Villains & Lairs 3

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Alex Tarasov (Order #18853605)

Villains & Lairs III FREE


a Savage Encounters supplement
Contributing Writers:
Casey Bax, Celeste Conowitch, D.W. Dagon, G.M. Lent,
Hannah Rose, Janek Sielicki, Jeff C. Stevens

Cartography:
Courtesy Dyson Logos

Cover Artist:
Luiz Prado
https://savedra.deviantart.com/

Editing:
Christopher Walz
@DMChristopherW

Artists:
Dean Spencer, Eric Lofgren

Version 1.0

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content
Agreement for Dungeon Masters Guild

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About this Supplement Adjusting the Villains
The first two Villains & Lairs supplements have been Although a stat block for most of the villains is included,
very successful. Thank you for supporting those you may wish to adjust them to make them fit in your
projects. With this edition, I wanted to give back to own campaign. You could accomplish this by increasing
everyone who has supported my writing career, and to the hit points of the villain, raising their Armor Class, or
provide a sample of what others can find in the other by adding feats or special traits. The latter can be found
two supplements, if they haven’t purchased them. in Chapter 9: Dungeon Master’s Workshop of the
Dungeons Master’s Guide (page 280).
All of the villains in this supplement are original and are
not featured in other Villains & Lairs supplements.
Don’t have the originals?
I hope you enjoy what the writers have created. I know I Haven’t purchased the best-selling Villains & Lairs or
have! Villains & Lairs II? What are you waiting for?

Now – go play D&D!


- Jeff C. Stevens
-
The Art
All of the images in this supplement come from stock
art purchased from DriveThruRPG. Each artist is
credited in each of the villains in which their work
appears.
● Some artwork © 2015 Dean Spencer, used with
permission. All rights reserved.
● Some artwork © 2015 Eric Lofgren, used with
permission. All rights reserved.
● Some stock art provided courtesy Wizards of
the Coast Thoughts, Questions, Comments?
Love the product? Please leave a rating or review on the
Dungeon Masters Guild!
Using this Content
Official Wizards of the Coast books referenced: No matter how many eyes look over a project, there’s
always an error or two. Also, I did the layout and may
MM = 5th edition Monster Manual have missed some of the edits by the fantastic
PHB = 5th edition Player’s Handbook Christopher Walz.
DMG = 5th edition Dungeon Master’s Guide
VGtM = Volo’s Guide to Monsters You may contact me at [email protected] or on
MToF = Mordenkainen’s Tome of Foes Twitter: @jcorvinstevens.

Unless otherwise noted, assume all NPCs have the stats


of a commoner (MM, p 345).

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Table of Contents

Villain Type CR Author Page


Christhia Human 3 Jeff C. Stevens 1
Dougl Undead 6 G.M. Lent 3
The Hand Human 9 Jeff C. Stevens 5
Kringer Human 4 Casey Bax 7
Maug Demon 4 Celeste Conowitch 9
Sir Gorsethorn the Warden Human 10 Hannah Rose 11
Willan Weke Human 6 D.W. Dagon 14
Zaro-zoan* Tiefling Monk 5 Janek Sielicki 17

* denotes villain with lair

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Christhia
By: Jeff C. Stevens
Artist: Eric Lofgren

A young illusionist seeking revenge against The


Hand—a bounty hunter who killed her sister.

Background
Christhia learned her first non-Common language when
she was 7 years old, while secretly meeting with a few
young, playful goblins who lived near her village. She
learned the goblin language quickly, and within a matter
of weeks she was conversationally speaking with her
playmates.

After her family moved to the city, she heard other


interesting languages, which sounded like music to her.
She learned Infernal from a tiefling bard who performed
near her home.

She was accepted into a college of lore, where she


studied even more languages, some very difficult for
the average humanoid to understand or speak.

During this time, a professor of the arcane college


noticed Christhia. She saw great promise in the student,
and thought the arcane language might flow through
her body as well. Christhia was enrolled in the college of
illusion, where she learned the magical arts and arcane
language.

A year ago, Christhia received sad news. Her parents Current Motives
received a letter stating that her sister, Analee, had
perished. Analee had been traveling with her fiancé, a Her findings have left Christhia feeling betrayed, a
thin and charismatic man from the north, when their sentiment she carries for her sister, who believed the
coach came under attack. The two were found dead, lies of her would be husband. She also seeks revenge
located after the coach was a day past due its scheduled for her sister’s death and is tracking The Hand’s
arrival time. movements, getting closer to finding him every day.

Christhia took the news hard. She left the college and Christhia can be used as an NPC as follows:
began investigating her sister’s death. Through this
investigation Christhia learned her sister’s fiancé was a ● A Translator – Her vast knowledge of non-
fake. His name was Gadnerpith, a wanted criminal and Common languages may come in handy for a
con artist. She dug deeper and learned the name of the party.
person who killed them—a man known as The Hand. ● An Ally – She may explain her situation to the
heroes, asking them for help in tracking The
Hand and confronting him. As payment, she
offers to join the party during an upcoming

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adventure, or to act as their translator when Christhia
needed. Medium humanoid (human), chaotic good
● A Villain – If the characters have sided with The
Armor Class 12 (15 with mage armor)
Hand, Christhia sees the party as enemies. She
Hit Points 38 (7d8 + 7)
knows she is no match for The Hand and the Speed 30 ft.
characters, so she targets one character at a STR DEX CON INT WIS CHA
time, luring them away from the group with her 9 (-1) 14 (+2) 12 (+1) 16 (+3) 11 (+0) 16 (+3)
illusions and charisma. Saving Throws Int +5, Wis +2
Skills Arcana +5, History +5, Persuasion +5
Senses passive Perception 10
Long Term Motives Languages Common, Celestial, Elvish, Goblin, Halfling
Once she has had her revenge, Christhia hopes to return Infernal, Primordial, Sylvan, Undercommon
to the arcane college and continue her studies. Though, Challenge 3 (700 XP)
she may find she likes the thrill of adventuring more. Spellcasting. Christhia is a 7th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 13, +5 to hit
Flaws with spell attacks). Christhia has the following wizard spells
Christhia is lost in her ambition to kill The Hand and prepared:
sometimes forgets that she is no match for the skilled,
Cantrips (at will): dancing lights, mage hand, minor illusion,
professional killer.
poison spray
1st level (4 slots): color spray,* disguise self,* mage armor,
magic missile
2nd level (3 slots): invisibility,* mirror image,* phantasmal
force*
3rd level (3 slots): major image,* phantom steed*
4th level (1 slot): phantasmal killer*

*Illusion spell of 1st level or higher

Displacement (Recharges after Christhia Casts an Illusion


Spell of 1st Level or Higher). As a bonus action, Christhia
projects an illusion that makes her appear to be standing in a
place a few inches from her actual location, causing any
creature to have disadvantage on attack rolls against her. The
effect ends if Christhia takes damage, is incapacitated, or her
speed becomes 0.

Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 (1d8 –
1) bludgeoning damage if used with two hands.

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Dougl
By: GM Lent
Artist: Dean Spencer

Dougl was once a carefree adventurer, but a split-


second decision to absorb the energy of a powerfully evil
artifact left her suspended in a state of shadowy unlife.
Now she lives in dark and transitory spaces—fearful of
light, but still irresistibly pulled toward the pursuit of
treasure.

Background
Dougl came to the City of Brass to seek her fortune like
so many others, but soon found herself part of a plot to
overthrow a powerful efreeti noble. Discovering too
late that her own interests aligned more closely with
those of her target than her employer, Dougl threw
herself onto an artifact that had been placed as a trap.
Inundated with negative energy, Dougl transformed
into a wraith-like creature—ut one that still remembers
her past in fits and flashes, and bears living creatures no
sympathy but no direct malice.
Dougl can be used as an NPC as follows:
Dougl is fairly easy to find for those who know the
signs of her passage. Plants wither in her presence, ● A Source of Information – Dougl has traveled
animals avoid her as much as they can, and fires flicker the length of the multiverse and wandered
their last when she comes near. After many long years freely into spaces no mortal could hope to
trapped in the efreet capitol, she obtained an unusual penetrate. Her knowledge of dark secrets is
cubic gate and has used it to roam the cosmos. The expansive to say the least.
curse of her undeath leads her inexorably back to the ● A Quest Patron – Dougl is unusual as a patron
City of Brass, though she has come to despise the genies in that she has massive financial resources but
and all they represent. no need or desire for financial reward. She has
Dougl is a gambler at heart, and her greatest no sympathy and will not be swayed by tales of
weakness is games of chance. This makes her easy to hardship, but the bolder and more daring the
manipulate for those who know the secret, and she has adventure, the more likely she is to bankroll it.
financed many an adventure for those who think to ● An Interplanar Portal – Dougl keeps her cubic
word their proposition correctly. Particularly as gate carefully hidden, and only the most
humanity slips farther and father behind her and persistent will coax her into revealing its
mortality becomes an ever more distant memory, Dougl existence at all. For those who can garner this
fixates on living vicariously through those who can level of trust and cooperation, however, Dougl
engage in challenges that no longer pose a risk to her can provide an easy means of transport to a
directly. desired location.
● Villain – Dougl has no love for mortals, actively
Current Motives despises efreet, and views all other genies with
deep suspicion. She is not above playing groups
Dougl is always interested in major interplanar
off of one another, and if betraying a party
operations; the more daring the endeavor, the more
seems to her more exciting than following
she can remember the old thrill of excitement.
through on promises she has made to them, she
will do it.

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Long Term Motives Dougl
Medium undead, neutral
Dougl has lost all desire for the material wealth she
once coveted, and now craves only excitement. Such Armor Class 15 (natural armor)
excitement is impossible for her to attain herself, but Hit Points 82 (11d8 + 33)
she needs it like an addict, and, as time passes, she Speed 0 ft., fly 30 ft. (hover)
needs more and more spectacular examples to slake STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 13 (+1)
this hunger. She has begun to wonder if the tale of an
Skills Arcana +5, History +8, Perception +5
ultimate caper might pierce what is left of her essence
Damage Resistances acid, cold, fire, lightning, thunder;
and return her to a state where she can directly bludgeoning, piercing, and slashing from nonmagical
experience excitement again. attacks that aren't silvered
Damage Immunities necrotic, poison
Flaws Condition Immunities charmed, exhaustion, grappled,
Dougl suffers from random but growing amnesia paralyzed, petrified, poisoned, prone, restrained
regarding herself and her former life. Any time a Senses darkvision 60 ft., passive Perception 15
Languages Common, Ignan, Thieves’ Cant
character asks her a question that relies on her
Challenge 6 (2,300 XP)
knowledge of herself to answer, she must succeed on a
DC 10 Charisma check in order to answer it. She is Cunning Action. Dougl can take a bonus action on each of her
aware of these memory lapses and has a sense of turns in combat. This action can be used only to take the
growing despair because of them. Dash, Disengage, or Hide action.
Incorporeal Movement. Dougl can move through other
Dougl’s Gate creatures and objects as if they were difficult terrain. She
Wondrous item, legendary (requires attunement) takes 5 (1d10) force damage if she ends her turn inside an
object.
This cube is 3 inches across and radiates palpable magical Sneak Attack. Once per turn, Dougl can deal an extra 17
energy. It is identical to a normal cubic gate in all ways except (5d6) damage to one creature she hits with an attack if she
that a creature attuned to the item can change the planar has advantage on the attack roll.
destinations to which it is keyed by focusing on it during a
Sunlight Sensitivity. While in sunlight, Dougl has
long rest. This process is taxing, and the creature gains no
disadvantage on attack rolls, as well as on Wisdom
other benefits of a long rest while performing it.
(Perception) checks that rely on sight.

Actions
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 21 (4d8 + 3) necrotic damage. The target must
succeed on a DC 14 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to
0.

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The Hand
By: Jeff C. Stevens
Artist: Dean Spencer

A man who loves the thrill of the kill, The Hand is a


bounty hunter hired by the wealthy and feared by many.

Background
The Hand began his life in the military at a very young
age, though not willingly. He was forced into the service
of an evil overlord, unjustly recruited when the
overlord’s army pillaged The Hand’s small village. When
recruited, he was stripped of his birth name and given
his new name—The Hand.

During his time in the army, The Hand was trained in


multiple styles of combat. He learned that he enjoyed
the combat, but more so the killing. An evil coursed
through his veins, and he accepted it.

The overlord and its army were eventually defeated,


The Hand left pummeled and bloodied on the
battlefield. He was rescued by a small village of halflings
who nursed him back to health. He didn’t stay at the Current Motives
village long; his body, his soul, craved a return to
combat. The Hand lives for the thrill of the kill—taking on
assignments for the thieves’ guild or collecting bounties.
Traveling to the larger cities, he spent time in the
fighting pits, earning coin and a following of spectators The Hand can be used as an NPC as follows:
who enjoyed watching him fight. One of these
spectators, the head of a thieves’ guild, took notice of ● An Assassin – The Hand may have been
The Hand’s skill in the arena and approached him with contracted to kill one of the adventurers, or one
an offer. “I can make you wealthy, my friend,” said the of the party’s allies or family members.
spectator. “I don’t want to be wealthy,” replied The ● A Target – A noble or some other ranking
Hand. “I just enjoy the killin’.” individual may learn that they have been made
a mark of The Hand. This individual seeks out
A deal was made, and the thieves’ guild leader had a bodyguards, but, due to The Hand’s notoriety,
new assassin. Now, The Hand is hired out, with the doesn’t tell the adventurers they are a target of
leader acting as the primary point of contact. Client’s do The Hand.
not meet The Hand, nor should they want to. ● A Bounty Hunter – When The Hand isn’t tasked
with completing an assignment for the guild, he
often takes on bounty hunting missions. He may
require assistance with a large bounty. Or, one
of the characters may have a bounty on their
head.

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The Hand
Long Term Motives Medium humanoid (human), lawful evil
The Hand has no long-term motives. He is content with Armor Class 15 (leather armor +2)
his current situation. Hit Points 143 (22d8 + 44)
Speed 30 ft.

Flaws STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
The Hand fears dying slowly of old age or natural Saving Throws Str +9, Con +6
causes. So much so that he has become meticulous in Skills Athletics +9, Intimidation +5, Perception +6, Survival +6
Senses passive Perception 16
keeping his body, weapons, and gear clean. He spends
Languages Common, Halfling
hours at night cleaning his weapons and armor, Challenge 9 (5,000 XP)
primping his body, and keeping his head cleanly shaved.
This ritual, if someone were to learn about it, leaves The Archer’s Eye (3/Day). As a bonus action, The Hand can add 1d10 to
his next attack or damage roll with a longbow or shortbow.
Hand exposed.
Rarely does he make flesh-to-flesh contact with Grappler. The Hand has been trained in the way of hand-to-
anyone, choosing to wear gloves most of the time. He hand combat, including the skills necessary to hold his
enemies in close-quarters grappling. He gains advantage on
also carries bottles of alcohol and fresh, white linen
attack rolls against a creature he is grappling.
handkerchiefs, which he uses to clean surfaces and
utensils before eating. Indomitable (2/Day). The Hand rerolls a failed saving throw.

Second Wind (Recharges after a Short or Long Rest). As a


Silhouette bonus action, The Hand can regain 20 hit points.
Weapon (shortbow), very rare (requires attunement)
Actions
A plain-looking short bow made of soft pine. Multiattack. The Hand makes three attacks with his unarmed
strike, greataxe, or shortbow.
You gain a +1 to attack and damage rolls made with this
magic weapon. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 5) bludgeoning damage, plus 5 (2d4)
The shortbow has 3 charges. While attuned to it, you may use bludgeoning damage if The Hand has more than half of his
an action and expend one or more of its charges to: total hit points remaining.

● Cast invisibility on yourself (2 charges). Anything you are Greataxe +1. Melee Weapon Attack: +10 to hit, reach 5 ft.,
wearing or carrying is invisible as long as it is on your one target. Hit: 12 (1d12 + 6) slashing damage, plus 7 (2d6)
person. The spell has a duration of 1 hour and ends for if slashing damage if The Hand has more than half of his total
you attack or cast a spell. hit points remaining.
● Cast pass without trace (1 charge).
Silhoutte (shortbow)*. Ranged Weapon Attack: +7 to hit,
The bow regains all expended charges when you finish a long range 80/320 ft., one target. Hit: 5 (1d6 + 3*) piercing
rest. damage, plus 7 (2d6) piercing damage if The Hand has more
than half of his total hit points remaining.

Magical Arrows Reactions


The Hand carries the following magical arrows: Uncanny Dodge. The Hand halves the damage that it takes
from an attack that hits it. He must be able to see the
+1 arrow (6) attacker.
+2 arrow (5)
Arrow of Slaying (Halfling) *The Hand has several different arrows to choose from.

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Kringer
By Casey Bax
Artist: Eric Lofgren

At one time, Kylee Byers was a young jester in service


to Prince William of Harrowdale. Her body fused with a
demonic being and her soul became tainted. Now
known as “Kringer,” she haunts the lands of
Harrowdale, feeding on fear and terror, killing the
knights and nobles of the land.

Background
Kylee Byers was a homeless youth living on the streets.
She had a knack for showmanship and would routinely
perform in the market district to earn enough coin to
purchase a meal or two.

A prince was travelling through the streets when he


came upon Kylee performing in the market. He enjoyed
Kylee’s performance so much he asked the child to
accompany him. After spending some time together,
the prince offered to take the youth into his court as his
official jester.
From the shadows, Kylee raced forward. She picked
Kylee began performing at most of the royal up the staff discarded by the court wizard (who fled in
gatherings. She was soon dubbed “Kringer” by most terror). Boldly, Kylee stood between the prince and the
members of the court as her “blue” comedy would demon. The demon struck, the orb on the staff
cause most attendees to cringe during the punchlines. shattered, and a powerful surge of magical energy
exploded forth. The castle collapsed.
Since the prince did not have any children, he took
Kylee under his wing, taking the youth on hunts, Several days later, rubble began to stir. Kylee clawed
discussing the realm, and teaching her life lessons. her way out of the ruins of the castle; however, she was
Kylee no longer. The magic of the demon and the staff
One fateful evening, the prince was hosting the lords fused Kylee and the demon together. Now, this new
of the land for a banquet. A host of influential citizens being (whose name is spoken in whispers across realm
were there, including a group known as The Unfearing as “Kringer”) haunts the region, hunting down those
Knights. During the banquet a large demonic being who failed to defend her prince.
attacked the main hall. As it burst through the doors,
the prince called upon the Unfearing Knights to protect Current Motives
him and his wife.
Kringer is hunting down the people who attended the
fateful banquet, those who swore to protect the prince
The demon’s power shook the foundation of the
and fled in terror, including the Unfearing Knights. Once
castle, causing the roof to crumble. Instead of
she chooses her next victim, Kringer spends several
defending the prince, the Unfearing Knights and other
weeks tormenting and torturing the target before
attendees fled for their lives. A foul grin formed on the
devising a painful and humiliating death.
demon’s mouth. He approached the prince, preparing
to deliver a killing blow.

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Kringer
Medium humanoid (human), lawful evil
Kringer can be used as an NPC as follows:
Armor Class 16 (studded leather +1)
● A Boogey Man - Lurking in the shadows, perhaps Hit Points 55 (10d8 + 10)
hunting an NPC the characters need to interact Speed 30 ft.
with. STR DEX CON INT WIS CHA
● A Creature to be Saved - If the demon and Kylee 11 (+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 16 (+3)
can be separated, the players can save the youth. Saving Throws Dex +5, Wis +3, Cha +5
● An Uneasy Ally - maybe the characters are Skills Acrobatics +5, Persuasion +7, Performance +7
tracking the same NPC that Kringer is hunting or Damage Resistance bludgeoning, piercing, and slashing
damage from nonmagical attacks
maybe the characters agree with Kringer’s
Senses passive Perception 11
mission. Languages Common, Elvish
Challenge 3 (700 XP)
Long Term Motives
Spellcasting. Kringer is a 4th-level spellcaster. Her
By the time Kringer has succeeded in avenging the spellcasting ability is Charisma (spell save DC 13, +5 to hit
prince, the demon form will have taken such a hold on with spell attacks). She has the following bard spells
her psyche that she won’t be able to stop her killing prepared:
desires. She turns her attention on the citizens of the
Cantrips (at will): friends, mage hand, vicious mockery
realm, creating outlandish reasons why each need to
suffer. 1st level (4 slots): bane, charm person, dissonant whispers,
sleep, thunderwave

Flaws 2nd level (3 slots): hold person, invisibility, shatter

Kringer’s demon half feeds on fear and pain, so she Taunt (2/Day). Kringer can use a bonus action on her turn to
does everything in her power to extend the amount of target one creature within 30 feet of her. If the target can
time torturing one victim before moving onto the next. hear Kringer, the target must succeed on a DC 12 Charisma
saving throw or have disadvantage on ability checks, attack
She will also flee, rather than fight, if matched against a rolls, and saving throws until the start of Kringer’s next turn.
foe that shows no fear. Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320


ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions
Misty Escape (Recharges after a Short or Long Rest). In
response to taking damage, Kringer turns invisible and
teleports up to 60 feet to an unoccupied space she can see.
She remains invisible until the start of her next turn or until
she attacks, makes a damage roll, or casts a spell.

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Maug
By: Celeste Conowitch
Artist: Eric Lofgren

Maug is a dishonored demon seeking to redeem


himself in the eyes of his lord. He plies all his wit and
military prowess in pursuit of his ticket back to the
Abyss.

Background
Maug served for many decades as a military tactician in
the service of a minor demon lord. His talent for
rational planning sets him far apart from his chaotic
brethren, and he excelled in his post.

That is, until his final battle came when Maug called
for a tactical retreat. He returned to his lord and was
met with unholy fury. Maug was cast out and barely
managed to escape to the Material Plane with his life
intact.

The dishonored general now wanders the Material


Plane seeking a way to restore himself to his lord’s
favor. Since Maug possesses the unique ability to
maintain a cool rational demeanor, he has successfully
survived amongst the normal races, even forming
networks of contacts and allies.

Maug sells his services in any way he can, serving as a


sword for hire, a guide, or a demonic consultant, all the
while keeping watch for a worthy item or power source
to present to his lord.

Maug now leads a nomadic existence, wandering from Current Motives


town to town looking for leads, making sure never to Maug is attempting to find an item or power source
spend too much time in any one place. He fears drawing worthy of his lord. By hiring himself out to adventuring
the undue attention of blood thirsty adventurers or parties, he hopes to find a lead to such a prize.
other demons before he can complete his mission.
Maug can be used as an NPC as follows:
Maug pursues his quest with single-minded focus.
Comfort, material gain, and bloodshed hold no value for ● A Sword for Hire – Maug sells his services as a
him unless they are means to further his end. His only mercenary or bodyguard to adventuring parties.
truly prized possession is his greatsword, Rancor, which The more dangerous the quest the more likely
was a gift presented by his lord for past service. he is to come on board.
● A Fiendish Expert – Maug knows a great deal
about demons, devils, and other fiends from his
years of campaigning. He trades this
information for magical items.

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● A Cult Leader – Maug’s power and charisma Maug
may have earned him a leadership role of a Medium fiend (demon), chaotic evil
mortal cult.
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Long Term Motives Speed 40 ft.
STR DEX CON INT WIS CHA
Maug’s suffering will end only once he is re-embraced 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
by his demonic lord. He intends to acquire a treasure of Saving Throws Str +9, Con +9, Wis +7, Cha +7
great value and then return to service as a reinstated Damage Resistances cold, fire, lightning; bludgeoning,
general of the Abyss. piercing, and slashing from nonmagical weapons
Damage Immunities poison
Flaws Condition Immunities poisoned
The demon general is completely obsessed with his Senses truesight 120 ft., passive Perception 13
Languages Common, Abyssal, telepathy 120 ft.
goal. If he believes he has found the treasure he seeks,
Challenge 9 (5,000 XP)
he betrays everyone and everything to flee with it.
Innate Spellcasting. Maug’s spellcasting ability is Intelligence
(spell save DC 15, +7 to hit with spell attacks). Maug can
Rancor innately cast the following spells, requiring no material
Weapon (greatsword), rare components:

A black, magical poison ripples across the blade of this At Will: darkness, detect magic, dispel magic
magical greatsword. 1/day each: confusion, fly, power word: stun

You gain a +1 bonus to attack and damage rolls made with Magic Resistance. Maug has advantage on saving throws
this magic weapon. against spells and other magical effects.

When you hit a fiend with this weapon, the fiend takes an Actions
extra 3d6 slashing damage. For the purpose of this weapon, Multiattack. Maug makes four attacks: two with Rancor and
“fiend” refers to any creature with the fiend type. two with his fists. Alternatively, he makes two attacks with
Rancor and casts one spell.

Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit: 7 (2d4 + 2) bludgeoning damage.

Rancor – Greatsword. Melee Weapon Attack: +10 to hit,


reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage,
plus 10 (3d6) additional slashing damage if the target is a
fiend.

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Alex Tarasov (Order #18853605)


Sir Gorsethorn the Warden
By: Hannah Rose
Artist: Dean Spencer

Sir Gorsethorn is a guardian of the natural order,


dedicated to serving the fey spirits of the forest and
hunting down those who defile the wilderness.

Background
Sir Gorsethorn is a consummate knight, but his knightly
vows are dedicated not to the laws of civilization, but
the preservation of the wilderness. Instead of fighting
for a king or country, he serves the fey guardians of the
forests and mountains, enforcing justice in the name of
nature itself. He roams the woodlands atop his
steadfast companion, the war panther (see below) he
calls Nox, and listens to the whispers of local nature
spirits who alert him to trespassers with nefarious
intentions.

Within the forests that Sir Gorsethorn protects, Sir Gorsethorn can be used as an NPC as follows:
travelers may be punished for cutting wood from a live
tree, killing game for sport, or engaging in acts of • A Protector of the Forest – Sir Gorsethorn
violence against any of the sentient creatures of the doesn’t agree with the misuse of nature or the
forest. If the travelers appear merely ignorant, Sir killing of animals for sport.
Gorsethorn may issue a single warning, restraining a • A Guide – Sir Gorsethorn acts as a guide as long
creature if necessary to deliver an ominous promise of as the characters are respectful of nature.
retribution for harming the local flora and fauna. If the • A Villain – Sir Gorsethorn may not agree with
intruders purposefully harm the beings of the forest, Sir the actions of a group of loggers or a newly
Gorsethorn strikes swiftly and without mercy. founded village who misuse the land.
Conversely, he may assist travelers who are friends of
the fey, or who show proper respect for nature, guiding
them through the wilderness and protecting them from
Tactics
fey mischief and dark magic that sometimes lurks in If Sir Gorsethorn attacks the characters, he fights until
ancient groves. reduced to half his total hit points, then warns the
characters to leave the area and never return under
Current Motives pain of death. If he is reduced to fewer than 50 hit
points, he attempts to retreat and warns the characters
Sir Gorsethorn’s primary objective is to defend the that killing him will bring down the wrath of the fey.
wilderness—specifically, his area of the forests and Negotiation to convince him that no harm was meant
mountains—from those who threaten the harmony and requires a successful DC 15 Charisma (Persuasion)
balance of nature. He has no taste for needless check; if he is persuaded of the characters’ sincerity, he
violence—like the bloodshed of the wars between insists on escorting them through the forest to ensure
humanoids—but his duty is to make an example of they don’t despoil the forest any further. If Nox is
those whose encroach upon the sanctity of the wilds, to killed, however, he fights to the death.
ensure that others don’t make the same mistakes.

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Alex Tarasov (Order #18853605)


Long Term Motives
Civilizations rise and fall, building lavish structures and
destroying them in pointless wars, but nature embodies
an eternal cycle of balanced growth and rebirth. Sir
Gorsethorn is skeptical that his fellow humanoids can,
as a whole, live peacefully amidst the natural world, but
he would like to train a successor—or several—who can
carry on his work and perhaps even teach others to live
in harmony with the fey, flora, and fauna of the
wilderness. Such a successor would be one who
believes that all sentient beings—not just humanoids of
their own race—deserve to be treated with respect.

Flaws
Sir Gorsethorn likes to believe that he is an essential
part of the balance between nature and local
humanoids; he is comforted by the thought of his own
importance, which fuels his sense of duty. He is fierce in
the protection of his territory, and prefers to make a
clean kill rather than leave an enemy alive to cause
trouble later, though fey-inspired punishments may also
tend towards the macabre. Despite the fact that he was
originally born in a city (a fact which he tries to forget),
he views all city dwellers as out of tune with the world,
unable to comprehend the greater meaning of life or
truly appreciate the beauty that exists in the natural
world.

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Sir Gorsethorn War Panther
Medium humanoid (human), chaotic good Large beast, unaligned
Armor Class 19* (Cold Iron Plate) Armor Class 18 (plate barding)
Hit Points 143 (22d8 + 44) Hit Points 105 (14d10+28)
Speed 30 ft. Speed 60 ft., climb 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 15 (+2) 3 (–4) 14 (+2) 7 (–2)
Saving Throws Str +9, Con +6 Saving Throws Str +8, Con +5
Skills Athletics +9, Intimidation +6, Perception +6 Skills Perception +5, Stealth +8
Senses passive Perception 16 Senses passive Perception 15
Languages Common, Dwarvish Languages --
Challenge 10 (5,900 XP) Challenge 5 (1,800)

Aura of Warding. Sir Gorsethorn and allies within 10 feet of Keen Smell. The war panther has advantage on Wisdom
him have resistance to damage from spells. (Perception) checks that rely on smell.

Indomitable (2/Day). Sir Gorsethorn rerolls a failed saving Pounce. If the war panther moves at least 20 feet straight
throw. toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 15 Strength
Nature’s Warden. As an action, Sir Gorsethorn can cause saving throw or be knocked prone. If the target is prone, the
spectral vines to ensnare a creature within 30 feet of him that war panther can make one bite attack against it as a bonus
he can see. The creature must succeed on a DC 13 Strength action.
saving throw or be restrained. While restrained by the vines,
the creature repeats the saving throw at the end of each of Actions
its turns. On a success, it frees itself and the vines vanish. Multiattack. The war panther makes two claw attacks, or one
claw attack and one bite attack.
Second Wind (Recharges after a Short or Long Rest). As a
bonus action, the Sir Gorsethorn can regain 20 hit points. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Actions
Multiattack. Sir Gorsethorn makes three attacks with its Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
greatsword or its shortbow. Hit: 9 (1d8 + 5) slashing damage.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
damage if Sir Gorsethorn has more than half of his total hit
points remaining.
Light Crossbow. Ranged Weapon Attack: +6 to hit, range
80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage, plus 7
(2d6) piercing damage if Sir Gorsethorn has more than half of
his total hit points remaining.

Cold Iron Plate


Armor (plate), very rare

You have a +1 bonus to AC while wearing this armor

Cold Iron Plate protects its wearer from dark fey powers. Fey
creatures have disadvantage on attack rolls against a creature
wearing cold iron armor.

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Alex Tarasov (Order #18853605)


Willan Weke
By: D.W. Dagon
Artist: Dean Spencer

Though sporting naturally handsome features and


beauteous straw-blonde hair, this villager has a foul
expression and a worse aura. Willan Weke is a
misanthropic worm of a human, whose bitter
resentment at never becoming a hero has led many a
low-level party to their doom.

Background
In his early teens, Willan missed his opportunity to
become a hero. During a local disaster, Willan’s
cowardice led to more lives being lost, and as a result
he was shunned by his village. To worsen the sting, a
young milkmaid received accolades and mentorship by
a regional hero for selflessly rescuing a dozen people
from that same disaster. Ever since that day, Willan has
blamed the world for his misfortune and personality
shortfalls. Eventually, his skewed logic took a dark turn.
moment to be a hero), Willan spends his days at the
He began to believe that he was something of a notice board, waiting to meddle in adventurers’ destiny
“dormant hero,” who just needed the right opportunity as an agent of foul fortune.
to save the day and receive the praise he deserved.
Being excluded from all work aside from menial, tasks, Current Motives
Willan eventually found out how he could use this social Willan has a collection of “Treat” bounties (bounties
standing to his advantage. As the caretaker of notice that are as listed), and “Trick” bounties (extremely
boards on the outskirts of town, Willan used the dangerous bounties which he has rewritten to appear
bounties to cultivate his deceitful and manipulative as low-challenge, high reward bounties). If adventurers
nature when “assisting” adventuring parties. task Willan with holding onto something of value while
they go on a bounty, he often sends them on Trick
Now a master of lies, Willan exploits the naive
missions and hopes they die in the process. Most often,
goodwill of heroes. Through misinformation and bounty Willan—the despicable creature—will just send people
forging, he sends adventurers he dislikes to their doom. to their doom on a whim. How many of these missions
Often Willan will offer to “hold onto” special items from Willan sends the party on, and how many player
a party, only for him to send them on their way to kill character deaths happen before Willan shows his hand,
giant rats when in actual fact they are headed straight is entirely up to the DM.
into a powerful demon’s lair.
Willan has underworld contacts and, as a result,
Over time Willan has amassed a small collection of knows how to sell a hot item on the black market, and
trinkets and items from imperceptive adventurers that may know of important information to the party. If the
have fallen to his insidious trickery. He hoards these party enquires about a specific item, Willan may
items in a place he calls Willan’s Warren; a hidden hovel produce a new Trick bounty to ensure they take the
in the swamp. bait.
Now in possession of enough spell scrolls and magic
items to be a formidable foe (although he lies to himself
that he’s just equipped and waiting for the right

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Alex Tarasov (Order #18853605)


Willan Weke
Willan Weke can be used as an NPC as follows: Medium humanoid (human), chaotic evil

● A Quest Giver – Willan is known to at least be Armor Class 13 (leather under-armor)


Hit Points 40 (9d8)
consistent with the actual giving of quests.
Speed 30 ft.
Willan’s notice board always has a quest
STR DEX CON INT WIS CHA
available. 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
● An Underworld Spy, Contact and/or Fence – Saving Throws Int +6, Wis +4
Willan knows how to get rid of stolen goods, Skills Deception +6, History +6
and how to acquire them. Secrets are as a valid Senses passive Perception 11
trade as any, and Willan doesn’t shy when using Languages Common, Dwarvish, Elvish, Halfling
vital information to manipulate adventurers for Challenge 6 (2,300 XP)
his own needs.
● An Assassin – if the campaign needs an Spellcasting. Willan has stolen or “inherited” enough scrolls
to equate to a 9th-level spellcaster. If killed, only three spell
unsuspecting assassin, Willan is up to the job.
scrolls (from the list of following spells) remain for players to
His technique is to send the targets on a simple- loot; in addition to his carried magical items. Willan’s
yet-high-paying bounty, then later ambushing spellcasting ability is Intelligence (spell save DC 14, +6 to hit
them as they recover from the Trick bounty’s with spell attacks). Willan’s spells are flavored as if he has a
lethal encounter. collection of single-use magical items such as spell scrolls,
thrown bottles of dragon poison (poison spray) or a modron
device which explodes into a cloud of daggers. These
Long Term Motives manifest as the following spells:
Regardless of Willan’s delusion of being a dormant
hero, he has a recurring daydream of seeking out the Cantrips (at will): acid splash, mage hand, poison spray,
prestidigitation
milkmaid and her mentor and destroying them both.
Any heroes who remind him of these two, Willan is 1st level (4 slots): mage armor, magic missile, unseen servant
more than happy to assist into the grave.
2nd level (3 slots): cloud of daggers, misty step, web
Flaws
Besides every aspect of his personality, Willan’s main 3rd level (3 slots): fireball, stinking cloud
flaw is bitterness. It is the cornerstone of what drives
4th level (3 slots): Evard’s black tentacles, stoneskin
him, and it is the weakness that can bring about his
vulnerabilities. Evil or intimidating player characters can 5th level (2 slots): cloudkill, conjure elemental
easily slide into his social blind spot if he regards them
as a like-minded embittered individual. This Is Mine Now! Willan possesses a magical blowgun called
Nadelwerfer and another item from the following list: Bracers
Tactics of Separation, Dream Locket, or Mindskip Strobe-Globe
Willan Weke’s magic items are intended to make heroes
feel weak (Dream Locket), fake dying and slither away Actions
after heroes move on (Bracers of Separation), use Nadelwerfer. Ranged Weapon Attack: +5 to hit, range
heroes might against them (cursed needles), and his 25/100, one creature. Hit: 1 piercing damage.
obsession with still wanting to feel like a hero (Mindskip
Strobe-Globe).

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Nadelwerfer (and cursed splinters)
Magical Ranged Weapon (blowgun) with magical Dream Locket
ammunition, uncommon (requires attunement) Wondrous item (necklace), rare (requires attunement)
This old, wooden musical pipe is intricately crafted to appear A large opal amulet attached to a fine silver chain. When
to have twisted faces and hands intertwined along the sides. staring at the opal for long enough, one’s mind becomes
The needle-like splinters of wood that serve as blowgun groggy, and waking dreams may arise.
ammunition for the Nadelwerfer are as equally ancient as
their vessel; each 4-inch splinter is stained maroon from an This item has 3 charges. You can use an action to activate the
evil ritual, lost to the seasons of time. item, causing all creatures within a 15-foot radius of you to
make a DC 14 Wisdom saving throw. On a failure, targets deal
A creature hit by one of Nadelwerfer’s needles is cursed with only half damage with weapon attacks that use Strength and
a blood bond to the person whose lips launched the needle. can only use half their movement until the effect ends.
While cursed in this way, any damage done to the person Targets can repeat the saving throw at the end of each of
attuned to Nadelwerfer is done to the cursed target instead, their turns, ending the effect on themselves on a success.
and any healing done to the cursed target goes to the person
attuned to Nadelwerfer instead. This curse lasts until the The amulet regains 1 charge if you stay awake for 3 nights in
blood bonded pair are at a distance of 100 feet or further a row.
from each other.

If the players get a hold of this weapon, Willan has 1d3 Mindskip Strobe-Globe
cursed splinters left. Wondrous item, rare (requires attunement)

A small item which looks like something between a


ceremonious censer and a driftglobe. It is a highly defensive
Bracers of Separation possession drone that allows the defender a chance to
Wondrous item, rare (requires attunement) possess their attacker for an instant.

A pair of light tan arm bracers with half of an interlocking You can use an action to activate this globe, causing it to
talisman wired to each arm. hover above you for 1 minute. When a hostile creature
willingly moves or attempts to take an action, the globe
You gain +1 AC while wearing these magical bracers. delivers a barrage of magical flashes at them. The target must
succeed on a DC 14 Charisma saving throw. If failed, you can
These bracers have 2 charges. You can use an action and use your reaction to possess the target’s body until the end of
expend 1 charge to activate the bracers and have one arm the target’s turn. If possessed, the original action that
immediately blown off at random. When this happens, triggered the strobe effect is cancelled, and you can
though bloody, it deals no damage to you. When separated, command the target to take another action. If either you are
you do not have control of your missing arm, however whilst killed during this time, your soul is trapped in the target’s
wearing the bracer, you will always know where it is. body. Only a wish spell can reverse this effect.
Reattaching the separated arms requires 1 charge. After using the globe 6 times, it explodes into silvery mist,
destroying the item forever.
The bracers regain 1 charge every 7 days.

Willan Weke uses this item to distract his enemies – activating


the bracers, which explode and dismember his arm. He then
scurries away, only to return later to gather his arm and
reattach it.

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Alex Tarasov (Order #18853605)


Zaro-zoan
By Janek Sielicki
Artist: Dean Spencer

Zaro-zoan is a martial arts master and philosopher who


serves a devil overlord. Balance must be maintained,
whatever the cost!

Background
Tieflings are often born in secret. Their parents love
their new child but simultaneously are scared of them
and of the community’s reaction. Some tieflings are
lucky to grow up in a cosmopolitan society, others are
often banished or worse.
Zaro-zoan’s parents fled in the middle of the night and
took the boy to an Old Order’s monastery. They never
saw him again.

The monks named the new acolyte Zaro-zoan, which


means “Lost but Found.” The boy trained hard and
excelled at both physical and spiritual training.
However, he also showed an uncanny ability to twist
the Order’s teachings.

It started slow, with Zaro-zoan’s increasing popularity


with other students. He was always first to help, always
ready to spend time with weaker students. Under his deeds spurn agents of good to action and that he, Zaro-
tutelage, they became the best at the monastery. zoan, must become the agent of Nine Hells.
Initially, the masters were pleased. Zaro-zoan trained
hard, took his lessons and failures well, and always When the Old Order masters confronted Zaro-zoan,
strived for perfection. Too late did the masters notice he refused to fight, gathered his acolytes and made to
that Zaro-zoan’s influence over the students was leave the monastery. The grandmaster wouldn’t allow
greater than theirs. Too late did they discover that that and challenged Zaro-zoan to a duel. Although the
something had clouded their eyes and minds. young tiefling lost his tail, he won—and left the master
alive. After all, killing her was unnecessary. Such a deed
The monks confronted Zaro-zoan and his disciples and would have introduced too much chaos into the world.
the terrible truth was revealed. Years before, during
meditation practice, the young tiefling gazed too deep Zaro-zoan and his acolytes left and soon established
into his own soul and discovered faint traces of his their own, secret, order: the Dark Balance.
hellish ancestor. Curious, he followed the path and soon
met a powerful presence: Matzithir, a pit fiend,
Mephistopheles’ ill-favored ex-general. The fiend
Current Motives
crushed Zaro-zoan’s will and began to poison his soul, Zaro-zoan and his monks are actively searching for more
all the while providing useful lessons and advice. The acolytes and once they locate a suitable candidate, they
devil was also able to cloud the minds of the monks at use any means necessary to induce them into the sect.
the monastery. Moreover, Zaro-zoan spends most of his time
“communing with the universe” (receiving instructions
Matzithir posed as a wise and misunderstood Keeper from his devilish master). Occasionally, the pit fiend
of Balance. He presented Zaro-zoan a convoluted theory gives his followers a mission, typically a surgical strike
involving the forces of good and evil, explaining that evil directed at a temple of a good-aligned deity.

17 | Savage Encounters: Villains & Lairs III Free

Alex Tarasov (Order #18853605)


Zaro-zoan
Zaro-zoan can be used as an NPC as follows: Medium humanoid (tiefling), lawful evil

● A Source of Secrets - While searching for vital Armor Class 15


information, the player characters might hear of Hit Points 32 (5d8+10)
a secluded monastery, where a wise monk lives. Speed 40 ft.
Zaro-zoan might have the information, but he STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 15 (+2) 14 (+2) 15 (+2) 14 (+2)
only shares it if the heroes do something for
Saving Throws Wis +5, Cha +5
him—something against their creed. Skills Acrobatics +6, Athletics +5, Persuasion +5, Stealth +6
● A Teacher - A monk or rogue character, Damage Resistance bludgeoning, piercing, and slashing
particularly one following the Way of Shadows damage from nonmagical attacks
or Assassins may want to seek Zaro-zoan to Senses darkvision 60 ft., passive Perception 12
improve their skills or gain new abilities. At the Languages Common, Infernal
Challenge 5 (1,800 XP)
monastery, they learn his agenda—will they join
his cult, or fight against it? Cunning Action. On each of his turns, Zaro-zoan can use a
● A Villain - People talk about masked, highly- bonus action to take the Dash, Disengage, or Hide action.
trained killers who, when the stars are right,
descend on unsuspecting towns and villages, Devil’s Servant. Zaro-zoan has advantage on Wisdom and
Charisma saving throws. He also makes Charisma
snatching peasants and noblemen alike, burning
(Persuasion) checks with advantage.
and desecrating temples. No one knows where
they are taken, but divination spells suggest a Unarmored Defense. While Zaro-zoan is wearing no armor
shadow growing in the mountains. The heroes and wielding no shield, his AC includes his Wisdom modifier.
might be looking for a friend who was taken this
way. Actions
Multiattack. Zaro-zoan makes four attacks, each of which can
be an unarmed strike or a dart attack. He can also use
Long Term Motives Shadow Jaunt once, either before or after one of the attacks.
Zaro-zoan wants to become the master of a huge and
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft.,
influential cult. He sees himself receiving emissaries one target. Hit: 6 (1d6 + 3) bludgeoning damage.
from kings and queens, who seek his aid in “restoring
the balance.” Dart. Ranged Weapon Attack. +6 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
Flaws Shadow Jaunt. Zaro-zoan magically teleports, along with any
Zaro-zoan has two major flaws: his connection to the equipment he is wearing or carrying, up to 30 feet to an
devil Matzithir and his belief that he is an important unoccupied space he can see. Both the space he is leaving
element of the cosmic scales of Balance. and his destination must be in dim light or darkness.

Constant communion with the pit fiend connected Reactions


Zaro-zoan’s soul to the 4th layer of Hell. Should this link Hellish Rebuke (2/Day). Zaro-zoan points his finger, and the
be severed, the tiefling will lose some of his abilities, creature that damaged him that is within 60 feet is
purpose and—probably—his mind. In game terms, this momentarily surrounded by hellish flames. The creature must
means that Zaro-zoan loses his resistances and The make a DC 12 Dexterity saving throw. It takes 11 (2d10) fire
damage on a failed save, or half as much damage on a
Devil’s Servant trait. He also acts as if under the effects
successful one.
of confusion.

Zaro-zoan also believes in his mission, but if someone


manages to point out the flaws in his logic or proves
that he is just a puppet in the hands of a devil, followers
might abandon him and Zaro-zoan will be undone.
18 | Savage Encounters: Villains & Lairs III Free

Alex Tarasov (Order #18853605)


Dark Balance Monastery If visitors follow the rules and fight the monks in
succession, other guards don’t interfere. If visitors gang
Map: Dyson Logos up on a guardian, try to rush through, or disturb the
peace, they join the fight and try to warn the monks
Zaro-zoan’s hideout is slowly turning into a real inside.
monastery. Monks train, rest, and receive their missions,
while in the highest chamber Zaro-zoan meditates and The guardians don’t talk about it, but visitors are also
communes with his master. allowed to sneak past the monks in the niches (which
requires three Stealth checks against their passive
Area 1 Perception scores). Getting in this way is actually
Wide, worn stairs lead down into the monastery. considered “the best way.” If visitors avoid the
Murmured moans echo in darkness, and unless a guardians this way, the monks treat them with respect
creature is praying (doesn’t matter to which deity), all and the visitors gain advantage on Charisma checks
Charisma checks involving speaking are made with when interacting with them.
disadvantage. The stairs are unlit and guarded at all
times: Door
Massive brass doors block the way inside. THey are
● Two monks (acolytes (CR ¼: MM, p 342) and a unlocked but very heavy. Opening the doors requires a
guard (CR 1/8; MM, p 347) with Stealth +3) successful DC 10 Strength (Athletics) check.
stand before the entrance.
Ancient carvings of mythical creatures and events
● A scout (CR ½; MM, p 349) is in the first niche.
cover the surface. A successful DC 18 Intelligence
● A thug (CR ½; MM, p 350) is in the second
(History) or Wisdom (Religion) check reveals that
niche. millennia ago this place must have been a shrine
● A berserker (CR 2; MM, p 344) is in the last devoted to Asmodeus (Zaro-zoan doesn’t know that).
niche.
● These guards are always species who have
Area 2
darkvision out to a radius of 60 feet.
This area is a large cavern with a shallow pool of ice-cold
The monks outside can be convinced to let visitors in, water in the middle. There is an opening in the ceiling,
which requires a successful DC 13 Charisma (Persuasion and during the day a shaft of light moves across the
or Intimidation) check. They warn the visitors that only area. Formal duels are fought within the area it
“the worthy” can enter the monastery, which means illuminates, typically when it falls upon the pool.
they must go past the guardians. If the characters
succeed the check by 5 or more and the visitors used The monks spend most of their days here, training,
reasonable arguments (or mentioned “maintaining the planning, doing chores, and meditating. There are
balance” or Zaro-zoan’s name), one of the monks training dummies along the walls, a sparring area, and a
escorts the visitors to Zaro-zoan, but they are stripped small shrine to “the balance.”
of all weapons, spell component pouches, foci, etc.
Usually, there are ten monks here: five acolytes (CR
The Trials 1/4; MM, p 342), three guards (CR 1/8; MM, p 347), a
As visitors go down the stairs, each monk challenges berserker (CR 2; MM, p 344), and a veteran (CR 3; MM,
them to a duel. Visitors can appoint up to two p 350).
champions per fight. The monks don’t fight to the death
Twice a day—at noon and at midnight—Zaro-zoan
and don’t kill visitors. If a visiting party’s champions
gathers everyone at the foot of the stairs and delivers a
reduce a guard to 25% of its hit points, the monk bows
and allows the visitors to descend and face the next sermon.
guardian. If a monk is victorious, they ask the visitors to
leave, but they can return the following day and try Area 3
again (but Zaro-zoan will be expecting them). This area is used for storage and as a kitchen. Here two
monks, a half-ogre (CR 1; MM, p 238) and a kenku (CR
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Alex Tarasov (Order #18853605)


1/4; MM, p 194) prepare meals for their fellow The Trap
students. They bicker all the time and the doors to Area A magical trap—a gift from Zaro-zoan’s patron—
2 are almost always closed. There is a large gong just protects the door. The trap activates if someone opens
outside the kitchen, used for signaling mealtimes. the door without saying the correct passphrase in
Infernal. The code phrase is: Perfectly balanced, as all
Area 4 things should be. The trap also activates if the thieves’
tools check fails by 5 or more. Only a few selected
This cave serves as a sleeping area for Zaro-zoan’s
monks know the passphrase.
students. There are low niches in the walls, which were
once used for burials. The room is humid, and herbal
Upon activation, the trap targets the trespasser with
scents permeates the air.
phantasmal killer (spell save DC 14). Instead of seeing
their worst fear, they see a group of infernal monks that
A copse of fungi grows in the middle of the cavern.
emerge from the shadows, attacking and harassing
Once per day, Zaro-zoan treats them with water from
them.
the pool of darkness, infusing their spores with magic.
Anyone who spends a long rest here must succeed on a
The target must make a DC 12 Wisdom saving throw.
DC 14 Wisdom saving throw or become particularly
On a failed save, the target becomes frightened for 1
susceptible to Zaro-zoan’s “teachings.” The targets have
minute. At the end of each of the target’s turns, before
disadvantage on all Charisma saving throws against him
the spell ends, the target must succeed on a Wisdom
and on their own ability checks involving persuading,
saving throw or take 4d10 psychic damage. On a
arguing, or talking to Zaro-zoan. The effect extends to
successful save, the spell ends.
Area 5.
The trap resets every day at midnight.
Area 5
New recruits are kept here until their will has been Area 7
broken and they “volunteer” to join the sect. There are
two to four people here, because Zaro-zoan is careful Fake door
and doesn’t want to deal with a slave rebellion. Zaro- The only way into this room is through Zaro-zoan’s
zoan visits new recruits every day and sometimes takes chamber. The doors in front of the stairs are fake. They
them to the main chamber to train with other monks. are ornate and impressive, but fixed to the wall. Anyone
with a passive Perception of 18 or higher notices this
A heavy iron-barred gate blocks entry to this area. It is immediately, or after a successful DC 14 Intelligence
opened with a lever located on a wall in Area 4, 10 feet (Investigation) check.
from the door.
A swarm of insects (CR ½; MM, p 338) inhabits the
Area 6 door. It attacks anyone who tries to open the door or
leans against it.
This area is Zaro-zoan’s austere personal chamber. Here
the cult’s leader rests and gives private sermons to his This room contains weapons, armor, and alchemical
followers, usually one per hour. There is nothing of supplies the monks use during their missions as well as
value here; Zaro-zoan leads a truly ascetic life. the loot they bring back.
Additionally, there is a cage in a corner, where Zaro-
The door to this chamber is never locked, but the one zoan keeps particularly valuable prisoners—ones he
to Area 7 is locked and trapped; Zaro-zoan has the key. can’t convert to his cause or people he was hired to
The door can be also opened with a successful DC 18 kidnap.
Dexterity check using thieves’ tools.
There is also a small alchemical laboratory, where an
imp (CR 1; MM, p 76) named Akuchina toils preparing
flasks of alchemical fire, healing potions, and smoke
bombs. One of his eyes is an elemental gem (see
below).

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Alex Tarasov (Order #18853605)


Treasure
2,000cp in 50 cp pouches
1,000 sp in 10 sp pouches
100 gp in a small chest, which also contains a pair of
engraved bone dice (25gp), a copper chalice with silver
filigree (25 gp), a gold locket with a painted portrait
inside (35 gp), a small gold bracelet (25 gp)
Potion of greater healing,
Mariner's armor (padded)
Elemental gem (earth) (one of the imp’s eyes)
5 x alchemical fire
2 x basic poison
5 x vial of acid

There are also mundane weapons and armor, ropes,


grappling hooks, sets of clothes (for disguises), and
adventuring supplies.

Area 8
There is an opening in the cave’s ceiling here. Both day
and night, the pool reflects an ink-black sky where a few
red stars glint. A closer inspection reveals they are not
stars, but flames, and the longer you stare into them,
the bigger they grow.

This place is a nexus of dark powers, and Zaro-zoan


spends most of his free time here, practicing martial
arts and meditating in the pool.
The dark water is only 3 feet deep. It is also poisonous
(DC 15 Constitution saving throw or become poisoned
until the target finishes a short or long rest). This is a
localized magical effect, and the water that flows out of
the cave is actually clear and safe to drink.

Anyone who spends 1 hour submerged in the liquid


can establish a mental connection with Matzithir. If they
succeed at a DC 21 Wisdom saving throw against fear,
they can communicate with the pit fiend as if using the
message spell.

Zaro-zoan is particularly dangerous here, as the devil


tries to support its follower. Double Zaro-zoan’s hit
points if he fights here, or up to 1 hour after meditating
in the area.

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Alex Tarasov (Order #18853605)


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Alex Tarasov (Order #18853605)


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Alex Tarasov (Order #18853605)

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