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Noth the Plaguebringer

"Behold, Noth the Plaguebringer. Responsible for the Noth the Plaguebringer was once a reputable mage of
creation of the process that distills the souls of the living Dalaran, who heard the call of the Lich King in much the
and places them within the cold cage of undeath, Noth was same way Kel'Thuzad did. Also driven by power, he
observed to be refining this process even now." accepted the summons to serve the needs of the Scourge
with his skills in necromancy and curse-weaving. However,
- Commander Eligor Dawnbringer when Noth saw that the Third War was taking numerous
innocent lives, he began second-guessing his decision to
join Kel'Thuzad. Kel'Thuzad swiftly dealt with Noth's
growing compassion by freezing the living heart in Noth's
chest.

Noth the Plaguebringer Curse of the Plaguebringer. One non-undead, non-


construct creature that Noth can see must make a
Medium undead, neutral evil
Charisma DC 21 saving throw or be cursed with the
curse of the plaguebringer. While cursed the creature
Armor Class 15 (natural armor) has disadvantage on Charisma saves and takes 16
Hit Points 300 (40d8 + 120) (3d10) necrotic damage at the start of its turn. At the
Speed 30 ft. end of the creature's turn, it can repeat the saving throw,
ending the curse on a success. Casting remove curse,
greater restoration, or a similar spell on the target also
STR DEX CON INT WIS CHA ends the curse.
9 (-1) 17 (+3) 16 (+3) 23 (+6) 20 (+5) 17 (+3) Inject Plague. Melee Weapon Attack: +12 to hit, reach 5
ft., one creature. Hit: 28 (4d10 + 6) necrotic damage.
Saving Throws Con +9, Int +12, Wis +11, Cha +9
Skills Arcana +12, Deception +9, History +12, Legendary Actions
Intimidation +9 Noth can take 3 legendary actions, choosing from the
Damage Resistances bludgeoning, piercing, and slashing options below. Only one legendary action option can be
from nonmagical attacks that aren't adamantine used at a time and only at the end of another creature’s
Damage Immunities necrotic, poison; turn. Noth regains spent legendary actions at the start of
Condition Immunities charmed, exhaustion, frightened, its turn.
poisoned
Senses darkvision 60 ft., passive Perception 15 Blink. Noth uses Blink.
Languages common
Cripple. Noth uses Cripple.
Challenge 22 (41,000 XP)
Summon Plagued Warrior. A plagued warrior is
Legendary Resistance (3/Day). If Noth fails a saving throw, summoned at any unoccupied space within 30 feet of
he can choose to succeed instead. Noth.

Magic Resistance. Noth has advantage on saving throws Wrath of the Plaguebringer. (Costs 2 Actions) Noth uses
against spells and other magical effects. Wrath of the Plaguebringer.

Wrath of the Plaguebringer. On each of his turns in Phase Shift (Costs 3 Actions). Two plagued guardians and
combat, Noth can use a bonus action to force every two plagued champions are summoned within 30 feet of
creature cursed by curse of the plaguebringer to make a Noth, rolling initiative as normal. Noth then disappears
DC 21 Constitution saving throw, taking 33 (6d10) to another plane. When all the above undead are killed,
necrotic damage on a failed save, and half as much on a he reappears in the same space he disappeared in if
successful save. unoccupied or in the closest unoccupied space if not.
After reappearing, Noth have to take his turn twice
Actions before he can use Phase Shift again.
Blink (Recharge 4-6). *Cripple is recharged. Noth
teleports up to 30 feet to an unoccupied space that he
can see.
Cripple (Recharge 4-6). Blink is recharged. Each non-
undead, non-construct creature within 30 feet of Noth
must make a DC 21 Constitution saving throw, taking 13
(3d8) necrotic damage and have their speed reduced to
10 feet, have disadvantage on attack rolls and if they
have the Extra attack feature they can't benefit from it
until the start of Noth's next turn on a failed save. On a
successful save the creature takes half as much damage
and suffers none of the other effects.
Noth the Plaguebringer's Lair
From within his champers in the Plague Quarter of
Plagued Guardian
Medium undead, neutral evil
Naxxramas, Noth is an even bigger threat as he has access
to an almost infinite stream of dead bodies to resurrect.
Armor Class 13 (natural armor)
Lair Actions Hit Points 52 (8d8 + 16)
On initiative count 20 (losing initiative ties), two plagued Speed 30 ft.
warriors are summoned at any unoccupied spaces
bordering the edge of the room, rolling initiative as normal.

STR DEX CON INT WIS CHA


Note: The CR (and XP) for Noth already assumes there 8 (-1) 11 (+0) 14 (+2) 19 (+4) 12 (+1) 5 (-3)
will be plagued warriors, plagued guardians and plagued
champions summoned. DMs should not award XP for Damage Immunities poison
those summoned by Noth's abilities. Warriors summoned Condition Immunities poisoned
by the Lair actions however is not included in the CR Senses darkvision 60 ft., passive Perception 11
calculation. If you use Noth's Lair, award XP for the Languages understands the languages it knew in life but
plagued warriors summoned by the lair. Also note that the can't speak
fight will be more dangerous within Noth's Lair.

Challenge 4 (1100 XP)

Design notes: I tried to make this fight as close to the Actions


original source as possible, however:
Arcane Explosion. Each creature within 15 feet of the
Teleporting to a balcony within the same room as the guardian have to make a DC 18 Dexterity saving throw
player's will not stop the players from going after Noth, or take 18 (4d8) force damage.
like it does in WoW. Hence the Phase Shift instead. If
you want the effect of the balcony, have an avatar of Reactions
Noth show up on the balcony to taunt the player's or Blink. When the guardian takes damage it can teleport 30
something similar. feet to an unoccupied space that it can see.
Inject Plague was added to give Noth something to do in
the odd occurance that everyone is already cursed. It
was an ability found on other plaguebringers in WoW.
Action economy and damage throughput in 5e does not Plagued Champion
make swarms of undead very viable (they would have to Medium undead, neutral evil
be so weak so that any character with a meaningful AoE
would be able to wipe them even on a successful save). I Armor Class 16 (plate armor)
instead focused on a fewer number of semi powerful Hit Points 58 (9d8 + 18)
foes. Speed 30 ft.

Plagued Warrior STR DEX CON INT WIS CHA


Medium undead, neutral evil 25 (+7) 11 (+0) 14 (+2) 3 (-4) 6 (-2) 19 (+4)

Armor Class 13 (natural armor) Damage Immunities poison


Hit Points 45 (7d8 + 14) Condition Immunities poisoned
Speed 30 ft. Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but
can't speak
STR DEX CON INT WIS CHA Challenge 6 (2300 XP)
23 (+6) 11 (+0) 14 (+2) 3 (-4) 6 (-2) 5 (-3)
Actions
Damage Immunities poison Multiattack. The champion makes two melee attacks.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Mortal Strike. Melee Weapon Attack: +10 to hit, reach
Languages understands the languages it knew in life but 5ft., one target. Hit: 11 (1d8 + 7) slashing and 13 (3d8)
can't speak necrotic damage and a non-undead, non-construct target
Challenge 3 (700 XP) cannot regain hit points until the start of the champion's
next turn.
Actions Shadow Shock. Each creature within 15 feet of the
champion have to make a DC 18 Dexterity saving throw
Multiattack. The warrior makes two greatsword attacks.
or take 27 (6d8) necrotic damage.
Cleave. Melee Weapon Attack: +8 to hit, reach 5ft., up to
three targets. Hit: 12 (2d6 + 5) slashing damage.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
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