waterdeep dragon heist

(Jeff_L) #1
OTT 5 TEELTOES

any moment. While in Yalah's presence, Orond becomes
an altogether different person: quiet, almost timid, and
happy to let his wife have the spotlight.
Orond relies on Yalah to manage the Zhentarim. He
spends his days watching mercenaries train, paying
bills, and ranting about the cost of doing business in the
city. Although he is human, Orond was born with a tief-
ling's tail. The tail was amputated when he was a young
boy, but the scar on his backside remains.

GAME STATISTICS
Orond Gralhund is a Tethyrian human noble , with
these changes:


  • Orond is neutral evil.

  • He has an Intelligence of 9 (-1).

  • Never one to bother learning other languages, he
    speaks only Common.


OSVALDO CASSALANTER
Ammalia and Victoro Cassalanter traded the soul of
their eldest child for power. Stripped of his humanity,
' Osvaldo was chained up in Cassalanter Villa and s lowly
transformed into a devil (and an insane one at that).
Now a creature of pure evil and hate, he has no hope of
regaining what was taken from him.


GAME STATISTICS
Os va ldo is a chain de vil.

\PPENDIX B l MONSTERS AND NPCS

OTT STEELTOES
The dwarf Ott Steeltoes has the nerve-wracking task of
tending to Xanathar's pet fish, Sylgar. In his spare time,
he worships Zuggtmoy, the demon queen of fungi, and
cultivates mushrooms, spores, and molds. He wears a
leather skullcap stitched with fake beholder eyestalks.

GAME STATISTICS
Ott is a shield dwarf cultist, with these changes:


  • Ott is chaotic evil.
    He has these racial traits: His walking speed is 25
    feet. He has advantage on saving throws against poi-
    son and resistance to poison damage. He has dark-
    vision out to a range of 60 feet. He speaks Common
    and Dwarvish.
    He has an Intelligence of 6 (-2) and Religion +O.


REMALLIA HAVENTREE
Medium humanoid (elf), chaotic good

Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.

STR
10 (+O)

DEX
14 (+2)

CON
13 (+1)

INT
18 (+4)

WIS
15 (+2)

CHA
17 (+3)

Saving Throws Int +8, Wis +6
Skills Arcana +8, Deception +7, History +8, Persuasion +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Halfling
Challenge 9 (S,000 XP)

Special Equipment. Remallia has a figurine of wondrous power
(silver raven).
Fey Ancestry. Rema Ilia has advantage on saving throws against
being charmed, and magic can't put her to sleep.

Spellcasting. Remallia is a 13th-level spellcaster. Her spellcast-
ing ability is Intelligence (spell save DC 16 , +8 to hit with spell
attacks). She has the following wizard spells prepared:

Cantrips (at will): dancing lights, mage hand, mending, message,
ray of frost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,'~ dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
Sth level (2 slots): cone of cold, wall of force
6th level (1 slot): flesh to stone, globe of invulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
points. Whenever she takes damage, the ward takes the dam-
age instead. If the ward is reduced to 0 hit points, Remallia
takes any remaining damage. When Remallia casts an abjura-
tion spell of 1st level or higher, the ward regains a number of
hit points equal to twice the level of the spell.

ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.

...

Free download pdf