Riftborne Demo Cale V1-2

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THE VISION

Grab your dice, scoop up your minis, and plunge head first into this one-stop adventure
shop. This battle book aims to excite and amaze your players with near-death, multi-wave boss
battles, all while keeping the combat easy to follow for you, the GM. Each unique monster—
twists on established tropes and stereotypes—has its own exclusive, hand-drawn lair.
Each combat is balanced for parties at low, medium, and high levels, and uses our Primal
Form mechanic to keep your players engaged and thrilled. Going Primal, a champion evolves
and becomes stronger, employing new tactics, and forcing your players to up their game. Not
just that, each boss’ exclusive battlemap matures throughout the encounter with turmoil and
destruction. Bring your combat to the next level—pre-balanced, ready to roll, plug and play.

DEMO FEEDBACK
Th is is a fre e de mo to g iv e y o u a f e e l of The PDF is a work in progress and any-
R if tb orne : C h ampions of t he Mult iv e rs e , thing could change from this point on-
a nd s how c as e s one of o ur c h ampions , ward . We would love to have your input in
C a le . helping make R iftborne the best it can be.
Each c h ampion st ar t s c ombat i n t he ir
Sta n d a rd For m , and t h ro ug h c ondit ions
mentione d unde r T r i g g e r C o n d i t i o n s , c a n
tr a ns ce nd i nto t he i r Pr i ma l For m .
Now : E nte r The R i ft !

If t he re’s f e e dbac k or sug ge st ions on


ba la nc e , f ormatt ing , or a ny t hing e ls e
y ou w ou ld l i k e to sha re ; ple as e s c a n (or
c l ic k ) t he Q R c o de to b e brought to our
f orm . You r assist a nc e is gre at l y v a lue d
a nd w e hop e to s e e y ou w he n t he r if ts
op e n . Unt i l t he n , go o d luc k .
“LORD OF THE CARCASS”

CALE

Hidden within mossy stone walls lies a forgotten temple,


pristine and overgrown, and blanketed by a cold, tawny ener-
gy. Mist drifts across the cold floor, covering the carcasses of
many creatures within. At the far end, near grand statues de-
picting various animals, stands a figure clad in crimson robes.
In a tongue unknown, words are spoken aloud. The figure’s staff,
topped by the skull of a horned creature, starts emitting a vivid, char-
treuse light that envelops the entire chamber. The lifeless creatures scat-
tered across the room—from critters and wolves, with most their flesh
rotten off their bodies, to large monstrosities—all emitting a green em-
ber from their eyes. Their bodies are forcibly pulled from their lifeless
state and animated by a dark, sinister magic. The undead all gather
around the mysterious figure, their master... Cale, Lord of the Carcass.
His purpose is resurrection and eternal life, but to achieve that, one
must first be dead.
SETTING & LORE
ORIGIN PERSONALITY
The Shamans of the Mystic Grove lived in Unpredictable. Because of an emotionally tur-
the wilderness, far from the cities and towns of bulent upbringing, he doesn’t show positive
the human races. They erected temples in deep emotions; comfort, love, or joy, when interact-
caves to bury creatures whose lives have reached ing with others. He avoids gazes and physical
their cycle’s end, and as part of nature honored touch, and expresses fear by using anger. This
the life granted to them. makes him wildly unpredictable.

Cale, born to an incorrigable, upright father, Self-righteous. Feels and displays moral supe-
never knew of the warmth given by a parent. riority derived from a sense that his beliefs, ac-
With his mother taken from him at birth, he was tions, and affiliations are of greater virtue than
exceptionally critical of their way of life. Why those of the average person.
should he care for others’ burial when his tribe
could not even protect the life of one of their own? Obsessive. Obsessed with life or lack thereof.
His interest piques when death is on the board,
At twelve years old and in utmost secrecy, and even more with they’re reanimated. Eternal
Cale dabbled with the corpses of deceased crea- life is his self-imposed life’s purpose.
tures. It was not enough. Before his twenties, he
grew to immoral heights experimenteing with Controller. Not a single speck of dust must be
horrid, dark arts to breathe life into the lifeless. outside the realm of his control. He feels weak
when something’s not within the palm of his
After hundreds of attempts, an owl with tat- hand. If he can’t control something or someone,
tered feathers and its rib on display, albeit rigid- he will break and bend the rules as he sees fit.
ly... finally animated, and its empty eye-sockets
burned with a green ember. Scared of the re-
purcussions, but proud of his accomplishment, LOCATION
he lead his father to his secret chambers. With
much enthusiasm he shared his vision; of not The Hidden Crypt is a place of mystique that
just caring for life, but controlling it. His father, used to function as a temple of worship for dru-
aghast and disgusted, fell down on his knees. He ids who have long abandoned their sanctum. This
couldn’t muster energy nor spirit, and uttered place, reminiscent to Cale’s birthplace, is picked
but one thing: you’re a monster. as his new place of residence. It is ridden with
animal graves tangled with nature.
About to tell tale to the elders about his son’s
evil deed, to Cale’s surprise, his undead owl Cemetary. Filled with sarcophagi, many skele-
seared towards his father and plunged its talons tons lie in eternal rest within their stone caskets.
into the back of his skull. Instantly, his prideful
father fell to the ground. Instead of sadness, a Nature. Vegetation has taken its natural course
certain euphoria swelled up inside him. It was in reclaiming their place.
here that life made sense. If life was eternal...
there would no longer be any deaths. Vents. In the past, water would flow through
the pipes to level the sanctum floor. They be-
Through his hand, the tribe fell the next day. lieved it would keep the space purified.
And Cale, Lord of the Carcass, rose.
P L AY S U G G E S T I O N S
S TA N D A R D PRIMAL
MONSTER TURN P L AY E R T U R N MONSTER TURN P L AY E R T U R N

TA R G E T P R I O R I T I E S P L AY E R M O V E M E N T TA R G E T P R I O R I T I E S P L AY E R M O V E M E N T
1 . D r u ids If e ne my mov e s w it hin 10 f e e t of C a le 1. D r uids If enemy moves within 10 feet of Cale
2 . C ler ic s T r a i t s : Ne c r o t i c S p o r e s 2. C ler ics T r a i t s : Ne c r o t i c S p o r e s
3 . L ast e ne my to att ac k C ale 3. L ast enemy to attack C ale

MOVEMENT P L AY E R A C T I O N MOVEMENT P L AY E R A C T I O N
Mov e tow ards pr ior it y t arge t If an enemy casts a harmful spell: Counterspell Mov e tow ards pr ior it y targe t If an enemy casts a harmful spell: Counterspell
Pos ition for Spore Spray If C a le t a k e s da mage : Grasping Vine Position for Wither If Cale loses 15+ hit points on a single hit: Lifelink
If C a le f a i ls a debi l it at ing s av ing t hrow : If Cale takes damage: Grasping Vine
Legendary Resistance If C ale fai ls a debi l itating s av ing th row :
Legendary Resistance

ACTION END OF TURN ACTION END OF TURN


If 2 + e ne mie s are w it h i n a 20-fo o t c one If a n e ne my is p ois one d If >2+ enemies are within 10 feet and Wither If there’s a cor ps e or zombie w ith in 1 0
S p o r e S p ray for range L e g e n d a r y A c t i o n : D a r k V i si o n is charged fe e t of C ale
O ther w is e : E nte r Pr i ma l For m if a ny is tr ig ge re d: Wither L e g e n d a r y A c t i o n + : C or pse E x plosion
S p el l c a st i ng A l l e ne mie s suf f e r f rom p ois on If >2+ enemies are in range for Spore Spray If an enemy is p ois one d
The Phy lac te r y is t hre ate ne d Spore Spray L e g e n d a r y A c t i o n + : D a r k V i si o n s
C a le’s hit p oint s a re 0 Otherwise: O ther w is e :
Necrotic Blast L e g e n d a r y A c t i o n + : Mag e

I N I T I AT I V E C O U N T 2 0
L a i r A c t i o n : Haunted Grounds
CALE ACTIONS ACTIONS+ PRIMAL FORM
LORD OF THE CARCASS Spore Spray. Cale releases its spores outward. Each Necrotic Blast. Ranged spell attack: +9 to hit, range Trigger Conditions.
creature in a 20-foot cone must succeed on a DC 17 60/120 ft., one target. Hit: 27 (6d8) necrotic damage.
Medium undead, neutral evil Constitution saving throw or take 27 (6d8) necrot- If Cale would be reduced to 0 hit points, its current hit
ic damage. and become poisoned for one minute. On Wither (Recharge 5-6). Each non-undead creature point total instead resets to 75 hit points. It ends any
Armor Class 17 (natural armor) a successful save, the target takes half the damage and within 10 feet of Cale must make a DC 17 Constitution conditions or other effects. It restores its Legendary re-
Hit Points 75 (10d8 + 30) isn’t poisoned. saving throw or take 36 (8d8) necrotic damage and half sistances and spellcasting slots. Additionally, Cale can
Speed 0 ft., fly 30 ft. (hover) that much on a successful save. Cale gains temporary now use the options in the Primal Form section for 1
Spellcasting. Cale is a 8th-level spellcaster. Its spell- hit points equal to the total damage dealt to all targets. hour.
casting ability is Intelligence (spell save DC 17, +9 to hit
STR DEX CON INT WIS CHA with spell attacks). Cale has the following wizard spells If any of the following conditions are met, Cale immedi-
10 (+0) 14 (+2) 16 (+3) 20 (+5) 14 (+2) 14 (+2) prepared. ately activates its Primal Form.
Cantrips (at will): mage hand, ray of frost
1st level (4 slots): detect magic, magic missile, shield › The Phylactery is threatened
Saving Throws CON +7, INT +9, WIS +7 2nd level (3 slots): invisibility, spike growth, wither and › All players suffer from poison
Damage Resistances bludgeoning, piercing, and bloom
slashing from magic weapons 3rd level (3 slots): animate death, counterspell, dispel magic “Cale falls down on its knees. Its shoulders sunken and
Damage Immunities poison; bludgeoning, pierc- 4th level (2 slots): blight, dimension door its eyes pointed to the floor. It places his hands on the
ing, and slashing from non-magical weapons ground and a mystical force from the surrounding; any-
Condition Immunities exhaustion, frightened, poi- thing with life—from every blade of grass to the scurry-
soned ing rats in dark corners—is forcibly drained of their life-
Senses truesight 120ft., passive Perception 16
Languages Any four languages, telepathic
REACTIONS REACTIONS+ force. Strings of a horrid energy gravitates towards Cale
and covers it with a sinister, thin veil of emerald energy.
Challenge 11 ( 7,200 XP) Cale’s eye-sockets now blaze with a green ember.”
Proficiency Bonus +4 Grasping Vine. When Cale takes damage it conjures Lifelink. Whenever Cale takes damage, it can choose
a rotting vine that bursts from the ground in an unoc- one creature it has summoned within 30 feet. Cale only
cupied space it can see within 30 feet for 1d6 turns. The takes half of the damage, the summoned creature takes
LAIR ACTIONS
TRAITS vine immediately lashes out at a creature within 30 feet
of it that Cale can see. The target must succeed on a DC
the other half.

17 Dexterity saving throw or be pulled 20 feet directly On initiative count 20 (losing initiative ties), Cale takes
Legendary Resistance (2/Day). If Cale fails a toward the vine. As long as the vine remains, Cale can this lair action.
saving throw, it can choose to succeed instead. direct the vine to lash out as a bonus action on each of
its turns. Haunted Grounds. 2d4 medium undead beasts rise
Rejuvenation. If Cale is destroyed and has a phylac- up from the ground within 60 feet of Cale, this effect
tery, in 1d10 days, phylactery becomes Cale’s new body continues on each of Cale’s turns. The creatures die and
and returns it to life with all its hit points. turn to ashes if they move outside of the 60 foot range of

Turn Immunity. Cale is immune to effects that turn LEGENDARY ACTIONS LEGENDARY ACTIONS+ Cale or if Cale dies.

undead. “Cale raises its staff and mystical, emerald strings of en-
Cale can take 2 legendary actions, choosing from the Cale can take 3 legendary actions per round.
ergy, eminating from the staff ’s head, fly and creep into
Dark Green Fingers. Cale imbues plants within 30 options below. Only one legendary action option can be
the lifeless creatures in its vicinity. The bodies or what
feet of it with limited sentience and animation, giving used at a time and only at the end of another creature’s Mage. Cale casts a spell it has prepared. little is left of them start to animate... rigidly... crawling
them the ability to communicate with Cale and follow turn. Cale regains spent legendary actions at the start
and groveling, resolutely gathering around their master,
Cale’s simple commands. of its turn. Corpse Explosion. Cale may choose one corpse or Lord of the Carcass.”
zombie within 60 feet that it can see to explode in a 15-
Necrotic Spores. Cale is surrounded by a cloud of Flight. Cale moves up to half its speed without pro- foot square centered on the target. Any creatures in the
spores. When a creature approaches Cale within 10 feet, voking opportunity attacks. area must succeed on a DC 17 Dexterity saving throw
the creature must succeed on a DC 17 Constitution sav- or take 27 (6d8) bludgeoning damage or half that much
ing throw or take 9 (2d8) necrotic damage and become Dark Visions. Cale targets a creature it can see with- on a successful save. The targeted corpse or zombie is
poisoned for one minute. in 30 feet of it that is poisoned. The target must suc- obliterated and this effect cannot be repeated on the
ceed on a DC 17 Wisdom saving throw or suffer from same target.
dark visions taking 27 (6d8) psychic damage. The target
must repeat the saving throw at the end of each of its
own turns. On a failure the target takes 18 (4d8) psychic
damage. On a success the effect ends and the target is
immune to Dark Visions for the next 24 hours.
› Standard is indicated in orange.
› Primal is indicated in blue.
› In Primal Form it can use Standard and Primal options.

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