Heros and Villains of Kahar
NPCs available to interact with PCs in and around the desert fortress Kahar
Nobility
Military
Beasts of Burden
and Pets
Creature | Size | Speed | CR | AC | HP | Stats |
Bull | large | 30 | 1/4 | 11 | 24 | VGM 208 |
Camel | large | 50 | 1/8 | 9 | 15 | MM 320 |
Cow | large | 30 | 1/4 | 10 | 15 | VGM 207 |
Donkey | medium | 45 | 1/8 | 10 | 16 | Homebrew |
Goat | medium | 40 | 0 | 10 | 4 | MM 330 |
Horse - Draft | large | 40 | 1/4 | 10 | 19 | MM 321 |
Horse - Riding | large | 60 | 1/4 | 10 | 13 | MM 336 |
Horse - War | large | 60 | 1/2 | 11 | 19 | MM 340 |
Mule | medium | 40 | 1/8 | 10 | 11 | MM 333 |
Ox | large | 30 | 1/4 | 11 | 24 | VGM 208 |
Sheep | medium | 30 | 0 | 10 | 4 | homebrew |
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
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 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
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
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
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
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 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
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
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
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
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
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
Name | CR | AC | HP | Stats |
Vulture | 0 | 10 | 5 | MM 339 |
Hyena | 0 | 11 | 5 | MM 331 |
Giant Lizard | 1/4 | 12 | 19 | MM 326 |
Goblin | 1/4 | 15 | 7 | MM 165 |
Hobgoblin | 1/2 | 18 | 11 | MM 185 |
Goblin Boss | 1 | 17 | 21 | MM166 |
Giant Hyena | 1 | 12 | 45 | MM 326 |
Giant Vulture | 1 | 10 | 22 | MM 329 |
Giant Scorpion | 3 | 15 | 52 | MM 327 |
Hobgoblin Captain | 3 | 17 | 39 | MM 186 |
Hobgoblin Warlord | 6 | 20 | 97 | MM 187 |
Divisions
Here is how the Fire Giant divides his forces
Name | Total Number | Number of Hobgoblins | Number of Goblin Slaves |
Raiding Band | 5 | 1 | 4 |
Gorilla Band | 10 | 2 | 8 |
Seething Band | 20 | 4 | 16 |
Surging Band | 40 | 8 | 32 |
Swarm | 200 | 40 | 160 |
Horde | 600 | 120 | 480 |
Gang | 1000 | 200 | 800 |
Enemy NPCs
The Traitors
The Priest
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
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
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
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.