Heros and Villains of Kahar

NPCs available to interact with PCs in and around the desert fortress Kahar

Nobility

NameTitleStatsLocation
Aperton AddersonMarquis of the Kingdom of GoldenshieldMarquisKeep
Gabora Deville Marchioness - The Lady of Kahar Sorcerous The Three Towers
Fahred AhmandiLord AhmandiChampion (VGM 212)Ahmandi Mansion in Tatu Hamlet
Nalasteron NazeriLady NazeriArch Druid (VGM 210)Gardens of Mbili Hamlet

Military

NameTitleStatsLocation
Malachi NaviiamCaptainCaptainAll Kahar
Nina FloresLieutenantLieutenantTower 8
Robert McCleodLieutenantLieutenantTower 7
Alyssa McLaughlinLieutenantLieutenantTower 6
Cassandra Reese2nd Lieutenant2nd LieutenantTower 9
Ollie Hawkins2nd Lieutenant2nd LieutenantTower 8
Melvin Buckley2nd Lieutenant2nd LieutenantTower 7
Cora Horton2nd Lieutenant2nd LieutenantTower 6
Effie BentleySergeantSergeantTower 8
Katy BurkeSergeantSergeantTower 7
Courtney GainesSergeantSergeantTower 6

Beasts of Burden
and Pets

CreatureSizeSpeedCRACHPStats
Bulllarge301/41124VGM 208
Camellarge501/8915MM 320
Cowlarge301/41015VGM 207
Donkeymedium451/81016Homebrew
Goatmedium400104MM 330
Horse - Draftlarge401/41019MM 321
Horse - Ridinglarge601/41013MM 336
Horse - Warlarge601/21119MM 340
Mulemedium401/81011MM 333
Oxlarge301/41124VGM 208
Sheepmedium300104homebrew



Here are the NPC names assigned to each of the nine Towers at the time of the 4th Dark Crusade

All their stats can be found here, the bishop and the Chaplain stats are here

Hamlet and Religious Leaders

Hero NPCs

The Marquis of the Realm of Goldenshield

Aperton Adderson

 Aperton Adderson
 The Marquis
of the
Realm of
Goldenshield
Aperton Adderson
medium human, Lawful Good
Armor Class:
17
Hit Points:
140
Speed
30'
STR
DEX
CON
INT
WIS
CHA
19(+4)
13(+1)
14(+2)
9(-1)
20(+5)
11(+0)
Resistances:
Poisoned
Senses:
Passive Perception 12
Immunities
Charmed, Frightened
Senses:
Passive Perception +14
Challange:
7 (2900xp)
Skills:
Arcana +6, Medicene +6, Religion +6, History +8
Actions:
Sword:
Melee Weapon attack
+2 to hit, reach 5', one target. Hit: 2 (1d4) bludgeoning damage
 Marquis Aperton Adderson.

The Lady of Kahar

Marchioness Deville
 Marchioness Gabora Deville
Gabora Deville
medium human, Chaotic Good
Armor Class:
10
Hit Points:
128 (16d6 + 32)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
15(+2)
16(+3)
12(+1)
14(+2)
17(+3)
Damage Resistances:
    Psychic, Radiant
Condition Immunities:
Charmed, Frightened
Senses:
Dark Vision 60'
Skills:
Deception +4, Intimidation +4, Persuasion +6, Medicene +6, Religion +6
Languages:
Common, dwarf, orc, goblin, draconic, elf, and gnome
Challange:
7 (2900xp)
Chaotically Controlled Magic
1. Lady Deville can choose to use advantage on any attack roll, ability check, or saving throw, but must finish a long rest before she can use this ability again.
2. For an ally or opponent, she can, as a reaction, roll a 1d4 and add or subtract the result to any attack roll, ability check, or saving throw they make.
3. After she cast any spell, she must roll a d20, on a 1 she must roll on a Wild Magic Surge Table (e.g. - PHB 104) but she rolls with advantage and takes the best result for herself or her situation.
Crossbow
Ranged Weapon Attack
+5 to hit, range 80/320, one target. Hit: 5 (1d8) piercing damage
Spell Casting:
 Lady Gabora Deville is 16th level spell caster and her spell casting ability is Charisma.  She has the following sorcerer spells prepared:
Cantrips (at will): friends, guidance, light, ray of frost, sacred flame
1st level (4 slots): burning hands, disguise self, sleep, shield
2nd level (3 slots): darkness, hold person, mirror image
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, death ward, greater invisibility
5th level (2 slots): dominate person, geas
6th level (1 slot): mass suggestion
7th level (1 slot): finger of death
8th level (1 slot): holy aura
Items:
Lady Deville has a rare barrier tatoo (TCoE 122) that she can lend to anyone she chooses by unattuning to it.  She also has in her possesion: The Veil of the Lady of Kahar.
 Gabora Deville begins her life as the daughter of a slave.  As a defiant teen, she escapes her captors again and again, until, with great threat to her own life, she releases a captured demon.  Upon doing so, she is affected by wild magic causing her to become a sorcerous of great power and might.  Many adventures make a mess of her life, many of which include Aperton Adderson, where both come close to death.  Until, finally, they join the forces of good and establish Kabur, Kahar, and Kazan when they build the King's Road through the endless desert. Many years later, they witness the 3rd dark crusade.  After the war, Marchioness Gabora Deville takes quick action to unite the survivors of the war at the Three Surviving Towers.

The Desert Druid

Lady Nazeri

 Lady Nazeri
 The Desert Druid
Nazerati Nazeri
medium human, Lawful Good - Acolyte (Monster Manual pg. 342)
Armor Class:
10
Hit Points:
16 (2d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(+0)
14(+1)
11(+0)
Skills:
Medicene +4, Religion +4
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Club:
Melee Weapon attack
+2 to hit, reach 5', one target. Hit: 2 (1d4) bludgeoning damage
 Lady Nazerti Nazeri.

The Dwarf King

Lord Ahmandi

 Lord Ahmandi
 The Dwarf King
Fahred Ahmandi
medium human, Lawful Good - Acolyte (Monster Manual pg. 342)
Armor Class:
10
Hit Points:
16 (2d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(+0)
14(+1)
11(+0)
Skills:
Medicene +4, Religion +4
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Club:
Melee Weapon attack
+2 to hit, reach 5', one target. Hit: 2 (1d4) bludgeoning damage
 Lord Fahred Ahmandi.

The Devotee

Ghiliba Mbaya

    Brother Jaken Voth
    The Devotee
Jaken Voth
medium human, Lawful Good - Acolyte (Monster Manual pg. 342)
Armor Class:
10
Hit Points:
16 (2d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(+0)
14(+1)
11(+0)
Skills:
Medicene +4, Religion +4
Senses:
Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Club:
Melee Weapon attack
+2 to hit, reach 5', one target. Hit: 2 (1d4) bludgeoning damage
 Brother Jaken Voth, Acolyte to Kyrakis Braek, has a strong and habitual liking for the PCs.

Enemies

The Cholla Blight

cholla Cholla Blights attack
A field of chollas
Adventurers wander into a field of cholla blights
Cholla Blight
small plant, chaotic evil
Armor Class:
12 (tough fibrous cactus)
Hit Points:
26 (4d8 + 8)
Speed
20'
STR
DEX
CON
INT
WIS
CHA
12(+1)
12(+1)
12(+1)
4(-3)
8(-1)
3(-4)
Damage Resistance:
Damage Immunities:
Condition Immunities:
Blinded, Deafened
Senses:
Blindsight 60ft, Passive Perception 10
Languages:
Common
Challange:
1/2 (100xp)
False Appearance:
While the cholla blight remains motionless it is indistinguishable from other chollas.
Actions:
Limb strike:
The cholla swings a branch, its head, or its whole body. On a hit, long needles stick in the target
Limb Strike
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 4 (2d4 + 1) bludgeoning damage plus Needle Damage:
Roll (1d6 + 2) for number of needles that stick and add 1 piercing damage for each needle that sticks.  Stuck needles may continue to damage target if not removed.  It takes one action to remove 1d4 Stuck needles.
 Cholla blights are normal chollas brought to life by an evil infestation brought about by the planting of the cutting of the Golthias tree.  Most, but not all, are of the species "Pencil Cholla" or "Opuntia arbuscula", which are around 2 - 5 feet high, have long, thin, deep green pencil-sized joints without tubercles, yellow to orange flowers, and fleshy green fruit.  The evil live cholla blights learned to throw their fruit at their enemies.  Though they are indistinguishable from normal chollas if they remain motionless, they can move fast and silently, and, therefore, targets can find themselves surronded by a grove of cholla bushes where the desert land was empty only moments before.  Cholla blights can speak, but are unreasonable.  They only speak to taunt their enemies, but they will obey simple orders such as "attack, guard, stop" and so on, but only from a chaotic or lawful evil person more powerful than they.  Cholla blights attack anything on sight, and make no distinction between goblin or elf, troll or dragon born.  Only those able to charm or command the cholla blights stand a chance of not getting attacked right away.  Cholla blights are very resistant to moving in the light of day, they can but they normal will not move during the day, with the obvious exception being when they are commanded to guard or attack by magic.
 The Gulthias cutting can only reach out 500ft to create blights, and only when it is established (3 weeks old).  After a years growth, the Gulthias cutting has grown into a small tree, it can reach out 1500' to create blights, and after another 5 years, the small Gulthias Tree has grown to a full size tree and it can reach out 2 miles to create blights.  Khalista has used her modified haste spell and caused the rapid growth of the Gulthias cutting to grow in record time to a small tree, evil and dark looking as it is, with parched limbs and heavy sappy trunk, it is quite out of place in the middle of a desert.

The Barrel Cactus Blight

Barrel Cactus Barrel Cactus Barrel Cactus Attacks
Barrel Cacti
A Barrel Cactus Blight
Barrel Cactus Blight Attacks
Barrel Cactus Blight
medium plant, chaotic evil
Armor Class:
14 (tough fibrous cactus)
Hit Points:
85 (18d8 + 4)
Speed
20'
STR
DEX
CON
INT
WIS
CHA
16(+1)
14(+1)
12(+1)
4(-3)
8(-1)
3(-4)
Vulnerabilities:
The barrel cactus falls prone on each attack.
Damage Immunities:
Condition Immunities:
Blinded, Deafened
Senses:
Blindsight 60ft, Passive Perception 12
Languages:
Common
Challange:
1 (200xp)
False Appearance:
While the barrel cactus remains motionless it is indistinguishable from other barrel cacti.
Actions:
Fall:
The barrel cactus falls on its enemy with its whole body. On a hit, long needles stick in the target.  The target must beat a DC 16 or be pinned under the barrel cactus.
Fall
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 7 (2d6 + 1) bludgeoning damage plus Needle Damage:
Roll (2d6 + 2) for number of needles that stick and add 1 piercing damage for each needle that sticks
Furthermore, the target must succeed on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) saving throw or be pinned under the barrel cactus, that is, both restrained and knocked prone. The target can repeat the saving throw at the start of its next turn and on success the target frees itself from under the barrel cactus and on failure recieves another dose of Needle Damage  Stuck needles may continue to damage if not removed.  It takes one action to remove 1d4 Stuck Needles.   The barrel cactus will not get up if there is a target pinned underneath it.
 The Barrel Cactus blight stays perfectly still and is indistinguishable from a normal barrel cactus until it falls right on top of its target.  It is vulnerable when it falls, especially when it misses pinning its opponent underneath itself, because not only does its opponent attack with advantage but also the barrel cactus has no attack when it is prone and it takes half its movement to stand back up again.  The barrel cacti speak in dark whispers, barely more than a wisp of wind, but there is great malevolence in their voices.
 The Gulthias tree cuttin is also responsible for spawning these terrible plant beings and the quiet whispers in the night only speak of strangling, choking, burning, rending, and the death of all living creatures.  There is no reasoning with the barrel cactus blight and they are rarely alone so running is usually the smartest response to a barrel cactus blight attack.

Zombie Limbs

Goblin Zombie Goblin Zombie Goblin Zombie
A Goblin Zombie Head
A Goblin Zombie Hand
A Goblin Zombie Foot
Zombie limbs
small to tiny undead, chaotic evil
Armor Class:
12
Hit Points:
2 (1d4)
Speed
20', climb 20'
STR
DEX
CON
INT
WIS
CHA
13(+1)
14(+1)
11(+1)
4(-3)
8(-1)
3(-4)
Vulnerabilities:
bludgeoning
Damage Immunities:
poison
Condition Immunities:
Blinded, deafened (unless it is an intact head)
Senses:
Passive Perception 12
Languages:
N/A (in most cases)
Challange:
0 (10xp)
Actions:
Bite, Kick, or Scratch
If the limb is a head than it can bite, if it is a hand it will scratch, if it is a foot it will kick.
Attack
Melee Weapon Attack:
+1 to hit, reach 0', one target. Hit: 2 (1d4) piercing, slashing, or bludgeoning damage
 Zombie limbs and pieces attack enemies on site, crawling, shuffling, rolling, or whatever it takes to move near and get them.  If the pieces came from a goblin, they are a bit weaker than the pieces that come from a hobgoblin.  That is, pieces from a zombie hobgoblin will have 10 hp.

The Goblin Zombie

Goblin Zombie Goblin Zombie Goblin Zombie
A Goblin Zombie Attacks
A Goblin Zombie with clubs
A Goblin Zombie
Goblin Zombie
small undead, chaotic evil
Armor Class:
12
Hit Points:
5 (2d4)
Speed
20'
STR
DEX
CON
INT
WIS
CHA
8(-1)
6(-2)
16(+3)
3(-4)
6(-2)
5(-3)
Vulnerabilities:
Damage Immunities:
Condition Immunities:
Poisoned
Senses:
Blindsight 60ft, Passive Perception 8
Languages:
Understands All Languages It Spoke In Life But Can't Speak
Challange:
1/4 (50xp)
Actions:
Slam
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 5 (1d6 + 1) bludgeoning damage
Undead Fortitude
If damage reduces the goblin zombie to 0 hit points, it must make 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 zombie drops to 1 hit point instead.
 The Goblin Zombie is a goblin who has died but has risen due to the effects of necromantic magic, namely, that of Khalista the Lamia.  In the beginning of the war (before the Giants die), her commands to all zombies are simple: kill all living creatures.  Before the end of the Longest Day, she refines her commands: attack the dragon lair.  Thus, the west side of Sita Hamlet, the south side of The Chaparral Flats, the Sandstone Spires, The Canyons, and Sand Fall Alley all are overrun by great numbers of zombies and other undead.  These relentless beings go about killing and slaughtering anyone they find in their inefficacious attempts to destroy the dragon lair.  However, the young blue dragon, Zmaj Pustinjski finds his minions are severly limited in their movements and his forces are effectively pinned down.
 If the zombie was a hobgoblin it will have 10 hit points to start, a str of 13, an AC of 16 (damaged chain), and be medium size.

The Fire Zombie

Fire Zombie
A Fire Zombie
Fire Zombie
small undead, chaotic evil
Armor Class:
14
Hit Points:
7 (2d6 + 3)
Speed
20'
STR
DEX
CON
INT
WIS
CHA
16(+1)
14(+1)
12(+1)
4(-3)
8(-1)
3(-4)
Vulnerabilities:
bludgeoning
Damage Immunities:
Condition Immunities:
Blinded, Deafened
Senses:
Blindsight 60ft, Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Fall:
The barrel cactus falls on its enemy with its whole body. On a hit, long needles stick in the target.  The target must beat a DC 16 or be pinned under the barrel cactus.
Fall
Melee Weapon Attack:
+3 to hit, reach 5', one target. Hit: 7 (2d6 + 1) bludgeoning damage plus Needle Damage:
Roll (2d6 + 2) for number of needles that stick and add 1 piercing damage for each needle that sticks
Furthermore, the target must succeed on a DC 16 Strength (Athletics) or Dexterity (Acrobatics) saving throw or be pinned under the barrel cactus, that is, both restrained and knocked prone. The target can repeat the saving throw at the start of its next turn and on success the target frees itself from under the barrel cactus and on failure recieves another dose of Needle Damage  Stuck needles may continue to damage if not removed.  It takes one action to remove 1d4 Stuck Needles.   The barrel cactus will not get up if there is a target pinned underneath it.
 The Fire Zombies are created when Khalista arrives at Moja Hamlet just as hobgoblins and goblins pin down the last survivors inbetween fire and lava.  When Khalista raises them as undead servants, fire sticks to their forms making them deadlier than normal zombies.

Earth Zombie

Fire Zombie
An Earth Zombie
Earth Zombie
small undead, chaotic evil
Armor Class:
14
Hit Points:
7 (2d6 + 3)
Speed
20'
STR
DEX
CON
INT
WIS
CHA
16(+1)
14(+1)
12(+1)
4(-3)
8(-1)
3(-4)
Vulnerabilities:
bludgeoning
Damage Immunities:
Condition Immunities:
Blinded, Deafened
Senses:
Blindsight 60ft, Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Fall:
Fall
Melee Weapon Attack:
 The Earth Zombies are created when Khalista arrives as hobgoblins and goblins bury many of the Bank Soldiers in the outer trenches.  When she raised them as undead zombies, the earth molded itself onto their forms and made them even deadlier than normal zombies.

Water Zombie

Fire Zombie
A Water Zombie
Water Zombie
small undead, chaotic evil
Armor Class:
14
Hit Points:
7 (2d6 + 3)
Speed
20'
STR
DEX
CON
INT
WIS
CHA
16(+1)
14(+1)
12(+1)
4(-3)
8(-1)
3(-4)
Vulnerabilities:
bludgeoning
Damage Immunities:
Condition Immunities:
Blinded, Deafened
Senses:
Blindsight 60ft, Passive Perception 12
Languages:
Common
Challange:
1/4 (50xp)
Actions:
Fall:
Fall
Melee Weapon Attack:
 The Water Zombies are created when Khalista arrives at Nne Hamlet just as hobgoblins and goblins drown many of the defenders in the nearby lake.  When she raises them as undead zombies, they become adept at grabbing enemies and dragging back into the water to drwon.

Other Monsters

Here is a quick look at some of the other monsters.
For a full look at their stats and the flavor text that goes with each creature, I have provided the book reference and page number.

Enemies

NameCRACHPStats
Vulture0105MM 339
Hyena0115MM 331
Giant Lizard1/41219MM 326
Goblin1/4157MM 165
Hobgoblin1/21811MM 185
Goblin Boss11721MM166
Giant Hyena11245MM 326
Giant Vulture11022MM 329
Giant Scorpion31552MM 327
Hobgoblin Captain31739MM 186
Hobgoblin Warlord62097MM 187

Divisions

Here is how the Fire Giant divides his forces
NameTotal NumberNumber of HobgoblinsNumber of Goblin Slaves
Raiding Band514
Gorilla Band1028
Seething Band20416
Surging Band40832
Swarm20040160
Horde600120480
Gang1000200800

Enemy NPCs

The Traitors

The Priest

Kyrakis Braek

        Kyrakis Braek
        The First Traitor
Kyrakis Braek
medium human, chaotic evil - War Priest (Volo's Pg 218)
Armor Class:
18 (Plate)
Hit Points:
180 (18d8 + 36)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
10(+0)
14(+2)
11(+0)
17(+3)
13(+1)
Skills:
Medicene +6, Religion +8, Intimidation +5
Senses:
Passive Perception 13
Languages:
Common, Elvish
Challange:
9 (5000xp)
Actions:
Actions:
Maul:
Melee Weapon attack
+7 to hit, reach 5', one target. Hit: 56 (12d6 + 14) slashing damage
here
 Kyrakis Braek.

The Paladin

Nicholas Quinn and The Black Guard
Kyrakis Braek

        Nicholas Quinn
        The Vow Breaker
Nicholas Quinn
medium human, chaotic evil - War Priest (Volo's Pg 218)
Armor Class:
18 (Plate)
Hit Points:
180 (18d8 + 36)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
16(+3)
10(+0)
14(+2)
11(+0)
17(+3)
13(+1)
Skills:
Medicene +6, Religion +8, Intimidation +5
Senses:
Passive Perception 13
Languages:
Common, Elvish
Challange:
9 (5000xp)
Actions:
Actions:
Maul:
Melee Weapon attack
+7 to hit, reach 5', one target. Hit: 56 (12d6 + 14) slashing damage
here
 Nicholas Quinn.

Minions

The Thunderstorm Bringer

Ghiliba Mbaya

Ghiliba Mbaya
The Thunderstorm Bringer
Ghiliba Mbaya
medium human, chaotic evil
Armor Class:
14
Hit Points:
121 (21d8 + 33)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
12(+1)
16(+3)
10(+0)
14(+2)
13(+1)
17(-4)
Skills:
Deception +6, Slight of Hand +6, Persuasion +4, Stealth +4
Senses:
Passive Perception 12
Languages:
Common, Draconic
Challange:
8 (3900xp)
Bardic Inspiration:
>Ghiliba gets 3 uses of bardic inspiration
Psychic Blades and Words of Terror
Actions:
Actions:
Magic Long Sword:
Melee Weapon attack
+7 to hit, reach 5', one target. Hit: 56 (12d6 + 14) slashing damage
here
 Ghiliba Mbaya is a powerful druid that once served the Lord of the Plains in the land of Viture.  When the blue dragon Arcilus sets his sights on corrupting the Kingdoms of Viture Plains, Ghiliba Mbaya is the first to succumb to the wiles of the dragon.  He ends up being the traitor that betrays and destroys many of those once independant kingdoms.  After that, Ghiliba Mbaya swears his oaths of alligiance to Arcilus and serves him faithfully thereafter.  When Arcilus is betrayed and slain and civil war comes to the Blue Dragons of Jagged Rock Drop, Ghiliba Mbaya journeys south into the unforgiving desert to find the son of Arcilus who has taken refuge deep in the desert wastes.  Once he finds him, Ghiliba Mbaya serves the son of Arcilus, Zmaj Pustinjski, as faithfully as he served his father.  In no time at all, Ghiliba Mbaya builds and organizes an army of kobolds to serve Zmaj.  The kobolds mulitply like rabbits, and Ghiliba is able to establish a network of spies and servants through much of the northern desert wastes.  But the Hamakhaave desert is a dead and lonely place, and Zmaj, Ghiliba, and their kobold servants are practically alone, and Zmaj must patrol a far greater area than a normal Blue Dragon.  This is how Zmaj finds the small villages that tend the 1000 camels that gather at Camel's Cove on the west side of Springfed Valley.  He terrorizes and tortures the helpless villagers, demanding virgin sacrifices twice a month and gorging himself on the many camel herds.  His army of kobolds thrives and grows and Zmaj takes to flying farther and farther south.  Zmaj spots the fortress of Kahar only 460 miles south of where they have established his lair.  He sends forth his spies, and, thus, they are aware of the impending Dark Crusades.  On the night of the Fire Giant's attack, the kobold army strikes and captures the Rear Gate and Zmaj and his minions begin to dig a new liar below the Rear Gate of Kahar.
 Ghiliba Mbaya plays the fiddle on top of Curled Finger Rocks as Zmaj digs the lair entrance.  Witnesses see him in the lightning, rain, and wind, and, thus, he earns the nickname "Thunderstorm Bringer".
 But it is no bandit or lowly baron of a tiny province that they find themselves facing, they have become embroilled in a 3 way land war with the prize being Kahar itself.  The Fire Giant, the 2 Hill Giants, and a majority of the attacking goblinoids are slain or scattered, but in their place come scores of undead goblinoids killing and rending all they encounter.  The surviving soldiers of Goldenshield Kingdom gather together at the east side of the fortress and hold 3 of the surviving Towers.  They establish a front at Sita Hamlet that blocks the Kobold invasion to the east and they hold the Wall and the last 3 Towers against the Sakal Occupation.  But for Zmaj, Ghiliba, and the kobolds, the southern part of the fortress holds the biggest threat.  The Keep and the Library become the center of the Sakal Occupation.  Scores of undead gather in deadly death dealing groups.  Salamanders and Fire Snakes patrol a newly formed flowing river of lava, and kuthriks patrol The Lush.  Hidden from the soldiers of Goldenshield, Zmaj, and even Ghiliba himself, a powerful enemy has followed the Dark Crusades and uses a jackalwere army and scores of undead to occupy and control the destroyed fortress.  This is Khalista the lamia, though her identity will remain hidden for a great part of the campaign, and she is trained in the arts of necromancy, with a power over the undead that is unrivaled by all.  Khalista braves the demonic powers and calls forth a demon of the ancient world, a Mummy Lord.  Khalista bows down before this ancient evil and begs that it might destroy the dragon and the kobold invasion.  Then the brand new dragon lair is attacked by this creature of darkness with all of Khalista's undead army, and the kobolds are unable to repel this attacking force.  The attackers enter the lair and begin their destruction of all that Zmaj and Ghiliba have constructed.  But Zmaj is no ordinary young adult dragon, but is decended from royalty and nobility, and Ghiliba himself builds magical entwinements that allow Zmaj to use lair actions to defend his home.  The invaders are beaten down when they reach the second lightning room and it is Ghiliba himself that hacks the Mummy Lord into pieces.  Heavily wounded and under great stress and fear, Ghiliba turns treacherous and abandons his charge and flees the lair.  But he is ambushed by the many wraiths and wights that still patrol the area outside the lair and he is slain.  Zmaj Pustinjski retreives his body, but the Sword of Ghiliba and the Violin of Lightning Resistance are taken by the servants of Khalista and hidden in the depths of Tower 1.

The Commoners

Ghiliba Mbaya
Commoner
Medium Humanoid (any race), any alignment
Armor Class:
10
Hit Points:
4 (1d8)
Speed
30'
STR
DEX
CON
INT
WIS
CHA
10(+0)
10(+0)
10(+0)
10(+0)
10(+0)
10(+0)
Vulnerabilities:
Damage Immunities:
Condition Immunities:
Senses:
Passive Perception 10
Languages:
Common
Challange:
0 (10xp)
Actions:
Club
Melee Weapon Attack:
+2 to hit, reach 5', one target. Hit: 2 (1d4) bludgeoning damage
 Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.