The Knights of the Black Sword

by Thunder5077

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Knights of the Black Sword

The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape. Most of the cultists are Icewind Dale natives who would have perished in the wilderness had Levistus not intervened on their behalf. The cultists' stories are all the same: the archdevil reached out to them in their minds as they were freezing to death, offering a second chance at life in exchange for their absolute devotion.

After they agreed to follow Levistus, a pale glow caught their eye in the snow nearby, leading to the discovery of a sword-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their amulets as signs of their devotion to the archduke of Stygia.



Black Sword Cult Fanatic

Medium humanoid (any race), Lawful Evil


  • Armor Class 13 (leather armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Common, Infernal
  • Challenge 2 (450 XP)

Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.

Icy Doom. When the fanatic dies, its corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead. Additionally, if the fanatic deals fire damage, they can choose to deal cold damage instead.

Spellcasting. The fanatic is a 4th-level spellcaster. Its spell casting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. The fanatic knows the following warlock spells:

Cantrips (at will): create bonfire*, eldritch blast (See "Actions" below), prestidigitation
1st-2nd level (2 2nd-level slots): armor of agathys, command, hellish rebuke*, hold person, scorching ray*

*Deals fire damage. See Icy Doom

Actions

Multiattack. The fanatic makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.

Eldrtich Blast (Cantrip). Ranged Spell Attack: +4 to hit, range 120ft., one creature. Hit: 7 (1d10+2) force damage.



Cultist

Medium humanoid (any race), Lawful Evil


  • Armor Class 12 (leather armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

  • Skills Deception +2, Religion +2
  • Senses passive Perception 10
  • Languages Common, Infernal
  • Challenge 1/8 (25 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Icy Doom. When the fanatic dies, its corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

 

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