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Hand of Nakresh

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Hand of Nakresh
Credits
Designer: Jeff Lee with Mike Welham and Jon Sawatsky
Developer: Jim Groves
Editor: Steve Winter
Cover Artist: William O'Brien
Interior Artists: Subroto Bhaumik, Ramon Ignacio Bunge, Russell Jones, Jason Juta
Layout and Graphic Design: Marc Radle
Fantasy Grounds Digital Edition: Linda Buth
Roll20 Digital Edition: Nic Bradley
Shard Tabletop Digital Edition: Haley Howard
Director of Digital Growth: Blaine McNutt
Art Director: Marc Radle
Editorial Director: Thomas M. Reid
Director of Operations: T. Alexander Stangroom
Publisher: Wolfgang Baur

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No other portion of this work may be reproduced in any form without permission.

©2021 Open Design LLC.

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Forty-Fingered Nakresh is the simian demon‑god Leaders, Organization,
of wizards and thieves. His eight hands grasp all
there is to take and hold tight. It is said he reserves
and Goals
his lowest left hand for the boldest and most The undisputed leaders of the Lower Left Hand of
daring of his thefts. And his cult—a pentarchical Nakresh are the Five Exalted, the five most devoted
assemblage of the region’s most infamous scoundrels and larcenous members of the cult—the five fingers
and their followers—revere their god by emulating of the hand, as it were. Each remains in a position
this behavior. These five crime lords plot the most of power until he is unable to properly bestow
spectacular thefts in order to appease their deity and adoration upon the name of Nakresh. For the cult,
outdo the other members of their organization. adoration means theft. The bigger and more daring

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the heist, the greater the respect and admiration Languages Common, Deep Speech, Undercommon
gained by the perpetrator and in turn bestowed Challenge 10 (5,900 XP)
upon Nakresh. One of the five is chosen every eight
years to be the High Exalted, highest of the five and Dark Dweller. Lord Vermin has disadvantage on attacks
the one who directs the cult in its activities. and ability checks made in direct sunlight.

On that occasion, the crime lords compete to see Evasion. When Lord Vermin makes a saving throw that
normally halves damage on a success, he takes no
who can commit the greatest theft. Their efforts are
damage with a success and half damage with a failure.
judged on the value of loot (stolen magic is prized
Hurried Scurry. Whenever Lord Vermin takes a dash
above all else), the infamy of the crime, and the style
action, he can immediately dash again as a bonus action.
in which it was committed. Each crime lord is the
Shadow Attack. Lord Vermin's dagger attacks do an extra
head of an ardent group of followers that carry out 21 (6d6) damage against targets that can't see him.
their leaders’ nefarious plots with zeal. These lesser
cult members cast secret ballots to determine which ACTIONS
of the five becomes the High Exalted for the next Multiattack. Lord Vermin makes three dagger attacks.
eight years. Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft.,
The Five Exalted are fiercely competitive and do one target. Hit: 6 (1d4 + 4) piercing damage plus 17
whatever is necessary to surpass their fellows in this (5d6) poison damage and the creature is poisoned until
contest. Sabotage and double-dealing are expected. the end of Lord Vermin's next turn; a successful DC 15
At times, two of the Five may join forces, usually Constitution saving throw halves the poison damage and
when one with little chance of winning throws in prevents the poisoned condition.
with another of the Five, expecting favors in return Shadowy Chitin (recharge 5‒6). Lord Vermin’s carapace
swirls with shadow. For 1 minute, Lord Vermin can choose
should his aid help achieve a win. The inviolate rule
to become invisible at the end of each of his turns.
of the contest is that none of the members shall kill
another or betray another to the authorities. In fact, REACTIONS
should one be captured, the others are duty‑bound Uncanny Dodge. When Lord Vermin is hit by an attacker
to attempt a rescue if the possibility exists. When he could see, the damage is halved.
one of the positions of the Five becomes vacant—
whether due to death, expulsion, or capture without Lord Vermin stands four feet tall, and his skin and
hope of rescue—the other four vote to raise a carapace are an oily, tan color. Glittering black eyes sit
promising member of the cult to the position. beneath long antennae and an unusually thick mop
of black hair, which he keeps coiffed in fashionable
style. He dresses in the fashion of a dilettante noble,
LORD VERMIN eschewing all ornamentation except his signet ring
Small monstrosity, neutral evil and the silver and ebony scabbards for his weapons.
Armor Class 17 (natural + leather armor) Lord Vermin is the most recent ascendant to the
Hit Points 88 (16d6 + 32) Five. A young and ambitious cult member, he rules
Speed 30 ft., climb 20 ft. in a subterranean lair beneath a large city, leading
a contingent of larcenous roachling followers. His
STR DEX CON INT WIS CHA initial crimes involved invading sites through sewers,
10 (+0) 18 (+4) 14 (+2) 14 (+2) 8 (‒1) 12 (+1) moats, cellars, and other such entrances. Boiling up
from below, Lord Vermin and his followers would
Saving Throws Dex +8 scuttle in and loot whatever they could, disappearing
Skills Sleight of Hand +8, Stealth +8 back down the dark holes from whence they came
Damage Resistances poison loaded with ill-gotten gain.
Condition Immunities poisoned When the wealthy became wise to this approach—
Senses darkvision 60 ft., tremorsense 10 ft., passive barring sewer grates, sealing tunnels, and placing
Perception 13 cellar guards—Lord Vermin switched tactics and

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Hand of Nakresh

came in from above. His crew scaled walls and Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
went in windows and skylights. When his targets one target. Hit: 7 (1d6 + 4) piercing damage.
guarded against this tactic, he simply went further Frost Bomb. Ranged Weapon Attack: +8 to hit, range
afield, finding new marks in foreign cities. If these 30/120 ft., one target. Hit: 26 (4d12) cold damage.
Whether the attack hits or misses, all creatures within
new targets had ever heard of him it was usually in
10 feet of the bomb’s target must make a successful DC
exaggerated tales and hearsay. They learned soon
17 Consitution saving throw or be magically slowed (per
enough, and Vermin’s name became a curse on the the slow spell) until the end of Master Kiprak’s next turn.
lips of the wealthy.
Fire Bomb. Ranged Weapon Attack: +8 to hit, range
Lord Vermin is the most ambitious of the 30/120 ft., one target. Hit: 26 (4d12) fire damage.
Five. His heists are always grand in scale. He is Whether the attack hits or misses, all creatures within 10
determined to win the next contest and become the feet of the bomb’s target must make a successful DC 17
High Exalted. At 15 years old he is nearing middle Strength saving throw or be pushed 10 feet away from
age, given the short lifespans of his folk. If he misses the bomb’s detonation point.
this chance, he may not receive a second so he is Entangling Bomb (recharge 6). Ranged Weapon Attack:
determined to succeed. +8 to hit, range 30/120 ft., one target. Hit: 6 (1d12) fire
damage. Whether the attack hits or misses, the ground
within 10 feet of the bomb's detonation point becomes
MASTER KIPRAK difficult terrain. Creatures in that area when the bomb
Small humanoid (kobold), lawful evil detonates must make successful DC 17 Strength saving
Armor Class 16 (studded leather) throws or be restrained.
A restrained creature
Hit Points 81 (18d6 + 18)
can break free by using
Speed 30 ft.
an action and making
a successful DC 17
STR DEX CON INT WIS CHA
Strength check.
8 (‒1) 19 (+4) 12 (+1) 20 (+5) 10 (+0) 8 (‒1)

Saving Throws Dex +8, Wis +4, Cha +3


Skills Arcana +9, Perception +4, Stealth +8
Damage Resistances acid, cold, fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Draconic, Undercommon
Challenge 11 (7,200 XP)

Dark Dweller. Master Kiprak has disadvantage on


attacks and ability checks made while he is in direct
sunlight.
Practiced Arm. If Master Kiprak has no enemies within 5
feet of himself, he has advantage on ranged attacks.
Protective Equipment. Master Kiprak uses a variety of
safety devices and potions to protect himself. He is not
affected by nondamaging effects from his bombs.

ACTIONS
Multiattack. Master Kiprak makes three bomb
attacks in any combination.

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REACTIONS Practiced Rider. Mognyr Dunestalker receives advantage
on checks to stay mounted. He suffers no penalty to
Uncanny Dodge. When Master Kiprak is hit by an
attacks made while riding a mount. He controls his
attacker he could see, the damage is halved.
mount as a bonus action.
Standing just 3 feet 6 inches tall when he straightens Rampage. When Dunestalker reduces a creature to 0
up, Master Kiprak is an unassuming figure. His scaly hit points with a melee attack on his turn, he can take
a bonus action to move up to half his speed (or half of
form is ashen, emaciated, and thin, wrapped loosely
Kerrshek's speed, if mounted) and make a bite attack.
in the well-tailored but stained robes of an academic.
Deep-set, bright eyes show a keen intellect and miss ACTIONS
nothing of their surroundings. A belt hangs heavy Multiattack. Mognyr Dunestalker makes a bite attack
with pouches and equipment of his trade. and two longsword attacks, or two longbow attacks.
Master Kiprak is a kobold of great intellect and Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
rather high ethical standards within his alchemical target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6)
profession. Outside of that work, however, he poison damage; poison damage is halved with a
is completely immoral and unscrupulous. His successful DC 13 Constitution saving throw.
outrageous acts of larceny, which funded his research, Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
attracted the attentions of the Hand of Nakresh. one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
Master Kiprak is the only member of the Five + 4) slashing damage if used two-handed.
Exalted to have been brought into their ranks from Longbow. Ranged Weapon Attack: +5 to hit, range
outside the brotherhood of the cult. For his part, 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage
plus 10 (3d6) fire, necrotic, or poison damage (Mognyr's
Master Kiprak is happy to play by the cult’s rules,
choice).
and he finds the challenge of the octennial contest
stimulating and a fine venue in which to test new REACTIONS
alchemical experiments or apparatuses. Uncanny Dodge. When Mognyr Dunestalker is hit by an
Kiprak is the most open of the Five, accepting attacker he could see, the damage is halved. He can also
anyone of the proper intelligence, devotion, and use this reaction to halve damage from attacks against
criminal demeanor into the ranks of his followers— Kerrshek, if he's riding the hyaenodon.
except for loathsome gnomes. After all, he does
maintain some standards. KERRSHEK
Large beast (hyaenadon), unaligned
MOGNYR DUNESTALKER
Armor Class 13 (natural armor)
Medium humanoid (gnoll), neutral evil Hit Points 44 (8d10)
Armor Class 17 (leather armor; 19 with shield) Speed 50 ft.
Hit Points 104 (16d8 + 32)
Speed 30 ft. STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 13 (+1) 5 (‒3) 13 (+1) 6 (‒2)
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 8 (‒1) 10 (+0) 10 (+10) Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Skills Perception +3 Languages None
Saving Throws Con +5, Wis +3, Cha +3 Challenge 1 (200 XP)
Damage Resistances poison
Condition Immunities poisoned Keen Senses. Kersshek has advantage on Perception
Senses darkvision 60 ft., passive Perception 13 checks based on smell.
Languages Common, Gnoll Pack Tactics. Kersshek has advantage on attack rolls
Challenge 8 (3,900 XP) if the target is already grappled by at least one other
hyaenodon.

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Trample. If Kerrshek moves at least 20 feet straight Mognyr Dunestalker stands nearly seven feet in
toward a creature and then hits it with a bite attack on height, his lean frame covered in fur the color of wet
the same turn, that target must make a successful DC 14 sand. A thick scar on his muzzle pulls up his lip on
Strength saving throw or be knocked prone. If the target
the left side, leaving him with a permanent snarl.
is knocked prone, Kerrshek can make another bite attack
He is rarely seen without Kerrshek, his hyaenodon
against it as a bonus action.
companion and mount.
ACTIONS Mognyr has been a devoted follower of the cult
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one for many years. He's made his devotion evident in
target. Hit: 11 (2d6 + 4) piercing damage. caravan raids while traveling the deserts between
settlements. His steady flow of plunder caught
REACTION
the attention of the Hand’s leadership, and he was
His Master's Voice. While Mognyr Dunestalker is inducted into the vacant seat shortly after. Whether
riding Kerrshek, the hyaenodon can make a bite attack Mognyr is able to vie for the position of the High
as a reaction against a target that was just hit by
Exalted remains to be seen. His successes can’t be
Dunestalker's longsword.
denied, but while a cunning raider and master of
ambush tactics, he tends to pluck at low-hanging
fruit, bringing in steady but unremarkable gains.

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SISTER STARKFEATHER
Medium humanoid (tengu), chaotic neutral
Armor Class 16 (studded leather; 18 with shield)
Hit Points 99 (18d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 19 (+4) 12 (+1) 10 (+0) 22 (+6) 17 (+3)

Saving Throws Dex +8, Con +5, Wis +10


Skills Insight +10, Perception +10
Senses darkvision 60 ft., passive Perception 20
Languages Common, Deep Speech, Tengu,
Undercommon
Challenge 9 (5,000 XP)

Spellcasting. Sister Starkfeather is a 13th-level


spellcaster. Her spellcasting ability is Wisdom (spell save
DC 17, +9 to hit with spell attacks). She has prepared
the following spells:
Cantrips (at will): guidance, light, sacred flame
1st level (4 slots): bane, sanctuary, shield of faith
2nd level (3 slots): blindness/deafness,
hold person, silence
3rd level (3 slots): animate dead, dispel magic,
spirit guardians
4th level (3 slots): banishment, death ward,
guardian of faith
5th level (2 slots): flame strike, mass cure wounds
Shortsword. Melee Weapon Attack: +8 to
6th level (1 slot): harm, true seeing hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
7th level (1 slot): divine word piercing damage.
Forty Fingers of Nakresh. Sister Starkfeather is Prayer. Sister Starkfeather expends one spell slot. The
surrounded by an aura of larcenous magic. Creatures radius of the area affected by forty fingers of Nakresh
that begin or end their turn within 5 feet of the priest increases by 5 feet per level of the expended slot (a
take 10 (3d6) necrotic damage. In addition to the 4th‑level spell slot extends the radius by 20 feet). This
damage, the aura teleports gold, gems, jewelry, and art effect lasts until the end of Sister Starkfeather’s next turn.
objects carried by the creature to an extraplanar space White Feathers, Dark Heart (1/day). Sister
only Sister Starkfeather can access (similar to a secret Starkfeather gains the ability to fly (speed 60 feet) for 1
chest spell). The value of the items stolen is determined minute. Additionally, for the same duration, her sacred
by the GM but should increase each time the creature flame cantrip does double damage.
takes damage from the aura. If Sister Starkfeather is
killed, the extraplanar space tears open and the stolen Standing 5 feet, 10 inches in height—though her
items shower down around her body. hunched posture makes her seem shorter—Sister
Starkfeather’s albinism is plainly seen in her
ACTIONS
pure white plumage, ivory beak, and pinkish-red
Multiattack. Sister Starkfeather makes two shortsword
eyes. She dresses in plain but well-cut clothing of
attacks.
comfortable fit and dark colors that contrast with
her pale feathers.

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Hand of Nakresh

Sister Starkfeather runs her portion of the cult 2nd level (3 slots): alter self, blur, darkness
much like a thieves’ guild. Outsiders who pay tribute 3rd level (3 slots): fireball, fly, major image
and respect to Nakresh are protected. Thieves and 4th level (3 slots): dimension door, greater invisibility,
practitioners of magic that venerate the demon-god polymorph, scattered images (see “Spells”)
are left alone. All others are fair game to the tengu 5th level (2 slots): cloudkill, dominate person
and her followers—competent rogues and wizards 6th level (1 slot): mass suggestion, true seeing
all—and a healthy tithe of all wealth taken is given to 7th level (1 slot): finger of death, prismatic spray
the temple. 8th level (1 slot): earthquake, incendiary cloud
Sister Starkfeather is the current High Exalted Mutation. Zheita’s long arms arms curl and coil in
and has been so for the last 16 years. The only true unnatural ways. She can pick up and manipulate objects
cleric among a group of lay priests, she considers her up to 10 feet away.
position a sign of favor from Nakresh for her more Madness, Genius, Obsession. Zheita’s obsession with
magical artifacts has driven her partially mad. She
ardent devotion. She crafts her plans and executes her
has advantage on saving throws against illusions and
thefts with as much zeal as flourish, always leaving
mind‑controlling spells and effects.
a calling card, an ivory holy symbol of Nakresh, to
let her victims realize the hand of her profane lord is ACTIONS
behind their misfortunes. Sister Starkfeather has no Multiattack. Zheita makes two quarterstaff attacks.
intention of losing the position of the High Exalted Quarterstaff. Melee Weapon Attack: +4 to hit, reach 10
to any of her fellows. They can vie for the seat after ft., one target. Hit: 4 (1d8) bludgeoning damage.
she dies of old age as far as she is concerned. She
constantly works to turn her compatriots against A derro savant, Zheita stands nearly 4 feet tall. She
one another, using off-hand remarks and seemingly keeps her white-blonde hair shaved on the right side,
innocent reminders of wrongs—real or imagined—to where strange glyphs are tattooed in an arch over her
reignite old feuds and start new ones. ear. Her pale blue skin is covered with self-inflicted
scars. She wears a high-collared robe of spidersilk,
ZHEITA THE MAGICMONGER tie-dyed in a dizzying mixture of mauve, olive green,
and yellow.
Medium humanoid (derro), chaotic neutral
Armor Class 14 (17 with mage armor)
Hit Points 133 (15d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA For Midgard Campaigns


10 (+0) 18 (+4) 18 (+4) 12 (+1) 10 (+0) 20 (+5) Zheita has received an epiphany this year, the result
of either a premonitory dream or research into a
Saving Throws Int +5, Wis +4, Cha +9
rare book of lore, whichever version of the tale she’s
Skills Arcana +5, Persuasion +9 telling at the time or what best suits your campaign.
Damage Resistances poison, psychic, radiant This allowed her to uncover an ancient engine of
Condition Immunities charmed, poisoned magic from deep underground, a lost artifact from
Senses darkvision 60 ft., passive Perception 10 another age. This year Zheita believes the position
Languages Aklo, Common, Undercommon of the High Exalted is certainly hers. None of her
Challenge 12 (8,400 XP) peers can match her claims because she plans to
steal magic itself. She has discovered diagrams and
Spellcasting. Zheita is a 15th-level spellcaster. Her notes for a mysterious device said to manipulate
spellcasting ability is Charisma (spell save DC 17, +9 to hit and control ley line energies (a distant dream and
with spell attacks). She has prepared the following spells: perhaps impossible). Whether such a crazy and
Cantrips (at will): acid splash, fire bolt, ray of frost far‑fetched scheme will work remains to be seen.
1st level (4 slots): feather fall, mage armor, magic missile

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Cult Activities and
Adventure Hooks
Here are several methods of introducing the Hand of
Nakresh as adversaries of the PCs in your campaign.
They can be foes for single adventures or returning
enemies in an extended campaign, pitting the PCs
against the growing threat of the cult as its members
boldly increase their depredations to please their
god and outdo one another.

Levels 1-3
The warehouses of the dock district have suffered a
rash of robberies. A nervous merchant who recently
brought in a shipment of rare spices and ivory from
the south is worried. He hires the PCs as guards to
prevent any theft of his goods. In the night, three
of Lord Vermin’s roachling followers attempt to
infiltrate the warehouse to sneak past the PCs and
make off with whatever they can carry.
The caravan the PCs are hired to guard on its
journey south is attacked by a band of gnolls. If
the gnolls threaten to overwhelm the PCs and their
allies, a patrol of soldiers arrives to aid the party
and drive off the attackers. Otherwise, the soldiers
show up after the gnolls have been defeated, having
noticed them and diverted from their normal patrol
to pursue them. This good turn however, was only a
ruse. While the patrol was diverted to help the PCs,
another richer caravan was attacked and robbed
by a second band of Mognyr’s raiders. The heroes
Zheita the Magicmonger is obsessive in her are then asked to assist in tracking these bandits to
pursuit of arcane objects, spells, and components. their source.
Her heists pull in many of these treasures, from A rise in thefts of alchemical reagents and
potions to more powerful items. With a band of equipment alarms the Alchemists’ Guild. The PCs
derros at her command, along with a few stray are offered a substantial reward to guard a fake
troglodytes and loyal but insane human thralls, she shipment of goods on a river barge and kill or
commands enough power and prestige to have a seat capture the thieves responsible for these crimes. A
with the Five. However, her insanity has kept her group of kobolds serving Master Kiprak, outfitted
from claiming the position of the High Exalted. Her with various types of alchemical gear, attacks the
hauls during the last contest were too esoteric and barge by night.
lacking in monetary value to win her the title. Still,
her madness often spawns inspired crimes, and she
has the power and resources to accomplish them

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Hand of Nakresh

Levels 4-6
Outrage strikes the city in response to a rash The Hand of Nakresh
of thefts targeting clerics and temples. Sister in Midgard
Starkfeather feels her deity has been slighted by The cult has its home in Nuria Natal, their main
other local religions. Holy symbols are pickpocketed temple hidden within the sprawl of the capital.
from clerics, the altars of temples are laid bare, and An honor guard comprised of some of the best
poor boxes are emptied in the night. The faithful followers of each of the Five defends it against
clamor for justice. The final outrage occurs when the intruders. This includes a group of crack-shot
symbol of Nakresh is painted in white on the main gnoll archers, kobolds loaded with alchemical
street in the temple district. The PCs are approached weapons, a cadre of arcane rogues, a gang of
by either the local government or religious roachling rogues, and a pack of derros. At most
representatives of their own faiths and asked to seek times, the main temple is not in regular use, as
out the perpetrators. Several clashes with Sister each of the Five worships in the holdings of her
Starkfeather’s loyal cultists result. A group of bandits own domain, traveling to Nuria only when they
led by a mage is appropriate. convene for business or high holy days.
Eventually, either Sister Starkfeather herself or The main sanctum of the temple is guarded by
her representative approaches the PCs under a flag a stone golem standing watch over a counterfeit
of truce to resolve the situation. Good negotiation treasure—a glittering pile enticing interlopers
results in much of the stolen goods being returned to their doom. Mognyr Dunestalker claims
in exchange for some token offering to placate Sister Per‑Kush, though he and his gnolls are normally
Starkfeather. A bad result leads to the PCs being abroad, stalking the caravan lanes, ready to relieve
marked as enemies of the cult of Nakresh, and merchants of their goods. Master Kiprak holds
sway in Per-Xor. Per-Bastet is normally the home
targeted for reprisal at a later date.
of Zheita the Magicmonger, but recently, she has
The PCs are hired to watch over the egg of a magical moved her operations out to the ruins of Per‑Set,
monster until it hatches. This egg is targeted by becoming even more secretive and paranoid
Zheita the Magicmonger, who sends a group of her concerning her recent plans.
followers to steal it. The PCs must contend with a Sister Starkfeather plays out her complex and
mob of insane cultists and troglodytes, led by a pair many‑layered cons in Corremel. Lord Vermin
of derro overseers. plies his trade in Nuria itself. During the year of
The city watch, unable to keep up with a rash of the contest, it isn’t uncommon
crimes in the city, suspect spies or corrupted officials for the Five to seek plunder
are tipping the thieves off to the watch’s tactics. outside of their homeland.
Lord Vermin stays
They want the PCs to conduct an informal internal
away from Nuria Natal
investigation of their ranks to find the problem.
regularly, especially
The PCs might uncover the doppelganger that has
when the authorities are
replaced a captain of the guard on behalf of Sister
pressing for his capture.
Starkfeather, a trio of guards who have been leaking
His nefarious heists
information to keep hostages taken by Mognyr from have been reported in
being harmed, or both. Harkesh and the islands
of Marea, once as far
away as Reth‑Saal in the
Ruby Despotate.

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Levels 7-9 Levels 10-12
The year-long contest among the Five to determine Zheita develops a strange romantic obsession for
who becomes the next High Exalted is underway. one of the PCs. She showers that PC with gifts—
Lord Vermin has outshone Master Kiprak in recent stolen of course—in an attempt at wooing. Things
months. The kobold decides to even the odds and escalate over time. Zheita closely observes the PC’s
plants evidence at one of his own crime scenes to habits and acts on any information she gleans. If
lead the PCs to Lord Vermin’s hideaway. The PCs the PC shows an enmity toward a particular enemy,
have to work their way through a trapped and Zheita attacks said enemy and delivers it, dead or
guarded maze of subterranean tunnels to reach the alive, to the PC. She delivers a favorite drink or style
crime lord. During the battle, Vermin realizes he has of dress by the barrel or crate. If allowed to escalate,
been set up (or if the PCs are defeated, he may have Zheita determines that it is the other PCs who
a chat with survivors). He offers the PCs a deal. If keep her apart from her new love, so she stages a
they go after Master Kiprak instead, he will give them kidnapping to bring the PC to her.
some concessions, such as avoiding targets the PCs Master Kiprak is envious of Zheita’s clockwork
want protected, making small amounts of restitution siege crab and wishes a similar vehicle of his own.
to his victims, or leaving the city to work elsewhere. He enacts a plan to have one built. First, he steals
The PCs are hired to go undercover, infiltrating the plans to the alchemical engine that powers the
the cult to ascertain their numbers, assets, and clockwork siege crab. Then, he begins swiping the
locations and reporting their findings. They must various materials and components necessary to
somehow make contact and offer their services to construct the engine and the vehicle. Finally, Kiprak
one of the Five. This mission is secret, and once kidnaps the dwarf engineer responsible for building
ensconced in the cult, they are considered enemies the crab in order to force him to craft another such
by law enforcement and others that are set against vehicle. The crime spree comes to the notice of the
the cult of Nakresh. The heroes are required to prove PCs somewhere along the way. They must piece
themselves worthy before being initiated into the together the clues to figure out where Master Kiprak
cult. The organization tests their abilities, and they will strike next, or they might end up as the first test
have to perform a noteworthy theft against a target subjects of his new clockwork monstrosity.
of their potential patron’s choice. Guilds and governments alike have had enough
As part of a task force assigned to defeating the of the depredations of the Hand. An ostentatious
cult, the PCs stumble across information that leads reward has been put forward to anyone able to break
them to the current lair of one of the Five. If the the power of the cult and either slay the group’s
PCs are victorious in their battle against the crime leaders or bring them to justice. The PCs must set
lord, they discover that their target is merely a out to track down the Five in the midst of their crime
simulacrum. Zheita acquired several scrolls of the sprees as part of the contest for the seat of the High
simulacrum spell in a recent theft and made copies Exalted. One by one, the crime lords either fall or flee,
of each of the Five to act as decoys. While the PCs culminating in an invasion of the temple of Nakresh,
have cleared out part of the cult, they have also where any of the Five still at large make a last stand to
made themselves known to the Five as enemies, defend their religion against the interlopers.
who respond accordingly.

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Cultists of the These cocky bravos often operate as grunts for the
various Five Exalted and their lieutenants. Often
Hand of Nakresh
they are used in situations where being stealthy and
The demon-god Nakresh reserves his lowest left unobserved is not an issue. A small band of bravos
hand for cunning theft. The cult that bears its might be tasked with committing a flashy, smash-
name recruits members that can swell the coffers and-grab style robbery. Sometimes this theft is
of the cult with wealth pilfered with cunning and merely a distraction to divert attention away from
style. Foes are dealt with in a manner fitting their a more carefully planned and executed crime being
god, by robbing them of all they hold dear. The staged nearby.
following NPCs can be used as cultist minions,
intermediaries, and lower-level leaders to provide
DIVERSION EXPERT
suitable enemies for the PCs as they strive against
Small humanoid (kobold), neutral evil
the Hand of Nakresh.
Armor Class 16 (studded leather, shield)
Hit Points 27 (6d6 + 6)
TENGU BRAVO
Speed 30 ft.
Medium humanoid (tengu), chaotic neutral
Armor Class 16 (leather armor, shield) STR DEX CON INT WIS CHA
Hit Points 45 (7d8 + 14) 8 (‒1) 14 (+2) 12 (+1) 16 (+3) 13 (+1) 8 (‒1)
Speed 30 ft.
Skills Perception +3, Stealth +4
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 13
15 (+2) 14 (+2) 14 (+2) 8 (‒1) 8 (‒1) 10 (+0) Languages Common, Draconic, Tengu
Challenge 1/2 (100 XP)
Skills Perception +1, Stealth +4
Senses blindsight 5 ft., darkvision 60 ft., passive Innate Spellcasting. The diversion expert’s spellcasting
Perception 11 ability is Intelligence (spell save DC 13). It can cast
Languages Common, Tengu the following spells innately, requiring only verbal
Challenge 1/2 (100 XP) components:
At will: dancing lights, minor illusion
Shadow Stealth. The tengu bravo can take the Hide 3/day each: alter self, expeditious retreat, sleep
action as a bonus action while it's in dim light or 1/day: major image
darkness. Shadow Stealth. The diversion expert can take the
Hide action as a bonus action while it's in dim light or
ACTIONS
darkness.
Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage. ACTIONS
Smokestick (1/day). The bravo lights and throws its one Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
smokestick. It can be thrown up to 60 feet. The burning one target. Hit: 5 (1d6 + 2) piercing damage.
smokestick produces a cloud of smoke with a 20-foot Light Crossbow. Ranged Weapon Attack: +4 to hit, range
radius. The cloud spreads around corners and lasts for 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
10 minutes. Its area is heavily obscured.
Nakreshian Disarming Knife. Ranged Weapon Attack:
Nakreshian Disarming Knife. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2)
+4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the creature must make a
piercing damage and the creature must make a Dexterity saving throw or drop whatever it's holding in
Dexterity saving throw or drop whatever it's holding in one hand (attacker's choice). The DC = (5 + the attack's
one hand (attacker's choice). The DC = (5 + the attack's damage).
damage).

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Matt Dunn - koala.chap7@gmail.com - 299456
The diversion expert’s job is to distract attention succeeds, attacks against the roachling lieutenant have
away from the criminal activities of other Hand of advantage until the end of the lieutenant’s next turn.
Nakresh operatives. He can use illusions to cover The roachling lieutenant oversees a number of lesser
the activities of the cult’s thieves or to create the thieves associated with the cult, answering directly
appearance of a more imminent threat to draw to one of the Five Exalted. This individual will
the law away, such as a fire or a riot. The diversion often exhort her underlings to pull of heists that are
expert can also use spells to cover the retreat of both lucrative and showy, in the hopes of one day
allies should they need it. A diversion expert usually displacing one of the Five Exalted and taking her
works in concert with other cult members, often place among the leaders of the Hand of Nakresh.
three to six tengu bravos.

ROACHLING LIEUTENANT
Magic Item
Small monstrosity, chaotic neutral Members of the Hand of Nakresh certainly recognize
Armor Class 15 (natural armor) the value of magic items, but they don't necessarily
Hit Points 82 (15d6 + 30)
prize their magic more highly than their gold value.
Speed 30 ft. MONKEY’S PAW OF FORTUNE
Wondrous item, very rare (requires attunement)
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 13 (+1) 8 (‒1) 14 (+2) This preserved monkey’s paw hangs on a simple
leather thong. The wearer can use its magic to alter
Skills Perception +1, Stealth +5 his or her fate. Whenever a die roll for an attack,
Senses darkvision 60 ft., tremorsense 10 ft., passive saving throw, skill check, or ability check is failed,
Perception 11 the wearer can expend one charge from the monkey’s
Languages Common, Draconic paw of fortune to reroll the die with a +10 bonus.
Challenge 3 (700 XP) The result of the second roll must be used. When this
ability is used, one of the paw’s fingers curls tight to
Shadow Stealth. The roachling lieutenant can take the the palm. When all five fingers are curled tightly into
Hide action as a bonus action while it's in dim light or
a fist, the monkey’s paw loses all magical power.
darkness.
Swarmer. The roachling lieutenant's shortsword attack
does an additional 9 (2d8) poison damage against a Spell
creature that was damaged by one of the roachling's
Many of the sneakier members of the Hand of
allies since the roachling's last turn.
Nakresh use the following spell to keep their
ACTIONS opponents guessing.
Mulitattack. The roachling lieutenant makes two
shortsword attacks.
SCATTERED IMAGES
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 4th-level illusion
one target. Hit: 6 (1d6 + 3) piercing damage. Casting Time 1 action
Nakresh’s Gambit. The lieutenant uses its many limbs Components V, S
to snatch a weapon or shield away from one creature Range Self
within 5 feet. The targeted creature must make a Duration 1 minute
successful DC 13 Strength or Dexterity (player’s choice)
When you cast this spell, you create illusory doubles
saving throw or the roachling lieutenant takes the
targeted item. The lieutenant can carry only one stolen
that move when you move but in different directions,
item at a time, but it can throw a stolen item up to 20 distracting and misdirecting your opponents.
feet as a bonus action. With the GM’s approval, the When scattered images is cast, 1d4 + 2 images are
lieutenant can use the item normally. If the saving throw created. Images behave exactly as those created with

14
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Hand of Nakresh

mirror image, with the exceptions described here. Vehicle


These images remain in your space, acting as mirror
image, until you move or until you choose to have Zheita's clockwork siege crab is unique, as far as
them move by themselves. When you move, your anyone knows, but that doesn't mean no others
images can stay with you, or they can move an equal were ever constructed and are still hidden away in a
distance in any direction you want, at up to your forgotten wizard's vault.
speed. If you have a fly, climb, or burrow speed, CLOCKWORK SIEGE CRAB
your images do as well. You can also cause some Wondrous item, very rare (requires attunement)
images to move away while others remain in your
space, or you can remain where you are and cause This Huge fabrication of brass, iron, and glass
some or all images to move without you. All images resembles a giant crab. It is the prototype of a dwarf
must remain within 150 feet of you. Images that artificer who built machines to work the city’s
remain in your space can be destroyed by any attack river docks, but the vehicle was stolen years ago by
directed against you, as with mirror image. Images Zheita on a whim. She now uses it as her personal
away from your space can be destroyed by attacks chariot, unwieldy though it may be, when she needs
that could hit them mistakenly, but not by attacks to abscond with large cargo or when she needs
that can only target your space; a melee attack from additional offensive power.
an attacker adjacent to you can't hit an image that's It costs 100 gp in alchemical reagents to fuel the
20 feet away, for example. If you have three or more clockwork siege crab for one hour. Creatures on the
duplicates, an attack hits a duplicate if you roll 6 lower deck of the clockwork siege crab have total
or higher on a d20. With two duplicates, an attack cover, while those on the upper deck have three-
hits a duplicate if you roll 8 or higher, and with one quarters cover. The upper deck is roofed but it has
duplicate, you must roll 11 or higher. large, open view ports so passengers can see out and
While in your space, the images mimic your direct attacks outside the vehicle. Operating the crab
movements, sounds, and actions perfectly. Images requires one driver, who must be attuned, and three
in other squares perform logical alternative actions other crew members on the lower deck. It can hold
that you dictate in a completely believable manner. four additional passengers on the upper deck.
They can appear to make melee attacks (always The siege crab has AC 18 and 200 hit points, and
narrowly missing), cast a spell with no visible effect, it's immune to necrotic, poison, psychic, and radiant
drink a potion, and so on. They can't produce damage. The driver can attack twice per round with
illusory spell effects or interact with objects that you the vehicle’s crushing pincers (Melee Weapon Attack:
don’t have. The figments can move out of your line +8 to hit, reach 10 ft., one target. Hit: 44 [8d10]
of sight. Their movement draws opportunity attacks bludgeoning damage).
as normal.
Finally, once per spell casting, you can exchange
places via teleportation with one figment. You
can do this as a bonus action on your turn or as a
reaction to a successful attack that hits you. If you
swap positions as a reaction, you take no damage
and the figment is destroyed instead.
An attacker must be able to see the figments to be
fooled. If you are invisible or the attacker is blind,
the spell has no effect.

15
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OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and 6. Notice of License Copyright: You must update the COPYRIGHT
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only be Used under and in terms of this License. You must affix such
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a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the 15. COPYRIGHT NOTICE
License itself. No other terms or conditions may be applied to any Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Open Game Content distributed using this License. System Reference Document 5.0 Copyright 2016, Wizards of the
3. Offer and Acceptance: By Using the Open Game Content You Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
indicate Your acceptance of the terms of this License. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
4. Grant and Consideration: In consideration for agreeing to use R. Cordell, Chris Sims, and Steve Townshend, based on original
this License, the Contributors grant You a perpetual, worldwide, material by E. Gary Gygax and Dave Arneson.
royalty-free, non-exclusive license with the exact terms of this License Demon Cults & Secret Societies for 5th Edition. Copyright 2017 Open
to Use, the Open Game Content. Design. Authors: Jeff Lee, Mike Welham, Jon Sawatsky.
5. Representation of Authority to Contribute: If You are contributing Demon Cults & Secret Societies: Hand of Nakresh. Copyright 2021
original material as Open Game Content, You represent that Your Open Design LLC. Author: Jeff Lee.
Contributions are Your original creation and/ or You have sufficient
rights to grant the rights conveyed by this License.

16
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ARISE, HEROES OF THE SOUTHLANDS!
In this companion volume to the Southlands Worldbook for 5E, players will find
dozens of rules options to build characters who hail from this sprawling continent
or embark upon adventures set there.
It features racial traits for catfolk, gnolls, jinnborn, minotaurs, lizardfolk, trollkin,
and more; new magic options, including hieroglyphs and lotus blossoms;
new class options, including the Circle of the Desert druid, the Aeromancer
wizard, the Caravan Raider rogue, and the paladin’s
Oath of the Ancestors; and new weapons and items that
originate from this storied region.
This book is the definitive source for players who
want to bring their Southlands characters to life!

©2020 Open Design. Kobold Press logo is a trademark of Open Design LLC.
5E bullet is used by kind permission of Sasquatch Game Studio.

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command 700
New Spells For
Fifth Edition

No matter how you slice it, magic is at the heart of


fantasy—and nothing says magic like a massive
tome of spells. This tome collects, updates, tweaks,
and expands spells from years of the Deep Magic for Fifth Edition
series—more than 700 new and revised spells. And it adds a lot more:
• 19 divine domains from Beer to • 3 otherworldly patrons for warlocks,
Mountain and Speed to Winter; including the Sibyl;
• 13 new wizard specialties, such as the • expanded treatments of familiars and
elementalist and the timekeeper; other wizardly servants;
• 6 new sorcerous origins, including • and much more!
the Aristocrat and the Farseer;
This tome is not just for wizards, warlocks, and sorcerers. Deep Magic also expands the
horizons of what’s possible for bards, clerics, druids, and even rangers and paladins. It offers
something new for every spellcasting class.
Deep Magic contains nothing but magic from start to finish!

©2020 Open Design LLC. Kobold Press logo is a trademark of Open Design LLC.

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A MURDER OF
MONSTERS FOR
5TH EDITION!

By Baur, In
trocaso, La
rwood, Pawlik, and
Welham

Tome of Beasts 2 brings you: • Swamp nagas and magma octopuses


• Angelic enforcers • Chameleon hydras and shriekbats
and avalanche screamers • Walled horrors and wraith bears!
• Imperial dragons Keep your players surprised,
and swordbreaker skeletons entertained, and terrified with all-new
• Kami and clockwork tigers opponents they’ve never seen before—
• Void drakes and zombie dragons and won’t ever see coming!
• Death vultures and demon lords www.KoboldPress.com

Kobold Press logo is a trademark of Open Design LLC.

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