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Maltreks Reformists

These stat blocks represent the Reformist-controlled guards, soldiers, clergy, and court functionaries active in the Maltreks during the ducal funeral and the planned revolt against the Crown.

Father Karam Dunweather

Medium humanoid (human, reformist), Lawful Evil

Armor Class
19
half plate, shield
Hit Points
162
19d8 + 76
Speed
30 ft.
Challenge
12
8,400 XP
STR
DEX
CON
INT
WIS
CHA
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
18
MOD +4 SAVE +8
16
MOD +3 SAVE +3
20
MOD +5 SAVE +9
18
MOD +4 SAVE +8
Skills Deception +8, Insight +9, Medicine +9, Persuasion +8, Religion +7
Damage Resistances Necrotic; Psychic
Condition Immunities Charmed and Frightened
Senses passive Perception 19
Languages Common, Hickic, Infernal, telepathy 60 ft.

High Local Rite. Reformist allies within 30 feet of Karam have advantage on saving throws against being frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear.. If such an ally is charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by a creature other than Karam, Karam can end that condition on the ally at the start of his turn.

Parasite Shepherd. A humanoid charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by Karam has disadvantage on saving throws against Karam's spells and Channel the Vessel.

Spellcasting. Karam is a 15th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). He has the following cleric spells prepared:

Cantrips (at will): guidanceGuidanceCantrip · Divination1 action · Touch · 1 minuteV, SYou touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., sacred flameSacred FlameCantrip · Evocation1 action · 60 ft. · InstantaneousV, SFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)., spare the dyingSpare the DyingCantrip · Necromancy1 action · 15 ft. · InstantaneousV, SChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)., thaumaturgyThaumaturgyCantrip · Transmutation1 action · 30 ft. · 1 minuteVYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. You alter the appearance of your eyes for 1 minute. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. You cause flames to flicker, brighten, dim, or change color for 1 minute. You instantaneously cause an unlocked door or window to fly open or slam shut. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You cause harmless tremors in the ground for 1 minute.

1st level (4 slots): baneBaneLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, M (a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., cure woundsCure WoundsLevel 1 · Abjuration1 action · Touch · InstantaneousV, SA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. The healing increases by 2d8 for each spell slot level above 1., sanctuarySanctuaryLevel 1 · Abjuration1 bonus · 30 ft. · 1 minuteV, S, M (a shard of glass from a mirror)You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

2nd level (3 slots): blindness/deafnessBlindness/DeafnessLevel 2 · Transmutation1 action · 120 ft. · 1 minuteVOne creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional creature for each spell slot level above 2., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., spiritual weaponSpiritual WeaponLevel 2 · Evocation1 bonus · 60 ft. · 1 minuteV, SYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. The damage increases by 1d8 for every slot level above 2.

3rd level (3 slots): bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., spirit guardiansSpirit GuardiansLevel 3 · Conjuration1 action · 15 ft. · 10 minuteV, S, M (a prayer scroll)Protective spirits flit around you in a 15-foot Emanation [Area of Effect] for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation [Area of Effect], and whenever the Emanation [Area of Effect] enters a creature's space and whenever a creature enters the Emanation [Area of Effect] or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. The damage increases by 3d8 for each spell slot level above 3.

4th level (3 slots): banishmentBanishmentLevel 4 · Abjuration1 action · 30 ft. · 1 minuteV, S, M (a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type. You can target one additional creature for each spell slot level above 4., death wardDeath WardLevel 4 · Abjuration1 action · Touch · 8 hourV, SYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Points, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

5th level (2 slots): contagionContagionLevel 5 · Necromancy1 action · Touch · 7 dayV, SYour touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it., dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

6th level (1 slot): harmHarmLevel 6 · Necromancy1 action · 60 ft. · InstantaneousV, SYou unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.

7th level (1 slot): divine wordDivine WordLevel 7 · Evocation1 bonus · 30 ft. · InstantaneousVYou utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.

8th level (1 slot): holy auraHoly AuraLevel 8 · Abjuration1 action · 30 ft. · 1 minuteV, S, MFor the duration, you emit an aura in a 30-foot Emanation [Area of Effect]. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.

Actions

Multiattack. Karam makes two Crozier attacks and uses Channel the Vessel if available.

Crozier. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 18 (4d8) psychic damage.

Sacred Flame. One creature Karam can see within 60 feet must succeed on a DC 17 Dexterity saving throw or take 22 (5d8) radiant damage.

Channel the Vessel (Recharge 5-6). Karam targets up to three humanoids he can see within 60 feet. Each target must make a DC 17 Wisdom saving throw. On a failed save, a target takes 27 (6d8) psychic damage and is charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by Karam until the end of Karam's next turn. On a successful save, a target takes half as much damage and isn't charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially..

Bonus Actions

Spiritual Weapon. If Karam has cast spiritual weaponSpiritual WeaponLevel 2 · Evocation1 bonus · 60 ft. · 1 minuteV, SYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. The damage increases by 1d8 for every slot level above 2., he makes one spell attack with the weapon.

Appoint the Vessel. Karam chooses one allied bearer or Dark Archon within 60 feet that can hear him. The target can move up to half its speed and make one weapon attack or use one non-spell action.

Reactions

Confessor's Rebuke. When a creature Karam can see within 60 feet damages him or a bearer, the attacker must succeed on a DC 17 Wisdom saving throw or take 22 (5d8) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn.

Lady Maribel Veyne, Bearer of the Cup

Medium humanoid (human, reformist), Lawful Evil

Armor Class
18
breastplate, infernal piercing
Hit Points
145
17d8 + 68
Speed
30 ft.
Challenge
11
7,200 XP
STR
DEX
CON
INT
WIS
CHA
12
MOD +1 SAVE +1
16
MOD +3 SAVE +3
18
MOD +4 SAVE +8
14
MOD +2 SAVE +2
18
MOD +4 SAVE +8
18
MOD +4 SAVE +8
Skills Deception +8, Insight +8, Medicine +8, Persuasion +8, Religion +6
Damage Resistances Fire; Poison; Psychic
Condition Immunities Poisoned
Senses passive Perception 18
Languages Common, Hickic, Infernal

Cambion Piercing. Maribel's cursed piercing marks her as a bearer of relics. Magical healing she grants also grants 7 (2d6) temporary hit points.

Spellcasting. Maribel is a 13th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:

Cantrips (at will): guidanceGuidanceCantrip · Divination1 action · Touch · 1 minuteV, SYou touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., sacred flameSacred FlameCantrip · Evocation1 action · 60 ft. · InstantaneousV, SFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)., spare the dyingSpare the DyingCantrip · Necromancy1 action · 15 ft. · InstantaneousV, SChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)., thaumaturgyThaumaturgyCantrip · Transmutation1 action · 30 ft. · 1 minuteVYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. You alter the appearance of your eyes for 1 minute. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. You cause flames to flicker, brighten, dim, or change color for 1 minute. You instantaneously cause an unlocked door or window to fly open or slam shut. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You cause harmless tremors in the ground for 1 minute.

1st level (4 slots): baneBaneLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, M (a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., cure woundsCure WoundsLevel 1 · Abjuration1 action · Touch · InstantaneousV, SA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. The healing increases by 2d8 for each spell slot level above 1., sanctuarySanctuaryLevel 1 · Abjuration1 bonus · 30 ft. · 1 minuteV, S, M (a shard of glass from a mirror)You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

2nd level (3 slots): aidAidLevel 2 · Abjuration1 action · 30 ft. · 8 hourV, S, M (a strip of white cloth)Choose up to three creatures within range. Each target's Hit Points maximum and current Hit Points increase by 5 for the duration. Each target's Hit Points increase by 5 for each spell slot level above 2., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., lesser restorationLesser RestorationLevel 2 · Abjuration1 bonus · Touch · InstantaneousV, SYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

3rd level (3 slots): bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., mass healing wordMass Healing WordLevel 3 · Abjuration1 bonus · 60 ft. · InstantaneousVUp to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. The healing increases by 2d4 for each spell slot level above 3., spirit guardiansSpirit GuardiansLevel 3 · Conjuration1 action · 15 ft. · 10 minuteV, S, M (a prayer scroll)Protective spirits flit around you in a 15-foot Emanation [Area of Effect] for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation [Area of Effect], and whenever the Emanation [Area of Effect] enters a creature's space and whenever a creature enters the Emanation [Area of Effect] or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. The damage increases by 3d8 for each spell slot level above 3.

4th level (3 slots): banishmentBanishmentLevel 4 · Abjuration1 action · 30 ft. · 1 minuteV, S, M (a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type. You can target one additional creature for each spell slot level above 4., death wardDeath WardLevel 4 · Abjuration1 action · Touch · 8 hourV, SYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Points, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

5th level (2 slots): contagionContagionLevel 5 · Necromancy1 action · Touch · 7 dayV, SYour touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it., greater restorationGreater RestorationLevel 5 · Abjuration1 action · Touch · InstantaneousV, S, MYou touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the target's Attunement to a cursed magic item Any reduction to one of the target's ability scores Any reduction to the target's Hit Points maximum

6th level (1 slot): healHealLevel 6 · Abjuration1 action · 60 ft. · InstantaneousV, SChoose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target. The healing increases by 70 for each spell slot level above 6.

7th level (1 slot): regenerateRegenerateLevel 7 · Transmutation1 minute · Touch · 1 hourV, S, M (a prayer wheel)A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Points at the start of each of its turns, and any severed body parts regrow after 2 minutes.

Actions

Multiattack. Maribel makes two Cup Knife attacks or one Cup Knife attack and uses Bitter Draught.

Cup Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 14 (4d6) poison damage.

Bitter Draught (Recharge 5-6). Maribel throws a consecrated draught at one creature within 60 feet. The target must succeed on a DC 16 Constitution saving throw or take 36 (8d8) poison damage and be poisonedPoisonedConditionSource XPHBWhile you have the Poisoned condition, you experience the following effect. You have Disadvantage on attack rolls and ability checks. until the end of its next turn. On a successful save, the target takes half as much damage and isn't poisonedPoisonedConditionSource XPHBWhile you have the Poisoned condition, you experience the following effect. You have Disadvantage on attack rolls and ability checks..

Bonus Actions

Administer the Cup. Maribel chooses one allied Reformist within 5 feet. The target regains 18 (4d8) hit points and can immediately end one disease or poison affecting it.

Reactions

Poisoned Grace. When a creature within 30 feet succeeds on a saving throw against being poisonedPoisonedConditionSource XPHBWhile you have the Poisoned condition, you experience the following effect. You have Disadvantage on attack rolls and ability checks., Maribel forces it to reroll the save and use the new result.

Sir Aldric Torward, Bearer of the Sword

Medium humanoid (human, reformist), Lawful Evil

Armor Class
20
plate, infernal piercing
Hit Points
145
17d8 + 68
Speed
30 ft.
Challenge
11
7,200 XP
STR
DEX
CON
INT
WIS
CHA
20
MOD +5 SAVE +9
12
MOD +1 SAVE +1
18
MOD +4 SAVE +8
12
MOD +1 SAVE +1
16
MOD +3 SAVE +7
16
MOD +3 SAVE +3
Skills Athletics +9, History +5, Insight +7, Intimidation +7
Damage Resistances Fire; Psychic
Condition Immunities Frightened
Senses passive Perception 13
Languages Common, Hickic, Infernal

Cambion Piercing. Aldric's cursed piercing marks him as a bearer of relics. His weapon attacks are magical and deal an extra 7 (2d6) psychic damage.

Swordmaster's Command. Reformist soldiers, guards, knights, and Dark Archons within 30 feet of Aldric add 1d4 to weapon damage rolls.

Actions

Multiattack. Aldric makes three Relic Greatsword attacks.

Relic Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 14 (4d6) psychic damage.

Sever Allegiance (Recharge 5-6). Aldric slashes at one creature within 5 feet. The target must make a DC 16 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also cannot benefit from Bardic Inspiration, Bless, Guidance, Help, or similar allied assistance until the end of its next turn.

Bonus Actions

Advance the Blasphemous Line. Aldric chooses up to three allies within 60 feet that can hear him. Each target can move up to 15 feet without provoking opportunity attacks and gains 10 temporary hit points.

Reactions

Parry. Aldric adds 4 to his AC against one melee attack that would hit him.

Dame Elspeth Fenwick, Bearer of the Whip

Medium humanoid (human, reformist), Lawful Evil

Armor Class
18
studded leather, infernal piercing
Hit Points
145
17d8 + 68
Speed
35 ft.
Challenge
11
7,200 XP
STR
DEX
CON
INT
WIS
CHA
14
MOD +2 SAVE +2
18
MOD +4 SAVE +8
18
MOD +4 SAVE +8
13
MOD +1 SAVE +1
16
MOD +3 SAVE +3
18
MOD +4 SAVE +8
Skills Acrobatics +8, Deception +8, Insight +7, Intimidation +8, Religion +5
Damage Resistances Fire; Psychic
Condition Immunities Frightened
Senses passive Perception 13
Languages Common, Hickic, Infernal

Cambion Piercing. Elspeth's cursed piercing marks her as a bearer of relics. She has advantage on saving throws against being charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. or frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear..

Shared Mortification. When Elspeth deals psychic damage to a creature, one allied Reformist within 30 feet of her gains 7 (2d6) temporary hit points.

Actions

Multiattack. Elspeth makes three Relic Whip attacks.

Relic Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 14 (4d6) psychic damage, and the target is grappled (escape DC 16) if it is Large or smaller.

Lash the Confession (Recharge 5-6). Each creature of Elspeth's choice within 15 feet must make a DC 16 Charisma saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. until the end of its next turn. On a successful save, a creature takes half as much damage and isn't frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear..

Bonus Actions

Drag Forward. One creature grappled by Elspeth is pulled up to 15 feet straight toward her and knocked proneProneConditionSource XPHBWhile you have the Prone condition, you experience the following effects. Your only movement options are to Crawling or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage..

Reactions

Pain for Doubt. When a creature within 30 feet misses Elspeth with an attack, Elspeth forces it to take 10 (3d6) psychic damage.

Crispin Mallow, Bearer of the Candle

Medium humanoid (human, reformist), Lawful Evil

Armor Class
17
mage armor, infernal piercing
Hit Points
145
17d8 + 68
Speed
30 ft.
Challenge
11
7,200 XP
STR
DEX
CON
INT
WIS
CHA
10
MOD +0 SAVE +0
16
MOD +3 SAVE +3
18
MOD +4 SAVE +8
18
MOD +4 SAVE +8
16
MOD +3 SAVE +3
18
MOD +4 SAVE +8
Skills Arcana +8, Deception +8, Investigation +8, Perception +7, Religion +8
Damage Resistances Fire; Psychic
Senses , passive Perception 17
Languages Common, Hickic, Infernal

Cambion Piercing. Crispin's cursed piercing marks him as a bearer of relics. Magical darkness does not impede his darkvision, and he has advantage on saving throws against illusions.

Spellcasting. Crispin is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire boltFire BoltCantrip · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)., lightLightCantrip · Evocation1 action · Touch · 1 hourV, M (a firefly or phosphorescent moss)You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again., mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

1st level (4 slots): disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., mage armorMage ArmorLevel 1 · Abjuration1 action · Touch · 8 hourV, S, M (a piece of cured leather)You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor., shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

2nd level (3 slots): detect thoughtsDetect ThoughtsLevel 2 · Divination1 action · Self · 1 minuteV, S, M (1 Copper Piece)You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can tak…, invisibilityInvisibilityLevel 2 · Illusion1 action · Touch · 1 hourV, S, M (an eyelash in gum arabic)A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. You can target one additional creature for each spell slot level above 2., scorching rayScorching RayLevel 2 · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. You create one additional ray for each spell slot level above 2.

3rd level (3 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., fearFearLevel 3 · Illusion1 action · 30 ft. · 1 minuteV, S, M (a white feather)Each creature in a 30-foot Cone [Area of Effect] must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

4th level (3 slots): greater invisibilityGreater InvisibilityLevel 4 · Illusion1 action · Touch · 1 minuteV, SA creature you touch has the Invisible condition until the spell ends., wall of fireWall of FireLevel 4 · Evocation1 action · 120 ft. · 1 minuteV, S, M (a piece of charcoal)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. The damage increases by 5d8 for each spell slot level above 4.

5th level (2 slots): dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)., wall of lightWall of LightLevel 5 · Evocation1 action · 120 ft. · 10 minuteV, S, M (a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall's area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's le…

6th level (1 slot): sunbeamSunbeamLevel 6 · Evocation1 action · 60 ft. · 1 minuteV, S, M (a magnifying glass)You launch a sunbeam in a 5-foot-wide, 60-foot-long Line [Area of Effect]. Each creature in the Line [Area of Effect] makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line [Area of Effect] of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

7th level (1 slot): prismatic sprayPrismatic SprayLevel 7 · Evocation1 action · 60 ft. · InstantaneousV, SEight rays of light flash from you in a 60-foot Cone [Area of Effect]. Each creature in the Cone [Area of Effect] makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

Actions

Candleflame. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 27 (6d8) radiant damage plus 14 (4d6) psychic damage.

Unveiling Light (Recharge 5-6). Crispin reveals a 30-foot cone of impossible light. Each creature in the area must make a DC 16 Intelligence saving throw, taking 40 (9d8) psychic damage on a failed save, or half as much damage on a successful one. Invisible creatures in the cone become visible until the end of Crispin's next turn.

Bonus Actions

Snuff the Witness. Crispin chooses one creature he can see within 60 feet. Until the start of his next turn, that creature cannot take reactions and sheds dim green light in a 5-foot radius.

Reactions

Candle's Ward. When Crispin is hit by an attack, he gains a +4 bonus to AC against that attack, potentially causing it to miss.

Lady Oriana Greymark, Bearer of Fears

Medium humanoid (human, reformist), Lawful Evil

Armor Class
17
breastplate
Hit Points
120
16d8 + 48
Speed
30 ft.
Challenge
10
5,900 XP
STR
DEX
CON
INT
WIS
CHA
10
MOD +0 SAVE +0
14
MOD +2 SAVE +2
16
MOD +3 SAVE +3
16
MOD +3 SAVE +3
18
MOD +4 SAVE +8
18
MOD +4 SAVE +8
Skills Deception +8, Insight +8, Intimidation +8, Religion +7
Damage Resistances Psychic
Condition Immunities Frightened
Senses passive Perception 18
Languages Common, Hickic, Infernal

Terror Liturgy. A creature frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. by Oriana has disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Spellcasting. Oriana is an 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): eldritch blastEldritch BlastCantrip · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam., mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it., thaumaturgyThaumaturgyCantrip · Transmutation1 action · 30 ft. · 1 minuteVYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. You alter the appearance of your eyes for 1 minute. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. You cause flames to flicker, brighten, dim, or change color for 1 minute. You instantaneously cause an unlocked door or window to fly open or slam shut. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You cause harmless tremors in the ground for 1 minute.

1st level (4 slots): baneBaneLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, M (a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., dissonant whispersDissonant WhispersLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVOne creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. The damage increases by 3d6 for each spell slot level above 1.

2nd level (3 slots): detect thoughtsDetect ThoughtsLevel 2 · Divination1 action · Self · 1 minuteV, S, M (1 Copper Piece)You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can tak…, hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., suggestionSuggestionLevel 2 · Enchantment1 action · 30 ft. · 8 hourV, M (a drop of honey)You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

3rd level (3 slots): fearFearLevel 3 · Illusion1 action · 30 ft. · 1 minuteV, S, M (a white feather)Each creature in a 30-foot Cone [Area of Effect] must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor., major imageMajor ImageLevel 3 · Illusion1 action · 120 ft. · 10 minuteV, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube [Area of Effect]. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can…

4th level (3 slots): confusionConfusionLevel 4 · Enchantment1 action · 90 ft. · 1 minuteV, S, M (three nut shells)Each creature in a 10-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. The Sphere [Area of Effect]'s radius increases by 5 feet for each spell slot level above 4., phantasmal killerPhantasmal KillerLevel 4 · Illusion1 action · 120 ft. · 1 minuteV, SYou tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. The damage increases by 4d10 for each spell slot level above 4.

5th level (2 slots): dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)., synaptic staticSynaptic StaticLevel 5 · Enchantment1 action · 120 ft. · InstantaneousV, SYou cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere [Area of Effect] centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

6th level (1 slot): mental prisonMental PrisonLevel 6 · Illusion1 action · 60 ft. · 1 minuteSYou attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Actions

Dread Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (7d8) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. until the end of its next turn.

Procession of Fears (Recharge 5-6). Each creature of Oriana's choice within 30 feet must make a DC 16 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Name the Fear. Oriana chooses one frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. creature within 60 feet. Until the start of Oriana's next turn, the target's speed is reduced to 0.

Reactions

Flinch. When a creature Oriana can see within 30 feet makes an attack roll, she imposes disadvantage on the roll.

Sir Bertram Ashwick, Bearer of Pain

Medium humanoid (human, reformist), Lawful Evil

Armor Class
18
half plate
Hit Points
120
16d8 + 48
Speed
30 ft.
Challenge
10
5,900 XP
STR
DEX
CON
INT
WIS
CHA
18
MOD +4 SAVE +8
12
MOD +1 SAVE +1
16
MOD +3 SAVE +7
12
MOD +1 SAVE +1
18
MOD +4 SAVE +8
16
MOD +3 SAVE +3
Skills Athletics +8, Intimidation +7, Medicine +8, Religion +5
Damage Resistances Necrotic; Psychic
Condition Immunities Frightened
Senses passive Perception 14
Languages Common, Hickic, Infernal

Doctrine of Pain. When Bertram takes damage, his next melee attack before the end of his next turn deals an extra 10 (3d6) psychic damage.

Spellcasting. Bertram is an 11th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared:

Cantrips (at will): guidanceGuidanceCantrip · Divination1 action · Touch · 1 minuteV, SYou touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., sacred flameSacred FlameCantrip · Evocation1 action · 60 ft. · InstantaneousV, SFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)., spare the dyingSpare the DyingCantrip · Necromancy1 action · 15 ft. · InstantaneousV, SChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)., thaumaturgyThaumaturgyCantrip · Transmutation1 action · 30 ft. · 1 minuteVYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. You alter the appearance of your eyes for 1 minute. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. You cause flames to flicker, brighten, dim, or change color for 1 minute. You instantaneously cause an unlocked door or window to fly open or slam shut. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You cause harmless tremors in the ground for 1 minute.

1st level (4 slots): baneBaneLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, M (a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., inflict woundsInflict WoundsLevel 1 · Necromancy1 action · Touch · InstantaneousV, SA creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one. The damage increases by 2d10 for each spell slot level above 1.

2nd level (3 slots): blindness/deafnessBlindness/DeafnessLevel 2 · Transmutation1 action · 120 ft. · 1 minuteVOne creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional creature for each spell slot level above 2., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., spiritual weaponSpiritual WeaponLevel 2 · Evocation1 bonus · 60 ft. · 1 minuteV, SYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. The damage increases by 1d8 for every slot level above 2.

3rd level (3 slots): bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., spirit guardiansSpirit GuardiansLevel 3 · Conjuration1 action · 15 ft. · 10 minuteV, S, M (a prayer scroll)Protective spirits flit around you in a 15-foot Emanation [Area of Effect] for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation [Area of Effect], and whenever the Emanation [Area of Effect] enters a creature's space and whenever a creature enters the Emanation [Area of Effect] or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. The damage increases by 3d8 for each spell slot level above 3., vampiric touchVampiric TouchLevel 3 · Necromancy1 action · Self · 1 minuteV, SThe touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one. The damage increases by 3d6 for each spell slot level above 3.

4th level (3 slots): death wardDeath WardLevel 4 · Abjuration1 action · Touch · 8 hourV, SYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Points, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends., staggering smiteStaggering SmiteLevel 4 · Enchantment1 bonus · Self · InstantaneousVThe target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn. The extra damage increases by 4d6 for each spell slot level above 4.

5th level (2 slots): contagionContagionLevel 5 · Necromancy1 action · Touch · 7 dayV, SYour touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it., geasGeasLevel 5 · Enchantment1 minute · 60 ft. · 30 dayVYou give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

6th level (1 slot): harmHarmLevel 6 · Necromancy1 action · 60 ft. · InstantaneousV, SYou unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.

Actions

Multiattack. Bertram makes two Barbed Mace attacks.

Barbed Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 18 (4d8) psychic damage.

Pain Made Public (Recharge 5-6). One creature Bertram can see within 60 feet must make a DC 16 Constitution saving throw. On a failed save, the target takes 44 (8d10) necrotic damage and cannot regain hit points until the end of its next turn. On a successful save, the target takes half as much damage and can regain hit points normally.

Bonus Actions

Martyr's Step. Bertram takes 7 (2d6) necrotic damage and teleports up to 30 feet to an unoccupied space he can see.

Reactions

Return the Hurt. When a creature within 5 feet damages Bertram, the creature takes 18 (4d8) psychic damage.

Tamsin Reed, Bearer of Sadness

Medium humanoid (human, reformist), Lawful Evil

Armor Class
16
studded leather
Hit Points
120
16d8 + 48
Speed
30 ft.
Challenge
10
5,900 XP
STR
DEX
CON
INT
WIS
CHA
10
MOD +0 SAVE +0
16
MOD +3 SAVE +3
16
MOD +3 SAVE +3
14
MOD +2 SAVE +2
18
MOD +4 SAVE +8
18
MOD +4 SAVE +8
Skills Deception +8, Insight +8, Medicine +8, Persuasion +8, Religion +6
Damage Resistances Necrotic; Psychic
Senses passive Perception 18
Languages Common, Hickic, Infernal

Grief Choir. A creature that starts its turn within 30 feet of Tamsin and has fewer than half its hit points must succeed on a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the start of its next turn.

Spellcasting. Tamsin is an 11th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:

Cantrips (at will): guidanceGuidanceCantrip · Divination1 action · Touch · 1 minuteV, SYou touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., sacred flameSacred FlameCantrip · Evocation1 action · 60 ft. · InstantaneousV, SFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)., spare the dyingSpare the DyingCantrip · Necromancy1 action · 15 ft. · InstantaneousV, SChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)., thaumaturgyThaumaturgyCantrip · Transmutation1 action · 30 ft. · 1 minuteVYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. You alter the appearance of your eyes for 1 minute. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. You cause flames to flicker, brighten, dim, or change color for 1 minute. You instantaneously cause an unlocked door or window to fly open or slam shut. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You cause harmless tremors in the ground for 1 minute.

1st level (4 slots): baneBaneLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, M (a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., cure woundsCure WoundsLevel 1 · Abjuration1 action · Touch · InstantaneousV, SA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. The healing increases by 2d8 for each spell slot level above 1.

2nd level (3 slots): calm emotionsCalm EmotionsLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, SEach Humanoid in a 20-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent [Attitude] about creatures of your choice that it's Hostile [Attitude] toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., silenceSilenceLevel 2 · Illusion1 action · 120 ft. · 10 minuteV, SFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere [Area of Effect] centered on a point you choose within range. Any creature or object entirely inside the Sphere [Area of Effect] has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

3rd level (3 slots): bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., revivifyRevivifyLevel 3 · Necromancy1 action · Touch · InstantaneousV, S, MYou touch a creature that has died within the last minute. That creature revives with 1 Hit Points. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts., spirit guardiansSpirit GuardiansLevel 3 · Conjuration1 action · 15 ft. · 10 minuteV, S, M (a prayer scroll)Protective spirits flit around you in a 15-foot Emanation [Area of Effect] for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation [Area of Effect], and whenever the Emanation [Area of Effect] enters a creature's space and whenever a creature enters the Emanation [Area of Effect] or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. The damage increases by 3d8 for each spell slot level above 3.

4th level (3 slots): death wardDeath WardLevel 4 · Abjuration1 action · Touch · 8 hourV, SYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Points, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends., divinationDivinationLevel 4 · Divination1 action · Self · InstantaneousV, S, MThis spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 chance for each casting after the first that you get no answer.

5th level (2 slots): geasGeasLevel 5 · Enchantment1 minute · 60 ft. · 30 dayVYou give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above., modify memoryModify MemoryLevel 5 · Enchantment1 action · 30 ft. · 1 minuteV, SYou attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the mo…

6th level (1 slot): harmHarmLevel 6 · Necromancy1 action · 60 ft. · InstantaneousV, SYou unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.

Actions

Mourning Knife. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 27 (6d8) psychic damage.

Weight of the Funeral (Recharge 5-6). Each creature of Tamsin's choice within 30 feet must make a DC 16 Charisma saving throw. On a failed save, a creature takes 40 (9d8) psychic damage and is restrained by spectral mourning veils until the end of its next turn. On a successful save, a creature takes half as much damage and isn't restrained.

Bonus Actions

Borrow Sorrow. Tamsin chooses one creature she can see within 60 feet. The target loses 10 temporary hit points, if it has them, and Tamsin gains that many temporary hit points.

Reactions

Shared Lament. When Tamsin takes damage, one creature of her choice within 30 feet must succeed on a DC 16 Wisdom saving throw or take 14 (4d6) psychic damage.

Oren Bell, Bearer of Joy

Medium humanoid (human, reformist), Lawful Evil

Armor Class
17
glamoured breastplate
Hit Points
120
16d8 + 48
Speed
30 ft.
Challenge
10
5,900 XP
STR
DEX
CON
INT
WIS
CHA
10
MOD +0 SAVE +0
16
MOD +3 SAVE +7
16
MOD +3 SAVE +3
14
MOD +2 SAVE +2
16
MOD +3 SAVE +7
20
MOD +5 SAVE +9
Skills Deception +9, Performance +9, Persuasion +9, Religion +6
Damage Resistances Psychic
Condition Immunities Charmed
Senses passive Perception 13
Languages Common, Hickic, Infernal

Joyous Captivity. A creature charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by Oren regards the first hostile act it sees from Oren or his allies each round as harmless until after the act resolves.

Spellcasting. Oren is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): friendsFriendsCantrip · Enchantment1 action · 10 ft. · 1 minuteS, M (some makeup)You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you., mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it., vicious mockeryVicious MockeryCantrip · Enchantment1 action · 60 ft. · InstantaneousVYou unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

1st level (4 slots): charm personCharm PersonLevel 1 · Enchantment1 action · 30 ft. · 1 hourV, SOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly [Attitude] to you. When the spell ends, the target knows it was Charmed by you. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., dissonant whispersDissonant WhispersLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVOne creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. The damage increases by 3d6 for each spell slot level above 1.

2nd level (3 slots): calm emotionsCalm EmotionsLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, SEach Humanoid in a 20-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent [Attitude] about creatures of your choice that it's Hostile [Attitude] toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., enthrallEnthrallLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, SYou weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends., suggestionSuggestionLevel 2 · Enchantment1 action · 30 ft. · 8 hourV, M (a drop of honey)You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

3rd level (3 slots): enemies aboundEnemies AboundLevel 3 · Enchantment1 action · 120 ft. · 1 minuteV, SYou reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor., major imageMajor ImageLevel 3 · Illusion1 action · 120 ft. · 10 minuteV, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube [Area of Effect]. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can…

4th level (3 slots): charm monsterCharm MonsterLevel 4 · Enchantment1 action · 30 ft. · 1 hourV, SOne creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly [Attitude] to you. When the spell ends, the target knows it was Charmed by you. You can target one additional creature for each spell slot level above 4., confusionConfusionLevel 4 · Enchantment1 action · 90 ft. · 1 minuteV, S, M (three nut shells)Each creature in a 10-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. The Sphere [Area of Effect]'s radius increases by 5 feet for each spell slot level above 4.

5th level (2 slots): dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)., seemingSeemingLevel 5 · Illusion1 action · 30 ft. · 8 hourV, SYou give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

6th level (1 slot): mass suggestionMass SuggestionLevel 6 · Enchantment1 action · 60 ft. · 24 hourV, M (a snake's tongue)You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, "Walk to the village down that road, and help the villagers there harvest crops until sunset." Or you could say, "Now is not the time for violence. Drop your weapons, and dance! Stop in an hour." Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).

Actions

Ecstatic Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 36 (8d8) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or be charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by Oren until the end of its next turn.

Feast of Relief (Recharge 5-6). Oren chooses up to three creatures he can see within 60 feet. Each target must make a DC 17 Wisdom saving throw. On a failed save, a target takes 31 (7d8) psychic damage and is charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes half as much damage and isn't charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially..

Bonus Actions

Applause. Oren chooses one allied Reformist within 60 feet that can hear him. The ally gains advantage on its next attack roll or saving throw before the start of Oren's next turn.

Reactions

Laugh It Away. When Oren fails a saving throw, he adds 1d8 to the roll, potentially turning the failure into a success.

Maltreks Reformist Soldier

Medium humanoid (human), Lawful Evil

Armor Class
16
chain shirt, shield
Hit Points
27
5d8 + 5
Speed
30 ft.
Challenge
1
200 XP
STR
DEX
CON
INT
WIS
CHA
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
12
MOD +1 SAVE +1
10
MOD +0 SAVE +0
11
MOD +0 SAVE +0
10
MOD +0 SAVE +0
Skills Athletics +4, Deception +2
Senses passive Perception 10
Languages Common, Hickic

Courtly Disguise. The soldier has advantage on Charisma (Deception) checks made to pass as an Orthodox guard, mourner, or ducal retainer.

Parasite-Softened Zeal. The soldier has advantage on saving throws against being frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. while it can see another Reformist ally within 30 feet of it.

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Bonus Actions

Close Ranks. The soldier moves up to 10 feet toward an ally it can see. This movement does not provoke opportunity attacks from creatures frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. by or charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by any Reformist ally.

Maltreks Reformist Sergeant

Medium humanoid (human), Lawful Evil

Armor Class
17
half plate
Hit Points
52
8d8 + 16
Speed
30 ft.
Challenge
2
450 XP
STR
DEX
CON
INT
WIS
CHA
16
MOD +3 SAVE +5
12
MOD +1 SAVE +1
14
MOD +2 SAVE +2
11
MOD +0 SAVE +0
12
MOD +1 SAVE +3
13
MOD +1 SAVE +1
Skills Athletics +5, Deception +3, Intimidation +3
Senses passive Perception 11
Languages Common, Hickic

Courtly Disguise. The sergeant has advantage on Charisma (Deception) checks made to pass as an Orthodox guard, mourner, or ducal retainer.

Reformist Cadence. Allied Reformist soldiers within 30 feet of the sergeant add 1d4 to saving throws against being frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear..

Actions

Multiattack. The sergeant makes two halberd attacks.

Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Bonus Actions

Funeral Formation. The sergeant chooses up to two allies within 30 feet that can hear it. Each target can move up to half its speed without provoking opportunity attacks.

Reactions

Shield the Minister. When a creature the sergeant can see hits an allied cleric or noble within 5 feet of the sergeant, the sergeant imposes a -2 penalty on the attack roll, potentially causing the attack to miss.

Maltreks Guard Veteran

Medium humanoid (human), Lawful Neutral

Armor Class
18
splint, shield
Hit Points
75
10d8 + 30
Speed
30 ft.
Challenge
3
700 XP
STR
DEX
CON
INT
WIS
CHA
16
MOD +3 SAVE +5
12
MOD +1 SAVE +1
16
MOD +3 SAVE +5
10
MOD +0 SAVE +0
13
MOD +1 SAVE +1
11
MOD +0 SAVE +0
Skills Athletics +5, Insight +3, Perception +3
Senses passive Perception 13
Languages Common, Hickic

Castle Watch. The veteran has advantage on Wisdom (Perception) checks made to notice intruders, concealed weapons, or false credentials inside a noble residence, chapel, or fortress.

Compromised Loyalty. If the veteran starts its turn within 30 feet of a Reformist cleric, it has advantage on saving throws against being charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. or frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. until the start of its next turn.

Actions

Multiattack. The veteran makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.

Reactions

Hold the Threshold. When a hostile creature the veteran can see enters a space within 5 feet of it, the veteran makes one longsword attack against that creature.

Maltreks Elite Knight

Medium humanoid (human), Lawful Neutral

Armor Class
20
plate, shield
Hit Points
102
12d8 + 48
Speed
30 ft.
Challenge
5
1,800 XP
STR
DEX
CON
INT
WIS
CHA
18
MOD +4 SAVE +7
10
MOD +0 SAVE +0
18
MOD +4 SAVE +7
11
MOD +0 SAVE +0
14
MOD +2 SAVE +5
14
MOD +2 SAVE +2
Skills Athletics +7, History +3, Insight +5, Intimidation +5
Senses passive Perception 12
Languages Common, Hickic

Ducal Bearing. The knight has advantage on Charisma checks made to command Maltreks soldiers, castle servants, or retainers of the ducal household.

Steadfast. The knight has advantage on saving throws against being frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear..

Actions

Multiattack. The knight makes three melee attacks.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Commanding Rebuke (Recharge 5-6). The knight shouts a ducal command at one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Bonus Actions

Advance the Line. The knight chooses up to three allied soldiers, guards, or knights within 60 feet that can hear it. Each target can move up to 10 feet and gains 5 temporary hit points.

Reactions

Parry. The knight adds 3 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Maltreks Court Wizard

Medium humanoid (human), Neutral Evil

Armor Class
12
15 with {@spell mage armor}
Hit Points
66
12d8 + 12
Speed
30 ft.
Challenge
5
1,800 XP
STR
DEX
CON
INT
WIS
CHA
9
MOD -1 SAVE -1
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
18
MOD +4 SAVE +7
13
MOD +1 SAVE +4
12
MOD +1 SAVE +1
Skills Arcana +7, Deception +4, History +7, Investigation +7
Senses passive Perception 11
Languages Common, Hickic, Infernal

Spellcasting. The wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The wizard has the following wizard spells prepared:

Cantrips (at will): fire boltFire BoltCantrip · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)., mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., messageMessageCantrip · Transmutation1 action · 120 ft. · 1 roundS, M (a copper wire)You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

1st level (4 slots): charm personCharm PersonLevel 1 · Enchantment1 action · 30 ft. · 1 hourV, SOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly [Attitude] to you. When the spell ends, the target knows it was Charmed by you. You can target one additional creature for each spell slot level above 1., detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., mage armorMage ArmorLevel 1 · Abjuration1 action · Touch · 8 hourV, S, M (a piece of cured leather)You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor., shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

2nd level (3 slots): detect thoughtsDetect ThoughtsLevel 2 · Divination1 action · Self · 1 minuteV, S, M (1 Copper Piece)You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can tak…, hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., invisibilityInvisibilityLevel 2 · Illusion1 action · Touch · 1 hourV, S, M (an eyelash in gum arabic)A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. You can target one additional creature for each spell slot level above 2.

3rd level (3 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., fearFearLevel 3 · Illusion1 action · 30 ft. · 1 minuteV, S, M (a white feather)Each creature in a 30-foot Cone [Area of Effect] must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature., lightning boltLightning BoltLevel 3 · Evocation1 action · 100 ft. · InstantaneousV, S, M (a bit of fur and a crystal rod)A stroke of lightning forming a 100-foot-long, 5-foot-wide Line [Area of Effect] blasts out from you in a direction you choose. Each creature in the Line [Area of Effect] makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. The damage increases by 8d6 for each spell slot level above 3.

4th level (3 slots): confusionConfusionLevel 4 · Enchantment1 action · 90 ft. · 1 minuteV, S, M (three nut shells)Each creature in a 10-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. The Sphere [Area of Effect]'s radius increases by 5 feet for each spell slot level above 4., greater invisibilityGreater InvisibilityLevel 4 · Illusion1 action · Touch · 1 minuteV, SA creature you touch has the Invisible condition until the spell ends.

5th level (1 slot): dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

Funeral Etiquette. The wizard has advantage on Charisma (Deception) checks made to conceal spellcasting as ritual observance, court protocol, or mourning custom.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.

Reactions

Shield. When the wizard is hit by an attack or targeted by the magic missileMagic MissileLevel 1 · Evocation1 action · 120 ft. · InstantaneousV, SYou create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The spell creates one more dart for each spell slot level above 1. spell, it gains a +5 bonus to AC until the start of its next turn, including against the triggering attack, and takes no damage from magic missileMagic MissileLevel 1 · Evocation1 action · 120 ft. · InstantaneousV, SYou create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The spell creates one more dart for each spell slot level above 1..

Maltreks Clerical Reformist

Medium humanoid (human), Lawful Evil

Armor Class
18
breastplate, shield
Hit Points
136
16d8 + 64
Speed
30 ft.
Challenge
8
3,900 XP
STR
DEX
CON
INT
WIS
CHA
14
MOD +2 SAVE +2
12
MOD +1 SAVE +1
18
MOD +4 SAVE +7
13
MOD +1 SAVE +1
19
MOD +4 SAVE +7
16
MOD +3 SAVE +6
Skills Deception +6, Insight +7, Medicine +7, Persuasion +6, Religion +4
Condition Immunities Frightened
Senses passive Perception 17
Languages Common, Hickic, Infernal

Spellcasting. The reformist is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The reformist has the following cleric spells prepared:

Cantrips (at will): guidanceGuidanceCantrip · Divination1 action · Touch · 1 minuteV, SYou touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., sacred flameSacred FlameCantrip · Evocation1 action · 60 ft. · InstantaneousV, SFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8)., spare the dyingSpare the DyingCantrip · Necromancy1 action · 15 ft. · InstantaneousV, SChoose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet)., thaumaturgyThaumaturgyCantrip · Transmutation1 action · 30 ft. · 1 minuteVYou manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. You alter the appearance of your eyes for 1 minute. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks. You cause flames to flicker, brighten, dim, or change color for 1 minute. You instantaneously cause an unlocked door or window to fly open or slam shut. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You cause harmless tremors in the ground for 1 minute.

1st level (4 slots): baneBaneLevel 1 · Enchantment1 action · 30 ft. · 1 minuteV, S, M (a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., cure woundsCure WoundsLevel 1 · Abjuration1 action · Touch · InstantaneousV, SA creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. The healing increases by 2d8 for each spell slot level above 1., sanctuarySanctuaryLevel 1 · Abjuration1 bonus · 30 ft. · 1 minuteV, S, M (a shard of glass from a mirror)You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

2nd level (3 slots): blindness/deafnessBlindness/DeafnessLevel 2 · Transmutation1 action · 120 ft. · 1 minuteVOne creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional creature for each spell slot level above 2., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., spiritual weaponSpiritual WeaponLevel 2 · Evocation1 bonus · 60 ft. · 1 minuteV, SYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. The damage increases by 1d8 for every slot level above 2.

3rd level (3 slots): bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., spirit guardiansSpirit GuardiansLevel 3 · Conjuration1 action · 15 ft. · 10 minuteV, S, M (a prayer scroll)Protective spirits flit around you in a 15-foot Emanation [Area of Effect] for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation [Area of Effect], and whenever the Emanation [Area of Effect] enters a creature's space and whenever a creature enters the Emanation [Area of Effect] or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn. The damage increases by 3d8 for each spell slot level above 3.

4th level (3 slots): banishmentBanishmentLevel 4 · Abjuration1 action · 30 ft. · 1 minuteV, S, M (a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type. You can target one additional creature for each spell slot level above 4., death wardDeath WardLevel 4 · Abjuration1 action · Touch · 8 hourV, SYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Points, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

5th level (2 slots): contagionContagionLevel 5 · Necromancy1 action · Touch · 7 dayV, SYour touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it., dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours).

6th level (1 slot): harmHarmLevel 6 · Necromancy1 action · 60 ft. · InstantaneousV, SYou unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Points maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's Hit Points maximum below 1.

Parasite Liturgist. A humanoid charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by the reformist has disadvantage on saving throws against the reformist's cleric spells and Channel the Vessel.

False Orthodoxy. The reformist has advantage on Charisma (Deception) checks made to present Reformist doctrine as Orthodox rite or ducal mourning custom.

Actions

Multiattack. The reformist makes two mace attacks or one mace attack and uses Channel the Vessel.

Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.

Sacred Flame. One creature the reformist can see within 60 feet must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) radiant damage.

Channel the Vessel (Recharge 5-6). The reformist targets one humanoid it can see within 60 feet. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 27 (6d8) psychic damage and is charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by the reformist until the end of the reformist's next turn. On a successful save, the target takes half as much damage and isn't charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially..

Bonus Actions

Spiritual Weapon. If the reformist has cast spiritual weaponSpiritual WeaponLevel 2 · Evocation1 bonus · 60 ft. · 1 minuteV, SYou create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier. As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it. The damage increases by 1d8 for every slot level above 2., it makes one spell attack with the weapon.

Compel Kneeling. One creature charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by the reformist and within 60 feet must use its reaction, if available, to fall proneProneConditionSource XPHBWhile you have the Prone condition, you experience the following effects. Your only movement options are to Crawling or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage..

Reactions

Ministerial Rebuke. When a creature the reformist can see within 30 feet damages it, the attacker must succeed on a DC 15 Wisdom saving throw or take 13 (3d8) psychic damage.

Dark Archon

Medium humanoid (human, reformist), Lawful Evil

Armor Class
17
unarmored defense
Hit Points
117
18d8 + 36
Speed
45 ft.
Challenge
8
3,900 XP
STR
DEX
CON
INT
WIS
CHA
12
MOD +1 SAVE +1
18
MOD +4 SAVE +7
14
MOD +2 SAVE +2
16
MOD +3 SAVE +6
16
MOD +3 SAVE +6
12
MOD +1 SAVE +1
Skills Acrobatics +7, Arcana +6, Deception +4, Perception +6, Stealth +7
Damage Resistances Psychic
Condition Immunities Charmed
Senses , passive Perception 16
Languages Common, Hickic, Infernal

Boundary-Touched Body. The dark archon can move through the space of hostile creatures. The first time it enters a creature's space on a turn, that creature must succeed on a DC 15 Wisdom saving throw or be unable to take reactions until the start of the dark archon's next turn.

Mockery of Archons. The dark archon has advantage on Charisma (Deception) checks made to imitate, profane, or exploit Orthodox command rites associated with a Patriarch's archons.

Spellcasting. The dark archon is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it., ray of frostRay of FrostCantrip · Evocation1 action · 60 ft. · InstantaneousV, SA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

1st level (4 slots): disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., mage armorMage ArmorLevel 1 · Abjuration1 action · Touch · 8 hourV, S, M (a piece of cured leather)You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor., shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

2nd level (3 slots): blurBlurLevel 2 · Illusion1 action · Self · 1 minuteVYour body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., misty stepMisty StepLevel 2 · Conjuration1 bonus · Self · InstantaneousVBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

3rd level (2 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Actions

Multiattack. The dark archon makes three boundary strike attacks.

Boundary Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 7 (2d6) psychic damage.

Boundary Rend (Recharge 5-6). The dark archon opens a wavering tear in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Intelligence saving throw, taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also disoriented until the end of its next turn. While disoriented, the creature subtracts 1d4 from attack rolls and ability checks.

Bonus Actions

Boundary Step. The dark archon teleports up to 30 feet to an unoccupied space it can see. Until the end of the turn, it has advantage on the first boundary strike attack it makes.

Reactions

Deflect Spell. When the dark archon is hit by a ranged spell attack, it reduces the damage by 16 (1d10 + 11). If this reduces the damage to 0, the dark archon can redirect the spell at another creature within 60 feet of it, using the original attack roll.

Dark Archon of the Consumed Boundary

Medium humanoid (human, reformist), Lawful Evil

Armor Class
18
unarmored defense
Hit Points
171
18d8 + 90
Speed
50 ft.
Challenge
10
5,900 XP
STR
DEX
CON
INT
WIS
CHA
12
MOD +1 SAVE +1
20
MOD +5 SAVE +9
20
MOD +5 SAVE +9
17
MOD +3 SAVE +7
18
MOD +4 SAVE +8
14
MOD +2 SAVE +2
Skills Acrobatics +9, Arcana +7, Deception +6, Insight +8, Perception +8, Stealth +9
Damage Resistances Force; Psychic
Condition Immunities Charmed and Frightened
Senses , , passive Perception 18
Languages Common, Hickic, Infernal, telepathy 60 ft.

Boundary-Touched Body. The dark archon can move through the space of hostile creatures and through nonmagical objects no more than 5 feet thick. If it ends its turn inside an object, it takes 16 (3d10) force damage and is shunted to the nearest unoccupied space.

Mockery of Archons. The dark archon has advantage on Charisma (Deception) checks made to imitate, profane, or exploit Orthodox command rites associated with a Patriarch's archons.

Parasite-Joined Mind. The dark archon has advantage on saving throws against being stunnedStunnedConditionSource XPHBWhile you have the Stunned condition, you experience the following effects. You have the Incapacitated condition. You automatically fail Strength and Dexterity Saving Throw. Attack rolls against you have Advantage. or knocked unconsciousUnconsciousConditionSource XPHBWhile you have the Unconscious condition, you experience the following effects. You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone. Your Speed is 0 and can't increase. Attack rolls against you have Advantage. You automatically fail Strength and Dexterity Saving Throw. Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you. You're unaware of your surroundings.. If it succeeds on a saving throw against being stunnedStunnedConditionSource XPHBWhile you have the Stunned condition, you experience the following effects. You have the Incapacitated condition. You automatically fail Strength and Dexterity Saving Throw. Attack rolls against you have Advantage., one creature of its choice within 30 feet takes 7 (2d6) psychic damage.

Spellcasting. The dark archon is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., mind sliverMind SliverCantrip · Enchantment1 action · 60 ft. · InstantaneousVYou try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it., ray of frostRay of FrostCantrip · Evocation1 action · 60 ft. · InstantaneousV, SA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

1st level (4 slots): disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., mage armorMage ArmorLevel 1 · Abjuration1 action · Touch · 8 hourV, S, M (a piece of cured leather)You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor., shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

2nd level (3 slots): blurBlurLevel 2 · Illusion1 action · Self · 1 minuteVYour body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., mirror imageMirror ImageLevel 2 · Illusion1 action · Self · 1 minuteV, SThree illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight., misty stepMisty StepLevel 2 · Conjuration1 bonus · Self · InstantaneousVBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

3rd level (3 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor., slowSlowLevel 3 · Transmutation1 action · 120 ft. · 1 minuteV, S, M (a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot Cube [Area of Effect] within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

4th level (1 slot): dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Actions

Multiattack. The dark archon makes four boundary strike attacks.

Boundary Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 10 (3d6) psychic damage.

Boundary Rend (Recharge 5-6). The dark archon opens a wavering tear in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also stunnedStunnedConditionSource XPHBWhile you have the Stunned condition, you experience the following effects. You have the Incapacitated condition. You automatically fail Strength and Dexterity Saving Throw. Attack rolls against you have Advantage. until the end of its next turn. A creature that succeeds on the save cannot be stunnedStunnedConditionSource XPHBWhile you have the Stunned condition, you experience the following effects. You have the Incapacitated condition. You automatically fail Strength and Dexterity Saving Throw. Attack rolls against you have Advantage. by this dark archon's Boundary Rend for 24 hours.

Unmake Distance. The dark archon chooses one creature it can see within 60 feet. The target must succeed on a DC 16 Charisma saving throw or be teleported up to 30 feet to an unoccupied space the dark archon can see. The destination must be on a surface or liquid that can support the target.

Bonus Actions

Boundary Step. The dark archon teleports up to 40 feet to an unoccupied space it can see. Until the end of the turn, it has advantage on the first boundary strike attack it makes, and opportunity attacks against it are made with disadvantage.

Reactions

Deflect Spell. When the dark archon is hit by a ranged spell attack, it reduces the damage by 21 (1d10 + 16). If this reduces the damage to 0, the dark archon can redirect the spell at another creature within 60 feet of it, using the original attack roll.

Step Out of the World. When the dark archon is hit by an attack it can see, it halves the attack's damage and teleports up to 15 feet to an unoccupied space it can see.