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Warlock #04 - The Dragon Empire

This document provides biographies of 10 powerful sultans who ruled the Mharoti Empire over its nearly 350 year history. It describes how each sultan contributed to expanding the empire's power and influence through both military conquests and administrative reforms.

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100% found this document useful (1 vote)
288 views30 pages

Warlock #04 - The Dragon Empire

This document provides biographies of 10 powerful sultans who ruled the Mharoti Empire over its nearly 350 year history. It describes how each sultan contributed to expanding the empire's power and influence through both military conquests and administrative reforms.

Uploaded by

gavis1950
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Dragon Empire


TABLE OF CONTENTS
“10 Magnificent Sultans of the Mharoti Empire” by Wolfgang Baur.........................2
“Into the Dragon Empire: Marea and the Islands” by Chris Harris...........................7
“Terrors of the Dragon Empire” by James J. Haeck................................................... 12
“Phosus, Dread Wyrm of the Falls” by Jon Sawatsky................................................ 17
“Yek Demons ” by Jeremy Hochhalter ........................................................................ 22
“Dragon Turtles of Midgard: An Interview with a Sahuagin Scholar”
by Brian Suskind ...................................................................................................... 24

CREDITS
Design: Wolfgang Baur, Chris Harris, James J. Haeck, Jon Sawatsky,
Jeremy Hochhalter, Brian Suskind
Development & Editing: Scott Gable
Art Director & Graphic Design: Marc Radle
Cover Art: Justine Jones
Back Cover Art: Marc Radle
Interior Art: Pedro Potier, Karl Waller
Publisher: Wolfgang Baur

Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the Star Dagger, Clawed Sceptre, monster stats for Marean
Weaver, Kobold Scout, Kobold Ambusher, Camouflage Drake, and Yek Demon. No other portion of this work may be
reproduced in any form without permission.

© 2018 Open Design

www.koboldpress.com

TM
10 MAGNIFICENT SULTANS OF
THE MHAROTI EMPIRE
by Wolfgang Baur

F or all of its almost 350 years, the Mharoti


Empire has been home to tremendously
rapacious lords. All its sultans and morza
for the nascent empire’s raids out of the hills
and into the rich human lands of Parthia,
the islands of Marea, the Free City of Pharos,
have pursued a policy of war, plunder, and and other neighboring territories. As he
expansion—but not all have been equally grew too old and feeble to lead soldiers on
effective. Leading the war and marshalling long marches out of the Khalpostan hills,
the empire’s resources is the work of the Xandros took on new duties as a leader of
sultan or sultana, the human leader who the Mharoti faith, founding the first large
unites, governs, and leads the empire’s temple of Baal and granting permission for
many factions—work that the dragons don’t eastern missionaries of Azuran to speak to
trust other dragons to do. the scaly folk.
Indeed, one of the sultan’s most At the end of his life, Xandros was
disagreeable tasks is that of ruling on posthumously given the title of “First
disputes between the scaly lords, a task Sultan of the Mharoti,” and his burial site in
almost certain to make an enemy. Should Khalpostan is still a site of pilgrimage and
we pity the sultan? No, indeed, but learn veneration. Called the Tomb of the First
now the tales of ten of the most famous of Servant, it is a place that Mharot himself
these rulers and some of their strange magic visits about once a decade. Its priests make
and ever-glorious deeds. much of their role and history.

HETMAN XANDROS (0–41 MDA) SULTAN TREBEZID, THE SHADOW


The first sultan was not called a sultan OF THE DRAGON (58–79 MDA)
at all but was styled as the chamberlain Said to be dragon-blooded and extremely
and hetman to Mharot himself, a sort of well versed in prophetic arts and arcane
glorified servant and factotum. This role divinations, Sultan Trebezid served as
explains much of the later development Mharot’s first recipient of dreams and
of the title and duties of the sultan. For indeed the system of “dream commands”
Hetman Xandros, over the years his word originates with Sultan Trebezid. A very
grew increasingly strict and his duties grew private man, he left no heirs, and much of
more and more martial as Mharot spent his work was carried out in secret, bribing
time counting treasures, accepting fealty, lesser lords to pledge fealty to Mharot
and raising thousands and tens of thousands and its legions (perhaps under magical
of kobaldi and dragonborn troops to fight compulsion—the records are unclear).

2
Certainly the first records of the service of SULTANA PETEK RAYHANA THE
ogres and giants in the armies of the empire GOLDEN (114–127 MDA)
date from his time. He also codified much After Omayed’s heavy taxation and constant
dragon magic, including many of its unique purges, it seems that the Blessing of Mharot
elemental and battle spells (see Midgard took a different direction. Petek Rayhana
Heroes Handbook or Deep Magic: Dragon was a woman raised in Perunalia who came
Magic) and established the first college to Harkesh as an adult and quickly became
of war to train officers, wands, and siege a wealthy, powerful leader of artisans and
engineers. scholars and with many friends in the
In addition to these contributions to the priesthood. Her salons and her tireless
empire’s traditions, Sultan Trebezid is work on behalf of the poor and the starving
fondly remembered for personally leading restored peace and harmony between scaly
the assault on the Free City of Pharos, the folk and hairy folk—until she was appointed
empire’s great naval rival on the Ruby Sea. sultana at Omayed’s death.
The songs and tales of his courage are many, The title seems to have swiftly given her
though some always take a more skeptical a sense of authority and control, and she
view; the assault did provide a victory and moved quickly to advance Mharoti interests
an enormous number of human slaves, but against the minotaurs, Nurians, Mareans,
the ensuring city-wide fire left the conquest and Ishadians. Indeed, she led what is still
rather ashen. Plunder was slim, and what called the Dragonfire Crusade against the
little taken funded an attempt to rebuild the Nurians, a bold stroke that conquered and
harbor. Pharos never recovered and remains held the Nurian city of Avaris for a season;
a minor village to this day. her famous star dagger is said to have been
looted from a Nurian god-queen’s tomb.
SULTAN OMAYED THE Her conquest of Achillon and the Marea
MUNIFICENT 69–113 MDA)
was more lasting than the occupation of
Generous to a fault, Sultan Omayed kept Avaris, and that province remembers her to
his generals and nobles close to him, even this day. Sultana Petek died rather young in
as rebellion spread in distant provinces childbirth with her fifth child, though some
and assassins made attempts against his believe she was assassinated by zealous
life closer to home. The morza loved him cultists of Azuran offended by her refusal to
because he excelled at extracting taxes from allow gambling among the palace troops.
the poor and the artisans, but the jambuka
hated him, for he preached always of a
“golden blood” form of the Mharoti polity,
The Star Dagger
speaking frequently of exterminating the
hairy folk that “hold the empire back.” Rare weapon
In practice, rebellions were brutally Of Nurian make and star-forged steel
suppressed by his loyal heavy troops, and and adamant, the star dagger is a
the kobaldi enjoyed lording it over terrified beautiful +3 dagger that glows with a
ghettos of humans, gnolls, and dwarves. cold, actinic light. All invisible creatures
In the end, Omayed died at the ripe age of within 60 feet of the unsheathed blade
75 on the golden silk sheets of his sultan’s lose their invisibility at once and are
bed and surrounded by generals who had covered in faerie fire. More than one
all sworn to defend him—and grown rich assassin has been foiled by the Star
doing it. Dagger’s clear light.

3
SULTANA GÜLNUR PETEKA, THE Gülnur immortalized him on the Prezhan
SILENT ROSE (182–201 MDA) monument as “Conqueror of the Harbor,
The Sultana Gülnur spent time consolidating Lord of Legions, Paragon of Just Plunder.”
the conquests of her predecessors, building
roads and fortifications, planning new SULTAN OMAYED THE YOUNGER
(279–288 MDA)
thrusts against Ishadia and restoring the
A great and deeply devout follower of
fleet to chase down Marean pirates. She
Khespotan, Sultan Omayed, it was said,
is best remembered, however, not for
would not leave bed without consulting his
aqueducts, castles, and roads, but for her
fortune. The priests of the earth god had
ruling in the matter of the great undead
great influence in his reign, and the dragon
morza Ibbalan and the general of the 4th
Rüzgar was the first and only one of its kind
Legion, Regladoross the Night Flyer. In
to be granted a province of its own during
that dispute, Ibbalan claimed a larger share
Sultan Omayed’s rule. It was a time of
of the treasure from the conquest of the
great prophecies, and the writing of several
harbor city of Prezhan (taken from the
famous volumes of prophecy, poetry,
Nurians) than was strictly owing, simply as
and law all date to this period. Four great
the morza nearest to the new land and its
monastic schools and six large colleges
presumptive new liege lord. Regladoross
teaching mining, arcana, and theology were
had lost a brother in battle and fought
all established in this short period.
extremely bloody actions against Red Portal
In the end, however, Sultan Omayed failed
mages, theurges of Thoth‑Hermes, and a
to provide sufficient new wealth to feed the
group of sun priests who slew Mharoti edjet
temples of Baal and to expand the treasuries
and timarli with silent rains of radiant light,
of Mharot, Ibbalan, and Rüzgar (among
burning armor and puncturing helms and
others), and Omayed was denounced as
leaving roughly half the 4th Legion dead in
having lost the “mandate of Mharot” by
the streets of Prezhan.
dozens of prophets of Khespotan, all on the
By Mharoti law, Ibbalan could claim a
same day throughout the empire. The Sultan
quarter of the spoils, but he took nearer
died in his sleep four days later, leading
a third. Kobaldi and other smallfolk were
to a tumultuous Years without a Sultan
shocked when he dared to this corruption of
(288–303) when the morza all attempted
law. However, quoting the Law of Baal and
to rule independently. This almost led
the dream-words of Mharot (“Fair plunder
to civil war and certainly did lead to the
makes a stronger empire”), the sultana sided
empire’s contraction until the morza agreed
with the general and restored the plunder
to restore a (very weak) sultan to make
from Ibbalan to the legion’s survivors. The
decisions for the empire as a whole.
armies and the other morza all sided with
the sultana’s ruling, and for the first time, SULTAN ZELIM THE WASTREL
Mharoti law was seen to apply to even (304–308 MDA)
the strongest and most powerful dragons. At first, Zelim was an odd choice for
The sultana commissioned an enormous a sultan. His prior life had been as a
monument to the dead from her own funds. court jeweler, providing gemstones for
Lest it be thought that all the wrath of the dragonkin, taking commissions for
dragons was turned aside, let it be noted necklaces and signet rings, and generally
that young, charismatic Regladoross died understanding the finances of plunder
of a mysterious scale rot some years later; and conquest. However, his rule began
no connection to Ibbalan was ever proven. very auspiciously because at the very least

4
it ended the public feuding of the Years
without a Sultan. Caravans within the Clawed Scepter
empire were no longer plundered, garrisons Unique wondrous item
were sent to the borders, and legions Shaped like a set of talons holding a sun
marched against external foes. sphere, the Clawed Scepter is made of
And for a time, it seemed that Sultan gold and set with pearls and rubies in a
Zelim had found a way to expand the power rather garish, bold style. The holder of
of the empire without all the expense of the scepter is immune to magical fear,
armies. He brought the blood mages of cold, and fire, and gains the ability to
Kaa’nesh to his court, and they explained make all Charisma (Persuade) ability
things of a few of the dark arts and the joys checks with advantage.
of Malena, the Red Goddess, and his armies
found it easy to conquer towns and villages SULTAN MAKBULE KHEZMIR THE
struck down by plagues and mysterious WISE (309–324 MDA)
fevers. He commissioned a Clawed Scepter With military experience and a deep sense
to show his excellent ability to generate of how corruption and arrogance can lead
streams of gold and jewels for the lords of a ruler astray, Sultan Makbule Khezmir
the empire. is certainly among the most humble and
This worked well for a decade as Zelim honest to hold the title. His rule is fondly
grew ever more withdrawn, fat, and remembered as the time of conquests
arrogant, thinking himself the lord of the against Khandiria, a great victory in Ishadia,
Mharoti, rather than the lord executor even explorations down the Corsair Coast
and defender of the faith. In an incautious and steady progress in subduing Marea &
moment, he spoke of the “strength of the Islands, which is to say, finally rooting
human will” and the “power of the sultan out several major pirate nests that had held
over his enemies” and “the scepter that on for a hundred years. He built roads,
denotes my perfect rule of the land,” phrases regulated weights and measures (one
that his dragonborn and kobaldi advisors common weight is still called the Khezmir
quickly reported to other scaled nobles as pint in his honor), and strove to improve
indicative of great pride and a confusion the lot of all the Mharoti people. For this
over whose will truly ruled the dragon reason, he is rarely disparaged, and his is
lands. His doom was sealed. often referred to as the “Good Old Sultan.”
Unrest among both the fire priesthood
and the orders of Azuran, and doom-ridden SULTANA CASMARA AZRABAHIR
prophecies from Khespotan’s caverns, (325–342 MDA)
made it clear that Zelim’s reign could not The Sultan Khezmir’s granddaughter and a
last. The priests denounced him daily from woman of strong will and endless plans, the
the temples as his losses grew, and one fine sultana ruled for many years in prosperity.
morning, Harkesh woke up to find that a Then the combined misfortunes of the naval
rather junior general, Makbule Khezmir, defeat of Seggotan’s Tears and the defeat by
had been given the Blessing of Mharot and the Khandirians at the battle of Wheeling
the Clawed Scepter of government. Since Angels led to the destruction of enough
then, few have spoken of Zelim the Wastrel, dragonkin that rumors, riots, and anger
except to spit and curse his foolishness. The against the sultana became a problem. Her
Clawed Scepter that Zelim commissioned is spies were able to warn her of the coming
one of the few remaining signs of his reign. coup, and she escaped in time, but her fall

5
led to the rise of a much crueler and
more rapacious ruler, the Dread
Sultan Ozmir.

DREAD SULTAN OZMIR AL


STRAGUL (342–347 MDA)
The first dragonborn to ascend
to the position of sultan, Ozmir
is a former general and acts
like it. Every problem is to
be solved by the application
of just a little more force,
and rampant bribery and
corruption flourish among
his court, for he believes in
spoils and plunder as the
right of all dragonfolk. While
the merchants complain at the
taxes he levies to fund the army
(needed after the shameful
neglects of the sultana, claims
the new lord), the kobaldi
delight in the new farmlands
of Rumela and the new
opportunities to enslave humans
and gnolls and other hairy folk.
The empire has seen no great
victories under the new sultan, but
it has suffered no losses, and the
mustering of troops and construction
of fleets continues at a furious pace.
Sultan Ozmir intends to leave a mark
on the world, clawed loose with fire
and cunning. The only question for his
neighbors is which direction he will cast his
steely eye.
starts, errors and injustices, just as often as
it brings true justice, rich plunder, and full
Summary bellies to its people. Its sultans and sultanas,
The sultans have ruled sometimes wisely though, are much loved among the hairy
and sometimes foolishly, have been folk and scaled folk alike, and it may be
corrupted and have applied the rod of that their ability to weave and compromise
justice to the followers of dark paths and among the dragon lords is the mortar
wicked dealings. Like any government, that has held the whole enormous nation
the Mharoti Empire is prone to fits and together for so many centuries. Long live
the sultan!

6
INTO THE DRAGON EMPIRE:
MAREA AND THE ISLANDS
by Chris Harris

T he Mharoti Empire’s Province of


Marea and the Islands, also known as
the “Province of Fallen Temples,” became
disappearing with the aid of sea creatures
who share their devotion.
Eraklion now finds itself the nexus of the
part of the empire over a century ago. With Nethusite priesthood’s covert efforts by
the conquest of neighboring Illyria, many virtue of its seaside location and the old
thought the old worries concerning Marea’s priest who leads the rebellion from hiding
embarrassing “difficulties” with its largely in a cave system among the coastal cliffs
non-scaled population and their supplanted nearby. The ancient temple of Nethus,
faiths would have faded away, bringing reluctantly restored by the Mharoti, keeps
greater stability to the region. On the island itself insulated from these activities and
of Eraklion, at least, the prediction proved to publicly denounces the “heretical” deeds
be an erroneous one. of their hidden brethren. However, this
disavowal is largely a charade to protect both
Eraklion the temple and its adherents from reprisal.
The relative light touch of the morza who
Eraklion, once a sleepy fishing village atop rules the region, the silver dragon Yiraz
the western seaside cliffs of a small island, Azah, played into their hands at the outset
teeters on the knife’s edge of imperial of the insurgency, but recent days have seen
disfavor. The priesthood of Nethus on the the morza’s servants patrolling the area, and
island and the surrounding region all but her wounded pride at the loss of an imperial
disappeared over the last century, first due legion to Triolan naval power acts as a goad
to conquest by the Mharoti Empire which to her efforts.
expelled the Nethusites from their temples Rewards have been posted for the
and rededicated the holy places to their own insurgent priesthood, but thus far, none
sea god, Segottan. Then decades later, their have come forward to claim any, and the
status suffered further degradation in the Nethusites themselves keep all but a few
years of the Nethus’s captivity by Kammae residents in the dark about their activities.
Straboli. With the freeing of their god, Several radical devotees of Nethus have
Nethus’s remaining priests and priestesses been burned alive near the steps of the
experienced a renewed vigor and directed temple, but the practice is unlikely to be
their zeal at those who drove them from repeated since it only served to intensify the
their temples. They now play a deadly conflict and galvanize some of the populace
cat-and-mouse game with the Dragon in their devotion. Nevertheless, some locals
Empire, striking at draconic rule and then resent the Nethusites over the increased

7
imperial scrutiny, particularly among the scaled citizens may purchase the finest silk
seafaring smugglers who use the village as a in quantities of nearly any size; spools as
home port. large as a horse sometimes make their way
in wagons down the mountain road.
ADVENTURE HOOKS IN ERAKLION Mistras-Marea’s sole trade commodity is
Find adventure in distant Eraklion: silk of the finest quality. Great spools of silk
• Hunt a renegade priest of Nethus hiding thread and rope, silk clothing, and other
either in the cliffside caverns along the items, such as barding of any size, can be
coast or beneath the waves below. purchased at the barbican from the human
• Free a captured Nethusite accused of thralls there or constructed to order while
sedition and sacrilege. the client waits in the small inn just down
the road a short distance.
• Pose as part of a smuggler’s crew in
The weavers of the city also produce
order to take command of the ship and
a steady supply of quilted silk for use
sail its valuable cargo to Kyprion.
in padding for armor, which provides
• Hunt a ferocious sea serpent who preys additional protection against arrows
on local fishing boats. (possessing resistance to piercing damage
While some areas in the province grow from nonmagical weapons). Expensive
restive, others carry on as they have done even for Mharoti of some standing, such
for a century, all the while remaining pieces are most often given as rewards by
shrouded in secrecy. One such place, the the ruling classes of the empire to faithful
mountaintop city called Mistras-Marea servants, primarily as an inner layer to a
holds secrets even from the dragons it hauberk or suit of scale mail.
continues to serve faithfully. The steady trade notwithstanding, few
visitors who come to trade go any further
Mistras-Marea than the barbican, supposedly in the interest
of protecting well-kept trade secrets. The
The steep mountain road which winds interior of the city remains a mystery to all
upward to the walled city of Mistras-Marea but the morza who governs the province
begins its climb at a fork in the road near a and a few others.
village of mostly human farmers governed The city’s size is deceptive. Much of the
by a small fort garrisoned by dragonkin surface area within the walls skirts around
officers and kobold troops. Almost all the edges of massive caverns that descend
of the traffic up the mountain consists deep into the mountain. Indeed, these
of kobolds driving cattle to spare their caverns and their occupants give the city its
dragonkin superiors the indignity. No reason for existence. Thick, rope-like webs
non-scaled creatures ever ascend unless crisscross much of the caves’ interiors for
bound as captives and escorted by soldiers at least 100 feet below the surface, and their
from the garrison. What comes down the inner walls bear large, pockmarked holes.
mountain does so with less regularity due Within the holes, the web’s spinners, all
to restrictions on trade. No silk goods leave specimens of a fecund breed of angler worm
the Mistras-Marea except in the hands (see Tome of Beasts) wait for cattle to be
of scaled imperial citizens of akinji rank dropped into their lines.
or higher or those bearing a writ from a Known to only a few of the ruling morza
creature of equal prestige. Provided those of the Empire, Mistras-Marea operates
qualifications are met, dragonkin or other entirely under the guidance of a cartel of

8
Denizens of Leng (see Tome of Beasts). Marean Silk Rope
Some of the humanoid prisoners brought Marean silk rope comes in a 50-foot
to the city spend the rest of their lives as coil, has 4 hit points, and can be burst or
weavers of silk, leading hard, frightening detached with a DC 20 Strength check.
lives of forced labor at the hands of Cost: 75 gp; Weight: 4 lb.
monsters. Those captives not chosen for the
work of weavers vanish down the enormous Marean Net
caverns. The weak and infirm become food A Marean silk net functions as a mundane
for the angler worms, but the majority net but weighs less, has greater range, and
march in chains through a portal leading to the following differences:
the Plateau of Leng and an unknown fate. • A Marean net requires a DC 14 Strength
The vast wealth that has made its way up check to free oneself or another from it.
the mountain for many years is thought to
• Inflicting 12 slashing damage to the net
sit buried in chambers deep in caves, far
(AC 12) destroys the net and frees a
below the webs of the worms. What dangers
creature trapped within, but an attack
might await beneath the webs, none can say,
made to free a creature which misses
but for all the worms’ size, on occasion they
by 5 or more results in the weapon
are found half-eaten, slowly spinning in
becoming snared in the net’s sticky
their own webbing. Whatever creatures feed
strands, requiring a DC 12 Strength
on them do so infrequently, however, and
check to free it.
have yet to come all the way to the surface.
Here are a few of the goods available to Marean Whip
those with the privilege or luck to attain
The silk of angler worms is braided together
them.
with leather to lend these whips an edge
TREASURES FROM when used against unruly thralls. An attack
MISTRAS-MAREA with a Marean whip that succeeds against
a Medium or smaller creature by 5 or more
Marean Silk Cloak restrains the target.
These full, hooded cloaks exist in a wide
variety of vivid colors, though most serve Silk-Backed Coin Mail
as rewards for faithful service, reflecting the Made of silver coins from conquered
scales of the giver. Marean silk cloaks grants Illyria, backed by a layer of quilted red
the wearer resistance to piercing damage silk spun by the monstrous angler worms
from nonmagical weapons. of Mistras‑Marea, only a few dozen of
Cost: 120 gp; Weight: 3 lb. these hauberks were made and awarded to
dragonkin who acquitted themselves with
conspicuous valor in the campaign that
conquered that land. The armor grants the
wearer resistance to piercing damage from

WEAPONS
NAME COST DAMAGE WEIGHT PROPERTIES
Marean Silk Net 60 gp — 2 lb. Special, Thrown (range 10/20)
Marean Whip 50 gp 1d4 slashing 3 lb. Special, Finesse, Reach

9
WEAPONS
MEDIUM COST ARMOR CLASS (AC) STRENGTH STEALTH WEIGHT
ARMOR
Silk-Backed — 15 + Dex modifier — Disadvantage 50 lb.
Coin Mail (max 1)

nonmagical weapons. Silk-backed coin mail worms without killing them to allow others
grants the wearer +2 status when dealing to do the harvesting and weaving the silk
with any citizen of the Mharoti Empire, and into various items. Their altered minds
−2 status when dealing with exiled Illyrians make them immune to the worms’ ability
or Triolans. to lure prey, and their chitinous skin grants
The key to the silk harvesting comes from them some defense against the acid of the
the experimentation the denizens of Leng worms’ bites. Everything about them that
inflicted on some of their human captives. does not aid those tasks has been removed if
The end result is an ideal instrument for the at all possible by the denizens of Leng.
purpose, though hideous to behold.
Formidable in Numbers. The weaver’s
three arms were designed primarily to hold
Marean Weaver off an angler worm’s attack by stopping its
charge and holding its gaping maw open
This gruesome many-legged creature has
with the aid of another weaver while others
the body of an enormous centipede, topped
harvest nearby silk web lines. Accordingly,
by a humanoid torso covered in a chitinous
they are rarely seen in numbers less than
exoskeleton. The mouth of its armored head
three.
consists of multiple sets of small mandibles,
and its multifaceted eyes bulge out of
MAREAN WEAVER
human-like sockets. Two long, segmented
Large monstrosity, neutral
arms droop from its shoulders, and a third
Armor Class 13 (natural armor)
grown from between its shoulders hangs over
Hit Points 52 (7d10 + 14)
its head like a scorpion’s tail. Speed 30 ft., climb 30 ft.
Once Were Human. These hideous
creatures were once human, but through STR DEX CON INT WIS CHA
arcane means, the denizens of Leng have 12 (+1) 14 (+2) 14 (+2) 7 (−2) 12 (+1) 5 (−3)
transformed them beyond recognition. The
metamorphosis did not leave their minds Skills Acrobatics +4, Athletics +3,
Perception +3
intact, and they appear quite dull when not
Saving Throws Dex +4, Con +4
performing one of the tasks for which they
Damage Resistances acid
were made. Marean weavers may retain
Condition Immunities charmed
some shred of memory of their former lives, Senses darkvision 60 ft.; passive Perception 13
but their every waking moment is now filled Languages understands Trade Tongue but
with one task or another, all requiring what cannot speak
little concentration they can muster. Challenge 2 (450 XP)
Designed for Several Purposes. Weavers
Spider Climb. The weaver can climb difficult
exist for two purposes: harvesting the silk
surfaces, including upside down on ceilings,
webs of angler worms by holding off the without needing to make an ability check.

10
Web Sense. While in contact with a web, the Claw. Melee Weapon Attack: +4 to hit, reach
weaver knows the exact location of any other 10 ft., one target. Hit: 7 (2d4 + 2) slashing
creature in contact with the same web. damage. If two or more claw attacks hit the
Web Walker. The weaver ignores movement same target, the target is grappled (escape
restrictions caused by webbing. DC 13) if it is a Large or smaller creature and
the weaver doesn’t have another creatures
Actions grappled. Two weavers working in tandem
Multiattack. The marean weaver makes three can grapple a Huge creature.
claw attacks.

11
TERRORS OF THE
DRAGON EMPIRE
by James J. Haeck

T he Mharoti Dragon Empire is the


scourge of Midgard and the Southlands
alike. The vast armies of the Dragon Empire
and are used to working in small units.
The 1st Legion comprises one hundred
“fellowships,” each composed of ten soldiers.
march relentlessly across the known world The commanders of these fellowships report
in their endless wars of conquest, spreading to Korsiq Vraal, High Commander of the
fear and chaos wherever they go. The Legion. This way, the 1st Legion can act
creatures that make up the Mharoti forces as a complete unit under Vraal’s orders to
are powerful and frightful, ranging from overwhelm an enemy force or easily divide
deadly kobold ambushers mounted atop to attack with greater precision.
camouflaged drakes to elite companies of
the finest dragonborn warriors Midgard has COMPOSITION
ever seen. Feared by the Mharoti and their Baal’s 1st Legion is one thousand soldiers
enemies alike, these are the terrors of the strong—its ranks filled with kobolds,
Dragon Empire. dragonborn, and a few assorted jambuka
(“unscaled folk”) who have gained favor
Baal’s 1st Legion in battle. The legion is composed of the
following:
The fires must be fed. So says the creed of
• 250 kobold light infantry
Baal, lord of fire, master of sacrifice, and
(veterans with kobold racial traits).
king of dragons. Few feed the flames of
war as expertly as the triumphant soldiers • 200 kobold archers (veterans with
of Baal’s 1st Legion. Where most Mharoti kobold racial traits).
imperial legions number close to ten • 150 dragonborn cavalry (knights with
thousand troops strong, Baal’s 1st is a unit of red dragonborn racial traits riding
one thousand of the empire’s best soldiers, warhorses).
reserved only for strategic deployment • 100 dragonborn elementalists (mages
against crucial military objectives. with blue dragonborn racial traits).
Many of the soldiers in Baal’s 1st were
once members of adventuring parties • 100 dragonborn sky cavalry (wyvern
or high‑profile mercenary companies knights with dragonborn racial traits
riding war wyverns).

12
• 75 desert giant heavy infantry • Lord Wasim al-Gizmiri, LG male red
(see Tome of Beasts). dragonborn wyvern knight, scout. Vain
• 75 kobold alchemists but dutiful; scion of Ateshah, great wyrm
(see Tome of Beasts). of flame.

• 25 naina spies (see Tome of Beasts). • Amirah of the Blade, CN female


human assassin with 120 hit points,
• 25 half-red dragon veterans.
peerless swordswoman. Mysterious
• Command Company (ten elite members desert wanderer, became famous as an
of the 1st Legion, see below). undefeatable prize fighter. Wields an
enchanted scimitar of speed.
COMMAND COMPANY
Baal’s 1st Legion is led by High Commander KORSIQ VRAAL
Korsiq Vraal, but Vraal is also the head of a Medium humanoid (silver dragonborn), lawful
fellowship of his own. The members of this neutral
elite force are heroes of the Dragon Empire, Armor Class 21 (+1 mithral plate, spellguard
and their appearance on the battlefield can shield)
snatch victory from the jaws of defeat, not Hit Points 136 (16d8 + 64)
least of all because Vraal commands the Speed 30 ft., fly 30 ft.
incredible might of a fully grown flame
STR DEX CON INT WIS CHA
dragon. Its members include the following:
20 (+5) 12 (+1) 18 (+4) 10 (+0) 17 (+3) 18 (+4)
• General Korsiq Vraal, LN male silver
winged dragonborn (see below), Saving Throws Wis +8, Cha +9
fellowship commander. Keeps a Skills Perception +8
crimson drake perched on his shoulder Damage Resistances cold
(see Tome of Beasts). Condition Immunities charmed
• Teryth, LN female adult flame dragon Senses passive Perception 18
(see Tome of Beasts), artillery. Owes Languages Common, Draconic
Vraal a mysterious life-debt. Challenge 14 (11,500 XP)

• Blind-Eye, N male ravenfolk doom Aura of Devotion. Korsiq Vraal and friendly
croaker (see Tome of Beasts), tactician. creatures within 10 feet of him cannot be
Claims to see the future. charmed while he is conscious.
Blazing Smite. When Korsiq Vraal hits a
• “The Blackscale Triplets,” Kree, Lail, and
creature with a melee weapon attack, he
Blim, CN female kobold alchemists (see may expend one of his spell slots to deal
Tome of Beasts), demolitionists. additional fire damage. The extra damage is
• Haddad of the Forge, LN male efreeti, 3d8 for a 1st-level spell slot, plus 1d8 for each
spell level higher than 1st, to a maximum
armorer and priest of Baal. Cremates
of 6d8. The damage increases by 1d8 if the
fallen foes. target is an undead or a fiend.
• Nimyu, CE female naina Dragonbreath Torque. Korsiq Vraal wears a
(see Tome of Beasts), spy/counterspy. silver torque that doubles the damage of his
breath weapon (already included). It requires
Prefers to remain in her guise as an
attunement by a dragonborn.
elderly human woman.
Spellguard Shield. While holding this shield,
Korsiq Vraal has advantage on saving throws
against spells and other magical effects, and
spell attacks have disadvantage against him.

13
Spellcasting. Korsiq Vraal is a 16th-level
spellcaster. His spellcasting ability is Mharoti Kobolds
Charisma (spell save DC 17, +9 to hit with
Kobolds are the largest single racial group
spell attacks). He has the following paladin
spells prepared:
in the Mharoti army, and just as wild
1st level (4 slots): bless, cure wounds, kobolds unquestioningly serve mighty
heroism, shield of faith dragons, so too do these civilized kobolds
2nd level (3 slots): branding smite, lesser serve the mighty Dragon Empire. Most
restoration, locate object kobolds legionnaires are mere infantry,
3rd level (3 slots): dispel magic, remove using kobold stats—with kobolds in
curse, revivify especially well-supplied corps wearing scale
4th level (2 slots): banishment, death ward armor (AC 16) and wielding spears: +4 to
Actions hit, Hit: 5 (1d6 + 2) piercing damage.
Multiattack. Korsiq Vraal makes 3 melee More specialized kobold regiments
attacks. employ kobold scouts and kobold
Flame Tongue Longsword. Melee Weapon ambushers, both of which are trained to
Attack: +10 to hit, reach 5 ft., one target. Hit: operate with a camouflage drake. Kobold
9 (1d8 + 5) slashing damage, or 10 (1d10 scouts are trained in the art of moving
+ 5) slashing damage if wielded with both unseen on drakeback over large stretches
hands, plus 11 (2d6 + 1d8) fire damage.
of land. When stealth fails, these scouts are
Cleansing Touch. Korsiq Vraal ends one
adept at fighting on the run. Unlike typical
spell on himself or a willing creature that
he touches. He can use this action 4 times, kobold warriors, these scouts are trained
regaining expended uses when he finishes a to operate individually or in very small
long rest. groups. As such, they aren’t used to fighting
Cold Breath (Recharges after a Short or in packs like other kobolds. Even without
Long Rest). Korsiq Vraal exhales an icy blast their drake mounts, most kobold scouts are
in a 15-foot cone. Each creature in that area blessed with the gift of flight, and can use
must make a DC 17 Constitution saving
their wings to travel great distances.
throw, taking 35 (10d6) cold damage on a
failed save or half as much on a successful Kobold ambushers also employ stealth to
one. deadly effect, preferring to lay in wait for
hours or days at a time. Ambushers also
Reactions
typically operate in units of ten or more,
Protection. When a creature Korsiq Vraal using their numbers and their pack tactics to
can see attacks a target that is within 5
devastate their targets even after the initial
feet of it, he can use a reaction to impose
disadvantage on the attack roll. He must be ambush. While these advantages make them
holding a shield. formidable combatants even without the
element of surprise, these kobolds rarely
try to salvage a failed ambush, preferring
to scatter in all directions and meet up at a
predetermined rendezvous point.
Camouflage drakes are squat, sand-colored
quadrupeds with tiny, vestigial wings
incapable of lifting their muscular forms.
Despite lacking the ability to fly, these
drakes can change color to blend in with
their environment and can run as fast as a
horse at its top speed. These bestial creatures

14
lack the shrewd cunning of true dragons but Languages Common, Draconic
are still intelligent enough to work in perfect Challenge 1 (200 XP)
tandem with their kobold rider.
Assassinate. During its first turn, the kobold
ambusher has advantage on attack rolls
KOBOLD SCOUT
against any creature that hasn’t taken a
Small humanoid (kobold), lawful evil
turn. Any hit the ambusher scores against a
Armor Class 16 (studded leather) surprised creature is a critical hit.
Hit Points 22 (4d6 + 8) Camouflage. The kobold ambusher has
Speed 30 ft., fly 30 ft. advantage on Dexterity (Stealth) checks
made to avoid being seen on a turn in which
STR DEX CON INT WIS CHA it has not moved. If it does not move for
9 (−1) 18 (+4) 14 (+2) 9 (−1) 16 (+3) 8 (−1) at least 1 minute, it cannot be seen unless
directly interacted with. This effect ends if the
Saving Throws Dex +6 ambusher moves.
Skills Perception +8, Stealth +6 Pack Tactics. The kobold ambusher has
Senses darkvision 60 ft., passive Perception 18 advantage on an attack roll against a creature
if at least one of the ambusher’s allies is
Languages Common, Draconic
within 5 feet of the creature and the ally isn’t
Challenge 2 (450 XP)
incapacitated.
Sneak Attack. The kobold ambusher deals an
Cunning Action. On each of its turns, the
extra 7 (2d6) damage when it hits a target
kobold scout can use a bonus action to take
with a weapon attack and has advantage
the Dash, Disengage, or Hide action.
on the attack roll, or when the target is
Skirmishing. The kobold scout deals an
within 5 feet of an ally of the spy that isn’t
extra 14 (4d6) damage whenever it hits a
incapacitated and the ambusher doesn’t have
target with a weapon attack on its turn, and
disadvantage on the attack roll.
has moved at least 30 feet that turn. This
includes movement made while mounted. Actions
Stealthy Traveler. The kobold scout can Dagger. Melee or Ranged Weapon Attack:
move stealthily at a normal pace while +5 to hit, reach 5 ft. or range 20/60 ft., one
traveling overland. target. Hit: 5 (1d4 + 3) piercing damage.
Actions
Shortsword. Melee Weapon Attack: +6 to
CAMOUFLAGE DRAKE
hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) Medium dragon, neutral evil
piercing damage. Armor Class 14 (natural armor)
Shortbow. Ranged Weapon Attack: +6 to hit, Hit Points 38 (5d8 + 15)
range 80/360 ft., one target. Hit: 7 (1d6 + 4) Speed 50 ft., burrow 20 ft.
piercing damage.
STR DEX CON INT WIS CHA
KOBOLD AMBUSHER 12 (+1) 14 (+2) 16 (+3) 5 (−3) 12 (+1) 5 (−3)
Small humanoid (kobold), lawful evil
Armor Class 12 Skills Stealth +6
Hit Points 7 (3d6 − 3) Damage Resistances cold, fire, lightning
Speed 30 ft. Senses tremorsense 20 ft., passive
Perception 11
STR DEX CON INT WIS CHA Languages —
7 (−2) 16 (+3) 9 (−1) 8 (−1) 10 (+0) 8 (−1) Challenge 1 (200 XP)

Skills Perception +2, Stealth +7 Camouflage. The camouflage drake has


advantage on Dexterity (Stealth) checks
Senses darkvision 60 ft., passive Perception 12

15
made to avoid being seen on a turn in which Actions
it has not moved. If it does not move for Multiattack. The camouflage drake makes
at least 1 minute, it cannot be seen unless two attacks: one with its bite and one with
directly interacted with. This effect ends if its claws.
the drake moves.
Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.
Claws. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 6 (2d4 + 1) slashing
damage.

16
PHOSUS, DREAD WYRM
OF THE FALLS
by Jon Sawatsky

I n the belly of the Dragoncoil Mountains


lies an ancient and spectacular set of
magma falls. The falls have many names
imbued with magma and flame awoke to
the sound of carousing and victory. Phosus,
the dread wyrm of the falls arose and
but are most commonly known as the incinerated most of the celebrants in a single
Firefalls of Ghoss. The story tells of a young breath. “IT IS MINE,” the beast roared
dragonfolk sorcerer who, fleeing through and with that took up residence in Ghoss’s
the mountains from an angered nest of fortress. The dragon found the focus and
wyverns, discovered a wide tunnel leading wrapped its fiery length around the stone
to the falls. After descending into the and crystals, feeding on the stored magic.
mountain, he spied a ledge that looked out As for the sorcerer, his life was spared,
over the great flow of magma and, walking and he made a bargain with the wyrm. In
upon it, discovered a thinning of the veil exchange for five great magical treasures
between Midgard and the Eleven Hells. The stolen from the temples of the gods, Ghoss
sorcerer began to plot immediately. could have access to the smoldering focus
Near the ledge in the heated stone walls that Phosus now coveted. The dragon
around the magma flows, Ghoss built smiled and agreed, but upon the delivery
himself a fortress—hiring all manner of of the final treasure, Phosus turned the
mercenaries, builders, and madmen to sorcerer to ash.
assist in its construction. The fortress The tunnel that leads to the Firefalls
housed Ghoss’s greatest hope—a magical of Ghoss lies hidden somewhere in the
focus built to harness the raw elemental Dragoncoil Mountains. Fiery creatures stalk
energy that emanated from the falls and the its length, and the flames of Phosus itself
infernal magic cast by the gateway on the await those who descend toward the fortress
ledge. But unbeknownst to the sorcerer, a and that strange thinning between worlds
great malevolence slumbered in the deep that shimmers on the ledge.
places below where the firefalls flowed into
darkness. On the eve of the celebration of
the fortress’s completion, a great wyrm

17
PHOSUS, DREAD WYRM OF THE FALLS Tail. Melee Weapon Attack: +9 to hit, reach 15
Huge dragon, chaotic evil ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage.
Armor Class 19 (natural armor)
Frightful Presence. Each creature of the
Hit Points 306 (17d12 + 102)
dragon’s choice that is within 120 feet of
Speed 40 ft., climb 40 ft., fly 80 ft.
the dragon and aware of it must succeed on
a DC 18 Wisdom saving throw or become
STR DEX CON INT WIS CHA frightened for 1 minute. A frightened
19 (+4) 14 (+2) 23 (+6) 17 (+3) 14 (+2) 29 (+5) creature repeats the saving throw at the end
of each of its turns, ending the effect on itself
Saving Throws Dex +7, Con +11, Wis +7, on a success. If a creature’s saving throw
Cha +10 is successful or the effect ends for it, the
Skills Deception +10, Insight +7, Perception creature is immune to the dragon’s Frightful
+12, Persuasion +10, Stealth +7 Presence for the next 24 hours.
Damage Immunities fire Fire Breath (Recharge 5–6). The dragon
Damage Resistances cold; bludgeoning, exhales fire in a 60-foot cone. Each creature
piercing, slashing damage from nonmagical in that area takes 63 (18d6) fire damage,
sources or half damage with a successful DC 19
Condition Immunities charmed, frightened Dexterity saving throw. Each creature in that
area must also succeed on a DC 18 Wisdom
Senses blindsight 60 ft., darkvision 120 ft.,
saving throw or go on a rampage for 1
passive Perception 22
minute. A rampaging creature must attack
Languages Common, Draconic, Giant, Ignan,
the nearest living creature or smash some
Infernal, Orc
object smaller than itself if no creature can
Challenge 18 (20,000 XP) be reached with a single move. A rampaging
creature repeats the saving throw at the end
Fire Incarnate. All fire damage dealt by the of each of its turns, ending the effect on itself
dragon ignores fire resistance but not fire on a success.
immunity. Shifting Flames. The dragon magically
Keeper of the Gateway (Recharge Special, polymorphs into a creature that has
see Legendary Actions). When Phosus immunity to fire damage and a size and
reduces a creature to 0 hit points, it may challenge rating no higher than its own, or
summon one devil or demon of CR 6 or back into its true form. It reverts to its true
less to assist it in combat. The summoned form if it dies. Any equipment it is wearing
creature spawns atop the body of the or carrying is absorbed or borne by the new
fallen creature and obeys Phosus until it is form (the dragon’s choice). In a new form,
destroyed or combat ends. the dragon retains its alignment, hit points,
Legendary Resistance (3/Day). If the dragon Hit Dice, ability to speak, proficiencies,
fails a saving throw, it can choose to succeed Legendary Resistance, lair actions, and
instead. Intelligence, Wisdom, and Charisma scores,
as well as this action. Its statistics and
Actions
capabilities are otherwise replaced by those
Multiattack. The dragon can use its Frightful of the new form, except any class features or
Presence. It then makes one bite attack and legendary actions of that form.
two claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach Legendary Actions
10 ft., one target. Hit: 15 (2d10 + 4) piercing The dragon can take three legendary actions,
damage plus 7 (2d6) fire damage. choosing from the options below. Only one
Claw. Melee Weapon Attack: +9 to hit, reach legendary action option can be used at a time
5 ft., one target. Hit: 11 (2d6 + 4) slashing and only at the end of another creature’s turn.
damage. The dragon regains spent legendary actions at
the start of its turn.

18
Detect. The dragon makes a Wisdom
(Perception) check.
Devour Infernal. Phosus devours any
creature it summoned using its Keeper of
the Gateway trait. It’s Keeper of the Gateway
trait recharges. The devoured creature must
have at least 1 hit point remaining or this
action fails.

19
Tail Attack. The dragon makes a tail attack. IS AND SUW,
Wing Attack (Costs 2 Actions). The dragon THE KNIVES OF BOREAS
beats its wings. Each creature within 15 Weapons (Is [rapier], Suw [shortsword]),
feet of the dragon must succeed on a DC
very rare (require attunement)
17 Dexterity saving throw or take 11 (2d6
+ 4) bludgeoning damage and be knocked These twin swords are made from iced
prone. The dragon can then fly up to half its steel in the cold forges of the Northlands.
flying speed. Their blades are pale blue and translucent
and when unsheathed shed dim white light
Lair Actions
in a 20-foot radius around their wielder.
The lair of Phosus is fully described in the
Their pommels are freezing to the touch
Firefalls of Ghoss.
On initiative count 20 (losing initiative ties),
to any save those who are attuned to them.
the dragon takes a lair action to cause one of The blades become shrouded in strange
the following effects, but the dragon can’t use runes when exposed to temperatures below
the same effect two rounds in a row. freezing; the runes float away from the
Ignite the Focus. Phosus draws upon swords and fade from sight after a few feet.
the magical focus at the heart of its lair, Each of the blades is a +2 weapon. The
unleashing a billowing cloud of sulfuring
wielder may freely choose to have the
smoke which fills the lair and chokes living
creatures within it. Any creature within
swords do cold damage instead of their
200 feet of Phosus must make a DC 15 normal damage type. Once each day, as a
Constitution save or be blinded and unable bonus action, the wielder may invoke the
to speak until the end of their next turn. The following:
smoke heals Phosus for 20 (3d10 +3) hit
Frozen Wrath of Boreas. For 1 minute,
points.
creatures who take damage from both
Magma Rain. Phosus causes the firefalls to
spew magma, which rains down around him blades in the same round must make a DC
in a 30-ft. radius. Creatures caught in the 14 Constitution save or be restrained until
rain must succeed a DC 15 Dexterity check, the end of their next turn.
taking 21 (6d6) fire damage on a failed save
or half as much on a successful one. VISIOS, THE BLINDFOLD
Rock the Rock. Phosus smashes his great OF CHARUN
tail upon the stones of his fortress, sending Helm, very rare (requires attunement)
a shockwave in a 60-foot cone in any
This length of shimmering black silk is
direction he chooses. Creatures caught in the
shockwave must succeed a DC 15 Strength
adorned with small skulls embroidered
check or fall prone. in silver thread and tiny pearls. Unless
wrapped around the eyes of an attuned
creature, Visios whispers incoherently to
Ghoss’s Offerings creatures within 60 feet of it. The whispers
Phosus prizes the following treasures above are both menacing and soothing. The
all others in its horde. Each was brought to first time a creature hears the whispers, it
the dragon by Ghoss, who acquired them must make a DC 10 Wisdom save or be
through treachery, gall, and murder. The frightened for 1d4 hours, after which it is
elders and high priests from whom the immune to this effect.
items were stolen are eager to have them A creature who is attuned to Visios and
returned. Fortunes await adventurers wraps the blindfold around its eyes gains
willing to risk the magma, smoke, and teeth Devil’s Sight (as per the warlock’s Eldritch
of Phosus’s lair. Invocation). Once each day, as a reaction

20
to the death of a creature within 60 feet, the they can be silenced with a thought by their
bearer of Visios may open their spirit to the bearer. Worn at the waist, Merci glows
following: brilliantly when exposed to the light of
Truth in Death. Learn one secret about the dawn and casts bright light in a 40-foot
dying creature from its spirit as it dies. The radius around its bearer for an hour after
GM determines the nature of the secret such an exposure. The bearer may cancel
learned. this effect at any time. Creatures touched by
the light (including the bearer) recover one
ALES, THE MIGHTY STEIN HD up to their maximum. Once each day as
OF NINKASH a bonus action, the bearer of Merci may use
Wondrous item (beer stein), very rare the following:
(requires attunement) Rise Against Shadow. Magical darkness
Made from lacquered sandstone and cherry within 120 feet of the bearer is dispelled.
wood, this festive-looking drinking stein All creatures of the bearer’s choosing
fills the space its bearer occupies with within 120 feet must succeed a DC 14
pungent alcoholic mist. Anyone adjacent Dexterity save or be affected by faerie fire
to the bearer can smell the aroma. The for 1 minute. This effect does not require
handle of Ales is carved wood and portrays concentration or the ability to cast spells.
a dwarven fertility symbol with lustrous
yellow hair. The cap is made from sandstone EBOS, SHADOW GLOVES
and gold and does not flip open for any save OF CHERNOBOG
Ales’s bearer. The stein is ever-filled with Wondrous item (gloves), very rare
high-quality beer, and provided they drink (requires attunement)
from the stein each midday, the bearer gains Unworn, Ebos are an oily pair of leather
+1 to Strength. The bearer of Ales may drain work gloves that smell faintly of wood
the stein once each day as a bonus action to smoke and sulfur. They are stiff and cracked
gain the following: and entirely unattractive to the casual
Might of Nakash. For 1 minute, the looker. When the bearer slides the gloves
bearer gains advantage on all Strength and on for the first time during attunement,
Charisma ability checks. Additionally, they are paralyzed for 1d4 hours as they
creatures who take damage from a weapon experience visions of a twisted, shadowy
attack of the bearer must succeed a DC landscape through which horrible creatures
14 Strength save or be pushed 10 feet walk. Upon recovering, the bearer’s
away from the bearer or knocked prone— maximum HD are reduced by 1. Becoming
bearer’s choice. unattuned to the gloves restores the lost
HD. While worn, the gloves appear as
MERCI, THE CHARMS OF LADA miasmic shadow in the vaguest hand-like
Wondrous item (belt), very rare shapes. While wearing the gloves, the bearer
(requires attunement) gains advantage to stealth checks. Once each
Twelve platinum charms hung upon a day, as a bonus action, the bearer may cast
golden chain represent the sacred number vampiric touch upon themselves (3d6) using
of Lada, goddess of dawn love and mercy. their proficiency and Charisma bonuses for
Each charm is a repetition of the sacred the spell attack.
eye of Lada, varying in size and color. The
charms jingle softly as they move, though

21
YEK DEMONS
by Jeremy Hochhalter

With flattened, lupine faces and skin pulled Damage Resistances cold, fire, lightning;
taught over skeletal frames, the bulging bellies bludgeoning, piercing, and slashing from
of yek seem to churn as though their prey still non-magical damage
lives inside them. Wearing entrails and bones Damage Immunities poison
Condition Immunities poisoned
of previous victims over their dark red fur,
Senses darkvision 120 ft., passive Perception
black spikes jutting from their spines, yek are
15
terrible to behold.
Languages Abyssal, telepathy 120 ft.
Yek are loathsome fiends, hated by other Challenge Rating 9 (5,000 XP)
demons because of their cannibalistic
tendencies. They are creatures that do not Devouring Swarm. If a creature has three or
care what flesh they feed upon but prefer more yek attached to it from a bite attack at
the end of its turn, the creature must succeed
it to be raw and wriggling. Though vicious
on a DC 17 Constitution saving throw or
fighters alone, they are rarely encountered suffer from 1d4 Constitution damage as the
without their pack. Even the most powerful demons feast upon the creature’s flesh.
of fiends can be brought down by a pack of Magic Resistance. The yek has advantage
yek. on saving throws against spells and other
In a controversial move, the armies of the magical effects.
Dragon Empire have begun using yek as Pack Tactics. The yek has advantage on an
shock troops, summoning the fiends behind attack roll against a creature if at least one of
the yek’s allies is within 5 feet of the creature
enemy lines and letting them do their dirty
and the ally isn’t incapacitated.
work.
Actions
DEMON, YEK Multiattack. The yek makes one bite attack
Small fiend, chaotic evil and two claw attacks. It may make a bone
Armor Class 16 (natural armor) shard attack in place of a claw attack if it
Hit Points 99 (18d6 + 36) chooses and has a bone shard available.
Speed 30 ft., climb 30 ft. Bite. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 20 (5d6 + 3) piercing
damage. On a successful hit, the demon
STR DEX CON INT WIS CHA
latches on and begins to gnaw on the target
16 (+3) 16 (+3) 15 (+2) 19 (+4) 13 (+1) 10 (+0)
(escape DC 17). The yek cannot make a bite
attack if already attached but automatically
Saving Throws Str +7, Dex +7, Con +6, Int +8 deals bite damage at the end of its turn if it
Skills Perception +5, Stealth +7 is latched on to a target.

22
Claw. Melee Weapon Attack: +7 to hit, reach The target takes 5 (2d4) piercing damage
5 ft., one target. Hit: 10 (3d4 + 3) slashing at the end of its turn as long as the bone
damage. remains lodged in its wound. A successful
Bone Shard. Melee Weapon Attack: +7 to DC 15 Medicine (Wisdom) check or magical
hit, reach 5 ft., one target. Hit: 10 (2d4 + 3) healing halts the ongoing damage.
piering damage. On a successful hit, the bone A yek typically carries 3 (1d6+1) of
breaks into splinters in the target’s wound. these weapons, which are destroyed on a
successful attack. It may use its action to
tear a bone from a nearby corpse.

23
DRAGON TURTLES OF MIDGARD
AN INTERVIEW WITH A SAHUAGIN SCHOLAR

by Brian Suskind

“I tell you, mate. Our blades and ballista just and managed to survive the experience.
bounced off the beast’s shell! It’s maw opened The first thing you notice is their shell. And
like the abyss itself, and with a single chomp, a massive thing is it. Rough and studded
our rudder was bit clean away!” with three rows of spiked plates, the shell
—overheard at the Drunken Sail Tavern is nearly the same greenish color as deep
water making it very hard to see while
below. Dragon turtles have taloned flippers
Greetings Good Readers! for feet that propel them through the water
It is I, Jacopo de Zagora, professor, at a speed that belies their great size. Their
investigator and student of all that is. In heads are more like dragons than turtles, a
this missive, I shall relate a fascinating mouth of razor sharp teeth in an armored
discussion on dragon turtles, which I head complete with a crest of spines. And
undertook in a port tavern along the windy they have a long powerful tail for swimming
docks of Triolo with K’abuleck, a sahuagin and smashing.
scholar of my acquaintance.
ON THEIR NATURE AND HABITS
THE BEGINNING In general, dragon turtles are fiercely
Ship’s bane. Sailor’s horror. You surfacers territorial and solitary creatures. They abide
have many names for them. My people have the company of their own race or other
different ones. Shelltooth, we call them. Or dragons begrudgingly and the presence
greatmaws. Call them what you will, dragon of other races hardly at all. Now this does
turtles are respected, feared and revered not include their own kin. A dragon turtle
by all those who make their lives under or matron sometimes has one or two younger
upon the water. And why wouldn’t they be? members of her clutch to boss around, but
With their nearly impervious shell, breath she will drive them away by the time they
weapon, claws, and tail, the dragon turtle is reach adulthood. Really the only time a
surely one of the greatest aquatic foes. dragon turtle allows another dragon turtle
to enter their domain is during mating
A DESCRIPTION season. Lucky we are that this only happens
Have you never seen one? Then count once a decade or so, else we’d be in some
yourself lucky not to relive the nightmare greatmaw’s belly!
when you close your eyes at night. I have A single dragon turtle claims vast tracks
seen them both above and below the water of open ocean as their domain, and pity any

24
creature who dares intrude. Sometimes this sea. Now I’ve been inside a lair a time or
can be over 50 square miles and includes two. The greatmaws can be reasoned with
above and below the waves, which is why if you approach them right. The lairs that I
your sailing ships occasionally run afoul have seen are decorated with their captured
of one of the shelltooths. Luckily for you wealth and the shattered hulls of ships. Quite
surfacers, most of the dragon turtles in this tasteful if you appreciate that sort of thing.
part of the world reside in the Western As I said, the dragon turtles will
Ocean. aggressively attack any interloper who
Their lifespan is longer than any in the dares enter their domain. But they can be
ocean, longer even than their draconic convinced to allow you passage with a bit of
cousins. Some greatmaws are eons old. This bribe or tribute. Anyhow, folk like you and
gives them a strange perspective on life. me are not the main part of their diet. While
They may hold a grudge against a country they eat anything that strikes their fancy,
for some slight centuries in the past or
defend a coastline due to an ancient treaty
with a king long since gone to dust. The
dragon turtles speak an oddly formal
language melding words of both
draconic and aquatic.
Much like the dragons,
shelltooths collect
valuables and tokens
from their domains,
usually items from
interlopers they have killed
or the wrecks of ships
they have sunk, that sort
of thing. They hoard
these treasures in their
lairs deep below the
surface. What . . . ?
No. No, the dragon
turtles breathe both
air and water, so
typically their lairs
are sea caves near
the bottom of the

25
usually this is the biggest of the fish, like Jubaila, Priestess of the Waves: Though
tuna, shark, sturgeon, and whales, but they young for a dragon turtle, Jubaila (NG
also eat seaweed or other plants. adult female dragon turtle cleric [Nethus]
7) earned great honor and respect for her
ON THEIR LIFE CYCLE dedication to her faith. During the sea god’s
Much like other dragons, dragon turtles recent imprisonment, Jubaila prayed and
vary in size and strength, growing ever fasted, ritually disfiguring her noble face
more powerful as they slowly age. Their with coral and stones until her features
hatchlings start off small, about the size of became twisted and scarred. At first, she
a dog, and are actually sort of cute. Born in believed her sacrifice was rewarded when
clutches every decade or so, the newborns Nethus was freed, but this initial impression
are left to their own devices, their mother has soured. Jubaila now believes that her
having laid her eggs and moved on long beloved god has fallen under the sway of
ago. Most of the hatchlings do not survive Hecate. She has vowed to find a “cure” for
to reach adulthood. what ails the sea god.
This is lucky, for at the other end of the Commander Agaha and the Deep Legion:
current, the oldest, most ancient greatmaws This cadre of perhaps a dozen young and
are gargantuan or larger. Their jaws snap adult dragon turtles serves at the pleasure
wood or bone as easily as kindling, and the of the Imperial throne. Their mandate
scalding steam of their breath boils blood extends to vessel interception, coastal raids,
and sloughs skin. It can take centuries for a and scouting and sentry duties. The current
dragon turtle to reach adulthood and longer leader of the Deep Legion is Commander
to become ancient. And all that time they Agaha (N adult dragon turtle cleric
are getting bigger, stronger and gaining new [Seggotan] 6).
abilities, even picking up divine or arcane
skills. I’ve even heard tell of one old shell AN ENDING
who has taken to pretending to be a small So that is what I know about the greatmaws,
island. Apparently, he enjoys the flavor of my friend. If you wish to know more, you
sea birds. can enter the embrace of the sea and ask
them yourself but I . . . I shall remain here
NOTABLE INDIVIDUALS
and enjoy some more of this swill you
AND GROUPS
surfacers call ale!
Storros the Sea Sage: The ancient one
So was my conversation with K’abuleck,
himself. Armada’s Bane. Deep Oracle.
a sahuagin scholar in the Drunken Sail
Shelled Father. He has many names. Storros
Tavern and what I have related to you is the
(N male dragon turtle wizard 12) is a
truth! Or my name is not Jacopo de Zagora!
massive, moss-green turtle with eldritch
glyphs engraved into his shell. Though not SOME HIDDEN LORE ABOUT THE
normally known to attack ships, Storros DRAGON TURTLES OF MIDGARD
has been known to intercept vessels to set Around 2,000 years ago, the Haizhu clan of
matters along certain foretold paths. This dragon turtles exiled themselves from the
may include imparting cryptic prophesies Realm of the Jade Throne in Far Cathay.
or demanding specific passengers be Where the other dragons of the Celestial
handed over to him. The domain of Storros Court saw wisdom in the new policy of
the Sea Sage extends along the Eastern coast cohabitation and cooperation with humans,
of Harkesh. the Haizhu saw only capitulation to lesser

26
beings. Lead by Storros the Wise, as he Shard Cay: Located far off in the Western
was then called, the clan passed through a Ocean, this circular stretch of sandy beach
massive undersea portal and arrived in the provides a vital link in the lifecycle of the
Middle Sea. dragon turtles. The cay has few trees and
For 1,700 years, the dragon turtles of no surface water and presents a barren
the Middle Sea slowly grew in number, and utterly uninteresting picture. The
expanding out into the endless reaches of the only item of note is the exceptionally wide
Western Ocean. From one clan, the Haizhu beaches. Yet once a decade or so, a female
eventually became a dozen or so competing dragon turtle emerges from the waves to
clans of dragon turtles. Most live far out at lay and bury her eggs. A closer inspection
sea and have little to no contact with the of the beach reveals thousands of broken
land-based civilizations of Midgard. The egg shells, creating a hazardous terrain for
extended family of the original Haizhu still non‑dragon turtles.
hold vast dominions in the Middle Sea and
continue to be led by Storros. Honored for
his divinations and wisdom, it was the Sea
Story Hooks
Sage who advised the great wyrm, Mharot Find adventure on the waves:
the Founder, foretelling how the dragons • Word has reached the PCs of a dragon
might create their own kingdom. turtle’s body washed ashore on a beach
a few days from their location. Further,
Important Locations the shell of this great beast is studded
with gemstones, some glowing with
The Eastward Arch: Far below the surface of magical radiance. Unfortunately, the
the Middle Sea, a stone and crystal span rises PCs are not the only ones to get this
up from the ocean floor forming a perfect news, and a race is on to plunder the
arch. Of ancient age and unknown origin, corpse.
the Eastward Arch is a portal connecting
• While sailing or walking along the
to an identical archway along the shore of
coast, the PCs are confronted with
Far Cathay. The activation of the arch is a
Storros the Sea Sage. He has foreseen
closely guarded secret known only to only
their involvement with a delicate
a handful (many of whom are dragons or
situation and offers to pay them
dragon turtles). Those who even know of the
handsomely for interfering with the
arch suspect that the triggering component
forbidden courtship between a sahuagin
(or key) to activate the relic changes every
princess and a sea elf.
50 years. Even possessing the correct key is
by far the easiest aspect of making use of the • The PCs ship is waylaid by a distraught
Eastward Arch. For the arch lies within sight dragon turtle who blames them for
of the lair of Storros the Sea Sage himself, intruding on Shard Cay and stealing her
and the area is strewn with guardians, traps, eggs. The PCs have only a limited time
and fell magic. Even if someone were to to track down the true thieves (a band of
learn the correct key, bypass all the obstacles, piratical rakshasas) and return the eggs
evade Storros, and activate the portal, it is before they start hatching.
more than likely that they would be met with
guards from the Celestial Dragons of Cathay
on the other side.

27
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Content You indicate Your acceptance of the terms of System Reference Document 5.0 Copyright 2016,
this License. Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
4. Grant and Consideration: In consideration for Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
agreeing to use this License, the Contributors grant You James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
a perpetual, worldwide, royalty-free, nonexclusive license Sims, and Steve Townshend, based on original material by
with the exact terms of this License to Use, the Open Game E. Gary Gygax and Dave Arneson.
Content. Tome of Beasts. Copyright 2016, Open Design; Authors
5. Representation of Authority to Contribute: If You Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and
are contributing original material as Open Game Content, Wolfgang Baur.
You represent that Your Contributions are Your original Warlock 4: The Dragon Empire. Authors: Wolfgang
creation and/or You have sufficient rights to grant the rights Baur, Chris Harris, James J. Haeck, Jon Sawatsky,
conveyed by this License. Jeremy Hochhalter, Brian Suskind. © 2018 Open Design.

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