Levistus' Offer
Hard Negotiation (Neutral)
- Goal Part on friendly terms or earn a boon
- Base DC 16
Background
- Power Hungry. Levistus is aware of all interesting parties and their goals in Icewind Dale. He wants to manipulate them in order to create a power vacuum, depose Auril, and bring Icewind Dale under his control.
- Betrayer. Levistus will offer gifts and boons to the PCs to sway their loaylties, with the intentions of betraying them when it is convenient.
- Chivalrous. Levistus is chivalrous and polite. He offers the PCs anything they might need over the course of the meeting, within reason. If offended, or if requested, he will duel with any PC to the "death".
Maneuvers
- Kindness. Levistus will offer the party a variety of foodstuffs: teas, coffees, pastries, meats, cheeses, and the like. If the PCs request anything not at the table, he will ask for a servant to fetch some. He introduces himself as "Levi".
- Offer Deal. Levistus is curious about this group of do-gooders, and feels they could be used for his purposes. He offers a deal: complete three tasks (described in Disclosures, below) and be granted a boon.
- Answer a Question (Friendly). If the party is friendly to Levistus, accepts an entry-level deal, or endear themselves to him in some other way, Levistus will provide information by answering one question.
- Duel (Hostile). If the party becomes hostile or negotiations break down, or if requested by a party member, the Avatar of Levistus will engage in a duel. He will fight to surrender, or to the death.
Disclosures
- Black Cabin. Levistus will indicate that a powerful tool to end Auril's reign is present at th Black Cabin near Lonelywood.
- Cackling Chasm. The gnolls of Icewind Dale have fallen on tough times. Levistus asks the party to eliminate their incompetent leader and select a worthy successor.
- Cave of the Berserkers. Members of the Bear Tribe have been pushed out by crazed worshipers of Auril. Free the Bear Tribe from Auril's oppression and show them the way of Levistus.
- Auril (Friendly). Auril is a goddess, though weakened by exerting her power over Icewind Dale. She wants to keep secrets hidden beneath the ice that could make the Ten-Towners rich, all so they will bend the knee to her.
- Sunblight (Friendly). Asmodeus has skin in the game, as well. He is manipulating Xardorok, pretending to be a Duergar god. He wants to claim Icewind Dale as his own domain, and Levistus would like nothing more than to spurn his overlord.
- True Nature (Hostile). Levistus will reveal that he is not the Avatar of Levistus, but trapped beneath the ice on which the party stands. He will shake the lair, killing the party if necessary.
Reactions
- You Can Leave at Any Time. If the party attempts to leave or cut negotiations short, Levistus will explain that they can leave, but will not reveal the exit back into their version of the inn. It will instead be the endless, frozen expanse of Stygia with the river Styx flowing gently nearby.
- Sign on the Dotted Line. If the party accepts a deal, Levistus will reveal four contracts, each in triplicate, detailing the following:
- "I, Character Name, (hereafter known as the signer) agree to complete the following three (3) tasks in exchange for one (1) minor boon to be negotiated upon the completion of all tasks.
- 1. Retrieve the device from the Black Cabin near Lonelywood and activate it.
- 2. Depose the current leader of the gnolls residing in the Cackling Chasm, the Gnoll Fang of Yeenoghu known as Chyzka, and install a new leader loyal to Levistus.
- 3. Remove the current residents of the Bear Tribe Cave and inform the Bear Tribe that it is safe to return to their home.
- If these tasks should go uncompleted for more than 14 days on the Prime Material Plane, the signer will be found in breach of contract, and their fate shall be determine via trial by combat under the customs of Stygian law.
Developments
- Welcome to the Family. If any members sign, they wake up wearing a ring in their bed at the conclusion of the conversation. The ring grants them the ability to cast armor of agathys as a first level spell once per day.
- The Door is Down the Hall, to the Left. If any members refuse to sign, they are politely asked to leave while paperwork is signed, and escorted back to their bed, where they awaken as if nothing had happened.
The party has gathered every charadalyn amulet from the cult of Levistus after slaying all of them. Each member of the party has failed at least one Charisma saving throw against the amulets, so Levistus has come calling. He summons them to Stygia for a brief parlay and hopes to offer them a deal, though he is prepared for unruly guests.
Avatar of Levistus
Medium fiend (devil), lawful evil
- Armor Class 17
- Hit Points 102 (12d8+48)
- Speed 35 ft
STR DEX CON INT WIS CHA 15 (+2) 20 (+5) 19 (+4) 17 (+3) 24 (+7) 18 (+4)
- Saving Throws Dex + 9, Con + 8, Wis + 11
- Skills Deception + 12, Insight + 15, Persuasion + 12
- Damage Vulnerabilities None
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
- Damage Immunities Cold, fire, poison
- Condition Immunities Charmed, exhaustion, frightened, poisoned
- Senses Darkvision 120 ft
- Languages All, telepathy 120 ft
- Devil's Sight. Magical darkness doesn't impede the Avatar of Levistus' darkvision.
- Evasion. When the Avatar of Levistus is subjected to an Effect that allows him to make a Dexterity 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.
- Honed Reflexes. The Avatar of Levistus can make two reactions per round of combat.
- Legendary Resistance (3/Day). If the Avatar of Levistus fails a saving throw, he can choose to succeed instead.
- Magic Resistance. Levistus has advantage on saving throws against spells and other magical effects.
- Magic Weapons. Levistus's weapon attacks are magical.
- Maneuvers. The Avatar of Levistus can use the following maneuvers from the Battle Master Maneuvers list: brace, disarming attack, evasive footwork, riposte, and trip attack. He has 5 superiority dice which are d10s, and his save DC is 17.
- Regeneration. The Avatar of Levistus regains 10 hit points at the start of his turn. lf he takes radiant damage, this trait doesn't function at the start of his next turn. The Avatar of Levistus dies only if he starts his turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The Avatar of Levistus makes 2 weapon attacks, one with his raiper and one with his dagger.
- Cold Iron Rapier. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage plus 13 (3d8) cold damage.
- Chardalyn Dagger. Melee/Ranged Weapon Attack: +12 to hit, reach 5 ft., range 20 ft./60 ft., one target. Hit: 10 (1d4 + 8) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
- Frost Step. The Avatar of Levistus magically teleports up to 90 ft to a spot he can see within ranger. Each creature within 10 ft of the Avatar of Levistus must make a DC 17 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one.
- Stygian Smite (5/Day). When the Avatar of Levistus hits with one of his weapon attacks, he can choose to expend one use of this feature and deal an additional 9 (2d8) cold damage.
Legendary Actions
The Avatar of Levistus 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. The Avatar of Levistus Levistus regains spent legendary actions at the start of his turn.
- Attack. The Avatar of Levistus makes one attack with his rapier.
- Frost Step (Costs 2 Actions). The Avatar of Levistus uses his Frost Step action.
- Summon Icicle (Costs 2 Actions). The Avatar of Levistus causes ice to drop from the ceiling to a point he can see within 30 ft. Any creature within 5 feet of that point must make a DC 17 Dexterity saving throw or take 2d6 piercing damage and 2d6 bludgeoning damage. The area within 5 feet of the icicle is difficult terrain until the end of the Avatar of Levistus' next turn.
Reactions
- Parry. The Avatar of Levistus adds 4 to his AC against one melee attack that it can see that would hit it.
- Spell Parry. When a creature within 30 ft that the Avater of Levistus can see casts a spell that targets only him, and he either succeeds on the saving throw or the spell attack misses him, he can choose to reflect the spell back at its caster. If the spell requires an attack roll and the original attack roll would hit the caster's AC, the spell hits the caster, missing otherwise. If the spell requires a saving throw, the caster makes the appropriate saving throw against their own spell save DC.