Professional Documents
Culture Documents
T
his adventure was created to accompany the
D&D module Waterdeep: Dragon Heist.
Herein, you’ll find an expansion of the “Day of
the Damned” event from the module, featuring
a noble ball brimming with intrigues and a
daring heist mission.
These encounters are best suited for 4–6 characters at 3rd or
4th level with at least one PC connected to the noble houses
of Waterdeep (the Waterdhavian Noble background adds this
by default, but an oath or debt owed to a noble works just as
well). Houses Cassalanter, Gralhund, Wands, and Adarbrent
should not be connected to the PCs.
The Starlit Revels
In ages past, the founding families of Water’s Deep gathered
a single night each year to feast and dance beneath the stars.
Though the name persists, the Starlit Revels now convene in
the security of Waterdeep's most affluent addresses. These
days, “starlit” is assumed to pertain to the jewels adorning
guests of the grandest party of the year.
Noble houses traditionally use the Revels to forge new
alliances and strengthen old ones. However, this year’s hosts
have darker designs in mind. House Cassalanter will make A Diabolical Duo
the usual displays of wealth and political influence, but the
proceedings shall soon give way to a spectacle of murderous Although the Cassalanters feature prominently in
terror. this adventure, Devil of a Night can be inserted
into any of Dragon Heist’s seasonal variations.
The DM should choose a date and season for the Starlit After the festivities conclude, House Cassalanter
Revels that coincides with their campaign. can become an additional faction vying for the
Vault of Dragons, or simply give up and leave the
race to the PCs and whatever antagonist the DM
Synopsis had already chosen.
The PCs are informed, either by a noble acquaintance or
members of the City Watch that the Stone of Golorr has Keeping Victoro and Ammalia in the story is highly
come into Victoro Cassalanter’s possession. The Starlit encouraged! This adventure was designed to
Revels, conveniently held at Cassalanter Villa, provide the establish the morally bankrupt pair as exciting
perfect opportunity to confiscate the contentious artifact. long-term villains for your campaign. While Dragon
Heist generally hides their backstory and goals,
While attending the ball, stealthy characters can search for strong clues are laid out for the PCs here. The
Victoro's trophy room. Their companions, meanwhile, may thinking is that “devils you know” are not only
better, but more thrilling than those your players
provide a distraction by competing in duels and mingling with might be unaware of.
guests. Exploring PCs soon discover the horrors hidden in
Lord and Lady Cassalanter's proverbial (and literal) closets See Part 6 for ideas on carrying the events of the
while those at the party contend with dangerous intrigues Starlit Revels forward into Dragon Heist.
among the nobility.
As the clock strikes a fateful hour, everyone becomes part of
House Cassalanter's central scheme. Field Ward’s poorest
residents are invited to dine in an outdoor pavilion within
view of the ballroom. Within seconds, every last peasant
succumbs to poison, coughing up blood until they perish.
The Revels descend into chaos. Through fear-mongering and
infernal pacts, the Cassalanters solidify their preeminent
status in the city— unless the PCs can keep them in check.
INTRODUCTION
1
Running the Adventure House Wands Path
Devil of a Night may stand alone or be inserted into 2B: A Grand Entrance
Waterdeep: Dragon Heist as a side quest. Since the
Gralhunds are featured an ideal placement might be early in Caspar and Lucina Wands arrive at Cassalanter Villa.
Chapter 3 before Gralhund Villa is indicated as the Stone of
Golorr’s location.
Splitting the party into two teams is the aim of this adventure.
PCs remaining at the ball will be challenged by linear events 2C: Pavane
(Parts 2 and 3) while their companions explore keyed areas As the dancing concludes, Caspar beckons Ammalia
in search of the Stone of Golorr (Part 4). The DM can create Cassalanter outside to area C25.
an exciting atmosphere by switching between the teams
frequently and — whenever possible — on a dramatic
cliffhanger ("The chained monstrosity awakens, howling and
preparing to strike! Meanwhile, back in the ballroom...").
3B: Gralhund Names a Foe
Members of two noble families, Wands and Gralhund, also Caspar charms Ammalia, and the two of them head to
seek to steal the Stone of Golorr. Neither of these groups C16. Caspar ascends to the third floor alone, getting as
know that they have competition. Their movements are noted far as C21.
in applicable encounters and in the charts below.
INTRODUCTION
2
Part 1: Planning the Heist
T
wo options for starting the adventure are The grizzled sergeant is a man of meager means, but he
provided. Choose the angle that best can offer a flat 400gp (what's left of his retirement) upon the
represents your group's playing style. Stone of Golorr's delivery to his "office" at the Yawning Portal.
He'll happily add 100gp for ledes on the missing gold or other
evidence of the Cassalanters' criminal dealings.
He's been informed that the Stone of Golorr contains a
psychic imprint of each person who has attuned to it. If asked
Option 1: Investigation to describe the artifact, he shrugs. "Apparently, it's unsettling
to look at. Fist-sized green rock covered with eyes, or some
This introduction is for heroic PCs who enjoy detective work. such. I'm hoping you'll know it when you find it."
During a visit to the Yawning Portal, the party is approached In parting, Saeth hands over the invitation scroll and gives
by a former member of the City Watch. the group a final warning:
After your recent exploits, you've come to the Yawning Portal "To get inside, you'll need to claim that you're all part of the
to relax and savor local ales. While you're at the bar, a halfling same noble house, either as family or retainers. And keep your
chef comes running out of the back with a startled expression. eyes on the other guests. I doubt you'll be the only ones trying
He approaches Durnan, the barkeep. to get to the artifact."
"A small fortune in gold coins were stolen from the city
treasury, not too long ago. We know Dagult Neverember was
involved, but he must've had help. I believe an artifact called
the Stone of Golorr is the key to isolating his accomplices.
Apparently, it was placed on display in Cassalanter Villa this
morning."
Saeth unfurls a slender vellum scroll. From what you can read
of the calligraphy, it appears to be an invitation to the Starlit
Revels.
Ovelia Margaster is a master negotiator. She wants the Industry: Magical Instruction
characters to undertake her task, but she'll ensure that the Patriarch: Lord Ellidis Wands
Crest: An elaborately furled black sleeve
terms of their deal favor her and her family. beneath three stars on a purple field.
She can describe the artifact ("A fist-sized green egg with
three eyes embedded along one side.") and provide a rough ADARBRENT “A Beacon On Every Shore."
map of Cassalanter Villa, pointing out the trophy room (area
C30) where she believes the artifact is being kept. Industries: Shipping, Exploration
Ovelia's initial offer is 250gp per person upon delivery of Patriarch/Matriarch: Lord Mylon and Lady
the Stone of Golorr. If the group is familiar with the artifact Duessa Adarbrent
and where it leads, she'll be willing to let them keep it in Crest: A scarlet sun rising before yellow cliffs.
exchange for half the contents of the Vault of Dragons. As
she'll gently remind them, adventurers would be hard-pressed PHYLUND “What You Fear, We Master."
to gain entry to Cassalanter Villa without presenting an Industry: Procurement of Monsters
official invitation. Patriarch: Lord Lukas Phylund
If they reach an agreement, Ovelia delightedly hands over Crest: A monster’s maw, a horn, and a pair of
the invitation scroll: green eyes on an orange field.
A
ssuming they don't own a carriage, PCs can Willifort, the butler, is flanked by two hired veterans
travel to the Starlit Revels by dray (a horse- guarding the main gate. To pass his inspection, the group
drawn wagon, 4cp per rider) or on foot. The must present an invitation scroll and meet one of the
former method becomes the latter upon following requirements:
reaching the traffic-congested neighborhood Elegant attire. At least one person is wearing fine clothes
where Cassalanter Villa is located.
or similar garb (15gp or greater value). Casually dressed
PCs can accompany their well-heeled companion as
"retainers" or "household staff." Willifort doesn't care
2a. Approaching the Villa which.
Dozens of carriages, each more lavish than the last, cram the Noble lineage. At least one person can prove they're of
streets of Sea Ward. Drivers shout at one another to make way,
noble birth. Anyone with the Waterdhavian Noble
background can simply display their family crest.
but the sheer amount of traffic has halted what could have
been a stately procession. As you pass by on foot, parted Colleague. They claim to be close friends with Lord and
curtains occasionally reveal an indignant glare or weary glower Lady Cassalanter (requires a successful Deception check
at the state of affairs.
vs. Willifort's Insight +3 roll).
Cassalanter Villa towers ahead, its banners of green and yellow If the PCs are turned away, see Part 4: Exploring the Villa.
flying proudly. Your approach is met by a tiefling wearing all Should they successfully argue their way in, Willifort takes
black. He lifts a monocle at you. pains to clear up any previous confusion. "Ah, of course! You
are expected and most welcome, my lords, please!" On cue,
"Your invitation please?" the guards open the gates.
Before the group can enter, any openly worn weapons will
be expected to be put away or fastened with a leather strap.
2c. Pavane Young Lucina leans against the wall, watching the dancers
and Ammalia in particular. "Lady Cassalanter's so perfect.
A quartet begins playing a stately pavane, drawing members of Really, what’s not to admire about her?"
Waterdeep's elite toward the dance floor. The remaining The click of heeled boots heralds Duessa Adarbrent’s
crowd mingles over flutes of zzar in the periphery. approach. “I can think of two things: her face.”
Yalah Gralhund stands at a distance from the others, her
expression remote. Nearer, Lucina Wands watches the dancers Lucina Wands is fourteen, and this is her first Starlit
wistfully. Revels. She's shyly hoping to catch the eye of Davion
Phylund, but her brother has instructed her to sit out the
dancing.
The DM may want to check with PCs individually on their Duessa Adarbrent ("DWESS-uh") is a bold and guileful
next actions, as several options have been placed before noblewoman of forty-nine winters (magical procedures
them. Members of household staff (secretly cultists) stand at have reduced evidence of this by at least a decade). The
the edges of the room, keeping watch for pickpockets and house the noble-affiliated PC represents is a threat to
disruptive behavior. Adarbrent business interests, and Duessa plans to tarnish
their reputation in front of the other guests.
T
his section details notable NPCs present at the Caspar plans to quietly seduce Ammalia Cassalanter while
Starlit Revels, their personalities, and secret Victoro is busy with guests, convincing her to allow him into
motivations. All characters use the noble stat the trophy room. If he discovers the PCs are trying to get the
block unless otherwise noted. Feel free to give artifact, he'll be glad to assist with their strategy instead.
them any rumors or adventure hooks relevant Hailing from a wizardly family, Caspar can cast minor
to your campaign. illusion (at will), charm person, and feather fall (both once per
short rest). If possible, he'll make off with the Stone of Golorr
House Gralhund at the last second, using his spells to escape.
Yalah Gralhund (alignment: NE) is quiet, calculating, and Lucina Wands (NG) has recently come of age and hopes
fiercely practical. Her family is relatively poor compared to her introduction to high society at the Revels is a success.
Her anxiety and excitement make her extremely observant
other houses and their reputation unsavory at best. She's (Passive Perception 15). She's likely to notice any covert
hatched a scheme to steal the Stone of Golorr in order to dealings in the ballroom.
fulfill a deal with the Zhentarim.
Lady Gralhund plans to slip outside during the honor House Adarbrent
duels, using her potions of flying and invisibility to reach a
window on the fourth floor (area C31). Meanwhile, she's Duessa Adarbrent (LE) uses her wiles and political savvy to
instructed her husband to create a distraction by challenging advance her family's agenda (domination over all Sword
other houses to duels. Coast trade routes).
She carries a stiletto dagger coated with crawler mucus As noted above, she sees the noble-affiliated PC as a
(DC 13 Constitution save or be paralyzed for 1 minute). threat, and will try to publicly besmirch their reputation, all
Orond Gralhund (NE) fears his wife's wrath more than the while pretending to take pity and offer guidance. If the
that of the Cassalanters. He follows Yalah's instructions PCs happen to reveal themselves as imposters, all the better
unswervingly. for shaming the family connected with such a ruse.
Hrabbaz (LE), Yalah's bodyguard, is a physically Mylon Adarbrent (CN) is nearly the same age as his sister,
intimidating presence, but unfailingly polite. He knows Lady though he's clearly used fewer magical enhancements to
Gralhund will be leaving the Revels early, but has no further preserve his looks. He's gruff and tight-lipped until downing a
information about her plans. Hrabbaz uses a unique stat flute or two of zzar, whereupon he turns into a loose cannon.
block detailed on page 17.
House Phylund
House Wands Lukas Phylund (NE) is a sneeringly prideful patriarch in his
Caspar Wands (CG) is the first son of Ellidis, the patriarch of late fifties. He's come to the Revels to show off a new addition
House Wands. He's a jovial fellow, quick with a smile and clap to his menagerie of monsters during the honor duels. For
on the back for his friends (anyone he's spoken with for five now, his displacer beast is locked in a windowless carriage
minutes becomes someone he considers a friend). parked outside the main gate.
Along with his sister Caspar has been instructed by their Davion Phylund (LN) is a cordial, if quiet young man with
father to secure the Stone of Golorr. Ellidis wants to hand the a terrible secret. He's actually a werewolf, infected months
artifact over to Waterdeep officials, thereby strengthening his ago in an accident involving one of his father's pets. Davion
family's favor with the city's Open Lord. keeps to himself, avoiding a transformation at all costs.
PART 2 | HELL OF A PARTY
7
House Cassalanter son's soul for wealth and influence, but Victoro would not be
deterred. Now, she endures a miserably unhappy marriage for
Easily the most riveting presence in any given room, Victoro one purpose: to free her twin daughter and son, Elzerina and
Cassalanter (alignment: LE) gives off the impression he Terenzio from her eldest's horrifying fate.
understands a person's struggles more deeply than they do. Ammalia is a 9th level wizard of the Enchantment
He has the air of a charismatic prophet, offering suggestions tradition.
that promise to improve lives while actually broadening his The Cassalanters are supported by Willifort, their butler,
diabolical influence. secretly a doppelganger. If the PCs are caught doing
Victoro is secretly a 15th level cleric of Asmodeus. He anything disruptive at the Revels, Lord Cassalanter or
carries a rod of rulership tipped with a vivid ruby. Willifort will give them a stern warning. "You interfere with
Ammalia Cassalanter (LE) had misgivings about matters beyond your comprehension. Cease, or you will be
following her husband into the worship of the Lord of the dealt with." Further infractions or assaulting guests will get
Nine. She was vehemently against exchanging her firstborn individual PCs thrown out, or forced to take dinner in the
pavilion (see Part 5).
Lord Cassalanter explains that the honor duel will continue Most of the guests back away from the displacer beast, but
until one side submits, one family begs pardon of the other, or Victoro accepts Lord Phylund's champion, allowing as many
copious blood is drawn.
PCs as are present to engage the creature.
If battle is joined, Lukas takes the chain and spurs the
Assistance may be given to a combatant beforehand, but once captive beast to attack. The creature's dark fur bristles,
the fight begins, interference is forbidden. Coercive magic and causing it to shimmer like a mirage. It isn't eager to fight and
powers of the mind are also not allowed.
takes Disengage every other round, moving away from foes to
let its natural defenses work.
Toward the end of the fight, if Yalah Gralhund has been
The glaive-wielder, Tavrost, is a thug with AC 14 (scale unimpeded on her path, ravens can be heard shrieking
mail) and 49 hit points. He can make two glaive attacks per outside. Victoro and the crowd remain distracted by the
round (+4 to hit, 1d10+2 slashing damage). When Tavrost or spectacle before them.
his opponent are reduced to single-digit hit points, Victoro Anyone rushing toward the sound exits the villa in time to
will announce the other house the winner. see an angry trio of ravens circle back toward the roof.
Covertly assisting during the duel, such as "accidentally" Cassalanter household staff seek out the PCs, gathering
placing a foot in Tavrost's path, or casting spells to affect a them to the ballroom for the evening's feast. Proceed with
combatant are unlikely to pass notice. If Victoro detects any Part 5: Asmodeus' Due.
interference (+7 to Insight rolls), he’ll call for the fighting to
stop and announce a draw.
M
ajor locations at Cassalanter Villa are highly vigilant, but Willifort will periodically leave to attend to
detailed in this section. other matters (while he's present, read thoughts gives him
If PCs are turned away at the gate, advantage on Insight checks).
it's not too difficult to sneak over the The veteran has been promised 100gp at midnight if she
curtain wall on Delzorin Street (DC 10 allows no one but the Cassalanters and their household staff
Stealth and Athletics) and use the through the door.
servants' entrance to reach the foyer
(area C5). The DM can then proceed with encounter 2B. c17. Playroom
However, if anyone tries to scale the villa itself, three ravens
(polymorphed imps) immediately spot them and swoop down
from the roof to attack, shrieking all the while. This draws the Toys are strewn across the floor of a playroom: dolls, a
attention of two veterans at the gate, who take aim with battered jack-in-the-box, and a rocking horse shaped like a
heavy crossbows. Laiba, a cult fanatic, arrives from the dragon. A faint glow comes from a circular rug.
pavilion on the following round.
Each story of the villa rises 15 feet. The third and fourth
floor windows are sealed from the inside, except for the
reading room (C31), where a large window has been left
purposefully unlatched thanks to Yalah Gralhund bribing a
housemaid. Windows can be forced open with a DC 15
Athletics check, or smashed with attacks (AC 9 and 2 hit
points each).
c14. Kitchen
You find yourself in a busy kitchen. Steam fills the air as a
group of servants bustle to and fro, seasoning meat, mixing
batter, and otherwise preparing an impressive variety of food.
T
he Cassalanters' contract with Asmodeus By this point, it should be clear that the Cassalanters
includes an escape clause with two parts: a intentionally poisoned their impoverished guests. The family
sacrifice of ninety-nine mortal lives, and an and their staff deny any foul play, somberly laying out the
offering of five hundred thousand gold coins. dead and citing the incident as “a terrible tragedy.” Victoro
This adventure allows these goals to be makes a show of ordering his kitchen staff to be detained.
achieved separately, starting with a massacre The amount of people outright killed by the poison is left to
during the evening's feast. DM discretion, and can be affected by PC intervention.
If shown the book from the trophy room, Victoro tenses,
5a. Sacrificial Feast but insists it was planted by an enemy of the Cassalanters.
Many are jealous of his family's success, after all. He’ll use all
the charm and political power at his disposal to foil attempts
Those of you in the ballroom hear distant shouting. It’s
at blackmail, sending Willifort to buy the book off them at a
coming from the courtyard, where the poor families are later date.
gathered. Should the PCs push the matter, or otherwise seem a
credible threat, Victoro cautions them. "Consider all you've
Gazing down from the windows, you see the pavilion in
seen and enjoyed this night. It would be unwise to slander us.
turmoil. Several of the peasants are clutching their throats and Simply ask those around you... if they yet stand."
coughing up blood. “Poison,” a young mother screams,
knocking a plate out of a child’s hand. “The food’s been
poisoned!”
Aftermath
The local branch of the City Watch is fully under Victoro's
Astonished oaths pass through the ballroom. Lord Cassalanter power. Within the hour, officials arrive at the villa to
rushes down the stairs accompanied by household staff. investigate and take evidence, but make no arrests.
If Yalah Gralhund escaped with the Stone of Golorr, she
PCs following Victoro and his servants outside find that can be found at her family villa, beset by Zhentarim agents
the scene has become even more gruesome. Dozens of (as detailed in Dragon Heist's Chapter 3). Should Caspar
peasants are collapsed motionless in the grass. A few are Wands have run off with it and the PCs are in pursuit, the
struggling to breathe, and the remainder are beating on the DM might consider running the street chase encounter in
gate, trying to get out into the street. Chapter 4 of the module.
Upon hearing about the Revels, Saeth is stunned. The
Peasants. A DC 12 Medicine check allows a PC to Cassalanters aren't the first noble family to act like the Code
stabilize 1d4 poisoned individuals. A roll of 18 or higher Legal doesn't pertain to them, but he plans to ensure they're
means they recognize the effects of midnight tears. the last. He thanks the PCs, pays them as agreed, and says
Gate. The gate is locked in place, but the PC with highest he'll take it from there.
Passive Perception notices lever mechanisms protruding For a dastardly touch, Saeth can be arrested by corrupt
from the wall to either side. Pulling the two levers slowly officials after his final meeting with the PCs. His friend and
partner, Barnibus Blastwind, then seeks out the group for
opens the gate. help breaking Cassalanter influence over Waterdeep.
Ovelia, on the other hand, isn't surprised by any of it, but is
A group of peasants flee into the streets, many of them glad the PCs survived the ordeal. If they're working together
cursing the Cassalanters as they go. They’re the poorest of to find Neverember's hidden vault, she hires an assassin to
the poor; the type that can’t afford to live within the city watch them from afar and ensure they don't cut her out of the
walls. The type few would miss were they to mysteriously deal.
perish.
V
ictoro and Ammalia Cassalanters' fiendish As PCs arrive at Seven Masks Theatre, two barbed devils
pacts and alarming disregard for the lives of attack. A crowd of theatre-goers watch the fiends tear
others should keep the PCs watchful of future through the backdrop right in the middle of a production.
interactions. But why not push the envelope? Rongquan enlists the PCs to dispatch them while helping
him convince the crowd it's part of the show.
If you're running Dragon Heist, here are a few
nasty surprises the Cassalanters might At the Courthouse, the PCs find themselves framed by
unleash on PCs and/or other antagonists vying for the Vault corrupted city officials and forced to stand trial. Any tiny
of Dragons: infraction of the Code Legal they've made that could've
been observed by citizenry (or Ammalia's imps) is used
If PCs came by the Stone of Golorr before you intended, against them.
have the artifact require attunement and five days of Due to imp spies, the PCs are tracked to the Vault of
communion before the alien presence divulges its secrets. Dragons and attacked by the Cassalanters on the way out.
Before they can finish, Cassalanter agents ambush them, Another faction (Jarlaxle, Zhentarim, etc.) follows them in
and the game of hot potato begins! turn, leading to a climactic villain vs. villain showdown.
F
- ew things establish an exciting atmosphere like
the right music, played at just the right moment.
Here are recommended background tracks for
Devil of a Night's encounters.
Encounter Music
A Grand Entrance "Zadok the Priest" by Amici Forever
Pavane "Sebastian Against the World" by Geoffrey Burgon
Adarbrent Names a Foe (Combat) "Presto" by Joshua Bell & Academy of St. Martin in the Fields (Vivaldi's Four Seasons)
Secret Alcove "A Little Push" by Hans Zimmer
Trophy Room (Combat) "The Blasted Heath" by Stuart Chatwood
Sacrificial Feast "Kyrie" by Leonard Bernstein & Bavarian Radio Chorus (Mozart's Grand Mass)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Skills Deception +2, Religion +2 Skills Deception +5, Insight +4, Persuasion +5
Senses Passive Perception 10 Senses Passive Perception varies, but usually 12
Languages Common Languages Common, Elvish
Challenge 1/8 (25 XP) Challenge 1/8 (25 XP)
Dark Devotion. The cultist has advantage on saves Rapier. +3 to hit, reach 5', one target. Hit: 1d8+1
against being charmed or frightened. piercing damage.
Scimitar. +3 to hit, reach 5', one target. Hit: 1d6+1 Parry (Reaction). The noble adds 2 to their AC
slashing damage. against one melee attack that would hit them.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills Deception +4, Persuasion +4, Religion +2 Skills Athletics +5, Perception +2
Senses Passive Perception 11 Senses Passive Perception 12
Languages Common, Infernal Languages Common
Challenge 2 (450 XP) Challenge 3 (700 XP)
Dark Devotion. The fanatic has advantage on saves Multiattack. The veteran makes two longsword
against being charmed or frightened. attacks and one shortsword attack.
Spellcasting. Spellcasting ability is Wisdom (spell Longsword. +5 to hit, reach 5', one target. Hit:
save DC 11, +3 to hit). 1d8+3 slashing damage.
Cantrips (at will): light, sacred flame, Shortsword. +5 to hit, reach 5', one target. Hit:
thaumaturgy. 1d6+3 piercing damage.
1st level (4 slots): command, inflict wounds, Heavy Crossbow. +3 to hit, reach 100/400', one
shield of faith. target. Hit: 1d10+1 piercing damage.
2nd level (3 slots): hold person, spiritual weapon.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 18 (+4) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 8 (-1)
Actions
Multiattack. Hrabbaz makes three morning star
attacks.
Morning Star. +8 to hit, reach 5', one target. Hit:
1d8+5 piercing damage.
ACKNOWLEDGEMENTS
20