: 3 1d8-1 bludgeoning damage.


 

Rudolfi is a young, ruddy-faced apprentice of Dedek Mraz. The young boy has grand fantasies of one day being as powerful as the archmage himself, but does not have the stomach to take the same path. 

 

Vexen - Tiefling Apprentice CR: 8

Medium humanoid (tiefling), chaotic neutral
Armor Class: 14 (16 w/ Mage Armor)
Hit Points: 45
Speed: 30 ft , fly: 60 ft

STR

10 +0

DEX

17 +3

CON

14 +2

INT

12 +1

WIS

10 +0

CHA

17 +3

Saving Throws: Con +5, Cha +6
Skills: Arcana +6
Damage Resistances: Fire
Senses: Darkvision 60', passive perception: 11
Languages: Common
Challenge Rating: 8

Vexen has the following spells available to her, as per a sorcerer of 8th level:
Cantrip: Acid Splash, Dancing Lights, Poison Spray, Ray of Frost
1st: Earth Tremor, Fog Cloud, Grease, Mage Armor
2nd: Dust Devil, Gust of Wind, Hold Person
3rd: Dispel Magic, Lightning Bolt, Fly
4th: Black Tentacles, Greater Invisibility


Infernal Legacy. Vexen knows the Thaumaturgy cantrip. She may cast the Hellish Rebuke spell as a 2nd-level spell once. She can cast the Darkness spell once.   Spellcasting. Spell save DC = 14; Spell Attack modifier = +6

Actions

Dagger. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) 1d6+3 piercing damage.

Vexen is a female tiefling of remarkable beauty. She is one of Dada Mraz's first apprentices and has been here for many years.

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