alias: Argynvostholt
Argynvostholt (Q)
After one or both of the first floor battles:
in one of the fireplaces, or the stove:
The fireplace (or oven or whatever) is completely soot choked and clogged with piles of ash. However, though the fireplace is obviously long abandoned and shows no recent signs of use, there's a single ember struggling for life among the ash.
Upon closer inspection, players can see that:
the ember sluggishly pulls bits of ash towards itself, as if it knows it won't survive much longer but is unwilling to give up.
If players try to put out the ember, maybe by smacking it or scooping some ash on top of it
play it sad like calcifer from Howl's Moving Castle
- Once given some fuel:
the ember busts to life, growing furiously and assumes the shape of a small dragon with wings made of smoke. The flaming figure glows a peculiar white-blue and feels cool instead of hot.
Chat with Argynvostholt
He's waiting on the third floor near the collapsed ceiling (Q33)
You see the same dragon from before, though he's not quite as small as he was. The huge ethereal form sits upon the pile of rubble, dusting the debris beneath him with frost from his imposing dragon body. He's staring into the room across from him with the wall broken in
He's looking at the back of the throne (facing the window) where Vladimir sits (the players can't see him there)
when they approach, even stealthily, he says "Hushhh. We must speak, but not here. Come, my dear guests."
tomb is not in the graveyard, but bones are laid to rest in the tower with the beacon
entering the tower (Q50, Q51):
Inside this tower, you see an enormous skeleton laid carefully around the tower with obvious reverence, a sky-high grave.
Investigation or nature:
Noticeably missing from this skeleton is a skull.
The grave has been desecrated
don't tell them he's there immediately
he's sitting hunched over a really pretty sword (+2 greatsword) while sitting on the throne
don't move him until it's time!
when the reach for his sword:
"A corpse...", he grumbles, "Should be left well alone."
fight doesn't have to break out
Laid around this landing are bones. You estimate at least 500 bones forming an enormous skeleton. They seem to have been laid here deliberately, painstakingly, and with utmost reverence. Notably missing from this huge dragon skeleton is the skull.
14
26
30 ft., climb 30 ft.
14
16
12
2
11
4
Stealth +7
blindsight 10 ft., darkvision 60 ft., passive Perception 10
-
1 (200 XP)
+2
The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
The spider ignores movement restrictions caused by webbing.
Melee Weapon Attack: +5 to hit (15), reach 5 ft., one creature. Hit: 1d8 + 3 (7) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 2d8 (9) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Ranged Weapon Attack: +5 to hit (15), range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
13
15
30 ft.
11
14
12
11
13
11
Nature +4, Perception +5, Stealth +6, Survival +5
passive Perception 15
any one language (usually Common)
1/2 (100 XP)
+2
The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
The scout makes two melee attacks or two ranged attacks.
Melee Weapon Attack: +4 to hit (14), reach 5 ft., one target. Hit: 1d6 + 2 (5) piercing damage.
Ranged Weapon Attack: +4 to hit (14), ranged 150/600 ft., one target. Hit: 1d8 + 2 (6) piercing damage.
12
0
5 ft., fly 30 ft.
2
15
8
2
12
4
blindsight 60 ft., passive Perception 11
-
0 (10 XP)
+2
The bat can't use its blindsight while deafened.
The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Melee Weapon Attack: +0 to hit (10), reach 5 ft., one creature. Hit: 1 piercing damage.
13
136
30 ft.
18
14
18
13
16
18
Strength +7, Constitution +7, Wisdom +6, Charisma +7
necrotic, psychic
poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft., passive Perception 13
the languages it knew in life
5 (1,800 XP)
+3
The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
The revenant is immune to effects that turn undead.
The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
The revenant makes two fist attacks.
Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape 14) provided the target is Large or smaller.
The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
16
45
30 ft.
16
11
16
8
10
15
Perception +2, Stealth +4
bludgeoning, piercing, slashing from nonmagical attacks
cold, necrotic, poison
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft., passive Perception 12
any languages it knew in life
3 (700 XP)
+2
The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 1d10 (5) force damage if it ends its turn inside an object.
The phantom warrior's AC accounts for its spectral armor and shield.
The phantom warrior makes two attacks with its spectral longsword.
Melee Weapon Attack +5 to hit (15), reach 5 ft., one target. 1d8 + 3 (7) force damage.
The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
17
136
30 ft.
18
14
18
13
16
18
Strength +7, Constitution +7, Wisdom +6, Charisma +7
necrotic, psychic
poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft., passive Perception 13
Common, Draconic
7 (2,900 XP)
+3
Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.
When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Vladimir wields a +2 (12) greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth.
Vladimir is immune to effects that turn undead.
Vladimir knows the distance to and direction of Strahd, even if Strahd and Vladimir are on different planes of existence. If Strahd is destroyed, Vladimir knows.
Vladimir makes two fist attacks or two attacks with his +2 (12) Greatsword.
Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. Strahd, the target of Vladimir's sworn vengeance, takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape 14) provided the target is Large or smaller.
Melee Weapon Attack +9 to hit (19), reach 5 ft., one target. 4d6 + 4 (18) slashing damage. Against Strahd, Vladimir deals an extra 4d6 (14) slashing damage with this weapon.
Vladimir can target Strahd within 30 feet provided he can see Strahd. Strahd must make a 15 Wisdom saving throw. One a failure, Strahd is paralyzed until Vladimir deals damage to him, or until the end of Vladimir's next turn. When the paralysis ends, Strahd is frightened of Vladimir for 1 minute. Strahd can repeat the saving throw at the end of each of his turns, with disadvantage if he can see Vladimir, ending the frightened condition on itself on a success.
13
136
30 ft.
18
14
18
13
16
18
Strength +7, Constitution +7, Wisdom +6, Charisma +7
necrotic, psychic
poison
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
darkvision 60 ft., passive Perception 13
the languages it knew in life
6 (2,300 XP)
+3
The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
The revenant is immune to effects that turn undead.
The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
Sir Godfrey is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save 15, +7 to hit (17) with spell attacks). He has the following paladin spells prepared:
1st level (4 slots):
2nd level (3 slots):
3rd level (3 slots):
4th level (2 slots):
The revenant makes two fist attacks.
Melee Weapon Attack +7 to hit (17), reach 5 ft., one target. 2d6 + 4 (11) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 4d6 (14) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape 14) provided the target is Large or smaller.
The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
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