Tal'Dorei Campaign Guide PDF

(Jeff_L) #1
Chapter 4: allies and adVersaries 137

Ravager Slaughter Lord
Large humanoid (orc), lawful evil

Armor Class 17 (unarmored)
Hit Points 152 (16d8 + 80)
Speed 30 ft.

Str dex Con int wiS Ch a
2 2 (+6) 1 4 (+2) 2 0 (+5) 1 2 (+1) 1 6 (+3) 1 6 (+3)

Saving Throws Str +10, Con +9, Wis +7
Skills Intimidation +11, Religion +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc
Challenge 9 (5,000 XP)

Aggressive. As a bonus action, the Slaughter Lord can move up
to its speed toward a hostile creature it can see.
Blessings of the Ruiner. The Slaughter Lord has been showered
with a cocktail of divine blessings, and can call upon them at any
time. Its innate spellcasting ability is Wisdom (spell save DC
15). The Slaughter Lord can innately cast the following spells,
requiring no material components:
At will: thaumaturgy
3/day each: flame strike, spirit guardians
1/day each: control weather, divine word, fire storm
Legendary Resistance (2/Day). If the Slaughter Lord fails a
saving throw, it can choose to succeed instead.
Unarmored Defense. While the Slaughter Lord is wearing no
armor and not wielding a shield, its AC equals 10 + its Dexterity
modifier + its Constitution modifier.

Actions
Multiattack. The Slaughter Lord makes four attacks with its
greatswords or three attacks with its spear.
Dual Greatswords. Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6)
fire damage.
Spear. Melee or Ranged Weapon Attack: +10 to hit, range 20/60
ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6)
fire damage, or 15 (2d8 + 6) piercing damage plus 3 (1d6) fire
damage if used with both hands to make a melee attack.

Legendary Actions
The Slaughter Lord can take 3 legendary actions, choosing
from the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s turn.
The Slaughter Lord regains spent legendary actions at the start
of its turn.
Attack. The Slaughter Lord makes a spear or greatsword attack.
Move. The Slaughter Lord moves up to half its speed.
Cast a Spell (Costs 3 Actions). The Slaughter Lord casts an
innate spell.

Ravager Stabby-Stabber
Small humanoid (goblinoid), chaotic evil

Armor Class 15 (studded leather)
Hit Points 36 (8d6 + 8)
Speed 30 ft.


Str dex Con int wiS Ch a
1 0 (+0) 1 6 (+3) 1 2 (+1) 1 0 (+0) 8 (-1) 7 (-2)


Saving Throws Wis +1
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 2 (450 XP)


Nimble Escape. The goblin can take the Disengage or Hide
action as a bonus action on each of its turns.


Stabby Frenzy. When the goblin hits with a melee attack, it may
attack again. It can continue making additional attacks until it
does not hit. The goblin cannot move between attacks made with
this trait.


Actions


Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.


Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.,
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


The people of the Dividing Plains do not know exactly
how many Slaughter Lords command the Ravagers. Some
reason that there are four major arms of the barbarian
horde, and that each arm is commanded by one of these
monsters. Inside the walls of the margrave of Westruun’s
keep, however, Margrave Zimmerset and his council-
ors worry over a graver matter: the Ravagers are too
well-organized to be led by war-crazed, drug-addled orcs.
Who, or what, is commanding the Slaughter Lords from
the shadows?


raVager sta BB y-sta BBer


Tales of the bloodthirsty Ravagers have spread from
Kymal across Tal’Dorei. Most adventurers and merce-
naries take up arms against the Ravager after hearing
stories of muscle-bound orcs terrorizing the free people
of the Dividing Plains. They are prepared for single
combat with great foes. They are not prepared for the
Ravagers’ most terrifying weapon: the stabby-stabbers.
Fresh-faced warriors from Emon laugh at the name
when they first hear it in Kymal’s taverns, but veteran
mercenaries close their eyes and hastily bury their face in
their tankards.
Goblins only join the Ravagers as slaves; spoils from
orcish raids of goblin nests. Those that show excep-
tional skill are brought before their Slaughter Lord
and forced to drink a terrible brew the orcs call
skullfire. The concoction burns what little reason


the goblins had away, turning them into perfectly obe-
dient, flesh-hungry monsters. In battle, stabby-stabbers
swarm like rats, eviscerating fleeing innocents and war-
riors alike in seconds.
Free download pdf