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# Law's Book of Baddies Law takes another swig of ale from his favorite skull mug. He laughs from a throne built from the bones of dragons and giants while his guests marvel at the hides and banners of slain beasts and defeated armies. The dinning hall is decorated with various magic items, from weapons of great power to impenetrable armors to staves that many wizard would kill to possess. "You have an impressive collection, must have cost you a fortune!" *one of the diners remarks. Law laughs and raises his arms* "Ain't cost me nothin but time! E'erythin ya see here I killt myself!" *the large half orc proclaims with the confidence of a seasoned warrior.* *Party goers murmer to eachother, some amazed and others in disbelief. After a moment someone speaks up* "Tell us a tale of your adventures then!" *Law takes a long drink before leaning forward* "I'll tell ye, but if ye got a weak stomach ye might not wana hear it" *He begins to recount the tales of his adventures, the beasts he's slain, the lands he seen and the impossible beings he's fought against.* This is the beginning of the Book of Baddies, the most impressive and powerful beings in the multiverse. # Larloch, The Shadow King One of the oldest beings in Faerun, Larloch was the Sorcerer King of the enclave of Jiksidur back in the time of the Netherese Empire. Few beings can claim to have as many years as him, and most that are older are dragons. He now resides as the Shadow King of Warlock's Crypt in the Troll Hills where he commands numerous Liches, vampires and countless other undead beings. > ##### "He ain't pretty, but he ain't bad fer a dead guy. The glowin' eyes are pretty cool an' he wears real fancy clothes. Those stones 'round his head are proly somethin' special too." > -Law, a half orc warrrior, recalling Larloch's attire. Due to the extreme age and wear on his body, Larloch is entirely a white skeleton. No skin or muscles remain on his frame and he covers himself in loose fitting robes of high quality. Where his eyes would be, two glowing red orbs sit in their place. His form occasionally flashes with a dull emerald light, a side affect of the numerous curses and enchantments he has put on his own body. One of the most notable features of his appearance are the dozens of Ioun Stones that constantly orbit his skull. Each stone augments and multiplies his already terrifying power. These Stones are just another reminder of the great power this individual wields. \columnbreak > ##### "He ain't really that bad of a guy. He talked like a smart wizard type. Ya know, usin' big werds, talkin' 'bout magic an' how he jus' wants ta be a powerful mage. He said he don't wana fight other people blessed by Mystra an' he don't wana destroy the world or nothin'. But then he disintegrated a wall and mumbled 'bout some nonsense. But all in all, a cool guy ta talk ta." > -Law retelling his first interaction with Larloch. Just as his body decays over time, so too does Larloch's mind. Though not as extreme of a deteriation as his body, he has begun to lose his mind and has taken the first steps towards insanity. His superintelligience is most likely the main reason he has been able to keep control of himself for so long, though arcane rituals and items may also aid him. Throughout the years Larloch has developed intricate plans, forged unlikely alliances, created powerful spells, and crafted impressive items of arcane power. While normally instantly slaying intruders into his realm, he occasionally captures them instead. \pagebreak ## Larloch's Crypt Every great wizard needs a fortified keep to call home, and Larloch is no exception to that. When Karsus' Folly started the end of the Netherese Empire their flying cities began to fall. The floating city under Larloch's rule, Jiksidur, faced the same fate. The once beautiful city fell, flipped, and finally crashed. The city was completely destroyed under the weight of the mountain it once sat so proudly on top of. > ##### "Gloomy place, Larloch's Keep. Aint nothin' but dead things walkin' 'round so there aint many places ta eat er drink. The vampires still like ta eat an' drink nice stuff but they aint got great taste ta me. Needs more partyin' an' more ale!" > -Law recounting his first impression of Warlock's Crypt Months after abandoning his ruined home, Larloch found another fallen city of the Netherese. Orbedal, also known as Sanctuary, was to be Larloch's new home. He began to repurposing and construct his own home in the tallest tower of the ruined city. After setting his tower to his liking, Larloch decided to explore the rest of the ruins. It was during these explorations that he uncovered the phalactery of his old rival, Rhaugilath. The two lich kings engaged in a grand dual of dark magic which ended with Larloch defeating and enslaving Rhaugilath, binding him to Larloch's will. This made Rhaugilath the first of Larloch's lich servitors. Over the years Larloch gathered liches and various other undead to his crypt city. Many of the liches and vampires sought assylum to carry out their own dark rituals and experiments. While Larloch was the undisputed ruler of the city he did allow the liches and vampires to claim areas and towers to make their own domains. All the denizens were content to have their own safe lairs far from the prying eyes of mortals and none were foolish enough to try and challenge Larloch's authority. But despite Larloch's efforts, word of the crypt city was spread to the world. Larloch's Crypt became known as Warlock's Keep, or Warlock's Crypt, much to the ire of Larloch himself. As years went by adventurers would inffultrate Larloch's crypt but few managed to escape with their lives. Many of those that escaped were cursed and carried deadly plagues, one of which resulted in a horrific plague in Baldur's Gate. Numerous mages of the Red Wizards of Thay attempted to steal away arcane knowledge and magic artifacts from the keep but none were successful. It wasn't until Szass Tam, Zulkir of Necromancy of Thay, visited the crypt that Larloch's problems with the Red Wizards ceased. The two powerful necromancers seemed to make some kind of deal. with Larloch granting Szass numerous arcane items and an entourage of hooded mages. In return, Szass would gift Larloch artifacts of the fallen Netherese Empire and even from Larloch's old enclave of Jiksidur. While nearly all trespassers were immediately killed or driven away, some adventurers were lucky enough to meet Larloch himself. Some of these survivors claimed to slay the great lich, but whether that was a lie they told to save face or if they truly defeated the lich king, Larloch would always remain. On occasion Larloch would bargin with these adventurers, allowing them their lives if they performed some task or retrieved an item and returned it to Larloch. The benevolent shadow king would place a curse or a gaes spell on the adventurers to help motivate them to accomplish the task he beset them. Through all the dealings he had with adventurers Larloch always kept his word, freeing them of the curse and allowing them to leave. > ##### "Like I said, Larloch aint a real bad guy when he aint throwin' spells at walls. He does some dark magic an' all but if he makes a deal he's guna keep his end. He wanted some fancy orb an' sent me an' my boys ta get it fer em. Put some real crazy curse on me an' one of the boys grew a tentacle after a while. Real freaky. But when we gave the orb ta em Larloch made the tentacle dis'per an' we left." > -Law's tale of job for the Shadow King Always experimenting in his crypt, most of the Shadow King's experiments are unknown to the wider world. There was one experiment that he performed, however, that caused a large uproar. Two hundred liches bearing Larloch's mark attacked the Knights of Myth Drannor while seeking to corrupt part of the Weave. The knights and their clockwork soldiers fought fiercely and destroyed many of the liches but many baelnorns were corrupted and died in the battle. Larloch later appeared to the Knights to apologize for the actions of the liches. He had given them their free will to observe what they would od and was disappointed in their foolish actions. Larloch claimed he only wanted greater magic knowledge and power and would not battle those blessed by Mystra. Nearly one hundred years after the events of the Spellplague, Larloch attempted to become the new deity of magic by absorbing the wards of Candlekeep and the mythal of Myth Drannor. Before he could complete the draining of the mythal, however, he was stopped by the Srinshee and Elminster Aumar. Not much is known about what transpired but the Srinshee sacrificed herself and Mystra was restored.
##### Thanks to the Forgotten Realms Wiki for much of Larloch's lore!
\pagebreak ___ ___ > ## Larloch the Shadow King >*Medium Undead, Lawful Evil* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 323 (34d8 + 170 > - **Speed** 30 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12(+1)|18 (+4)|20 (+5)|30 (+10)|20 (+5)|20 (+5)| >___ > - **Saving Throws** Con +14, Int +19, Wis +14, Cha +13 > - **Skills** Skills Arcana +28, History +19, Insight +14, Perception +14 > - **Damage Vulnerabilities** Damage from silvered weapons > - **Damage Resistances** bludgeoning, piercing, and slashing from magic weapons > - **Damage Immunities** cold, lightning, necrotic, poison, psychic; bludgeoning, piercing and slashing damage from nonmagical weapons > - **Condition Immunities** charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious > - **Senses** truesight 300 ft., passive Perception 24 > - **Languages** All > - **Challenge** Challenge 34 (155,000 XP) > ___ > > ### Abilities > > ***Legendary Resistance (3/Day).*** If the Larloch fails a saving throw, he can choose to succeed instead. > > ***Rejuvenation.*** If he has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. > > ***Avoidance.*** If Larloch is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > > ***Contingency.*** Whenever Larloch takes damage that reduces him to 50 or fewer hit points, he regains hit points equal to half his hit point maximum and he is instantly teleported with all of his gear to the place within his lair farthest away from the source of that damage. Once activated, this effect can't be triggered again for 24 hours. > > ***Curses.*** A creature that touches Larloch, including being touched by his Paralyzing Touch, or hits him with a melee attack while within 5 feet of him must succeed on a DC 22 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The curse lasts until it is lifted by a remove curse spell or similar magic. > > ***Fear Aura.*** Any creature hostile to Larloch that starts its turn within 60 feet of him and aware of him must make a DC 24 Wisdom saving throw, unless Larloch is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Larloch is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Larloch's Fear Aura for the next 24 hours. > > ***Immunities.*** Larloch is immune to any kind of polymorph effect, any mind-affecting effects and to one arcane spell per spell level, but which spells those are is unknown. > ___ ___ > ### Spellcasting > > ***Spellcasting.*** Larloch is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 28, +21 to hit with spell attacks). He has the following wizard spells prepared: > >Cantrips (at will): mage hand, prestidigitation, ray of frost, chill touch, > >1st level (5 slots): detect magic, magic missile, shield, thunderwave, fog cloud, burning hands > >2nd level (4 slots): acid arrow, detect thoughts, invisibility, mirror image, darkness, hold person, > >3rd level (4 slots): animate dead, counterspell, dispel magic, fireball, gaseous form, slow, vampiric touch > >4th level (4 slots): blight, dimension door, banishment, wall of fire, greater invisibility > >5th level (4 slots): cloudkill, scrying, dominate person, hold monster, modify memory, wall of force > >6th level (2 slot): chain lightning, circle of death, disintegrate, globe of invulnerability, create undead, mass suggestion, flesh to stone, > >7th level (2 slot): finger of death, plane shift, delayed blast fireball, teleport, reverse gravity, forcecage > >8th level (2 slot): dominate monster, power word stun, devastate undead, anitmagic fiedl, control weather, feeblemind, incendiary cloud, mind blank > >9th level (2 slot): power word kill, wish, gate, true polymorph, meteor swarm, imprisonment, energy drain > >He also ingrained one spell of every level with no need for preparation and can cast them once a day without components. > >magic missile, web, dispel magic, arcane eye, animate dead, chain lightning, finger of death, devastate undead, and energy drain. \pagebreak ___ ___ > ### Actions > > **Paralyzing Touch.** Melee Spell Attack: +21 to hit, reach 5 ft., one creature. Hit: 12d6 cold damage and 12d6 necrotic damage. The target must succeed on a DC 28 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > > ### Legendary Actions > Larloch 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. He regains spent legendary actions at the start of his turn. > > **Cantrip.** Larloch casts a cantrip. > > **Paralyzing Touch (Costs 2 Actions).** Larloch uses his Paralyzing Touch. > > **Frightening Gaze (Costs 2 Actions).** Larloch fixes his gaze on one creature he can see within 10 feet. The target must succeed on a DC 28 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Larloch's gaze for the next 24 hours. > > **Negative Energy Pulse (Costs 3 Actions).** Each non-undead creature within 30 feet of Larloch must make a DC 27 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. > > **Cast a Spell (Costs 3 Actions).** Larloch casts a level 1 to 3 spell that has a casting time of 1 action. ## Lair Actions On initiative count 20 (losing initiative ties), Larloch can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row: * Larloch rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. * Larloch targets one creature he can see within 30 feet of him. A crackling cord of negative energy tethers him to the target. Whenever the Larloch takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Larloch takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Larloch or the target is no longer in Larloch’s lair. * Larloch calls forth the spirits of creatures that died and reside in his lair. These apparitions materialize and attack one creature that Larloch can see within 60 feet of him. The target must succeed on a DC 28 Constitution saving throw, taking 20d6 necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. * Larloch targets one creature he can see within 60 feet of him. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. * Larloch targets one creature he can see within 60 feet of him. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed until initiative count 20 on the next round. * Larloch targets one creature he can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be teleported out of the area, in the nearest space available outside the lair. \pagebreak #### Devastate Undead *8th level necromancy* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ Waves of energy erupt from you, affecting all undead creatures within range. An undead affected by the spell must make a Constitution saving throw or be killed outright. You can choose to make undead creatures controlled by you automatically fail the saving throw. In addition, you regain 25 hit points for each creature killed by this spell. #### Energy Drain *9th level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You fire a ray of necrotic energy at the target. The target must make a Constitution saving throw, and on a failure it loses hit points equal to the caster's level multiplied by three. The caster gains hit points equal to half the result. If the target succeeds, it takes half damage and the caster does not gain hit points. If the target's hit points are reduced to 0 from this spell, the target dies. ## Items #### Death Moon Orb *Wondrous item, artifact (requires attunement)* The Death Moon Orb is a magical artifact of domination, created by the Netherese lich-king Larloch to control his court. The orb is a gleaming and glassy sphere, colored black and violet. The colors swim uneasily together, so the surface shifts and shimmers like oil on water. The Death Moon Orb seems to absorb light around, and to carry an aura of gloom and melancholy. If one gazes into the orb for long, they could see a negative image of Selûne, the moon above, faintly glimmering on its surface. For reasons unknown, it changes size at irregular intervals, from the size of an apple or something that could fill a human man's hand, to the size of a man's head, though its size does not affect its power. **Scrying.** While touching the orb, you can cast the scrying spell (save DC 17) with it, and everyone can see what you're scrying upon by looking at the orb's surface. If you're attuned to the orb, the target takes an additional -10 penalty to the saving throw, and the tracking sensor can't be detected by anything short of divine intervention or the wish spell and you have truesight with a radius of 120 feet centered on the spell's sensor. **Domination.** The orb has 10 charges and regains 1d4 + 5 expended charges daily at dawn. While touching the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: dominate person (1 charge), mass suggestion (2 charges), or dominate monster (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. **Summoning.** While touching the orb, you can use an action to cast the conjure fiend spell with it. In addition, tapping into the power of the orb, you can add up to 15 to the challenge rating of the fiend you can summon. However, doing so depletes some of the orb's power: if you add less than 5 to the challenge rating, this property can't be used for 10 days; if you add from 5 to 10 to the challenge rating, this property can't be used for 1 month; if you add from 11 to 15 to the challenge rating, this property can't be used for 1 year. \pagebreak # Aboleths Creatures of unimaginable age and unmatched psionic power, the Aboleths came to Toril from the Far Realms when the world was still young. These eel-like aberrations made their homes deep in the Underdark and in deep waters. Many cities of the Aboleths are believed to be hidden away from prying eyes, with the largest being found in the Underdark's Glimmersea. Aboleths are fish-like amphibians of immense size, easily reaching 20 feet long. The creatures continue to grow throughout their lives and the older Aboleths can reach lengths over 40 feet long. The anatomy of these terrifying creatures is alien to the denizens of Toril. Their long eel bodies are covered in a thick mucus that they use to breath. They have multiple tentacles that sprout from around their heads and along their underbelly. Their mouths resemble that of a lamprey with serrated teeth. \pagebreak # Whitebeard, Emperor of the Sea ___ > ## Whitebeard >*Huge Humanoid, Chaotic Neutral* > ___ > - **Armor Class** 19 (Natural Armor) > - **Hit Points** 455 (26d20 + 182) > - **Speed** 40 ft walking, 40 ft swimming >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (0)|30 (+10)|18 (+4)|16 (+3)|16 (+3)| >___ > - **Saving Throws** Str +16, Con +13, Wis +9 > - **Skills** Athletics +22, Intimidation +15, Perception +9 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from non magical attacks > - **Condition Immunities** Frightened, Prone > - **Senses** Passive Perception 19 > - **Languages** Common > - **Challenge** 26 (90,000 XP) > ___ > > **Legendary Resistances (3/Day).** If Whitebeard fails a saving throw, he can choose to succeed instead. > **Mythic Armaments.** Whitebeard's weapons are magical. > > **Innate Spellcasting.** Whitebeard's spellcasting ability is Strength (Spell save DC 24). He can innately cast the following spells, requiring no material or verbal components: > > *At will:* Destructive Wave > > *3/Day each:* Earthquake, Tsunami > > ### Actions > ***Multiattack.*** Whitebeard can cast one of his innate spells. He then makes four attacks with his halberd. > > ***Halberd.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 27 (3d10+11) slashing damage. The target must succeed on a DC 25 Strength saving throw or be pushed 20 feet away. If the target hits an object, such as a wall, they take 2d6 bludgeoning damage. > > > ### Legendary Actions > > Whitebeard 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. Whitebeard regains spent legendary actions at the start of his turn. > > ***Halberd.*** Whitebeard makes an attack with his halberd. > > > ***Destructive Wave (Costs 2 actions).*** Whitebeard casts Destructive Wave. ### Pirate Emperor Considered one of the most powerful men to roam the seas, Whitebeard commands a massive fleet to compliment his own monstrous power. The pirate captain towers over a regular humans and puts the tallest goliaths to shame. Standing at a massive twenty two feet tall, many theorize that his grand stature was born from an unprecedented mixture of giant and human blood. Whitebeard's size is just one of his mighty assets. The massive halberd he wields, Sky Cutter, is rumored to have been crafted by Titans of a long forgotten age. With a beautifully crafted staff longer than most men, and a blade able to severe steel as though it was paper, Sky Cutter is as beautiful as it is deadly. Years of intensive training and brutal battles have molded Whitebeard into a skilled and ferocious fighter. Besides the legendary weaponry that he wields, Whitebeard commands incredibly destructive magical abilities. It is unknown how he learned to harness such destructive powers but none can deny their effectiveness. Whether on land or out in the open seas, few beings can invoke the terror that Whitebeard is able to provoke. Entire fleets have been sent to the depths, cities reduced to heaps of rubble in mere minutes when Whitebeard decides to let loose. In addition to his own staggering power, Whitebeard commands one of the largest pirate fleets to ever terrorize the world. Split into ten divisions, ten captains command the bulk of the fleet while Whitebeard captains his flagship. Though not nearly equal to the Pirate Emperor, each of the ten captains are powerful in their own right and could easily head their own large crews if they chose. While some people would think there is no way one man could effectively command such a large gathering of pirates, there are rarely any issues among Whitebeard's crews. Despite his fearsome reputation his true desire is to live a free life with those he considers family. Each crew member considers their mates family and Whitebeard the head of their massive family. > ##### "I aint ever seen so many rough an' tumble types listen ta one man before. Whitebeard, big fella, treats 'em all like 'is own kids an' they follow 'em. But then again, I seent the man cause a tsunami by punchin' the damn air, so I'd prolly listen ta 'em also." > Law recounting his impression of the Pirate Emperor \pagebreak ___ ___ > ## Kenpachi Zaraki >*Medium Humanoid, Chaotic Neutral* > ___ > - **Armor Class** 20 (natural armor) > - **Hit Points** 455 (26d20 + 182) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|20 (+5)|30 (+10)|10 (0)|10 (0)|10 (0)| >___ > - **Saving Throws** STR +16, DEX +10, CON +16, INT +5, WIS +9, CHA +9 > - **Skills** Athletics +22, Intimidation +15, Perception +9 > - **Damage Resistances** Bludgeoning, Piercing, and Slashing from magical Attacks > - **Damage Immunities** Bludgeoning, Piercing, and Slashing from Nonmagical Attacks > - **Condition Immunities** Charmed, Frightened, Paralyzed, Poisoned > - **Senses** Passive Perception 19 > - **Languages** Common, Understands all languages but cannot speak them > - **Challenge** 30 > ___ > > **Legendary Resistances (3/Day).** If Zaraki fails a saving throw, he can choose to succeed instead. > > **Mythic Armaments.** Zaraki's weapons are magical. > >**Magic Resistance.** Zaraki has advantage on saving throws against spells and other magical effects. > >**Impenetrable Skin.** Damage that Zaraki takes from nonmagical attacks is reduced by 5. > > **Innate Spellcasting.** Zaraki's spellcasting ability is Strength (Spell save DC 24). He can innately cast the following spells, requiring no material or verbal components: > > *At will:* Misty Step > ___ > > ### Actions > ***Multiattack.*** Zaraki can use his Frightful Presence. He then makes four attacks. He can use his Toss instead of one attack. He can use his Parry instead of one attack. > > ***Nodachi.*** *Melee Weapon Attack:* +17 to hit, 5 ft., one target. *Hit:* 27 (3d10+11) slashing damage and 27 (3d10) force damage. > > ***Toss.*** *Unarmed Attack:* +17 to hit, 5 ft., one target. *Hit:* 27 (3d10+11) force damage. Target must make a Strength Saving Throw (DC 24) or be thrown thirty feet in a direction of Zaraki's choosing. > >***Frightful Presence.*** Each creature of Zaraki’s choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Zaraki is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Zaraki’s Frightful Presence for the next 24 hours. > > ***Parry.*** Zaraki adds 2 to his AC until the start of his next turn. > ### Legendary Actions > > Zaraki 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. Zaraki regains spent legendary actions at the start of his turn. > > ***Nodachi.*** Zaraki makes an attack with his nodachi. > > ***Misty Step.*** Zaraki casts Misty Step. >___ > ### Shikai > ***Drink, Nozarashi.*** When Zaraki is reduced to half his hit points (227) he activates his sword's special ability. Attacks with his sword gain the following: > * 20 ft reach > * When he rolls an attack he targets all creatures in a 20 foot cone in front of him. > * His sword attacks deal an additional 27 (3d10+11) force damage > * His attacks ignore all resistances >___ > ### Bankai > ***Mindless Rage.*** When Zaraki is reduced to a quarter of his hit points (113) he activates his sword's greatest ability. Zaraki gains the following: > * His sword returns to 5 foot range > * His attacks no longer affect a cone in front of him > * His attacks deal an additional 27 (3d10+11) force damage > * His speed is increased by twenty feet > * His AC is reduced by 5 > * When hit by an attack or forced to make a saving throw he can use his reaction to move towards the nearest enemy and make one weapon attack > * His sword gains the affects of a Vorpal Sword \pagebreak # Ainz Ooal Gown Hailing from another world, Ainz Ooal Gown is a magic caster beyond what many people believe to even be possible. Known by his followers as one of the forty-one Supreme Beings, this skeletal mage has his eyes set on world domination. Or should I say, that is what his followers believe. Ainz desires to discover if his comrades, the other Supreme Beings, were brought to this strange new world along side him. Ruling from his Great Tomb, this Sorcerer King is posed to conquer the world to find his friends. > ##### "He talks like he ain't from Faerun. Some place called Japan, or Naz'rick? Eh, I dunno what he's goin' 'bout. Got a nasty aura 'round 'em, thats fer sure. Kinda like Larloch, Ainz says he don't wanna destroy the world or nothin', jus' find some friends. I think he shoul' jus' send out postcards but eh, everyone got their own way'a doin' things." >-Law after meeting Ainz Ooal Gown for the first time. Ainz Ooal Gown, the self proclaimed Sorcerer King, has a great grasp on magic and all things arcane. Though the Weave and Faerun area new to him, nothing has stopped Ainz from tapping into his great power. Mystra does not seem interested in dampening the potential of the powerful lich either. It seems she might even allow him to bend rules as one of her chosen due to the sheer amount of spells he is able to recall and cast. As with Daurgothoth, the formidable dracolich, Mystra seems interested in following the progress of the new Sorcerer King. As any good mage Ainz has his followers conduct countless experiments on not just the new world they find themselves in but also its inhabitants. Whether investigating new ways to utilize magic and tap into this strange Weave, or just trying to establish his Great Tomb as a self-sustaining country, Ainz has his bony hands in many projects. Due to his inquisitive nature and desire for knowledge Ainz entertains anyone brave, or maybe dumb, enough to approach his tomb. When approached peacefully and respectfully, the Sorcerer King holds civilized conversation and trades information for information. When challenged Ainz responds quickly and decisively, leaving no room for retaliation or escape. His incredible intelligence leads Ainz to make strategic decisions quickly and put his plans in motion before many are even able to react. Opening most combats with his signature spell combination, Time Stop and Cry of the Banshee, very few beings are able to put up a fight against his overwhelming power. \columnbreak ## Unique Items #### Ring of Ainz Ooal Gown *Wondrous item, artifact (requires attunement)* These exquisitely crafted silver rings each hold a brilliantly cut amethyst. There are less than one hundred of these beautifully crafted rings known to exist, and each one is highly coveted by the denizens of Nazarick. Rarely, very rarely, one of these rings are granted to someone foreign to the Great Tomb as a sign of utmost trust and respect. In the old world these rings were used to navigate the expansive Tomb of Nazarick by teleporting the wearer to their desired location. The power of the rings have been altered when they entered into this realm. Each ring holds up to 7 charges and these charges can be used to cast the following spells: Misty Step (1 Charge), Dimension Door (3 Charges), Plane Shift (4 Charges), Gate (5 charges). #### Staff of Ainz Ooal Gown *Legendary item, artifact (requires attunement by a spell caster able to cast 9th level spells)* Seven masterfully crafted golden serpents intertwine to create the body of the staff, with the heads of the snakes circling a bowl at the top of the staff. The snake heads themselves appear so life like that one might think they would leap from the staff and strike at opponents. Instead, the snakes each grasp a unique gem between their fangs, with each gem able to cast incredible magic on its own. When manipulated by a mage of high aptitude even more unique abilities are unlocked. While some of the staff's powers have been revealed, it would be foolish to believe the Sorcerer King has shown his full hand. While you hold this staff, you gain a +2 bonus to spell Attack Rolls and +2 to your spell Save DC. The staff has 50 Charges for the following Properties. It regains 4d6 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 Charges. While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability: \pagebreak ___ > ## Ainz Ooal Gown >*Medium, Neutral Evil* > ___ > - **Armor Class** 20 (Natural) > - **Hit Points** 361 (38d8+190) > - **Speed** 30 feet, 30 feet hover >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Str 18(+4)|Dex 16(+3)|Con 20(+5)|Int 30(+10)|Wis 30(+10)|Cha 28(+9)| >___ > - **Saving Throws** Con +14, Int +19, Wis +19, Cha +18 > - **Skills** Arcana +28, Deception +18, History +19, Insight +19, Perception +19, Performance +18, Religion +19 > - **Damage Vulnerabilities** Radiant > - **Damage Resistances** Fire, Force, Lightning, Psychic, Thunder, bludgeoning, piercing, and slashing > - **Damage Immunities** Necrotic, Acid, Poison, Cold, > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Sleep > - **Senses** Truesight 120 ft., Passive Perception 29 > - **Languages** All > - **Challenge** 30 (155,000 XP) > ___ > > ***Legendary Resistances (3/day).*** If Ainz fails a saving throw, he can choose to succeed instead. > > ***Spell Casting.*** Ainz is a 20th-level Spellcaster. His Spellcasting Ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). He has the following Wizard Spells prepared: > > Cantrips (At will).: *Eldritch blast, mage hand, prestidigitation, ray of frost, sapping string, thaumaturgy, toll the dead* > > 1st Level (at will).: *detect magic, disguise self, identify, magic missile, shield* > >2nd Level (at will).: *detect thoughts, enhance ability, find traps, immovable object, invisibility, Melf's acid arrow* > >3rd level (at will).: *animate dead, counterspell, dispel magic, fireball, fly, glyph of warding, haste, lightning bolt, sending, slow, speak with dead* > >4th level (4 slots).: *blight, dimension door, fabricate, locate creature* > >5th level (4 slots).: *antilife shell, cloudkill, contigency, danse macabre, dominate person, flame strike, hallow, hold monster, modify memory, immolation, scrying, teleportation circle* > >6th level (3 slots).: arcane gate, chain lightning, create undead, disintegrate, forbiddance, globe of invulnerability, harm, investiture of flame, move earth, soul cage, tenser's transformation* > ___ >7th level (3 slots).: *finger of death, fire storm, Mordenkainen's magnificent mansion, mirage arcane, plane shift, teleport* > >8th level (3 slots).: *antimagic field, control weather, dark star, dominate monster, earthquake, mighty fortress, power word stun, telepathy* > >9th level (3 slots).: *gate, invulnerability, meateor swarm, power word kill, time stop, wish* > > **Turn resistance.:** Ainz has advantage on Saving Throws against any Effect that turns Undead. > >**Limited Magic Immunity.** Ainz can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. > > **Essence Awareness.:** Ainz always detects living and undead creatures within 120ft of him. > >**Rite of Darkness.:** Necromancy spells cast by Ainz last until dispelled and don't require recasting to maintain control. > > >___ > >**Touch of Death.:** Melee Spell Attack, +13 to hit, , reach 5 ft., one target. Hit: 20 (3d10+4) necrotic damage. The target's strength score is reduced by 1d4, the target dies if this reduces its strength score to zero. Otherwise, the reduction lasts until the target finishes a short or long rest. > >___ > > Ainz can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. > >**Cantrip (Costs one Action).** Ainz casts a cantrip. > >**Despair Aura (Costs one Action).** Ainz radiates a dreadful aura, creatures he chooses within 60 feet of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target's saving throw is successful or the effect duration ends, the target is immune to Ainz's Despair Aura for the next 24 hours. > >**Necrotic Aura (Costs 2 Actions).** Each living creature within 30 feet of Ainz must make a DC 20 Constitution saving throw, taking 6d12 necrotic damage on a failed save or half as much damage on a successful save. > >**Touch of Undeath (Costs Three Actions).** Ainz reaches out to a creature within reach and uses his Touch of Undeath ability. > >**Grasp Heart (Costs Three Actions).** Ainz reaches out a hand towards a creature and utters a spell of untold power. Ainz casts power word kill. \pagebreak # Law's guide to Liches In an ancient and impenetrable tower, an ageless being looks thro- **crash** "Oi, gettin in 'ere aint all dat 'ard. Alls ye gotta do is hit da door real, real hard." A large half orc stands in the shattered doorway to the tower. Arcane runes flash and sputter, some zapping into the orc with seemingly no effect. "Are ye Goran the Eternal? I 'eard from a friend ye got some fun magic items in this pretty lil tower." The half orc looks around at the ingredients and magical items scattered about. "Yea, I'll be takin' all this." At the head of a shrinking army a creature of pure white bone shouts in rage. "How? How cna one orc stand against me?!" As he speaks bones fly passed and crash to the floor. "Oi, why are all yer minions so weak? If yer guna ruin my drinkin' at least make it a fun fight." The half orc takes a gulp from a bottle before tossing it aside. "Ye lichey boys an' yer silly skeletons always ruin my fun." Empty eye sockets meet the gaze of one orcish eye. The lich rises in defiance. "No! Your are nothing! Just a foolish barbarian, you cannot hope to defeat m-" In one final motion the half orc's blade cleaves the Lich's head from it's shoulders. "If ye didn't talk so much ye might be able ta fight better. Always wantin' ta yell an' tell me I aint worth nothin'. Where'd that get ye? Dead, thats where." \pagebreak ___ ___ > ## Jormungandr >*Gargantuan monstrosity, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 410 (20d20+200) > - **Speed** 60 ft., climb 60 ft., swim 200 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|13 (+1)|30 (+10)|3 (-4)|20 (+5)|23 (+6)| >___ > - **Saving Throws** Str +13, Int +3 > - **Skills** Athletics +15, Intimidation +10 > - **Damage Resistances** cold, fire; bludgeoning, piercing, and slashing > - **Damage Immunities** acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned > - **Senses** darkvision 300 ft., truesight 120 ft., passive Perception 15 > - **Languages** none > - **Challenge** 23 (50,000 XP) > ___ > ### Special Traits > ***Amphibious.*** Jörmungandr can breathe air and water. > ***Damage Threshold.*** Jörmungandr does not take damage from an attack, spell, or other effect that deals 10 points or less of bludgeoning, piercing, or slashing damage (calculated after resistances). > > ***Freedom of Movement.*** Jörmungandr ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. > > ***Legendary Resistance (3/Day).*** If Jörmungandr fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** Jörmungandr has advantage on saving throws made against spells and other magical effects. > > ***Magic Weapons.*** Jörmungandr’s weapon attacks are magical. > > ***Regeneration.*** Jörmungandr regains 10 hit points at the start of its turn. If Jörmungandr takes radiant damage, this trait doesn’t function at the start of its next turn. Jörmungandr dies only if it starts its turn with 0 hit points and doesn’t regenerate. > > > ___ > > ### Actions > ***Multiattack.*** Jörmungandr attacks twice: twice with its black venom, or once with its bite, and once with either colossal tail or constrict. > > ***Bite.*** Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 44 (6d10+11) piercing damage plus 27 (6d8) acid damage. In addition, at the end of its next turn the creature makes a DC 23 Constitution saving throw or it takes 27 (6d8) poison damage. > > ***Colossal Tail.*** Melee Weapon Attack: +15 to hit, reach 120 ft., multiple targets more than 20 feet away from Jörmungandr (120-foot cone centered on one target; roll separately for each creature and object in the area). Hit: 37 (4d12+11) bludgeoning damage and the target makes a DC 23 Strength saving throw or is knocked prone. > > ***Constrict.*** Melee Weapon Attack: +15 to hit, reach 20 ft., one creature. Hit: 38 (6d8+11) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained, and Jörmungandr can’t constrict another target. > > ***Black Venom.*** Ranged Weapon Attack: +8 to hit, range 50/100 ft., multiple targets (10-foot square; roll separately for each creature and object in the area). Hit: 27 (6d8) acid damage. In addition, at the end of its next turn the creature makes a DC 23 Constitution saving throw or it takes 27 (6d8) poison damage. \pagebreak ___ > ## Bon Clay >*Medium humanoid, Chaotic Good* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 78 (12d8 + 24) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+1)|18 (+4)|14 (+1)|13 (+1)|12 (+1)|14 (+2)| >___ > - **Saving Throws** Dex +6, Int +4 > - **Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9 > - **Damage Resistances** Poison > - **Condition Immunities** Frightened > - **Senses** passive Perception 13 > - **Languages** Common > - **Challenge** 8 (3,900 XP) > ___ > > ### Actions > ***Multiattack.*** Bon Clay makes three unarmed attacks or uses his Facechange ability. > > ***Unarmed Strike*** +9 to hit, reach 10ft, one target. *Hit* 1d8+4 bludgeoning > > ***Facechange.*** As an action, Bon Clay can shapechange into a medium or smaller humanoid he has touched, or back into his true form. Any equipment he is wearing is transformed. If the Bon Clay dies, he reverts to his true form. \pagebreak ___ > ## Humandrill >*Medium Beast, Chaotic Neutral* > ___ > - **Armor Class** 14 > - **Hit Points** 157 (15d12+60) > - **Speed** 40 ft., climb 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|14 (+2)|18 (+4)|7 (-2)|12 (+1)|7 (-2)| >___ > - **Saving Throws** Str +9, Wis +4 > - **Skills** Athletics +9, Perception +4 > - **Senses** passive Perception 14 > - **Languages** Giant Ape (Humandrill) > - **Challenge** 7 (2,900 XP > > ___ > ### Special Features > ***Uncanny Imitation.*** The Humandrill is able to mimic fighting styles that it witnesses after very short periods of time. This can cause a Humandrill to wield a variety of weaponry. It can also learn to mimic Fighting Styles and certain Feats such as Great Weapon Fighting and Great Weapon Master. > ___ > > ### Actions > ***Multiattack.*** The Humandrill makes two weapon attacks > > ***Greatsword.*** *Melee Weapon Attack:* +10 to hit, Reach 5ft, one target. *Hit:* 2d6+6 slashing > >