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A collection of allies and threats from across Tamriel

to use in your Elder Scrolls tabletop games.


INTRODUCTION

T
errors of Tamriel continues its collection of published at the time of writing this. You’ll notice that
creatures from across the Elder Scrolls series. the credits includes WanderingSwampBeast this time
As with the previous anthology, this book around, who provided a ton of help creating most of
doesn’t just provide threats to put against the stat blocks found in this book. They’ve even helped
the players, but presents interesting and important create the next anthology!
characters from the world of Tamriel. These individual
This year’s collection starts with one of the most
can create memorable encounters, either as direct
memorable characters in the Elder Scrolls series, the
enemies, momentary introductions, or as long lasting
adoring fan, who can help or annoy (or likely both) the
allies.
player characters on their adventures. The rest of the
A few things have changed in since last time, includ- year focused closely on many of the memorable char-
ing a name change to the project, which was a pretty acters from Skyrim, providing members from many of
major change! Now known as Delvebound, the team the guilds and some of the most terrifying threats
has grown with the inclusion of a few people who Tamriel has ever seen.
helped a ton on Shadows Over Skyrim, the latest book —Teluusa

CREDITS CONNECT
Writing & Design: Michael Bonar (Teluusa), To find out more or to reach out to us, you can find us
WanderingSwampBeast in the following places:
Layout: Teluusa
Twitter: @UESTRPG
Art Email: UESTRPG@outlook.com
Much of the art seen throughout this book is the Discord: https://discord.gg/XWCESZy
property of ZeniMax Media Inc and Bethesda Softworks
LLC. This art is used without permission, but credit to
the known artists is given.

Special Thanks
Everyone on discord that have inspired this series and
to everyone that has loudly or quietly supported this
project over the years. Thank you.

The Elder Scrolls


Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks,
ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved.

Intellectual Property
The information contained in this booklet is an unofficial fan made project. This work is not for profit and its
commercial distribution to anyone under any circumstances is strictly prohibited.

System Reference Document 5.1 Copyright © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

First Release: April 2022


PDF Version: 1.0

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 2
CONTENTS
Adoring Fan ................................................................. 4 Astrid ......................................................................... 22

Fa-Nuit-Hen ................................................................. 5 Cicero ........................................................................ 23

Aela the Huntress ........................................................ 7 Galmar Stone-Fist ...................................................... 25

Brynjolf........................................................................ 9 Ulfric Stormcloak ...................................................... 27

J’zargo ........................................................................ 11 Legate Rikke .............................................................. 28

Lord Harkon ...............................................................13 General Tulllius.......................................................... 30

Vampire Lord ..............................................................17 Paarthurnax ...............................................................31

Gargoyle .....................................................................18 Delphine .................................................................... 34

Serana.........................................................................19 Miraak ....................................................................... 37

Lydia ...........................................................................21 Alduin .........................................................................41

ON THE COVER
This year, Terror’s of Tamriel focused mostly on many
of the heroes and villains found in the Elder Scrolls V:
Skyrim. Because of this, the front cover was inspired by
some of the imagery we’ve seen associated with the
snowy, norther province.
A wolf’s head, taken from the symbol on ESO’s
Greymoor chapter represents the wolf of Solitude, the
animal associated with the capital city. The
surrounding shield is adorned with a Nordic pattern,
which was found on the Sovngarde crown crate, first
introduced during the events of Greymoor.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 3
Adoring Fan
Medium Humanoid (any race), Lawful Neutral
Armor Class 13
Hit Points 30 (4d8 + 12)
Speed 30 ft.

STR AGI END INT WIL PER


ADORING FAN 13 (+1) 16 (+3) 15 (+3) 8 (–1) 12 (+1) 10 (+0)
"Can I carry your weapon? Shine your boots? Back rub,
perhaps? No? Well, I'll be around the arena grounds. Saving Throws End +5, Per +2
Skills Perception +3, Performance +2, Persuasion +2
Shout if you need someone to cheer you on!"
Senses passive Perception 13
—The Adoring Fan Languages Tamrielic
Spending most of their time following around arena Challenge 1 (100 XP) Proficiency Bonus +2
combatants while they train or as they go about their
day-to-day business, adoring fans can be found at any Unyielding Follower (1/Day). When the adoring fan is
major arena, either on the general grounds or reduced to 0 hit points, they are reduced to 1 hit point
watching the fight. Adoring fans come in all shapes instead and fall unconscious for 1 minute.
and sizes, ages and ancestries, but they all share one Actions
thing in common: an unyielding adoration for the
champions of the arena. Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Unrelenting Devotion. Adoring fans will do almost
anything for the one they serve. They will push Imposing Jeer. The adoring fan utters a mocking jeer at a
themselves to assist of their champion with an creature within 30 feet that can see or hear them, pitting
unhealthy dedication, and with little understanding of the target against another creature of the adoring fan’s
personal boundaries. While they mean well, they have choosing that is within 30 feet of the target. The target
a reputation for being meddlesome to the point of must succeed on a DC 12 Personality saving throw or
aggravation. Sometimes, these fans seem to have a have disadvantage on attack rolls against creatures other
nearly supernatural ability to follow their champion, than the creature chosen by the adoring fan for the next
even appearing to come back from the brink of death. minute. The target can repeat this save at the end of each
of it’s turns, ending the effect on a success.
The Adoring Fan Sidekick
Bonus Actions
If one or more of the players is an accomplished
Unrelenting Assistance. The adoring fan can use the help
combatant in the arena, consider creating their very
action.
own adoring fan as a sidekick companion. The
sidekick could follow the rules of an Expert Reactions
Sidekick, but a Spellcaster or Warrior could be used
Uncanny Dodge. When an attacker that the adoring fan
to compliment the player character’s skills.
can see hits them with an attack, they can halve the
attack’s damage against them.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 4
Prolific Associates. Fa-Nuit-Hen is a known friend or
FA-NUIT-HEN ally to many important figures of Tamriel. He is a
In common with the greater Princes, my realm friend and admirer of Morihaus, the First Breath of
of Maelstrom and myself are indistinguishable—my pocket Man, who he drank and played dice with. He fought
alongside Seht as they dueled the Hinged Ones while
reality is a projection of my mind, nature, and will.
the Baron Who Moves Like Heat Lightning overcharged
Indeed, reality as personal manifestation is the norm in all their null pistons until they cracked and burst. He met
the highly-organized realms I have visited. Vivec in their youth, teaching them fighting styles and
—Fa-Nuit-Hen leaving an impression. These associations may make
Fa-Nuit-Hen the most prolific Daedra on Nirn.

Demiprince of the Maelstrom, Fait-Nuit-Hen is master FLAME MONARCH’S HELM


fighter, a collector of martial styles, and a combat Wondrous item, legendary (requires attunement)
connoisseur. A scion to Boethiah. Prince of Plots, Fait- Some claim this helmet was worn by the
Nuit-Hen often adopts the stature of a Bosmer, Daedric demiprince Fa-Nuit-Hen when he
appearing convincingly mortal from a distance. He visited Infernace, home of the Flame Atronachs,
favored this for the benefits of being both nimble and a but others insist this is only conjecture.
smaller target.
While wearing this helm, you
Maelstrom Arena. Created to resemble many aspects have immunity to fire damage,
of the mortal world, Fa-Nuit-Hen’s Maelstrom was and you have advantage on
designed to be friendly enough for mortals to saving throws against spells
experience the arenas without distorting their and other magical effects.
mentalities. Dremora gather as spectators to watch
mortal challengers attempt to prove themselves in the Additionally, you gain
fragmented realm. Each arena is created by the Barons resistance to all damage
Who Move Like This, Daedric beings that specialize in when your hit points are
their own form of mayhem. below half.

Maelstrom is known as an Oblivous Vortex.


Fragments of creatia drift here from all across the
planes, providing a wide array of materials for the
Barons to work with when creating their arenas for the
demiprince.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 5
Fa-Nuit-Hen
Medium Fiend (Daedra), Lawful Neutral
Armor Class 18 (Leather armor) Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Hit Points 209 (22d8 + 110) one target. Hit: 15 (2d8 + 6) slashing damage, or 17 (2d10 +
Speed 40 ft. 6) slashing damage when used with two hands.

Multiplier of Motions (Recharge 5-6). Fa-Nuit-Hen instantly


STR AGI END INT WIL PER
makes 6 longsword attacks. The attacks can be made at
22 (+6) 25 (+7) 20 (+5) 18 (+4) 24 (+7) 20 (+5)
multiple targets within 10 feet of him, but a single
creature can only be targeted a total of three times. Fa-
Saving Throws Strength 13, +Agility +14, Endurance +12
Nuit-Hen makes a separate attack roll for each attack.
Skills Acrobatics +14, Athletics +13, Insight +14,
Perception +14 Bonus Actions
Damage Resistance poison; bludgeoning, piercing, and
Daedric Step. Fa-Nuit-Hen magically teleports up to 60
slashing from nonmagical attacks
feet to an unoccupied space he can see. He can then
Damage Immunities fire
flourish his blade to create an additional effect of his
Condition Immunities charmed, exhaustion, frightened
choice or at random:
Senses passive Perception 24
Languages all 1. A creature within 30 feet of Fa-Nuit-Hen must succeed
Challenge 21 (33,000 XP) Proficiency Bonus +7 on a DC 20 Strength saving throw or be disarmed. The
target drops an object they are holding and it is moved
Special Equipment. Fa-Nuit-Hen wears the Flame to a space within 15 feet of Fa-Nuit-Hen of his choosing.
Monarch’s Crown. Some features are accounted in his 2. A creature within 10 feet of Fa-Nuit-Hen must succeed
statistics. Additionally, while below 100 hit points, Fa- on a DC 20 Strength saving throw or be knocked back
Nuit-Hen has resistance to all damage. 10 feet and fall prone.
3. A creature within 10 feet of Fa-Nuit-Hen must succeed
Boethiah’s Blessing. A melee weapon deals one extra die of on a DC 20 Endurance saving throw or their speed is
its damage when Fa-Nuit-Hen hits with it (included in the reduced to 10 feet, and they can’t take reactions or
attack). bonus actions until end of their next turn.
Daedric Precision. Once on each of his turns, when Fa- Reactions
Nuit-Hen hits a creature with a weapon attack, he can
reroll one of the attacks damage dice, and must use that Deflect Attack. Fa-Nuit-Hen adds 5 to his AC against one
new roll. weapon attack that would hit him. To do so, he must see
the attacker and be wielding a melee weapon.
Legendary Resistance (3/Day). If Fa-Nuit-Hen fails a saving
throw, he can choose to succeed instead. Legendary Actions
Magic Resistance. Fa-Nuit-Hen has advantage on saving Fa-Nuit-Hen can take 3 legendary actions, choosing from
throws against spells and other magical effects. the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn.
Actions Fa-Nuit-Hen regains spent legendary actions at the start
Mulitattack. Fa-Nuit-Hen makes three attacks with his of his turn.
longsword. If an attack hits, he can make a flourish with Longsword. Fa-Nuit-Hen makes one longsword attack.
his blade and can cause the attack to create an additional Moves Like This. Fa-Nuit-Hen moves up to twice his
effect of his choice or at random (each effect can be used speed. Opportunity attacks made against him while
only once per Multiattack): moving this way are made with disadvantage.
1. Until the start of their next turn, the target has Reactive Stance. If Fa-Nuit-Hen has taken a reaction this
disadvantage on all attack rolls. round, he can take another reaction before the start of
2. The target takes an additional 1d8 damage. his next turn.
3. Fa-Nuit-Hen has advantage on the next attack roll he
makes before the end of this turn.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 6
granted great power. Not believing the change would
AELA THE HUNTRESS be permanent, Terryg accepted the offer, changing the
My mother was a Companion. And her mother. And all the path of the Companions for generations to come.
women in my family, back to Hrotti Blackblade. I fight to Many Harbingers have seen the change as a curse to
honor her and all my Shield-Sisters through time. be cured. As the change affects not just the body, but
—Aela the Huntress also the spirit. When a werewolf dies, they are claimed
by Hircine for his Hunting Grounds, where they can
As a proven warrior and exceptional hunter, Aela is chase prey with their master for eternity. This can be
part of the Circle, the high ranking members of the seen as a paradise for some, but for Nords with other
Companions. She is headstrong and devoted to both devotions, being barred from Sovngarde is the greatest
her guild-mates and the Great Wolf, Hircine. As a bane of the curse.
Shield-Sister of the Companions, Aela fights with
honor, and solves problems for the community, if the Some members of the Circle, including Aela, view the
coin is good enough. gift of beastblood as a blessing, and have resorted to
continuing the tradition in secret. By viewing the
Circle of Companions. Every member of the transformation favorably, Aela embraces the change to
Companions that has been brought into the Circle become strong in the way of the beast. With the
carries a closely guarded secret, and Aela is no heightened strength and senses bestowed upon them
different. As part of her role, Aela keeps a watchful eye by the Great Wolf, Aela and her Shield-Brothers and
for promising hopefuls that join the order or warriors. Sisters can use their supernatural vigor to save Skyrim
When a member has shown they can hunt alongside from any threats and fight back against enemies of
Aela and the others of the Circle, she prepares them for their kind.
the next step. Through a ritual to the Huntsman, a Warrior of Honor. Aela is a true warrior and
fountain is filled with the blood of the beast for the passionate hunter. She takes it upon herself to ensure
newest aspirant to drink from, transforming them into her guild-mates keep themselves in peak shape,
a werewolf. training those she sees as worthy of her
Blessings and Curses. By the early 4th era, the time. When threats to her and the other
Companions were nearly 500 years old, but the moon-born arise, she fights back with
beastblood had only been a part of their story for a few honor, not vengeance. As with
hundred. The change occurred when one of the many Nord fighters, she believes
Harbingers of Ysgramor, Terryg, made a deal with the that each day should be faced with
witches of the Glenmoril Coven. If the Companions fighting and glory, only earning your
would hunt in the name of Hircine, they would be right to live by clawing for every breath.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 7
Aela the Huntress
Medium Humanoid (Nord, Shapechanger), Lawful Neutral
Armor Class 16 (hide) in humanoid form, 16 (natural reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If
armor) in hybrid form. the target is a humanoid, it must succeed on a DC 13
Hit Points 156 (24d8 + 48) Endurance saving throw or be cursed with werewolf
Speed 30 ft. (40 ft. In hybrid form) lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit,


STR AGI END INT WIL PER
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
16 (+3) 19 (+4) 14 (+2) 11 (+0) 14 (+2) 13 (+1)
Dagger (Humanoid Form Only). Melee or Ranged Weapon
Saving Throws Agility +7, Endurance +5 Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one
Skills Perception +5, Stealth +7, Survival +5 target. Hit: 5 (1d4 + 3) piercing damage.
Damage Resistances Cold
Longbow (Humanoid Form Only). Ranged Weapon
Senses passive Perception 15
Attack: +7 to hit, range 150/600 ft., one creature. Hit: 8
Languages Tamrielic, Nordic
(1d8 + 4) piercing damage.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Battlecry (1/Day). One creature within 60 feet of Aela
Shapechanger. Aela can use her action to polymorph into must succeed on a DC 13 Willpower saving throw or be
a wolf-humanoid hybrid, or back into her true form, frightened for 1 minute. The creature can repeat the
which is Humanoid. Her statistics, other than her AC, are saving throw at the end of each of their turns, ending the
the same in each form. Any equipment she is wearing or effect on itself on a success.
carrying melds into its new form, but is dropped within 5
feet of it if it dies.
Bonus Actions
Fleet of Foot. Aela uses the Dash action.
Enchanted Claws. The werewolf’s claw attacks are
considered magical Reactions
Keen Hearing and Smell. Aela has advantage on Wisdom Stand Against the Tide. When a creature misses Aela with
(Perception) checks that rely on hearing or smell. a melee attack, she can use her reaction to force that
creature to repeat the same attack against another
Heroic Resistance (1/Day). If Aela fails a saving throw, she
creature.
can choose to succeed instead.
Uncanny Dodge. When an attacker that Aela can see hits
Regeneration. Aela regains 10 hit points at the start of her
her with an attack, she can halve the attack’s damage
turn. If she takes damage from a silvered weapon or a
against her.
spell, this trait doesn't function at the start of her next
turn. Aela dies only if she starts her turn with 0 hit points Heroic Actions
and doesn't regenerate.
Aela can take 1 heroic action, choosing from the options
Actions below. Only one heroic action can be used at a time and
only at the end of another creature’s turn. Aela regains
Mulitattack. Aela makes three attacks: one with her bite
spent heroic actions at the start of her turn.
and two with its claws in hybrid form, or three weapon
attacks in humanoid form. Attack. Aela makes one claw or weapon attack.
Swift Cover. Aela moves up to her speed and then takes
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to hit, the Hide action.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 8
city. While the Jarl of Riften might claim the proper
BRYNJOLF title of control, Maven’s familial ties and tight
Wealth is my business. Help me out and I can add to connections with both the Thieves Guild and the Dark
yours. Would you like a taste? There's plenty of gold out Brotherhood provides her with enough leverage and
influence to have the loyalty of most of city.
there for the taking... if you're up to the challenge.
—Brynjolf Brynjolf benefits from this relationship by always
having work, and by having one of the most prominent
Always watching over the markets in Riften, Brynjolf families keeping him out of prison, at least from any
keeps an eye out for prospective new members of the extended stays.
Thieves Guild. The tall Nord with auburn hair and
bright eyes sees everything that happens in his city and The Ragged Flagon. Deep within the ratway, a system
is prepared to do what it takes to keep his guild of sometimes dangerous underground tunnels, is the
profitable and safe. headquarters of the Thieves Guild: the Ragged Flagon.
The old cistern is Brynjolf’s favorite place to spend his
Watchful Eyes. Dressed in fine clothing, Brynjolf time, when he’s not keeping an eye on the streets or
confidently takes on the role of a prestigious vendor. eavesdropping on conversations in the Bee and Barb.
He spends most of his time in the Riften market,
selling uncommon wares while listening and watching AMULET OF ARTICULATION
to everything that’s going on. He has an ear for people Wondrous item, rare (requires attunement)
light on coin, and an eye for noticing people carrying
what doesn’t belong to them. He has a knack for While you wear this magical necklace, you gain a +1
quickly sizing people up. By watching how they walk or bonus to AC. Additionally, you can add half your
what they’re wearing, he can easily see who might be proficiency bonus to any skill check you make that
out of place. relies on Personality. You can add this bonus even if
you are already proficient in the skill.
He uses this uncanny perception to recruit for the
Thieves Guild. Checking out those who seem to have a The amulet has 3 charges and regains 1d3 charges
predilection for crime and then testing their daily at dawn. While wearing the amulet, you can use
willingness by proposing small jobs. Perhaps pick- an action to expend 1 of its charges to cast charm
pocketing the locals, planting evidence on the person from it using your spell save DC.
innocent, or both.
Protection of the Black-Briars. Brynjolf’s brazenness
with recruitment is thanks to the protection of Maven
Black-Briar, the de-facto leader of the south-eastern

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 9
Brynjolf
Medium Humanoid (Nord), Chaotic Neutral
Armor Class 16 (leather, amulet of articulation) Bonus Action
Hit Points 130 (20d8 + 40)
Fast Hands. Brynjolf makes an Agility (Sleight of Hand)
Speed 35 ft.
check, uses his thieves' tools to disarm a trap or open a
lock, or takes the Use an Object action.
STR AGI END INT WIL PER
15 (+2) 18 (+4) 15 (+2) 10 (+0) 14 (+2) 16 (+3) Watchful Eye. Brynjolf can make an Intelligence
(Investigation) or Willpower (Perception) check on each
Saving Throws Strength +5, Agility +7 of his turns. Additionally, he can make a Willpower
Skills Athletics +5, Perception +5, Persuasion +7, Stealth +7 (Insight) check against a creature he can see contested by
Senses passive Perception 15 the target’s Personality (Deception) check. On a success,
Languages Tamrielic, Nordic Brynjolf can use his Sneak Attack against that target, even
Challenge 6 (2,300 XP) Proficiency Bonus +3 if he doesn’t have advantage on the attack roll, but not if
he has disadvantage on it. This benefits lasts for 1 minute
Special Equipment. Brynjolf wears an amulet of or until he successfully uses this feature against a
articulation (accounted for in his statistics). different target.
Evasion. If Brynjolf is subjected to an effect that allows Reactions
him to make an Agility saving throw to take only half
damage, he instead takes no damage if he succeeds on Uncanny Dodge. When an attacker that Brynjolf can see
the saving throw, and only half damage if he fails. hits him with an attack, he can use his reaction to halve
the attack’s damage against him.
Heroic Resistance (1/Day). If Brynjolf fails a saving throw,
he can choose to succeed instead. Heroic Actions
Sneak Attack (1/Turn). Brynjolf deals an extra 7 (2d6) Brynjolf can take 1 heroic action, choosing from the
damage when he hits a target with a weapon attack and options below. Only one heroic action can be used at a
has advantage on the attack roll, or when the target is time and only at the end of another creature’s turn.
within 5 feet of an ally of his that isn't incapacitated and Brynjolf regains spent heroic actions at the start of his
Brynjolf doesn't have disadvantage on the attack roll. turn.

Actions Attack. Brynjolf makes one weapon attack.


Slippery Escape. Brynjolf takes the Disengage action and
Multiattack. Brynjolf makes three attack with his can move up to his speed. As part of this action, he
shortsword, or two attacks with his shortbow. tosses an object, such as sand or a bottle, at a creature
within 5 feet of him. The target must succeed on a DC
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
13 Agility saving throw or the creature has disadvantage
one target. Hit: 7 (1d6+ 4) piercing damage.
on the next attack roll or Agility saving throw it makes
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 before the end its next turn.
ft., one creature. Hit: 7 (1d6 + 4) piercing damage.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 10
Patient Ambition. J’zargo is quick to tell tales of his
own successes, while downplaying—or even outright
ignoring—the accomplishments of others. During
practical evaluations of his own skills, he is not against
asking for help when needed, though such a task can
be difficult for him to admit. He truly and wholly
believes in his ability, causing him to be reckless with
his trials.
As a Khajiit, J’zargo believes he has something to
prove as a practitioner of the arcane arts, which acts
as an additional push to his persistent drive for
personal perfection. Though he still has much to learn,
he is determined to one day become Arch-Mage of the
college.

J’ZARGO’S SPELL SCROLLS


Always honing his craft, J’zargo scribes numerous spell
scrolls, each an experiment in their own right. Every
week or so, J’zargo creates 1d4 spell scrolls, which he
gladly hands out to collegues and classmates, with the
expecation that constructive criticism will be provided
in return.
To find out what type of spell scrolls J’zargo has each
week, roll a two d6’s and consult the J’zargo’s
J’ZARGO Experimental Scrolls table. The first d6 determines the
There is much for J’zargo to be sure of. There is skill in type of spell that has been insciribed on the scroll, as
magic, there is charm, and there is a strong will. J’zargo shown on the Scroll of column, and the second d6
determines what additional effect the scroll has, as
will be successful, of this there is no doubt. shown on the Mishap column.
—J’zargo
J’zargo’s Experimental Scrolls
Proud and confident, J’zargo the Khajiiti sorcerer is a
d6 Scroll of … Mishap
student at the College of Winterhold in Skyrim.
Standing tall with self-assurance, J’zargo has an air 1 enlarge The spellcaster gains the effect of
about him that borders on arrogance. The Cathay the chameleon spell for 1 hour.
Khajiit has grey and white fur with black markings and 2 fireball Each creature within 10 feet of the
prefers to wear his mages robes, to display his spellcaster stinks of sulphur for 1
accomplishments to all who see him. hour.
Strong-minded Student. Though he finds the cold 3 invisibility The spellcaster turns blue for 8
snow of the northern province unbearable compared hours.
to the warm sands of his homeland in Elsweyr, J’zargo
4 levitate The spellcaster gains the effects of
prefers the actual teachings the College provides.
the detect life spell for 1 hour.
Frustrated by the secrecy and concealment of magical
knowledge that the Synod and College of Whispers 5 lightning The spellcaster’s clothing and
have turned into a political stalemate instead of actual bolt equipment disappears and reappears
education, J’zargo opted to travel to the frigid city of in a free space within 15 feet.
Winterhold. Here the Khajiit student can study and 6 sleep The spellcaster gains the reduce
experiment unhindered. effects from the enlarge / reduce
At the college, he focuses on his studies, preferring spell.
not to be disturbed without good reason. He is a
skilled scribe, creating magical scrolls of his own
personal invention. As any proper scholar, J’zargo
welcomes feedback and critique, handing out his
unique spells to other students for additional research.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 11
J’zargo
Medium Humanoid (Khajiit), Chaotic Neutral
Armor Class 11 (14 with mage armor) Actions
Hit Points 154 (28d8 + 28)
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Speed 35 ft., climb 20 ft.
target. Hit: 2 (1d4) slashing damage.
STR AGI END INT WIL PER Sparks (Cantrip). Sparks release from J’zargo’s hands in a
10 (+0) 13 (+1) 12 (+1) 16 (+3) 18 (+4) 17 (+3) 15-foot line that is 5 feet wide. Each creature in that line
must succeed on a DC 15 Agility saving throw or take 9
Saving Throws Agi +4, Wil +7, Per +6 (2d8) lightning damage and their magicka points are
Skills Arcana +6, History +6, Intimidation +6, Perception +7 reduce by 2, if they have any.
Senses darkvision 60 ft., passive Perception 13,
Languages Tamrielic, Nordic, Ta’agra Reactions
Challenge 8 (3,900 XP) Proficiency Bonus +3
Counterspell (3rd-level Spell; 5 magicka). When J’zargo sees
a creature casting a spell of 3rd level or lower within 60
Feline Agility. When J’zargo moves on his turn in combat,
feet of him, its spell fails and has no effect. If the creature
he can double his speed until the end of his turn. Once he
is casting a spell of 4th level or higher, J’zargo must make
uses this ability, J’zargo can’t use it again until he moves
a Willpower attribute check (+4). The DC equals 10 + the
0 feet on one of his turns.
spell’s level. On a success, the creature’s spell fails and
Heroic Resistance (1/Day). If J’zargo fails a saving throw, has no effect.
he can choose to succeed instead.
Shield (1st-level Spell; 2 magicka). When J’zargo is hit by an
Power Overwhelming (1/Day). J’zargo can expend 6 attack or targeted by the magic missile spell, he gains a
magicka points to cast one spell he knows at 4th level. +5 bonus to AC until the start of his next turn, including
against the triggering attack, and takes no damage from
Spellcasting. J’zargo is a 6th level spellcaster. His magic missile.
spellcasting ability is Willpower (spell save DC 15, +7 to
hit with spell attacks). J’zargo has the following sorcerer Heroic Actions
spells prepared and has 40 magicka points:
J’zargo can take 1 heroic action, choosing from the
Cantrips (at will): dancing lights, fire bolt, prestidigitation, options below. Only one heroic action can be used at a
shocking grasp, sparks time and only at the end of another creature’s turn.
1st level (2 magicka): burning hands, detect magic, mage J’zargo regains spent heroic actions at the start of his turn.
armor*, shield
Cantrip. J’zargo casts one of his cantrips.
2nd level (3 magicka): enhance ability, hold person, knock
Equilibrium. J’zargo expends 6 hit dice and regains 13
3rd level (5 magicka): counterspell, lightning bolt
magicka points.
* J’zargo casts this spell on himself before combat.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 12
IMAGE BY
UESP

LORD HARKON Vyrthur of the Chantry of Auri-El wrote about a


prophecy where twilight would fall and blood would
With my guidance you will become a deadly instrument, spill. Recorded across three separate Elder Scrolls, the
striking terror in the hearts of mortals wherever you prophecy was a revenge story created by Vyrthur after
tread. Now, listen to my words and do as I instruct. The becoming afflicted by vampirism, feeling betrayed by
his god. The writings foretold of a time when the sun
true power of the ancient blood is found in the form of the
would be blotted out from the sky, plunging the world
Vampire Lord. into eternal darkness. By blocking out the sun, Nirn’s
– Lord Harkon connection with Aetherius would be sundered. Vyrthur
had devised a way to corrupt Auriel’s Bow, and by
Head of the Volkihar clan of vampires, Lord Harkon is a using it to fire an arrow coated with the blood of a
tenacious and relentless leader. In life, Harkon was a Daughter of Coldharbour into the sun, the world
cruel king of a vast realm within Skyrim. As a ruler, he would plummet into darkness.
was known to be heavy-handed and merciless,
oppressing his own people in every attempt to gain his Familial Ambition. Lord Harkon was not the only
own influence and power. In time, Harkon feared pure-blooded Volkihar vampire hoping to leverage their
losing all he gained by the inevitabilities of mortal life. new-found abilities. Valerica, Harkon’s wife, Queen of
He fervently sought the dark arts to find a way to the clan, had a similar expectation and ambition.
prevent his entire family's death. Seeking power in her own right, Valerica sought to
stifle her husband's plans for domination by hiding
Vampiric Ambitions. Making a pact with Molag Bal, their daughter, Serana, and one of the Elder Scrolls he
Lord Harkon sealed the fate of his entire family. By had collected in Dimhollow Crypt. She then took a
sacrificing a thousand innocents as tribute to the second scroll and hid herself in the Oblivion plane of
Daedric Prince, he guaranteed a new legacy as pure- trapped souls: the Soul Cairn.
blooded vampires and forging the Volkihar clan, the
most powerful vampires in all of Skyrim. By keeping herself and Serana hidden from Lord
Harkon, she prevented him from learning the exact
After initially cheating death by becoming a vampire, secrets hidden within the scrolls, and stopped him
Lord Harkon quickly grew impatient with the from being able to use their blood as part of the ritual
limitations of his new form. Over the next few decades, to enact the Tyranny of the Sun.
the immortal king continued his search, hoping to find
a way to walk the land without fear of the sun. Soon, Undead Nature. Lord Harkon doesn’t require air or
Lord Harkon would come across a long lost prophecy. food.
Tyranny of the Sun. In the First Era, Arch-Curate

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 13
CONJURE GARGOYLE DETECT LIFE
3rd-level conjuration 2nd-level mysticism (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 hour Duration: Concentration, up to 10 minutes
You summon a gargoyle from the daedric realm of You connect with the Aetherial energy and gain sight
Coldharbour which appears in an unoccupied space that reveals living creatures. For the duration, any
that you can see within range. The gargoyle disappears living creature within 30 feet of you has a faint
when it drops to 0 hit points or when the spell ends. shimmering aura surrounding it. The spell penetrates
most barriers, but it is blocked by 1 foot of stone, 1
The gargoyle is friendly to you and your companions.
inch of common metal, a thin sheet of lead, or 3 feet of
Roll initiative for the gargoyle, which has its own turn.
wood or dirt. Constructs, elementals, and undead are
It obeys any verbal command that you issue to it (no
not affected by this spell.
action required by you). If you don't issue any
commands to it, it defends itself from hostile At Higher Levels. When you cast this spell at 3rd level
creatures, but otherwise takes no actions. or higher, the distance you can view this aura is
increased by 15 feet for each level above 2nd.

LORD HARKON’S LAIR


On an isolated island beyond the northern mists of the sunlight, the shield breaks early and he does not
Sea of Ghosts, Lord Harkon’s castle has stood since regain any hit points. If Harkon is within 15 feet of
perhaps the Merethic Era. The castle has served as a an altar to Molag Bal, he regains 13 (3d8) extra hit
home for Harkon for several eras, through both his points when the shield breaks.
mortal and immortal life. ◈ All vampires in the lair can pinpoint the location of
each living creature within 120 feet of it until
The castle itself is an ancient stronghold that existed
initiative count 20 on the next round.
for even before Lord Harkon claimed it as his own. To
◈ All undead within Harkon’s lair have advantage on
reach the sprawling fortress is nearly impossible, as
saving throws against features that turn undead,
the island itself remains hidden by frozen mists in the
Harkon becomes immune to these effects, and all
dangerous sea. If the shores are breached, the frigid
vampires ignore their vampiric weakness until
island still needs to be navigated through the
initiative count 20 on the next round.
crumbling rock and frozen wastes. Skeleton armies and
gargoyles guard the docks, entrances, and undercroft.
REGIONAL EFFECTS
Inside, starving death hounds and feral vampires serve
The region surrounding Lord Harkon's lair is warped by
as an intermediary defense system. Diseased traps,
his unnatural presence, creating any of the following
sharpened stakes, flooded areas, and even frostbite
effects:
spiders make it nearly impossible for any tresspasser to
make it into the inner keep of the castle. Lord Harkon, ◈ Bone Hawks appear within a mile of his lair.
when encountered in his lair, has a challenge rating of ◈ The sky is noticeably darker and the sun's light is
24 (62,000 XP). significantly colder within a mile of the lair.
◈ All creatures within 500 feet of the lair except
LAIR ACTIONS undead have disadvantage in saving throws against
being charmed and against bleeding.
On initiative count 20 (losing initiative ties), Harkon
takes a lair action to cause one of the following effects; If Lord Harkon is killed, these effects end after 2d6
Harkon can't use the same effect two rounds in a row: days.
◈ Harkon forms a shield of blood and darkness Fighting Lord Harkon is a difficult encounter that
around him, reducing his speed to 0 and giving him causes him to shift forms. An encounter with him is
immunity to all damage except fire and radiant the equivalent of taking on two CR 23 creatures in one
until the shield breaks. He regains 13 (3d8) hit encounter. Award a party 100,000 XP for defeating Lord
points, and at the start of his turn the shield Harkon after he uses his Volkihar Bloodfather. If he is
breaks and he regains 22 (5d8) hit points. If Harkon encountered in his lair, he is the equivalent of taking
takes fire or radiant damage, or is exposed to on two CR 24 creatures (124,000 XP).

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 14
Lord Harkon
Medium Undead (Shapechanger), Lawful Evil
Armor Class 19 (natural armor) Turn Resistance. Harkon has advantage on saving throws
Hit Points 212 (25d8 + 100) against any effect that turns undead.
Speed 40 ft. (fly 30 ft. (hover) in Vampire Lord form)
Vampire Weaknesses. If Harkon takes at least 30 fire
damage on a turn he can’t reduce a creature’s maximum
STR AGI END INT WIL PER
hit points with his bite or regain hit points until the end
22 (+6) 18 (+4) 19 (+4) 14 (+2) 15 (+2) 20 (+5)
of his next turn. While in sunlight, Harkon cannot regain
hit points, and has disadvantage on attack rolls and
Saving Throws Agi +11, End +11, Wil +9, Per +12
Willpower (Perception) checks that rely on sight.
Skills History +16, Perception +9, Stealth +18
Damage Resistances necrotic; bludgeoning, piercing, and Volkihar Bloodfather (Mythic Trait; Recharges after a Short
slashing from nonmagical attacks that aren’t silvered or Long Rest). If Harkon is reduced to 0 hit points, he
Damage Immunities cold, poison doesn’t die or fall unconscious. Instead, he regains 180 hit
Condition Immunities charmed, frightened, poisoned points. In addition, he transforms into his Vampire Lord
Senses darkvision 60 ft., passive Perception 19, form if he isn’t already in that form, and all allied
Languages Falmeris, Nordic, Tamrielic creatures within 20 feet of him gain 3d6 temporary hit
Challenge 23 (50,000 XP) Proficiency Bonus +7 points at the start of each of his turns if he is not in
direct sunlight.
Shapechanger. If Harkon isn't in sunlight, he can use his
Actions
action to polymorph into his Vampire Lord form or a
Medium cloud of mist, or back into his true form. Multiattack. Harkon makes three attacks, only one of
While in Vampire Lord form, Harkon knows the which can be a bite attack.
location of all creatures within 60 feet of him. His
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one
statistics, other than speed, are unchanged. Anything he
willing creature, or a creature that is grappled by Harkon,
is wearing transforms with him, but nothing he is
incapacitated, or restrained. Hit: 13 (2d6+6) piercing
carrying does. He reverts to his true form if he dies.
damage plus 14 (4d6) necrotic damage, or 17 (5d6) while
While in mist form, Harkon can't take any other
in Vampire Lord form. The target's hit point maximum is
actions, speak, or manipulate objects. He is weightless,
reduced by an amount equal to the necrotic damage
has a flying speed of 20 feet, can hover, and can enter a
taken, and Harkon regains hit points equal to that
hostile creature's space and stop there. In addition, if air
amount. The reduction lasts until the target finishes a
can pass through a space, the mist can do so without
long rest. The target dies if this effect reduces its hit point
squeezing, and he can't pass through water. He has
maximum to 0. If the target is a humanoid, it must
advantage on Strength, Agility, and Endurance saving
succeed on a DC 19 Endurance saving throw or be cursed
throws, and he is immune to all damage except fire and
with vampirism. If the target has at least half of its
radiant.
maximum hit points remaining and is willing, Harkon can
Innate Spellcasting. Harkon’s innate spellcasting ability is choose to curse the creature with a form of vampirism
Personality (spell save DC 20). He can innately cast the that turns them into a Vampire Lord.
following spells, requiring no material components:
Harkon’s Sword. Melee Weapon Attack: +14 to hit, reach 5
2/day each: animate dead, charm person, conjure gargoyle, ft. one target. Hit: 12 (2d4+7) slashing damage plus 3 (1d6)
detect life, fear, hold monster, invisibility (self only) necrotic damage, or 12 (1d10+7) slashing damage plus 3
(1d6) necrotic damage if used with two hands. If the
Legendary Resistance (3/day). If Harkon fails a saving
target is a creature, Harkon regains an amount of hit
throw, he can choose to succeed instead.
points equal to the necrotic damage dealt.
Magic Resistance. Harkon has advantage on saving
throws against spells and other magical effects. Talons (Vampire Lord form only). Melee Weapon Attack: +13
to hit, reach 5 ft., one creature. Hit: 19 (3d8+6) slashing
Night Cloak (Vampire Lord form only). At the start of each damage. Instead of dealing damage, Harkon can grapple
of Harkon’s turns, each creature within 5 feet of him the target (escape DC 21).
takes 4 (1d8) piercing damage, Harkon regains hit points
equal to the damage dealt. Vampiric Drain. Harkon hurls a blast of blood magic at a
point he can see within 30 feet of him. Each creature in a
Special Equipment. Harkon wields Harkon’s Sword 10-foot radius sphere centered on that point must
(accounted for in his statistics). succeed on a DC 20 Endurance saving throw or take 13
(3d8) necrotic damage, and Harkon regains hit points
equal to the damage dealt.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 15
HARKON’S SWORD
Weapon (katana), rare, (requires attunement)
This katana is wielded in battle by the vampire Lord
Harkon, and its hilt is adorned with symbols of Molag
Bal. When attuned to this item, you gain a +1 bonus to
attack and damage rolls made with it, and it deals an
additional 1d6 necrotic damage on a hit. If you are a
vampire, you regain hit points equal to the necrotic
damage dealt, and you can make an additional attack
with this weapon as a bonus action if you hit a
creature with it on your turn.

Legendary Actions Mythic Actions


Harkon can take 3 legendary actions, choosing from the If Harkon's mythic trait is active, he can use the options
options below. Only one legendary action can be used at below as legendary actions for 1 hour after using Volkihar
a time and only at the end of another creature's turn. Bloodfather.
Harkon regains spent legendary actions at the start of his
Blood Spears. Harkon hurls spears of blood at two
turn.
creatures within 60 feet of him. Each creature must make
Attack. Harkon makes one talons attack, one attack with a DC 20 Agility saving throw, taking 17 (5d6) necrotic
Harkon’s Sword, or uses his Vampiric Drain. damage on a failed save, and half as much on a success.

Bat Swarm. Harkon turns himself into a swarm of bats, Poisoned Claws. Harkon makes two attacks with his
moves up to 50 feet, and reverts to his previous form. talons. Each attack deals an additional 9 (2d8) poison
While in its bat swarm form, Harkon is immune to all damage.
damage, and he can't be grappled, petrified, knocked
prone, restrained, or stunned. Equipment worn or carried Servants of the Dead (costs 2 actions). Up to five
by Harkon remains in his possession. skeletons or zombies appear in unoccupied spaces within
30 feet of Harkon and remain until destroyed. Undead
Vampiric Grip (costs 2 actions). Harkon targets one summoned in this way have 20 temporary hit points and
creature he can see within 20 feet of him. The target have a +3 bonus to attack and damage rolls. The undead
must succeed on a DC 20 Endurance saving throw or take roll initiative and act on the next available turn. Harkon
22 (5d8) necrotic damage, and the creature moves 20 feet can have up to five undead summoned by this ability at a
closer to Harkon and is grappled (escape DC 20). Until time.
this grapple ends, the target is restrained.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 16
Vampire Lord
Medium Undead (Shapechanger), typically Neutral Evil
Armor Class 17 (natural armor) points until the end of its next turn. Additionally, the
Hit Points 144 (17d8 + 68) vampire takes 20 radiant damage when it starts its turn
Speed 40 ft. (fly 30 ft. (hover) in Vampire Lord form) in sunlight. While in sunlight, it has disadvantage on
attack rolls and ability checks.
STR AGI END INT WIL PER
21 (+5) 18 (+4) 18 (+4) 14 (+2) 15 (+2) 20 (+5)
Actions
Multiattack. The vampire makes three attacks, only one
Saving Throws Agi +9, End +9, Wil +7 of which can be a bite attack.
Skills Athletics +10, Perception +7, Stealth +15
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Resistances necrotic; bludgeoning, piercing, and
willing creature, or a creature that is grappled by the
slashing from nonmagical attacks that aren’t silvered
vampire, incapacitated, or restrained. Hit: 12 (2d6 + 5)
Damage Immunities poison
piercing damage plus 10 (3d6) necrotic damage. The
Condition Immunities charmed, frightened, poisoned
target's hit point maximum is reduced by an amount
Senses darkvision 60 ft., passive Perception 17,
equal to the necrotic damage taken, and the vampire
Languages the languages it knew in life
regains hit points equal to that amount. The reduction
Challenge 16 (15,000 XP) Proficiency Bonus +5
lasts until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0. If the
Shapechanger. If the vampire isn't in sunlight, it can use
target is a humanoid, it must succeed on a DC 17
its action to polymorph into its vampire lord form or a
Endurance saving throw or be cursed with vampirism.
Medium cloud of mist, or back into its true form.
While in Vampire Lord form, the vampire knows the Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one
location of all creatures within 60 feet of it. Its statistics creature. Hit: 14 (2d8 + 5) slashing damage. Instead of
are unchanged. Anything it is wearing transforms with it, dealing damage, the vampire can grapple the target
but nothing it is carrying does. It reverts to its true form (escape DC 18).
if it dies.
Vampiric Drain. The vampire hurls a blast of blood magic
While in mist form, the vampire can't take any actions,
at a point it can see within 30 feet of it. Each creature in
speak, or manipulate objects. It is weightless, has a flying
a 10-foot radius sphere centered on that point must
speed of 20 feet, can hover, and can enter a hostile
succeed on a DC 18 Endurance saving throw or take 10
creature's space and stop there. In addition, if air can
(3d6) necrotic damage, the vampire regains hit points
pass through a space, the mist can do so without
equal to half the damage dealt.
squeezing, and it can't pass through water. It has
advantage on Strength, Agility, and Endurance saving Legendary Actions
throws, and it is immune to all damage except fire,
The vampire can take 3 legendary actions, choosing from
radiant and the damage it takes from sunlight.
the options below. Only one legendary action option can
Innate Spellcasting. The vampire's innate spellcasting be used at a time and only at the end of another
ability is Personality (spell save DC 19). It can innately creature's turn. The vampire regains spent legendary
cast the following spells, requiring no material actions at the start of its turn.
components:
Attack. The vampire makes one attack with its talons, or
2/day each: animate dead, charm person, conjure gargoyle, uses its Vampiric Drain.
detect life, fear, hold monster, invisibility (self only)
Bat Swarm. The vampire turns into a swarm of bats,
Legendary Resistance (3/day). If the vampire fails a saving moves up to 50 feet, and reverts to its previous form.
throw, he can choose to succeed instead. While in its bat swarm form, the vampire is immune to
all damage, and can't be grappled, petrified, knocked
Night Cloak (Vampire Lord form only). At the start of each
prone, restrained, or stunned. Equipment worn or carried
of the vampire's turns, each creature within 5 feet of it
by the vampire remain in its possession.
takes 4 (1d8) piercing damage, the vampire regains hit
points equal to the damage dealt. Vampiric Grip (costs 2 actions). The vampire targets one
creature it can see within 20 feet of it. The target must
Turn Resistance. The vampire has advantage on saving
succeed on a DC 19 Endurance saving throw or take 22
throws against any effect that turns undead.
(5d8) necrotic damage, move 20 feet closer to the
Vampire Weaknesses. If the vampire takes at least 25 fire vampire and be grappled, (escape DC 18). Until this
damage from a single attack or spell, it cannot reduce a grapple ends, the target is restrained.
creature’s maximum hit points with its bite or regain hit

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 17
GARGOYLE
Animated by skilled mages and conjurers, these
magical statues are typically used as the defenders of
treasures or special locations. While gargoyles could be
carved into any conceivable shape, they are typically
winged, bi-pedal forms with monstrous faces and
deadly claws. A gargoyle is often shaped with features
preferred by their creator, with Khajiiti gargoyles
having more feline faces, and vampire lords creating
them with similar vestigial wings and turned-up noses.
Animated Stone. The exact magic used to create these Gargoyle
stone golems varies by the mage that crafts them. Medium Construct, typically Chaotic Evil
Some are animated simply animated stone, others are Armor Class 15 (natural armor)
given life from daedric souls. Vampire lords are capable Hit Points 52 (7d8 + 21)
of using their foul blood magic to summon gargoyles Speed 30 ft., fly 40 ft.
to fight by their side. However they are created, this
magic is relatively common, and gargoyles have been STR AGI END INT WIL PER
used across many eras, dating all the way back to the 15 (+2) 11 (+0) 16 (+3) 6 (–2) 11 (+0) 7 (–2)
Ayleids.
Veiled Dangers. Hidden among the architecture and Skills Perception +2
stonework of many castles and keeps, gargoyles blend Damage Resistances bludgeoning, piercing, and slashing
in with their surroundings and patiently wait to attack from nonmagical attacks
any intruders. Often placed next to non-living statues, Damage Immunities poison
gargoyles are capable of keeping entirely still until the Condition Immunities exhaustion, petrified, poisoned
moment they burst from their frozen stations to attack Senses darkvision 60 ft., passive Perception 12
the unwary. Languages understands the languages of its creator but
can’t speak
Using the features they have been created with, the Challenge 2 (450 XP)
gargoyles put the incredible weight of their stone
bodies into each blow. They are most commonly
False Appearance. While the gargoyle remains motionless,
carved with fearsome claws, but also make use of
it is indistinguishable from an inanimate statue.
horns, powerful jaws, and sometimes even weapons.
Regardless of their design, their dark magic that fuels Charge. If the gargoyle moves at least 20 ft. straight
ferocious attacks have the ability to funnel the health toward a target and then hits it with a claw attack on the
from their foes. same turn, the target takes an extra 3 (1d6) slashing
Persistent Protectors. The magic that animates a damage. If the target is a creature, it must succeed on a
gargoyle is often unending, lasting through the eras. DC 12 Strength saving throw or be knocked prone.
Even long after their creators have passed, the living
Actions
statues continue to protect the position they’ve been
sworn to. Preferred by vampires and Multiattack. The gargoyle makes two attacks: one with its
bite and one with its claws.
Grisly Treasure. Though a gargoyle is understood to
simply be animated stone, their tongue is strangely Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
valuable to capable alchemists. By grinding this target. Hit: 5 (1d6 + 2) piercing damage.
ineffective organ, it can be mixed into a potion that
can cure petrification. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4)
Unusual Nature. A gargoyle doesn’t require air, food, necrotic damage, the gargoyle regains hit points equal to
drink, or sleep. the necrotic damage dealt.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 18
IMAGE FROM BLOOD GANG
BY YOUNG SCROLLS

SERANA her alchemical studies. Early on, Serana spent time as


an apprentice to her mother, learning the ways of
This isn't that watered down child's power that you magic, alchemy, and necromancy. In time, Valerica
simply contract from another vampire. We're pureblood became more of a mentor and less of a mother, before
entirely shunning her from her activities.
creations of original vampires. We earned this.
– Serana Burden of Sacrifice. As Harkon’s pursuit of the
prophecy continued, and Valerica’s disdain heightened,
Though her youthful appearance may be misleading, her mother convinced Serana to seal herself away to
Serana is over a thousand years old. After becoming a prevent the Tyranny of the Sun from coming to
Daughter of Coldharbour, she spent her time with her fruition. The prophecy, recorded on three Elder Scrolls,
estranged family in Castle Volkihar, before being locked required the blood of a Daughter of Coldharbor. To stop
away in Dimhollow Crypt. She keeps a neat and clean his plans, Serana took an Elder Scroll and locked
appearance, worthy of a vampire princess, and is slow herself in a chamber hidden deep within Dimhallow
to trust. Her defensive nature stems from her unusual Crypt. Valerica took another Elder Scroll and hid herself
upbringing, preventing people from getting too close in the Soul Cairn, a realm of Oblivion filled with
to her, but once a genuine connection is made, her trapped souls.
loyalty is fierce.
Variant: Human Serana
Familial Ambition. Serana’s family were monarchs
over a large realm within Skyrim. Both her father and During her time with the Last Dragonborn, some
mother sought ways to increase their power and say Serana sought, and found, a cure for her
influence, eventually finding what they were looking vampirism. To have Serana as a human, make the
for in the hands of Molag Bal, Daedric Prince of following changes to her statblock:
domination and enslavement. The transformation was ◈ Her Challenge Rating becomes 13 (10,000 XP)
cruel and unpleasant, but the family became pureblood ◈ Her creature type is Humanoid (Nord).
vampires. As leaders of the Volkihar clan, the three ◈ She loses all damage resistances and
vampires honed their powers for centuries, but immunities, and is only resistant to cold damage.
sometimes power is just not enough. ◈ She loses her immunity to the poisoned
Estranged Parents. Harkon, Serana’s father, was not condition.
satisfied with power alone, and quickly searched for ◈ She loses her darkvision.
ways to gain something more. Eventually, he came ◈ She loses the following features: Vampire
across a prophecy known as the Tyranny of the Sun, Weaknesses, Innate Spellcasting, and Unusual
which claimed a plot that could end the sun for Nature.
eternity, allowing Harkon and his clan to be ◈ She loses her Bite, Unarmed Strike, and
unhindered in his vampiric ways. Vampiric Drain actions. Her Multiattack action
now allows her to make one attack with her
Serana’s mother, Valerica, became increasingly dagger and cast one cantrip.
spiteful of her husband. She spent most of her time in

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 19
Spells in Serana’s statistics that are shown in red italics
can be found in Legionnaire’s Guide to Cyrodiil.

Serana
Medium Undead, Neutral
Armor Class 16 (studded leather) Unusual Nature. Serana doesn’t require air or food.
Hit Points 150 (20d8 + 60)
Actions
Speed 30 ft.
Multiattack. Serana makes an attack with her dagger or
STR AGI END INT WIL PER uses a cantrip, and then uses vampiric drain.
19 (+4) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 19 (+4) Alternatively, she can make an unarmed strike and then
make a bite attack if she is able.
Saving Throws Agi +9, End +8, Per +9
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Skills Athletics +9, Arcana +9, Perception +6, Stealth +9
willing creature, or a creature that is grappled by Serana,
Damage Resistances necrotic; bludgeoning, piercing, and
incapacitated, or restrained. Hit: 11 (2d6+4) piercing
slashing from nonmagical attacks that aren’t silvered
damage plus 14 (4d6) necrotic damage. The target's hit
Damage Immunities cold, poison
point maximum is reduced by an amount equal to the
Condition Immunities poisoned
necrotic damage taken, and Serana regains hit points
Senses darkvision 60 ft., passive Perception 16
equal to that amount. The reduction lasts until the target
Languages Nordic, Tamrielic
finishes a long rest. The target dies if this effect reduces
Challenge 15 (13,000 XP) Proficiency Bonus +5
its hit point maximum to 0. If the target is a humanoid, it
must succeed a DC 17 Endurance saving throw, or be
Vampire Weaknesses. If Serana takes at least 30 fire
cursed with vampirism. If Serana chooses, and if the
damage, she cannot reduce a creature’s maximum hit
target is willing and if it has at least half of its maximum
points with her bite or regain hit points until the end of
hit points remaining, a humanoid cursed in this way can
her next turn. While in sunlight, Serana cannot regain hit
be turned into a Vampire Lord.
points, and has disadvantage on attack rolls, as well as on
Willpower (Perception) checks that rely on sight. Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing
Heroic Resistance (1/day). If Serana fails a saving throw,
damage.
she can choose to succeed instead.

Innate Spellcasting. Serana’s innate spellcasting ability is Ray of Frost. Ranged Spell Attack: +9 to hit, range 60 ft.,
Personality (spell save DC 17). She can innately cast the one target. Hit: 13 (3d8) cold damage, and the target’s
following spells, requiring no material components: speed is reduced by 10 feet until the start of Serana’s next
turn.
1/day each: charm person, detect life, fear, invisibility (self
only) Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5
ft., one creature. Hit: 8 (1d8+4) bludgeoning damage.
Magic Resistance. Serana has advantage on saving throws Instead of dealing damage, Serana can grapple the target
against spells and other magical effects. (escape DC 17).
Spellcasting. Serana is an 11th-level spellcaster. Her Vampiric Drain. Serana targets one creature within 10 feet
spellcasting ability is Intelligence (spell save DC 17, +9 to of her, the creature must succeed on a DC 17 Endurance
hit with spell attacks). She knows the following saving throw or take 13 (3d8) necrotic damage, and
necromancer spells and has 73 magicka points: Serana regains hit points equal to that amount.
Cantrips (at will): mage hand, ray of frost, spare the dying, Heroic Actions
sparks, thaumaturgy
1st level (2 magicka): drain health, inflict wounds, soul trap Serana can take 1 heroic action, choosing from the
2nd level (3 magicka): Baronoff’s bloody icicle, misty step, options below. Only one heroic action can be used at a
shocking siphon time and only at the end of another creature's turn.
3rd level (5 magicka): animate dead, counterspell Serana regains spent heroic actions at the start of her turn.
4th level (6 magicka): animate skeletal mage, banishment Cantrip. Serana casts one of her cantrips.
5th level (7 magicka): cone of cold, create black soul gem Vampiric Drain. Serana uses Vampiric Drain.
6th level (9 magicka): reanimate corpse

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 20
LYDIA
I am sworn to protect you. I am your sword, and your
shield
—Lydia
A great warrior, Lydia is one of Whiterun’s most
powerful fighters. Serving under Jarl Balgruf, Lydia is
known for her fierce strength and her power to stand
against even the most forceful of assaults. Strong,
capable, and loyal to the very end, Lydia will do
anything to protect Whiterun and her thane.
Loyal Defender. Lydia served as a housecarl to the Last
Dragonborn after Jarl Balgruf made them a thane of
Whiterun. It is said Lydia adventured across Skyrim
with the Last Dragonborn, and some say they even
married. What is known for certain is that she fought
to defend Whiterun and the people of Skyrim against
the dragons.
Proud Nord. Lydia is proud of her home and her
heritage, and can be a bit abrasive towards non-Nords
and even the Skaal. She has a great love for Skyrim, and
will defend it until her death if necessary.

Lydia
Medium Humanoid (Nord), Lawful Neutral
Armor Class 18 (chain mail, shield) Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
Hit Points 112 (15d8 + 45) ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Speed 30 ft.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR AGI END INT WIL PER target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4)
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 13 (+1) slashing damage if used with two hands.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft.,


Saving Throws Str +7, Agi +5, End +6 one target. Hit: 6 (1d4 + 4) bludgeoning damage. If the
Skills Athletics +7, Perception +4 target is Large or smaller, it must succeed on a DC 15
Damage Resistances cold Strength saving throw or be knocked prone.
Senses passive Perception 14
Languages Nordic, Tamrielic Reactions
Challenge 7 (2,900 XP) Proficiency Bonus +3
Whiterun Defender. When an ally within 15 feet of Lydia
takes damage from an attack or spell, Lydia can move up
Bodyblocker. Any creature that Lydia hits with an
to half her speed and make one melee attack.
opportunity attack or an attack made with her Whiterun
Defender reaction has its speed reduced to 0 until the end Heroic Actions
of its next turn.
Lydia can take 1 heroic action, choosing from the options
Heroic Resistance (1/day). If Lydia fails a saving throw, she below. Only one heroic action can be used at a time and
can choose to succeed instead. only at the end of another creature’s turn. Lydia regains
Sworn to Carry. Lydia is considered to be a Large creature spent heroic actions at the start of her turn.
for the purpose of determining her carrying capacity. Attack. Lydia makes one weapon attack.
Actions In the Way. Until the start of her next turn, all hostile
creatures that move within 5 feet of Lydia must succeed
Multiattack. Lydia makes three melee attacks. on a DC 15 Strength saving throw or have their speed
Alternatively, she can make two attacks with her longbow. reduced to 0

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 21
Astrid
Medium Humanoid (Nord), Neutral Evil
Armor Class 16 (studded leather armor) piercing damage. If the target is a creature, Astrid can
Hit Points 82 (15d8 + 15) choose one of the following additional effects:
Speed 30 ft.
• The target must succeed on a DC 15 Willpower saving
throw or be frightened of Astrid for one minute. The
STR AGI END INT WIL PER
target can repeat the saving throw at the end of each
12 (+1) 18 (+4) 13 (+1) 16 (+3) 12 (+1) 16 (+3)
of its turns, ending the effect on a success.
• The target must succeed on a DC 15 Willpower saving
Saving Throws Agi +8, Int +5, Wil +6
throw or have disadvantage on saving throws against
Skills Acrobatics +8, Deception +7, Perception +5, Sleight
spells for one minute. The target can repeat the saving
of Hand +12, Stealth +12
throw at the end of each of its turns, ending the effect
Damage Resistances cold, poison
on a success.
Senses passive Perception 15
• The target takes an additional 3 (1d6) necrotic damage.
Languages Nordic, Tamrielic
Challenge 9 (5,000 XP) Proficiency Bonus +4 Bonus Actions
Cunning Action. Astrid takes the Dash, Disengage, or Hide
Backstabber. When Astrid reduces a creature to 0 hit
action.
points, it dies instantly.
Reactions
Heroic Resistance (1/day). If Astrid fails a saving throw,
she can choose to succeed instead. Uncanny Dodge. Astrid halves the damage that she takes
from an attack that hits her. Astrid must be able to see
Sneak Attack (1/Turn). Astrid deals an extra 14 (4d6)
the attacker.
damage when she hits a target with a weapon attack and
has advantage on the attack roll, or when the target is Heroic Actions
within 5 feet of an ally of Astrid that isn't incapacitated
Astrid can take 1 heroic action, choosing from the options
and Astrid doesn't have disadvantage on the attack roll.
below. Only one heroic action can be used at a time and
Actions only at the end of another creature's turn. Astrid regains
spent heroic actions at the start of her turn.
Multiattack. Astrid makes two attacks with the Blade of
Woe. Attack. Astrid makes an attack with the Blade of Woe.
Slip into Shadows. Astrid moves up to her speed and
Blade of Woe. Melee or Ranged Weapon Attack: +8 to hit,
takes the hide action.
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4)

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 22
her. After completing many contracts and meeting her
husband, Arnbjorn the werewolf, she eventually
became the leader of the Falkreath sanctuary.
Disdain for Tradition. Astrid considers the Five Tenets
to be the downfall of the Dark Brotherhood. By taking
on a more authoritarian role and ignoring the old
ways, Astrid has kept what remains of the Brotherhood
alive and well. The arrival of Cicero and the Night
Mother have changed things in the sanctuary. Cicero is
far more traditional, and could stand as a threat to her
leadership. And with the Night Mother around, a new
Listener could emerge. With a Listener, her authority
would be all but gone, and Astrid’s authority is all that
has kept the Dark Brotherhood alive.

CICERO
The world has seen the last of Cicero the man. Behold
Cicero, Fool of Hearts—laughter incarnate!
—Cicero
Keeper of the Night Mother during the 4th Era, Cicero
is completely mad, a fact that becomes obvious to
anyone who should speak to or interact with him.
While he plays the part of the fool—quite literally
wearing a jester’s outfit—Cicero should not be taken
lightly. He is an expert assassin, master of infiltration,
horribly deadly with a dagger, and is the last remaining
survivor of the Dark Brotherhood’s presence in Cyrodiil.
Descent into Madness. Earlier in his life, Cicero was
your average Dark Brotherhood assassin. After the
ASTRID death of the Listener, Cicero was chosen to be Keeper
of the Night Mother. Before this, he was assigned to
What happens now is you start your new life in the Dark
kill a particular jester. The jester laughed endlessly,
Brotherhood. You're part of the Family, after all. This, as even as Cicero stabbed him to death. This bizarre
you can see, is our Sanctuary. You won't find a safer place response stuck with Cicero, and as the Cyrodiil chapter
in all of Skyrim. So get comfortable. of the Dark Brotherhood’s numbers slowly fell, so too
did Cicero’s sanity. At first, the silence from the Night
—Astrid
Mother drove Cicero mad. Then it was the laughter—
As the leader of the Dark Brotherhood’s Falkreath the jester’s laughter—screaming from the Void.
sanctuary, Astrid values her “family” greatly, and has Eventually the laughter stopped, and after the only
done all she could to keep the guild alive in Skyrim. To other member of the Brotherhood disappeared, Cicero
keep the only remaining sanctuary in the 4th Era gave himself a new title: The Fool of Hearts.
running, she left the Five Tenants behind, surviving on
Mother’s Loyal Servant. Cicero is heavily devoted to
a less rigid structure. She considers her word to be law
the Night Mother and his role as Keeper. He managed
in the sanctuary, and does not take kindly to threats to
to smuggle her out of Cyrodiil and across Skyrim,
her leadership.
caring for her and keeping her preserved every step of
An Early Start. Astrid committed her first murder the way. Even in the face of silence from her, Cicero
when she was in her adolescence. Her uncle had made remains devoted. He finds Astrid’s disdain for tradition
certain unwanted advances on her, so she killed him. and the Five Tenets to be heretical, and hopes to
She found that she enjoyed the act of killing, and did it change her and her “family’s” ways. He also hopes to
again and again, enjoying it more each time. locate a new Listener, something that may come about
Eventually, the Dark Brotherhood found and recruited sooner than he thinks.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 23
Cicero
Medium Humanoid (Imperial), Chaotic Evil
Armor Class 16 (padded armor) and Cicero doesn't have disadvantage on the attack roll.
Hit Points 71 (13d8 + 13)
Actions
Speed 30 ft.
Multiattack. Cicero makes two dagger attacks, and then
STR AGI END INT WIL PER can use Mad Jester.
13 (+1) 20 (+5) 12 (+1) 17 (+3) 15 (+2) 18 (+4)
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5
ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing
Saving Throws Agi +8, Wil +5, Per +7
damage.
Skills Acrobatics +8, Deception +10, Performance +10,
Stealth +8 Mad Jester. Cicero targets a creature within 30 ft. of him
Senses passive Perception 12 and performs an irritating antic. The creature must make
Languages Tamrielic a DC 16 Willpower saving throw. On a failed save, the
Challenge 8 (3,900 XP) Proficiency Bonus +3 creature has disadvantage on attack rolls against
creatures other than Cicero for 1 minute. The target can
Carefully Clothed. Cicero ignores disadvantage on stealth repeat the saving throw at the end of each of its turns,
checks from wearing Light or Medium armor. ending the effect on a success. If the target fails the
saving throw twice, it becomes frenzied for 1 minute, as
Fool of Hearts. If Cicero makes a successful Personality
Cicero becomes too irritating to bear. On a successful
(Deception) or Personality (Performance) check against a
save, the target becomes immune to this effect for 24
creature’s contested Willpower (Insight) check, the next
hours.
time he hits that creature with an attack roll within the
next minute it is considered to be a critical hit. Bonus Actions
Heroic Resistance (1/day). If Cicero fails a saving throw, he Cunning Action. Cicero takes the Dash, Disengage, or Hide
can choose to succeed instead. action.

Mother’s Keeper. Cicero has advantage on attack rolls Heroic Actions


against any creature within 30 feet of the Night Mother
Cicero can take 1 heroic action, choosing from the
or The Listener. If Cicero is within 30 feet of the Night
options below. Only one heroic action can be used at a
Mother or The Listener, he gains a +1 bonus to AC and
time and only at the end of another creature's turn.
saving throws.
Cicero regains spent heroic actions at the start of his turn.
Sneak Attack (1/Turn). Cicero deals an extra 14 (4d6)
Madman’s Jig. Cicero moves up to half of his speed
damage when he hits a target with a weapon attack and
without provoking opportunity attacks.
has advantage on the attack roll, or when the target is
Laughing Killer. Cicero makes a dagger attack. On a hit,
within 5 feet of an ally of Cicero that isn't incapacitated
the dagger does an additional 5 (2d4) psychic damage.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 24
Deceived Soldier. Long before the Civil War, Ulfric
GALMAR STONE-FIST fought in the Great War against the Aldmeri Dominion
Galmar stands as Jarl Ulfric’s housecarl, bodyguard, as a member of the Imperial Legion. He was captured
and right hand officer. A powerful warrior, Galmar by the elves early on in the war, and eventually gave up
wields his greataxe with unmatched strength and information after being interrogated.
speed. While powerful and eager to fight, he is more
than just some brute. He also works as a tactician, The Dominion fooled Ulfric into thinking he had
spending long hours pouring over maps, planning given them intelligence vital to the fall of the Imperial
attacks, and advising Ulfric on the war. Without the City, which had fallen long before Ulfric gave in to the
guidance and power of his housecarl, it is unlikely that torture. They allowed Ulfric to escape, with the hopes
Ulfric would be as much of a threat to the empire as of having him stir up unrest in Skyrim, which came
he is. true with The Markarth Incident.

Loyal to Skyrim. Once a member of the Imperial Reclamation of Markarth. A group of Reachmen called
Legion himself, Galmar fought in the Great War against the Forsworn had taken over the Reach and Jarl
the Thalmor. He stood alongside Rikke and Ulfric Igmund called upon Ulfric to take back his hold. Ulfric
Stormcloak, but left in disgust after Emperor Titus agreed, on the condition that the Reach would allow
Mede II surrendered to the Thalmor. He sees joining Talos worship. Ulfric had learned the Voice from the
the Stormcloaks as less of a choice, and more simply Greybeards, but used their teachings for war, crushing
the right thing to do. the Forsworn with the thu’um and retaking the hold.
Markarth temporarily was free to worship Talos, until
In his own words, he does not need a reason to the Thalmor returned, arrested Ulfric, and outlawed it
defend his homeland from people he sees as invaders. again.
He believes the Empire he knew and fought for is now
nothing more than a puppet of the Dominion, and that Bolstered by Betrayal. Ulfric believed the Emperor had
the Stormcloaks are the first and last line of defense ordered his arrest, and after being released from the
for Skyrim against the tyranny of the Thalmor and the Thalmor’s prison and rising to become Jarl of
Aldmeri Dominion. Windhelm, he began working on creating the
Stormcloak Rebellion, and with it the Civil War.
In time, Ulfric came to Solitude to meet with High
ULFRIC STORMCLOAK King Torygg. The young king believed Ulfric was there
Leader of the Stormcloak rebellion, Jarl of Windhelm, to speak about Skyrim’s independence, as he had at the
and one of the few Tongues outside of the Greybeards Moot where he was named High King years earlier.
in the 4th Era, Ulfric Stormcloak is known throughout Instead, Ulfric challenged him to a fight to the death
Skyrim for many reasons. for his position. Torygg agreed to preserve his honor
and out of respect for ancient Nord tradition, but

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 25
stood little chance against the veteran warrior and
user of the Thu’um.
After Torygg’s death, Ulfric fled the city only to be
captured again. He was nearly executed at Helgen, but
escaped under the cover of Alduin’s attack.
Polarizing Leader. Ulfric is the center of much debate
in Skyrim. To his supporters, he is a righteous man
fighting for his country, his people, and Talos. To his
detractors, he is either a power hungry tyrant or a fool
who believes a bunch of farmers can defeat a force like
the Aldmeri Dominion.
While Ulfric cares for Skyrim and the Nords, he does
not show the same care for others. His city forbids
Argonians from entry, forcing them to live on the. He
does little to help the Dunmer refugees, forcing them
to live in the Grey Quarter slums.
Regardless of his motivations and alliances, Ulfric
was a major cause of the Civil War, and either his
victory or his demise will likely end it.
Galmar Stone-Fist
Medium Humanoid (Nord), Lawful Neutral
Armor Class 17 (hide armor) Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 112 (15d8 + 45) target. Hit: 18 (2d12 + 5) slashing damage.
Speed 30 ft.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
STR AGI END INT WIL PER
20 (+5) 16 (+3) 17 (+3) 15 (+2) 12 (+1) 13 (+1) Battlecry. Galmar targets one creature he can see within
60 ft. of him. If the target can hear Galmar, it must
Saving Throws Str +9, Agi +7, End +7 succeed on a DC 16 Willpower saving throw or be
Skills Athletics +9, Intimidation +5 frightened until the end of Galmar’s next turn. If a
Damage Resistances cold creature’s saving throw is successful, it is immune to
Condition Immunities frightened Galmar’s battlecry for the next 24 hours.
Senses passive Perception 11
For Skyrim (1/day). Each creature of Galmar’s choice
Languages Nordic, Tamrielic
within 30 ft. of him, can hear him, and is not already
Challenge 9 (5,000 XP) Proficiency Bonus +4
under this effect can use its reaction to move up to half
its movement speed and make one weapon attack. In
Brute. A melee weapon deals one extra die of its damage
addition, they gain advantage on attack rolls until the end
when Galmar hits with it (included in the attack).
of Galmar’s next turn. Galmar can also make one weapon
Indomitable (2/day). Galmar rerolls a failed saving throw. attack as a bonus action.

Tackle. Galmar moves at least 30 feet straight toward a Bonus Actions


creature and then hits it with a greataxe attack on the
Aggressive. Galmar moves up to his speed toward a
same turn, the target takes an extra 7 (2d6) slashing
hostile creature that he can see.
damage, and it must succeed on a DC 16 Strength saving
throw or be knocked prone. If the target is prone, Galmar Rage (2/day). Galmar enters a rage. While raging, Galmar
can make two unarmed strike attacks against it as a has advantage on Strength checks and saving throws, a
bonus action. +2 bonus to damage rolls on his weapon attacks, and he
Traditional Defense. If Galmar is wearing medium, light, gains resistance to bludgeoning, piercing, and slashing
or no armor, his AC includes his Endurance modifier. damage. The rage lasts for 1 minute, unless Galmar is
unconscious or ends his turn without attacking or taking
Actions damage since the end of his last turn.
Multiattack. Galmar makes two melee attacks, and then
uses battlecry.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 26
Ulfric Stormcloak
Medium Humanoid (Nord), Chaotic Neutral
Armor Class 16 (half plate) Battlecry. Ulfric targets one creature he can see within 60
Hit Points 171 (18d8 + 90) ft. of him. If the target can hear Ulfric, it must succeed
Speed 30 ft. on a DC 17 Willpower saving throw or be frightened until
the end of Ulfric’s next turn.
STR AGI END INT WIL PER
18 (+4) 13 (+1) 20 (+5) 12 (+1) 14 (+2) 17 (+3) Dragon Shouts (Recharge 6). Ulfric uses one of the
following dragon shouts.
Saving Throws Str +9, End +7, Wil +6 Disarm. One creature of Ulfric's choice that he can see
Skills Athletics +8, Intimidation +7, Persuasion +7 within 30 feet of him must make a DC 17 Strength
Damage Resistances cold saving throw. On a failed save, the creature is unable to
Senses passive Perception 12 keep a grip on any object it is holding in its hands and
Languages Nordic, Tamrielic the object is thrown back 15 feet. On a successful save,
Challenge 12 (8,400 XP) Proficiency Bonus +4 the creature continues to hold on to the objects in their
hands, but they have disadvantage on any rolls made
Combat Tongue. When Ulfric uses a dragon shout, he can using the object, such as weapon attacks, until the end
make 1 weapon attack as a bonus action. of their next turn
Unrelenting Force. Ulfric exhales a blast of force in a 30-
Coward Slayer. Ulfric has advantage on attack rolls
foot cone. Each creature in that cone must make a DC
against unarmed or frightened creatures.
17 Strength saving throw. On a failed save, a creature
Heroic Resistance (2/day). If Ulfric fails a saving throw, he takes 14 (4d6) force damage, is knocked back 20 feet,
can choose to succeed instead. and falls prone. On a successful save, the creature takes
half as much damage, isn’t knocked back, and isn't
Martial Advantage. Once per turn, Ulfric can deal an extra
knocked prone.
14 (4d6) damage to a creature he hits with a weapon
attack if that creature is within 5 feet of an ally of Ulfric Heroic Actions
that isn't incapacitated.
Ulfric can take 2 heroic actions, choosing from the
Survivor. Ulfric regains 10 hit points at the start of his options below. Only one heroic action can be used at a
turn if he has at least 1 hit point but fewer hit points than time and only at the end of another creature's turn. Ulfric
half his hit point maximum. regains spent legendary actions at the start of his turn.

Actions Attack. Ulfric makes one attack with his longsword.


Battlecry. Ulfric uses his Battlecry action.
Multiattack. Ulfric makes 3 longsword attacks, or he
For Skyrim (Costs 2 actions). Each creature of Ulfric’s
makes 1 weapon attack and uses Battlecry.
choice within 30 ft. of him, can hear him, and is not
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one already under this effect can use its reaction to move
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) up to half its movement speed and make one weapon
slashing damage if used with two hands. attack. In addition, they gain advantage on attack rolls
until the end of Ulfric’s next turn. Ulfric can also make
one weapon attack.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 27
LEGATE RIKKE GENERAL TULLIUS
A long time member of the Imperial Legion, Legate General Tullius is the military governor of Skyrim,
Rikke is a loyal citizen of the Empire. She is both a tasked with ending the Stormcloak Rebellion by the
proud Nord and proud citizen of the Empire, and Emperor. A general in the Legion, he is a brilliant
wishes to see Skyrim made whole again. tactician and capable warrior, but the Civil War has
forced him into the political sphere.
Patriotic Legionnaire. She joined the Legion at a
young age to follow in the footsteps of her parents. Resolute Tactician. He had nearly ended the
Before becoming a Legate, Rikke fought in the Great Stormcloak rebellion with Ulfric’s execution at Helgen,
War, and was close friends with Galmar Stone-Fist and but this was stopped by the attack of Alduin. He now
Ulfric Stormcloak. Rikke holds the belief that her old works tirelessly to win the war, believing Ulfric to be a
friend Ulfric has become a narcissistic megalomaniac, power hungry egomaniac that stands as a threat to the
something that saddens her to the core. security of the Empire and a distraction from the real
threat of the Aldmeri Dominion.
Unlike her former comrades, she did not leave the
Legion after the White-Gold Concordat was signed, Loyal Soldier. Tullius outright despises the Aldmeri
believing that given time, the Empire had the best shot Dominion, but knows the Empire is not strong enough
of eventually defeating the Aldmeri Dominion. to defeat them just yet. He takes the Dominion very
seriously as a threat, and wishes to end the war with
Capable Agent. Rikke is the chief officer, strategist,
haste so the Empire can once again focus on regaining
and right hand of General Tullius. The two work very
Imperial power as fast as possible.
closely together, spending hours discussing strategy
and plans. Tullius also relies on Rikke for insight into Imperial Pride. Taking great care in his own Imperial
Nord culture and traditions, something he isn’t as well heritage, he in turn cares very little for Nord traditions
versed in as a foreigner. and customs, finding himself often annoyed with
Nordic honor which stands in the way of his tactics.
On the field, she is a cunning tactician and leader,
Though he is brash and insensitive, he sees Nords as
rallying soldiers under her command into a force to be
fellow Imperial citizens, and wishes to bring them
reckoned with. She carries a great deal of respect for
peace and security.
her countrymen, even as she fights them, but this by
no means makes her a pushover or a traitor. Legate
Rikke’s loyalties lie in Skyrim, which in her eyes, has a
rightful home as part of the Empire.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 28
Legate Rikke
Medium Humanoid (Nord), Lawful Neutral
Armor Class 20 (plate, shield) uses Call to Arms.
Hit Points 105 (14d8 + 42)
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Speed 30 ft.
target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)
slashing damage if used with two hands.
STR AGI END INT WIL PER
19 (+4) 16 (+3) 17 (+3) 15 (+2) 15 (+2) 18 (+4) Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the
Saving Throws End +7, Wil +6, Per +8 target is Large or smaller, it must succeed on a DC 16
Skills Athletics +9, Perception +6, Persuasion +8 Strength saving throw or be knocked prone.
Damage Resistances cold
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
Senses passive Perception 16
ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Languages Nordic, Tamrielic
Challenge 9 (5,000 XP) Proficiency Bonus +4 Call to Arms. Up to three allies within 120 feet of Rikke
that can hear her are rallied until the end of her next
All as One. Rikke and every ally within 30 feet of her adds turn, and can use their reaction to make one weapon
her Personality modifier (+4) to their initiative. attack, use the volley action, or interact with a siege
engine such as a ballista.
Brute. A melee weapon deals one extra die of its damage
when Rikke hits with it (included in the attack). Leadership (recharges after a short or long rest). For 1
minute, Rikke can utter a special command or warning
Indomitable (2/day). Rikke rerolls a failed saving throw.
whenever a nonhostile creature that she can see within
Martial Advantage. Once per turn, Rikke can deal an extra 30 feet of her makes an attack roll or a saving throw. The
14 (4d6) damage to a creature she hits with a weapon creature can add a d4 to its roll provided it can hear and
attack if that creature is within 5 feet of an ally of Rikke understand Rikke. A creature can benefit from only one
that isn't incapacitated. Leadership die at a time. This effect ends if Rikke is
incapacitated.
Superior Formation Tactics. While she is within 5 ft. of at
least one ally, Rikke is immune to the frightened and Reactions
charmed conditions and has advantage on saving throws
Parry. Rikke adds 3 to her AC against one melee attack
against being grappled and restrained.
that would hit her. To do so, Rikke must see the attacker
Actions and be wielding a melee weapon.

Multiattack. Rikke makes three weapon attacks, and then

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 29
General Tullius
Medium Humanoid (Imperial), Lawful Neutral
Armor Class 19 (half plate, shield) Actions
Hit Points 130 (20d8 + 40)
Multiattack. Tullius makes three weapon attacks, and
Speed 30 ft.
then uses Call to Arms.
STR AGI END INT WIL PER Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
19 (+4) 17 (+3) 15 (+2) 16 (+3) 15 (+2) 18 (+4) target. Hit: 12 (1d8 + 1d6 + 4) slashing damage, or 13
(1d10+1d6+4) slashing damage if used with two hands.
Saving Throws End +6, Wil +6, Per +8
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Skills Athletics +8, Insight +6, Perception +6, Persuasion +8
one target. Hit: 10 (1d4 + 1d6 + 4) bludgeoning damage. If
Senses passive Perception 16
the target is Large or smaller, it must succeed on a DC 16
Languages Altmeris, Nordic, Tamrielic
Strength saving throw or be knocked prone.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Call to Arms. Up to three allies within 120 feet of Tullius
All as One. Tullius and every ally within 30 feet of him that can hear him are rallied until the end of his next
adds his Personality modifier (+4) to their initiative. turn, and can use their reaction to make one weapon
attack, use the volley action, or interact with a siege
Heroic Resistance (2/day). If Tullius fails a saving throw, he
engine such as a ballista.
can choose to succeed instead.

Imperial Luck (2/day). When Tullius makes an attack roll,


Heroic Actions
attribute check, or saving throw, he can add 1d6 to the Tullius can take 2 heroic actions, choosing from the
result of the roll. options below. Only one heroic action can be used at a
time and only at the end of another creature's turn.
Superior Formation Tactics. While he is within 5 feet of at
Tullius regains spent legendary actions at the start of his
least one ally, Tullius is immune to the frightened and
turn.
charmed conditions and has advantage on saving throws
against being grappled and restrained. Attack. Tullius makes one attack with his longsword.
Command Ally. Tullius targets one ally he can see within
Superior Martial Advantage. Once per turn, Tullius can
30 feet of him. If the target can see and hear Tullius, the
deal an extra 14 (4d6) damage to a creature he hits with a
target can make one weapon attack as a reaction and
weapon attack if that creature is within 5 feet of an ally
gains advantage on the attack roll.
of Tullius that isn't incapacitated. In addition, Tullius and
Rallying Cry (costs 2 actions). Tullius uses his Call to
all allied creatures with martial advantage within 20 feet
Arms action, and any creature that is rallied by him can
of him deal 3 (1d6) extra damage with their weapon
move up to its speed and make one weapon attack
attacks (included in Tullius’ weapon attacks).
when this action is used without spending its reaction.
Survivor. Tullius regains 10 hit points at the start of his
turn if he has at least 1 hit point but fewer hit points than
half his hit point maximum.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 30
PAARTHURNAX LAIR ACTIONS
Paarthurnax is one of the oldest and most powerful On initiative count 20 (losing initiative ties),
dragons. His dark, grey scales and battle-worn spines Paarthurnax takes a lair action to cause one of the
reveal his advanced age, though his tranquil demeanor following effects; Paarthurnax can’t use the same
betrays his draconic ancestry. effect two rounds in a row:
The Old One. While many dragons refer to him as ◈ Blinding Sleet. Driving sleet falls in a 40-foot-high,
“The Old One”, his actual name means “Ambition 20-foot-radius cylinder centered on a point
(Paar) Overlord (Thur) Cruelty (Nax)” in Dovahzul, a Paarthurnax can see within 120 feet of him. Each
moniker that has come to fit him less and less as time creature in that area must succeed on a DC 17
has gone on. In the ancient times of the Merethic Era, Endurance saving throw or be blinded until
before the Dragon War, he was as power-hungry and initiative count 20 on the next round.
dominating as any other dragon. He served as Alduin ◈ Breath of the World. A powerful wind blows around
the World Eater’s lieutenant and committed many Paarthurnax. Each creature within 60 feet of
unspeakable atrocities against mortals, obliterating Paarthurnax must succeed on a DC 17 Strength
any opponent who stood in his way. saving throw or be pushed 15 feet away from him
and be knocked prone. Gases and vapors are
Noble Betrayer. Eventually, he turned traitor to
dispersed by the wind, and unprotected flames are
Alduin, either of his own volition or by the divine
extinguished. Protected flames, such as lanterns,
intervention of the Goddess Kyne. He taught the
have a 50 percent chance of being exhausted.
ancient Nords how to use the Thu’um. In particular, he
◈ Calm of Kyne. Paarthurnax chooses one creature of
taught the rebel leaders Gormlaith Golden-Hilt, Hakon
his choice that he is aware of in his lair. That
One-Eye, and Felldir the Old the voice, which they then
creature must succeed on a DC 23 Willpower
used to create a terrible new shout. This new shout,
saving throw, or be charmed by Paarthurnax for 1
called Dragonrend, was instrumental to the victory of
hour. While charmed in this way, the target can
the Nords in the Dragon War.
only attack or cast a harmful spell on another
Mentor of Mortals. During the First Era, he was joined creature if it has been attacked by that creature
by Jurgen Windcaller after his defeat at The Battle of already. Whenever the target takes damage, it can
Red Mountain. Paarthurnax studied the Way of the make the saving throw again, ending the effect on
Voice under Jurgen as a Greybeard, eventually doing a success.
the impossible and overcoming his instinctual need to
dominate and conquer others. After Jurgen’s death, he
became the Grandmaster of the Greybeards, a title he REGIONAL EFFECTS
has held ever since. He now spends his days in
meditation and quiet introspection atop the Throat of The region surrounding Paarthurnax's lair is warped by
the World, taking few visitors and rarely speaking with his unnatural presence, creating any of the following
the other Greybeards. effects:
◈ Protective Winds. Within 1 mile of his lair,
Should a foolish person try to force their way to him,
Paarthurnax can create magical winds that block
his perch at the peak of the mountain is protected by
the path to him. These winds can fill a 40-foot
deadly magical winds. Any worthy tongue who comes
cube, and Paarthurnax can have up to 10 areas of
to speak with him may learn greater understanding of
wind active at a time. The wind’s area is difficult
certain words from him, empowering their voice.
terrain, and any creature who enters the wind’s
Peace and Power. Though Paarthurnax’s power has area takes 19 (3d12) cold damage for every 5 feet
diminished during his time spent meditating, he is still they move in the wind, and if they end their turn
a mighty and legendary dragon. His meditation on the in the wind, they take an additional 19 (3d12) cold
Thu’um has given him greater insight into the Words damage. These winds can only be dispelled by
of Power, making his voice stronger than a typical Paarthurnax himself, but the clear skies shout can
dragon. dispel them for 1 minute.
◈ Whisper of a Word. Any Greybeard or follower of
Like the other Greybeards, he is a peaceful being, only
the Way of the Voice within 3 miles of
using the Voice in times of True Need and never start-
Paarthurnax’s lair has a 25 percent chance of
ing fights with others. This is an especially admirable
learning the location of a Word Wall somewhere in
feat for him, as dragons have an instinctual need to
Skyrim whenever they finish a long rest, hearing
dominate others that is nearly impossible to ignore or
the word of power echo and whisper in their mind.
combat. He is a wise old wyrm, providing centuries
worth of knowledge, stories, and experiences.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 31
Paarthurnax
Gargantuan Dragon (Celestial), Lawful Good
Armor Class 22 (natural armor) Tail Whip. Melee Weapon Attack: +16 to hit, reach 15 ft.,
Hit Points 594 (29d20 + 290) one target. Hit: 21 (3d8+8) bludgeoning damage.
Speed 40 ft., climb 40 ft., fly 80 ft
Calming Presence. Each creature of Paarthurnax’s choice
that is within 60 feet of him and aware of him is
STR AGI END INT WIL PER
magically calmed by Paarthurnax until the end of his next
27 (+8) 14 (+2) 30 (+10) 22 (+6) 23 (+6) 18 (+4)
turn. While calmed by Paarthurnax, the creature has
advantage on all Intelligence, Wisdom, and Charisma
Saving Throws Agi +10, Int +14, Wil +14, Per +12
saving throws and can’t be magically charmed or
Skills Athletics +16, Insight +14, Perception +23, Stealth +10
frightened. The effect ends if Paarthurnax is incapacitated.
Damage Resistances cold, lightning
Condition Immunities fire; bludgeoning, piercing, and Dragon Shouts (Recharge 4–6). Paarthurnax uses one of
slashing from nonmagical attacks the following dragon shouts:
Senses blindsight 60 ft., darkvision 120 ft., passive
Become Ethereal (Feim Zii Gron). Paarthurnax speaks to
Perception 33
the void, changing his form. He regains 42 (5d12+10) hit
Languages All
points, and until the end of his next turn, Paarthurnax
Challenge 28 (120,000 XP) Proficiency Bonus +8
gains the effects as though he had cast the etherealness
spell and is immune to all damage except psychic.
Grandmaster of The Voice (Mythic Trait; Recharges after a
Elemental Breath (Frin Krah Nos). Paarthurnax chooses
Short or Long Rest). When Paarthurnax is reduced to 0 hit
to exhale either a gout of flames, a burst of ice, or a
points, he doesn't die or fall unconscious. Instead, his
blast of electricity in a 90-foot cone. Each creature in
current hit point total resets to 450 hit points, he regains
that cone must make a DC 23 Agility saving throw,
any expended uses of Legendary Resistance, and he
taking 91 (26d6) fire, cold, or lightning damage on a
recharges his Dragon Shouts. In addition, he gains a +2
failed save, or half as much on a successful one. If
bonus to his attack and damage rolls on his bite, claw,
Paarthurnax chooses fire damage, any creature that
and tail whip actions, and +1 bonus to his dragon shout
fails the saving throw also starts burning (see the
save DCs.
condition).
Legendary Resistance (3/Day). If Paarthurnax fails a saving Slow Time (Tiid Klo Ul). Time slows around Paarthurnax.
throw, he can choose to succeed instead. All creatures within 90 feet of Paarthurnax must
succeed on a DC 23 Willpower saving throw or suffer
Magic Resistance. Paarthurnax has advantage on saving
the effect of the slow spell.
throws against spells and other magical effects.
Unrelenting Force (Fus Ro Dah). Paarthurnax exhales a
Siege Monster. Paarthurnax deals double damage to blast of force in a 60-foot cone. Each creature in that
objects and structures. cone must make a DC 23 Strength saving throw. On a
failed save, a creature takes 63 (18d6) force damage, is
Actions knocked back 20 feet and falls prone. On a successful
Multiattack. Paarthurnax can use his Calming Presence. save, the creature takes half as much damage and is
He then makes three attacks: one with his bite and two knocked back 10 feet and falls prone.
with his claws. Whirlwind Sprint (Wuld Nah Kest). As a bonus action,
Paarthurnax causes the Thu’um to rush him forward,
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one
carrying him in its wake with the speed of a tempest.
target. Hit: 24 (3d10+8) piercing damage, plus 14 (4d6) fire
Paarthurnax moves up to his speed without expending
damage.
any movement, and any opportunity attacks made
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one against him have disadvantage until the end of his turn.
target. Hit: 18 (3d6+8) slashing damage.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 32
Legendary Actions Mythic Actions
Paarthurnax can take 3 legendary actions, choosing from If Paarthurnax's mythic trait is active, it can use the
the options below. Only one legendary action can be used options below as legendary actions for 1 hour after using
at a time and only at the end of another creature's turn. Grandmaster of The Voice.
Paarthurnax regains spent legendary actions at the start
Bite. Paarthurnax makes a bite attack.
of its turn.
Kyne’s Meditation (Costs 2 Actions). Paarthurnax
Detect. Paarthurnax makes a Willpower (Perception) check. instantly recharges his Dragon Shouts action without
Recharge Thu'um (Costs 2 Actions). Paarthurnax can rolling. If he did not use a Dragon Shout during the
make a roll to recharge his Dragon Shouts action. On a previous round, he can immediately use a Dragon Shout
successful roll, Paarthurnax can immediately use a action.
Dragon Shout action. The Dragon Shout can’t be the
Fighting Paarthurnax as a mythic encounter is equivalent
same as the previous shout used.
of taking on two CR 28 creatures in one encounter. Award
Tail Attack. Paarthurnax makes a tail whip attack.
a party 120,000 XP for defeating Paarthurnax after he uses
Wing Thrash (Costs 2 Actions). Paarthurnax beats his
his Grandmaster of the Voice.
wings. Each creature within 10 feet of Paarthurnax must
succeed on a DC 22 Agility saving throw or take 18
(3d6+8) bludgeoning damage and be knocked prone.
Paarthurnax can then move up to half of his flying speed.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 33
agents were relentless. As a Blade, Delphine was
DELPHINE directly involved in several of the most damaging
I'm one of the last members of the Blades. A very long operations carried out within the Dominion. During
time ago, the Blades were dragonslayers, and we served the war, she evaded three attempts on her life, in one
case killing an entire assassination team.
the Dragonborn, the greatest dragonslayer. For the last
two hundred years, since the last Dragonborn emperor, Since then, Delphine has been able evade the
Thalmor, moving around quickly when needing to for
the Blades have been searching for a purpose. Now that
over 30 years. Most recently, she was able to slink
dragons are coming back, our purpose is clear again. We away to Riverwood, where she keeps a low profile.
need to stop them.
Renewed Purpose. As a talented Blade, Delphine has
—Delphine struggled in her new life, unsure of what to do, but
As an innkeeper in the small sleepy village of always wanting to keep on the legacy of her
Riverwood, Dephine keeps a watchful eye on everyone organization. With the resurrection of dragons across
that comes through. Middle-aged and fitter than you Tamriel, she has found a new goal for her talents,
would expect, there is more that it seems to this striving to end the dragon threat, just as the
Breton proprietor of the Sleeping Giant Inn. Dragonguard did in the first era.

Disbanding of the Blades. The Blades were sworn to Delphine never parted with her old equipment and
serve the Dragonborn emperors. These elite protectors she remembers her training well, preferring to fight
were tasked with collecting intelligence, hiding as with a blade in each hand. With the dragon threat, and
agents in every field, and operating is secret. In the 4th a strong sense of duty, she is willing to take on the
era, the Empire abandoned these warriors, which were mantle of Grandmaster of the Blades, if she can find
replaced by the Pentius Oculatus. other worthy warriors to help her.

The remaining Blades kept a watchful eye on the Old Grudges. After spending so long just trying to stay
Aldmeri Dominion, seeing the rising threat. The Great alive, all she could think about was taking revenge
War erupted between the Empire and the Thalmor, and against the Thalmor. Now that dragons have returned,
with the signing of the White-Gold Concordat, peace she remembers the Blades trained as dragonslayers and
was brokered but the Blades were formally disbanded. protectors of the Dragonborn. With this in mind, she
Since then, Thalmor assassins have sought out to wishes to put every last one of the dragons back into
extinguish every last one. the ground, believing that each and every single one
deserves to die, regardless of who they might be.
Persistent Fugitive. Often working alone, and being
skilled in keeping a low profile, many Blades were able
avoid the Thalmor for some time, but the Altmer

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 34
Delphine
Medium Humanoid (Breton), Lawful Good
Armor Class 17 (splint) Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Hit Points 127 (15d8 + 50) creature. Hit: 9 (2d4+4) slashing damage, or 9 (1d10+4)
Speed 30 ft. slashing damage if used with two hands. If the target is a
creature, Delphine can choose one of the following
STR AGI END INT WIL PER additional effects:
19 (+4) 17 (+3) 18 (+4) 15 (+2) 17 (+3) 15 (+2) ◈ The target must succeed on a DC 16 Strength saving
throw or drop one item it is holding (Delphine's choice).
Saving Throws Agi +7, End +8, Wil +7 ◈ The target must succeed on a DC 16 Agility saving throw
Skills Athletics +8, Deception +6, Perception +7, Stealth +11 or be knocked prone.
Senses passive Perception 17
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
Languages Akaviri, Tamrielic, Nordic
ft., one target. Hit: 7 (1d8+3) piercing damage.
Challenge 11 (7,200 XP) Proficiency Bonus +4
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Dragonslayer. Delphine deals an extra 7 (2d6) damage to one creature. Hit: 7 (1d6+4) piercing damage.
dragons with her weapon attacks. In addition, her
Bonus Actions
weapon attacks are considered magical against dragons.
Step of the Wind. Delphine takes the Dash or Disengage
Evasion. If Delphine is subjected to an effect that allows
action.
her to make a Agility saving throw to take only half
damage, Delphine instead takes no damage if she Reactions
succeeds on the saving throw, and only half damage if
Defender’s Sacrifice. When a creature that Delphine can
she fails.
see damages a target other than her within 5 feet of her,
Heroic Resistance (1/day). If Delphine fails a saving throw, she can take the blow instead, taking all of the damage.
she can choose to succeed instead. This damage cannot be reduced or prevented in any way.

Martial Advantage. Once per turn, Delphine can deal an Heroic Actions
extra 10 (3d6) damage to a creature she hits with a
Delphine can take 1 heroic action, choosing from the
weapon attack if that creature is within 5 feet of an ally
options below. Only one heroic action can be used at a
of Delphine that isn't incapacitated.
time and only at the end of another creature's turn.
Undying Loyalty. Delphine has advantage on saving Delphine regains spent heroic actions at the start of her
throws against being frightened, cannot be intimidated turn.
through nonmagical means, and won’t willingly attempt
to retreat from a fight unless they are ordered to. Attack. Delphine makes a katana attack and a shortsword
attack.
Actions Bring It Down. Delphine targets a flying creature she can
Multiattack. Delphine makes two katana attacks and a see, each of her allies within 20 feet of her can use their
shortsword attack. Alternatively, she makes two attacks reaction to make 1 ranged attack against that creature.
with her longbow.

D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 35
D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 36
the knowledge and power that would allow him to free
MIRAAK himself from the Daedric Princes realm.
In the First Era, when dragons ruled over the world and
they were worshiped as gods by mortals, Miraak served Cult of the Dragonborn. In the Fourth Era, Miraak
as a Dragon Priest in their order. Like the others in the used is discoveries to magically influence the people of
cult of dragon-worshipers, Miraak was a powerful Nirn, controlling them in their sleep to rebuild his lost
mage that could speak the language of the dragons temple. As his power grew, and his control on Nirn
and call upon the power of the Thu’um, or Voice. He increased, some mortals began to worship him freely,
was gifted with a powerful draconic artifact by the aiding the Traitor in his attempt to return to the
dragons, a Dragon Priest mask named after his own, mortal realm.
which means Allegiance Guidance. Miraak was the first
of the Dragonborn and a great temple was raised for
him in Solstheim, which he ruled over. MIRAAK’S LAIR
The Traitor. Unlike most Dragon Priests, Miraak Miraak’s lair is his study within Apocrypha, Hermaeus
turned against his gods, creating a cruel path for Mora’s plane of Oblivion. It is a strange and confusing
himself. The Skaal, a tribe of Nords from the island of realm filled with infinite piles of books that defy any
Solstheim, had passed on legends of Miraak, whom sense of time and unusual Daedra. On Nirn, Miraak or
they called the Forgotten Traitor. Miraak was seduced one of his allies can spend 1 hour performing a ritual
by a dark spirit, the Daedric Prince Hermaeus Mora. on a magical landmark, such as a Standing Stone or
Lured by promises of power, the treacherous priest the Gildergreen. Once the ritual is complete, the
secretly plotted against his dragon masters. landmark is treated as if it is Miraak’s lair for the
purposes of regional effects.
His plot was discovered by another Dragon Priest,
Vohlok the Jailor, known as the Guardian. The two LAIR ACTIONS.
fought a might battle that lasted for days, each hurling On initiative count 20 (losing initiative ties), Miraak
terrible arcane energies and Thu’um shouts at the takes a lair action to cause one of the following effects;
other. So great and terrible were the forces unleashed Miraak can’t use the same effect two rounds in a row:
in this contest that Solstheim was torn apart from the
mainland of Skyrim. The Guardian defeated Miraak in Apocryphal Awareness. Miraak becomes aware of a
an epic duel, but before he could strike a killing blow, single creature hidden from him in his lair, and can
Hermaeus Mora snatched the Traitor away. pinpoint the exact location of that creature. Any
allies he has within the lair also know of the creature
In Miraak’s absence, the dragons razed his temple to and its location.
the ground, leaving nothing of his legacy behind.
Hoping that the Traitor’s name would be lost to time. No Escape. Miraak can teleport one creature he is
The Skaal legend was seen as a representation of a aware of in his lair to an unoccupied space within 60
greater struggle between good and evil. The myth ends feet of him.
on a cautionary note that the people of Solstheim, the Wretched Tendrils. Miraak conjures a 5-foot cube of
heirs of the Guardian, must remain wary, lest the dark ink-black tentacles in an unoccupied space within 120
influence of Herma-Mora, or even the Traitor himself, feet of him. Any creature that ends its turn within 10
return someday. feet of the tentacles takes 7 (2d6) bludgeoning
Servant of Hermaeus Mora. Miraak was a seeker of damage and 14 (4d6) psychic damage. The tentacles
knowledge and power. He sought to learn how to bend disappear on initiative count 20 next round.
the world to his will, learning many secrets from
Hermaeus Mora, including new words of power. As a REGIONAL EFFECTS
champion of the Demon of Knowledge, he secretly Reclaimed By Night. Whenever humanoids within 1
gained the power that he desired, finding new words mile of Miraak’s lair sleep, they will awaken in the
of power that could force even dragons to submit to middle of the night in a trance, and either construct or
his voice. When he became a traitor to the dragons, he repair shrines or temples to Miraak while chanting
killed many of their kind, decorating his temple with eerily. They will work until an hour before sunrise, and
their remains. then walk back to wherever they were sleeping before.
They will not remember their time in the trance, they
After his defeat at the hand of Vohlok, he was
still gain the benefits of a long rest, and will only exit
imprisoned in of Apocrypha, Hermaeus Mora’s plane of
the trance after they take damage. Humanoids with a
Oblivion. Though he willingly served the Lord of
Willpower score of 8 or lower will continue to work
Knowledge for a long time, Miraak’s loyalty began to
into daylight hours, only stopping when they gain one
wane. He spent his remaining time there trying to gain
or more levels of exhaustion.

D E LV E B O U N D | M ARCH 2 0 2 2 37
Maddening Awe. Creatures capable of speech within 3 ◈ 1 minor beneficial
miles of Miraak’s lair will know his name and some ◈ 1 minor detrimental
vague information about him, even if they are not
Knowledge of the Infinite Library. Upon attuning to
aware of him. They cannot determine the origin of the
the mask, you can choose 3 skills or tools. As long as
knowledge, and their understanding of Miraak will be
the mask is worn, you have proficiency in the chosen
limited, like trying to recall the events of a strange
skills or tools and your proficiency bonus is doubled for
dream.
any ability check that uses the chosen proficiencies.
This One is Mine. Whenever a dragon within 6 miles of
Miraak’s lair is killed, a spectral version of him will Connection to Apocrypha. You can cast the gate spell
appear within 30 feet of the dragon and consume its without expending material components or magicka,
soul. Miraak will gain the benefits of his Consume but you can only create a portal to Apocrypha or from
Dragon Soul reaction when this happens. Apocrypha to Nirn. Once you use this property, you
cannot do so again until the next dawn.
FIRSTBLADE Hermaeus Mora’s Blessing. While attuned to the
Weapon (shortsword), melee weapon, very rare (requires mask, you know the eldritch blast cantrip, and the
attunement) spells Mora’s grasp, Mora’s agony, and arcane hand.
You gain a +2 bonus to attack and damage rolls made Maddening Power. As an action, you can invoke fear
with this weapon. It has the reach property. When you in a target up to 60 feet away. Undead and constructs
hit with a melee attack using this weapon, a tentacle are immune to this effect. The target must make a
sprouts from the blade to lash at the target, dealing an DC17 Willpower saving throw. On a failure, it becomes
extra 1d12 necrotic damage and the target’s movement frightened of you. A frightened creature can repeat the
speed is reduced by 5 feet until the end of its next turn, saving throw at the start of each of its turns, ending
and, until the start of your next turn, you can take the the effect on a success. On a success, they are immune
Disengage action as a bonus action. to this effect for 24 hours.

MIRAAK Destroying the Mask. Miraak is a horrid creation of


Wondrous item, artifact (requires attunement) the Prince of Forbidden Knowledge. His craftsmanship
proves impervious to all damage. No mortal can
One of the most powerful dragon priests in the ancient comprehend how the mask can be destroyed leaving it
times was also a dragonborn. His name was Miraak up to Hermaeus Mora himself to be able to destroy it.
and the island of Solstheim was his domain. So
powerful was he that he grew jealous of the
dragons he worshiped, though he knew even he
MIRAAK’S ROBES
Wondrous item, very rare (requires attunement)
was powerless compared to them. He turned to a
being known as the Woodland Man, Herma- These robes have 3 charges. While wearing these robes,
Mora, or Hermaeus Mora. With the Prince’s you can use a reaction when you take damage, you can
near infinite knowledge, Miraak was provided expend a charge to make the robes spray horrid
with the key to fight the dragons. However, it tendrils in all directions. Each creature within 5 feet of
still was not enough and he was driven into you must succeed on a DC 15 Willpower saving throw
Hermaeous Mora’s realm and trapped for or take 2d10 psychic damage and be frightened of you
hundreds of years. While he still survives for 1 minute. On a success, it takes no damage and
in that world of infinite words, his name can’t be frightened this way for 1 hour. The robes
and legacy has seemingly been lost to regain 1d4 – 1 charges daily at dawn.
history.
His mask, sharing his name, is a MIRAAK’S STAFF
portion of Miraak’s power. It grants Staff, very rare (requires attunement)
him a connection to his master and As an action, you can spray venomous tentacles at a
his realm as well as abilities target within 30 feet of you. Make a ranged spell attack
bestowed upon him. Due to Miraak’s against the target. On a hit, the target takes 2d10
survival there is no doubt he still poison damage and 2d10 necrotic damage and must
possesses his prized treasure. succeed on a DC 15 Endurance saving throw or be
poisoned. On a success they can’t be poisoned in this
Random Properties. The mask has the
way for 1 hour. A poisoned creature can repeat the
following randomly determined
saving throw at the start of each of its turns, ending
properties:
the effect on a success.

D E LV E B O U N D | M ARCH 2 0 2 2 38
Miraak
Medium Humanoid (Nord), Neutral Evil
Armor Class 17 (natural armor) poisoned. On a success, the target is not poisoned, and
Hit Points 241 (23d8 + 138) cannot be poisoned this way again for 1 hour. A poisoned
Speed 30 ft. target can repeat the saving throw at the end of each of
its turns, ending the effect on a success.
STR AGI END INT WIL PER
Spellcasting. Miraak casts one of the following spells,
16 (+3) 20 (+5) 22 (+6) 23 (+6) 21 (+5) 20 (+5)
requiring no material components and using Intelligence
as the spellcasting ability (spell save DC 21, +13 to hit with
Saving Throws Agi +11, Int +13, Wil +7, Per +12
spell attacks):
Skills Arcana +20, History +13, Perception +12, Religion +13
Damage Resistances cold, damage from dragon shouts At Will: cure wounds, detect thoughts, eldritch blast (11th
Damage Immunities psychic level), lesser ward, misty step
Condition Immunities charmed, frightened 3/day each: banishment, dimension door, dominate person,
Senses truesight 60 ft., passive Perception 22 scorching ray, mora’s agony, mora’s grasp
Languages All 1/day each: chain lightning, feeblemind, mora’s curse
Challenge 22 (41,000 XP) Proficiency Bonus +7
Maddening Presence. Each creature of Miraak’s choice
that is within 30 feet of Miraak and aware of him must
Special Equipment. Miraak has firstblade, Miraak’s staff,
succeed on a DC 19 Willpower saving throw or become
Miraak’s Robes, and the dragon priest mask Miraak.
frenzied for 1 minute. A creature frenzied in this way
Draconic Resistance. Miraak has advantage on all saving cannot attack Miraak, and can repeat the saving throw at
throws against Dragon Shouts. the end of each of its turns, ending the effect on itself on
a success. If a creature’s saving throw is successful or the
First Dovahkiin (Mythic Trait; Recharges after a Short or
effect ends for it, the creature is immune to Miraak’s
Long Rest). When Miraak is reduced to 0 hit points, he
Maddening Presence for the next 24 hours.
doesn't die or fall unconscious. Instead, his current hit
point total resets to 200 hit points, he regains any Dragon Shout (Recharge 5-6). Miraak uses one of the
expended uses of Legendary Resistance, and recharges his following dragon shouts (page 44, save DC 21 for a dragon
Dragon Shout. In addition, any dragon soul he consumes shout that requires a creature to make a saving throw):
with his Consume Dragon Soul reaction now causes him
become ethereal, bend will, cyclone, dragon aspect,
to gain 22 (5d8) temporary hit points and regain the
elemental breath, unrelenting force, whirlwind spirit
ability to cast any of his spells that he has already cast.
Elemental Breath (Frin Krah Nos). Miraak chooses to
Legendary Resistance (3/day). If Miraak fails a saving
exhale either a gout of flames, a burst of ice, or a blast
throw, he can choose to succeed instead.
of electricity in a 30-foot cone. Each creature in that
Magic Resistance. Miraak has advantage on saving throws cone must make a DC 21 Agility saving throw, taking 56
against spells and other magical effects (16d6) fire, cold, or lightning damage on a failed save, or
half as much on a successful one.
Actions Unrelenting Force (Fus Ro Dah). Miraak exhales a blast of
Multiattack. Miraak uses his Maddening Presence. He force in a 30-foot cone. Each creature in that cone must
then makes three attacks with Firstblade or two attacks make a DC 21 Strength saving throw. On a failed save, a
with his staff. Alternatively, Miraak can use a Dragon creature takes 28 (8d6) force damage, is knocked back
Shout, then make an attack with Firstblade or his staff. 20 feet and falls prone. On a successful save, the
creature takes half as much damage and isn’t knocked
Firstblade. Melee Weapon Attack: +14 to hit, reach 10 ft.,
back.
one target. Hit: 10 (1d6+7) piercing damage and 6 (1d12)
necrotic damage, and the target’s movement speed is Reactions
reduced by 5 feet until the end of its next turn. If the
Consume Dragon Soul. When a dragon within 60 ft. of
attack hits, Miraak can use the Disengage action as a
Miraak dies or when Miraak ends his turn within 60 ft. of
bonus action until the start of his next turn.
a dragon that has been killed within the last hour, Miraak
Miraak’s Staff. Ranged spell attack: +13 to hit, range 30 ft., can consume the soul of the dragon. When he does so,
one target. Hit: 11 (2d10) poison damage and 11 (2d10) his Dragon Shout ability is recharged instantly and he
necrotic damage, and the target must make a DC 15 regains 22 (5d8) hit points. A dragon that has had its soul
Endurance saving throw. On a failed save, the target is consumed can only be restored to life with the wish spell.

D E LV E B O U N D | M ARCH 2 0 2 2 39
Legendary Actions throws. The creature can make the save again at the
end of each of its turns, taking 7 (2d6) psychic damage
Miraak can take 3 legendary actions, choosing from the
on a failure, and ending the effect on itself on a
options below. Only one legendary action can be used at
success. If the creature is paralyzed for 1 minute by this
a time and only at the end of another creature's turn.
legendary action, it must roll on the indefinite madness
Miraak regains spent legendary actions at the start of its
table and it becomes charmed by Miraak for 24 hours.
turn.
While charmed in this way, a creature will slavishly
Attack. Miraak either attacks with firstblade or his staff. obey his every command. Miraak can only have one
Cast a Spell. Miraak casts one of his at will spells. creature paralyzed by this legendary action at a time.
Recharge Thu’um (costs 2 actions). Miraak can make a
Mythic Actions
roll to recharge his Dragon Shouts action. On a
successful roll, Miraak can immediately use a Dragon If Miraak's mythic trait is active, it can use the options
Shout action. The Dragon Shout can’t be the same as below as legendary actions for 1 hour after using First
the previous shout used. Dovahkiin.
Glimpse of Infinity (costs 3 actions). Miraak assaults the
Greater Casting. Miraak casts one of his 3/day spells.
mind of a creature within 10 feet of him with forbidden
Ziil Los Dii Du (costs 2 actions). Miraak targets one
knowledge and unknowable lore. The creature must
dragon within 60 feet of him that is his ally or is under
succeed a DC 21 Intelligence saving throw or take 14
his control, either by magic or the Bend Will shout. The
(4d6) psychic damage and be paralyzed for 1 minute.
dragon dies instantly, and if Miraak uses his Consume
While paralyzed in this way, a creature has
Dragon Soul reaction on it, he will recharge his Dragon
disadvantage on Intelligence and Willpower saving
Shouts action instantly.

D E LV E B O U N D | M ARCH 2 0 2 2 40
dragon, but one so ancient, and so powerful, that he
ALDUIN devours the souls of the dead in Sovngarde to maintain
Ah great god of time, may your slumber stretch on for a his own power. The Nords work diligently to keep
thousand generations! Alduin asleep.
—Nordic prayer to Alduin King of Dragons. Before Alduin, dragons were bestial
creatures, acting on an instinct of hatred and grasping
Ancient Nordic folklore told tales of the World Eater,
for power. Alduin united the dragons, creating their
harbinger of the apocalypse. Alduin is a powerful and
civilization as king, and waged a war against mankind.
ancient black dragon, the first born of Akatosh, and
Paarthurnax, the legendary dragon atop the Throat of
destroyer of the realms. Sometimes called the Twilight
the World, joined Alduin as his lieutenant during the
God, Alduin ends each epoch before ushering in the
Dragon War, engaging in atrocities and great
next cycle.
destruction.
There are similar deities in other pantheons that are
believed the be the same entity. Yokudan myth told In time, Paarthurnax grew tired of Alduins reign,
stories of Sakatal, the Worldskin, who destroys the deciding to teach mortals the Thu’um to use as a
world to begin the next, which has been done many weapon against the World Eater and others of his kind.
times before. In Khajiit legends, Alkhan, the Scaled Together, with the use of the voice, they brought
Prince, was bred with a demon of fire and shadow. Alduin to battle and defeated him, though not truly.
This devourer of souls grew to a massive size and The mortal masters created a new Thu’um, the
defies Alkosh, Khenarthi, and Lorkhaj. Dragonrend Shout, crippling Alduin by forcing him to
experience the concept of mortality. Then, when he
Dragon Duality. The Imperials believed the Alduin was weakened, the mortal heroes used an Elder Scroll
from Nordic folklore was one and the same as Akatosh. to cast Alduin adrift on the currents of time. As all
Believing that there was only a single God Time, and dragons are children of Akatosh, they are attuned to
that the Nords saw Alduin as both the creator and the flow of time, and so, it was destined that Alduin
destroyer of it. would return once again.
Nords, however, know that the Imperials have a
narrow understanding of their beliefs. They believe ALDUIN’S LAIR
that their Alduin of legend is not Akatosh, but is in fact
another deity entirely. They see him as a great dragon, Alduin can create a lair anywhere on Mundus, often
but not the Great Dragon, recognizing him in addition preferring tall mountainous regions far from mortal
to Akatosh. The Alduin of Nordic folklore depicts him civilizations. He also lairs in Sovngarde, where he feeds
as the horrible, ravaging firestorm that destroyed the on the souls of fallen heroes to regain his strength.
last world to begin this one. Alduin himself is in fact a Here, in the Aetherius, is the only place Alduin can
truly be defeated, but it is also where he is the

D E LV E B O U N D | M ARCH 2 0 2 2 41
strongest. Regardless of where Alduin chooses to REGIONAL EFFECTS
claim, the region is filled with thick fogs, blinding The regoin surrounding Alduin is altereted by the great
others to his location. dragon’s magic, creating one or more of th following
regional effects:
LAIR ACTIONS World-Eater’s Snare. Within 6 miles of his lair, Alduin
On initiative count 20 (losing initiative ties), Alduin
can blanket the land in a soul-snaring fog. Anything
takes a lair action to cause one of the following effects;
in this fog is heavily obscured, and any creature that
Alduin can’t use the same effect two rounds in a row:
dies in the fog has their soul consumed by Alduin,
Soul Fog. Alduin blankets a 60 foot radius sphere in giving him temporary hit points equal to the
soul-snaring fog. Anything in this fog is heavily creature’s challenge rating or level. Alduin can also
obscured, and any creature that dies in the fog has see through this fog as if it were open air.
their soul consumed by Alduin, giving him temporary Knowledge of Akatosh. Alduin can use a Dragon Shout
hit points equal to the creature’s challenge rating or that any creature within 1 mile of his lair knows,
level. Alduin can also see through this fog as if it except for the Dragonrend shout.
were open air. The fog lasts for 1 hour or until
dispelled by a strong wind. Lord of All Dova. Alduin knows the name of any dragon
within 6 miles of his lair. Through a shared bond,
Word of the World-Eater. Alduin can roll to recharge Alduin can communicate telepathically with any
his Dragon Shouts action. dragon within 3 miles of his lair.
Hunter of Souls. Alduin learns the location of one
creature in his lair that he is aware of but is hidden
from him.

D E LV E B O U N D | M ARCH 2 0 2 2 42
Alduin, The World Eater
Gargantuan Dragon (Celestial), Chaotic Evil
Armor Class 23 (natural armor) for 1 minute. A creature can repeat the saving throw at
Hit Points 717 (35d20 + 350) the end of each of its turns, ending the effect on itself on
Speed 40 ft., climb 40 ft., fly 80 ft. a success. If a creature’s saving throw is successful or the
effect ends for it, the creature is immune to Alduin’s
STR AGI END INT WIL PER Frightful Presence for the next 24 hours.
28 (+9) 14 (+2) 30 (+10) 18 (+4) 23 (+6) 24 (+7)
Dragon Shout (Recharge 4-6). Alduin uses one of the fol-
lowing dragon shouts (page 44, save DC 24 for a dragon
Saving Throws Agi +11, Int +13, Wil +15, Per +16
shout that requires a creature to make a saving throw):
Skills Athletics +18, Perception +24, Stealth +11
Damage Resistances cold, lightning drain vitality, elemental breath, ice form, meteor storm,
Damage Immunities fire; bludgeoning, piercing, and resurrect dragon, slow time, unrelenting force
slashing from nonmagical attacks
Elemental Breath (Frin Krah Nos). Alduin chooses to
Condition Immunities charmed, frightened
exhale either a gout of flames, a burst of ice, or a blast
Senses blindsight 60 ft., darkvision 120 ft., passive
of electricity in a 90-foot cone. Each creature in that
Perception 34
cone must make a DC 24 Agility saving throw, taking 91
Languages All
(26d6) fire, cold, or lightning damage on a failed save,
Challenge 30 (155,000 XP) Proficiency Bonus +9
or half as much on a successful one.
Unrelenting Force (Fus Ro Dah). Alduin exhales a blast of
Legendary Resistance (4/Day). If Alduin fails a saving
force in a 60-foot cone. Each creature in that cone must
throw, he can choose to succeed instead.
make a DC 24 Strength saving throw. On a failed save, a
Magic Resistance. Alduin has advantage on saving throws creature takes 63 (18d6) force damage, is knocked back
against spells and other magical effects. 20 feet and falls prone. On a successful save, the
creature takes takes half as much damage and isn’t
Siege Monster. Alduin deals double damage to objects and
knocked back.
structures.
Legendary Actions
World-Eater (Mythic Trait; Recharges after a Short or Long
Rest). If Alduin would be reduced to 0 hit points, his Alduin can take 3 legendary actions, choosing from the
current hit point total instead resets to 500 hit points, he options below. Only one legendary action can be used at
regains any expended uses of Legendary Resistance, and a time and only at the end of another creature's turn.
he recharges his Dragon Shout. Additionally, he becomes Alduin regains spent legendary actions at the start of its
immune to all damage. If the Dragonrend shout is used turn.
on Alduin, he loses his immunity to all damage while his
Detect. Alduin makes a Willpower (Perception) check.
flying speed is reduced to zero. If he fails three saving
Recharge Thu'um (Costs 2 Actions). Alduin can make a
throws against the Dragonrend shout, he loses his
roll to recharge his Dragon Shouts action. On a
immunity to all damage until this Mythic Trait is used
successful roll, Alduin can immediately use a Dragon
again.
Shout action. The Dragon Shout can’t be the same as
Actions the previous shout used.
Tail Attack. Alduin makes a tail whip attack.
Multiattack. Alduin can use his Frightful Presence. He
Wing Thrash (Costs 2 Actions). Alduin beats his wings.
then makes three attacks: one with his bite and two with
Each creature within 10 feet of Alduin must succeed on
his claws.
a DC 22 Agility saving throw or take 19 (3d6 + 9)
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one bludgeoning damage and be knocked prone. Alduin can
target. Hit: 25 (3d10 + 9) piercing damage, plus 14 (4d6) then move up to half of his flying speed.
fire damage.
Mythic Actions
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one
If Alduin's mythic trait is active, it can use the options
target. Hit: 19 (3d6 + 9) slashing damage.
below as legendary actions for 1 hour after using World-
Tail Whip. Melee Weapon Attack: +18 to hit, reach 15 ft., Eater.
one target. Hit: 22 (3d8 + 9) bludgeoning damage.
Bite. Alduin makes a bite attack.
Frightful Presence. Each creature of Alduin’s choice that is Forced Thu’um (Costs 3 Actions). Alduin uses his Dragon
within 120 feet of Alduin and aware of him must succeed Shout, regardless of whether or not he has recharged
on a DC 20 Willpower saving throw or become frightened the ability to do so.

D E LV E B O U N D | M ARCH 2 0 2 2 43
DRAGON SHOUTS save, they take half as much damage and their
magicka points are reduced by half as much. This
The following are descriptions for dragon shouts that reduction lasts until the creature finishes a long rest.
are be used by Miraak and Alduin. They are listed here The creature dies if this effect reduces its hp
alphabetically. maximum to 0.
Become Ethereal (Feim Zii Gron). You speak to the Ice Form (Iiz Sien Nus). One creature of your choice
void, changing your form. Until the end of your next that you can see within 90 feet of him must make an
turn, you gains the effects as though you had cast the Endurance saving throw. On a failed save, the
etherealness spell and you are immune to all damage creature takes 45 (10d8) cold damage and they are
except psychic. encased in a shell of ice. The encased creature is
Bend Will (Gol Hah Dov). You use your voice to bend immobilized and can't speak, hear, move, or take any
the will of a creature to do your bidding. One actions. The creature takes this damage again at the
creature within 60 feet of you that can hear you must start of its turn while encased. The creature
succeed on a Willpower saving throw or be charmed restrained by this spell must make another
by you. The charmed creature is under your control Endurance saving throw at the end of each of their
and can repeat the saving throw at the end of each of turns to try and break free. If it successfully saves
its turns. You can issue a command to the creature against this effect three times, the effect ends. If it
on its turn (no action required by you), taking total fails its save three times, the frost hardens and the
and precise control. If the creature completes the creature is subjected to the frozen condition. The
order and doesn’t receive further direction from you, successes and failures don’t need to be consecutive;
it defends and preserves itself to the best of its keep track of both until the target collects three of a
ability. Each time the creature takes damage, it kind. While the effect is active, the frost shell has an
makes a new Willpower saving throw, ending the AC of 15 and has 60 hit points. When the frost shell
effect on a success. reaches 0 hit points, the shell breaks, ending the
effect. On a successful save, the creature takes half of
Cyclone (Ven Gaar Nos). You create a whirling 5-foot much damage and isn't immobilized.
radius cyclone that appears in a location within 60
feet of you. When the cyclone appears, each creature Meteor Storm (Jiid So Daan). You choose a point that
within 5 feet of it must make a Strength saving you can see. For the next minute, each creature
throw, taking 18 (4d8) bludgeoning damage on a within a 360-foot-radius, 360-foot tall cylinder
failed save, or half as much damage on a successful centered on that point, except for you, must make an
save. A creature takes the same damage when it Agility saving throw at the start of each of your turns.
comes within 5 feet of the cyclone for the first time A creature takes 14 (4d6) fire damage plus 14 (4d6)
on a turn or ends its turn there. As a bonus action, bludgeoning damage on a failed save, or half as much
you can move the cyclone up to 30 feet in any on a success, as meteors rain from the sky. This also
direction. The cyclone heavily obscures its area and damages objects and structures and lights them on
sucks up any small materials, such as loose rocks, fire if they are flammable.
sand, or coins, within a 10-foot radius of it. The Resurrect Dragon (Slen Tiid Vo). You target the
cyclone remains until you use another dragon shout remains of a dragon within 60 feet of you. That
or if you become unconscious. dragon is restored to life with all of its hit points.
Dragon Aspect (Mul Qah Diiv). As a bonus action, you Slow Time (Tiid Klo Ul). Time slows around you. All
take on the mighty aspect of a dragon for 1 minute. creatures within 90 feet of you must succeed on a
You gain mystical dragon hide armor and your AC Willpower saving throw or suffer the effect of the
can’t be less than 20. Additionally, each of your slow spell.
weapon attacks gain a +2 bonus to attack and
damage rolls. Whirlwind Sprint (Wuld Nah Kest). As a bonus action,
you cause the thu’um to rush you forward, carrying
Drain Vitality (Gaan Lah Haas). One creature of your you in its wake with the speed of a tempest. You
choice that you can see within 90 feet of it must move up to your speed without expending any
make an Endurance saving throw. On a failed save, movement, and any opportunity attacks made
the creature takes 65 (10d12) necrotic damage, their against you have disadvantage until the end of his
magicka points are reduced by an equal amount, and turn.
they suffer one level of exhaustion. On a successful

D E LV E B O U N D | M ARCH 2 0 2 2 44
OPEN GAME LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, 6. Notice of License Copyright: You must update the
Inc. and is Copyright 2000 Wizards of the Coast, Inc COPYRIGHT NOTICE portion of this License to include the
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5. Representation of Authority to Contribute: If You are Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
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D E LV E B O U N D | T ERRORS OF T AMRIEL | V OL I I 45

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