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PURI RICOH CO in your Elder Scrolls tabletop gam to use A collection of allies iL INTRODUCTION errors of Tamriel is a collection of creatures from all around the familiar continent of the Elder Scrolls series. This isn’t just a manual of monsters, but a compilation of both dangerous threats to battle and powerful allies to fight alongside. The first volume in a series, Terrors of Tamriel will continue to grow and curate many of the monsters and important characters from the Elder Scrolls, with the ultimate goal of providing a single location for every stat block created in the Unofficial Elder Scrolls Tabletop Roleplaying Game project. After Enemies of Elsweyr was released in early 2020, | was feeling ready for something else while simultane- ously feeling burnt out and needing a break. After a bit of thought, | decided that working on a monthly creature would be a good way to keep motivated. By having a small, achievable goal, with plenty of time to relax and do something else, | could keep creating while not feeling overwhelmed. Volume 1 of Terrors of Tamriel is a collection of every stat block created over last 13 months for the Monster of the Month series. Starting with the Mudcrab of Eternal Doom, the creature that inspired the series after making it in cele- bration of the launch of DOOM Eternal, each creature is shown in the order it was released. I hope you enjoy the collection as much as | did creating it. —Teluusa CREDITS Writing, Design, & Layout: Michael Bonar (Teluusa) art Much of the art seen throughout this book is the property of ZeniMax Media Inc and Sethesda 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. CONNECT To find out more or to reach out to us, you can find us in the following places: ‘Twitter: @UESTRPG Email: UESTRPG@outlook.com Discord: https://discord.gg)XWCESZy 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 2021 PDF Version: 0.1 (This is the first release) UEsTRPG | TERRORS OF TAMRIEL | VoL I NY ee a CONTENTS Mudcrab of Eternal Doom Domihaus the Bloody-Horned Stone Atronach Abnur Tharn Lyris Titanborn ... Mannimarco. Sai $aMAN sree Varen Aquilarios Selene Hollowjack Dwarven dynastor.. Trove Scamp... Pelinal Whitestrake cyrus .. Amiel Richton Dram Eines 39 vrstReG | TERRORS oF TamrinL | Vou I ON THE COVER Inspired by lore books found both in game and in real life, this cover imitates the leather bound tomes we love to hold. Some of my favorite books to flip through are The Skyrim Library and Tales of Tamriel, which Bethesda started releasing in 2015. This design is intended to fit alongside those books, so they would look appropriate standing next to each other on a bookshelf Inside, you will find many characters from The Elder Scrolls Online and Redguard. These individuals are represented by the shield, inspired by the symbols of the Redguard, and the spiral decoration that adorns the crown crates from ESO, indicating treasure inside. MUDCRAB OF ETERNAL DOOM Eee) ‘Armor Class 36 (natural armor) Hit Points 27 (6d6 + 6) Speed 40 ft, burrow 30 ft, swim 40 ft INT 26 wit 8¢1) PER 2¢4) STR 15 (62) Act 15 (41) END 12 (01) Skills Stealth +3, Damage Resistances fire Senses blindsight 30 f., passive Perception 9 Languages — Challenge 1 (200 x?) Proficiency Bonus +2 Amphibious. The mudcrab can breath air and water. ACTIONS. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d6 + 2) bludgeoning damage plus 3 (146) fire damage, and the target is grappled (escape DC 12) The mudcrab has two claws, each of which can grapple only one target Banish in Fire 1/Day). The mudcrab summons a daedric rune beneath a creature it can sense within 30 feet, forcing the creature to make a saving throw dependent ‘on which plane it is on: If the creature is not already on the Oblivion plane of the Deadlands, it must succeed a DC 12 Charisma saving throw or suffer the effects of 2 banishment spell, sending the creature to the Deadlands for the duration. If the creature is on the Oblivion realm of the Deadlands, it must make a DC 12 agility saving throw taking 14 (4d6) fire damage from the rune on a failed save, or half as much on a successful one BONUS ACTIONS Aggressive. The mudcrab can move up to its speed toward 2 hostile creature that it can see. REACTIONS Deadlands Destruction. When the muderab is hit with a melee weapon attack, it can use its reaction to make a claw attack against a creature within range. MUDCRAB OF ETERNAL DOOM Few can withstand the scorching heat and relentless desolation of the Deadlands. Those unlucky few who find themselves trapped there may encounter one of these scuttling horrors-a hideous reminder of their grim and eternal fate Combative Crustacean. Filled with the same fiery aggression and destructive nature of the Deadlands, mudcrabs of eternal doom are not likely to back down. from a fight and will advance quickly against those that trespass on their territory. Beware their strong claws and natural armor, as they will ether punish assailants in a gout of fire, or send the intruder to desolate Deadlands to see the fires of Oblivion frst hand. vestrrc | Terrors or TAmeier | Vou I DOMIHAUS THE BLOODY-HORNED All minotaurs are the ostracized mortal kin of the Demigod Morihaus, of so it is believed. Each one is strong in their own right, but Domihaus has risen above the rest as a true leader and force to be reckoned with. His worship of Hircine and incredible strength and power over the natural world has earned him the appellation of Champion of the Hunt-Father. Earth and Fire. Domihaus has an incredible connection with the lands and can wield powerful destruction magic. Through his words, similar to the Thu'um, Domihaus has the ability to speak to the mountains, moving stone to suit his needs, or sensing others that walk on the same lands. He can easily conjure flame to destroy his enemies, or form the fire into wings to grant him flight. DREADHORN CLAN LEADER A tribe of Reachman, descended from the Keptu people, sought out the aid of a hagraven who prophesied their alliance with Domihaus. She told of a beast that would impale the twin moons upon its horns. The patriarch of this tribe, Gherig Bullblood, heeding the hag mother's words, went in search for the fabled beast. After following the hagraven's signs for thirty days and thirty nights, under the light of the full moons, the Huntsman, Hiricine, revealed Domihaus to Gherig. Standing twice as tall, and thrice as wide, the mighty minotaur stood before the weary Reachman, both horns aligning with the twin moons at their zenith in the night sky. | TeRRoRs oF After cutting their hands and merging their essence in a ceremony of blood and stone, the mountains moved under Domihaus' power, signaling to the patriarch that the land was calling their tribe home. From that day forward, the tribe joined with their cousins of hoof and horn to create one clan: the Dreadhorn. It is the intent of the Dreadhorn tribe to reclaim the lands taken from them by the Nords, challenging the southern holds of Skyrim. LAIR ACTIONS On initiative count 20 (losing initiative ties), Domihaus takes a lair action to cause one of the following effects; Domihaus can’t use the same effect two rounds ina row: © Nirncrux Eruption. Domihaus chooses a point on the ground that he can see within 120 feet of him. Anircrux spike sprouts from the ground in a 20- foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until Domihaus uses this lair action again or until Domihaus dies. © Ring of Fire. A continuous ring of fire, 5-feet wide and 10-feet high, forms in a 60-foot radius ring, centered on Domihaus. The effect is otherwise identical to the wall of fire spell and lasts until Domihaus uses this lair action again or until Domihaus dies. © Nirncrux Tremor. A tremor shakes the lair in a 60- foot radius around Domihaus. Each creature other than Domihaus on the ground in that area must. succeed on a DC 15 Agility saving throw or be knocked prone. Tamrien | Vou I Yi a) MIHAUS THE BLOODY-HORNE e © YO ‘Armor Class 15 (natural armor) Hit Points 142 (15d12 + 45) Speed 40 ft, fly 40 ft. STR 22(46) Ac 121) END 16(.3) INT 12(61) wit 1864) PER 14(.2) Saving Throws Agi +6, Int +6, Per +7 Skills Athletics «1, Perception «9 Damage Resistances fire Senses darkvision 120 ft., passive Perception 19 Languages Tamrielic, Minotaur Challenge 15 (13,000 xP) Proficiency Bonus +5 Charge. If Domihaus moves at least 10 feet straight ‘toward a target and then hits with a gore attack on the same turn, the target takes an extra 9 (248) piercing, damage. If the target is a creature, it must succeed on a DC 29 Strength saving throw or be pushed up to 10 feet away and knocked prone. Innate Spelicasting (1/Day). Domihaus can innately cast stone shape, stoneskin, and scrying, requiring no material ‘components. His innate spellcasting attribute is Willpower. Legendary Resistance (3/Day). If Domihaus fails a saving throw, he can choose to succeed instead. ACTIONS Multiattack. Domihaus makes three attacks; one with his gore and two attacks in any combination with his slam and hurl flame. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft, One target. Hit: 15 (2d8 + 6) bludgeoning damage. ‘Hurl Flame. Ranged Spell Attack: +9 to hit, range 60 ft, One target. Hit: 16 (3dio) fire damage. Gore. Melee Weapon Attack: +11 to hit, reach 10 ft, One target. Hit:19 (3d8 + 6) piercing damage. Flery Blast (Recharge 5-6). Domihaus punches the ground in front of him, unleashing powerful destruction magic with each punch. A 60-foot long line of fire that is 5-feet wide extends from Domihaus towards a creature of his choice. Each creature in a line must make a DC 17 Agility saving throw, taking 22 (4d10) fire damage on a falled save, or half as much on a successful one. Each line must target a different creature, but the lines can overlap. ‘Shout of Desolation (Recharge 5-6). Domihaus shouts a blast of force in @ 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Endurance saving throw. On 2 falled save, a creature takes 36 (10d6) force damage, is knocked back 20 feet and falls prone, On a successful save, the creature takes takes half as much damage and isn’t knocked back. This damage is doubled ‘to objects in that are within the line. REACTIONS Flesh to Stone (1{Day). When Domnlhaus is reduced to half his hit points (71) or lower, he immediately turns to stone. Any damage that would reduce his hit poines below half is reduced to 0, unless the damage dealt was psychic. When Domihaus turns to stone, he immediately summons a stone atronach in a location within 5 feet of him and he becomes immune to all damage except psychic. Roll initiative for the atronach, which has its ‘own turns. The atronach acts as an ally to Domihaus.. ‘While turned to stone, Domihaus regains 5 hit points on his turn, but otherwise takes no other actions except for Lair Actions. He remains in his stone form until the stone atronach Is reduced to 0 hit points, or until he chooses to end the effect as an action. LEGENDARY ACTIONS Domihaus can take 3 legendary actions, choose from the options below. Only one legendary action option can be used ata time and only at the end of another creature's turn, Domihaus regains spent legendary actions at the start of his turn ‘Attack. Domihaus makes an attack with his slam or firebolt. Gore. Domihaus makes an attack with his gore. As part of this action, he can move up to half his speed without provoking opportunity attacks. Flaming Wings (Costs 2 Actions). Domihaus unleashes flaming wings. Each creature within 10 feet of the Domihaus must succeed on a DC 17 Agility saving throw or take 7 (246) fie damage and be knocked prone. Domihaus then moves up to his flying speed without taking opportunity attacks. vrstreG | TERRORS or TAMRIEL | VoL I eee STONE ATRONACH Creatures of elemental rock, stone atronachs are massive monoliths magically combined together into a vaguely insect-like being. As with all atronachs, they can vary slightly in form, often taking on four or six legs combined with a central body, using enormous pillars of stone to smash their enemies. At the center of their form is a magical glowing hollow, a type of symbolic eye or receptacle that can fire projectiles at adversaries. Elemental Nature. An atronach doesn’t require ai, Vy E food, drink, or sleep. STONE ATRONACH Pena) ‘Armor Class 17 (natural armor) ‘Magic Weapons. The atronach's attacks are magical Hit Points 104 (11410 + 44) speed 30 A UUrToW eT ‘Siege Monster. The atronach deals double damage to objects and structures. STR AGI «END INT. WLP ene 20(95) 9(-1) 18 (44) 7-2) 1040) 7-2) ee nee Multiattack. The atronach makes two attacks: one with Dawe vunenbice tended its slam and one with its stone gaze. Damage Resistances bludgeoning, piercing, and slashing damage from nonmagieal weapons Damage Immunities poison Condition immunities exhaustion, petrified, poisoned ‘Stone Gaze. Ranged Weapon Attack: +8 to hit, range 60 f., Senses darkvision 60 fe, tremorsense 60 ft cone target. Hit: 15 (346 + 5) bludgeoning damage. passive Perception 10, Languages Daedric Tremor (Recharge 5-6). The atronach bashes the ground: Challenge 6 (2,500 XP) Proficiency Bonus + sending tremors out around it. Each creature within a 30: ‘Slam. Melee Weapon Attack: +8 to hit, range 10 ft, one target. Hit: 16 (2duo + 5) bludgeoning damage. pe A ee foot radius of the atronach must make a DC 6 Strength False Appearance. While the atronach remains motionless, saving throw, taking 16 (3d10) bludgeoning damage and it is indistinguishable from a mound of boulders. falling prone on a failed save, or half as much damage and staying upright on a successful one Immutable Form. The atronach is immune to any spell or effect that would alter its form. TRPG | TERRORS OF TAMRIEL | VoL I ABNUR THARN Few Imperials are as powerful or as manipulative as the famed Grand Chancellor of the Elder Council Abnur Thar, Anyone who deals with the wizened battlemage must do so with caution, as his wit is as devastating as a daedroth's bite and his capabilities are unyielding. The exceedingly long lived chancellor owes much of his extraordinary power to his accomplished work in magic. Imperial Dynasty. Abnur is the aristocratic patriarch of the Tharn family and the Imperial Overlord of Nibenay. His early years were taken up with the usual education and experiences of someone of high noble birth, as well as his training in various arcane arts. He always excelled at battle magic, but he only really stepped onto the stage of history when he became an advisor to the succession of kings and emperors who attempted to hold the Cyrodilic Empire together in the turbulent decades following the murder of the last Akaviri Potentate. By 2€ 465, he was granted the title of, Grand Chancellor of the Elder Council, and for the next 117 years, Abnur provided continuity and consistency. He retained that position until the most-recent collapse of the Imperial government, He continues to demonstrate a fierce loyalty to both the Empire and the idea of the Empire. To others, his arrogance and self importance sometimes overshadows and veils his love of king and count He has an extensive family, consisting of at least sixteen children, seven wives, and a number of siblings, including Euraxia Tharn, who was Queen of Rimmen for some time. He even helped place Varen Aquilarios on the Ruby Throne in exchange for Varen's agreement to marry his daughter, Clivia. As one of Varen’s most- trusted Five Companions, Abnur joined Lyris Titanborn, vestreG | T Sai Sahan, and Mannimarco in Varen’s quest to recover the lost Amulet of Kings, which ultimately led to the dreaded Soulburst and the subsequent disappearance of Varen Aquilarios Relentless Bureaucrat. Abnur Tharn is a wily old wizard and consummate politician. He was the de facto power behind the Ruby Throne for most of the time he served as the head of the Elder Council. His management of his family’s affairs has expanded the wealth and power of the Tharn name by leaps and bounds. He speaks with a natural authority, which some would call pompous, and often directs verbal jabs and barbs at those he considers to be his inferior and that happens to be almost everybody. He believes himself to be the smartest person in the room, and he is often the most ruthless. Imperial Exemplar. Abnur Tharn represents the best and worst aspects of an Empire. He is vain, proud, and set in his ways. He thinks he knows best and goes to great lengths to make sure that everyone in his general vicinity completely understands this. He can be relent- less and persuasive, alternately cajoling and threaten- ing in equal measure. Beneath his aristocratic polish lies an ever-present undercurrent of menace. He re- mains a wily old tiger of a man—elegant, subtle, and dangerous. Even at his advanced age, he's only now. showing signs of slowing down, and he remains a force to be reckoned with Abnur loves having a mystery or problem to solve, driven by long years of devising strategies and advising emperors on ail sorts of topics. if you give him some- thing to figure out, he will grab onto it like a dog with a bone and not release it until the situation is resolved. It’s a part of his nature. Tamrien | Vou I PN SO Ua eet “Armor Class 10 (13 with mage armor) Hit Points 181 (3348 + 33) Speed 30 f. STR AGI END INT. ss WIL_—PER 10(+0) 1160) 12(+1) 20(65)17(+3) 18 (+4) Saving Throws End +7, Wil +9, Per +10, Skills Arcana +11, Insight +10, Intimidation +10, Persuasion «10 Senses passive Perception 13, Languages Tamrielic, Altmeris, Dunmeris, Nordic, Ta’agra Challenge 17 (18,000 xP) Proficiency Bonus +6 Imperial Luck (2/Day). Abnur Tharn can add 1d6 to an ability check, attack rol, or saving throw he makes. Legendary Resistance (3/Day). f Abnur Tharn fails a saving throw, he can choose to succeed instead. Magic Resistance. Abnur Tharn has advantage on saving throws against spells and other magical effects. ‘Magic Weapons. Abnur Tharn’s weapon attacks are magical Sculpt Spells. When Abnur Tharn casts a spell that affects other creatures he can see, he can choose a number of them equal to 1+ the spell’ level. These creatures ‘automatically succeed on their saving throws against the spell. IFa successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it. ‘Spelicasting. Abnur Tharn is a 16th level spelicaster. His spellcasting ability is intelligence (spell save DC 19, «11 to hit with spell attacks). Abnur Tharn has the following. mage spells prepared and has 94 magicka points: Cantrips (at will): fire bot, light, mage hand, shocking grasp ast level (2 magicka): color spray, detect magic, mage armor”, thunderwave and level (3 magicka): bindness/deafness, llusory script, Sek rotitah cmeecpel ipl ge fall 4th level (6 magicka): dimension door, fire shield, polymorph, resilient sphere th level (7 magicka): cone of cold, hold monster, legend lore 6th level (9 magicka} globe of invulnerability ‘7th level (10 magicka): teleport 8th level (11 magicka): power word stun * Abnur Tharn casts this spell on himself before combat. ACTIONS Multiattack. Abnur Tharn makes two attacks with his staff. He can cast a spell with a casting time of 1 action in place of one of these attacks. ‘Staff. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 4 (1d8) bludgeoning damage plus 13 (348) force damage REACTIONS ‘Shield. When Abnur Tharn is hit by an attack or targeted by the magic missile spell, he can expend 2 magicka points and use his reaction to cast the shield spell. Until the start of his next turn, he gains a +5 bonus to AC, Including against the triggering attack, and takes no damage from magic missile LEGENDARY ACTIONS ‘Abnur Tharn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used ata time and only at the end of another creature's turn. ‘Abnur Tharn regains spent legendary actions at the start of his tur, ‘Cantrip. Abnur Tharn casts one of his cantrips. ‘Cast a Spell (Costs 2 Actions). Abnur Tharn casts one of his prepared spells. Magical Focus (Costs 3 Actions). Abnur-Tharn regains 5 ‘magicka points UEsTRPG | TERRORS OF TAMRIEL | VoL I LYRIS TITANBORN Honorable, kind, and tough, Lyris Titanborn, is a fair and powerful half-giant. Having been to Coldharbour and back, her bravery knows no bounds as she remains ready to face any danger head on. Blood of Giants. Her father, Gjalder, was a Nord who had the blood of giants flowing through his veins. He raised Lyris in Skyrim, where she was taught honor, compassion, and courage. Lyris grew to be the tallest and strongest in her village, which lead her to seek out greater challenges elsewhere. Imperial Guard, At the age of fifteen, already taller than the largest Nord, she decided that the Empire would give her the training she craved. She enlisted in the Imperial Legion and quickly rose through the ranks, becoming a fearsome warrior. LYRIS TITANBORN ort Five Companions. While in Cyrodill, she became a bodyguard and trusted adviser to Varen Aquilarios. Lyris helped him take the Ruby Throne, become emperor, and participated in many famous and infamous adventures—including the fiasco that began the Planemeld, Lyris returned from Coldharbour to help put a stop to the chaos that she unknowingly had a hand in creating. After helping Sai Sahan rebuild the Abbey of Blades she was drawn back to her homeland, where she offered her axe to Jorunn the Skald-King, and has been a loyal agent ever since, ‘Armor Class 38 (plate armor) Hit Points 140-215~ (28d8+56) Speed 30 ft, STR AGI END INT. —WIL_PER 22(46) 10(+0) 16(43)12(41) 1842) 1242) Saving Throws Agility +8, Endurance +7, Willpower +7 Skills Athletics +9, Insight +5, Perception +7 Damage Resistances cold Senses passive Perception 17 Languages Tamrielic, Nordic Challenge 11 (7,200 XP) Proficiency Bonus +4 Heroic Resistance (1/Day). If Lyris fails a saving throw, she ‘can choose to succeed instead, Reckless. At the start of her turn, Lyris can gain advantage ‘on all melee weapon rolls she makes during that turn, but attack rolls against her have advantage until the end. of her next turn, Actions Multiattack, ris makes two greataxe attacks and uses her menace action, Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 12 (1d12 + 6) slashing damage. ‘Menace. A creature that is within 60 feet of Lyris that can see or hear her must succeed on a DC 16 Willpower saving throw or become frightened of her until the end of its next turn Bonus Actions Second Wind (Recharges after a Short or Long Rest) Lyris regains 20 hit points. Reactions Riposte. When a creature makes a melee weapon attack against Lyris she can use her reaction to make a greataxe attack against that creature. Half Giant's Endurance (1/Day). When tyris takes damage, she can reduce the damage by 9 (1d12 +3). Heroic Actions Lyris can take 1 heroic action, choosing from the options below. Only one heroic action can be used at a time and only at the end of another creature's turn. Lyris regains spent heroic actions at the start of her turn. Disarming Attack. lyris makes a greataxe attack and the target must succeed on a DC 18 Strength saving throw tr drop an abject of her choice, which falls at the creatures feet, Goading Attack. Lyris makes a greataxe attack and the target must succeed on a DC 18 Willpower saving throw or have disadvantage on all attack rolls against targets other than Lyris until the end of her next turn Pushing Attack. Lyris makes a greataxe attack and the target must succeed on a DC 18 Strength saving throw or be pushed back up to 15 feet away from her. rkPG | TERRORS OF TAMRIEL | VoL I ne 4 Ye MANNIMARCO Necromancers all throughout Tamriel know the teachings of Mannimarco, the King of Worms. Though he did not create the Black Arts, he advanced them in ways that even N’Gasta would be impressed by. Mannimarco has brought terror to Tamriel on many ‘occasions, but there are still many mysteries left unsolved about the nefarious elf. Exiled Psijic. the studious Altmer spent the early second era studying in Ceporah Tower on Artaeum, where he was a diligent rival of Vanus Galerion. The two friends were seen as rising talents among the Psijics, but Mannimarco abused the trust granted to him by his magickal acumen. Vanus discovered some of his dark dealings and urged Mannimarco to find a new avenue of research, believing he was edging far to close to the dangers of necromancy. Mannimarco valued dominion among all else, believing there was no right and wrong, simply power and weakness. After experimenting on his own classmates, Mannimarco was banished from Artacum. The Worm Cult. After leaving Artaeum, Mannimarco continued his heinous pursuit in earnest. He sought out hidden manuscripts describing how the Dragon Priests enthralled their draugr, ancient Ayleid tablets regarding the summoning of spirits of the dead, and the Crimson Book of Skulls, which Shalidor himself had thought destroyed. Mannimarco then set about spreading his blasphemous lore, enlisting unscrupulous mages, outcast witches, and vile Reachmen into his necromantic network. He dubbed his new cult the Order of the Black Worm, in emulation—or perhaps mockery-of the monastic orders of the Divines. In most parts of Tamriel, raising the dead was quite properly considered an atrocity, so the Worm Cult at first operated entirely as an underground, illicit organization. But Mannimarco persuaded, bribed, or intimidated the authorities into turning a blind eye to the Order's activities, ‘A typical cell of the Order, known informally as a "Worm Nest," is led by an accomplished necromancer, with the aide of necromancer adepts, worm warriors, and lackeys called worm thralls. New cultists are attracted by promises of great power for those who serve loyally, and all are sworn to secrecy on pain of Undeath. ‘Soulburst Influencer. Joining alongside Varen Aquilarios, Mannimarco was one of the Five Companions who intended to help Varen become a true Emperor of Tamriel. The Worm King betrayed the companions, resulting in the Soulburst, which broke the covenant of the divines, sundering the protection. from the dangers of Oblivion. By using the Amulet of Kings, Mannimarco sought out to usurp Molag Bal and replace the Daedric Prince as the God of Schemes. His plans, however, were thwarted by the Vestige and the companions. Mannimarco spent time in Coldharbour, tortured by Molag Bal, until released by the Vestige, ‘who was essentially responsible for his imprisonment. Transformative Ascension. Back in Tamriel, itis said that he allowed the corruption of the Black Arts to affect him to the very core, leaving humanity behind to, become a lich. In his ascension, his blood transformed into acid and the power he knew in life increased as his fell collection grew. As Mannimarco became more powerful, Vanus Galerion led his Lamp Knights into a battle against the tyranny of worms. In a mighty battle, over a thousand lives were lost on both sides, including the founder of the Mages Guild. But the Knights prevailed, and Mannimarco was defeated. After his defeat, the Mages Guild confiscated two powerful artifacts of the Worm King: the Necromancer’s Amulet and the Bloodworm Helm: In other eras, Mannimarco would appear again with new plots, only to be struck down again. The last time he was seen was when the Hero of Kvatch eliminated his treat with the aid of Arch-Mage Hannibal Traven. As with all liches, the loss of a physical body is merely a set back. A grand phylactery typically holds the lich’s true soul. This dark reliquary has never been found, and Mannimarco may still rise again to threaten all of Tamriel Vile Artifacts. Mannimarco is known for several magical artifacts, although two of the arcane objects (the Necromancer’s Amulet and the Bloodworm Helm) were taken from him, He continues to hold on to his Staff of Worms, his prized possession, and uses it to create undead servants Undead Nature. Mannimarco doesn’t require air, food, drink, or sleep. vrstreG | TERRORS or TAMRIEL | VoL I fares ON Staff, legendary artifact (Mannimarco) (requires attunement by a mage, necromancer, or sorcerer) This grotesque staff is adorned by a bleached skull covered in writhing worms. The staff, created by Mannimarco himself, is a vile creation that quickly reanimates the dead, This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it and deals an additional ad6 necrotic damage to any creature it hits. While you hold it, you gain a +2 bonus to spell attack rolls. This staff has 10 charges. While holding it, you can expend 3 charges to cast the animate dead spell at 3rd level with a modified casting time of 1 action. You can cast this spell at 4th level or higher by expending 1 additional charge for each spell level above 3rd. The staff regains 1d6 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. Ona 20, the staff regains 1d6 + 2 charges. BOONS OF MANNIMARCO NPCs and monsters that have dedicated themselves to Mannimarco gain special boons granted by the Worm King. If the monster or NPC is able to cast spells, they can replace any of those spells with one of the signature spells listed below, as long as the new spell is, of the same level as the spell it replaces. Spells marked with an “* can be found in ENEMIES OF ELSWEYR. Ability Score Adjustment. Up to a +4 bonus to Endurance, Intelligence, or both Signature Spells. Bone armor* (1st level), ray of enfeeblement (2nd level), animate dead (3rd level) While many of Mannimarco’s servants are undead thralls, there are many living cultists that dedicate themselves to him. He grants his lesser adepts the Last Gasp trait, and his Worm Nest leaders the Death Warding trait. Last Gasp (Recharges after a Short or Long Rest). If this creature is reduced to 0 hit points, it immediately gains 10 hit points. Death Warding. This creature gains resistance to radiant and necrotic damage and gains advantage on saving throws against spells that deal damage. When the creature sees an ally take damage from an attack or effect that deals radiant or necrotic damage, it can use its reaction to grant that ally resistance to that damage type until the start of its next turn. MANNIMARCO’S LAIR Practitioners of the Dark Arts typically keep their actions hidden, often in abandoned wizards towers, haunted ruins, or deep within gloomy mausoleums. Regardless of where Mannimarco sets up a new base, he ensures that there are plenty of obstacles to destroy any who seek to impede in his progress. Worm Cultists study within the lair and practice their arts on undead thralls, who act as guardians when Under threat. Bound spirits, arcane and mundane traps, and even lowly daedra protect the halls from trespassers. Mannimarco, when encountered in his lair, has a challenge rating of 23 (50,000 XP). LAIR AC’ On initiative count 20 (losing initiative ties), Mannimarco can take a lair action to cause one of the following magical effects; Mannimarco can't use the same effect two rounds in a row: Mannimarco rolls a d8 and regains magicka points of that level or lower. © Mannimarco targets one creature it can see within 30 feet of him. A crackling cord of negative energy tethers him to the target. Whenever Mannimarco takes damage, the target must make a DC 18 Endurance saving throw. On a failed save, Mannimarco takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Mannimarco or the target is no longer in his lair. © Mannimarco calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Mannimarco can see within 60 feet of him. The target must succeed on a DC 18 Endurance saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. vrstreG | TERRORS or TAMRIEL | VoL I q Sw Ye "hal MANNIMARCO er) ‘Armor Class 16 (breastplate, 19 with bone armor) Hit Points 153 (18d8 + 72) Speed 30 ft STR AGI «END INT. WIL_—PER 11 (40) 16 (63) 18(+4) 24 (67) 14662) 17 63) Saving Throws End +11, Int #14, Wil +9 Skills Arcana +14, History +14, insight +10, Perception «9 Damage Resistances cold Damage Immunities acid, poison, necrotic, bludgeoning, piercing, and slashing from nonmagical weapons Senses passive Perception 19 Languages Tamrielic, Atmeris Challenge 22 (41,000 xP) Proficiency Bonus +7 ‘Special Equipment. Mannimarco wields the Staff of Worms (accounted for in his statistics). Acidic Blood. When Mannimarco takes piercing or slashing damage, each creature within 5 feet of him takes 7 (2d6) acid damage. Legendary Resistance (3/Day). If Mannimarco fails a saving throw, he can choose to succeed instead. Magic Resistance. Mannimarco has advantage on saving throws against spells and other magical effects. Rejuvenation. f Mannimarco is destroyed, he gains a new body in 1d10 days, regaining all of his hit points and becoming active again. The new body appears within 5 feet of one of his phylacteries of his choice Spellcasting. Mannimarco is a 20th level spelleaster. His spellcasting ability s intelligence (spell save DC 22, «16 to hhit with spell attacks). Mannimarco has the following necromancer spells prepared and has 133 magicka points: Cantrips (at will): acid splash, flame skull, mage hand Ast level (2 magicka): bone armor*, detect magic, false Iie, inflict wounds ‘nd level (3 magick): blindness/deafness, darkness, misty step, ray of enfeeblement 3rd level (5 magicka): animate dead, bestow curse, dispel magic, fear 4th level (6 magicka): banishment, phantasmal killer GM TIP: MAGICKA POINTS: Spells of 6th level and higher are particularly taxing to cast. You can use magicka points to cast one spell of 6th level or higher, but you can't cast a spell of the same level again until you finish a long rest. sth level (7 magica): cloudkl, dominate person 6th level (9 magicka): circle of death, magic jar 7th level (10 magicka) finger of death, plane shift th level (1 magica): clone, dominate monster ath level (13 magick: power word kill * Mannimarco casts this spell on himself before combat. ACTIONS ‘Staff of Worms. Melee Weapon Attack: +9 to hit, reach 5 ft. tone target. Hit: 6 (1d8 + 2) bludgeoning damage plus 14 (4d) necrotic damage. Instant Animation. Mannimarco uses the Staff of Worms ‘to instantly cast the animate dead spell at srd level LEGENDARY ACTIONS Mannimarco can take 3 legendary actions, choosing from the options below. Only one legendary action can be used ata time and only at the end of another creature's turn: Mannimarco regains spent legendary actions at the start of his turn. ‘Cantrip. Mannimarco casts as cantrip. Instant Animation. Mannimatco uses the Staff of Worms to instantly cast the animate dead spell at 3rd level ‘Consuming Trap (Costs 2 Actions). Mannimarco attempts to trap the soul of a creature it can see within 60 feet of him. The target must succeed on a DC 20 Endurance saving throw or be cursed by the soul trap. At the start of each of the creatures turns, it takes 7 (246) necrotic damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself fon a suecess. ifthe creature dies while under the effects of the trap, the body is immediately resurrected as an undead thrall to Mannimarco. The creature. regains half ofits maximum hit points and retains its abilities and features it had in life, but it has disadvantage on all saving throws and ability checks. Soul Shatter (Costs 3 Actions), Mannimarco peers into the soul of a creature that is within 30 feet of him. The target, and each creature within 10 feet of target, must make a DC 18 Endurance saving throw, taking 21 (646) necrotic damage on a failed save, or half as much damage on a successful one, vrstreG | TERRORS or TAMRIEL | VoL I eee SAI SAHAN Master of the sword and Captain of the Dragonguard, the Redguard warrior known as Sai Sahan is a steadfast companion who fought against both the necromancer, Mannimarco and the Dragon menace. As a Redguard noble and accomplished warrior, he rose to lead the Emperor’s Imperial Dragonguard. NITED Tee ae ae) Unyielding and honorable to a fault, Sai Sahan holds duty and dedication above all else. While he presents a cool and collected exterior to the world at large, he rages beneath the surface, where anger and a barely controlled blood-lust wait to be unleashed. For this reason, the subdued warrior truly comes alive in the heat of battle, where he can set his most destructive urges free. He does have a softer side, however. It becomes evident whenever the half-giant, Lyris Titanborn—who he refers to as his “Snow Lily’—enters, the picture. She seems to be the beauty that can calm the storm of death that seethes at the Redguard’s core. ‘Sword Master. Sai Sahan learned the ways of the ancient Yokudan sword-saints growing up in the Valley of Blades. There, he studied at the feet of his mentor, Kasura, He vowed to revive the martial traditions of his, ancestors, but his early efforts failed. Instead, he became a mercenary, meeting the Colovian military leader, Varen Aquilarios, and served in the war against the Longhouse Emperors. During the battle to liberate Leyawiin, his own mercenaries turned on him. Paid off by Emperor Leovic, they were charged with delivering the head of their legendary commander. Legend tells that Sai Sahan cut through the army of traitors and Leovie’s defenders, returning to Varen with the scalps of eighty-six enemies, setting Leyawiin free. ‘Armor Class 16 Hit Points 182 (2848 + 56) Speed 30 ft. STR AGI «END INT. ss WIL_PER 18(+4) 16 (+3) 15(42) 10 (0) 17663) 12 (+1) Saving Throws Agility ~8, Endurance +7, Willpower +7 Skills Athletics +9, Insight +5, Perception «7 Senses passive Perception 17 Languages Tamrielic, Yoku Challenge 13 (10,000 XP) Proficiency Bonus +5 ‘Unarmored Defense. While Sai Sahan is wearing no armor and wielding no shield, his AC includes his Willpower, modifier. Heroic Resistance (1/bay). If Sai Sahan fails a saving throw, he can choose to succeed instead. Actions ‘Multiattack. Sai Sahan makes three longsword attacks and uses Rally. Longsword. Melee Weapon Attack; +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9(1d10 « 4) slashing damage when used with two hands, plus 13, (Gs) force damage Rally. Sai Sahan recites a few inspiring words to one creature he can see within 30 feet of him. Ifthe creature can hear him, it gains 7 (1410 + 2) temporary hit points. Reactions Parry, Sai Sahan adds 3 to his AC against one melee attack that would hit him. To do so, Sai Sahan must see the attacker and be wielding a melee weapon Heroic Actions Sai Sahan can take t heroic action, choosing from the options below. Only one heroic action can be used at a time and only at the end of another creature's turn. Sai Sahan regains spent heroic actions at the start of his turn, Commander's Attack. Sai Sahan chooses up to two creatures he can see within 30 feet of him. if a chosen creature can see or hear Sai Sahan, it can immediately Use its reaction to make one weapon attack, with advantage on the attack roll Longsword Attack. Sai Sahan makes one longsword attack. a cee aC NY UESTRPG | TERRORS OF TAMRIEL | VoL I y VAREN AQUILARIOS Varen became Emperor of Tamriel by right of conquest. With Mannimarco’s counsel, and with the secret aid of Abnur Tharn, Varen led a revolt against the previous dynasty, known as the Longhouse Emperors, claiming the Imperial Throne for himself. As with the previous Emperor, the blood of the Dragon didn’t flow through Varen’s veins, rendering him unable to light the Dragonfires in the Temple of One, as a true Emperor must, by tradition. ‘At Mannimarco’s urging, Varen formed a group of companions to join him on a quest to locate the long- lost relic of the Divines: the Amulet of Kings. The companions included Lyris Titanborn the half-giant, the Redguard swordmaster Sai Sahan, Grand Chancellor Abnur Tharn, and Mannimarco. For years, the Five Companions scoured the face of Tamriel, following. countless leads, until they finally managed to locate it After returning to the Imperial City, Mannimarco's true intentions came to light. He convinced Varen to modify the coronation ritual, promising that it would not only light the Dragonfires, but persuade Akatosh to turn him into a Dragonborn. The King of Worms used his magic to corrupt the power of the Amulet, causing the calamity which came to be known as the Soulburst, which allowed Molag Bal’s invasion of. Tamriel to begin. Varen was consumed by the fiery wrath of the Soulburst. vESTRPG | TERRORS OF THE WARLORD Son of a Colovian duke, Varen sought to restore the: Empire to the glory of the Days of the Remans. His popularity among the common folk, especially with the Colovians, allowed him to gain many volunteers and recruits from the counties of Kvatch and Anvil. Varen's words inspired the people to join a rebellion to stop the Daedra-worshiping Emperor Leovic. The war that followed was bitter and terrible, but Varen was able to ‘overcome the Imperial Legions that were bolstered by Reachmen auniliaries and Daedric magic. Inside the Imperial Palace, Varen cut down Leovic at the foot of the Ruby Throne, sealing his fate in becoming Emperor. THE PROPHET After the Soulburst, Varen appeared one day on the steps of an abbey of the Moth Priests in Cyrodiil. The priests took him in and fed him, thinking he was nothing more than a vagabond. They were shocked when they found him in the libraries that night, poring over the eldritch etchings of an Elder Scroll. Only the Moth Priests themselves had the ability to read the scrolls, and they saw his arrival as a prophetic sign from the Divines. The Elder Scrolls eventually took the Prophet's eyesight, leaving him permanently blinded, And yet he continued to study them in his mind’s eye, and eventually foresaw the great and terrible threat of the Planemeld. Word of his prophecies spread far and wide, eventually reaching the Imperial City and the ears of Mannimarco, who had the Prophet arrested for treason and burned the abby, and all its contents, to the ground Tamrien | Vou I "hal ‘Armor Class 18 (plate armor) Hit Points 143 (2248 + 44) Speed 30 ft. STR AGI «END INT.—WIL_PER 18(-4) 10(60) 14(42) 12 (61) 15 (62) 19 (4) Saving Throws End +6, Per +8 Skills Athletics «7, Deception +8, Intimidation «8, Persuasion +8 Senses passive Perception 12 Languages Tamrielic, Nordic Challenge 9 (5,000 xP) Proficiency Bonus +4 Heroic Resistance (1{Day). f Varen falls a saving throw, he can choose to succeed instead. Imperial Luck (2/Day). Varen can add 1d6 to an ability check, attack ral, or saving throw he makes. Actions ‘Multiattack. Varen makes three attacks with his longsword Longsword of Flames. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (Id8 + 4) slashing damage or 9 (1410 + 4) slashing damage if used with two hands, plus 7 (246) fire damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, Varen can utter a special command or warning. whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a dé to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Varen is incapacitated Heroic Actions Varen can take 1 heroic action, choosing from the options below. Only one heroic action can be used at a time and. only at the end of another creature's turn. Varen regains spent Heroic actions at the start of his turn. Battlefield Mobility. Varen calls out an order to an ally ‘that can see and hear him, That creature can use its reaction to move up to half its speed without provoking ‘opportunity attacks. ‘Combat Aid. Varen uses the Help action to aid an ally that is within 15 feet that can see and hear him. Evasive Call. Varen calls out an order to an ally that can see and hear him, That creature can use its reaction to use the Dodge action. ‘Armor Class 10 (13 with mage armor) Hit Points 143 (2248 + 44) Speed 30 ft. STR AGL «END INT. «WIL PER (1) 1060) 1462) 12(+1) 2065) 19-4) Saving Throws End +6, Wil 9, Per +8 Skills Arcana +5, insight +8, Perception +9, Persuasion +8 Senses blindsight 6oft. (blind beyond this radius), passive Perception 19 Languages Tamrielic, Nordic Challenge 9 (5,000 xP) Proficiency Bonus +4 Heroic Resistance (1/Day). Ifthe Prophet fails a saving ‘throw, he can choose to succeed instead. Impending Premonition. When the Prophet rolls initiative he rolls three d2os and records the numbers rolled. Each premonition roll can be used only once with his. Premonition reaction and he loses any unused premonition rolls when the initiative ends. Innate Spellcasting, The Prophet's innate spelleasting ability is Willpower (spell save DC17, «9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: ‘At will detect evil and good, detect magic, mage armor, scorching ray, sending, chunderwave 3/day: clairvoyance, augury, sanctuary, shield day: banishment, plane shif, scrying, teleport Actions War Staff Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (246) fire damage. Reactions Premonition. When a creature the Prophet can see makes an attack roll, saving throw, or ability check, he can use his reaction to replace the roll with one of his premonition rolls. Heroic Actions ‘The Prophet can take 1 heroic action, choosing from the options below. Only one heroic action can be used at a time and only at the end of another creature's turn. The Prophet regains spent Heroic actions at the start of his ‘urn, Cast a Spell. The Prophet casts one of his innate spells. Mystic Sight. The Prophet can roll a d20 and add or replace a premonition roll. The Prophet can only have a ‘maximum of three premonition rolls ata time, vrstreG | TERRORS or TAMRIEL | VoL I eee SELENE High Priestress of Shagrath, Goddess of Spiders, Selene is known as the Spider-Witch who lives in the lost forests deep within Valenwood. The Changeling has a kinship with the Green and has spent part of her timeless life repairing the harm of mortals and beasts that threaten the balance Isolated Existence. Selene often appears in her spider form to scare away intruders who delve too deep within her lair, but she is as curious as she is terrifying. In the rare occasions where Selene entertains guests, she takes the form of those she speaks to as an effort to ease tensions, although the gesture is often unsettling, The dangers of the Web, and her general isolation has protected her from many outsiders until the 2nd era, when the Mages Guild discovered her. Vanus Galerion attempted to establish a guildhall within the capital of Valenwood, so the silvenar sent Vanus and his followers into an uncharted fen. The only area of the Green that the Wood Elves knew very little of, because those who entered the quagmire never returned Ancient Spirit. The way Selene speaks of the world makes it apparent that she is not a being for which time holds much meaning. When the Mundus was a teaming mass of chaos, fire was the first to give order to the world, establishing the laws of nature, Others followed, and Nirn took form. Selene was not far removed from the time when the Ehlnofey formed the bones of the earth, She was among the earliest creatures on Nirn, which accounts for the formlessness of her Changeling nature. Her Goddess, Shagrath, is vrstrec | T responsible for showing her how to command the original chaos to take form and control of her fluidity. ‘A creature that can change its form freely flies in the face of the beliefs of Bosmer that everything in the Green was given the shape Y'fire intended, but the fact. that she walked the world alongside the Divine has convinced many Wood Elves to respect the boundaries, of her domain, and even to become adherents of her Infused Heart. in the 3rd era, parts of Valenwood began to change under Selene's influence. She began to extend her domain, stretching out the Web. Parts of the wilderness became unsafe for travelers, while other areas became dark and sinister, leeching the very earthblood from the soil. Bodies of Bosmer were found sucked dry of all fluid. These living dead that had returned to the heart of Valenwood had no memories of their former life and were destroyed Selene had been building an army of spiders and zombies with the intention of conquering all of Valenwood. Queen Ulandra sought the aid of the Eternal Champion, who delved deep into Selene’s Web and retrieved the Heart of Selene, an impressive jewel infused with Selene’s life force. With Selene’ life in the balance, her heart controlled by the leaders of Valenwood, she retreated from her attack and hasn't been heard from since. Immortal Nature. Selene doesn’t require food, drink, or sleep, SELENE?’S LAIR Selene resides in a place known as “the Web", named for its overwhelmingly dense vine growth and the belief that that those who enter it become irrevocably ensnared within. An apt analogy, for many have been lost inside the lightless forest. Traversing through the Web is extremely difficult, even for skilled survivalists, as the forest seems to move when not being watched. Inside the morass, itis easy to get lost and separated at, every turn. Hapless adventurers may trip and fall, becoming entangled in thick vines. Selene has a unique connection to her domain, making it nearly impossible for trespassers to enter her lair unnoticed. Time spent within the Web is uncomfortably quiet. As though every creature is has stopped to listen to the interlopers, intently watching those who find themselves clumsily slogging through the thick wood. Deeper within the lair, worshipers of Selene can be found, often Bosmer and other supporters of the Green. The worship in hopes to join her eternally, as those who die within the lair are risen again to ward the woods indefinitely Selene, when encountered in her lair, has a challenge rating of 36 (15,000 XP). LAIR ACTIONS On initiative count 20 (losing initiative ties), Selene can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row. © Selene learns about any creature touching her webs. Each creature restrained by a web or Selene’s Web Grip must make a DC 21 Intelligence saving throw. On a failed save, Selene gains knowledge of a creature's name, race, where they consider home, and what brought them to the web. © Selene casts the giant insect spell (spiders only). It lasts until she uses this lair action again, or until she dies. © Grasping roots and vines erupt in a 20-foot radius centered on a point Selene can see within 120 feet of her. Each creature there must succeed on a DC 415 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when Selene uses this lair action again or when she dies. REGIONAL EFFECTS The region containing Selene’s lair is warped by her presence, which creates ore or more of the following effects. © spiders and insects within 1 mile of Selene’s lair serve as her eyes and ears. Birds, other flying creatures, and their sounds, are absent from the lair and these creatures are occasionally found trapped in webs. © Within 1 mile of Selene's lair, webs can be found blocking openings, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired the next dawn © The thick vines and forests within 5 miles of Selene’s lair effectively thwart any intruders from easily navigating Selene’s Web. The entire lair is considered difficult terrain. Non-magical features and traits that ignore difficult terrain are ineffective when traversing through her lair. If Selene dies, the spiders and insects lose their supernatural link to her. The webs remain, but the dissolve within 1420 days Fighting Selene is a difficult encounter that causes her to shift forms. An encounter with her is the equivalent of taking on two CR 15 creatures in one encounter. Award a party 26,000 XP for defeating Selene after she uses her Cradle of Spiders. If she is. encountered in her lair, she is the equivalent of taking Con two CR 16 creatures (30,000 XP). "hal SELENE ‘Armor Class 14 in humanoid form, 16 (natural armor) in giant spider and hybrid form Hit Points 187 (2248 + 88) Speed 30 ft STR AGI «END INT.—WIL_—PER 13 (02) 18 (+4) 18(+4) 20(65) 23 (66) 17 (3) Saving Throws End +9, Per +8 Skills Arcana +10, Nature +10, Perception +11, Stealth «9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft, darkvision 120 ft, Passive Perception 26 Languages Tamrielic, Ehlnofex, Faerie Challenge 15 (13,000 XP) Proficiency Bonus +5 ‘Shapechanger. Selene can use her action to polymorph Into a giant spider, a spider-humanoid hybrid, a humanoid, or her spider form. Her statistics, other than her AC, are the same in each form, except for her spider form which has its own statistics. Any equipment she is wearing or carrying transforms with her. Cradle of Spiders (Recharges after a Short or Long Rest). If Selene is reduced to 0 hit points, she doesn't die or fall ‘unconscious. Instead, she transforms into her Spider Form. When she transforms into her Spider Form in this way, she is unable to shapeshift again until she finishes a long rest. Innate Spelicasting. Selene’s innate spellcasting ability Is Willpower (spell save DC 19, 211 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: blight (as a 7th-level spel), druidcraft, entangle, gust of wind, plant growth, speak with plants, spike growth 3yday each: conjure animals, cure wounds (as a sth-level spell), locate creature xyday each: giant insect, insect plague, regenerate, transport via planes Legendary Resistance (2/Day in This Form). if Selene fails a saving throw, he can choose to succeed instead. ‘Magic Resistance. Selene has advantage on saving throws against spells and other magical effects Shapeless Being, Selene can't be changed into another form against her will. Web Walker. Selene ignores movement restrictions caused by webbing, Actions Mulitattack. Selene can use her web grip. She can then casta spell Bite (Giant Spider or Hybrid Form). Melee Weapon Attack: +8 to hit, reach § ft, one creature. Mit: 8 (Ld8 + 4) piercing, damage, and the target must make a DC 20 Endurance saving throw, taking 32 (Sd12) poison damage on a failed save, or half as much damage on a successful one. Web Grip. One creature within 60 feet of Selene must succeed on a DC 19 Strength saving throw or be restrained by a webbing, Selene can choose to pull the creature 15 feet towards her as part of this action. A creature can use an action to make a DC 19 Strength saving throw. On a success, it can free itself or a creature ‘within § feet of it that is restrained by the web. This webbing is immune to all damage except fire and slashing damage. The web can be destroyed if it takes at least 15 damage on a single turn. ‘Shagrath’s Blessing, Selene instantly casts the animate dead spell at 3rd level on a humanoid creature that has died within the last minute, Legendary Actions Selene can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at atime and only at the end of another creature's turn. Selene regains spent legendary actions at the start of her turn. Primal swarm. A swarm of spectral biting insects ‘momentarily appears in 15-foot radius sphere centered on a location within 60 feet of Selene. Each creature in the sphere must make a OC 19 Agility saving throw. Ona filed save, a creature takes 10 (4d) plercing damage, or half as much on a successful one. Senche Spirit. A spectral senche appears ina location within 60 feet of Selene that she can see. The senche then runs 20 feet towards creature and makes a claw attack against it: 21 to hit, reach 5 f, one target. Hit: 1 (4410+ 6) slashing damage. ifthe attack hits, the target must succeed on a DC 19 Strength saving throw or be knocked prone. The senche then disappears Primal Spirit (Costs 2 actions) large spectral bear appears in Selenes space and makes 2 vicious claw attack against it «11 to hit, each 10 ft, one target. Hit: 25 (52 +6) slashing damage. The bear then disappears. vrstreG | TERRORS or TAMRIEL | VoL I eee Naa aed Huge fy (changeling, shapechanger) Armor Class 18 (natural armor Hit Points 175 (142 84) Speed 4 fe, climb 40 STR AGI «END INT. ss WIL_PER ving Throws End «11, Per +8 Skills Arcana +10, Nature +10, Perception +11, stealth «9 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft, darkvision 120 ft, Passive Perception 26, Languages Tamrielic, Ehlnofex, Faerie Challenge 15 (13,000 xP) Proficiency Bonus +5 Shapechanger. Selene can use her action to polymorph into a giant spider, a spider-humanoid hybrid, or a humanoid. She uses her Selene statistics, other than her AC, in each form, Any equipment she is wearing or carrying transforms with her. Legendary Resistance (2/Day in This Form). If Selene falls a saving throw, he can choose to succeed instead. ‘Magic Resistance. Selene has advantage on saving throws ainst spells and other magical effects Rejuvenation. If Selene is destroyed while in her spider form, she gains anew body in 1420 years, regaining all of her hit points and becoming active again, The new body appears within § feet of the Heart of Selene. ‘Shapeless Being, Selene can't be changed into another form against her will. Spider Climb. Selene can climb difficult surfaces, including upside down on ceilings, without needing to |_make an ability check vESTRPG | TERRORS OF 22(96) 18 (+4) 22 (46) 20(¢5) 2366) 17 (3) Web Walker. Selene ignores movement restrictions caused by webbing. Actions Mulitattack, Selene can use her web grip. She then makes two attacks: one with her bite and one with her claws. Bite, Melee Weopon Attack: +11 to hit, reach 5 ft, one creature. Hit: 19 (348 + 6) piercing damage, and the target ‘must make a DC 20 Endurance saving throw, taking 32 (Gd12) poison damage on a failed save, or half as much damage on a successful one. ‘Stab, Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Mit: 16 (346 « 6) piercing damage Web Grip. One creature within 60 feet of Selene must succeed on a DC 19 Strength saving throw or be restrained by a webbing, Selene can choose to pull the creature 15 feet towards her as part ofthis action. A creature can use an action to make a DC 19 Strength saving throw. On a success, it can free itself or a creature ‘within 5 feet of it that is restrained by the web. This webbing Is immune to all damage except fire and. slashing damage. The web can be destroyed if it takes at least 15 damage on a single turn Legeni y Actions: Selene can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at atime and only at the end of another creature's turn, Selene regains spent legendary actions at the start of her Stab. Selene makes one attack with her stab. Ensmare (Costs 2 actions). Selene uses her web grip against any number of creatures within 60 feet of her. warm of Shagrath (Costs 2 actions). Selene causes two swarms of spiders to appear in unoccupied spaces within 5 feet of her. Tamrien | Vou I HOLLOWJACK Though many regard Lord Hollowjack as a fictional bogey invoked during the Witches Festival to frighten superstitious peasants, he is all too real, and tales of him appearing in cemeteries under the Harvest Moons to terrify the unwary have spread across the land. Named for the carved pumpkins, Hollowjack, or Lord Hha-Lugh-Zhek, is a unique Greater Daedra who bears the title Lord of Mortal Fears. He speaks softly or in whispers from a mouth full of long, sharp teeth, and he has long, slender, and agile fingers tipped with sharp nails, talons that can slash or puncture, but most often just gently emphasize what. the voice behind them is saying. Feeds on Fear. Hollowjack appears to mortals only long enough to make their dreaded fears come true. ‘There are many folk tales of the fearful being driven mad by their fears in the form of repeated visitations by Lord Hollowjack. These people are known as “Hollowjack's Haunted”, and have provided personal accounts of the Fear Daedra sent by him. He derives supernatural power by feeding on his victim's terror. Terror of Detritus. Once a yeat, during the Witches Festival on the 13th of Frost Fall, the portals open between Nim and Hollowjack’s demi-plane of Detritus, sending ghastly and gruesome things to Tamriel. There iso outside on Detritus, only inside. Only room after room of recurring nightmares and internal torments. A claustrophobic series of small spaces cluttered and jammed with piles of mortals' lost and broken personal items. Fearful Fables. According to Nibenese legend, a house where its owner was murdered will be haunted by the shade of their cat, sent from beyond by Lord Hollowjack to torment the killer with eternal shame and guilt. ARUN Every Witches Festival, the haunted legend of a hidden Rivenspire hollow once more comes to life, and these riders travel across Tamriel, cursed to gallop headless through the night on dark and frantic steeds, Conventional wisdom holds that these bizarre and eerie mounts are just horses imbued with a haunting illusory appearance—but some whisper that they aren't from Tamriel at all, but summoned from the Hollowjack half-world or demi-plane, Like a hornific figure from a skooma-induced nightmare, a pumpkin spectre is a collection of. entangled roots that take a humanoid form with a glowing, rotting pumpkin for a head. It is a tradition to masquerade as Hollowjack, the most terrifying pumpkin spectre during the Witches Festival. XQ RECROW SPECTRE In everyday life, scarecrows are used to terrify birds to protect crops, but during the Witches Festival, itis best for everyone to avoid the harvested fields of Tamriel, lest the Hollowjacks minions will take off your head The dark magic that makes a spectre animate a scarecrow is thought to be related to those spells that. create lurchers from spriggans. During the Witches Festival, Lord Hollowjack torments his victims and feeds on their terror. Although he can rot be in all places at one, he employs dark spectres like the thicket man to haunt and terrorize the people of Tamriel. Lurking in the shadows, the thicket man spreads a looming feeling of dread, following those marked by the Hollowjack to keep the presence of fear as long as possible. PUMPKIN SPECTRE Re ice aa ‘Armor Class 13 Hit Points 60 (8d8 + 24) Speed 30 ft. STR AGI 15(-2) 16(-3) END INT 1563) 3-4) Wik PER 163) 3-4) Damage Vulnerabilities fire Damage Resistances cold, lightning, necrotic Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons Condition immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft, passive Perception 12 Languages understands the languages ofits creator but can't speak Challenge 4 (450 xP) Immutable Form. The pumpkin spectre is immune to any spell or effect that would alter its form. Magic Weapons. The pumpkin spectre's attacks are magical ACTIONS Multiattack. The pumpkin spectre makes three attacks: two with its slam and one with its flame skull. ‘Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 13 (2410 + 2) bludgeoning damage. Flaming Skull. Ranged Spell Attack: +5 to hit, range 30 ft, cone target. Hit: 5 (1di0) fire damage. vrstreG | TERRORS or TAMRIEL | VoL I q Sw Ye HOLLOWJACK Ma eRO Ie ere ae ‘Armor Class 16 (natural armor) Hit Points 97 (15d8 + 30) ea 30 ft sTR AC ND IN Wik PER 18 (+4) 12(+1) 15 (+2) 10(+0) 13 (1) 16(+3) Throws Agi <5, Wil -5 nerabilities fire istances cold, lightning, necrotic Damage Immunities poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons paralyzed, petrified, poisoned ss darkvision 60 fc, passive Perception 11 Languages Tamrielic, Daedric Challenge & (3,900 xP) on Immunities charmed, exhaustion, frightened, Fear Feeding. Whenever Hollowjack starts his turn, he gains 2d4 temporary hit points and his talons attack deals ‘an additional 1d8 piercing damage for each creature within 60 feet of him that is frightened by inflict Fear, Innate Spelicasting. Hollowjack's spelicasting attribute is Personality (Spell save DC 15). He can innately cast banishment and teleport, each once per day, requiting no material components. Immutable Form. Hollowjack is immune to any spell or effect that would alter its form. vestreG | T Magic Weapons. Hollowjack’s attacks are magical AcTIONs. Multiattack. Hollowjack uses his inflict Fear. He then makes two attacks: one with his slam and one with his talons. Slam. Melee Weopon Attack: +8 to hit, reach 5 ft, one target. Hit: 15 (2410 + 4) bludgeoning damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage, plus 10 (346) psychic damage. Ifthe target is @ creature that is frightened, it must make a DC 15 Willpower saving throw or becomes afflicted with a short term madness, Inflict Fear. One creature of Hollowjack’s choice that is within 60 feet of him and aware of him must succeed on DC 15 Willpower saving throw or become frightened for minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ifa creature's saving throw is successful or the effect ends for it, the creature is immune to Hollowjack's Inflict Fear for the next 24 hours Animate Spectre (1/Shore Rest), Hollowjack can animate tone scarecrow or pile of debris that it can see within 60 feet. The target becomes a scarecrow spectre if he chooses a scarecrow or a thicketman spectre if he chooses a pile of debris. The spectre follows simple instructions from Hollowjack. Tamrien | Vou I SCARECROW SPECTRE ey ee eee Armor Class 13 (natural armor) Hit Points 42 (548 + 20) Speed 30 fe STR AGI «END INT. = WIL_PER 15 (+1) 12(+1) 18 (+4) 3-4) 1442) 34) THICKETMAN SPECTRE Medium fend (daedra), chaotic evl “Armor Class 13 (natural armor) Hit Points 34 (4d8 +16) Speed 30f. STR AGL «END INT. = WIL_PER 1140) 1261) 1864) 3-4 12661) 2-4) Damage Vulnerabilities fire Damage Resistances cold, lightning, necrotic Damage Immunities poison, psychic, bludgeoning, piercing, and slashing fram nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft, passive Perception 12 Languages understands the languages of its creator but cant speak Challenge 2 (450 xP) Immutable Form. The scarecrow is immune to any spell or effect that would alter its form. ACTIONS Damage Vulnerabilities fire Damage Resistances cold, lightning, necrotic Damage Immunities poison, psychic, bludgeoning, plercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft, passive Perception 11 Languages understands the languages ofits creator but can't speak Challenge 1 (200 xP) Immutable Form. The thicketman is immune to any spell or effect that would alter its form. ACTIONS Multiattack. The scarecrow makes two attacks with its slam. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 8 (2d6 + 1) bludgeoning damage. Cone of Crows (Recharge 5-6). The scarecrow releases a swarm of crows in a 30-foot cone. Each creature in that area must make a DC 12 Agility saving throw, taking 14 (46) piercing damage on a failed save, or half as much ‘ona successful one. Multiattack. The thicketman makes two attacks with its slam or uses its Inflct Fear. ‘Slam, Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (246) bludgeoning damage. Inflct Fear (4/Day). One creature of the thicketman's choice that is within 60 feet of it and aware of it must succeed on a DC 11 Willpower saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each ofits turns, ending the effect on inself on a success. Ifa creature's saving throw is successful or the effect ends for it, the creature is Immune to the thicketman’s Inflict Fear for the next 24 hours. SG]__—_sCUES RPG | TERRORS oF TamnteL | Vou I ae NX Ye XS Va ‘Armor Class 14 (natural armor) Hit Points 66 (12410) sTR AGI «END. sINT. WLR 14 (12) 16(+3) 11(+0) 5(-3) 10 (0) 6 (-2) Saving Throws Agi +5, Wil +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison, psychic Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned ses darkvision 60 ft, passive Perception 11 Languages understands Daedric and Tamrielic but can't speak Challenge 4 (1,100 xP) Decapitate. Ifthe wraith uses its longsword attack against a creature with o hit points, it decapitates them killing them instantly Immutable Form. The wraith is immune to any spell or effect that would alter its form. ‘Magic Resistance. The wraith has advantage on saving throws against spells and other magical effects. I sghtnare soe reece Soni itstesd sceera nee | enti vESTRPG | TERRORS OF ‘ACTIONS Multiattack. The wraith uses its Inflict Fear. It then makes two attacks: one with its hooves and one with its longsword Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 7 (adio + 2) bludgeoning damage. Longsword. Melee Weapon Attack: +4 to hit, each 5 ft. cone target. Hit: 6 (148 + 2) slashing damage. Inflct Fear. One creature of the wraith’s choice that is within 60 feet of him and aware of him must succeed on DC 15 Willpower saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Fa creature's saving throw is successful or the effect ends for it, the creature is immune to the wraith’s Inflict Fear for the next 24 hours. Explosive Pumpkin (Recharge 5-6). The wraith throws a flaming pumpkin at a point it can see within 60 feet of it, which then explodes in a burst of lame. Each creature in a 10-foot radius of that point must make a an Agility saving throw, taking 23 (6d6) fire damage on a failed save, or half damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried Tamrien | Vou I DWARVEN DYNASTOR Many amateur explorers, especially those who spend any amount of time in Skyrim or Morrowind, likely have tales to tell about some form of Dwemer machine that they have come across at some point in time in their travels. These stories usually involve Dwarven spiders or spheres, but the truth is that these stories barely scratch the surface of Dwemer craftsmanship. A wealth of Dwarven machines trudge and skitter in the deepest ruins. In all likelihood, only a fraction of the Dwemer mechanical servants have been discovered. In the depths of Arkthzand, which was founded at the height of Dwemer civilization in the legendary cavern underworld known as Blackreach, these Dwarven tinkerers created some of the most impressive animunculi. The Dwarven dynastor is a perfect example of their ingenuity. Dwarven War Machine. Like other animunculi, the Dwarven dynastor appears to mimic an organic shape— a horned behemoth-shalk. The most interesting part of the machine is the central machinery. The dynastor serves as a carriage, with several spheres and spiders housed in the central carapace. These additional constructs are released when appropriate to fight in tandem or repair the machine, as needed. Construct Nature. The dwarven dynastor doesn’t require air, food, drink, or sleep. Some adventurers call animuncull like the dwarven scarab nuisances since they get under foot easily. Some who prefer constructed companions recommend the Dwarven Scarab over any other type, stating that not only are they pleasing to the eye but also neat as a pin. DWARVEN SPHERE Designed for speed and battle, Dwarven spheres swiftly navigate Dwemer ruins in their shell formation, rolling around in the large, unassuming spheres. Having been constructed for combat, the Dwarven spheres can quickly assess any security breach and adapt their configuration to suit the conflict. DWARVEN SPIDER As their name suggests, Dwarven spiders take on an arachnid-like appearance. These animunculi are the most common of the Dwemer constructs, with almost, all Dwarven ruin explorers having tales to share of them. These small machines travel through Dwemer ruins by using the vents and pipelines, quickly moving to the rooms that need their assistance, either for security or repair. ursTRee | TERRO! VARIANT: SCARAB FAMILIAR Clockwork mages and Dwemer enthusiasts find the diminutive Dwarven scarab to be the perfect companion to display their enthusiasm for machines and their rare skill to control them. These Dwarven scarabs have the following trait Familiar. The dwarven scarab can serve another creature as a familiar, forming a telepathic bond ig master. While the two are bonded the master can sense what the dwarven scarab senses as long as they are within 1 mile of each other. While the Dwarven scarab is within 10 feet of ts master, the master shares the Dwarven scarab’s Magic Resistance trait DWARVEN SCARAB Tiny construct (animuncul), unaligned ‘Armor Class 12 (natural armor) Hit Points 5 (244) Speed 20 f., fly 30 ft STR AGL «END. INT «WIL PER 4(3) 1562) 1060) 5-3) 81) 3-4) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft, passive Perception 10 Languages understands the languages ofits creator but can't speak Challenge 0 (10 xP) Immutable Form. The dwarven scarab is immune to any spell or effect that would alter its form. Magic Resistance. The dwarven scarab has advantage on saving throws against spells and other magical effects. Repairable. As long as the the dwarven scarab has at least hit point remaining, it regains 1 hit point when a ‘mending spel is cast on it. ACTIONS Bite, Melee Weapon Attack: +4 to hit, each 5 ft., one target. Hit: 2 piercing damage Se Tal) Huge construct (animuncul), unaligned ‘Armor Class 18 (natural armor) Hit Points 127 (15410 + 45) Speed 30 ft, burrow 30 ft STR AGI «END INT. WLP 18(+4) 10 (20) 17(+3) 10 (+0) 14(+2) 12 (+2) Saving Throws Agi +4, Wil <6 Damage Immunities poison Condition immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft, passive Perception 13, Languages understands the languages of its creator but can't speak Challenge 11 (7,200 xP) Heroic Resistance (1{Day).\f the dwarven dynastor fails a saving throw, it can choose to succeed instead. Immutable Form. The dwarven dynastor is immune to any spell or effect that would alter its form. Pillar Configuration. While in its pillar configuration, the dwarven dynastor’s speed is reduced to 0, and it emits a constant shock pulse. Any creature that moves within 10 feet of the dwarven dynastor for the first time on a turn ‘or ends its turn there takes 7 (246) lightning. Reconfigure. The dwarven dynastor ean use a bonus action to reconfigure its form into either its scarab form oF its pillar configuration. Repairable. As long as the the dwarven dynastor has at least hit point remaining, it regains 1 hit point when a mending spell is cast on it. Multiattack. The dwarven dynastor makes two attacks ‘with either its slam or its sparks. ‘Slam (Scarab Form). Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 15 (2dio + 4) bludgeoning damage. Sparks (Pillar Configuration). Ranged Weapon Attack: +8 to hit, reach 60 f., one target. Hit: 14 (4d6) lightning damage. Focused Beam (Recharge 5-6). A beam of aetherial energy Is directed from the dwarven dynastor in a 90 foot line that is 5 feet wide. Each creature in that line must make a DC 18 Agility saving throw, taking 45 (1048) force damage ona failed save, or half as much on a successful one HEROIC ACTIONS ‘The dwarven dynastor can take 1 heroic action, choosing, from the options below. Only one heroic action can be used ata time and only at the end of another creature's turn. It regains spent heroic actions at the start of its tur. Electric Shock. The dwarven dynastor pulses with electric energy. Each ereature within 20 feet of it must make a DC 18 Endurance saving throw, taking 14 (246) lightning damage on a failed save, or half as much on a successful one, Summon Menders. Two dwarven spiders emerge from the dwarven dynastor’s chassis in an unoccupied space within 5 feet of it and acts as its ally It has a total of 4 dwarven spiders inside of its body. Summon Sphere. A dwarven sphere emerges from the dwarven dynastor’s chassis in an unoccupied space within 5 feet of it and acts as its ally It has a total of 2 dwarven spheres inside of its body. vESTRPG | TERRORS OF Tamrien | Vou I BWC \24\ 3 _ Medium construct (animuncul), unaligned Armor Class 15 (17 blade form, natural armor) Hit Points 38 (748 +7) speed 40 fe sTR 14 (12) Act 16 (73) END 12(01) INT 403) wit 121) PER 5(3) OWS Agi +4 Skills Athletics +4, Perception +3, Stealth +4 Damage Immunities poison Con s charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone enses darkvision 120 f., passive Perception 13 Languages understands the languages of its creator but can’t speak Challenge 2 (450 xP) Immutable Form, The dwarven sphere is immune to any spell or effect that would alter its form. Reconfigure. The dwarven sphere can use a bonus action to reconfigure its form into either its shell configuratian, blade form (with shield), or its archer form. Repairable, As long as the the dwarven sphere has at least hit point remaining, it regains 1 hit point when a mending spell is cast on it Shell Configuration. While withdrawn in its mechanical shell, its size becomes small, it gains 2 +4 bonus to AC, and it has advantage on all saving throws. While in its shell, the dwarven sphere can't make any attacks or take reactions, and can use a bonus action to change its form. ACTIONS ‘Mulitattack. The dwarven sphere makes two attacks. Armblade (Blade Form). Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8 + 2) slashing damage. ‘Armbow (Archer Form). Ranged Weapon Attack: +5 to hit, range 30/120 ft, one target. Hit: 6 (46 « 3) piercing damage, |7 N SPIDER | ‘Armor Class 14 (natural armor) Hit Points 22 (5d + 5) Speed 30 ft, climb 30 ft sTR 9(-1) AGI 14(-2) END INT 12(1) 9) wit 10(-0) PER ) Damage Immunities poison Condition immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft, passive Perception 10 Languages understands the languages of its creator but can't speak Challenge 1/2 (100 xP) Death Burst. When the dwarven spider dies, it emits an electrical discharge. Each creature within 5 feet of the dwarven spider must succeed on a DC 10 Agility saving throw or take 4 (148) lightning damage. Immutable Form. The dwarven spider is immune to any spell or effect that would alter its form. Repairable. As long as the the dwarven spider has at least hit point remaining, it regains 1 hit point when a mending spel is cast on it Spider Climb, The dwarven spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONS. Foreleg. Melee Weapon Attack: r4to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Repair. The dwarven spider restores 9 (248) hit points to one construct or object within 5 feet of it Tamrien | Vou I TROVE SCAMP See aed BRED Armor Class 15 (natural armor) TROVE SCAMP Summoned from Oblivion, the trove scamp wanders around Tamriel trying to lure hapless adventurers into dangerous territory with the promise of treasure. Looking like any other scamp, but with a large sack of treasure and a golden, daedric glow, the trove scamp leaves a trail of gold behind it. Perilous Plunder. Trove scamps find themselves on Tamriel for one reason: to lure greedy adventurers into traps, so a Daedric Prince can take their souls. The sole purpose of these scamps is to attract the attention of the inhabitants of Nirn with the promise of plenty of loot. After throwing coins or gems at an adventurer, the scamp will turn and run, favoring any direction that the scamp knows its allies are hiding. It will weave and screech, making sure to get the attention of. as many creatures as possible. Once itis far enough away, or hidden and safe, the scamp begins a ritual to return back to Oblivion. If successful, it leaves behind only a scorched rune. If the scamp fails, it leaves a sack filled with treasure—if anyone survives to claim it Hit Points 63 (14d6 + 14) Speed 40 ft. sTR AGL «END. INT = WIL_PER 9(-1) 16(+3) 12 (+1) 8-1) 14662) 10-0) Damage Resistances fire Senses darkvision 60 ft, passive Perception 12 Languages understands Daedric but can’t speak Challenge 3 (700 xP) Cunning Action. On each of its turns, the scamp can use @ bonus action to take the Dash, Disengage, or Hide action. Evasion. If the scamp is subjected to an effect that allows it to make an Agility saving throw to take only half damage, the scamp instead takes no damage if it succeeds on the saving throw, and only half damage if it falls Magic Resistance. The scamp has advantage on saving throws against spells and other magical effects ‘Special Equipment. The scamp carries a bag of treasures which contains 1d6 + 1 treasures determined by rolling on the Trove Scamp Treasures table. Treasure Trove. The scamp drops 146 septims each time it takes damage, and for every 10 feet it moves. ACTIONS Claw. Melee Weopon Attack: +5 to hit, reach 5 ft, one target. Hit: 8 (2d4 + 3) slashing damage. Flare, Ranged Spell Attack: +4 to hit, range 60 ft, one target. Hit: 7 (Ad10 + 2) fire damage. Oblivion Escape. The scamp uses its action to start a ritual to teleport back to Oblivion, as though itis concentrating. ‘on a spell, but it can’t do anything else on its turn. If the camps concentration is not broken by the start of its next turn, it instantly teleports to a plane of Oblivion UEsTRPG | TERRORS OF TAMRIEL | VoL I y WY a TROVE SCAMP TREASURES When a trove scamp dies it leaves behind a bag of treasures. You can hand select the contents inside the bag, choosing an appropriate amount of gold, gems, and magic items, or you can randomly determine how many items are in the bag by rolling 1d6 + 1 times on the the Trove Scamp Treasures table presented here. ‘Some of the items presented on the list can be found in the core se rule books, otherwise, the item indicates a UESTRPG supplement where you can read about it: ® BC: Blessings & Curses © Eok: Enemies of Elsweyr © MoM: Monsters of Murkmire You can download these UESTRPG supplements here (uestrpg.wixsite.comjhomejdownloads). | TeRRoRs oF 4100 Item 1-24 1410 x10 septims 25-32 14 +1. gems worth 25 septims 33-40 1d4 gems worth 50 septims 41-50 a trinket worth 250 septims 51-56 _ potion of healing 57 Spell scroll (cantrip) 58 Khenarthi death coin (EOE) 59 Sharpening post (EOE) 60 _Bug-repellent candles (MoM) 61 Torchbug hair tonic (EoE) 62 Torchbug lantern (Eot) 63 Potion of climbing 64 Potion of fire resistance 65 Anti-venom (MoM) 65-70 Spell scroll (1st level) 7-73 Spell scroll (2nd level) 74 Summoner’s ring (EOE) 75-78 Potion of superior healing 79 Cloak of protection 80 Ring of sunfire (B&C) 81 Clever claw stashbox (Eo) 82 Fang of Haynekhtnamet (MoM) 83. Hackwing hide armror (MoM) 84-85 Spell scroll (3rd level) 86-87 Spell scroll (4th level) 88 Potion of flying 89 Ring of grounding (MoM) 90 Wamasu Lantern (MoM) 91 Duneripper’s plate shield (EoE) 92 Memory stone (FoF) which contains a memory of a mage teaching a random 3rd level spell that can be recorded in a mages spell book. 93-95 Spell scroll (sth level) 96-97 Potion of greater healing 98 Potion of invisibility 99 Potion of regeneration (MoM) 00__Duneripper's scales (FoE)_ Tamrien | Vou I PELINAL WHITESTRAKE Stories of Pelinal Whitestrake are told by man and mer alike, though the truth has long been lost behind myth and legend. It was during the late Merethic Era that the legendary immortal hero, warrior, sorcerer, and king wandered Tamriel. Known as a Divine Crusader and The Star-Made Knight, Pelinal wears the armor of the gods, which are believed to have come from a future time~a paradox made possible with the blessings of Akatosh. With his flowing white hair that he had even in youth and his blessed armaments, Pelinal was seen as beauty to behold on the battlefield by man, and a terrifying scourge to the elves. Friend and Foe. Revered by the races of man and reviled by the elves and Khajit, Pelinal is seen as a controversial figure by some, but none can dispute the mark he left on Tamriel and the culture of Cyrodiil Pelinal was the companion of the Slave-Queen Alessia and her consort, the mighty man-bull Morihaus. During the First Era, the three led rebellion against the Ayleids, which freed the humans of Cyrodil and led to the First Cyrodilic Empire. Divine Creation. Several stories and legends lead many to believe that the Glorious Knight was created by the Divines themselves. There are those that say that beneath his stararmor was a chest that gaped open to show no heart, only a red rage shaped diamond=perhaps the Amulet of Kings—which is seen a proof that Pelinal truly was an EvAda There are other recorded events that support this, rrpc | TE RRORS O theory. It was said the name Whitestrake came because his left hand was made of killing light, bursting out with divine radiance. He was believed to have been reincarnated at least twice before, and while killing one of the Ayleid sorcerer-kings, Haromir of Copper and Tea, Pelinal screamed out the name of Reman-a name that no one knew yet-which gave credence to the belief that Pelinal was not bound by time Slayer of Elves. Assaulting the jungles of Cyrodiil Pelinal tore through the Ayleid chieftains and quickly, became the enemy of all elfkind. He took it upon himself to slay several sorcerer-kings of the Ayleids in pre-arranged open combats rather than at war, leaving the battlefield to Alessia, Morihaus, and the rebellion. Ina fit of madness, Pelinal the Nibenay warlord, mistook the Khajiit for another strain of Aldmeri and killed many of their numbers before realizing his error. Itis said that Alkosh, the Dragon king of Cats, intervened between Pelinal and the Khajiit of Sunspire. Descending from the like a shooting star, Alkosh split the sky as he cast the crusader out of Elsweyr, leaving a permanent wound in the sky above the temple. Battle with Umaril, Following Pelinal’s actions of calling the Ayleid kings to dual, Umaril the Unfeathered challenged the crusader to battle at White-Gold Tower. However, Umaril sent Ayleid warriors with weapons imbued with varliance, knowing they would weaken Pelinal in their deaths. But even weathered by battle, Umaril was no match for Pelinal ‘Though the Ayleld had fallen, the crusader was greatly injured, and the remaining sorcerer- kings took advantage of the situation. They fell onto Pelinal with their weapons, cutting him into eight pieces—one for each Divine— and leaving his head behind for Morihaus to find as proof of the Star Made Knight's defeat. Varliance Vulnerability. Yo defeat Pelinal, the sorcerer-kings used varliance to weaken him before his battle with Umaril. A creature with a varla stone can use an action to imbue ‘a weapon with varliance, destroying the stone. The weapon is imbued for 8 hours and the next time a creature hits a target with the weapon, it deals force damage instead of its regular damage, and the effect ends. Pelinal, constructs, and objects have vulnerability to this instance of force damage. Divine Nature. If Pelinal is reduced to 0 hit points and has already used his Heart of Red Diamond trait, he remains conscious for 2d20 days. While conscious in this way he can speak but is unable to move or take any actions. After his time ends, his body dies, and he is reborn in 1d100 years. PELINAL'S MIDYEAR MASSACRE Celebrating the fall of the Ayleids, itis imperial tradition to remember the battle at He This battle was the key to capturing White-Gold Tower. The Elves had sought to blockad northern bridge, driving back Nords who were sent to reinforce Saint Alessia's army. The Whitest ever eager for Elven blood, assaulted their line and slew them, every one, before the Nords could even ready their arms on Bridge, PELINAL AS A MYTHIC ENCOUNTER, Pelinal is a divine being of legend and one of the most powerful beings to set foot on Tamriel. If you wish to make an encounter with Pelinal truly legendary, he might use his Heart of Red Diamond mythic trait. When this happens, Pelinal from another time breaks through the gemstone lodged in his chest, shattering it, Pelinal fies into a fit of rage, allowing him to choose one of his mythic actions when he uses a legendary action. Read or paraphrase the following text, when Pelinal uses his Heart of Red Diamond trait: The red diamond marked on Pelinal's tabard Violently erupts in a flash of crimson light destroying the armor of the crusader and revealing the red diamond in his chest. From the light emerges Pelinal Whitestrake from another time, enraged at witnessing his own deat Fighting Pelinal Whitestrake as a mythic encounter is equivalent to taking on two CR 22 creature in one encounter. Award a party 82,000 XP for defeating Pelinal after he uses Heart of Red Diamond. rkPG | TERRORS OF TAMRIEL | VoL I ne 4 Ye LINAL WHITESTRAKE eee ‘Armor Class 25 (half plate, shield) Hit Points 200 (16d8 + 128) Speed 40 ft STR AG! «END INT. WIL_—PER 26(+8) 20(+5) 26(+8) 18 (+4) 25(47) 30(+10) Saving Throws Str +15, End +15, Wil +14, Per +17 Skills Athletics +15, Intimidation +17, Perception +14 Damage Resistances fire, radiant Damage Immunities bludgeoning, piercing, and slashing. damage from nonmagical attacks Condition Immunities charmed, exhaustion, frightened Senses passive Perception 28 Languages all, but usually speaks Tamrielic Challenge 22 (41,000 xP) Proficiency Bonus +7 ‘Aura of the Divines. Pelinals allies within 30 feet of him cannot be frightened. Divine Equipment. Pelinal wears the Crusader's Relics {accounted for in his statistics). Additionally, Pelinal’s attacks are magical. When Pelinal hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack) Heart of Red Diamond (Mythic Trait; Recharges after a ‘Short or Long Rest). When Pelinal is reduced to 0 hit points, the red diamond in his chest erupts in crimson light, killing him and creating a rift in time and space. Another enraged Pelinal emerges from the gemstone with 200 hit points. Pelinal wields his mace in one hand and his sword in the other, dropping his shield and reducing his AC to 19. Pelinal makes one additional attack with his mace each turn, Legendary Resistance (s/Day). If Pelinal falls a saving throw, it can choose to succeed instead. ‘Magic Resistance. Pelinal has advantage on saving throws against spells and magical effects, Scourge of Mer (1/Turn). When Pelinal hits an Altmer, Bosmer, Dunmer, or other race of mer with a weapon attack, he deals an additional 9 (2d8) radiant damage to the target. ACTIONS Multiattack, Pelinal makes three attacks with either his mace or hs sword, ‘Mace of the Crusader. Melee Weapon Attack: 47 to hit, reach 5 ft, one target. Hit: 13 (1d6 + 10) bludgeoning plus 4 (108) radiant damage ‘Sword of the Crusader. Melee Weapon Attack: +17 to hit, reach 5 ft, one target. Hit: 14 (1d8 « 10) slashing damage, fr 15 (ad10 + 10) slashing damage if wielded in two hands, plus 4 (148) radiant damage, Killing Light (Recharge 5-6). Pelinal releases a beam of radiant energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Agility saving throw, taking 72 (1648) radiant damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Pelinal can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn, Move. Pelinal moves up to his speed without provoking. ‘opportunity attacks, ‘Attack, Pelinal makes one weapon attacks. Abjure Enemy. Pelinal calls out a threat of vengeance to a creature within 30 feet of him. Ifthe creature can see and hear him, it must succeed on a DC 25 Personality, saving throw or be frightened of Pelinal until the start of his next turn. MYTHIC ACTIONS: If Pelinal's mythic trait is active, he can use the options below as legendary actions for 1 hour after using Heart of Red Diamond, Rampage. Pelinal makes two attacks, one with his mace and one with his sword Void Destruction (Costs 2 actions). Pelinal slams his weapons to the ground, erupting in void energy. Each, creature within 10 feet of Pelinal must succeed on a DC 22 Endurance saving throw or take 38 (7410) necrotic damage. If this damage reduces an object or creature to Ohit points, itis disintegrated, WEI vrstreG | TERRORS or TAMRIEL | VoL I q NX Ye CYRUS Shanties from across Tamriel sing of Cyrus, the hero of Stros M'Kai, who sailed on long after his story was done. Stories differ, but some say he ventured north, drawn by the tales of Tobias, on the legendary ship Dead Man's Dread. Despite his fame, not all of Cyrus" accomplishments are known. Cyrus spent his youth in Sentinel, the capital of Hammerfell, in the years just before the expansion of, Tiber Septim's Empire. He fled his homeland and abandoned his family, after killing his sister’s husband ina drunken sword fight. Taken in by a band of. brigands, led by the Nord pirate captain Tobias, Cyrus soon became a mercenary-for-hire. He wandered the borderlands of the Empire for years, taking whatever jobs he could find, selling his skill with a blade to beggars and petty kings alike. ‘Audacious Adventures. There is no shortage of tales to tell of Cyrus, who spent years traveling the seas facing notorious villains and rescuing innocents. From fighting ogres in caves and liberating slaves from Dunmer slavers, to slaying Nafaalilargus, the red dragon, and even defeating the vile Sload necromancer, N‘Gasta, Cyrus’ heroics feats are many. Treasure Hunter. Known for seeking out and discovering many Tamrielic artifacts, Cryus was no stranger to powerful, rare items. By using the Flask of Lillandril, a magical trinket capable of reflecting powerful spells, he defeated N’gasta, Cyrus also wielded the Soul Sword, a sabre infused with the soul of Prince A'tor, the son of the last High king of Hammerfell. With the sentient sword by his UESTRPG side, Cyrus was able to cut down Lord-Admiral Amiel Richton and his Dunmer nightblade bodyguard, Dram. With their deaths, Prince &'tor was able ensure Hammerfell had a more favorable place in the Empire. Later in life, Cyrus sought out the Eye of Argonia and commanded the legendary ship, the Dead Man's Dread. Many untold tales of the famed Redguard hero remain to be heard Later in Cyrus's life, he was known to be a skilled swordsman who could wield the mystic powers of the ‘Ansei of Yokuda. For a more challenging version of Cyrus, you can make the following adjustments © Cyrus's Challenge Rating increases to 17 (18,000 XP) and his proficiency bonus becomes +6. © His Hit Points are increased to 195 (2348 + 92). His saving throws, skills, chance to hit with ‘weapon attacks, and the save DC of his Master Duelist trait each increase by +1 © Cyrus gain the following ability Pankratosword (Recharge 5-6). The Soul Sword strikes with impossible speed, dealing dozens of attacks in the blink of an eye. Each creature of Cyrus's choice within 30 feet of the Soul Sword must make a DC 17 agility saving throw, taking 8d8 force damage on a failed save, or half as much on a successful one. A creature that is reduced to 0 hit points from this attack is sliced into many pieces and dies. | Terrors or Tamrien | Vou I ‘Armor Class 19 (Suave Defense) Hit Points 144 (1748 + 68) Speed 30 ft, swim 30 ft STR AGI «END INT. = WIL_PER I7 (43) 22 (66) 18 (+4) 12 (1) 12 (41) 16 (3) Saving Throws Str +8, End +9, Per +8 Skills Athletics +8, Intimidation +8, Perception +6 Senses passive Perception 16 Condition Immunities frightened Languages Tamrielic, a‘agra, Yokudan Challenge 14 (11,500 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If Cyrus fails a saving throw, it can choose to succeed instead. Master Duelist. Cyrus deals an additional 148 damage when wielding a melee weapon in one hand and no other ‘weapons (included in the attack). Additionally, once on each of his turns, when Cyrus makes a weapon attack, he can add one of the following effects: Disarm. A creature must succeed on a DC 16 strength saving throw or drop one item the creature is carrying ina hand, The item falls to the ground in an unoccupied space within 15 feet of the target, or Cyrus can grab the item with a free hand, your choice. Knockdown. A creature must succeed on a contested Strength (Athletics) check or fall prone, Push. A creature must succeed on a DC 36 Strength saving throw or be pushed up to 10 feet away. As part of this. action, Cyrus can move up to 15 feet to an unoccupied space within § feet of the target. Slash, Cyrus attacks each target that is within 5 feet of both the target and Cyrus. Make a melee weapon attack against each additional target, which takes 148 slashing damage on a hit. ‘Suave Defense. While Cyrus is wearing no armor and. ‘wielding no shield, his AC includes his Personality modifier. ACTIONS Multiattack. Cyrus makes two attacks with either his sabre or his Soul Sword Sabre. Melee Weapon Attack: «11 to hit, reach 5 ft, one target. Hit:15 (2d8 + 6) slashing damage. Soul Sword. Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit: 15 (248 + 6) slashing damage plus 4 (148) force damage. Sou! of Prince Ator (3/Day). For the next minute, Cyrus's Soul Sword floats in the air and can move up to 30 feet from Cyrus. As part of this action, Cyrus can make one attack with the Soul Sword. On each subsequent turn, ‘when Cyrus uses the multiattack action with his sabre, he can make an additional attack with the Soul Sword and it can move up to 20 feet. REACTIONS Parry. Cyrus adds 5 to his AC against one melee attack that would hit it. To do so, Cyrus must see the attacker and be wielding a melee weapon, LEGENDARY ACTIONS Cyrus can take 3 legendary actions, choosing from the: options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn, Move. Cyrus moves up to his speed without provoking ‘opportunity attacks. ‘Sabre. Cyrus makes one weapon attack with his sabre Flourish. Cyrus can use one of the effects from his Master Duelist trait without making a weapon attack. NG || vestrrG | TERRORS or Tarren | Vou l we See Weapon (longsword), legendary (requires attunement) ‘This magical longsword has a bright gold hilt and is imbued with the soul of Prince Ator, son of the last High King of Hammerfell. After the prince was wounded by the Dunmer assassin Dram, the Archmage Voa trapped his soul in a soul gem to protect him from the wrath of the red dragon Nafaalilargus, who killed the mage and everyone else aboard his ship. The soul gem was stolen by N'Gasta, the Sload necromancer, and given to the Imperial Provisional Govenor Amiel Ricton. Kept inside the palace’s treasure vaults, Nafaalilargus protected the gem until it was. stolen by the Redguard hero, Cyrus, In an attempt to resurrect Prince Attor, the soul was instead transferred into a sword he was buried with, which was used against the Imperial armies. The last known wielder of the Soul Sword was Iszara, rebel leader and ruler of Stros M’Kai in the early Third Era. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Living Weapon. As a bonus action, the Soul Sword moves on its own, under your command, The sword floats in the air and can move up to 30 feet. As a part of this action, you can make a melee weapon attack with the Soul Sword against a creature within 5 feet of it, On each subsequent turn, you can use your bonus action to move the sword up to 30 feet and repeat the attack against a creature within 5 feet of it. While the Sou! Sword is floating, you can continue to use your action to make attacks with this weapon as though you were wielding it, as long as the sword remains within 60 feet of you. Hoonbing’s Protection. While wielding the Soul Sword, or if itis within 5 feet of you, you gain a +1, bonus to AC. Pankratosword. The Soul Sword strikes with impossible speed, dealing dozens of attacks in the blink of an eye. Each creature of your choice within 15 feet of the Soul Sword must make an Agility saving throw. The DC is equal to 8 + your Strength or Agility modifier (your choice) + your proficiency modifier. On a failed save, a creature takes 8d6 force damage, or half as much on a successful one, Once you use this property, it can’t be used again tuntil the next dawn. Sentience. The Soul Sword is a sentient lawful good weapon with an Intelligence of 14, a Willpower of 17, and a Personality of 19. It has hearing and darkvision out to a range of 120 feet. ‘The weapon can speak, read, and understand ‘Tamrielic and Yokudan, and can communicate telepathically. Its voice is deep and proud. While you are attuned to it, the Soul Sword also understands any language you know. Personality. The Soul Sword speaks as Prince A'tor, who has the confidence of a king, with the expectation of not only being heard, but listened to. The Prince is courageous and loyal, and has the desire to see Hammerfell prosper and seeks a wielder that shares his ideals. ‘The Soul Sword is said to be a materialization of the HoonDing. As long as the sword is used to preserve the Yokudan spirit, the sword will remain to person that wields it rrpG | TERRORS OF TAMRiEL | VoL I oes "hal AMIEL RICHTON ‘Amiel Richton was a faithful servant of the Empire for most of his life. Like Tiber Septim, he began his service under Cublecain, the so-called "Emperor Zero", who laid the foundation for the restoration of the Empire by unifying Cyrodill for the first time since the fall of the old Cyrodilic Empire. The Richtons were a minor noble family from the Colovian West, near the Strid, which supported Cuhlecain when he began his bid for the Dragon Throne. Amiel Richton distinguished himself early on as a captain in the fledgling New West Navy during the campaign against the pirates of the Abecean, Sea Lord Admiral. Richton rose quickly through the ranks, commanding a squadron in the Battle of the Bjoulsae where Wayrest's naval power was crushed in a surprise dawn attack. He succeeded Vasi Hadrach as Admiral upon that officer's assassination at the hands of rebel Reachmen in a brothel in Daggerfall. His crowning achievement came during the invasion of Hammerfell, where he led the New West Navy to victory over Prince Ator's fleet in the Battle of Hunding Bay. Following the Imperial conquest of Hammerfell, Tiber Septim appointed Lord Richton as Provisional Governor of Stros M'kai, which became one of the chief supply ports of the New West Navy. His orders were to clear the waters of pirates, a job for which he had shown great aptitude in the past, and to guard the strategic Cape of the Blue Divide against the fleets of the hostile Aldmeri Dominion to the south, Tae ‘Armor Class 16 (breast plate, Dueling bulwark) Hit Points 82 (11d8 + 33) Speed 30 ft. sTR 16 (3) AG 10(-0) END 1763) int B(1) wit 10(-0) PER 18-4) Saving Throws End +6, Per +7 Skills Deception +7, Insight +4, Persuasion +7 Damage Resistances bludgeoning, piercing, and slashing. from nonmagical weapons Senses passive Perception 10, Languages Tamrielic, Dunmeri, Yoku Challenge 5 (1,800 XP) Proficiency Bonus +3 Dueling Bulwark. When Amiel Richton is wielding a melee ‘weapon in one hand and no other weapons, he gains a +2 bonus to AC, and to weapon attacks and damage rolls ‘made with that weapon, Protection of the Emperor. Amiel Richton and friendly creatures within 10 feet of him have resistance to damage from nonmagical weapons. ACTIONS Multiattack. Amiel Richton makes three attacks. ‘Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit 10 (148 + 5) piercing damage. REACTIONS Colovian Command (2/Round). When an ally within 30 feet of Amiel Richton makes an attack ral, ability check, oF saving throw, he can use his reaction to issue a command to the aly, allowing them to add a d6 to their rol. if ‘Amiel Richton uses this reaction, he can use this reaction twice instead of once before the start of his next turn, vrstreG | TERRORS or TAMRIEL | VoL I eee DRAM Little is known about the Dark Elven Imperial Emissary, Dram, though his loyalty to Tiber Septim is unquestioned. Ironically, his ancestors were preeminent nightblades of the Four Score War, wherein the Morag Tong systematically destroyed the heirs of the Second Empire of Men. Why Dram served Cyrodill, Morrowind's longtime enemy, is a mystery. His last assignment had him stationed at Stros M'kal where he helped Provisional Governor Richton root out. the last of the Redguard resistance fighters. Incarnate of Death. Like all members of the Morag Tong, Dram worships Sithis, the God of Death. Believed to be a thrice-born initiate, Dram continued his faith even after his exile. Details of Dram’s exile are unknown, though there are whispers that House Indoril, the chosen faction of the legendary Tribunal, PV) Peat ‘Armor Class 18 (breast plate) Hit Points 156 (24d8 + 48) Speed 40 ft sTR 14(02) AGI 1864) END 1502) INT 1160) wit 12(1) PER 16 (03) Saving Throws Agi +8, Per +7 Skills Acrobatics +8, Athletics +6, Perception +5, Stealth +8 Damage Resistances fire Senses darkvision 60 ft, passive Perception 15 Languages Tamrielic, Dunmeri Challenge 11 (7,200 x?) Proficiency Bonus +4 ‘Magical Ambush. \f Dram is hidden from a creature when he casts a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. Special Equipment. Dram wields the bow of shadows (accounted for in his statistics). Spellcasting. Dram is an 11th level spellcaster. His spellcasting attribute is Personality (spell save DC5, +7 to hit with spell attacks). Dram has 33 magicka and knows the following nightblade spells. Cantrips (at will) veiled strike, mage hand, poison spray, true strike ast level (2 magicka): comprehend languages, hellish rebuke, inflict wounds and level (3 magicka): bindness / deafness, darkness, invisibility, misty step 3rd level (5 magicka): counterspel, dispel magic fear 4th level (6 magicka): banishment, dimension door sth level (7 magicka): scrying took slight at the assassin's affairs and had him secretly executed in CE800, an insult the Morag Tong has yet to forgive. Others say Dram has been a companion of Tiber Septim since the Emperor first took the Cyrodilic Crown. Still more, that he is the apprentice of Zurin Arctus. ‘Whatever the case, Dram is one of the Empire's most trusted servants, and perhaps its deadliest assassin. With the legends of his incarnations, itis possible the assassin continues to stalk his targets, even after death 6th level (Day): circle of death ACTIONS Multiattack. Dram makes two attacks with either his, bow of shadows or veiled strike Bow of Shadows. Ranged Weapon Attack: +11 to hit, range 4150600 ft, one target. Hit: 12 (1d8 + 7) plercing damage, plus 5 (148) necrotic damage. Veiled Strike (Cantrip). Melee Spell Attack: +7 to hit, reach 5 ft,, one target. Hit: 8 (1d6 + 4) piercing damage, plus 5 (2d) psychic damage, and the target has disadvantage on attacks made against Oram until the start of his next turn BONUS ACTIONS Cunning Action. On each of his turns, Dram can use a bonus action to take the Dash, Disengage or Hide action. ‘Shadow Step. While in dim light or darkness, Dram can use a bonus action to teleport up to 30 feet to an unoccupied space that is also in dim light or darkness, or into the shadow cast by another creature within range, appearing in an unoccupied space within 5 feet of the creature. Dram gains advantage on his next attack made ‘with his veiled strike. REACTIONS. Counterspell. Dram attempts to interrupt a creature that it can see within 60 feet in the process of casting a spel. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. fit is casting a spell of ath level or higher, Dram makes a Personality check with a DC equal to 10 « the spells level. On a success, the creature's spell falls and has no effect, = N vEsTRPG | TERRORS oF TAMRIEL | VoL I ORO Oe Weapon (longbow), legendary (artifact of Nocturnal) (requires attunement) Legend has it that the Bow of Shadows was forged by the Daedra Nocturnal. The legendary ranger, Raerlas Ghile, was granted the Bow for a secret mission that failed, and the Bow was lost. Many sightings of the Bow of Shadows have been reported, and it is even said that the sinister Dark Elf assassin of the Second Era, Dram, once wielded this deadly weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, the target takes an extra 148 necrotic damage. Additionally, while wielding this bow, you gain the following properties © Your walking speed increases by 10 feet. © You can take the Disengage action as a bonus action on each of your turns. © You can use an action to cast the invisibility, darkness, or blindness{deafness (DC 17) spell without expending any magicka points or without requiring material components. Once you use this property, you cannot do so again until the next dawn Mlusion cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 septim) Duration: 1 round You brandish the weapon used in the spell's casting. and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and until the start of your next turn, the target has disadvantage on attacks made against you. ‘At sth level, the melee attack deals an extra 1d4 psychic damage. The damage increases by 1d4 at 11th (2d4) and 17th level (344). Tamrien | Vou I 4 @ * “al "hal 9X Go IX OPEN GAME LICENSE VERSION 1.0A The following texts the property of Wizards ofthe Coast, ine and ie Copyright 2000 Wirads of the Coast Ine (Covizardsy- all eights Reserved 4. Definitions: ("Contributors” means the copyright andjor Eeademarecumers who hve contoute Open Game Content, (0) Derivative Material” means copyright ‘rate including dervaive works and tranlations (cluding into other computer languages), potaton, froin caret, ado, etraen, upgrade improvement, compilation, abridgment or other form in Which an existing work may be recat, vansformed or Adapted 6) “Ditbue” means orproduce, icnss rent, isase, sell brondeas, publicly display transmit or otherwise tistrbute, (djtOpen Game Content= means the game ‘mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and isan enhancement over the prior at and any additional content clearly lentined 3s Open Game Content by the Contributor, and means any work covered by thi Geant, niting wanston and derive works Lnder copyright Iv, but specifically excludes Product entity (@)"Produet ldentuty" means product and product Iine names, logos and vdentfying marks including trade ross; artifacts, eresures character; storles, storylines, plots, thematic slements, dialogue, Ineldents, language, Erewore, symbol, designs, depieUons, likenesses, formats, Poses, concepts themes and graphic: photographic and Ether visual ar audio representations, names and Seseriptions of characters, spells, enchantment, Personalities, teams, personas, likenesses and special Eblitios places, locations, environments, creatures, uipment, magleal or supernatural ables or elects, logos, Sjmbols graphic designs, and ary other trademark or 5 registered trademark clearly dentied as Product entity by the owner of the Product Identiy, and which specinealy txcludes the Open Game Content ()"Trademark” means the foges, names, mark sign, motto, designs tha are used by a Contributor to identify itself orks products orth sesoeated products contributed fo the Open Game License by the Contributor (2) "Use", “Used” or “Using” means ta use Dinte copy. et Yormat, mod alate and otherwise ereate Derivative Material of Open Game Content (6) "Vou" oF our® means the licensce in terms ofthis Sgreement 2. 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Updating the License: Wizards or ts designated Agents thay publch updated versions of hs Lcense. You may use §ry authorized version of tvs License to capy, modify and aekrbue any Open came Content orignal dsesbuted Ainder any version of tis License 10. Copy of this License: You MUST include a copy ofthis Lcenge with every copy ofthe Open Game Contant You Distribute, 1, Use of Contributor Credits: You may not market or Advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do 80, 12, inability t0 Comply fits impossible for You to cormly Wwieany ofthe tarms ofthis License wrth respect to some or aVC13R8 pen Game Contant fo tate ud rr ar governmental regulation then You may not Use any Open Gaine Material so affected y ee 413. Termination: Ths License wil terminate automatically iF Yourail to comply with al terms hersin and fal to cure sch Breach within 30 ays of Becoming aware ofthe Breach Al sublicenses shall survive the termination of ths License. 14. Reformation: If any provision ofthis License is held to be Lnenforceable, such provision shall be eformed only tothe extent necessary to make it enforceable. 415. COPYRIGHT NOTICE ‘open Game License v.08 Copyright 20, Wizards of the Clase neste feerenceBocaent 30 Capa 206 Wards ofthe Conse ines Authors Mike Meat Jeremy. Grama crs ins ang thom psn ei Lu james Wyats Robert serwat, truce ncordl, ches Sms and Sve fonnshend based on nga materi by © Cay Gygaxand Dave Ameson vrstreG | TERRORS or TAMRIEL | VoL I eee

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