Chapter 10: The Road to Lolthazel Plot in Solaria | World Anvil

Chapter 10: The Road to Lolthazel

Strong Start

The smell of iron begins to alleviate as you see the edge of the Blood Forest. The sound of rattling chains and two colossal cleavers scraping the rocks on the ground pierces your ears. You look over and see a large hulking humanoid with what look like 14 point antlers that have skulls of various animals tied to them. Its face looks like the skull of a raptor with the skin peeled back. The red blood stained skin stitched robes it wears looks to have more humanity in it than the red eyes that are staring you down now. I need everyone to roll for initiative.
Herald of Slaughter Fight: If the fight starts going down hill, Ashi Can come help out. I’ve been watching and following you in hopes to help find Saul.
 

Herald of Slaughter CR: 11

Large fiend, chaotic evil
Armor Class: 15
Hit Points: 133 (14d10 + 56)
Speed: 50 ft , climb: 30 ft

STR

18 +4

DEX

10 +0

CON

19 +4

INT

12 +1

WIS

12 +1

CHA

18 +4

Saving Throws: Str +8, Dex +4, Wis +5, Cha +8
Damage Resistances: Cold, Fire, Lightning, Slashing
Damage Immunities: Necrotic, Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120 ft., passive Perception 15
Languages: Abyssal, Common, Infernal
Challenge Rating: 11

Innate Spellcasting. The herald's innate spellcasting ability is Charisma (spell DC 16). It can innately cast the following spells, requiring no material components:

At will: Detect Thoughts

1/day: Modify memory, seeming

3/day: Charm Person, Fear, Suggestion


Corrupting Aura. The calm emotions spell instantly fails when cast within 60 feet of the herald. In addition, any creature that starts its turn within 30 feet of the herald must succeed on a DC 16 Wisdom saving throw or grow hostile. On its turn, a hostile creature must move to and make one attack against the nearest creature other than the herald. If no other creature is near enough to move to and attack, the hostile creature stalks off in a random directions, seeking a target for its hostility. At the start of each of the herald's turn. it chooses whether this aura is active.
  Blood Loss. When a creature is infected with blood loss, they losses half of their remaining hitpoints, their maximum number of hitpoints is also reduced by half of the damage taken. A creature may take an action to staunch the wound to cure it. At the beginning of the creatures turn they can remake the saving throw to end the effect.

Actions

Multiattack. The hearld of slaughter makes three attacks: one with its gore and two with its cleavers. Alternatively, it can use Bloody Swing twice.
  Bloody Swing. Ranged Weapon Attack: +8 to hit, range 30ft diameter centered on self. All targets within the area. Hit: 9 (2d8 slashing damage). If a target is hit with two bloody swing attacks on the same turn, the target must succeed on a DC 16 Constitution saving throw or be inflicted with blood loss.
  Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 +4) piercing damage, and the target myst succeed on a DC 16 Constitution saving throw or be knocked prone.
  Cleaver. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d10 +4) slashing damage plus 9 (2d8) necrotic damage.

 

Possible Scenes

1. Finding Sal old campfire.
A. Seems old, maybe a few weeks since last used.
B. It was heavily used. Probably stayed here a month or so.
C. Leads to a secret tunnel that can get you to the backside of Lolthazel
D. Sal left behind some journal papers.
  2. Nori has a “nightmare” of Red Ruth Pigtooth
A. Red Ruth Pigtooth trying to enter into a pact with her.
A.A. “Oh, sweetly. Your aura’s all messed up”
A.B. “If you take my hand deer I can free you from this bind”
A.C. “Let old Red help you sweetly. All you have to do is give me three small items”
B. Three things that Red Ruth Pigtooth needs.
B.A. The eye of a Demi-god
B.B. The first laugh of a baby, bottled in a gem crested vial
B.C. You last dying breath
  3. Approaching Lolthazel
  4. Talking with Felynda
  5. Chasing after Sal
  6. Traveling through The Flowing Shadow Mountains
Secrets and Clues
  1. Sal is only a month or so ahead of the party Sal's Entry Part 2 
  2. Red Ruth Pigtooth wants a pact with Nori
  3. Rumors have started around Jazzdarino’s death
  4. The attack on The Rennadoll Coast is mounting.
  5. Felynda has perfected her spider snakes.
  6. Felynda wants the spider queens crown for herself.
  7. Felynda has the rest of Herk’s family still captive.
  8. Sal was chased into The Flowing Shadow Mountains
  9. At the peak of The Flowing Shadow Mountains you could almost touch the roots of the first tree
  10. The cult of fire has a group of people researching The Flowing Shadow Mountains
Plot type
Cahpter
Related Characters
Related Organizations

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