En5ider 377 - ZEITGEIST 13 Avatar of Revolution Part 3

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 35

EN5ider Presents:

Avatar of
Revolution
Part Three
A 5E-Compatible Adventure for 20th-Level Characters
Appendix:
Combat Catalogue
A
ll of the combat statistics for this adventure are presented in order of the scene they likely first

   appear. Consult the table below if you need to find statistics to use in a different encounter.

NPC Entry Page NPC Entry Page


Arch Secula Natalia Degaspare 11 Iron Bodyguard 4
The Ash Wolf 7 Kaja Stewart 4
Ashima-Shimtu 13 Kasvarina Varal 24
Avatar of Srasama 25 Kvarti Gorbatiy 16
Bookpin Bodyguard Squad 11 Lauryn Cyneburg 3
Borne, Obscurati Colossus 20 Lya, the Ghost Scion 22
Bruse Shantus 14 Nicodemus, Mastermind of the Obscurati 18
City Defense Squad 10 Ob-Bred Tyrannosaur 14
Cula Ravjahani 17 Obscurati Construct Squad 6
Dr. Wolfgang von Recklinghausen 24 Obscurati Lantern Walker 17
Elite Obscurati Occultist 6 Pardo 5
Gardienne du Cherage 12 Revolution Elite Crew 23
Ghost Council Swarm 21 Screaming Malice 7
Glaucia Evora 15 Sor Daeron 14
Gradiax, the Steel Lord 26 Sovereign Han Jierre 22
Hana “Gale” Soliogn, Obscurati Loyalist 10 Stover Delft of the Secret Police 9
Harkover Lee, Dragon Tyrant 8 Walking Turret 5
Hastenschrieft Williamarkanova 16 Player Handouts 27–35

From the Pen of Seamlessly Updated to Fifth Edition by


Ryan Nock EN Mike Myler
Publishing tm

Evocative Cover Illustration by Ably Produced and Facilitated by


ShenFei Russ Morrissey

Stunning Cartographic Displays by Perceptively Proofread by


James Hazelett “Nathan Meister”
Jonathan Roberts “Jack Tannery”

Masterful Interior Illustrations by Special Thanks to


Claudio Pozas Erik Freund (you know what you did); and the over one thousand
ShenFei generous patrons of EN World EN5ider whose support has made
Includes art in the public domain this Fifth Edition update possible.

with Unparalleled Layout and Graphic Design by Open Game Content


Eric Life-Putnam The game rule information in this article is designated Open Game
Content. All other material in this article, including maps, graphic
elements, and illustrations (including graphic elements and
illustrations in the public domain), narrative and descriptive
text, character and place names, trade dress, “EN Publishing,”
“EN World,” “EN5ider,” “Zeitgeist,” all EN Publishing product and
article titles, and Zeitgeist, EN World, and EN Publishing logos,
are designated Product Identity.

2 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Contingent Ambush 3rd level (3 slots): dispel magic, major image, nondetection, protec-
Ob forces use Lauryn Cyneburg’s teleportation powers to divide tion from energy
the party while Kaja and constructs deliver withering gunfire. 4th level (3 slots): dimension door, greater invisibility, stoneskin,
Pardo and the occultists blast the party with devastating spells, wall of fire
making it critical to take them out early. The screaming malice is a 5th level (2 slots): cloudkill, dominate person, hold monster
big dumb monster that the PCs might want to keep their distance 6th level (1 slot): seeming, true seeing
from. The Ash Wolf can come to the party’s aid, if needed. 7th level (1 slot): delayed blast fireball, teleport
Lauryn opens combat by using maze against the most danger- 8th level (1 slot): dominate monster, maze
ous PC. Thereafter she activates an localized dimensional barrier 9th level (1 slot): none
effect at the top level of the ziggurat in order to cut PCs who try to Sorcery Points (19/Day). As a bonus action on her turn, Lauryn can
teleport off from the rest of their allies, then uses her other spells either expend one spell slot and gain a number of sorcerery points
at range while keeping allies between her and the PCs. Typically equal to the slot’s level or create a spell slot by expending sorcery
she’ll use a quickened hold person or scorching ray each turn, or points (1st-level—2 points, 2nd-level—3 points, 3rd-level—5 points,
simply quickened invisibility to get out of trouble. 4th-level—6 points, 5th-level—7 points).
Metamagic: Distant Spell. When Lauryn casts a spell that has a
Lauryn Cyneburg range of 5 feet or greater, she can spend 1 sorcery point to double
Medium humanoid (half-elf), chaotic neutral the range of the spell. When Lauryn casts a spell that has a range of
Armor Class20 (mage armor, cloak of protection, ring of protection) touch, she can spend 1 sorcery point to make the range of the spell
Hit Points187 (25d8+75) 30 feet.
Speed30 ft., fly 30 ft. Metamagic: Heightened Spell. When Lauryn casts a spell that forces
STR DEX CON INT WIS CHA a creature to make a saving throw to resist its effects, she can spend
8 (–1) 20 (+5) 17 (+3) 13 (+1) 10 (+0) 22 (+6) 3 sorcery points to give one target of the spell disadvantage on its
Saving ThrowsStr +1, Dex +7, Con +11, Int +9, Wis +2, Cha +14 first saving throw made against the spell.
SkillsArcana +7, Deception +12, Perception +6, Stealth +11 Metamagic: Quickened Spell. When Lauryn casts a spell that has a
Condition Immunitiescharmed, frightened casting time of 1 action, she can spend 2 sorcery points to change
Sensesdarkvision 60 ft., passive Perception 16 the casting time to 1 bonus action for this casting.
LanguagesCommon, Elvish, Primordial Metamagic: Subtle Spell. When Lauryn casts a spell, she can spend 1
Challenge16 (15,000 XP) sorcery point to cast it without any somatic or verbal components.
Magic Items. When Lauryn is knocked unconscious, her amulet Metamagic: Twinned Spell. When Lauryn casts a spell that targets
automatically teleports her to Flint’s teleportation beacon. only one creature and doesn’t have a range of self, she can spend a
Fey Ancestry. Magic can’t put Lauryn to sleep. number of sorcery points equal to the spell’s level to target a second
Hivemind Presence. Two ghost councilors are bonded to Lauryn creature in range with the same spell (1 sorcery point if the spell is a
through the Obscurati’s hivemind. Their presence grants her a fly cantrip). To be eligible for Twinned Spell, a spell must be incapable of
speed of 30 ft., immunity to being charmed or frightened, and allows targeting more than one creature at the spell’s current level.
her to use Gestalt Strike. Whenever she fails a Wisdom saving throw War Magic. Lauryn has advantage when she is concentrating on a
against a harmful effect, instead of harming her it harms the ghosts. spell and has to make a Constitution saving throw from taking dam-
The first time this happens, the councilors snarl as they become age, she can wield weapons or a shield in both hands and still make
briefly visible. Once this happens 3 times or if the ghosts are dealt somatic components for spellcasting, and she can use her reaction
50 points of radiant damage, they are destroyed. She loses all the to cast a spell (maximum casting time: 1 action) at a creature that
benefits of this trait, and while she remains loyal to the Obscurati, a provokes an opportunity attack from her.
DC 30 Charisma (Persuasion) check or a successful dispel evil and ACTIONS
good spell (choosing the Break Enchantment option) can snap her Unarmed. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
out of the hivemind altogether. A spirit medium who sees a creature 1 bludgeoning damage.
with this trait immediately knows how it functions and how to Masterful Insult. Ranged Weapon Attack: +12 to hit, range 100/200
overcome it. ft., one target. Hit: The target is mildly embarrassed.
Spellcasting. Lauryn is a 19th-level spellcaster. Her spellcasting abil- REACTIONS
ity is Charisma (spell save DC 20, +12 to hit with spell attacks). She Gestalt Strike. At the end of another creature’s turn, Lauryn can use
knows the following spells from the sorcerer’s spell list: her reaction to make her hivemind lash out at a creature within 200
Cantrips (at will): chill touch, mage hand, mending, message, feet, dealing 35 (10d6) force damage and causing the creature to
prestidigitation, ray of frost move its speed in a direction of Lauryn’s choice (a DC 20 Wisdom
1st level (4 slots): detect magic, disguise self, enlarge/reduce, saving throw negates).
identify, mage armor, shield   Kaja tries to stay in the middle of the battle so she can keep the
2nd level (3 slots): gust of wind, hold person, invisibility, scorching PCs in the normal range increment of her firearms. Over the course of
ray, spider climb three turns she’ll summon a walking turret and use Artillery Barrage,
then summon her double-barreled shotgun.

EN5ider Presents: Avatar of Revolution, Part Three  | 3


Appendix: Combat Catalogue

Kaja Stewart Artillery Barrage (1/Long Rest). Kaja conjures a trio of mortar shells
Medium humanoid (human), neutral fired from miles away to her location. They fall from the sky and strike
Armor Class20 (mage armor, cloak of protection, ring of protection) three squares within 500 feet. These squares must be at least 30 feet
Hit Points195 (30d8+60) apart. The shells explode upon impact, dealing 42 (12d6) bludgeon-
Speed30 ft., fly 30 ft. ing, piercing, and slashing damage to all creatures in a 30-foot radius
STR DEX CON INT WIS CHA (DC 22 Dexterity saving throw halves). A creature that fails its save
8 (–1) 20 (+5) 14 (+2) 14 (+2) 10 (+0) 18 (+4) is also knocked prone.
Saving ThrowsStr +1, Dex +7, Con +4, Int +10, Wis +8, Cha +6 REACTIONS
SkillsArcana +14, Perception +12, Persuasion +10 Gestalt Strike. At the end of another creature’s turn, Kaja can use her
Condition Immunitiescharmed, frightened reaction to make her hivemind lash out at a creature within 200 feet,
Sensespassive Perception 22 dealing 35 (10d6) force damage and causing the creature to move its
LanguagesCommon, Elvish, Orc, Primordial, Sylvan speed in a direction of Kaja’s choice (a DC 20 Wisdom saving throw
Challenge16 (15,000 XP) negates).
Minions. Kaja has an iron bodyguard and can use a bonus action on
each of her turns to summon a walking turret. All of Kaja’s minions Iron Bodyguard
act on her turn in the initiative order. Kaja can sense through her Medium construct, unaligned
minions (as in the find familiar spell). Armor Class19 (natural armor)
 Additionally, while the iron bodyguard is within 60 feet of Kaja, she Hit Points255 (30d10+90)
has resistance to all damage. Each time she takes damage, the iron Speed30 ft.
bodyguard takes the same amount of damage. STR DEX CON INT WIS CHA
Hivemind Presence. Two ghost councilors are bonded to Kaja through 25 (+7) 8 (–1) 17 (+3) 3 (–4) 10 (+0) 1 (–5)
the Obscurati’s hivemind. Their presence grants her a fly speed of 30 SkillsAthletics +12
ft., immunity to being charmed or frightened, and allows her to use Damage Resistancesfire; bludgeoning, piercing, and slashing from
Gestalt Strike. Whenever she fails a Wisdom saving throw against a nonmagical weapons that aren’t adamantine
harmful effect, instead of harming her it harms the ghosts. The first Damage Immunitiespoison, psychic
time this happens, the councilors snarl as they become briefly visible. Condition Immunitiesblinded, charmed, deafened, exhaustion,
Once this happens 3 times or if the ghosts are dealt 50 points of radi- frightened, paralyzed, petrified, poisoned
ant damage, they are destroyed and she loses all the benefits of this Sensesdarkvision 60 ft., passive Perception 10
trait. Thereafter, while she remains loyal to the Obscurati, a DC 30 Languagesunderstands Common and Primordial but can’t speak
Charisma (Persuasion) check or a successful dispel evil and good Challenge13 (10,000 XP)
spell (choosing the Break Enchantment option) can snap her out of Find Master. The bodyguard can unerringly find its master as long as
the hivemind altogether. A spirit medium who sees a creature with she is on the same plane.
this trait immediately knows how it functions and how to overcome it. Guard. The iron bodyguard is attuned to a master, in this case Kaja
Spellcasting. Kaja Stewart is an 11th-level spellcaster. Her spell- Stewart. When its master is endangered, spirits swirl outward from
casting ability is Charisma (spell save DC 18, +10 to hit with spell a witchoil reservoir in the bodyguard’s chest, bonding it with its
attacks). She has the following sorcerer spells prepared: master’s life force. While the bodyguard is within 5 feet of its master,
Cantrips (at will): detect magic, light, mage hand, resistance attacks against the master have disadvantage.
1st level (4 slots): expeditious retreat, mage armor, shield Warding Bond. While the bodyguard is within 60 feet of its master,
2nd level (3 slots): blur, cloud of daggers, misty step the master has resistance to all damage. Each time the master takes
3rd level (3 slots): fireball, slow damage, the bodyguard takes the same amount of damage. This
4th level (3 slots): black tentacles, conjure minor elementals effect ends when the bodyguard is reduced to 0 hit points.
5th level (2 slots): cloudkill, conjure elementals ACTIONS
6th level (1 slot): circle of death Multiattack. The bodyguard attacks four times.
Spell Sharing. Whenever Kaja Stewart casts a spell, she can choose Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16
to use her iron bodyguard as the spell’s point of origin. (2d8+7) bludgeoning damage. If the attack hits, the iron guardian
Summon Ballistics (6/Long Rest). Once on each of her turns, Kaja can use its reaction to make a Strength (Athletics) check to grapple
can summon fully-loaded firearms into her hands. or shove the target.
ACTIONS
Multiattack. Kaja fires up to six times with her +1 pistols or five times
with her +1 shotgun. Pardo’s Tactics.
+1 Pistol. Ranged Weapon Attack: +12 to hit, range 50/150 ft., one Pardo uses harm on a spellcaster, then follows up with fire storm. He
target. Hit: 11 (1d10+6) piercing damage tries to keep enemies out of melee range, though those who get to
+1 Shotgun. Ranged Weapon Attack: +12 to hit, range 30/90 ft., one him have to deal with his Wrecker trait to destroy weapons that strike
target. Hit: 15 (2d8+6) piercing damage. him.

4 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Walking Turret through the Obscurati’s hivemind. Their presence grants him a fly
Small construct, unaligned speed of 30 ft., immunity to being charmed or frightened, and allows
Armor Class18 (natural armor) him to use Gestalt Strike. Whenever he fails a Wisdom saving throw
Hit Points70 (20d6) against a harmful effect, instead of harming him it harms the ghosts.
Speed20 ft. The first time this happens, the councilors snarl as they become
STR DEX CON INT WIS CHA briefly visible. Once this happens 3 times or if the ghosts are dealt
11 (+0) 18 (+4) 10 (+0) 3 (–4) 10 (+0) 1 (–5) 50 points of radiant damage, they are destroyed. He loses all the
Damage Immunitiespoison, psychic benefits of this trait, and while he remains loyal to the Obscurati, a
Condition Immunitiesblinded, charmed, deafened, exhaustion, DC 30 Charisma (Persuasion) check or a successful dispel evil and
frightened, paralyzed, petrified, poisoned good spell (choosing the Break Enchantment option) can snap him
SkillsStealth +10 out of the hivemind altogether. A spirit medium who sees a creature
Sensesblind; blindsight 60 ft.; passive Perception 10 with this trait immediately knows how it functions and how to
Languagesunderstands Common and Primordial but can’t speak overcome it.
Challenge5 (1,800 XP) Metal Shell. Pardo has a hard metallic exoskeleton that protects him
Pack Tactics. The walking turret has advantage on an attack roll from harm but when badly damaged he cracks open to reveal his
against a creature if at least one of the walking turret’s allies is within sensitive inner machinery. When reduced to half his hit points or less,
5 feet of the creature and the ally isn’t incapacitated. Pardo loses his damage resistances to weapon damage and takes a
ACTIONS –2 penalty to both his AC and saving throws.
Multiattack. The walking turret attacks three times. Savage Attacks. When the duplicant scores a critical hit with a melee
Ungainly Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one crea- weapon attack, it can roll one of the weapon’s damage dice one
ture. Hit: 7 (1d6+4) bludgeoning damage and the target is pushed 5 additional time and add it to the extra damage of the criticaI hit.
feet. If the attack misses, the walking turret falls prone. Siege Monster. Pardo deals double damage to objects and structures.
Integrated Pistol. Ranged Weapon Attack: +7 to hit, range 20/60 ft., Spellcasting. Pardo is a 16th-level spellcaster. His spellcasting ability
one target. Hit: 9 (1d10+4) piercing damage. is Charisma (spell save DC 17, +9 to hit with spell attacks). He has
the following spells prepared:
Pardo Cantrips (at will): guidance, light, mending, resistance, spare the
Medium humanoid (duplicant gnoll), neutral evil dying
Armor Class20 (natural armor) 1st level (4 slots): burning hands, command, inflict wounds, sanctu-
Hit Points90 (12d8+36) ary, shield of faith
Speed40 ft., fly 30 ft. 2nd level (3 slots): augury, blindess/deafness, hold person, shatter
STR DEX CON INT WIS CHA 3rd level (3 slots): fireball, protection from energy
18 (+4) 8 (-1) 16 (+3) 10 (+0) 14 (+2) 19 (+4) 4th level (3 slots): freedom of movement, wall of fire
Saving ThrowsDex +4, Con +8, Wis +7 5th level (2 slots): antilife shell, conjure elemental (fire only)
SkillsDeception +14, History +9, Intimidation +9, Persuasion +9 6th level (1 slot): harm
Damage Resistancesfire; bludgeoning, piercing, slashing 7th level (1 slot): fire storm
Condition Immunitiescharmed, disease, exhaustion, frightened, sleep 8th level (1 slot): incendiary cloud
Sensesdarkvision 60 ft., passive Perception 11 Wrecker. Pardo can use a bonus action to destroy nonmagical traps
LanguagesCommon, Draconic, Gnoll with only his touch. Whenever he is dealt damage by an attack with a
Challenge15 (13,000 XP) manufactured weapon, he can require the weapon’s wielder to make
Blindsense. If Pardo is able to hear, he is aware of the location of any a DC 16 Dexterity saving throw. On a failure, the weapon collapse
hidden or invisible creature within 30 feet of him. into dust immediately after striking him (magical weapons receive
Burning Magic. When a creature fails a saving throw and takes fire an additional saving throw against this effect, ignoring it if either is a
damage from one of Pardo’s spells, that creature catches on fire. success).
The fire lasts 1d4 rounds, dealing 1 fire damage per spell level. The ACTIONS
creature can spend an action and make a DC 17 Dexterity saving Unarmed. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit:
throw to put out the flames. 6 (1d4+4) bludgeoning damage.
Constructed. Pardo’s constructed nature gives him advantage on Fire Breath (2/Day). Pardo exhales fire in a 15-foot cone. Each
saving throws against mind-affecting effects, paralysis, poison, and creature in that area must make a DC 17 Dexterity saving throw,
the stunned condition. taking 24 (7d6) fire damage on a failed save, or half as much damage
Feat: War Magic. Pardo has advantage when he is concentrating on a successful one.
on a spell and has to make a Constitution saving throw from taking REACTIONS
damage, he can wield weapons or a shield in both hands and still Gestalt Strike. At the end of another creature’s turn, Pardo can use
make somatic components for spellcasting, and can use his reaction his reaction to make his hivemind lash out at a creature within 200
to cast a spell (maximum casting time: 1 action) at a creature that feet, dealing 35 (10d6) force damage and causing the creature to
provokes an opportunity attack from him. move its speed in a direction of Pardo’s choice (a DC 20 Wisdom
Hivemind Presence. Two ghost councilors are bonded to Pardo saving throw negates).

EN5ider Presents: Avatar of Revolution, Part Three  | 5


Appendix: Combat Catalogue

Elite Obscurati Occultist ACTIONS


Medium humanoid (human), neutral wizard (illusionist) 16 +1 Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft.
Armor Class17 (mage armor, ring of protection) or thrown 20/60 ft., one target. Hit: 7 (1d4+5) magical piercing
Hit Points120 (16d6+64) damage.
Speed30 ft.
STR DEX CON INT WIS CHA Obscurati Construct Squad
11 (+0) 18 (+4) 18 (+4) 20 (+5) 14 (+2) 12 (+1) Gargantuan swarm of Medium constructs, unaligned
Saving ThrowsStr +1, Dex +5, Con +5, Int +11, Wis +8, Cha +2 Armor Class20 (natural armor)
SkillsArcana +10, History +10, Intimidation +6, Investigation +10, Hit Points231 (22d8+132)
Perception +7, Stealth +9 Speed20 ft.
Sensespassive Perception 17 STR DEX CON INT WIS CHA
LanguagesAbyssal, Common, Draconic, Elvish, Infernal, Primordial 30 (+10) 18 (+4) 23 (+6) 1 (–5) 13 (+1) 1 (–5)
Challenge11 (7,200 XP) Saving ThrowsDex +9, Wis +6
Arcane Recovery (1/Day). When the occultist finishes a short rest, Damage Resistancesbludgeoning, piercing, slashing
it can choose expended spell slots to recover. The spell slots can Condition Immunitiescharmed, frightened, grappled, paralyzed,
have a combined level that is equal to or less than 8th level, and no petrified, prone, restrained, stunned
individual recovered spell slot can be higher than 6th level. Sensesdarkvision 60 ft., passive Perception 11
Defensive Spell Suite. Before combat, the occultist casts telepathic Languagesknow Common but cannot speak
bond, mirror image, mage armor, and true seeing. Challenge15 (13,000 XP)
Feat: War Magic. The occultist has advantage when it is concentrat- Chaos of Combat. Any creature that is adjacent to or in the swarm’s
ing on a spell and has to make a Constitution saving throw from space has a hard time focusing on magic. A creature casting a spell
taking damage, it can wield weapons or a shield in both hands and or concentrating on a spell makes a Constitution saving throw
still make somatic components for spellcasting, and it can use its re- (DC 15 + spell level) or loses the spell.
action to cast a spell (maximum casting time: 1 action) at a creature Magic Weapons. The swarm’s weapon attacks are magical.
that provokes an opportunity attack from it. Swarm. The swarm can occupy another creature’s space and vice
Improved Figmentation. The occultist is able to simultaneously create versa, and the swarm can move through any opening large enough
a sound and image when it casts minor illusion. for a Medium creature. The swarm can’t regain hit points or gain
Instant Mirroring (1/Short Rest). The occultist can use its reaction temporary hit points.
when it is attacked by a creature to create an illusory duplicate of Witchoil Fueled. Engines churn in the chests of these black metal hu-
itself. The creature attacks this illusion, causing it to dissipate, and manoids and rotten smoke billows from vents behind their shoulders.
the attack misses the occultist. Whenever the squad takes any type of damage other than radiant,
Magic Items. The occultist carries a potion of superior healing, potion its space becomes stained with witchoil. When a creature first
of darkvision, and bag of holding. enters into the space on its turn or ends its turn there, it must make
Malleable Figments. The occultist can use an action to to alter its own a DC 19 Constitution saving throw or its Strength score is reduced
illusion spells so long as the spell has a duration of at least 1 minute. by 1d4. The target dies if this reduces its Strength to 0. Otherwise,
Real Illusion. Any time that the occultist casts an illusion spell of 1st the reduction lasts until the target finishes a short or long rest. The
level or higher and again as a bonus action on subsequent turns, it witchoil is highly flammable, though, and any fire damage to the area
can choose one inanimate nonmagical object within the illusion to be ignites and clears it.
real for 1 minute. This object is unable to deal damage or otherwise ACTIONS
inflict harm. Troop Attack. Melee Weapon Attack: +15 to hit, reach 5 ft., up to
Spellcasting. The occultist is a 16th-level spellcaster whose spellcast- 4 targets (make a separate attack roll for each). Hit: 37 (6d8+10)
ing ability is Intelligence (spell save DC 18; +10 to hit with spell slashing damage, or 23 (3d8+10) slashing damage if the swarm has
attacks) and who has the following spells prepared from the wizard half of its hit points or fewer.
spell list: Concussive Grenades (1/Day). The swarm hurls four concussive
Cantrips (at will): fire bolt, light, mage hand, minor illusion, shocking grenades at a range of 100 feet. These explode upon impact, dealing
grasp 21 (6d6) thunder damage in a 10-foot radius. Each creature in the
1st-level (4 slots): disguise self, mage armor, magic missile, shield area makes a DC 17 Dexterity saving throw, taking half as much dam-
2nd-level (3 slots): blur, darkness, invisibility, mirror image age on a success. In addition, on a failed save a creature is pushed 10
3rd-level (3 slots): dispel magic, major image, vampiric touch feet away from the center of the area.
4th-level (3 slots): black tentacles, dimension door, improved invis- Turret Volley. The swarm fires a fusillade in four 200-foot long lines
ibility, phantasmal killer that are 5 feet across. Each creature in the areas must make aDC 17
5th-level (2 slots): cone of cold, telepathic bond, wall of force Dexteritysaving throw. A creature takes 36 (8d8) piercing damage
6th-level (1 slot): eyebite, true seeing on a failed save, or half as much damage on a successful one.
7th-level (1 slot): mirage arcane REACTIONS
8th-level (1 slot): sunburst Master Opportunist. The swarm can make an unlimited number of
opportunity attacks each round.

6 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Screaming Malice The Ash Wolf


Gargantuan aberration, unaligned Gargantuan fey (fey titan), chaotic neutral
Armor Class19 (natural armor) Armor Class23 (natural armor)
Hit Points370 (20d20+160) Hit Points435 (30d20+120)
Speed30 ft., swim 60 ft. Speed100 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 26 (+8) 2 (–4) 11 (+0) 10 (+0) 32 (+11) 17 (+3) 19 (+4) 15 (+2) 24 (+7) 18 (+4)
Saving ThrowsWis +7, Cha +7 Saving ThrowsDex +11, Con +12
SkillsPerception +14 SkillsAcrobatics +19, Nature +10, Perception +15, Performance +12,
Condition Immunitiescharmed, frightened, prone Stealth +11
Sensesblindsight 120 ft., passive Perception 24 Damage Resistancesacid, cold, lightning, necrotic, thunder; blud-
Challenge21 (33,000 XP) geoning, piercing, and slashing from magical weapons
Many-Headed. The screaming malice has five heads, each of which Damage Immunitiesfire; bludgeoning, piercing, and slashing from
occupies its own 10-foot square. When the malice moves it can move nonmagical weapons
its heads to any space within 25 feet of its body. The heads are part of Condition Immunitiesdiseased, frightened
the screaming malice, and so share its AC and hit points. Effects that Sensesdarkvision 600 ft., truesight, passive Perception 30
inflict conditions or force movement can affect a head, but each head LanguagesPrimordial
tracks its conditions separately. The screaming malice can only make Challenge25 (75,000 XP)
attacks (including opportunity attacks) against creatures adjacent Hunting Surge (Recharge 4–6). The Ash Wolf can use a bonus action
to one of its heads, and it has disadvantage on attack rolls against to releases a howl that focuses his predatory might. Until the end of
creatures adjacent to its main body. his turn, his Speed increases by 200 feet and advantage on checks
Power Attack. When the screaming malice makes its first melee made to jump.
weapon attack in a turn, it can choose to take a –5 penalty to its me- Innate Spellcasting. The Ash Wolf’s innate spellcasting ability is
lee weapon attack rolls in exchange for a +10 bonus to melee weapon Wisdom (spell save DC 23, +15 to hit with spell attacks). He can
damage. In addition, the screaming malice can use a bonus action innately cast the following spells, requiring no material components.
to make one melee weapon attack after it uses a melee weapon to Constant: freedom of movement, pass without trace
reduce a creature to 0 hit points or scores a critical hit with it. The At will: bestow curse, scorching ray
screaming malice can only use this feature on its turn. 3/day: commune with nature
ACTIONS 1/day: fire storm
Multiattack. Screaming Malice makes five head bite attacks. Keen Hearing and Smell. The Ash Wolf has advantage on Wisdom
Head Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. (Perception) checks that rely on hearing or smell.
Hit: 23 (4d6+9) piercing damage. Legendary Resistance (3/Day). If the Ash Wolf fails a saving throw,
Shriek. The screaming malice roars at a creature adjacent to one of he can choose to succeed instead.
its heads. The creature takes 35 (6d10) thunder damage and makes Magic Resistance. The Ash Wolf has advantage on saving throws
a DC 15 Wisdom saving throw or is slowed for 1 round (as the slow against spells and other magical effects.
spell). Magic Weapons. The Ash Wolf’s weapon attacks are magical.
Pack Bond. If the Ash Wolf is within a mile of his children, he can
sense through them and share some of his prowess. At any given time
he can bestow this power to up to 4 smoldering wolves. They gain a
+5 bonus to AC and attack rolls, as well as their father’s resistances
and immunities, but when they take damage an equal amount of
damage is dealt to the Ash Wolf.
  Once on his turn each round, the Ash Wolf can switch which 4
wolves he empowers in this way; typically when one of his em-
powered children is reduced below 50 hit points, he has that child
withdraw from battle and grants his power to another.
Pack Tactics. The Ash Wolf has advantage on an attack roll against a
creature if at least one of his allies is within 5 feet of the creature and
the ally isn’t incapacitated.
Quick. The Ash Wolf has advantage when rolling initiative.
Regeneration. The Ash Wolf regains 20 hit points at the start of his
turn if he has at least 1 hit point.
Smoky Mate. When first reduced below 200 hit points, the Ash Wolf’s
desperation calls forth the spirit of his long-dead mate who emerges
from the forest fire somewhere within 100 feet. Her body resembles a
similarly-titanic wolf composed of ash and smoke.

EN5ider Presents: Avatar of Revolution, Part Three  | 7


Appendix: Combat Catalogue

  She starts with 200 hit points, and has the same statistics as the You and Your Friends.
Ash Wolf, except she has a fly speed of 80 ft. (hover), no resistance This battle definitely pits Harkover Lee in dragon form against the
to cold damage, and gains the Incorporeal Movement trait (she can party, but they might also have to deal with Gale and Delft unless
move through other creatures and objects as if they were difficult they free them from Ob control ahead of time. Both Delft and
terrain. She takes 5 (1d10) force damage if she ends her turn inside Gale are empowered by hiveminds, and if freed from them they
an object.) The smoky titan’s attacks ignore natural armor, armor, and are unfortunately not strong enough to contribute in open battle
shields. She cannot grapple creatures or knock creatures prone. against Harkover.
ACTIONS
Multiattack. The Ash Wolf can use his Frightful Presence. He then Harkover Lee, Dragon Tyrant
attacks twice. He can use his Swallow instead of his bite. Huge dragon, lawful neutral
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 50 Armor Class21 (natural armor)
(6d12+11) piercing damage. If the target is a creature, it is grappled Hit Points312 (25d12+150) plus 100 temporary hit points
(escape DC 27) or it makes a DC 27 Strength saving, falling prone Speed70 ft., fly 70 ft. (hover)
on a failure. Until this grapple ends, the target is restrained. On a STR DEX CON INT WIS CHA
critical hit, the target makes a DC 20 Constitution saving throw or 23 (+6) 10 (+0) 23 (+6) 14 (+2) 11 (+0) 19 (+4)
loses a limb. The effects of this limb loss are at the GM’s discretion. Saving ThrowsDex +7, Con +13, Wis +7, Cha +11
Frightful Presence. Each creature of the Ash Wolf’s choice within 120 SkillsAcrobatics +7, Arcana +16, Deception +11, Insight +14, Intimi-
feet of him and aware of him must succeed on a DC 23 Wisdom sav- dation +11, Perception +14, Stealth +7
ing throw or become frightened for 1 minute. A creature can repeat Damage Vulnerabilitiescold
the saving throw at the end of each of its turns, with disadvantage if Damage Resistancesacid, lightning, thunder; bludgeoning, piercing,
it can see the Ash Wolf; the effect ends on a success. If a creature’s and slashing
saving throw is successful or the effect ends for it, the creature is Damage Immunitiesfire
immune to the Ash Wolf’s Frightful Presence for the next 24 hours. Condition Immunitiesblinded, charmed, disease, deafened, fright-
Hurl Tree. The Ash Wolf uproots a massive tree (or lifts another ened, poisoned, stunned
similarly sized object) and hurls it up to 400 feet. Creatures in a Sensesblindsight 30 ft., darkvision 60 ft., passive Perception 24
40-foot radius must make a DC 27 Dexterity saving throw or take 70 LanguagesCommon, Draconic, Dwarvish, Orc, Primordial
(20d6) bludgeoning damage. The hurled object might knock down Challenge21 (33,000 XP)
obstacles in its path; at the GM’s discretion creatures in a 40-foot Change Shape. As an action, Harkover magically polymorphs into a
wide line between the Ash Wolf and the attack’s target take 17 (5d6) humanoid that has a challenge rating no higher than his own, or back
bludgeoning damage if they fail a DC 27 Dexterity saving throw. into his true form. He reverts to his true form if he dies. Any equip-
Swallow. The Ash Wolf makes one bite attack against a Huge or ment he is wearing or carrying is absorbed or borne by the new form
smaller creature he is grappling. If the attack hits, the target takes (Harkover’s choice). In a new form, Harkover retains his alignment,
the bite’s damage, the target is swallowed, and the grapple ends. hit points, Hit Dice, ability to speak, proficiencies, lair actions, and
While swallowed, the creature is blinded and restrained, it has total Intelligence, Wisdom, and Charisma scores, as well as this action.
cover against attacks and other effects outside the Ash Wolf, and it His statistics and capabilities are otherwise replaced by those of the
takes 42 (12d6) bludgeoning damage at the start of each of the Ash new form, except any class features or legendary actions of that form.
Wolf’s turns. Clever Melee Tactics. When Harkover scores a critical he can also
  If the Ash Wolf takes 50 damage or more on a single turn from a cast a dispel magic at the target of his attack as a bonus action.
creature inside it, he must succeed on a DC 15 Constitution saving Draconic Necrosis. As a side effect of keeping human form for so long,
throw at the end of that turn or regurgitate all swallowed creatures, while in dragon form Harkover’s old wounds deal 10 necrotic damage
which fall prone in a space within 10 feet of the Ash Wolf. If he dies, to him at the end of each of his turns, and deny him his fly speed.
a swallowed creature is no longer restrained by him and can escape Fire Aura. Harkover is surrounded by intense heat. At the start of his
from the corpse by using 30 feet of movement, exiting prone. turn, creatures within 5 feet of Harkover take 3 (1d6) fire damage.
LEGENDARY ACTIONS Flyby Attack. Harkover does not provoke opportunity attacks when he
The Ash Wolf can take 3 legendary actions, choosing from the options flies out of an enemy’s reach.
below. Only one legendary action option can be used at a time and Hivemind Pinnacle. Harkover is a critical part of the Obscurati’s plan,
only at the end of another creature’s turn. The Ash Wolf regains spent so the two ghost councilors bound to him shield him from mental
legendary actions at the start of his turn. assault and physical injury. They render him immunity to the charmed
Destructive Roll (Costs 2 Actions). The Ash Wolf flings himself at and frightened conditions, and grant him 100 temporary hit points.
the ground and rolls, crushing everything in an area 60 feet by 30 After he takes 50 damage, the councilors snarl as they become
feet. Each creature in the area must make a DC 27 Dexterity saving briefly visible. Once Harkover loses all of his temporary hit points, the
throw, taking 28 (8d6) bludgeoning damage on a failed save, or half councilors briefly lose their grip on him, and on Harkover’s next round
as much damage on a successful one. all he does is force out a warning—perhaps about how to disable the
Move. The Ash Wolf moves up to half his speed. explosion, or about how Cherage’s rail enclave is where the lanterns
Chomp (Costs 2 Actions). The Ash Wolf makes one bite attack or in that city are controlled. Thereafter, the ghost councilors reassert
uses Swallow. control, and Harkover fights until reduced to 0 hit points.

8 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Magical Attacks. Harkover’s weapon attacks are considered magical. Condition Immunitiescharmed, frightened
Magic Resistance. Harkover has advantage on saving throws against Sensespassive Perception 18
spells and other magical effects. LanguagesCommon, Primordial
Smoke Vision. Harkover can see perfectly in smoky conditions. Challenge16 (15,000 XP)
Spellcasting. Harkover is a 17th-level spellcaster. His spellcasting Canny Pursuer. Stover has advantage on Wisdom (Perception) checks
ability is Charisma (spell save DC 19, +11 to hit with spell attacks). to overhear conversations and can use Perception instead of Survival
He knows the following spells: when making a Wisdom check to follow tracks.
Cantrips (at will): light, mage hand, mending, message, prestidigita- Cunning Action (1/Turn). Stover can take a bonus action to take the
tion, true strike Dash, Disengage, or Hide action.
1st level (4 slots): alarm, detect magic, grease, magic missile, shield Evasion. When Stover is subjected to an effect that allows him to make
2nd level (4 slots): scorching ray, see invisibility, suggestion a Dexterity saving throw for half damage, he takes no damage if he
3rd level (4 slots): dispel magic, fireball, haste, sending succeeds on the saving throw, and only half damage if he fails.
4th level (3 slots): greater invisibility, stoneskin Hivemind Presence. Two ghost councilors are bonded to Stover
5th level (3 slots): arcane hand, legend lore through the Obscurati’s hivemind. Their presence grants him a fly
6th level (2 slots): globe of invulnerability speed of 30 ft., immunity to being charmed or frightened, and allows
7th level (1 slot): delayed blast fireball him to use Gestalt Strike. Whenever he fails a Wisdom saving throw
8th level (1 slot): mind blank against a harmful effect, it harms the ghosts instead. The first time
9th level (1 slot): time stop this happens, the councilors snarl as they become briefly visible.
War Magic. Harkover has advantage when he is concentrating on a Once this happens 3 times, or if the ghosts are dealt 50 points of
spell and has to make a Constitution saving throw from taking dam- radiant damage, they are destroyed. Stover loses all the benefits
age, and can use his reaction to cast a spell (maximum casting time: 1 of this trait, and while he remains loyal to the Obscurati, a DC 30
action) at a creature that provokes an opportunity attack from him. Charisma (Persuasion) check or a successful dispel evil and good
ACTIONS spell (choosing the Break Enchantment option) can snap him out of
Multiattack. Harkover can use his Frightful Presence. He then makes the hivemind altogether. A spirit medium who sees a creature with
six attacks: one with his bite, two with his claws, two with his wings, this trait immediately knows how it functions and how to overcome it.
and one with his tail. Lord of the Land. Stover gains a +4 bonus to AC, attack rolls, and
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 saving throws, a +2 bonus to Strength, Dexterity, and Constitu-
(2d10+6) piercing damage plus 3 (1d6) fire damage. tion checks (already included in his statistics), and can choose to
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: be treated as the same size as an enemy creature for effects and
13 (2d6+6) slashing damage. mechanics that rely on size.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 Loremaster. Stover adds +8 when making an Intelligence check to
(2d10+6) bludgeoning damage. recall information.
Wings. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: Monarch Saves. Stover has advantage on saving throws against being
15 (2d8+6) bludgeoning damage. charmed, frightened, and poisoned.
Fire Breath (Recharge 5–6). Harkover exhales fire in a 40-foot cone. Regeneration. Stover regains 20 hit points at the start of his turn and
Each creature in that area must make a DC 21 Dexterity saving dies only if he starts his turn with 0 hit points.
throw, taking 70 (20d6) fire damage on a failed save, or half as much Sneak Attack (1/Turn, 7d6). Stover deals an extra 24 (7d6) damage
damage on a successful one. when he hits a target with a weapon attack and has advantage on the
Frightful Presence. Each creature of Harkover’s choice that is within attack roll, or when the target is within 5 feet of an ally of Stover that
120 feet of him and aware of him must succeed on a DC 21 Wisdom isn’t incapacitated and he doesn’t have disadvantage on the attack
saving throw or becomefrightenedfor 1 minute. A creature can roll.
repeat the saving throw at the end of each of its turns, ending the ACTIONS
effect on itself on a success. If a creature’s saving throw is successful Multiattack. Stover attacks six times with his sword cane or four times
or the effect ends for it, the creature is immune to Harkover’s Fright- with his pistol.
ful Presence for the next 24 hours. Sword Cane. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 9 (1d6+6) magical piercing damage.
Stover Delft +1 Pistol. Ranged Weapon Attack: +11 to hit, range 50/150 ft., one
Medium humanoid (human), lawful good target. Hit: 13 (2d6+6) piercing damage.
Armor Class20 (+1 studded leather) REACTIONS
Hit Points 135 (30d8) Gestalt Strike. At the end of another creature’s turn, Stover can use
Speed 20 ft. (due to leg wound) his reaction to make his hivemind lash out at a creature within 200
STR DEX CON INT WIS CHA feet, dealing 35 (10d6) force damage and causing the creature to
10 (+0) 20 (+5) 10 (+0) 13 (+1) 15 (+2) 14 (+2) move its speed in a direction of Stover’s choice (a DC 20 Wisdom
Saving ThrowsStr +4, Dex +15, Con +4, Int +11, Wis +6, Cha +6 saving throw negates).
SkillsAcrobatics +13, Deception +8, History +7, Insight +8, Investiga- Uncanny Dodge. When an enemy Stover can see hits him with an
tion +7, Perception +8, Stealth +13 attack, he can use his reaction to halve the damage he takes from it.

EN5ider Presents: Avatar of Revolution, Part Three  | 9


Appendix: Combat Catalogue

Hana “Gale” Soliogn, Obscurati Loyalist 4th level (3 slots): dimension door, storm shield (as fire shield but
Medium humanoid (eladrin), chaotic neutral blocks and deals lightning damage)
Armor Class20 (mage armor, cloak of protection, ring of protection) 5th level (3 slots): cloudkill
Hit Points110 (17d8+34) 6th level (2 slots): chain lightning
Speed30 ft., fly 40 ft. 7th level (1 slot): prismatic spray
STR DEX CON INT WIS CHA 8th level (1 slot): incendiary cloud
8 (–1) 20 (+5) 14 (+2) 12 (+1) 13 (+1) 25 (+7) 9th level (1 slot): storm of vengeance
Saving ThrowsStr +1, Dex +7, Con +9, Int +3, Wis +8, Cha +9 ACTIONS
SkillsArcana +6, Deception +13, Insight +6, Nature +6, Perception Multiattack. Gale attacks four times.
+6, Persuasion +13, Stealth +10 Elemental Ray. Ranged Weapon Attack: +12 to hit, range 100/300 ft.,
Damage Resistanceslightning one target. Hit: 10 (1d6+7) lightning damage.
Damage Immunitiesthunder Elemental Blast (Recharge 6). Gale unleashes electricity in a 30-foot
Condition Immunitiescharmed, frightened cone. Each creature in that area must make a DC 20 Dexterity saving
Sensesdarkvision 60 ft., passive Perception 16 throw, taking 59 (17d6) lightning damage on a failed save, or half as
LanguagesCommon, Elvish, Primordial, Sylvan much damage on a successful one.
Challenge16 (15,000 XP) REACTIONS
Air Affinity. Gale can innately control winds, she is immune to the Gestalt Strike. At the end of another creature’s turn, Hana can use her
effects of strong wind, and flying animals are usually friendly to her. reaction to make her hivemind lash out at a creature within 200 feet,
Control Winds. Gale can control winds in a 360-foot radius. She dealing 35 (10d6) force damage and causing the creature to move its
can use this ability for up to 13 minutes per day, in increments of at speed in a direction of Hana’s choice (a DC 20 Wisdom saving throw
least 1 minute at a time. Activating or controlling it is an action, but negates).
no action is required by her to maintain the winds. She can increase
winds by up to three steps (enough to turn a still day into a severe You may want to memorize these stats, because city defense squads
storm of 50 miles per hour, or a strong breeze into a small hurricane; show up multiple times in multiple places during the adventure.
as control weather). Any creatures in the area other than her must
succeed on a DC 20 Strength saving throw at the start of each round City Defense Squad
to resist the winds. Gargantuan swarm of Medium humanoids, lawful neutral
Fey Ancestry. Gale has advantage on saving throws against being Armor Class18 (natural armor)
charmed, and magic can’t put her to sleep. Hit Points212 (25d8+100)
Hivemind Presence. Two ghost councilors are bonded to Hana Speed30 ft.
through the Obscurati’s hivemind. Their presence grant her immunity STR DEX CON INT WIS CHA
to being charmed or frightened, and allows her to use Gestalt 24 (+7) 19 (+4) 18 (+4) 10 (+0) 15 (+2) 14 (+2)
Strike. Whenever she fails a Wisdom saving throw against a harmful Saving ThrowsDex +8, Con +8, Wis +6
effect, instead of harming her it harms the ghosts. The first time this SkillsIntimidation +10, Perception +10
happens, the councilors snarl as they become briefly visible. Once Condition Immunitiescharmed, frightened, grappled, paralyzed,
this happens 3 times or if the ghosts are dealt 50 points of radiant petrified, prone, restrained, stunned
damage, they are destroyed. She loses all the benefits of this trait, Sensespassive Perception 20
and while she remains loyal to the Obscurati, a DC 30 Charisma LanguagesCommon
(Persuasion) check or a successful dispel evil and good spell (choos- Challenge12 (8,400 XP)
ing the Break Enchantment option) can snap her out of the hivemind Chaos of Combat. Any creature that is adjacent to or in the swarm’s
altogether. A spirit medium who sees a creature with this trait space has a hard time focusing on magic. A creature casting a spell
immediately knows how it functions and how to overcome it. or concentrating on a spell makes a Constitution saving throw
Innate Spellcasting. Gale’s innate spellcasting ability is Charisma (DC 17 + spell level) or loses the spell.
(spell save DC 20). She can innately cast the following spells, requir- Swarm. The swarm can occupy another creature’s space and vice
ing no material components. versa, and the swarm can move through any opening large enough
Constant: speak with animals (flying animals only) for a Medium creature. The swarm can’t regain hit points or gain
Spellcasting. Gale is a 17th-level spellcaster. Her spellcasting ability temporary hit points.
is Charisma (spell save DC 20, +12 to hit with spell attacks). She ACTIONS
knows the following spells: Bayonet Flurry. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Cantrips (at will): mage hand, mending, message, minor illusion, target. Hit: 28 (6d6+7) piercing damage, or 17 (3d6+7) piercing
prestidigitation, shocking grasp damage if the swarm has half of its hit points or fewer.
1st level (4 slots): burning hands, feather fall, fog cloud, mage Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines
armor, magic missile, shield that are 5-feet wide. Each creature in the line must make aDC 16
2nd level (4 slots): gust of wind, levitate, scorching ray, shatter Dexteritysaving throw. A creature takes 48 (8d10+4) piercing dam-
3rd level (4 slots): clairvoyance, lightning bolt, nondetection, protec- age on a failed save, or half as much damage on a successful one.
tion from energy, sleet storm

10 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Versus Me and the Revolution


Revolution.. Arch Secula Natalia Degaspare
These battles may reuse the city defense squad stats above, and sev- Medium humanoid (human), lawful neutral
eral use bookpin bodyguard squads. Each of the five encounters is Armor Class21 (+2 studded leather, cloak of protection, ring of
intended to be slightly too difficult for one PC, unless they’re lucky protection)
or clever. Hit Points150 (20d8+60)
Speed30 ft.
Bookpin Bodyguard Squad STR DEX CON INT WIS CHA
Gargantuan swarm of Medium humanoids, lawful neutral 13 (+1) 20 (+5) 16 (+3) 17 (+3) 15 (+2) 18 (+4)
Armor Class20 (plate armor, shield) Saving ThrowsStr +3, Dex +12, Con +5, Int +10, Wis +4, Cha +6
Hit Points237 (25d8+125) SkillsDeception +14, History +13, Insight +12, Intimidation +9,
Speed20 ft. Perception +12, Performance +9, Persuasion +14, Religion +13
STR DEX CON INT WIS CHA Sensesblindsense 10 ft., darkvision 60 ft., passive Perception 22
24 (+7) 19 (+4) 20 (+5) 11 (+0) 12 (+1) 11 (+0) LanguagesCommon, Draconic, Elvish
Saving ThrowsDex +9, Con +10, Wis +6 Challenge13 (10,000 XP)
SkillsArcana +10, Perception +11, Stealth +14 Cunning Action (1/Turn). Natalia can take a bonus action to take the
Condition Immunitiescharmed, frightened, grappled, paralyzed, Dash, Disengage, or Hide action.
petrified, prone, restrained, stunned Evasion. When Natalia is subjected to an effect that allows her to
Sensespassive Perception 21 make a Dexterity saving throw to take only half damage, she instead
LanguagesCommon takes no damage if she succeeds on the saving throw, and only half
Challenge15 (13,000 XP) damage if she fails.
Chaos of Combat. Any creature that is adjacent to or in the swarm’s Implacable Will. Natalia is immune to the effects of detect thoughts.
space has a hard time focusing on magic. A creature casting a spell When creatures attempt to charm Natalia the spell or effect appears
or concentrating on a spell makes a Constitution saving throw to function normally (making it seem as though she has been suc-
(DC 17 + spell level) or loses the spell. cessfully charmed).
Expeditious Intercept. The swarm can use a bonus action to take the Minor Hivemind Presence. A single ghost councilor is bonded to
Dash action. Natalia through the Obscurati’s hivemind. This gives creatures
Magical Defender. If the swarm starts its turn with any allied disadvantage on attack rolls made against her. Whenever she fails
creatures in its space, it may make dispel check to remove a harmful a Wisdom saving throw against a harmful effect, instead of harming
magical effect on each one as per dispel magic (using Wisdom as its her it harms the ghost. The first time this happens, the councilor
spellcasting ability modifier). snarls as it becomes briefly visible. Once this happens three times or
Magic Resistance. The swarm has advantage on saving throws if the ghost is dealt 50 radiant damage, it is destroyed. She loses all
against spells and other magical effects. the benefits of this ability, and is permanently slowed (as the slow
Power Attack. When the swarm makes its first melee weapon attack spell). While she remains loyal to the Obscurati, a DC 30 Charisma
in a turn, it can choose to take a –5 penalty to its melee weapon (Persuasion) check or a successful casting of dispel good and evil
attack rolls in exchange for a +10 bonus to melee weapon damage. (using the Break Enchantment option) can snap her out of the
In addition, the swarm can use a bonus action to make one melee hivemind altogether. A spirit medium who sees a creature with this
weapon attack after it uses a melee weapon attack to reduce a trait immediately knows how it functions and how to overcome it.
creature to 0 hit points or score a critical hit with it. The bookpin Natural Liar (5/Long Rest). Natalia may use her Cunning Action to
guard can only use this feature on its turn. draw upon dark inspiration that grants her advantage on a Charisma
Protect Ally. The swarm provides half cover to any creature it recog- (Deception) or Charisma (Persuasion) check.
nizes as an ally who shares its space. Reliable Talent. When Natalia makes an ability check that lets her add
Swarm. The swarm can occupy another creature’s space and vice her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.
versa, and the swarm can move through any opening large enough Secular Presence. Spells and magical effects deal half damage with a
for a Medium creature. The swarm can’t regain hit points or gain 30-foot radius of Natalia; other spells and magical effects have only a
temporary hit points. 50% chance of affecting creatures in the area. Powers of magic items
ACTIONS cannot be activated in the area. Powers that have an indirect effect,
Multiattack. The swarm makes two melee attacks. such as using telekinesis to throw something into the area, function
Sword Flurry. Melee Weapon Attack: +12 to hit, reach 5 ft., one normally. Natalia’s own traits are not suppressed by this feature.
target. Hit: 21 (4d6+7) slashing damage, or 14 (2d6+7) slashing Sneak Attack (1/Turn). Natalia deals an extra 24 (7d6) damage
damage if the swarm has half of its hit points or fewer. when she hits a target with a weapon attack and has advantage on
the attack roll, or when the target is within 5 feet of an ally of Natalia
that isn’t incapacitated and she doesn’t have disadvantage on the
attack roll.
Undetectable. Natalia is under the constant effects of the nondetec-
tion spell. She may suppress or reactivate this feature as a free action
even while incapacitated.

EN5ider Presents: Avatar of Revolution, Part Three  | 11


Appendix: Combat Catalogue

ACTIONS
+1 Dagger. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft.
or 20/60 ft., one target. Hit: 8 (1d4+6) magical piercing damage.
Immediately after hitting or missing the target, a thrown magical
dagger reappears in Natalia’s hand.
+1 Shotgun. Ranged Weapon Attack: +11 to hit, range 30/90 ft., one
target. Hit: 15 (2d8+6) piercing damage.
Submit! Natalia focuses the will of the city-wide hivemind to try to
crush a foe’s psyche. Choose a creature Natalia can see. If the target
makes a DC 17 Wisdom saving throw, it takes 18 psychic damage
and is stunned until the end of her next turn. On a failed save, it must
attempt a DC 17 Constitution saving throw or it is reduced to 0 hit
points and starts to die. On a successful save, the takes 7d6+18
damage and is stunned until the end of Natalia’s next turn.
REACTIONS
Obscured Nature. By spending her reaction, Natalia may be treated by
one known effect or spell as though she were an unaligned creature.
Uncanny Dodge. When an attacker Natalia can see hits her with an
attack, she can use her reaction to halve the the damage she takes
from it.

The Ladies of Forked Tongues.

Gardienne du Cherage
Medium humanoid (tiefling), neutral Jack of All Trades. Gardienne adds +3 to any ability check she makes
Armor Class22 (+3 leather armor, bracers of defense, cloak of protec- that doesn’t already include her proficiency bonus.
tion, ring of protection) Spellcasting. Gardienne is a 20th-level spellcaster whose spellcasting
Hit Points170 (20d8+80) ability is Charisma (spell save DC 19; +11 to hit with spell attacks).
Speed30 ft. She has the following spells prepared:
STR DEX CON INT WIS CHA Cantrips: mage hand, minor illusion, true strike, vicious mockery
12 (+1) 18 (+4) 19 (+4) 12 (+1) 8 (–1) 20 (+5) 1st-level (4 slots): charm person, comprehend languages, detect
Saving ThrowsStr +2, Dex +11, Con +5, Int +3, Wis +0, Cha +12 magic, disguise self, grease, hideous laughter
SkillsArcana +7, Athletics +7, History +7, Insight +12, Nature +7, 2nd-level (3 slots): enhance ability, detect thoughts, invisibility,
Perception +11, Performance +17, Persuasion +17, Religion +7, mirror image, see invisibility, silence
Stealth +16 3rd-level (3 slots): dispel magic, displacement, haste, hypnotic
Damage Resistancesfire pattern
Sensesdarkvision 60 ft., passive Perception 21 4th-level (3 slots): confusion, dimension door, freedom of move-
LanguagesCommon, Primordial ment, locate creature
Challenge16 (15,000 XP) 5th-level (3 slots): animate objects, dominate person, mislead
Bardic Inspiration 1d12 (5/Short Rest). As a bonus action on her 6th-level (2 slots): irresistible dance
turn, Gardienne can choose one other creature within 60 feet who 7th-level (2 slots): project image
can hear her. That creature gains one Bardic Inspiration die, a d12. 8th-level (1 slot): glibness
Once within the next 10 minutes, the creature can roll the die and add 9th-level (1 slot): foresight
the number rolled to one ability check, attack roll, or saving throw it Song of Rest. At the end of a short rest, if Gardienne or any friendly
makes. The creature can wait until after it rolls the d20 before decid- creatures who can hear her performance regain hit points by spend-
ing to use the Bardic Inspiration die. When Gardienne rolls initiative ing one or more Hit Dice, each of those creatures regains an extra
and has no uses of Bardic Inspiration left, she regains one use. 1d12 hit points.
Countercharm. As an action, Gardienne can start a performance that ACTIONS
lasts until the end of her next turn. During that time, Gardienne and Extra Attack. Gardienne attacks three times.
any friendly creatures within 30 feet of her have advantage on saving +2 Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
throws against being frightened or charmed. A creature must be able Hit: 10 (1d8+6) magical piercing damage.
to hear her to gain this benefit. The performance ends early if she +1 Shortbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft.,
is incapacitated or silenced or if Gardienne voluntarily ends it (no one target. Hit: 8 (1d6+5) magical piercing damage.
action required).

12 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Ashima-Shimtu
Medium fiend, neutral evil
Armor Class25 (natural armor)
Hit Points405 (30d8+270)
Speed30 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
22 (+6) 32 (+11) 28 (+9) 24 (+7) 24 (+7) 34 (+12)
SkillsAcrobatics +19, Arcana +15, Deception +28, History +15,
Insight +23, Intimidation +20, Perception +23, Performance +28,
Persuasion +28, Religion +23, Sleight of Hand +27, Stealth +27
Damage Vulnerabilities radiant
Damage Resistancescold; bludgeoning, piercing, and slashing from
nonmagical weapons Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:
Damage Immunitiesacid, fire, lightning, poison 6 (1d6+3) slashing damage plus 11 (2d10) necrotic damage. The
Condition Immunitiescharmed, disease, frightened, poisoned target’s hit point maximum is reduced by an amount equal to the
Sensesblindsight 120 ft. (living creatures only), darkvision 120 ft., necrotic damage taken, and Ashima-Shimtu regains hit points equal
passive Perception 33 to that amount. The reduction lasts until the target finishes a long
Languagesall, telepathy 1 mile rest. The target dies if this effect reduces its hit point maximum to 0.
Challenge25 (75,000 XP) Spiked Chain. Melee Weapon Attack: +14 to hit, reach 10 ft., one tar-
Devilsight. Ashima-Shimtu sees through magical darkness. get. Hit: 11 (2d4+6) slashing damage plus 7 (2d6) necrotic damage.
Innate Spellcasting. Ashima-Shimtu’s innate spellcasting ability is Frightful Presence. Each creature of Ashima-Shimtu’s choice that
Charisma (spell save DC 28). She can innately cast the following is within 120 feet of her and aware of her must succeed on a DC 28
spells, requiring no material components. Wisdom saving throw or becomefrightenedfor 1 minute. A creature
At will: alter self, detect thoughts, mending, minor illusion, message, can repeat the saving throw at the end of each of its turns, ending the
prestidigitation, suggestion, teleport (self plus 50 lbs. of objects effect on itself on a success. If a creature’s saving throw is successful
only) or the effect ends for it, the creature is immune to Ashima-Shimtu’s
5/day each: blur, confusion, displacement, glibness, hypnotic pat- Frightful Presence for the next 24 hours.
tern, mirror image, silence Extraordinary Possession (Recharge 6). One humanoid that
3/day each: greater invisibility, hallucinatory terrain, modify memory, Ashima-Shimtu can see within 60 feet of her must succeed on a
shatter DC 28 Charisma saving throw or be possessed by Ashima-Shimtu;
1/day each: dominate monster, mislead, programmed illusion she then disappears, and the target is incapacitated and loses
Keen Smell. Ashima-Shimtu has advantage on Wisdom (Perception) control of its body. Ashima-Shimtu now controls the body but doesn’t
checks that rely on smell. deprive the target of awareness. Ashima-Shimtu can’t be targeted
Legendary Resistance (3/Day). If Ashima-Shimtu fails a saving by any attack, spell, or other effect, and she retains her alignment,
throw, she can choose to succeed instead. Intelligence, Wisdom, Charisma, and immunity to being charmed
Magic Resistance. Ashima-Shimtu has advantage on saving throws and frightened. She otherwise uses the possessed target’s statistics
made against spells and other magical effects. (including the target’s knowledge, class features, and proficiencies).
Magic Weapons. Ashima-Shimtu’sweaponattacksaremagical.   The possession lasts until the body drops to 0 hit points, Ashima-
Sacrament of Apotheosis. This ritual grants Ashima-Shimtu the Shimtu ends it as a bonus action, or she is forced out by an effect like
following benefits for 1 hour: her size increases to Large (doubling the dispel evil and good spell. When the possession ends, Ashima-
her height and multiplying her weight by 8) and she appears angelic, Shimtu reappears in an unoccupied space within 5 feet of the
she gains 50 temporary hit points, and she gains a +3 bonus to AC, body. The target is immune to this Ashima-Shimtu’s Extraordinary
attack, and damage rolls. Possession for 24 hours after succeeding on the saving throw or after
Terrible Rejuvenation. At the start of Ashima-Shimtu’s turn, if there the possession ends.
is a creature within 30 feet of her that is frightened or suffering from LEGENDARY ACTIONS
confusion, she regains 30 hit points. Ashima-Shimtu can take 3 legendary actions, choosing from the
War Magic. Ashima-Shimtu has advantage when she is concentrating options below. Only one legendary action option can be used at a time
on a spell and has to make a Constitution saving throw from taking and only at the end of another creature’s turn. Ashima-Shimtu regains
damage, she can wield weapons or a shield in both hands and still spent legendary actions at the start of its turn.
make somatic components for spellcasting, and can use her reaction Attack. Ashima-Shimtu takes the Attack action.
to cast a spell (maximum casting time: 1 action) at a creature that Move. Ashima-Shimtu moves up to her speed without provoking
provokes an opportunity attack from her. opportunity attacks.
ACTIONS Possess (Costs 2 Action). Ashima-Shimtu uses her Extraordinary
Multiattack. Ashima-Shimtu attacks four times with her spiked chain Possession.
or twice with her claws. Spell. Ashima-Shimtu casts a spell.

EN5ider Presents: Avatar of Revolution, Part Three  | 13


Appendix: Combat Catalogue

Bruse Shantus and the Tyrannosaurs.


Ob-Bred Tyrannosaurus
Bruse Shantus Huge beast, unaligned
Large monstrosity, lawful good Armor Class17 (natural armor)
Armor Class21 (natural armor) Hit Points250 (20d12+120)
Hit Points231 (22d10+110) Speed70 ft.
Speed40 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 30 (+10) 17 (+3) 23 (+6) 2 (–4) 19 (+4) 14 (+2)
22 (+6) 8 (–1) 21 (+5) 14 (+2) 15 (+2) 17 (+3) Saving ThrowsDex +8, Con +11, Wis +9
Saving ThrowsDex +5, Con +11, Wis +8 SkillsPerception +14
SkillsAthletics +12, Deception +9, Insight +8, Intimidation +9, Condition Immunitiescharmed, frightened
Perception +8, Persuasion +9, Survival +8 Sensespassive Perception 24
Sensesdarkvision 60 ft., passive Perception 18 Languages—
LanguagesCommon, Giant, Orc Challenge14 (11,500 XP)
Challenge18 (20,000 XP) Magic Resistance. The tyrannosaurus has advantage on saving
Charge. If Bruse moves at least 10 feet straight toward a target and throws made against spells and other magical effects.
then hits it with a gore attack on the same turn, the target takes an ACTIONS
extra 9 (2d8) piercing damage. If the target is a creature, it must Multiattack. The tyrannosaurus attacks three times. It can’t make
succeed on a DC 20 Strength saving throw or be pushed up to 10 feet more than one type of its attacks against the same target.
away and knocked prone. Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit:
Labyrinthine Recall. Bruse can perfectly recall any path he has 36 (4d12+10) piercing damage. If the target is a Medium or smaller
traveled. creature, it is grappled (escape DC 23). Until this grapple ends, the
Power Attack. When Bruse makes his first melee weapon attack in a target is restrained, and the tyrannosaurus can’t bite another target.
turn, he can choose to take a –5 penalty to his melee weapon attack Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23
rolls in exchange for a +10 bonus to melee weapon damage. In addi- (3d8+10) bludgeoning damage.
tion, Bruse can use a bonus action to make one melee weapon attack
after he uses a melee weapon to reduce a creature to 0 hit points or Sor Daeron and Glaucia Evora.
scores a critical hit with it. Bruse can only use this feature on his turn.
Primitive Presence. Bruse Shantus emits an aura of feral power that Sor Daeron
encourages creatures to engage in savage brawls of tooth and claw. Medium humanoid (eladrin), chaotic neutral
All creatures in the aura are immune to damage from attackers that Armor Class22 (+3 studded leather, cloak of protection, ring of
are outside the target’s melee reach. protection)
Reckless. At the start of his turn, Bruse can gain advantage on all Hit Points195 (30d8+60)
melee weapon attack rolls he makes during that turn, but attack rolls Speed30 ft.
against him have advantage until the start of his next turn. STR DEX CON INT WIS CHA
ACTIONS 12 (+1) 20 (+5) 15 (+2) 20 (+5) 10 (+0) 10 (+0)
Multiattack. Bruse attacks six times. Saving ThrowsStr +2, Dex +13, Con +10, Int +7, Wis +2, Cha +2
+3 Maul. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. SkillsArcana +17, Deception +6, History +17, Intimidation +6, Percep-
Hit: 18 (2d8+9) magical bludgeoning damage. tion +6
Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 Sensespassive Perception 16
(2d8+6) piercing damage. LanguagesCelestial, Common, Draconic, Elvish, Giant, Goblin,
Infernal, Orc, Primordial
Challenge17 (18,000 XP)
Casting Strike. When Sor Daeron hits a creature with a melee weapon
attack, in addition to dealing damage he can also cast a spell that
deals damage. If the spell includes a spell attack, it automatically
hits.
Disrupting Arcana. When Sor Daeron hits a creature with a weapon
attack, it has disadvantage on the next saving throw it makes to
resist a spell before the end of Sor Daeron’s next turn.
Feat: War Magic. Sor Daeron has advantage when he is concentrating
on a spell and has to make a Constitution saving throw from taking
damage, he can wield weapons or a shield in both hands and still
make somatic components for spellcasting, and can use his reaction
to cast a spell (maximum casting time: 1 action) at a creature that
provokes an opportunity attack from him.

14 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Fey Ancestry. Sor Daeron has advantage on saving throws against Protective Aura. Whenever Glaucia or a friendly creature within 15
being charmed, and magic can’t put him to sleep. feet of her must make a saving throw, the creature gains a +2 bonus.
Indomitable (2/Long Rest). Sor Daeron can reroll a saving throw that In addition, friendly creatures gain a +2 bonus to AC and ignore the
he fails but must use the new roll. first 5 points of energy damage when they take cold, fire, lightning, or
Power Attack. When Sor Daeron makes his first melee weapon attack thunder damage from attack, spell, or effect.
in a turn, he can choose to take a –5 penalty to his melee weapon Channel Divinity (3/Short Rest). Glaucia can channel divine energy
attack rolls in exchange for a +10 bonus to melee weapon damage. to fuel one of two magical effects.
In addition, Sor Daeron can use a bonus action to make one melee Preserve Life. As an action, the Glaucia presents her holy symbol
weapon attack after he uses a melee weapon to reduce a creature to and evokes healing energy that restores 75 hit points. She chooses
0 hit points or scores a critical hit with it. Sor Daeron can only use creatures within 30 feet and divides those hit points among them.
this feature on his turn. This feature can restroe a creature to no more than half of its hit point
Second Wind (1/Short Rest). On his turn, Sor Daeron can use a maximum and it cannot be used on undead or constructs.
bonus action to regain 1d10+14 hit points. Turn Undead. As an action, Glaucia presents her holy symbol and
Spellcasting. Sor Daeron is an 11th-level spellcaster. His spellcasting speaks a prayer censuring the undead. Each undead within 30 feet
ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). that can see or hear her must make a DC 17 Wisdom saving throw.
He has the following spells prepared: If the creature fails its saving throw, it is turned for 1 minute or until
Cantrips (at will): acid splash, dancing lights, mage hand, minor it takes any damage. Undead of CR 2 or less that fail are destroyed.
illusion, shocking grasp A turned creature must spend its turns trying to move as far away
1st level (4 slots): faerie fire, longstrider, magic missile, shield from Glaucia as it can, and it can’t willingly move to a space within 30
2nd level (3 slots): invisibility, mirror image, scorching ray, web feet of her. It also can’t take reactions. For its action, it can use only
3rd level (3 slots): counterspell, dispel magic, displacement, the Dash action or try to escape from an effect that prevents it from
nondetection, haste, vampiric touch moving. If there’s nowhere to move, the creature can use the Dodge
4th level (3 slots): dimension door, greater invisibility action.
5th level (2 slots): cone of cold, telekinesis Enforcer. Attacking an executore is against the law, and crime
6th level (1 slot): chain lightning demands a reciprocal punishment. Whenever a creature attacks
War-Magician. Sor Daeron can use a bonus action to make one Glaucia for the first time each day, it is affected by power word stun.
weapon attack after casting a cantrip with a casting time of 1 action. Rampage. When Glaucia reduces a creature to 0 hit points with a
ACTIONS melee attack on her turn, she can take a bonus action to move up to
Extra Attack. Sor Daeron attacks five times when he takes the Attack half her speed and make a bite attack.
action. Spellcasting. Glaucia is a 15th-level spellcaster. Her spellcasting
+3 Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). She
Hit: 11 (1d6+8) magical slashing damage. has the following spells prepared from the cleric’s spell list:
REACTIONS Cantrips (at will): mending, resistance, sacred flame, spare the
Magical Counterstrike. When Sor Daeron hits a creature with a dying
melee weapon attack, he can use his reaction to cast dispel magic on 1st level (4 slots): bless, command, cure wounds, healing word,
the target. sanctuary, shield of faith
Wound From the Holy War. Sor Daeron’s right arm is composed 2nd level (3 slots): lesser restoration, silence, spiritual weapon, zone
wholly of animated salt crystals. If he is grappled or suffering from of truth
a condition that slows, immobilizes, or restrains him, he can use his 3rd level (3 slots): beacon of hope, dispel magic, magic circle,
reaction to dissolve his arm to automatically escape the grapple or protection from energy, revivify, spirit guardians
end the condition. The arm reforms at the beginning of his next turn. 4th level (3 slots): death ward, freedom of movement, guardian of
faith
Glaucia Evora 5th level (2 slots): flame strike, greater restoration, scrying
Medium humanoid (gnoll), lawful good 6th level (1 slot): blade barrier, harm, heal true seeing
Armor Class17 (studded leather, shield) 7th level (1 slot): regenerate
Hit Points187 (25d8+75) 8th level (1 slot): holy aura
Speed30 ft. ACTIONS
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3
10 (+0) 16 (+3) 16 (+3) 13 (+1) 16 (+3) 14 (+2) (1d6) piercing damage.
Saving ThrowsCon +9, Wis +9, Cha +8 +3 Holy Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft.,
SkillsInsight +14, Perception +9, Religion +7, Stealth +8 one target. Hit: 7 (1d6+4) magical bludgeoning damage or 8 (1d8+4)
Sensesdarkvision 60 ft., passive Perception 19 magical bludgeoning damage if wielded in two hands. In addition, the
LanguagesCommon, Giant, Gnoll, Orc target takes an extra 9 (2d8) radiant damage.
Challenge14 (11,500 XP)

EN5ider Presents: Avatar of Revolution, Part Three  | 15


Appendix: Combat Catalogue

Hastenschrieft and the Sniper.

Hastenschrieft Willamarkanova
Medium humanoid (dwarf), neutral
Armor Class20 (+1 glamered plate)
Hit Points170 (20d8+80)
Speed25 ft.
STR DEX CON INT WIS CHA Chiaroscuro Bomb (2/Short Rest). Kvarti can use a bonus action
12 (+1) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 15 (+2) to throw an alchemical item at a spot within 20 feet, and chooses to
Saving ThrowsCon +8, Wis +5 either create a cloud of obscuring smoke that fills a 10-foot square,
SkillsDeception +6, Insight +9, Intimidation +10, Perception +5, or a blinding flash that forces each creature within a 10-foot square
Performance +6, Persuasion +10 to make a DC 17 Constitution save or be blinded until the start of
Damage Resistancespoison Kvarti’s next turn.
Sensesdarkvision 60 ft., passive Perception 15 Elite Gunner. After Kvarti hits or misses with a firearm, his target
LanguagesCommon, Dwarvish, Elvish, Gnome, Halfling, Sylvan cannot make opportunity attacks until the start Kvarti’s next turn.
Challenge10 (5,900 XP) Exceptional Dwarven Resilience. Hastenschrieft has advantage on
Exceptional Dwarven Resilience. Hastenschrieft has advantage on saving throws made against poison, spells, and other magical effects.
saving throws made against poison, spells, and other magical effects. Legendary Resistance (3/Day). If Kvarti fails a saving throw, he can
Minor Hivemind Presence. A single ghost councilor is bonded choose to succeed instead.
to Hastenschrieft through the Obscurati’s hivemind. This gives Shadow Teleport (Recharge 6). On his turn, Kvarti may teleport
creatures disadvantage on attack rolls made against her. Whenever to any location in line of sight that is inside of or adjacent to one of
she fails a Wisdom saving throw against a harmful effect, instead Trekhom’s spires or towers. He can bring up to one other Medium
of harming her it harms the ghost. The first time this happens, the creature with him, and he may make a Dexterity (Stealth) check to
councilor snarls as it becomes briefly visible. Once this happens three hide when he arrives at his destination.
times or if the ghost is dealt 50 radiant damage, it is destroyed. She Sniper’s Eye. As long as Kvarti is within one of Trekhom’s towers, he
loses all the benefits of this ability, and is permanently slowed (as has a constant true seeing spell active.
the slow spell). While she remains loyal to the Obscurati, a DC 30 Unerring Marksman. Unless Kvarti has disadvantage on an attack, he
Charisma (Persuasion) check or a successful casting of dispel good treats any attack roll where the die is 9 or lower as if he had rolled a
and evil (using the Break Enchantment option) can snap her out of natural 10.
the hivemind altogether. A spirit medium who sees a creature with   If Kvarti doesn’t move, he can aim down the rifle’s scope and fire
this trait immediately knows how it functions and how to overcome it. with range 360/1,080 ft., though he is treated as blinded relative to
ACTIONS all creatures except his target until his next turn.
Multiattack. Hastenschrieft makes three melee weapon attacks. ACTIONS
+1 Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. Kvarti uses Icy Shove and attacks five times.
target. Hit: 7 (1d10+2) magical slashing damage. Rifle of the Icy End. Ranged Weapon Attack: +8 to hit; range
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 90/270 ft., one target. Hit: 12 (2d8+3) magical piercing damage
range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. plus 3 (1d6) cold damage. The target’s speed is reduced by half on its
Stone Hammer. Hastenschrieft creates an animated object out of a next turn.
large amount of stone in any space within 100 feet. This can be loose   Even if Kvarti’s attack misses, the target takes 3 cold damage and
or worked stone, such as the walls of buildings. The object attacks has its speed reduced.
an adjacent creature (+8 bonus to hit, 4d10+16 damage), then Icy Shove. Each enemy adjacent to Kvarti must make a DC 17 Strength
collapses back into stone. saving throw or take 3 (1d6) cold damage, be pushed back 5 feet,
and restrained until the start of Kvarti’s next turn.
Kvarti Gorbatiy LEGENDARY ACTIONS
Medium humanoid (dwarf), lawful neutral Kvarti can take 3 legendary actions, choosing from the options below.
Armor Class20 (+3 chain shirt, cloak of protection, ring of protection) Only one legendary action option can be used at a time and only at the
Hit Points156 (24d8+48) end of another creature’s turn. He regains spent legendary actions at
Speed25 ft. the start of his turn.
STR DEX CON INT WIS CHA Attack. Kvarti makes an attack.
10 (+0) 16 (+3) 14 (+2) 10 (+0) 15 (+2) 10 (+0) Preparation Pays Off. Kvarti uses a small arcanotech device that ends
Saving ThrowsStr +2, Dex +5, Con +10, Int +2, Wis +10, Cha +2 a condition affecting him (like blinded, grabbed, or prone), or he can
Damage Resistancespoison dispel any spell of 3rd level or below within 30 feet.
SkillsDeception +6, Insight +8, Perception +8, Stealth +9 Reposition. Kvarti flings a tiny flash bomb to the floor. He makes a
Sensesdarkvision 60 ft., true sight 60 ft., passive Perception 18 Dexterity (Stealth) check, then moves his speed. Any creature whose
LanguageCommon, Dwarvish passive Perception he beats does not see his movement, though his
Challenge17 (18,000 XP) position might be obvious if he isn’t behind cover or concealment.

16 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Obscurati Lantern Walker Cula Ravjahani and the Sentosa Siege.


Large construct, unaligned
Armor Class21 (natural armor) Cula Ravjahani
Hit Points210 (20d10+100) Medium humanoid (half-elf), neutral
Speed40 ft. Armor Class21 (+3 chainmail, cloak of protection, ring of protection)
STR DEX CON INT WIS CHA Hit Points165 (30d8+30)
26 (+8) 10 (+0) 20 (+5) 1 (–5) 11 (+0) 1 (–5) Speed30 ft.
Damage Resistancesbludgeoning, piercing, slashing STR DEX CON INT WIS CHA
Damage Immunitiesfire, poison, psychic 18 (+4) 14 (+2) 12 (+1) 18 (+4) 10 (+0) 10 (+0)
Condition Immunitiescharmed, frightened, paralyzed, poisoned, Saving ThrowsStr +11, Dex +4, Con +3, Int +10, Wis +2, Cha +2
stunned SkillsArcana +14, Insight +10, Intimidation +10, Perception +10,
Sensesdarkvision 60 ft., passive Perception 10 Persuasion +10
Languages— Sensesdarkvision 60 ft., passive Perception 20
Challenge14 (11,500 XP) LanguagesCommon, Dwarvish, Elvish, Giant, Orc, Primordial
Magic Resistance. The walker has advantage on saving throws made Challenge16 (15,000 XP)
against spells and other magical effects. Casting Strike. When Cula hits a creature with a melee weapon at-
ACTIONS tack, it deals normal damage, and she can also cast a spell that deals
Multiattack. The walker attacks twice with its claws and once with its damage. If the spell includes a spell attack, it automatically hits.
lantern beam. Disrupting Arcana. When Cula hits a creature with a weapon attack,
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: it has disadvantage on the next saving throw it makes to resist a spell
22 (4d6+8) slashing damage. If the target is a Medium or smaller before the end of her next turn.
creature it is grappled (escape DC 21). Feat: War Magic. Cula has advantage when she is concentrating
Lantern Beam. Ranged Weapon Attack: +5 to hit, range 100 ft., one on a spell and has to make a Constitution saving throw from taking
target. Hit: 35 (10d6) fire damage. damage, she can wield weapons or a shield in both hands and still
make somatic components for spellcasting, and can use her reaction
to cast a spell (maximum casting time: 1 action) at a creature that
provokes an opportunity attack from her.
Fey Ancestry. Cula has advantage on saving throws against being
charmed, and magic can’t put her to sleep.
Spellcasting. Cula is an 11th-level spellcaster that uses Intelligence
as her spellcasting ability (spell save DC 17; +9 to hit with spell
attacks). She has the following spells prepared:
Cantrips (at will): acid splash, dancing lights, mage hand, minor
illusion, shocking grasp
1st level (4 slots): faerie fire, longstrider, magic missile, shield
2nd level (3 slots): invisibility, mirror image, scorching ray, web
3rd level (3 slots): counterspell, dispel magic, displacement,
nondetection, haste, vampiric touch
4th level (3 slots): dimension door, greater invisibility
5th level (2 slots): cone of cold, telekinesis
6th level (1 slot): chain lightning
War-Magician. Cula can use a bonus action to make one weapon
attack after casting a cantrip with a casting time of 1 action.
ACTIONS
Multiattack. Cula attacks four times, or she attacks twice and casts
a spell.
+3 Longsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 11 (1d8+7) magical slashing damage or 12 (1d10+7)
magical slashing damage if wielded in two hands.
Wand of Magic Missiles (7 charges). While holding it, Cula can
expend 1 or more of this wand’s charges to cast magic missile from it.
For 1 charge, she casts it at 1st level; she can increase the spell slot
level by one for each additional charge she expends.
REACTIONS
Magical Counterstrike. When Cula hits a creature with a melee weapon
attack, she can use her reaction to cast dispel magic on the target.

EN5ider Presents: Avatar of Revolution, Part Three  | 17


Appendix: Combat Catalogue

Axis Obscura. Malevolence (1/Round). Nicodemus can merge his body with an
adjacent creature on the Material Plane (as the magic jar spell except
Nicodemus the Mastermind of the Obscurati that it does not require a receptacle) that fails a DC 24 Wisdom
Medium undead (ghost), neutral saving throw. A creature that successfully saves is immune to
Armor Class24 (Sacramental Invulnerability) Malevolence for 24 hours.
Hit Points230 (20d8+140) plus 230 temporary hit points Sacramental Invulnerability. Due to the Sacrament of Apotheosis,
Speed0 ft., fly 60 ft. (hover) Nicodemus has 230 temporary hit points, a +5 magical bonus to
STR DEX CON INT WIS CHA AC, advantage on saving throws and advantage on saving throws.
10 (+0) 28 (+9) 24 (+7) 19 (+4) 23 (+6) 28 (+9) In addition he has resistance to all types of damage and immunity
Saving ThrowsCon +16, Dex +16, Wis +13, Cha +16 to conditions caused by other creatures, but loses these defenses
SkillsAcrobatics +16, Arcana +18, Deception +23, History +18, against any attacking creature that addresses him by his real name
Insight +20, Perception +20, Persuasion +23, Religion +18 (William Miller) at some point during the encounter.
Damage Resistancesacid, fire, lightning, thunder; bludgeoning, Shadow-Cloaked. Nicodemus is constantly cloaked in darkness that
piercing, and slashing makes him heavily obscured and immune to non-radiant damage and
Damage Immunitiescold, necrotic, poison conditions not caused by spells that specifically target undead. If he
Condition Immunitiescharmed, exhaustion, frightened, grappled, is adjacent to a source of bright light, or when Nicodemus takes radi-
paralyzed, petrified, poisoned, prone, restrained ant energy damage, the shadows are peeled away and this protection
Sensesdarkvision 60 ft., passive Perception 30 lost until the end of the attacker’s next turn. Simply being in the
LanguagesCommon, Draconic, Dwarvish, Elvish, Primordial radius of a light source, however, is not enough (the central pit of the
Challenge23 (50,000 XP) Axis Seal ritual is a bright light source.)
Backlash. Nicodemus is destroyed when reduced to 0 hit points, Turn Resistance. Nicodemus has advantage on saving throws against
though the description will vary based on circumstances. Each any effect that turns undead.
creature linked to Nicodemus (see Welcome to the Obscurati) takes War Magic. Nicodemus has advantage when he is concentrating on a
100 damage, but cannot be reduced below 1 hit point in this way. spell and has to make a Constitution saving throw from taking dam-
Divine Presence. The Sacrament of Apotheosis allows Nicodemus age, he can wield weapons or a shield in both hands and still make
to move objects as if he were Large-sized and at a range of 20 feet. somatic components for spellcasting, and he can use his reaction
This allows him to lift a column by spending four turns of movement, to cast a spell (maximum casting time: 1 action) at a creature that
if somehow the colossus Borne cannot aid him (he can also grow in provokes an opportunity attack from him.
size to Large as a free action, but that’s not really his style, so don’t Welcome to the Obscurati. Whenever Nicodemus would take dam-
bother unless another PC is also gigantic and attacking him in order age, for each PC who linked to a plane during this encounter, prevent
to maintain a good aesthetic for the battle.) 10 of that damage and instead deal that 10 damage to the PC. This
Ethereal Sight. Nicodemus can see 60 feet into the Ethereal Plane link ends if the column the PC lowered is destroyed. Additionally,
when he is on the Material Plane, and vice versa. each time a PC links a plane, Nicodemus may take an extra action on
Feat: War Magic. Nicodemus has advantage when he is concentrating his next turn.
on a spell and has to make a Constitution saving throw from taking ACTIONS
damage, he can wield weapons or a shield in both hands and still Multiattack. Nicodemus attacks twice.
make somatic components for spellcasting, and can use his reaction Withering Touch. Melee Weapon Attack: +16 to hit, reach 5 ft., one
to cast a spell (maximum casting time: 1 action) at a creature that target. Hit: 36 (6d8+9) necrotic damage, and the target makes a
provokes an opportunity attack from him. DC 24 Constitution saving throw or its Constitution score is reduced
Icon Swap. As a bonus action or instead of using his movement on his by 1d4. The target dies if this reduces its Constitution to 0. Other-
turn, Nicodemus chooses an exposed ritual column within 50 feet wise, the reduction lasts until the target finishes a short or long rest.
and telekinetically removes the planar icon in it, drawing the item If a humanoid dies from this attack, a new ghost rises from the corpse
to his hand; or he delivers an icon he is carrying to the alcove in that 1d4 hours later.
column (thus it takes him a bonus action and his movement to fully Thoughtseize. Nicodemus chooses one creature within 50 feet. If the
swap out an icon.) target fails a DC 24 Wisdom saving throw, it takes 5d6+20 psychic
Incorporeal Movement. Nicodemus can move through other creatures damage and Nicodemus can cause it to move up to its speed and take
and objects as if they were difficult terrain. He takes 5 (1d10) force an action of his choice (using the target’s reaction if it still has one)
damage if he ends his turn inside an object. either before or after the movement.
Innate Spellcasting. Nicodemus’ innate spellcasting ability is Cha- Worldwide Rebuke. Melee Spell Attack: +16 to hit, reach 5 ft., one
risma (spell save DC 24). He can innately cast the following spells, target. Hit: 37 (5d6+20) force damage and the target is pushed 10
requiring no material components. feet away. In addition, the target must make a DC 24 Strength saving
1/day each: blade barrier, resilient sphere, wall of force, wall of fire throw or be knocked prone and slowed (as the slow spell) until the
end of Nicodemus’s next turn. Until the target succeeds on a saving
throw, at the start of each of its turns it repeats the save or is pushed
10 feet further away.

18 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

THRESHOLD ACTIONS
As Nicodemus takes damage, his traits and attacks change as follows,
and he gains different traits and attacks.
When Nicodemus runs out of temporary hit points,his Divine Pres-
ence increases to Huge, a range of 50 feet, and he needs only two
uses of movement to lift a column.
A Future Obscured. Nicodemus reels a bit, then makes a flicking
gesture as if tossing away a cigarette. All negative effects affect-
ing Nicodemus end. Smoke fills the entire battlefield, lasting until
the end of Nicodemus’s next turn. This smoke heavily obscures the
area to all creatures except Nicodemus, who can see through it.
Hungry Darkness. Nicodemus can use an action to conjure icy
shadows in a 10-foot radius around a point within 200 feet.
Creatures in the area make a DC 24 Dexterity saving throw, taking
78 (4d8+60) cold damage on a failed save, or half as much on a
successful one. Creatures who fail the save are also blinded, have
their movement speeds reduced by half, and take 17 (5d6) cold
damage each round. A creature suffering from this effect can make
a DC 24 Constitution saving throw at the end of each of its turns,
ending the effect for itself on a success.
When Nicodemus is reduced to half hit points, h  is Divine Presence
increases to Gargantuan, a range of 200 feet, and he needs only one
use of movement to lift a column.
Miller’s Pyre. Nicodemus falls to the ground then pushes himself up,
looking around in a sudden panic, for he has landed atop a tall pile
of smoldering books and scrolls, as spectral and insubstantial as
he. The papers ignite, and he screams with shock as his ghostly
form is engulfed. For a moment it seems he might fall, but then
the pyre flares to 50 feet tall and he emerges, incandescent with
rage. All negative effects affecting Nicodemus end. He loses the
Shadow-Cloaked trait and instead emits bright light in a 50-foot
radius; this light deals 35 (10d6) radiant damage to any creature
that ends its turn in the area.
Pyrebound Grasp. Nicodemus can use an action to reach out for the
spirit of a creature within 50 feet and attempt to draw it into his
own shining soul. The target must make a DC 24 Wisdom saving
throw or take 78 (4d8+60) fire damage and be drawn 50 feet to-
wards Nicodemus. If the creature is below half of its total hit points
after taking damage, it falls unconscious as its spirit is bound to
Nicodemus. Any damage or conditions dealt to Nicodemus are
dealt to the bound target instead. Each round, the target may
repeat the saving throw, ending the effect on itself on a success.
Nicodemus can only have one spirit bound to him at a time. When
the target saves, or when the target is reduced to 0 hit points, it is
released and Nicodemus may use this trait again.

Ending with a Bang.


As long as the party gets to do amazing things in the final battle, it’s
not really necessary to push them to the brink of failure. While that
certainly adds to the suspense and drama, it might also be gauche to
risk tpk-ing the party at the end of a long campaign.

EN5ider Presents: Avatar of Revolution, Part Three  | 19


Appendix: Combat Catalogue

Borne, Obscurati Colossus   Most of the energy in the tendrils dissipates into the air when it
Gargantuan construct, neutral hits a smaller creature, but Borne is so enormous that if he’s in the
Armor Class23 (natural armor) path of the energy tendril, he takes 200 damage each round (ignoring
Hit Points615 (30d20+300) resistances and immunities).
Speed50 ft. Ponderous. Borne does not receive reactions and it is slow to
STR DEX CON INT WIS CHA physically act. Whenever Borne takes the Attack action to make a
36 (+13) 9 (–1) 30 (+10) 15 (+2) 10 (+0) 8 (–1) melee weapon attack, its attack does not strike until the start of its
Saving ThrowsStr +21, Con +18, Wis +8, Cha +7 next turn. If the target of its attack has moved out of the area Borne
SkillsAthletics +29, Intimidation +15, Perception +16, Persuasion +15 misses the target but may hit other creatures or objects still in the
Damage Immunitiesfire, poison; bludgeoning, piercing, and slashing area.
Condition Immunitiescharmed, exhaustion, frightened, grappled, Riven Armor. The repairs Nicodemus effected were hasty and the
paralyzed, petrified, poisoned, restrained result of magic, not engineering. The once impenetrable colossus
Sensesdarkvision 60 ft., passive Perception 26 has cracks in his armor. Four main locations on Borne’s body are
LanguagesCommon, Elvish, Primordial particularly vulnerable. A creature that spends an action examining
Challenge25 (75,000 XP) the colossus automatically detects these vulnerabilities. Otherwise,
Arcane Reflection. Magical glyphs along Borne’s armor deflect cones, if a creature comes within 50 feet of any of these weak points, they
lines, rays, and magic missile spells, rendering him immune to such become apparent. Each of these four areas has weaker armor (AC
effects. There is a 30% chance a deflected effect reflects back in full 18). Dealing 100 points of damage to one of these areas (this damage
force at the caster; otherwise it is simply negated. also affects Borne’s current hit point total) creates a Large-sized
Damage Threshold. Borne does not take damage from an attack, spell, opening. Inside each area are vulnerable components with AC 18 but
or other effect that deals 10 points or less of bludgeoning, piercing, no immunity to weapon damage or any other defensive traits.
or slashing damage (calculated after resistances). * Either knee (75 feet up). Inside the knee, the joint can be targeted.
Legendary Resistance (3/Day). If Borne fails a saving throw, it can If it is dealt 50 damage, Borne’s speed is reduced by half. If both
choose to succeed instead. knees are damaged, his speed falls to 10 feet.
Magic Resistance. Borne has advantage on saving throws made * Under the chest plate (200 feet up). Under the chest plate, the
against spells and other magical effects. integrated wayfarer’s lantern can be targeted. If it is dealt 10 dam-
Massive. Borne ignores difficult terrain, magical effects can’t reduce age it shatters, and Borne takes a –1 penalty to AC, attack rolls,
his speed, and he cannot be pushed or pulled more than 25 feet in a and saving throws for each plane currently linked to the world that
round. A creature can jump onto Borne’s back or climb up a limb by was not part of the cosmology when he was built.
making a Strength (Athletics) or Dexterity (Acrobatics) check op- * Left armpit (225 feet up). In the left armpit, the joint can be
posed by his Dexterity check to cling to or balance upon his body. On targeted. If it is dealt 50 damage, the arm falls limp. The GM
a success, it moves into Borne’s space and can move upon its body as determines what actions Borne might be unable to do because one
if he is difficult terrain. of his arms is out of commission (or have him tear off his own arm
  While grabbing onto Borne, a creature gains advantage on attack to use as a club and increase his reach by 30 feet.)
rolls against him. Borne can use an action to dislodge such a creature * Dorsal vents for witchoil engine (250 feet up on his back). If the
by shaking it loose or bashing it against a wall by making a Strength witchoil engine is reached, creatures in that compartment take 28
(Athletics) check opposed by the creature’s Strength (Athletics) (8d6) fire damage at the end of each turn from the waste heat.
or Dexterity (Acrobatics) check, causing it to take 55 (4d20+13) If the engine is dealt 200 damage, it destabilizes. At the end of
magical bludgeoning damage and knocking it prone into the nearest the attacker’s next turn, the engine explodes in a 100-foot radius
adjacent unoccupied space. centered on the dorsal vent. The explosion deals 140 (40d6)
  Other Gargantuan creatures ignore Borne’s immunity to the fire and necrotic damage to all creatures in the burst (a DC 26
prone condition. Dexterity saving throw halves this damage. Creatures that fail
Obscurati-Granted Wards. In addition to the already unparalleled their saves are also pushed to the edge of the burst. After the
wards inscribed into his armored skin, and the balancing magic of explosion, Borne falls, powerless. He can still speak, but cannot
a wayfarer’s lantern integrated into his chest, Borne is shielded by take other actions.
massive defensive magic being performed around the island. This Truly Colossal. Borne is 300 feet tall and fills a space 100 feet across.
grants him advantage on saving throws made against spells and He could reasonably be represented on a battle map by having a
other magical effects, and he takes no damage from the energy 5-foot tall person stand above the minis. A turn’s worth of movement
tendril coming out of the seal’s center. for him represents a single step, his foot swinging slightly slower
  If the various machines the Obscurati set up around the island are than a horse can gallop.
destroyed, the protection they generate vanishes. This has no effect Vulnerable to Mind-Affecting Effects. Because of his advanced
on personal-scale weapons, but it means the energy tendril can harm intellect, Borne is susceptible to mind-affecting effects that charm
Borne. Likewise, if the lantern in his chest is destroyed (see below), or deal psychic damage. However, a creature must be within range of
he becomes vulnerable. his head to target him with mind-affecting effects, which is 300 feet
off the ground.

20 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

ACTIONS Spectral Wall (3/Long Rest). The ghost council swarm can use a
Colossus Smash. Melee Weapon Attack: +21 to hit, reach 100 ft., mul- bonus action to innately cast wall of force without the need for any
tiple targets (20-foot radius centered on one target; roll separately components.
for each creature and object in the area). Hit: 55 (4d20+13) magical Splinter. The ghost council swarm’s abilities change as it takes
bludgeoning damage and the target makes a DC 29 Strength saving damage.
throw or is pushed 50 feet away and knocked prone. Threshold 1 (below 160 hp). The swarm can use Oppressive Moan
Spirit Cascade. Borne blasts spirits from his witchoil-fueled engine once on each of its turns with no action required. It also becomes
out of his eyes to any area he can see within 1,200 feet. All creatures invisible until the next time it attacks, and flies 50 feet without
in a 10-foot-radius must make a DC 26 Constitution saving throw, provoking opportunity attacks.
taking 35 (10d6) necrotic damage and reducing their Strength   The swarm can grab any creature it damages with its Withering
scores by 1d4 on a failed save. A creature dies if this reduces its Touch (escape DC 15) and can maintain up to four grapples at once
Strength to 0. Otherwise, the reduction lasts until the target finishes using its bonus action. A grappled creature automatically takes dam-
a short or long rest. age from Withering Touch at the start of each of the swarm’s turns.
Stomp. Borne chooses a spot within 30 feet. At the start of his next Threshold 2 (below 90 hp). The swarm is reduced to 6 contiguous
turn, he stomps his foot down at that location. All creatures in a squares as several of the spirits shake their heads and fly away,
20-foot-radius burst take 100 magical bludgeoning damage (a DC 29 moving 50 feet without provoking opportunity attacks.
Dexterity saving throw halves this damage). A creature that fails its   The swarm can telekinetically hurl its foes. Once every 1d4 rounds,
save is also knocked prone. the swarm can use the violent thrust version of telekinesis against
every creature within 50 feet (using Charisma as its spellcasting
Ghost Council Swarm ability).
Huge swarm of Medium undead, neutral evil Swarm of Ghosts. The ghost council swarm can occupy another
Armor Class19 (natural armor) creature’s space and vice versa. The ghost council swarm can’t regain
Hit Points255 (30d12+60) hit points or gain temporary hit points. The swarm needs only fill
Speedfly 30 ft. (hover) 9 contiguous 5-foot squares, and can stretch across a battlefield.
STR DEX CON INT WIS CHA Enemies can move through the ghost council swarm, which counts as
7 (–2) 13 (+1) 14 (+2) 18 (+4) 14 (+2) 20 (+5) difficult terrain. The damaged ghosts discorporate but will return in a
Saving ThrowsDex +7, Con +8, Wis +8 few days unless Nicodemus the Mastermind is defeated.
SkillsArcana +16, Insight +14, Perception +14, Religion +16, Stealth Turn Resistance. The ghost council swarm has advantage on saving
+13 throws against any effect that turns undead.
Damage Resistancesacid, fire, lightning, thunder; bludgeoning, Welcome to the Fold. The ghost council swarm focuses their ill will on
piercing, and slashing one creature sharing their space, attempting to rend its soul from its
Damage Immunitiescold, necrotic, poison; bludgeoning, piercing, and body. The target takes 42 (12d6) necrotic damage (a DC 19 Wisdom
slashing from nonmagical weapons saving throw halves this damage). Until the end of the encounter,
Condition Immunitiescharmed, exhaustion, frightened, grappled, the target’s attacks deal full damage to the swarm (ignoring damage
paralyzed, petrified, poisoned, prone, restrained, stunned resistances). If this attack kills the target, it finds its consciousness
Sensesdarkvision 60 ft., passive Perception 24 being drawn into the ghost council, but if it returns to life at some
LanguagesCommon, Dwarvish, Elvish, Infernal, Primordial point during this encounter, it is freed from the council, and the
Challenge19 (22,000 XP) swarm is stunned until the end of its next turn.
Ethereal Sight. The ghost council swarm can see 60 feet into the ACTIONS
Ethereal Plane when it is on the Material Plane, and vice versa. Multiattack. The ghost council swarm attacks three times.
Incorporeal Movement. The ghost council swarm can move through Withering Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one
other creatures and objects as if they were difficult terrain. It takes 5 target. Hit: 33 (8d6+5) necrotic damage plus 7 (2d6) energy
(1d10) force damage if it ends its turn inside an object. damage (either acid, cold, fire, or lightning, chosen when the ghost
Oppressive Moan (Recharge 6). The ghost council swarm lets loose council swarm attacks). A creature can only be targeted by one of the
a terrifying moan as a bonus action. Each creature within 60 feet of ghost council swarm’s Withering Touch attacks each round.
it that can hear it moan takes 35 (10d6) thunder damage and must Unrefined Evocation. Ranged Spell Attack: +11 to hit, range 75 ft.,
succeed on a DC 19 Wisdom saving throw or becomefrightenedfor up to 12 targets (no more than 3 rays per target). Hit: 14 (4d6) fire
1 minute. At the end of each of its turns, a frightened creature can damage.
repeat its saving throw to end the effect. On a successful save, a Etherealness. The ghost council swarm enters the Ethereal Plane from
creature takes half damage and is not frightened. the Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it can’t affect or
be affected by anything on the other plane.

EN5ider Presents: Avatar of Revolution, Part Three  | 21


Appendix: Combat Catalogue

The Jierres and the Revolution. Razorburst Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 11 (1d8+7) magical piercing damage and if the target has
Lya, the Lost Jierre Scion fewer than 5 hit points remaining, the weapon shrieks as mechanism
Medium undead, lawful neutral of bladed teeth unfold from the hilt to saw back and forth. The target
Armor Class23 (natural armor) makes a Constitution saving throw (DC equal to the attack’s dam-
Hit Points204 (24d8+96) age). On a success, the target loses an extremity of its choice—hand,
Speedfly 30 ft. (perfect) foot, arm, or leg. On a failure, the attacker chooses which extremity
STR DEX CON INT WIS CHA the target loses. Creatures without extremities are unaffected. A
7 (–2) 22 (+6) 19 (+4) 20 (+5) 13 (+1) 20 (+5) severed arm or hand prevents use of anything that the creature was
Saving ThrowsDex +12, Con +10, Wis +7 holding or carrying. A severed foot slows the target’s speed by 10
SkillsAcrobatics +12, Athletics +4, Deception +11, Insight +13, feet. A severed leg renders the target prone.
Perception +13, Performance +11, Stealth +12 Etherealness. Lya enters the Ethereal Plane from the Material Plane,
Damage Resistancesacid, fire, lightning, thunder; bludgeoning, or vice versa. She is visible on the Material Plane while she is in the
piercing, and slashing from nonmagical attacks Border Ethereal, and vice versa, yet she can’t affect or be affected by
Damage Immunitiescold, necrotic, poison anything on the other plane.
Condition Immunitiescharmed, exhausted, frightened, grappled, Telekinetic (Recharge 6). Lya innately casts telekinesis (spell save
paralyzed, petrified, poisoned, prone, restrained DC 19, spell attack +11).
Sensesdarkvision 60 ft., passive Perception 23 REACTIONS
LanguagesCommon, Dwarvish, Elvish, Infernal Combat Parry. Lya adds 5 to her AC against one melee attack that
Challenge20 (25,000 XP) would hit her. To do so, Lya must see the attacker and be wielding
Dancing Lantern Blaster (1/Turn). Beside Lya floats a strange a melee weapon. If the attack misses, the attacker provokes an
carbine built around a glass lantern (AC 21, 50 hit points). Once per opportunity attack from Lya.
round on her turn, she can choose a target within 100 feet to fire it at Infernal Wrath of the Jierre Bloodline (1/Day). When Lya is hit by an
(spell attack +11; 4d6 damage). Each time she fires it, Lya chooses attack, she can use her reaction to deal 17 (5d6) fire damage to the
one of the following types of damage for it to deal: acid, cold, fire, creature that attacked her. The creature must make a DC 19 Dexter-
force, lightning, necrotic, or thunder. ity saving throw or catch on fire, taking 17 (5d6) fire damage at the
Dueling. On her turn, if Lya hit a creature with a melee weapon attack end of each of its turns until the flames are extinguished.
she gains a second reaction to use before the start of her next turn. In
addition, if Lya hit two or more creatures with melee weapon attacks Sovereign Han Jierre
after her last turn ended, she can use a bonus action to Dodge. Medium humanoid (tiefling), lawful neutral
Ethereal Sight. Lya can see 60 feet into the Ethereal Plane when she Armor Class20 (+3 mithral breastplate, cloak of protection, ring of
is on the Material Plane, and vice versa. protection)
Improved Critical. Lya’s weapon attacks score a critical hit on a roll of Hit Points315 (30d8+180)
19 or 20. Speed30 ft., fly 60 ft.
Incorporeal Movement. Lya can move through other creatures and STR DEX CON INT WIS CHA
objects as if they were difficult terrain. She takes 5 (1d10) force 10 (+0) 12 (+1) 20 (+5) 22 (+6) 16 (+3) 23 (+6)
damage if she ends her turn inside an object. Saving ThrowsStr +8, Dex +9, Con +13, Int +14, Wis +11, Cha +14
Precise Strike (1/Turn). Lya deals 7 (2d6) extra damage with a melee Damage Resistancesfire
weapon attack. Sensesdarkvision 60 ft., passive Perception 24
Reality Wound (Recharge 5–6). Lya’s attack seems to leave a gash in LanguagesCommon, Dwarfish, Elvish, Infernal, Primordial
the world itself. When she makes an attack, whether or not she hits, Challenge20 (25,000 XP)
Lya can create tongues of flame that take up a 5-foot square of her All-Around Vision. Han has advantage on Wisdom (Perception)
target’s space. This apparent rip in space remains until the end of the checks and cannot be surprised.
encounter, and any creature that enters this area or ends its turn in Expert. Han is proficient with all skills and tool kits (proficiency bonus
the area takes 17 (5d6) fire damage. +6).
ACTIONS Infernal Legacy. Han knows the thaumaturgy cantrip. In addition, he
Multiattack. Lya attacks six times with her razorburst rapier, four can cast hellish rebuke (as a 2nd-level spell; DC 20) and darkness
times with her withering touch, or three times with her razorburst once each between long rests. He uses Charisma as his spellcasting
rapier and twice with her withering touch. ability for these spells.
Withering Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one Legendary Resistance (3/Day). If Han fails a saving throw, he can
target. Hit: 23 (4d8+5) necrotic damage. choose to succeed instead.

22 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

Revolution Elite Crew


Gargantuan swarm of Medium humanoids, lawful neutral
Armor Class21 (natural armor)
Hit Points190 (20d8+100)
Speed20 ft.
STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
Saving ThrowsDex +9, Con +10, Wis +6
SkillsPerception +11
Condition Immunitiescharmed, frightened, grappled, paralyzed,
petrified, prone, restrained, stunned
Sensespassive Perception 21
LanguagesCommon
Challenge15 (13,000 XP)
Chaos of Combat. Any creature that is adjacent to or in the swarm’s
space has a hard time focusing on magic. A creature casting a spell
or concentrating on a spell makes a Constitution saving throw
(DC 15 + spell level) or loses the spell.
Magic Weapons. The swarm’s weapon attacks are magical.
Surge. On its turn, the swarm can conjure upsurging waves that hurl it
through the air, giving it a fly speed of 40 feet until the end of its turn.
Swarm. The swarm can occupy another creature’s space and vice
versa, and the swarm can move through any opening large enough
for a Medium creature. The swarm can’t regain hit points or gain
temporary hit points.
ACTIONS
Bladed Flurry. Melee Weapon Attack: +13 to hit, reach 5 ft., one
Ring of Freedom of Movement. Han’s movement is unaffected by dif- target. Hit: 35 (6d8+8) slashing damage, or 21 (3d8+8) slashing
ficult terrain, and spells and other magical effects can neither reduce damage if the swarm has half of its hit points or fewer.
his speed nor cause him to be paralyzed or restrained. He can also Fusillade. The swarm fires a fusillade of bullets in four 200-foot lines
spend 5 feet of movement to automatically escape from nonmagical that are 5-feet wide. Each creature in the line must make aDC 17
restraints, such as manacles or a creature that has him grappled. Dexteritysaving throw. A creature takes 48 (8d10+4) piercing dam-
Finally, being underwater imposes no penalties on Han’s movement age on a failed save, or half as much damage on a successful one.
or attacks. Dirigible Turrets (1/Round). If an elite crew is adjacent to one of
Slippery Mind. When Han is charmed or frightened by a spell or effect, the Revolution’s eight turrets, the troop can fire it at a square within
at the start of his next turn he can repeat the saving throw with 1,000 feet. All creatures in a 5-foot-radius of the point of impact take
advantage, ending the effect on himself on a success. 42 (12d6) bludgeoning, piercing, and slashing damage (a DC 17
ACTIONS Dexterity saving throw halves this damage).
Gestalt Commander. Han psionically calls upon the combined force of   If the shot is aimed at a space that contains an opposing vessel,
his airship crew to make 6 rifle attacks against targets of his choice, in addition to attacking any creatures in the area, make a shipboard
allowing his soldiers to use his proficiency bonus and Charisma modi- weapon attack, d20+9 vs. the ship’s AC.
fier for ranged weapon attack rolls, and to calculate their ranges from Incendiary Bombs (1/Round). If an elite crew is on the gundeck of
his space. This is only the most obvious use of his psychic connection the Revolution, it can pull a lever to release a burning barrel of tar.
to the navy and any others are at the GM’s discretion. The attack targets a space directly below the vessel. If another ship
Rifle. Ranged Weapon Attack: +12 to hit, range 80/240 ft., one target. is there, make a naval attack, d20+9 vs. the ship’s AC. Otherwise, all
Hit: 17 (2d10+6) piercing damage. creatures in a 15-foot radius around the point of impact take 21 (6d6)
REACTIONS fire damage (a DC 17 Dexterity saving throw halves this damage).
Infernal Wrath of the Scion of the Jierre Bloodline. When Han is Creatures who fail the save catch on fire, taking 1d6 fire damage each
hit by a spell or weapon attack, he can choose to deal 17 (5d6) fire round until the flames are extinguished using an action. The area of
damage to the attacking creature. In addition, the creature makes a the burst also continues to burn for the next 3 rounds. Creatures that
DC 20 Dexterity saving throw or catches on fire, taking an additional enter or end their turn in the area take 7 (2d6) fire damage.
17 (5d6) fire damage at the start of its turn each round until it spends
an action to extinguish the flames.

EN5ider Presents: Avatar of Revolution, Part Three  | 23


Appendix: Combat Catalogue

Kasvarina Varal Dr. Wolfgang von Recklinghausen


Medium humanoid (eladrin), neutral Medium humanoid (human), lawful neutral
Armor Class22 (+3 mithral plate) Armor Class21 (natural armor)
Hit Points162 (25d8+50) Hit Points170 (20d8+80)
Speed30 ft., fly 30 ft. (winged boots) Speed30 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 15 (+2) 14 (+2) 10 (+0) 20 (+5) 8 (–1) 19 (+4) 18 (+4) 18 (+4) 10 (+0) 11 (+0)
Saving ThrowsStr +6, Con +8, Wis +6 Saving ThrowsDex +9, Con +9, Wis +5
SkillsArcana +8, Deception +17, History +8, Insight +6, Intimidation SkillsArcana +9, Deception +10, History +9, Insight +10, Medicine
+17, Perception +6, Persuasion +11, Survival +12 +10, Nature +9, Perception +10, Stealth +14
Sensesdarkvision 60 ft., passive Perception 16 Sensespassive Perception 20
LanguagesCommon, Elvish, Infernal, Primordial LanguagesAbyssal, Common, Dwarvish, Elvish, Primordial
Challenge18 (20,000 XP) Challenge15 (13,000 XP)
Fey Ancestry. Kasvarina has advantage on saving throws against Alchemical Spellcasting. Wolfgang is an 11th-level spellcaster. His
beingcharmed, and magic can’t put her to sleep. spellcasting ability is Intelligence (spell save DC 17). All of his spells
Innate Spellcasting. Kasvarina’s innate spellcasting ability is Cha- require a special material component—an extract that the target of
risma (spell save DC 19). She can innately cast the following spells, the spell drinks. Wolfgang has the following spells prepared:
requiring no material components. 1st level (4 slots): cure wounds, detect magic, expeditious retreat
5/day each: silver tongue (advantage on Charisma [Deception] 2nd level (3 slots): aid, alter self, blur, invisibility, see invisibility
checks for 1 minute) 3rd level (3 slots): darkvision, displacement, fly, heroism, protection
1/day: detect thoughts from energy, revivify
Spellcasting. Kasvarina is a 20th-level spellcaster. Her spellcasting 4th level (3 slots): greater invisibility
ability is Charisma (spell save DC 19, +11 to hit with spell attacks). 5th level (2 slots): death ward, sending
She has the following spells prepared: 6th level (1 slot): heal
Cantrips (at will): acid splash, light, mage hand, mending, message, Elixir of Life. The first time Wolfgang dies he is immediately targeted
prestidigitation, shocking grasp, true strike by a resurrection spell.
1st level (4 slots): detect magic, burning hands, charm person, Evasion. When Wolfgang is subjected to an effect that allows him to
disguise self, fog cloud, shield make a Dexterity saving throw for half damage, he takes no damage if
2nd level (3 slots): invisibility, shatter, suggestion he succeeds on the saving throw, and only half damage if he fails.
3rd level (3 slots): fireball, fly, magic weapon It’s Alive! When Wolfgang heals a creature, the effect manifests as
4th level (3 slots): charm monster, greater invisibility, ice storm jolts of lightning flying forth from his hands. This is just a cosmetic
5th level (2 slots): cone of cold, geas, scrying, telekinesis change to fit his schtick of being, basically, Dr. Frankenstein.
6th level (2 slots): chain lightning, geas, true seeing Magic Resistance. Wolfgang has advantage on saving throws made
7th level (2 slots): arcane sword, teleport against spells and other magical effects.
8th level (1 slot): dominate monster, power word stun ACTIONS
9th level (1 slot): foresight Multiattack. Wolfgang attacks four times with his rapier, throws two
Superior Critical. Kasvarina’s weapon attacks score a critical hit on a bombs, or attacks twice with his rapier and throws one bomb.
roll of 18–20. +2 Rapier. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Wands of Lightning (25 Charges). Kasvarina can use an action Hit: 10 (1d8+6) magical piercing damage.
to cast lightning bolt (Dexterity save DC 13 for half damage; 25 Bomb (20). Wolfgang throws a bomb at a space within 30 feet and it
charges) or clairvoyance (32 charges). detonates in a 5-foot radius on impact. He can choose up to 6 crea-
ACTIONS tures to be immune to the effects of a bomb whenever he throws it.
Multiattack. Kasvarina attacks five times. * Acid: Creatures in the area make a DC 17 Dexterity saving throw or
+1 Ghostly Shocking Rapier. Melee Weapon Attack: +11 to hit, reach take 32 (8d6+4) acid damage; half as much on a successful save.
5 ft., one target. Hit: 9 (1d8+5) magical piercing damage plus 4 * Dispelling: Creatures in the area make a DC 17 Charisma saving
(1d8) lightning damage. This weapon can be wielded by an ethereal throw or are targeted by dispel magic.
creature to attack a target on the Material Plane and vice versa. * Fire: Creatures in the area make a DC 17 Dexterity saving throw or
When she scores a critical hit, Kasvarina can cast a quickened spell take 32 (8d6+4) fire damage; half as much on a successful save.
(as the sorcerer Metamagic) so long as the target is in the spell’s * Healing: Creatures in the area each regain 18 (4d6+4) hit points.
area of effect. * Madness: Creatures in the area make a DC 17 Wisdom saving
+1 Shortbow. Ranged Weapon Attack: +11 to hit, range 80/320 ft., throw or take 18 (4d6+4) psychic damage as they gain a short-
one target. Hit: 8 (1d6+5) magical piercing damage. term madness.
REACTIONS * Smoke: Smoke billows out to fill 20-foot-radius sphere of fog
Fey Step (1/Day). Kasvarina can use her reaction to teleport to a centered on the space. The sphere spreads around corners, and
space she can see within 30 feet. She cannot take other creatures its area is heavily obscured. It lasts for 1 minute or until a wind of
with her. moderate or greater speed (at least 10 miles per hour) disperses it.

24 |  EN5ider Presents: Avatar of Revolution, Part Three


Appendix: Combat Catalogue

The Vengeful Goddess. Focused Animosity. Srasama attacks can only affect the creature
If the PCs in the Gyre chose to grant Srasama vengeance, her ava- that grabbed the necklace from Dala, and they simply pass through
tar appears to help battle Nicodemus. She joins the battle in the other creatures harmlessly. When a creature attacks or intentionally
same round that the party gains access to the plane Ascetia. impedes Srasama, she gains the ability to harm that creature.
Innate Spellcasting. The avatar’s spellcasting ability is Intelligence
Avatar of Srasma (spell save DC 26, +18 to hit with spell attacks). It can innately cast
Gargantuan celestial, neutral the following spells, requiring no material components:
Armor Class23 (natural armor) Constant: freedom of movement, mind blank, tongues, true seeing
Hit Points512 (25d20+250) At will: alter self, detect magic, dispel magic, greater invisibility,
Speed80 ft. scrying, teleport, wall of thorns
STR DEX CON INT WIS CHA 3/day each: banishment, blight, dispel magic (as a 6th-level spell),
30 (+10) 30 (+10) 30 (+10) 30 (+10) 28 (+9) 28 (+9) heal
SkillsAcrobatics +18, Deception +17, History +18, Insight +17, 1/day each: dispel magic (as a 9th-level spell), power word kill
Intimidation +17, Nature +18, Perception +17, Religion +18, Sleight Magic Resistance. The avatar has advantage on saving throws made
of Hand +18, Stealth +18 against spells and other magical effects.
Damage Resistancesacid, cold, lightning; bludgeoning, piercing, and Power Attack. When the avatar makes its first melee weapon attack
slashing from magical weapons in a turn, it can choose to take a –5 penalty to its melee weapon
Damage Immunitiesfire, necrotic, poison; bludgeoning, piercing, and attack rolls in exchange for a +10 bonus to melee weapon damage.
slashing from nonmagical weapons In addition, the avatar can use a bonus action to make one melee
Sensestruesight 120 ft., passive Perception 27 weapon attack after it uses a melee weapon to reduce a creature to 0
LanguagesElvish; tongues hit points or scores a critical hit with it. The avatar can only use this
Challenge25 (75,000 XP) feature on its turn.
Dead God. When a creature damages the Avatar of Srasama, at the Regeneration. The avatar regains 20 hit points at the start of its turn if
end of each of its turns its Constitution score is reduced by 1. The it has at least 1 hit point.
creature dies if this reduces its Constitution to 0. Otherwise, the Tripartite Aspect. When initiative checks are rolled Srasama divides
reduction lasts until the target finishes a short or long rest, or the into three bodies. Each body can move and take a bonus action every
avatar is destroyed or Srasama chooses to end the battle. For each turn, and each can make opportunity attacks. Only one body can
point of Constitution reduced the avatar gains 5 temporary hit points. take an action, but when taking the Attack action the avatar can use
These temporary hit points are cumulative. Multiattack to attack from any of its bodies. They share hit points, but
Evasion. If the avatar is subjected to an effect that allows it to make a conditions only affect the specific body struck.
Dexterity saving throw to take only half damage, the avatar instead ACTIONS
takes no damage if it succeeds on the saving throw, and only half Multiattack. The avatar attacks seven times.
damage if it fails. Flaming Sword. Melee Weapon Attack: +18 to hit, reach 20 ft., one
Final Scorn. When Srasma is slain, she chooses one foe that has most target. Hit: 21 (2d12+10) magical slashing damage plus 9 (2d8) fire
earned her ire. The three aspects teleport adjacent to that creature damage.
and merge into one. Srasma takes the Attack action against that foe, Guttering Desperation. Srasma commands enemies in a 50-foot
then collapses and dies. All creatures within 500 feet must make a radius of her to grovel for their lives. Each creature in the area makes
DC 26 Wisdom saving throw or be stunned for 1 round. Creatures a DC 26 Constitution saving throw or are lit on fire, taking 52 (15d6)
with less than 50 hit points fall unconscious instead. fire damage at the end of each of its turns. At the start of each of its
turns, a creature on fire that is prone can repeat the saving throw,
ending the effect on itself on a success.

EN5ider Presents: Avatar of Revolution, Part Three  | 25


Appendix: Combat Catalogue

Gradiax the Steel Lord 6th level (1 slot): contingency


Gargantuan dragon (duplicant), neutral evil 7th level (1 slot): prismatic spray
Armor Class19 (natural armor) 8th level (1 slot): sunburst
Hit Points370 (20d20+160) ACTIONS
Speed40 ft., climb 40 ft., fly 120 ft. Multiattack. Gradiax can use his Frightful Presence. He then makes
STR DEX CON INT WIS CHA three attacks: one with his bite and two with his claws.
30 (+10) 6 (–2) 27 (+8) 20 (+5) 21 (+5) 20 (+5) Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 21
Saving ThrowsDex +4, Con +14, Wis +11, Cha +11 (2d10+10) piercing damage plus 7 (2d6) fire damage.
SkillsArcana +17, Deception +17, History +17, Insight +17, Intimida- Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17
tion +17, Perception +17, Persuasion +17, Stealth +10 (2d6+10) slashing damage.
Damage Vulnerabilitiescold Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19
Damage Resistancesbludgeoning, piercing, slashing (2d8+10) bludgeoning damage.
Damage Immunitiesfire Frightful Presence. Each creature of Gradiax’s choice that is within
Condition Immunitiesdisease, exhaustion, paralyzed, sleep 120 feet of him and aware of him must succeed on a DC 19 Wisdom
Sensesblindsight 60 ft., darkvision 120 ft., passive Perception 27 saving throw or becomefrightenedfor 1 minute. A creature can
LanguagesCommon, Draconic, Dwarvish, Elvish, Giant, Orc, repeat the saving throw at the end of each of its turns, ending the
Primordial effect on itself on a success. If a creature’s saving throw is successful
Challenge20 (25,000 XP) or the effect ends for it, the creature is immune to Gradiax’s Frightful
Constructed. Gradiax’s constructed nature gives him advantage Presence for the next 24 hours.
on saving throws against mind-affecting effects, poison, and the Fire Breath (Recharge 5–6). Gradiax exhales fire in a 60-foot cone.
stunned condition. Each creature in that area must make a DC 22 Dexterity saving
Fire Aura. At the start of each of Gradiax’s turns, each creature within throw, taking 63 (18d6) fire damage on a failed save, or half as much
5 feet of him takes 10 (3d6) fire damage, and flammable objects damage on a successful one.
in the aura that aren’t being worn or carried ignite. A creature that Manipulate Flames. Gradiax takes control of any fire spell within
touches Gradiax or hits him with a melee attack while within 5 feet of 100 feet. This trait allows him to move any fire effect in the area, as
him takes 10 (3d6) fire damage. if he were the caster, including repositioning a stationary fire effect
Innate Spellcasting. Gradiax’s innate spellcasting ability is Intel- (although the new placement must be one allowed by the spell).
ligence (spell save DC 19). He can innately cast the following spells, Finally, for 1 round following the use of this trait, Gradiax can control
requiring no material components. any new fire spell cast within 100 feet, as if he were the caster. He
At will: detect magic, find the path, suggestion, wall of fire can make all decisions allowed to the caster, including canceling the
Integrated Rockets (1/Minute). Instead of moving on his turn, spell if he so desires.
Gradiax activates hidden rocket boosters in vents along his back Melt Stone. Gradiax can use his breath weapon to melt rock at a range
and wings, accelerating him to the speed of a bullet. He flies up to of 100 feet, affecting a 50-foot-radius area. The area becomes lava
1 mile in a mostly straight line. If he ends his movement adjacent to to a depth of 1 foot. Any creature in contact with the lava takes 70
a creature or object, any attack he hits that creature with this turn (20d6) fire damage immediately and 35 (10d6) fire damage at the
also causes the target to fall prone. This ability even works on the end of its next turn, and none thereafter as the lava hardens and
colossus Borne or a dirigible. cools. If used on a wall or ceiling this trait creates a collapsing roof
Legendary Resistance (3/Day). If Gradiax fails a saving throw, he that deals fire damage.
can choose to succeed instead. Smoke Vision. Gradiax can see perfectly in smoky conditions.
Magic Resistance. Gradiax has advantage on saving throws made LEGENDARY ACTIONS
against spells and other magical effects. Gradiax can take 3 legendary actions, choosing from the options
Metal Shell. Gradiax has a hard metallic exoskeleton that protects below. Only one legendary action option can be used at a time and only
him from harm but when badly damaged he cracks open to reveal his at the end of another creature’s turn. Gradiax regains spent legendary
sensitive inner machinery. When reduced to half his hit points or less, actions at the start of his turn.
Gradiax loses his damage resistances to weapon damage and takes a Detect. Gradiax makes a Wisdom (Perception) check.
–2 penalty to both his AC and saving throws. Tail Attack. Gradiax makes a tail attack.
Spellcasting. Gradiax is a 16th-level spellcaster. His spellcasting Wing Attack (Costs 2 Actions). Gradiax beats his wings. Each crea-
ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). ture within 15 feet of him must succeed on a DC 24 Dexterity saving
He has the following spells prepared: throw or take 17 (2d6+10) bludgeoning damage and be knocked
Cantrips (at will): mage hand, mending, message, prestidigitation prone. Gradiax can then fly up to half his flying speed.
1st level (4 slots): alarm, grease, magic missile, shield
2nd level (3 slots): alter self, detect thoughts, see invisibility I Still “Owe” You.
3rd level (3 slots): dispel magic, displacement, fear, haste, protec- Bring in Pemberton’s draconic duplicant only if the party is in really
tion from energy, tongues dire straits, or in the aftermath of the battle if he sees an opportunity
4th level (3 slots): fire shield, greater invisibility, stoneskin for revenge against his daughter’s killer.
5th level (2 slots): telekinesis, wall of force

26 |  EN5ider Presents: Avatar of Revolution, Part Three


Player Handouts

The Ritual of the Axis Seal

T
he ritual details you retrieved from the

Grand Librarium of Alais Primos, combined with

Pemberton and your own observations of the drained


lava field, a waterfall —only to vanish a few seconds later. Some-
lakebed on Axis Island let you know the following with times even creatures are visible in these slivers. The tendrils are
slow enough to avoid if you keep your distance.
confidence. Uncertainties remain, however.
Obscurati Interference.
Physical Space. The Ob built a small bunker to the northwest of the seal, which
The ritual actually involves the entirety of Axis Island, but it is was damaged by saboteurs loyal to the Voice of Rot. Ritual mages
centered on the Axis Seal, a 100-foot diameter disk of gold that chanting from within that bunker shielded the colossus Borne, but
covers a 20-foot diameter, 10-foot deep hemispherical depression when they died, the colossus was struck by a tendril and crippled.
in the bedrock. Out of this depression flare intense blasts of energy When Borne was damaged, he collapsed, and the 100-foot disk
from across the multiverse. If the seal were properly seated atop of the seal fell atop him. The colossus suffered immense damage
this depression, it would focus that energy and create the sun. across his body, which cracked his torso and blew apart half an arm
The seal lies in the middle of a 400-foot diameter field of flat- and one-and-a-half legs. The ritual was left incomplete.
tened stone, around which carvings of primitive orc runes form
seven rings, each 25 feet farther out. Spaced somewhat irregularly Manipulating the Ritual Pieces.
around these rings are vertical pits. The golden seal itself would Crisillyiri scholars posited that the Ancients used mass ritual tele-
only cover the central depression and the innermost ring, but when kinesis to lift the sunken columns that control the planar links.
it is in place the other pits are inaccessible. You’ll have to find another way to lift them.
The rings represent, in order outward:
• The Plane of Fire (red). Crane Mechanics.
• The Plane of Air (orange). If your airship is equipped with a crane, decide where to mount
• The world itself, which has no pit, but is surrounded by a it, but it’s probably best on the rear. It is treated as a ship compo-
smaller ring that does have a pit, representing the plane of nent, and can be damaged if dealt one ‘strike’ in naval combat, or
life (green). destroyed if dealt two. In person-scale combat, it has 200 hit points
• The Plane of Water (dark blue). and AC 20. Repairing it mid-combat if it’s damaged would take at
• The Plane of Earth (gold). least a minute, 10 crew, and a DC 18 Intelligence check or some
• The Plane of Space (gray), which is surrounded by a smaller sort of magic. If it is destroyed, repairs require magic.
ring that has its own pit, representing the plane of time The cables are the most vulnerable spot, and while the gripping
(light blue). claw is deployed, 100 damage dealt to the cable will sever it. Re-
• The Plane of Death (purple). placing a cable uses the same rules as repairing the crane itself.
Each pit is about 15 feet in diameter and contains the 50-foot long The crane has enough lifting capacity to pull one of the 15-foot
white stone shaft of a petrified tree. Halfway down that shaft, a diameter, 50-foot long stone columns in the ritual field out of the
small alcove can hold an icon, which represents a particular plane. ground. To do so, the ship must be positioned so the crane is within
The Ancients used gold icons marked with symbols representing a 30 feet of the column, no more than 60 feet above the ground,
constellation, which set those worlds’ place in the night sky. Any and someone must spend their movement for the turn and make
handheld item can be used as an icon, but crafting one requires a DC 12 Dexterity check to operate the crane and grab onto the
either close knowledge of the plane, or prolonged study of it. column. No more than one attempt can be made per round.
You may have already discovered some icons, and somehow you Once the column is grabbed, directing the crane to lift it only
know about other worlds that exist in the Gyre, though you’re sure requires a bonus action, but it takes 2 rounds for the column to
you never went there. You’re equally sure that very soon you’ll gain emerge enough for its planar icon to be replaced. Extracting the
access to planar icons for some of those worlds. See the end of this full 50-foot column takes 4 rounds. If the crane releases the col-
document for details of the worlds that may be available to you. umn, it slides back into place over the course of a round.
If the ship moves while hoisting a column, the crane operator
Energetic Tendrils. must make a DC 17 Dexterity check or else the crane loses its grip.
Arcs of energy from the central depression mostly crackle upward, If the ship moves out of range, though, the crane automatically
but every minute or two one will slice out laterally to a distance of loses its grip. Moving directly upward can pull the column out in
several hundred feet. The force is enough to blast back and likely a single round. If a column is pulled entirely out of its hole, reseat-
kill anyone who tries to come too close. Sometimes where one of ing it is a very fine process, nigh impossible in the heat of battle
these arcs strikes, a sliver of a world appears — a forest, a crackling (DC 25 Dexterity check).

Permission is granted to photocopy this page for personal use only. EN5ider Presents: Avatar of Revolution, Part Three  | 27
Player Handouts

Divine Intervention. Planes and Powers.


With the Sacrament of Apotheosis, a PC can use their divine The following planes might be available for you to use.
strength to grab a column and pull it out of the ground. It takes Do note, in the original planar set-up, the plane of earth Urim
4 bonus actions by sacrament-empowered PCs to lift a column caused gold to block planar travel, so the seal made interplanar
enough to access the planar icon, or 8 bonus actions to remove it travel within the system limited; and Apet made planar travel from
fully. Multiple PCs can contribute actions in this way. worlds outside the system difficult; while Nem attempted to de-
An adventurer who chooses the Tower Above boon has quadru- stroy intruders from other worlds. Almost any other arrangement
ple the effect of a normal sacrament-empowered PC. One with the of planes will result in a world that can be more easily reached by
From On High boon can completely lift a column out with a single travelers from other planes.
use of a turn’s movement, and can carry it as easily as they’d carry
a one-handed item. Obscurati Planes.
Eight planes are currently linked.
Moving the Seal.
The immense golden seal is much heavier. It requires four turns Obscurati Linked Planes
worth of movement by sacrament-emowered PCs (or one action by Planar Location, Name,
a PC with Tower Above) to lift the seal barely off the ground and and Moniker Energies Traits
move it 10 feet. A PC with From On High can move the seal 40 A. Jiese, the fire of industry Fire, Life Precision technology
feet with a bonus action. A crane on the ship is insufficient. functions.
B. Perlocus, a voice on the Air, Earth Persuasion is more
Swapping Icons. wind effective.
It’s as easy as knocking aside the old icon and placing in a new C. Mojang, a wild artifice Earth, Life Nature follows orders.
one, though the new one must belong to a plane that is sufficiently D. O stea, the beating heart Life, Water Rapid healing.
charged with energy of the appropriate type. Once the column is E. Ratios, the cold logic Earth, Intuition is weaker,
lowered fully into the ground, the new plane is linked to this world Space reason stronger.
with a mighty surge of energy. Whoever placed the icon in the F. Fourmyle, the selfish Death, Casual teleportation.
column is then able to control that energy. The GM knows what dominion Space
that energy can be used for. G. I llocus, the cascading Fire, Time Consequences cascade
flame rapidly.
H. Baden, the ghost moon Air Flight is easy.

28 |  EN5ider Presents: Avatar of Revolution, Part Three Permission is granted to photocopy this page for personal use only.
Player Handouts

Gyre Planes. Planar Location, Name,


Thirty-one planes were available in the Gyre. (Numbering corre- and Moniker Energies Traits
sponds with the Gyre map.) 33. Hunlow, a place for Death, The ocean is literally a
pirates Water blood-thirsty god who
Planes in the Gyre loves villains.
Planar Location, Name, 35. Wilanir, the lair of Air, Water Dense mists bring ill
and Moniker Energies Traits discontent tidings.
1. Reida, the arc of history Life, Time Strong prophecy. 36. Amrou, the salt waste Death, Mundane counters
2. Teykfa, the ticking Earth, Time People are more aware 40. Earth against supernatural
pendulum of the scale of time, threats are stronger.
and they can better 37. Thrag, the beastly Life, Time Rapid reincarnation
weigh long-term bounty
consequences. Time can 39. Apet, the distant plane Air, Space Planar travel limited to
be manipulated. local system.
5. Bonilathe, the storm claw Air, Fire Storms spawn creatures. 41. B
 hoior, the walking Air, Time Sounds echo, sometimes
9. M
 etarie, the swamp of Life, Water Technology is disrupted. whisper years later.
sabotage 44. Avilona, the final Air, Death Flight is limited to five
12. Guay, the grove of Life, Space Dreams create murmur minutes.
dreams demiplanes. 45. Shabboath, the severed Earth, Creates an “underdark”
14. R inges, the barren moor Earth, Murderous violence. sea Water cavern system.
Water 47. U
 rim, the shattered Earth, Gold blocks
15. G ardboral, the chimeric Air, Life Elementals are common golden chain Space teleportation.
maelstrom and massive. 48. Mavisha, the Water, Islands conceal secrets.
16. Apo, the unknown disk Death, Intermittent spheres of mysterious deep Time
Space annihilation. 49. Nem, the plane of ruin Death, Lingering souls are
17. Iratha Ket, the Death, Life Greater altruism. Time stronger than corporeal
graveyard revel Occasional spontaneous undead.
musical numbers. 50. C aeloon, the paper Air, Life People are resilient in the
18. E  galitrix, fortress of the Fire, Space Fantastic grand industry wind face of tragedy.
Golden Legion will develop, driven by 51. The Plain of Rice Space, The entire world is
greed. Water shallow water.
19. O bliatas, the devouring Any Undead are destroyed by 52. Padyer, a clean realm Fire, Water Water burns and purges.
light the sun. 53. Av, plane of mirrors Death, Life Conjures physical
21. Elofasp, the spawning Earth, Life Giant obedient beasts. reflection of whatever
hive world it orbits.
24. A scetia, the hidden Life, Time People are more aware of
jungle history. Completing the Ritual.
25. Drozani, a dead city in Air, Death Slowly the birth rate If at any point all the columns are in the ground, there are links to
the clouds dwindles to zero. planes producing all 8 energy types, and the golden seal is placed
29. E  theax, the tended Fire, Time Patience and fire magic over the central depression, your information implies that the rit-
flame are both easy. ual will be sealed with magic, and the changes made will become
31. D unkelweiss, the Earth, Life Alcohol is good for you. permanent. Even with powerful magic it would require years of
fermented peaks effort to reopen the seal and make further changes.
It’s unclear what would happen if you try to close the seal while
columns are still out of the ground.

Permission is granted to photocopy this page for personal use only. EN5ider Presents: Avatar of Revolution, Part Three  | 29
Player Handouts

1 2 5 9

Reida Teykfa Bonilathe Metaric


The Swamp of
The Arc of History The Ticking Pendulum The Storm Claw
Sabotage

Life, Time Earth, Time Air, Fire


Life, Water

12 14 15 16

Guay Ringes Gardboral Apo


The Chimeric
The Grove of Dreams The Barren Moor The Unknown Disk
Maelstrom

Life, Space Earth, Water Death, Space


Air, Life

17 18 19 21

Iratha Ket Egalitrix Obliatas Elofasp


Fortress of the
The Graveyard Revel The Devouring Light The Spawning Hive
Golden Legion

Death, Life Any Earth, Life


Fire, Space

24 25 29 31

Ascetia Drozani Etheax Dunkelweiss


A Dead City in the
The Hidden Jungle The Tended Flame The Fermented Peaks
Clouds

Life, Time Fire, Time Earth, Life


Air, Death

33 35 36 Ω
40
Hunlow Wilanir Amrou Other
Something Not in
A Place for Pirates The Lair of Discontent The Salt Waste
the Gyre

Death, Water Air, Water Death, Earth


Various

30 |  EN5ider Presents: Avatar of Revolution, Part Three Permission is granted to photocopy this page for personal use only.
Player Handouts

9 5 2 1
People are now aware
of the scale of time, and
they can better weigh
Technology is disrupted. Storms spawn creatures. Strong prophecy.
long-term consequences.
Time can be
manipulated.

16 15 14 12

Intermittent spheres of Elementals are common Dreams create


Murderous violence.
annihilation. and massive. demiplanes.

21 19 18 17

Fantastic grand industry Greater altruism.


Undead are destroyed by
Giant obedient beasts. will develop, driven by Occasional spontaneous
the sun.
greed. musical numbers.

31 29 25 24

Patience and fire magic Slowly the birth rate People are more aware
Alcohol is good for you.
are both easy. dwindles to zero. of history.

Ω 36 35 33
40
Something unusual,
Mundane counters The ocean is literally a
like Gidim, Mishados, Dense mists bring ill
against supernatural bloodthirsty god who
or a homemade pocket tidings.
threats are stronger. loves villains.
dimension.

Permission is granted to photocopy this page for personal use only. EN5ider Presents: Avatar of Revolution, Part Three  | 31
Player Handouts

37 39 41 44

Thrag Apet Bhoior Avilona


The Beastly Bounty The Distant Plane The Walking Whisper The Final Murmur

Life, Time Air, Space Air, Time Air, Death

45 47 48 49

Shabboath Urim Mavisha Nem


The Shattered
The Severed Sea The Mysterious Deep The Plane of Ruin
Golden Chain

Earth, Water Water, Time Death, Time


Earth, Space

50 51 52 53

Cacloon The Plain Padyer Av


The Paper Wind of Rice A Clean Realm Plane of Mirrors

Air, Life Space, Water Fire, Water Death, Life

A B C D

Jiese Perlocus Mojang Ostea


The Fire of Industry A Voice on the Wind A Wild Artifice The Beating Heart

Fire, Life Air, Earth Earth, Life Life, Water

E F G H

Ratios Fourmyle Illocus Baden


The Cold Logic The Selfish Dominion The Cascading Flame The Ghost Moon

Earth, Space Death, Space Fire, Time Air

32 |  EN5ider Presents: Avatar of Revolution, Part Three Permission is granted to photocopy this page for personal use only.
Player Handouts

44 41 39 37

Flight is limited to five Sounds echo, sometimes Planar travel limited to


Rapid reincarnation.
minutes. years later. local system.

49 48 47 45

Lingering souls are


Gold blocks Creates an “underdark”
stronger than corporeal Islands conceal secrets.
teleportation. cavern system.
undead.

53 52 51 50

Conjures physical
The entire world is People are resilient in
reflection of whatever Water burns and purges.
shallow water. the face of tragedy.
world it orbits.

D C B A

Persuasion is more Precision technology


Rapid healing. Nature follows orders.
effective. functions.

H G F E

Consequences cascade Intuition is weaker;


Flight is easy. Casual teleportation.
rapidly. reason is stronger.

Permission is granted to photocopy this page for personal use only. EN5ider Presents: Avatar of Revolution, Part Three  | 33
Player Handouts

Final Sacrament

T
he party may have learned the Sacrament of

Apotheosis from memory events using the lost arc

of Reida, or been taught it by Ashima-Shimtu or anyone

she told it to. While the full scope of the ritual varies

depending on the nature of the belief being harnessed,

in this fateful hour the sacrament can focus the faith

of millions so that their champions can transcend the

limits of mortal flesh and confront a threat unmatched

by any in the world’s history. Those who would use this

power would be wise to appreciate the immense gift and

responsibility they are being granted.

Performing the Sacrament.


For the ritual to function, its subject or subjects must be adherents
of an ideology that is strongly held by at least hundreds of people.
The more fervent and widespread the belief, the greater the boon
granted to the subjects shall be. If the belief has a name, the bond
to the adherents is stronger, but even those who know it by a differ- Mental Effects.
ent name can contribute. The vessels each feel a subconscious connection to all the believers
The ritual requires four people to perform, at least one of whom granting them power, hereafter referred to as ‘the masses.’ There’s
must be a 15th level or higher spellcaster. The ritual performers no control granted by this link, but each side can sense the desires
must spread entrails and blood of a lion, an eagle, a whale, and of the other. By concentrating, it’s possible for the vessel to speak
a dragon in a ring. Two golden urns sit in the center of the ring, to any or all of the believers empowering him.
one empty, the other filled with a mixture of the animals’ blood. Weak-willed vessels lose their sense of self as the faith of the
The subject or subjects of the ritual stands in the center, and those masses transforms their personalities to match what they believe.
performing the ritual use the animal blood to paint the name of This is what happened to Kasvarina’s daughter, who was not pre-
the belief across the subject’s flesh. The subject then must shed pared to be the focus of so much power. Indeed, trying to turn
a notable quantity of blood (enough to deal 20 damage) into the people with weak wills into vessels would drive them insane.
second urn.
The subject or subjects recite the incantation of the ritual: “Be- Physical Effects.
fore I was nothing but words. Now I am all that is believed. I am The vessel is immune to environmental damage that was not cre-
faith made flesh. I am flesh made a god.” ated by an active spell effect and any attack or effect that deals
Once they complete the incantation, their appearance will shift 30 damage or less. It has resistance to all types of energy dam-
as the power of the faithful floods into them. They might grow age and is immune to charm effects as well as effects that impede
in size, their eyes might glow, and if they are not strong-willed movement (as if under the effects of a freedom of movement spell).
enough their entire personality and body might be overwhelmed However, anyone who says the vessel’s real name ignores these re-
by the image the believers have of their ideal. sistances and immunities for 1 hour.
The vessel gains blindsight to a range of 20 feet Additionally, it
Effects of the Sacrament. can manipulate objects within 20 feet as readily as if in its reach
The recipients of the ritual, hereafter referred to as ‘the vessels,’ all and has a lifting capacity as if it were Large. As a bonus action it
gain the following special abilities, as well as specific boons they can shift between its normal size and Large, gaining the attendant
choose. The number of boons depends on the extent of the faith space and reach. However, this does not alter any of the vessel’s
empowering them. ability scores, AC, or damage.

34 |  EN5ider Presents: Avatar of Revolution, Part Three Permission is granted to photocopy this page for personal use only.
Player Handouts

Physical harm that makes it past the vessel’s defenses is shared • Tower Above. The vessel’s blindsight extends to 50 feet, as
with the masses. The damage affects the vessel normally, but simi- does the range it can manipulate objects. It has the lifting ca-
lar injury is also spread among the masses. If an attack deals 40 fire pacity of a Huge creature, and can become Huge (or Large),
damage, the vessel would take 10 fire damage, and 10 fire damage which does not alter its ability scores or weapon damage.
would be spread around believers scattered across the world, caus- • Unstoppable. The vessel gains a +30 foot bonus to speed in
ing one or two to burst into flames and die. The vessel feels all all its modes of movement. All its attacks deal half damage
these deaths. on a miss.
The death of a vessel has a much greater backlash, though only When the vessel dies, it may make an attack roll at its highest
if no other vessel also shares in the ritual. If all the vessels of a bonus or cast a harmful spell targeting all those who harmed it in
ritual die, many among the masses also perish. The specifics of how the past half hour.
widespread this would be are unclear. • Creator. The vessel can use an action to create any mundane
object up to Huge size anywhere within its reach, or repair
Additional Boons. a damage or destroyed object. This can repair major damage
The number of faithful contributing to the sacrament determines to a ship. If used as an attack, the creation is gradual enough
how many ‘boons’ are gained, which must be divided among the that it requires an attack roll and does no more than 40
various vessels. If there’s a dispute, the vessels choose their boons damage.
in order based on highest Charisma. The GM will inform you of • Plentitude. The vessel is immune to the blinded and stunned
how many boons the party has access to, which depends on how conditions, perhaps because it has multiple heads or simply
much renown and support you have around this world and beyond. multiple aspects. The vessel can have equipped any number
At the GM’s discretion, you acquire alternative boons. of handheld items, and is always considered to have two
• From On High (Requires Tower Above). The vessel’s blind- hands free. This could be because it has many limbs, or sim-
sight extends to 200 feet, as does the range it can manipulate ply shifts reality, or can call items to hand or dismiss them
objects. It has the lifting capacity of a Gargantuan creature, with a thought. This boon does not grant the vessel extra
and can become Gargantuan (or Huge or Large), which does actions, but the vessel does gain a +6 bonus to attack rolls for
not alter its ability scores or weapon damage. The character opportunity attacks.
in this form is roughly 50 feet tall. The vessel also gains a fly
speed of 60 feet (perfect), with an altitude limit of 300 feet. Duration.
• Innate Spellcasting (At Will). The vessel chooses a spell of The effect of the ritual lasts for a day, though a vessel can spend an
6th level or lower from any class spell list. It can innately action to end its connection to the faithful. Otherwise, only killing
cast that spell at will. You should choose something thematic all the vessels will end the ritual prematurely. The ritual cannot be
and searching for the optimal min-maxed choice is forbid- performed again for the same ideal while the first is active, so typi-
den—you’re a god now, not a munchkin. cally no more than 5 or so people can act as vessels at once.

Permission is granted to photocopy this page for personal use only. EN5ider Presents: Avatar of Revolution, Part Three  | 35

You might also like