Coven of Quarrel
A Hag and Witchcraft Themed Compendium for 5th Edition
Written By: Carson H.
Hello, my name is Carson and I am the sole creator and writer behind Questline. Nearly five years ago I first discovered
TTRPG's and it has been a creative outlet for me ever since. I found myself constantly weaving story elements together to
create plots and situations that I thought players and GM’s alike would enjoy. So years later here I am, my passion for
TTRPG's is stronger than ever and I spend much of my free time writing homebrew for Questline! My dream is to one day turn
my passion for writing and creation into a career, and you are helping me do just that. So thank you, I greatly appreciate your
support. Please enjoy!
GM's Discretion
This is not official material. Although, I do my absolute best to make everything I create as balanced as possible. With that
being said, the GM has the ultimate say in what they allow in their games. So if you (or your GM) don’t agree with something
feel free to make alterations to it or simply remove it from your games. We all have different tastes and we all have different
opinions. This is no different when it comes to TTRPG's, and homebrew material.
Instagram Patreon
Click Here
Click Here
Formatted Using: Homebrewery
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.),
dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as
Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Questline game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.
Coven of Quarrel is published by Questline under the Open Game License version 1.0a. Copyright 2021 Questline
Publishing. All Rights Reserved
Content Overview
This compendium's theme was "Hags & Witchcraft". In this
compendium, you will learn of an ancient hag that spread Quest Hooks
the teachings of witchcraft throughout the world. You will
learn of three sisters that despise each other, their magic, Quest Hooks X 10+ 43
how they use it, and what their goals are. How will you
cross paths with them? Will you aid them in their quests, or
help them sabotage their siblings? Spells
Name Page
Compendium Purpose Acidify 35
In this compendium and others yet to come, I strive to Agony 41
provide imaginative, balanced and inspiring homebrew Aqua Jet 41
material for everyone to create their own stories with. Use
this compendium for inspiration when building your worlds Aqueous Form 41
and writing your stories. Through 5th Edition, we can Corrosion 35
create unimaginable scenarios and compelling stories that Melee Mosh 19
will live on with us forever. I want this compendium to
inspire you to make such stories. Submerge 41
Swarm of Spies 35
Where will your quest take you?
Toad 35
Subclass True Animation 19
Page
Arcane Tradition: Witchcraft 7-9 Items
Items Page
Locations Beating Chest 13
Page Bell of the Damned 11
Brewing Bog 25 Black Pebble 12
Grieving Grotto 40 Blooming Life-Blood 11
Naemont 10 Choking Dust 11
Raven's Nest 10 Cob Web Wig 12
Colossal Eye 30
Corrupted Rings 13
Race & Subraces Death Cap 31
Name Page
Mirror of Conceit 11
Animus 21-24
Moonstalker 31
My Journey to You 11
NPCs Nightshade 31
Name Page Perfidious Bowl 11
Blaire Ravenghast 25 Ravenghast's Brooch 19
Circe Ravenghast 10 Ravenghast's Ring 40
Hecate Ravenghast 39 Ravenghast's Trinket 34
Omen 13 Sourgrass 31
Vink 30 The Yearning Portrait 11
Transmog 5
Bosses Widow's Glove 12
Page Woeful Wine 13
Blaire Ravenghast 33-35
Circe Ravenghast 17-18
Hecate Ravenghast 40-42
Coven of Quarrel | Table of Contents
3
Patreon : Questline
Potions
Names Page
Adrenaline Tonic 28
Antidote Philter 28
Bottled Misery 26
Brew of Buoyancy 27
Crystal Lust 27
Draught of the Toad 26
Draught of Dashing 27
Elixir of Intuition 27
Fell Philter 27
Infectious Chaos 27
Leaden Elixer 26
Lion's Pride 28
Titan's Flask 26
Mindlapse Tincture 28
Morning Dew Tea 28
Necrosis Brew 28
Potion of Ancestral Wisdom 28
Potion of False Strength 27
Potion of Restlessness 26
Potion of Keen Ears 27
Potion of Slumber 26
Potion of Sustenance 27
Potion of the Patron 28
Potion of Vision 28
Silver Tongue's Cocktail 27
Second Wind Solution 27
Vial of Crippling Frost 26
Monster Stats
Belching Furnace 17
Blazing Candelabrum 16
Chomping Chest 15
Colossal Squid 38
Corpse Flower Mantis 33
Fell Ape 31
Flying Spellbook 17
Hollow Knight 14
Noxa 33
Ravenghast Acolyte 5
Sporeborn 29
Swarm of Books 15
Swarm of Insects 33
The Descended 39
Walking Wardrobe 18
Art by: ömer tunç
ArtStation
Coven of Quarrel | Table of Contents
4
Patreon : Questline
Coven of the Ravenghast
With Beauty Comes Power Ravenghast's Gift
Ravenghast was a horrible witch of wicked intent and Ravenghast gave many gifts to her acolytes for their loyalty.
ancient origin. Her foul magic and mysterious malevolence The most valuable of these gifts were the ancient secrets of
haunted both fairy tales and nightmares. But, this witchcraft. Ravenghast educated those who had proved
reputation was not always tied to her. Generally, hags their faith to her by committing atrocious deeds, in the dark
looked like crooked crones, wrinkled and withered women arts of witchcraft. This ancient forbidden arcane tradition
of unsightly appearance with blotchy skin marred by warts had been lost to time but re-emerged due to Ravenghasts
and moles. Contrary to this, Ravenghast was extremely teachings.
beautiful. She was tall with a slender figure, silky Additionally, to the acolytes who directly watched over her
voluminous black hair draped far down her back and over children, called "Godmothers", she gifted each with a
her shoulders. Her green eyes were piercing, like a unique magic item called a "Transmog".
prowling lion, and a curious smile always curled across her
full lips. Her pale skin would illuminate in the moonlight, Transmog
revealing a perfect complexion. Some sought to take this Wondrous Item (figurine), Very Rare, Requires Attunement
beauty from her out of jealousy, but although even more fell
madly in love with her. Through manipulation and dark Given to Godmothers to aid them in watching Circe, Blair,
magic she was able to amass a following of loyal members and Hecate. This small handheld humanoid figurine is
who worshipped her dearly. made of dense white clay that can't be distorted beyond
normal human capabilities.
Misery & Mayhem
When attuned to the Transmog, once per week you can
Her alluring traits made it easy to influence the mind of cast Impersonate+ as an action.
others. Men wanted to be with her and women wanted to
be like her. As the number of people who followed Impersonate
Ravenghast increased so did her pleasure for mayhem. Her 6th-level illusion
wicked nature only deepened with her new ascendency.
She convinced those loyal to her to commit acts of trickery, Casting Time: 1 minute
violence, and evil. Hundreds succumbed to her Ritual: Yes
manipulation, known as Ravenghast Acolytes, they traveled Range: Self
the lands and carried out nefarious deeds in her name. Components: V S M (The essence of who you replicate)
Duration: 24 hours
Classes: Bard, Wizard, Sorcerer
Monsters: Hag
Ravenghast Acolyte This spell allows you to change your appearance and
Medium humanoid (any race), any alignment voice to perfectly replicate that of another humanoid. Every
Armor Class 10 (13 with mage armor)
detail, known or unknown, about the original body, is
Hit Points 9 (2d8) identically replicated. The real body can only be one size
Speed 30 ft. category larger or smaller than the casters. When casting
this spell the required components are consumed. Also, the
spell alters only the body's features and doesn’t replicate
STR DEX CON INT WIS CHA clothing or equipment.
10 (+0) 10 (+0) 10 (+0) 14 (+2) 12 (+1) 11(+0) Even on close investigation one is unable to discern any
differences between the replicated body and the original.
Skills Arcana +4, Insight +2 Only differences in behavior may be perceived. The effect of
Senses passive Perception 12 this spell can be removed by a 6th level Dispel Magic spell,
Languages Any One Language (Usually Common)
Challenge 1/4 (50 XP)
or similar magic of equal or higher power.
Spellcasting. The acolyte is a 2nd-level spellcaster. The Ravenghast Family
Its spellcasting ability is Intelligence (spell save Eventually, Ravenghast wished to pass down her abilities to
DC 12, +4 to hit with spell attacks). The acolyte daughters of her own. But to do so she must perform a
has the following wizard spells prepared: dark ritual. She commanded her acolytes to scatter
Cantrips: acid splash, poison spray, minor illusion
throughout the land and bring back three female infants.
Giving them extremely detailed descriptions of each
1st level (4 slots): hex, mage armor, witch bolt daughter, including their times of birth and appearance
down to specific birthmarks. Three infants were gathered
Actions from different regions, all born on the same day and each
Dagger. Melee Weapon Attack: +2 to hit, reach 5 met the requirements. Stolen from their original families,
ft., one target. Hit: (1d4) slashing damage. these three infants were brought to Ravenghast. Through a
dark ritual, she consumed the children's bodies, and only
days after the ritual was complete, she gave birth to three
daughters of her own, Circe, Blaire, and Hecate.
Coven of Quarrel | The Ravenghast Coven 5
Patreon : Questline
Vile Inheritance
The three sisters each inherited different traits from their mother as well as an heirloom to complement their natural abilities.
Circe inherited her mother's beauty, wit, and gregariousness. To ensure she never felt lonely, Ravenghast gave Circe her
broach. Blaire inherited her mother's curiosity and creativity. Like her mother, she found pleasure in the art of brewing
potions. So Ravenghast gave Blaire her trinket so that she may brew to her heart's content. Hecate received her mother's
abhorrence. Hecate often attempted to harm others simply for the pleasure of causing another despair. Therefore, Ravenghast
handed down her ring to Hecate, so that she may satiate her desires. The three daughters were highly competitive and spiteful
to each other. Their resentment manifested in their actions as they grew older. Ravenghast perceived that each daughter had
their strengths and weaknesses, but Ravenghast was more concerned with exploiting these strengths for the coven's benefit
than developing their family bonds.
Retribution & Betrayal
Years after the birth of her daughters, Ravenghast learned a truth that would lead to her demise. Unbeknownst to her, one of
the three infants that were taken to be consumed in her dark ritual to have daughters belonged to a royal family from the
grand coastal city of Naemont. At the time, her followers had determined the newborn princess of Naemont was indeed the
exact child Ravenghast had described to them. These acolytes of Ravenghast managed to devise a plan to kidnap the newborn
princess and were able to return her to Ravhenghast.
Nearly two decades later, the royal family of Naemont had finally tracked down their daughter's capturers and learned of her
terrible fate. Through magic, the Ravenghast acolytes were forced to tell the truth of their plot, the dark ritual, and the birth of
the Ravenghast coven. Through their investigation, the Naemont royals were also able to uncover the location of this unholy
coven of witches. Sending their mightiest heroes to face these hags and put their evil to rest, so that others will never
experience the horrific fate of their abducted princess.
The assault began and the Naemont forces clashed with dozens of acolytes who over the years had refined their witchcraft to
prepare for a moment like this. Using their gifts from Ravenghast three acolytes were able to convince the heroes with
impersonating magic that they were the three offspring of Ravenghast. The acolytes were defeated and the three
impersonators were burned, in the belief that they were the three daughters of Ravenghast. Ravenghast herself combated the
heroes unleashing her vile magic upon them, but she too eventually fell at their hands. In her final moments, Ravenghast's
eyes scanned frantically for her daughters, waiting for them to come to her aid. But, they had fled long ago each one
prioritizing their safety over that of their mothers.
Art by: ömer tunç
ArtStation
Coven of Quarrel | The Ravenghast Coven
6
Patreon : Questline
Arcane Tradition: Witchcraft
Hidden away within enchanted forests and swamps are Exotic Brew
students of magic shunned and condemned by society, for Also at 2nd level, you gain proficiency with herbalism kits.
they practice the taboo study of witchcraft: a collective of If you have an herbalism kit, you can spend two hours and
ancient forbidden magic developed to invoke terrible expend a spell slot of 1st-level to craft an exotic potion.
curses upon the helpless. Witches don’t just mark their Crafting a potion this way requires 10 gp worth of
victims with their hexes, but they also weave their magic materials and an exotic ingredient. You can only brew one
into brews and concoctions. Desperate souls sometimes potion at a time.
seek out witches for their alchemic prowess, searching for
a philter to charm their true love or a cure to a terrible Exotic Ingredients
disease. However, the few who do manage to meet a witch Exotic ingredients are strange components only found in
are often given a deadly poison in disguise. nature, such as newt eyes or spider silk. You can find exotic
Following the death of Ravenghast the acolytes who ingredients by foraging in the wilderness. While in the
survived scattered throughout the lands. Grieving for their wilderness you can make a DC 12 Nature check while
loss, they swore to further study the knowledge of foraging for one hour. On a success, you find 1 exotic
witchcraft she passed on to them so that her magic may ingredient after the spent hour, and on a failure, you do not.
live on through them. Throughout the decades that have Apothecaries and similar places may also have exotic
since past generations have come and gone, and still ingredients for sale.
remnants of Ravenghast magic can be seen throughout the
world. Masking
Additionally, when you create a potion, you can magically
The primary practitioners of witchcraft are hags, although mask it to resemble different edible or consumable items,
a select few humanoids who have gained access to this such as an apple, a savory stew, or a potion of healing. The
forbidden art still live on today. Those who indulge in this mask is merely an illusion, and a creature who makes a
ancient dark knowledge are often outcasts who have been successful Intelligence (Investigation) check against your
exiled for their malicious activities. spell save DC determines its true nature.
Forbidden Knowledge
You decide how you obtained this forbidden knowledge and
learned the arcane tradition of witchcraft. Consult the
Witchcraft Origins table for a possible origin of your power.
Witchcraft Origins
1. You come from a lineage of witchcraft
practitioners, and the tradition has been
passed down for generations.
2. Your grandmother passed and from her
possessions, she left you a book detailing how
to perform witchcraft.
3. You were once captured by a hag and learned
the fundamentals of witchcraft from observing
her.
4. A renowned alchemist took you under their
wing to teach you their trade secrets and they
turn out to secretly be using witchcraft to
brew their potions.
5. Your application to join a school of magic was
rejected so you found other forms of arcana to
study.
6. You are the daughter of a hag, but you never
completed the passage rite to become a hag
yourself. You do not have innate magical
abilities. Yet you are still naturally drawn to the
practice of witchcraft.
Coven of Quarrel | Witchcraft
7
Patreon : Questline
Potions Resistance
When you create the potion, you choose the effect it has The drinker gains resistance to one of the following
from one of the following options. As you progress in this damage types for 1 minute, chosen randomly: acid, cold,
class your brewing becomes more advanced. Once you fire, lightning, poison. When brewed at higher qualities, you
meet the level requirement you may expend a higher spell must specify the damage type/s of the resistance during the
slot to improve the quality of your potions. Improving the brewing process. You can only benefit from the effects of
quality increases the duration, potency, or adds additional this potion once per 24 hours.
effects to your potions.
When you reach 5th level, you can choose the damage type
Quality Table when you create the potion, instead of determining
Quality Class Level Spell Slot randomly. At 11th level, the duration increases to 10
Crude 1st 1st-level
minutes. At 17th level, you may choose an additional
damage type to resist.
Refined 5th 2nd-level
Vitality
Excellent 11th 3rd-level
The drinker is cured of one disease or poison affecting it.
Perfect 17th 4th-level This potion does not affect undead or constructs. You can
only benefit from the effects of this potion once per 24
Acid hours.
As an action, you can splash the potion onto a creature
within 5 feet of you or throw the vial up to 20/60 feet, When you reach 5th level the drinker’s exhaustion level is
shattering it on impact. In either case, make a ranged also reduced by one, at 11th level the drinker’s exhaustion
attack against a target, treating the potion as an improvised level is also reduced by one. At 17th level, the drinker gains
weapon. On a hit, the target takes 1d6 acid damage and all advantage on death-saving throws for 10 minutes.
creatures within 5 feet of the target must make a Dexterity
saving throw. On a failure, these creatures also take 1d6 Baleful Hex
acid damage. Starting at 2nd level, you learn how to mark someone with
The damage increases to 2d6 when you reach 5th level, an ill fate. As a bonus action, you can target one creature
3d6 at 11th level, and 4d6 at 17th level. you can see within 60 feet of you. The target is cursed for 1
minute. Until the curse ends, your attacks and spells deal
Regeneration extra necrotic damage to the target equal to your
The drinker regains 1 hit point every 10 minutes for 1 hour. Intelligence modifier (minimum of 1 damage), and
You can only benefit from the effects of this potion once per whenever the target makes an ability check or a saving
24 hours. This potion does not affect undead or constructs. throw, you can use your reaction to roll a d4 and subtract
the number rolled from the ability check or saving throw.
The healing increases to 2 hit points every 10 minutes at The curse ends early if the target dies, you die, or you are
5th level, 3 hit points every 10 minutes at 11th level, 4 hit incapacitated. Only one creature may be hexed at a time.
points every 10 minutes at 17th level. You can use this feature a number of times equal to your
Love Intelligence modifier per long rest.
The drinker is charmed for 1 minute by the next creature
they see within 1 hour of drinking this potion, as if under
the effects of the charm person spell. The effect ends early
if the subject of the creature’s charm or any of their
companions does anything harmful to the drinker. A
creature can only be affected by this potion once every 24
hours.
The duration of the charm increases to 10 minutes at 5th
level, 1 hour at 11th level, and 8 hours at 17th level.
Poison
The drinker takes 1d8 poison damage and must succeed
on a Constitution saving throw or be poisoned. While
poisoned this way, at the end of every minute the drinker
takes an additional 1d8 poison damage and can repeat the
saving throw, ending the effect on itself on a successful
save. This effect lasts for 10 minutes until the drinker
makes a successful Constitution save, or dies. A creature
can only be affected by this potion once every 24 hours.
The initial damage increases to 2d8 when you reach 5th
level in this class, 3d8 at 11th level, and 4d8 at 17th level.
Coven of Quarrel | Witchcraft
8
Patreon : Questline
Manic Malediction Accursed Concoction
At 6th level, you add the bestow curse spell to your At 10th level, you can brew additional potions with dreadful
spellbook if it is not there already. For you, it has a range of magic. You may add the following potions to your list of
30 feet, and you can cast it as a bonus action. When you Exotic Brews. These accursed potions require you to
cast bestow curse, the nature of the curse can be one of the expend a spell slot of 4th-level or higher to create.
following additional options: Additionally, these potions require 3 exotic ingredients and
The target begins vividly hallucinating. While the target 12 hours to brew.
is cursed, it has disadvantage on all ability checks. After brewing these potions they only retain their magical
The target hears constant screaming in its head. While properties for 1 week. After which they lose their effect and
cursed, the target is deafened, the target must succeed become useless.
on a Concentration check against your spell save DC Cursed
each round to remain concentrating on a spell. The drinker suffers the effects of one of the curses you can
While cursed in this manner, any magical healing that create with bestow curse.
the target receives is halved. Polymorph
For the duration of the spell, the cursed victim has their The drinker suffers effects of the polymorph spell,
speed (walking, dashing, climbing, swimming, flying) transforming into a beast of your choice whose challenge
reduced by 50%. rating is 1/2 or lower, but they retain their mental ability
For the duration of the spell, the cursed victim bleeds scores, personality, and alignment. This transformation
profusely from any wound caused by slashing or remains for the duration, until the target drops to 0 hit
piercing damage. They take 1d4 extra bleeding damage points, or dies.
each time they are dealt slashing or piercing damage. Feign Death
The drinker is under the effect of the feign death spell. If
the drinker takes damage they can make an additional
Wisdom saving throw to end the effects of this potion.
The stored curse triggers when a creature drinks the
potion. The drinker must succeed on a Wisdom saving
throw against your spell save DC or be afflicted with the
stored curse for 8 hours. If you expended a spell slot of 5th-
level or higher, the duration increases by 8 hours for each
slot level above 4th. As an action, you can touch a creature
afflicted with a stored curse and dismiss the effect. A
remove curse spell ends the effect early.
Witching Hour
Starting at 14th level, once per day you may activate
Witching Hour increasing your power for a short time.
While Witching Hour is active you gain the following
benefits for one hour:
When the target of your Baleful Hex drops to 0 hit
points, you can move the curse to a different creature
you can see within 60 feet of you, provided you aren’t
incapacitated.
You gain a flying speed of 60 feet.
When you cast Bestow Curse the range is extended to
60 feet.
When you cast Bestow Curse you may choose an
additional target to curse.
Coven of Quarrel | Witchcraft
9
Patreon : Questline
Sister Circe the Beguiling
Circe Ravenghast was the only of the three sisters who Mannerism
received their mother's beauty. She often flaunted this to Circe always gives those who she believes are allured to
her sisters, knowing they were envious of this fact. her more attention than those who are not. Circe often
Following the death of her mother, Circe felt a calling from touches people and makes deep eye contact with them. As
the city of Naemont. Moving into the city of Naemont, there well as, giving many compliments on one's physique or
she used her beauty to easily acclimate into society, intellect.
unbeknownst to others that she's a witch. Circe later
opened a business called The Raven's Nest where she sold Flaw
magical oddities to curious customers. When Circe is in the presence of another attractive woman,
ironically, she will be overcome with a sense of jealousy
The Raven's Nest and act out aggressively. Also, being a beautiful woman
herself she is used to having things her way. So when one
The coastal city of Naemont is home to many rich doesn't succumb to her seductive tactics or brushes off her
magnates who reside there to live lavishly on its golden charm she will become enraged.
beaches. Within one of the market districts, past the exotic
animals and foreign luxuries, beyond the jewelry vendors Desire
and silken robes, down a dark quiet alley after the taverns Circe despises her sisters and doesn't see them worthy of
you'll find a seemingly dull, odd shop named The Raven's possessing her mother's heirlooms. She seeks to acquire
Nest. Inside you'll find Circe Ravenghst, the keeper of this them at any cost. Additionally, Circe believes fate will one
peculiar shop. Although, basic from the outside, its interior day make her the queen of Naemont, the title the newborn
is extravagantly decorated and filled with endless antique that gave her life was supposed to claim. Believing that the
items. Using her seductive charm and nefarious magic she blood of a queen runs through her she seeks to make this a
sells her oddities to those curious enough to wander inside. reality through trickery and nefarious magic
Convincing her customers to purchase strange items with
little practical use for ridiculous amounts.
Art by: ömer tunç
ArtStation
Coven of Quarrel | Circe Ravenghast
10
Patreon : Questline
Blooming Life-Blood
Odds & Oddities Wondrous Item (plant), Very Rare
Circe spends her time tending to her shop, The Raven's
Nest. Those who explore the darkest corners of this shop Sitting in a dark corner is a single bright blood-red flower
and bypass the flashier items she sells will find truly that grows from a thorny stem in a small handheld pot. The
bizarre objects within. Anyone who enters The Raven's soil this plant resides in is saturated in a maroon liquid.
Nest is a potential customer, no matter that status, and no The flower itself slowly leans towards and warm-blooded
matter the weight of your gold. Circe Ravenghast will creature near its vicinity.
always have something to spark your interest and leave This eerie flower only grows in complete darkness and
your pockets emptier than when you entered. requires fresh blood instead of water to thrive. If the plant
has these necessities it will grow and produce a single
Mirror of Conceit large bright red flower. The petals of this flower are a rare
Wondrous Item (Mirror), Rare ingredient among hags when creating potions.
Embossed on the back of this small silver vanity mirror is Perfidious Bowl
the figure of a woman combing her hair while sitting next
to a lake. The item is weathered with age but seems to be Wondrous Item (Bowl), Rare
kept in fairly good condition. The reflective side of the A variety of pristine fruits glisten in the light, mounded
mirror emits a light glow when one sees themselves within together in a large opaque bowl. Each item inside the bowl
it. is appealing to the eye and a slight aroma of sweetness fills
If one looks into the mirror their reflection will show them the surrounding area. Smooth and plump to the touch, the
the best possible version of themselves from the viewer's skin of each piece of fruit is free of imperfection.
perspective. When fruit is placed within this bowl it will begin to be
The Yearning Portrait
altered by the magic of this container and become rotten
and poisoned. Although each piece of fruit will appear as a
Wondrous Item (Painting), Rare pristine version of itself permanently, despite the amount of
Surrounded in an elegant oak frame, it's clear that the time the fruit lies within the bowl. If fruit within the bowl is
artist this painting originally belonged to was a master of investigated by a creature, the creature must succeed a DC
their craft. The portrait of a tall beautiful woman with 10 Wisdom saving throw or be charmed by the bowl's
billowing ebony hair is portrayed on the canvas using thick illusion. Creatures charmed in this way must consume the
oil paints. Her eyes glow a pale green and four ravens rest fruit on their next turn. If a creature eats the fruit it must
upon her shoulders and arms. make a DC 12 Constitution saving throw. Taking 1d6
poison damage on a failed to save, or half as much on a
When you touch this portrait the oil paint on its canvas will successful one.
slowly begin to morph the painting. If left undisturbed, in If fruit within the bowl is investigated by a creature, the
one day the portrait will transform into an entirely new creature must succeed a DC 10 Wisdom saving throw or
painting. The new painting will be of the person you miss be charmed by the fruit. Creatures charmed in this way
the most in the area you are most familiar with seeing must consume the fruit on their next turn.
them in.
My Journey to You Choking Dust
Wondrous Item (Book), Uncommon Wondrous Item (Jar of Dust), Uncommon
This mysterious book is covered in black leather and A small jar filled with a fine translucent powder. A single
provides no hints as to what its contents are. At first glance, label wraps around the jar with a simple picture drawn on
upon flipping through the pages you will notice the story of it depicting a comical figure clutching its throat.
several people's lives. Eventually, midway through the book, When this tasteless substance is sprinkled over any food or
its pages become absent of text. But the final words read, mixed into any drink it will cause the consumer's throat to
"Circe Ravenghast places me on a shelf where others like close up, choking them for a few moments.
me rest, together we await our new owners."
This book details every event from its creation up until it Bell of the Damned
finds your hands. From that point on, each time the book is Wondrous Item (Bell), Rare
closed new text will be inscribed describing its journey This tiny bell has the image of a fallen angel etched into it.
while in your possession. Skeletal figures can be seen restraining and tearing off the
wings of the angel below them.
A tiny bell that can only be heard by those who possess a
good or neutral alignment. You can point to a creature with
a good or neutral alignment and ring the bell, casting Toll
the Dead at 5th level. This ability can only be used once per
day.
Coven of Quarrel | Circe Ravenghast
11
Patreon : Questline
Black Pebble
Wondrous Item (Pebble), Legendary (Requires Attunement)
Onyx's Actions
A steel barred cage wrapped in heavy chains, multiple iron Multiattack. Onyx makes two slam attacks.
padlocks connect intersecting chain links together. Capable
of caging a large animal within, although only a smooth Slam. Melee Weapon Attack: +10 to hit, reach 5
black pebble lies in the middle of this cage. The Alarm spell ft., one target. Hit: 19 (3d8 + 6) bludgeoning
has been cast around the vicinity of the cage, alerting Circe damage.
if anyone ventures too close. Shrapnel (Recharge 5-6). Black glass-like shards of
stone form on the surface of Onyx's body and
When attuned to the Black Pebble and within 30 feet of it blast outward in all directions. Each creature
you may speak the command word to transform the pebble within 20 feet of Onyx must make a Dexterity
into Onyx, a hulking construct composed of black glass-like saving throw. A creature takes 6d8 + 6 piercing
stone under your command. Once the command word is damage on a failure or half as much on a success.
spoken Onyx will follow your commands for one minute.
This ability may be used once a day. Slow (Recharge 5–6). Onyx targets one or more
creatures it can see within 10 feet of it. Each
Onyx obeys your commands as best as it can. It takes its target must make a DC 17 Wisdom saving throw
turn on your initiative. On your turn, you can verbally against this magic. On a failed save, a target can't
command Onyx where to move (no action required by you). use reactions, its speed is halved, and it can't
make more than one attack on its turn. In
You can use your action to verbally give Onyx a simple one- addition, the target can take either an action or a
word command. Onyx will follow this command until it is bonus action in its turn, not both. These effects
given a new command or until it reverts to its pebble form. last for 1 minute. A target can repeat the saving
throw at the end of each of its turns, ending the
If at any moment Onyx drops to 0 hit points, Onyx will effect on itself on a success.
shatter into several pieces. Once this occurs, Onyx will not
revert to its pebble form.
Widow's Glove
Onyx Wondrous Item (Glove), Uncommon
Large construct , unaligned This single left-handed glove is said to one belonging to a
very wealthy woman who killed her husband so that she
Armor Class 17 (Natural Armor) could acquire his wealth. The truth of this tale is unknown.
Hit Points 178 (17d10 + 85) Although, some believe that the woman was influenced by
Speed 30 ft. evil spirits that manipulated her into doing this malicious
deed. Snow white crochet lace reaches from the elbow to a
STR DEX CON INT WIS CHA fingerless palm.
22 (+6) 9 (-1) 20 (+5) 3 (-3) 11 (+0) 1 (-5) If a married woman wears this glove and touches a
creature with her left hand, the creature immediately takes
Damage Immunities Poison, Psychic; 1d6 points of necrotic damage. Subsequently, the person
Bludgeoning, Piercing, and Slashing from she is married to also takes 1d6 necrotic damage.
Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Cob Web Wig
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 10
Wondrous Item (wig), Very Rare (Requires Attunement)
Languages Understands the languages of its Positioned delicately on the head of a standing mannequin
creator but can't speak this wig is composed of thin white silk-like strands. At a
Challenge 10 (5,900 XP)
Proficiency Bonus +4
glance, it looks like a typical wig worn by those in the upper
class when attending various parties or events. Although,
on closer inspection, one can see its fibers are far too fine.
Magic Resistance. Onyx has an advantage on
saving throws against spells and other magical
Running your fingers through the hair causes the fibers to
effects.
cling to your hand. And the occasional tiny spider will fall
from within and quickly scurry back inside.
Magic Weapons. Onyx's weapon attacks are
magical. As an action, you can summon a swarm of cobweb spiders
to attack a creature within 5 feet of you. These spiders will
Immutable Form. Onyx is immune to any spell or scatter across the surface of your target biting them and
effect that would alter its form. spreading their silk. For one minute these spiders will bite
the creature, dealing 1 point of piercing damage each
round until dispersed. Additionally, when the creature
attempts to move it must first make a DC 10 Strength
saving throw. On a failure, its movement speed is halved
until the end of its turn. A creature can use an action to
disperse the spiders. The cobweb spiders are only effective
against creatures that are large or smaller and you can use
this ability once per day.
Coven of Quarrel | Circe Ravenghast
12
Patreon : Questline
Beating Chest
Wondrous Item (Small Chest), Rare Omen
Omen the cat lounges around The Raven's Nest, often out
A small chest made of walnut wood. Dark stains paint its of view high atop a dusty shelf or in the shadows between
creases, telling a story that rich liquid once oozed from the clutter. Omen is appeared to be a normal black cat. But,
within. When the chest is closed the thud of an ever-beating in actuality, Omen is a mysterious shape-shifting fey
heart can be heard from within if you listen closely. But as creature. His demeanor is very calm and inquisitive. He
soon as the chest is opened, the beating ceases and inside typically remains hidden and observes visitors to The
the chest is empty. Raven's Nest without interacting with them. Although,
If a humanoid heart is placed within the chest and closed. occasionally Omen will reveal himself and is open for
The next time the chest is opened the heart will be conversation. If you touch Omen or choose to pet him you
transformed into a solid blood ruby. will be able to telepathically communicate with him, as
long as you keep a physical connection. The cat is fairly
Curse. If a creature opens the chest the creature must intelligent and very manipulating to get what it wants.
succeed a DC 14 Wisdom saving throw or become cursed. Originally from another plane of existence, Omen has since
Creatures cursed in this way will be overcome with greed been lost wondering the material plane in this new feline
and continuously hear the pounding of a racing heart form. He eventually found Circe Ravenghast and made an
within their head. During each long rest, the cursed agreement with her, and once it's fulfilled she will use her
creature takes it must make a DC 8 Wisdom saving throw. magic to return him home.
Each night the creature succeeds in this saving throw the
DC will increase by 1 the following long rest to a max of 16. Mannerism
On a failure, you will awaken and become charmed by the Omen's first impression to many is that he is a "snob".
box. You will attempt to kill the closest humanoid to you Often looking down on others from a vantage point. Omen
and place their heart in the box. over enunciates his words and often uses phrases like "did
This curse will end if you put distance between the box and you know that?".
yourself or the box is destroyed through magical means.
Flaw
Woeful Wine Omen's natural form is not that of a cat but something else.
Wondrous Item (wine), Uncommon So when someone treats him as a simple pet he will often
detract from the conversation or demean others with his
Wine bottled in a bottle that twists from its base up to the intelligence.
nozzle of the blue bottle. Inside a cloudy liquid can be seen
swirling slowly. Opening the bottle you can smell mildew Desire
with hints of rich soil. Omen is unable to travel between the planes. Thus, he is
unable to return to his home. He is seeking anyone willing
If a creature consumes this liquid it must make a DC 14 or capable of returning him to his plane of origin.
Constitution saving throw. On a failure, the creature is
convinced that they are going to die as a result of drinking
the wine. They will act out erratically and desperately ask
for a cure. The target may attempt to act out their dying
wishes, whatever they may be. Or desperately seek a cure.
These effects will end after 1d10 minutes. Once a target
has experienced the effects of this wine they cannot be
affected by them again.
Corrupted Rings
Wondrous Item (ring), rare (Requires Attunement)
These simple rings come in various shapes and sizes.
Although, many are adorned with a large enchanted gem
that pulses with a gentle glow.
These rings are said to provide resistance to certain types
of damage. Once attuned to these rings they instead cause
the target to be Vulnerable to the damage type. Those who
equip these rings are unaware of this effect even after
attuning to them. Only after intense investigation or
through experience can their corruption be discovered.
Coven of Quarrel | Circe Ravenghast
13
Patreon : Questline
The Living Room
Unlike other witches, Circe is fairly social. She is often Hollow Knight Actions
cruel and manipulative to organic creatures. Her vile Multiattack. The Hollow Knight makes two attacks
mistreatment typically leads to the death of any pets she with its longsword and one slam with its shield.
decides to keep. But through her magic, she finds solace
and comfort in her possessions. By animating various Longsword. Melee Weapon Attack: +7 to hit,
artifacts in The Raven's Nest she no longer feels lonely. reach 5ft., one target. Hit 9 (1d8 + 3)
Customers welcomed inside would never know that they Slam. Melee Weapon Attack: +8 to hit, reach 5ft.,
are being watched by dozens of animated objects within one target. Hit 5 (1d8 + 4)
the store. Under the guise of an odd store, in reality, Hurl Gauntlet. Ranged Weapon Attack: +7 to hit,
customers have stepped into a living room. Not only do range 30/60 ft., one target. Hit: 15 (3d6 + 5)
they provide Circe company in her residence, but they also bludgeoning damage and the target must make a
keep a keen eye on those making a purchase, and are ready DC 14 Strength saving throw. On a failed to save,
to spring to life in the defense of their creator Circe. the sentry either pushes the target 20 feet away
from it, or it pulls the target up to 20 feet
Her First Friend towards it, and then if the target is within 10 feet
of the Hollow Knight, the target is grappled
A dignified suit of armor stands upright atop a pedestal. An (escape DC 14).
outstretched sword points into the distance in one arm and
a large kite shield is raised in the other. Donned with the Reactions
cape of Naemont, bestowed upon those who take up the Separate. Once per round as a reaction, when a
oath to withhold law in the city. Circe's first animation was creature the Hollow Knight can see attacks it with
this suit of armor and she holds it dear to her heart. Often a melee or ranged attack, the Hollow Knight can
referring to it as her "Knight in shining armor". momentarily split into separate pieces to dodge
the attack, giving the attacker disadvantage on
the attack.
Hollow Knight
Medium construct, unaligned
Armor Class 20 (natural armor and shield)
Hit Points 76 (8d8 + 40)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 10 (+0) 3 (-4) 3 (-4) 1 (-5)
Skills Athletics +8, Perception +7
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened,
exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this
radius), passive Perception 11
Languages Speaks the language of its creator
Challenge 5 (1,800 XP)
Proficiency Bonus. +4
Antimagic Susceptibility. The Hollowed Knight is
incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the Hollowed
Knight must succeed on a Constitution saving
throw against the caster's spell save DC or fall
unconscious for one minute.
False Appearance. While the Hollow knight
remains motionless, it is indistinguishable from a
normal suit of armor.
Coven of Quarrel | Circe Ravenghast
14
Patreon : Questline
Claustrophobic
While it remains motionless, this trunk is indistinguishable
from an ordinary chest. But, this chest has been animated
by Circe. Created to aid her in the capture of those who
have lost her favor. May it be a customer wanting to return
one of her items or a thief, the Chomping Chest will
restrain them and await Circe's command. Large with a
bowed lid that opens wide, easily capable of holding adults
within. The chest has been reinforced with bands of steel
and bolts. Within lies the corpse of its previous victim who
was captured and never released.
Chomping Chest
Medium construct, unaligned
Armor Class 16
Hit Points 42(1d4 + 5)
Speed 10 ft.
Swarm of Books
Swarm of Tiny construct, unaligned
STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 10 (+0) 3 (-4) 3 (-4) 1 (-5) Armor Class 12
Hit Points 22 (5d8)
Damage Immunities poison, psychic Speed 5 ft., fly 30 ft.
Condition Immunities blinded, charmed, deafened,
exhaustion, poisoned
STR DEX CON INT WIS CHA
Senses blindsight 60 ft. (blind beyond this
radius), passive Perception 11 5 (-3) 15 (+2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)
Languages Speaks the language of its creator
Challenge 5 (1,800 XP) Damage Vulnerability fire
Proficiency Bonus. +4 Damage Resistances bludgeoning, piercing,
slashing
Antimagic Susceptibility. The Chomping Chest is Damage Immunities poison, psychic
incapacitated while in the area of an antimagic Condition Immunities blinded, charmed, deafened,
field. If targeted by dispel magic, the Chomping exhaustion, poisoned
Chest must succeed on a Constitution saving Senses blindsight 60 ft. (blind beyond this
throw against the caster's spell save DC or fall radius), passive Perception 6
unconscious for one minute. Languages Speaks the language of its creator
Challenge 1/4 (50 XP)
False Appearance. While the Chomping Chest
remains motionless, it is indistinguishable from a Antimagic Susceptibility. The Belching Furnace is
normal suit of armor. incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the Belching
Actions Furnace must succeed on a Constitution saving
Chomp. Melee Weapon Attack: +4 to hit, reach throw against the caster's spell save DC or fall
5ft., one target. Hit 5 (1d6 + 2) and the target is unconscious for one minute.
Grappled (escape DC 13). Until this grapple ends,
the target is Restrained, and the toad can't bite False Appearance. While the Belching Furnace
another target. remains motionless, it is indistinguishable from a
normal furnace.
Locked Away. The Chomping Chest makes one Swarm. The swarm can occupy another creature’s
Chomp attack against a Medium or smaller target space and vice versa, and the swarm can move
it is Grappling. If the attack hits, the target is through any opening large enough for a Tiny
pulled within the chest, and the grapple ends. The book. The swarm can’t regain hit points or gain
target is Blinded and Restrained, it has total cover temporary hit points.
against attacks and other effects outside the
Chomping Chest. The Chomping Chest can have Actions
only one target swallowed at a time. If the
Chomping Chest dies, a locked away creature is Pelt. Melee Weapon Attack: +4 to hit, reach 0 ft.,
no longer restrained by it and can escape from one target in the swarm’s space. Hit: 5 (2d4)
the chest using 5 feet of movement, exiting bludgeoning damage, or 2 (1d4) bludgeoning
prone. damage if the swarm has half of its hit points or
fewer.
Coven of Quarrel | Circe Ravenghast
15
Patreon : Questline
Twirling Flames
Two stories up, hanging from the rafters of The Raven's Blazing Candelabrum
Nest by thick chains is a large candle-lit chandelier. The Large construct, unaligned
cumulative candlelight from dozens of candles illuminates
the entire store. Multiple brass arms stretch outward from Armor Class 10
Hit Points 55 (6d8 + 20)
its central column, each arm holds eight wide-foot-long Speed fly speed 20 ft.
candles.
When animated, the candelabrum can control whether its STR DEX CON INT WIS CHA
flames are lit or not. The flames never cause its wax to
melt, though they can be extinguished for a moment. While 15 (+2) 12 (+1) 16 (+3) 3 (-4) 3 (-4) 1 (-5)
its flames are lit, the candelabrum has a fly speed of 20
feet. While flying the arms steadily rotate around its central Damage Immunities poison, psychic
column and the heavy chains that were once used to hold it Condition Immunities blinded, charmed, deafened,
to the ceiling whip beneath it. exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this
radius), passive Perception 11
Languages Speaks the language of its creator
Challenge 5 (1,800 XP)
Proficiency Bonus. +4
Antimagic Susceptibility. The Hollowed Knight is
incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the Hollowed
Knight must succeed on a Constitution saving
throw against the caster's spell save DC or fall
unconscious for one minute.
False Appearance. While the Hollow knight
remains motionless, it is indistinguishable from a
normal suit of armor.
Extinguish. If the Candelabrum moves in water
starts its turn in the water, has water splashed on
it, or is subjected to an effect that can extinguish
candle-sized flames, it can't take the Rain of Fire
action, it can't fly, and its illumination trait is
suppressed until the start of its next round.
Illumination. The Candelabrum sheds bright light
in a 20-foot radius and dim light for an additional
10 feet.
Blazing Candelabrum
Rain of Fire (Recharge 5-6). Ranged Attack: +4 to
hit, reach 60 ft., five targets. Hit 7 (1d10 + 4)
Lash. Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit 5 (1d6 + 6) blugeoning
damage.
Constrict. On a successful Lash attack, the target
must succeed on a DC 14 Strength saving throw
if it is a Large or smaller creature. On a failure, the
target is restrained and the chains cannot be used
to make another Lash attack. The target can
repeat the saving throw at the end of each of its
turns to attempt to break free.
Coven of Quarrel | Circe Ravenghast
16
Patreon : Questline
Chilly Nights Scholars Tome
Circe Ravenghast animated the furnace of The Raven's Once belonged to a student of the local mages guild in
Nest so that it would follow her throughout her residence, Naemont. The student found their way to The Raven's Nest
keeping her warm by staying by her side at all times. The in search of a unique magic item the student could
Belching Furnace occasionally belches sending smoke and purchase and evaluate as part of their scholarly work.
embers throughout the store that Circe hastily snuffs out. Although, Circe and the student failed to agree on a price
When following its creator, the Belching Furnace must and the student decided to look elsewhere. In a fit of rage,
wobble back and forth on its short legs, making its mobility Circe ordered her animations to feed the man to the
very awkward and slow. Belching Furnace. His spellbook survived the flames and
was later animated with the capability to cast its basic
spells. It now sits within a glass dome case atop a
Belching Furnace bookshelf.
Medium construct, unaligned
Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Flying Spellbook
Tiny construct, unaligned
Speed 5 ft.
Armor Class 12 (15 with mage armor)
Hit Points 35 (10d4 + 10)
STR DEX CON INT WIS CHA Speed 5 ft., fly 30 ft.
12 (+1) 2 (-4) 18 (+4) 3 (-4) 3 (-4) 1 (-5)
STR DEX CON INT WIS CHA
Saving Throws Str +3
Damage Immunities fire, poison, psychic 2 (+4) 15 (+2) 12 (+1) 3 (-4) 3 (-4) 1 (-5)
Condition Immunities blinded, charmed, deafened,
exhaustion, poisoned Saving Throws Con +3
Senses blindsight 60 ft. (blind beyond this Skills Arcana +4, Perception +3
radius), passive Perception 6 Damage Vulnerability fire
Languages Speaks the language of its creator Damage Immunities poison, psychic
Challenge 3 (450 XP) Condition Immunities blinded, charmed, deafened,
Proficiency Bonus. +4 exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this
Antimagic Susceptibility. The Belching Furnace is radius), passive Perception 6
incapacitated while in the area of an antimagic Languages Speaks the language of its creator
field. If targeted by dispel magic, the Belching Challenge 4 (1,100 XP)
Furnace must succeed on a Constitution saving
throw against the caster's spell save DC or fall Antimagic Susceptibility. The spellbook is
unconscious for one minute. incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the spellbook
False Appearance. While the Belching Furnace must succeed on a Constitution saving throw
remains motionless, it is indistinguishable from a against the caster's spell save DC or fall
normal furnace. unconscious for one minute.
Roaring Flame. A creature that touches the
furnace or hits it with a melee attack while within False Appearance. While the spellbook remains
5 feet of it takes 3 (1d6) fire damage unless the motionless, it is indistinguishable from a normal
furnace is unconscious. furnace.
Spellcasting. The flying spellbook is a 5th-level
Actions spellcaster. Its spellcasting ability is Intelligence
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., (spell save DC 13, +5 to hit with spell attacks). It
one target. Hit 4 (1d6 + 1) blugeoning damage requires no components to cast its spells. The
plus 3 (1d6) fire damage spellbook has the following wizard spells
prepared:
Launch Coal. Ranged Attack: +3 to hit, reach Cantrips (at will): mage hand, a ray of frost
20/60 ft., one target, Hit: 3 (1d4 = 1)
bludgeoning damage plus 3 (1d6) fire damage. 1st level (3 slots): magic missile, mage armor
Belch Flame (Recharge 4-6). The furnace opens 2nd level (2 slots): darkness, mirror image
and exhales fire and soot in a 15-foot cone. Each 3rd level (1 slot): lightning bolt
creature in the area must make a DC 12 Dexterity
saving throw, taking 14 (4d6) fire damage on a Actions
failed save, or half as much damage on a
successful one. The area is heavily obscured until Pelt. Melee Weapon Attack: +0 to hit, reach 5 ft.,
the start of the furnace's next turn or until one target. Hit: 1 bludgeoning damage.
dispersed by a moderate or stronger wind.
Coven of Quarrel | Circe Ravenghast
17
Patreon : Questline
A Change of Clothes
As one can imagine Circe Ravenghast has a broad range of Walking Wardrobe
outfits. She often spends her time observing others' Large construct, unaligned
garments within the city. If she finds something she likes,
she may offer up a trade, purchase it outright, or even Armor Class 15 (natural armor)
befriend the person whose attire caught her attention. Hit Points 66 (12d10)
Occasionally, leading them away and acquire their outfit Speed 10 ft.
through nefarious means. Steadily, she accumulated a fine
collection of high-quality dresses and garments from STR DEX CON INT WIS CHA
nobles, artisans, and others from foreign lands. She stored
all these in her grand wardrobe within The Raven's nest. 18 (+4) 6 (-2) 10 (+0) 3 (-4) 3 (-4) 1 (-5)
Circe Ravenghast animated her wardrobe and became Damage Immunities poison, psychic
close friends with it. They bonded through countless hours Condition Immunities blinded, charmed, deafened,
of trying on the various outfits she has collected and exhaustion, frightened, poisoned
combine articles of clothing into new outfits. Now, the Senses blindsight 60 ft. (blind beyond this
wardrobe has learned which outfits Circe will want to wear, radius), passive Perception 6
simply on her moods and behaviors. Languages Speaks the language of its creator
Challenge 3 (700 XP)
Antimagic Susceptibility. The Walking Wardrobe is
incapacitated while in the area of an antimagic
field. If targeted by dispel magic, the Walking
Wardrobe must succeed on a Constitution saving
throw against the caster's spell save DC or fall
unconscious for one minute.
False Appearance. While the Walking Wardrobe
remains motionless, it is indistinguishable from a
normal furnace.
Actions
Multiattack. The wardrobe makes four attacks:
three with its drawers and one with its grasping
clothes. It can use its Swallow instead of its
grasping clothes.
Drawer. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) bludgeoning
damage. If the target is a creature, it is grappled
(escape DC 14). Until this grapple ends, the
target is restrained, and the wardrobe can’t use
its grasping clothes on another target.
Locked Away. The wardrobe makes one grasping
clothes attack against a Medium or smaller
creature it is grappling. If the attack hits, the
target takes the grasping clothes’ damage, and
the target is swallowed. While swallowed, the
creature is blinded and restrained, it has total
cover against attacks and other effects outside
the wardrobe, and it takes 10 (2d6 + 3)
bludgeoning damage at the start of each of the
wardrobe’s turns. If the wardrobe dies, a
swallowed creature is no longer restrained by it
and can escape from the broken wardrobe by
using 5 feet of its movement.
Coven of Quarrel | Circe Ravenghast
18
Patreon : Questline
Circe Ravenghast
Circe despises her sisters to such an extent she will
provide information about her sisters to those who have
gained her favor. This information may regard their Circe Ravenghast
whereabouts, weaknesses, or possessions. Gaining Circe's Medium fey, lawful evil
favor can be done in many ways. Such as purchasing
valuables from The Raven's Nest, completing a villainous Armor Class 13 (16 with mage armor)
Hit Points 82 (11d8+33)
deed for her, or doing harm to one of her two sisters. Speed 40 ft., fly 30 ft.
Just as Circe wishes to acquire her sister's heirlooms, they
too wish to take hers. Circe was given Ravenghast's Brooch STR DEX CON INT WIS CHA
before her death. This powerful magic item can bring
inanimate objects to live permanently. 11
(+1)
14
(+2)
16 16 (+3) 18 (+4) 20 (+5)
(+3)
Ravenghast's Brooch
Wondrous Item (Brooch), legendary (Requires Attunement) Saving Throws Str +5, Wis +4
Skills Arcana +7, Insight +4, Persuasion +4,
Passed down from her mother, this Brooch has been in Condition Immunities charmed
Circe's possession ever since her passing. She holds this Senses darkvision 60 ft., passive Perception 19
powerful magical item dearly as it has not only great Languages Abyssal, Common, Infernal, Sylvan
sentimental value but magical capability as well. Twisting Challenge 11 (11,500 XP)
metal weaves to replicate the shape of a bird's feather. The
shaft of the feather is jet black. Hundreds of barbs hang Legendary Resistance (3/Day). If Circe fails a saving
from the feather's central shaft, each one a needle-like gem throw, she can choose to succeed instead.
that resembles the natural curved shape of a feather. These Magic Resistance. Circe has advantage on saving
feather barbs are comprised of ruby, emerald, jade, and throws against spells and other magical effects.
sapphire gemstones. Shaped impossibly thin to create an
iridescent glittering feather. Circe Ravenghast always keeps Spellcasting. Circe is an 17th level spellcaster. Her
this feather brooch pinned to her. spellcasting ability is Charisma (spell save DC 17,
+8 to hit with spell attacks). Circe can cast the
When attuned to Ravenghast's Brooch, once per day you following spells.
can cast True Animation+ as an action. Cantrips: acid splash, light, poison spray,
prestidigitation
Boss Mechanics 1st level (4 slots): charm person, disguise self,
hex, mage armor, witch bolt
Circe's Strategy 2nd level (4 slots): darkness, detect thoughts,
A combat encounter against Circe Ravenghast would most misty step, suggestion
likely occur within The Raven's Nest, as she rarely leaves. 3rd level (3 slots): bestow curse, counterspell,
Once combat begins, the entrances will magically seal until fear, haste, lightning bolt
the conflict ends. Circe will use the large stacks of clutter
to avoid the line of sight. Using her ability to levitate she 4th level (3 slots): melee mosh+, greater
will fly to vantage points to keep her distance from invisibility, polymorph
immediate danger. These evasive tactics will allow her to 5th level (3 slots): dominate person, scrying
provide support and disable attackers while her animations 6th level (2 slots): disintegrate
come to her defense.
7th level (1 slot): forcecage
True Friends 8th level (1 slot): glibness
The many animated objects and structures within The Actions
Raven's Nest that Circe Ravenghast has created over the
years will come to her aid once conflict ensues. The first of Multiattack. Circe makes two dagger attacks.
these will be the Hollow Knightand the Blazing
Candelabrum. Often Circe will evade combat entirely by Dagger. Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 5 (1d4 + 3) piercing
turning invisible and hiding while these two deal with her damage. Targets must make a successful DC 15
attackers. Constitution saving throw or take 24 (7d6)
poison damage, or half as much damage on a
If they both fall she will reveal herself and begin engaging save.
those who are hostile more directly. At this point, the
Walking Wardrobe and Belching Furnace will awaken
and join the fight.
Once these two animations have been defeated or Circe
falls below half her health, the remaining animations will
join the encounter. The Flying Spellbook, Chomping
Chest, and Swarm of Books will engage.
Coven of Quarrel | Circe Ravenghast
19
Patreon : Questline
True Animation
Beguiling Arcana 9th-level transmutation
Melee Mosh Casting Time: 1 action
4th-level transmutation Range: Touch
Casting Time: 1 action Component: V S M (A drop of mercury, a dollop of gum
Range: 60 feet arabic, and a wisp of smoke)
Components: V S Duration: Indefinitely
Duration: Concentration, up to 1 minute Classes: Bard, Sorcerer, Wizard
Classes: Bard, Sorcerer, Wizard Choose one nonmagical object of Huge size or smaller
When you cast this spell up to three non-magical than you can see within range. The target you animate
manufactured melee weapons you see within range spring becomes a creature with free will. This creature's
to life and thrash violently under your control. alignment is considered unaligned. The animated object
can also communicate using magic. Magic guides their
If the weapon is in another creature's possession, the artificial consciousnesses, translating their thoughts into
creature must succeed on a Strength saving throw to sounds that can be perceived by other creatures. The
prevent the weapon from escaping its grasp. On a failure, creature regards you as a friendly acquaintance unless you
the restrained weapon is freed from the creature and or your companions do anything harmful to it.
hovers above the ground, thrashing in place.
Animated Objects Statistics:
Weapons that remain restrained will attempt to free
themselves at the start of each of your turns throughout the Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
spell's duration. Creatures that make attacks while using a Str: 4, Dex: 18
weapon under the effects of this spell must do so at Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage,
disadvantage. Str: 6, Dex: 14
As a bonus action on your turn, you can move each Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1 damage,
unrestrained weapon up to 20 feet and make an attack Str: 10, Dex: 12
against a creature within 5 feet of it. On a hit, the target
takes damages equal to the weapon's original damage die + Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage,
your spellcasting ability modifier. The damage type of these Str: 14, Dex: 10
attacks depends on the respected weapon that performed
the attack. Huge - HP: 80, AC: 10, Attack: +8 to hit, 2d12 + 4 damage,
Str: 18, Dex: 6
Weapons targeted by this spell have 25 hit points and an
AC of 16. Additionally, these weapons will use your All animations, regardless of size have the following
spellcasting ability modifier when making Strength and standard statistics; Con: 10, Wis: 3, Int: 3, and Cha: 1.
Dexterity saving throws. They will remain under your
control throughout the duration of the spell or until they Additionally, all animations are immune to the following
are destroyed. conditions: blinded, charmed, deafened, exhausted,
frightened, and poisoned.
At Higher Levels: If you cast this spell using a spell slot of
5th level or higher you can choose 1 additional weapon for
each spell slot above 4th.
Coven of Quarrel | Circe Ravenghast
20
Patreon : Questline
Race: Animus
Trying his best to keep quiet, a hulking suit of dark crimson
armor tip-toes his way over to an unsuspecting orc, his
great axe held high over his helmet. As a confused goblin
looks around a dark room, a small, feminine, uninhabited
set of silver armor reaches out to snap its neck. Leaving his
companions behind, a medium-sized set of golden armor
effortlessly walks through a cloud of toxic fumes spewed
from fungi on the walls of a large cavern.
Animated suits of armor, or simply 'Animus', are created to
serve a specific purpose under their creator. When their
creator dies, they are often left to lie dormant, waiting for
the right moment to spring back into action. They find their
place in vaults, towers, gardens, dungeons, mansions,
castles; anywhere a sentry or guard might be. When
animated armors are left alone for long enough, their
magical programming comes undone. Oftentimes, upon
awakening, these constructs attain a new level of sentience
and seek out a new purpose. Some animated armors are
inhabited by the souls of other sentient races, making them
a living weapon.
Living Weapons
Animated armors are full sets of armor that can move and
speak on their own, their various pieces of plating
seemingly unburdened by gravity. While they have no
physical presence inside them, they function as a person in
a full suit of armor. They can be molded or cast to fit many
races and can be anything from small enough to
comfortably fit a gnome to large enough to completely
cover a half-orc. Their weight and size, as well as their
design and material, are up to their creator. While metal is
most often used, animus utilizing elements of leather,
stone, or animal skins are not unheard of. Magic is used to
bring the armor to life, either by using a spell to program it
or by placing the soul of a living or formerly living being
inside of it.
Though they may not have any sensory organs whatsoever,
magic ensures that animus can perceive what is around
them. They can see, hear, and feel things, though not
always to the extent that other races can, even if they were
once living beings. They can also communicate using
magic. Magic guides their artificial consciousnesses,
translating their thoughts into sounds that can be perceived
by other creatures. Their armor acts as their skin, and any
damage inflicted upon their plating is felt as damage to
what would be their physical form if they were a living
being. Should they sustain enough damage, the spell
holding their parts together will dissipate, leaving them to
fall apart completely.
To hide the fact that they are living suits of armor as
Magic can be used to bring animus back together. At low opposed to warriors simply wearing suits of armor, animus
health, animated armors often find that whole limbs will will use cloaks, scarves, or bandages to cover the gaps
disconnect from their bodies, but certain spells can undo between their plating. Some animus have arcane lights that
the damage and mend their armored exteriors as if they are fixed in the space inside their helmets. These
were composed of flesh. The gaps between their plating projections are meant to resemble eyes and shift and move
have no physical presence; if a certain animus is designed according to what expression the animus might be making.
with a horizontal gap separating its torso from its waist, Though they serve no function other than making it look
slashing through it without touching the plating will cause like they have eyes, these lights are often enough to keep
no damage whatsoever. Only striking the material the the average person from getting too suspicious.
armor is composed of will cause physical harm to an
animated armor.
Coven of Quarrel | Circe Ravenghast
21
Patreon : Questline
Dormancy Reawakening & Rebirth
Normal suits of armor usually last as long as their material Animus usually falls dormant at the post given to them by
does, the elements hazing them until they eventually rust their creator, waiting for something to bring them back into
over and crumble to pieces. Animated armors are not consciousness. If their creator happens to die before or
usually this fragile. however. If magic is used to bring a suit after they enter this state, their purpose will no longer be
of armor to life, another spell is usually cast on the armor explicitly defined. When they regain consciousness, most
to make it more durable. The stronger the spell, the longer animus sticks to their prior orders, carrying out their tasks
the armor lasts. A typical animus can lie dormant for 250 without complaint. But some, rather than do a task that is
years before losing its magic. The maximum lifespan of an now impossible, pointless or both, defy their creator's
animated armor is unknown, as a powerful enough spell magical programming and seek out a new purpose. To
could potentially keep one alive forever, but none have been some degree, this allows animus to develop personalities
known to keep their magic for more than 500 years. and become sentient. Glitches in the magical programming
that make up an animus’s mind can also cause a
Unlike other creatures blessed with long life, animus don't personality to form. Animus that possesses the soul of a
actively pursue goals outside of what they were created to formerly living being almost always realize who they once
do; if a particularly animated armor was created to protect were, but some are forced to rediscover themselves or
a castle, it will stay in the castle, silently waiting for an discover a new identity altogether.
intruder. That said, they can leave their posts or
occupations if they wish, but most are not given a good Others forget their initial purpose entirely, wandering
enough reason to, remaining dormant until someone finds around aimlessly until someone decides to claim them.
them. Unless they are doing their job constantly, they will Many times, an adventurer will stumble upon a long-
become as still as a statue, waking only when a certain forgotten animated armor and convince it to join them on
stimulus triggers a response. their travels. Others are reactivated only to find that the
thing they were meant to protect has been destroyed
When they do awake, animated armors often find that they somehow, and seek vengeance. In this way, Animus can be
are in a world far different than the one they know. To anything from loyal companions and protectors to
them, the time has passed by without them, leaving them destructive avengers and mercenaries.
lost in a strange and mysterious future. A time gap as small
as fifty years can be enough to confuse an animus, but if Hollow
they are intelligent enough, they will catch on to present-
time customs fairly quickly, Still, some refuse to change Generally, people see animated armors as threats. The
their ways, speaking in forgotten tongues or using overly- thought of a walking, talking suit of armor terrifies them,
wordy and poetic speech. Others do not speak at all. similar to how most races view tieflings. It doesn’t help that
many adventurers are used to fighting animated armors,
sentient or not. They are often likened to ghosts in armor,
and many villages have their tales of menacing suits of
armor that move of their own volition.
Because of this, animus that wander into unsuspecting
towns are usually avoided completely, the only words
spoken of them being whispers. Those who know better
than this see wandering animus as potential companions,
workers, or servants. Some are even ambitious or crazy
enough to try and capture them by force, but this rarely
works. Taverns and brothels usually look the other way,
since being intangible except for one's armor doesn't lend
itself to enjoying such frivolities.
That said, an animus will usually try to avoid being
discovered unless a quirk in their personality programming
says otherwise. They'll use cloaks, scarves, and bandages
to cover the gaps in their armor and blend in. They'll stay
away from crowded places, speaking only when spoken to
and never causing too much of a scene.
Some spend their time in taverns, never ordering any food
or drink, hoping that the patrons will be too drunk to notice
how empty they are on the inside. On the rare occasion
that an animated armor is welcomed or even worshipped
by the people of a village, an animus might serve the
community as a guard or sentry. Others may take a more
commanding role, like a war chief or even a deity.
Coven of Quarrel | Circe Ravenghast
22
Patreon : Questline
Animus Traits
A suit of armor that is given life through magic and is Construct
assigned a task. Often they are left behind by their creators, You are a suit of armor made of a variety of durable
left to lie dormant for hundreds of years only to wake up materials. Your creature type is construct instead of
and seek out a new purpose. humanoid. As such, spells like cure wounds don't affect you,
Ability Score Increase
and you are immune to spells like crown of madness or
dominate person because they specifically target
Your Constitution score increases by 1. humanoids. You are immune to poison damage, being
poisoned, and diseases. You do not need to eat or breathe,
Age and any food you do attempt to eat falls through the space
Since animated armors are essentially timeless, age is only where your head would be and into the bottom of your
a factor in terms of appearance, not maturity. This does not armor. Rather than sleeping, you enter an inactive state for
make an animus completely immune to the effects of aging, 6 hours each day. You do not dream in this state; you are
however. When considering an animus’s age, consider the fully aware of your surroundings and notice approaching
physical age of the armor, the age of the consciousness enemies and other events as normal.
taking control of the armor, whether the consciousness was
created or implanted, and how long the armor and the False Appearance
consciousness have been bonded. A normal suit of armor While you remain motionless, you are indistinguishable
may grow old, rust, and eventually disintegrate over several from a normal suit of armor.
decades. However, due to their magical nature, anarmors
can survive in the same suit of armor for several centuries Mendable
without experiencing such effects. The maximum lifespan When the mending spell is cast on you, it has the following
of an animated armor is unknown, but none have been alterations: It has a casting time of 1 action. If you have 0
known to keep their magic for more than 500 years. hit points you become stable. As part of the casting of
mending the caster may expend any level of spell slot to
Alignment cause you to regain a number of hit points equal to 1d8,
Animated armors generally hold to the will of their creator. plus their spellcasting ability modifier. For each level of the
Because of this, animus are typically of a lawful alignment. spell slot expended you regain an additional 1d8 hit points.
Size Languages
Though armors vary in size and shape, an animated You can speak, read and write the language of your creator.
armor's height is based on the race it was designed to be Given that animus are often created by powerful
worn by while its weight corresponds to the armor on spellcasters, the exotic languages of magic such as
which its subrace is based. Regardless of the size of the Draconic or Primordial are commonly known by them.
race, your armor was designed for, your size is always Although, over time animus may become proficient in other
Medium. languages through study.
Speed Subrace
Your base walking speed depends on your subrace, as The armor your soul inhabits determines certain traits
shown below. about you. The classifications are Light, Medium, and
Heavy.
Antimagic Susceptibility
You are incapacitated while in the area of an antimagic
field. If targeted by dispel magic, you must succeed on a
Constitution saving throw against the caster's spell save
DC or fall unconscious for 1 minute.
Blindsight
You can perceive your surroundings without relying on
sight within a specific radius. You have a blindsight range
of 60 feet but are blind beyond this radius. As a result, you
are immune to being blinded or deafened.
Coven of Quarrel | Circe Ravenghast
23
Patreon : Questline
Animus Names
An animated armor's name is usually bestowed by its creator. Sometimes, however, they forget their names. When this
happens, a name can be given to them by a new owner or partner, or they can come up with a name themselves. When an
animus comes up with a name for itself, it's usually something simple, something they see around them or remember from
their past. Any name will do, whether it's based on their function, their appearance, or their surroundings. Some are based in
the creator's native tongue, whatever that may be.
Names: Ren, Tah, Nogo, Rex, Val, Ennard, Wall, Leaf, Rock, Batton, Olive, Red, Bo, Trey, Nolo, Neo, Zed, Tree, Boko, Zin,
Tower, Ditch, Scrawl, Sandy, Goldie, Val, Ash, Kip, Minnie, Karla, Roh, Leah, Eva, Orca, Coco, Rei, Neah, Evie, Skye, Fish, Kat,
Deb, Fer, Jo, Syn, Kit, Paint.
Light
Ability Score Increase
Your Dexterity score increases by 2.
Light-Footed
Your base walking speed is 35 feet.
Innate Light Armor
The armor your soul inhabits is leather armor, making your Armor Class 11 + your Dexterity modifier. You are also affected by
any other additional properties of the armor such as a Strength requirement, a disadvantage on Stealth checks, a bonus to
your Armor Class, or even a curse.
Medium
Ability Score Increase
Your Strength and Dexterity scores each increase by 1.
Speed
Your base walking speed is 30 feet.
Innate Medium Armor
The armor your soul inhabits is scale mail, making your Armor Class 14 + your Dexterity modifier, to a maximum Dexterity
bonus of 2. You are also affected by any other additional properties of the armor such as a Strength requirement, a
disadvantage on Stealth checks, a bonus to your Armor Class, or even a curse.
Heavy
Ability Score Increase
Your Strength score increases by 2.
Heavy-Footed
Your base walking speed is 25 feet.
Innate Heavy Armor
The armor your soul inhabits is chain mail, making your Armor Class 16. You are also affected by any other additional
properties of the armor such as a Strength requirement, a disadvantage on Stealth checks, a bonus to your Armor Class, or
even a curse.
Heavy Hitter
Your fists are as heavy as your steps. When you hit with an unarmed strike, you can deal 1d6 + your Strength modifier
bludgeoning damage, instead of the normal damage for an unarmed strike.
Coven of Quarrel | Circe Ravenghast
24
Patreon : Questline
Sister Blaire the Callous
Blaire Ravenghast acquired her mother's creativity, as well Art by: ömer tunç
as her heartlessness. Envious of Circe's natural beauty, ArtStation
Blaire spent her time in her younger years using her
natural-born skills of potion-making to develop a
concoction capable of permanently enhancing her beauty.
Despite her natural talent with a cauldron, her final
product was tainted by her sisters. When Blaire consumed
the potion she transformed into an elegant visage
resembling that of her mother. This short-term success was
quickly wiped away. As Blaire's temporary beauty faded.
What remained was a hulking, ogre-like creature. Her skin
turned a pale green, as deep fissures formed upon it and
began dripping with pus. Blaire's hair fell in clumps from
her head, as her eyes sunk inward. Her posture curled over
as her spine buckled and fungal protrusions erupted from
her back. After her transformation had completed Blaire
was revolted by her appearance. Escaping to the swamps
far away from any civilization, Blaire found refuge in a bog
where she eventually made her home. There she remains
expanding her knowledge of brewing potions, in hopes of
one day using it to enact her revenge.
Mannerism
Blaire is continuously in search of new ingredients that
may be used in her brewing. Because so, she is easily
distracted and often scans the area closely inspecting
anything she can get her hands on. It isn't uncommon for
her to pluck the hair from one's head, or peel off any
exposed scabs before tasting them in her analysis.
Flaw
Blaire is convinced there's a potion that can be made to end
this hideous form of hers. Her obsession with this thought
makes her very close-minded on other methods to reach
the same goal. Debating with her only sparks anger or
distrust in her.
Desire
Blaire wants more than anything to resemble what she did
that fateful day before her sisters cursed her appearance.
She seeks to restore her beauty and enact revenge on her
sisters, acquiring their heirlooms in the process.
The Brewing Bog
Following her horrid transformation, Blaire retreated deep
into swampland and found refuge among the hanging
mangrove trees and brackish water. Here she began to use
the swamp itself to brew her concoctions. Infusing her vile
magic with the swampy terrain, she named her new home
the Brewing Bog. The swampy water now bubbles and
churns like a cauldron. Depending on what Blaire is
brewing different odors flood the landscape and the
contaminated water constantly boils as noxious fumes puff
from the bubbling liquid.
Surrounding her hut, all life seems to have either fled or
perished due to her effects on the swamp. The mangrove
trees that hold up her ragged hut are petrified and
withered. Any aquatic wildlife that existed has dissolved in
the now acidic waters. Birds that fly through the area
become poisoned by the polluted air and fall from above.
The toxic environment makes it impossibly difficult for all
creatures that try to inhabit the Brewing Bog.
Coven of Quarrel | Blaire Ravenghast
25
Patreon : Questline
Titan's Flask
Callous Brews Potion, Very Rare
Blaire Ravenghast has created a wide variety of potions
during her inhabitance in the Brewing Bog. Her potions Drinking the contents of this flask increases your
have a wide range of effects and uses. Most of her creations maximum hit points by 1d20 for 1 day.
sit on shelves throughout her hut. Those who venture into
her bog or the surrounding area are often captured and Leaden Elixir
held as captives to test the results of her brews. Many of Potion, Very Rare
them dangle from tiny cages outside her hut just above the A heavy, syrupy liquid medicine. When you drink it, your
bubbling bog below. Although, if one can gain her trust body becomes heavy and solid for 1 minute. For this
first, she may be more open to exchanging her potions for potion's duration, you gain resistance to all non-magical
any rare ingredients a passerby may possess. slashing, piercing, and bludgeoning damage. However, your
Bottled Misery movement speed is reduced to 10 feet, and you cannot
Potion, Uncommon benefit from any increases to your speed or have a flying
speed.
This viscous blue liquid is stored in a teardrop-shaped
container. Looking directly at it for extended periods Potion of Restlessness
evokes a mild feeling of sorrow in the viewer. As an action, Potion, Rare
you can splash the contents of the container onto a When you drink this potion, for the next 24 hours magic
creature within 5 feet of you or throw the container up to can't put you to sleep, and you can't naturally fall asleep.
20 feet, shattering it on impact. In either case, make a Furthermore, when you take a long rest while this potion is
ranged attack against a creature, treating the potion as an active, you can work during the rest and still gain the
improvised weapon. On a hit, the target must succeed on a benefits of it. This translucent brown liquid hums slightly
DC 11 Wisdom saving throw or have disadvantage on with activity, and the surface never seems to settle
Charisma checks and saving throws against the charmed
or frightened conditions for 1 hour as it is consumed by
feelings of misery and hopelessness. Vial of Crippling Frost
Potion, Rare
Draught of Toad If thrown at a person, they must make a dexterity saving
Potion, Very Rare throw of 14, if they fail, they take 3d8 frost damage, and
This tiny vial contains thick, green, but efflorescent sludge cannot take any action on their next turn (half damage on a
that can dissolve quickly in a drink without much taste. Its successful saving throw). The frost spreads across a 10ft
effects kick in after 1d4 minutes, causing you to turn green square surface, and any person attempting to cross the
and warty, and begin sweating toxic sweat for 2 hours. surface must make a dexterity saving throw of 16, or fall
While you are under the effects of this potion, you gain and be knocked prone, the person can move at half speed
resistance to poison damage. The sweat acts as a contact to not have to make this saving throw.
poison that requires an affected creature to make a DC 15 Potion of Slumber
Constitution saving throw or be poisoned for 1 minute. The
affected creature must repeat the saving throw at the start Potion, Rare
of each of its turns, taking 1d4 poison damage on a failed This concoction looks, smells, and tastes like a potion of
save, or no damage on a successful one. The poison ends healing or other beneficial potion. However, it is a drug
early if the creature succeeds on its saving throw three masked by illusion magic. An identified spell reveals its
times. The poisonous sweat evaporates fairly quickly and true nature.
cannot be stored without specialized tools If you drink this potion, roll 5d8. If the total amount
rolled is equal to or higher than your current hit points, you
fall unconscious for 1 minute. The effect ends if you take
damage or someone uses an action to shake or slap you
awake.
Coven of Quarrel | Blaire Ravenghast
26
Patreon : Questline
Brew of Buoyancy Draught of Dashing
Potion, Uncommon Potion, Rare
This murky beverage reeks of the sea. Once consumed, the When you drink this potion, you gain an additional action
creature will float to the surface of any liquid it is on each of your turns. The action can only be used to take
submerged in for 1 hour. the Dash action. When taking the Dash action, you don't
provoke opportunity attacks. When you take the Dash
Second Wind Solution action, you are blind and deafened until the start of your
Potion, Uncommon next turn. The potion's effects last for 1 minute.
When you drink this potion, you remove one level of Crystal Lust
exhaustion for 1 hour. At the end of that hour, your Potion, Very Rare
exhaustion level increases by two. This potion is light-green
and tastes like citrus and sugar. When you drink this potion, you can pinpoint, by scent, the
location of noble metal or gemstones within 60 feet of you.
Potion of False Strength At the start of each of your turns, you must make a DC 18
Potion, Uncommon Wisdom saving throw as long as you sense noble metal or a
gemstone. On a failed save, you are irresistibly drawn to
When you drink this potion and are poisoned, you gain a +2 the source of the scent until the end of your turn. If you are
bonus to your Strength score to a maximum of 20. This more than 5 feet away from the nearest source, you must
increase lasts for 1 hour or until the poisoned condition use your movement to move toward it by the most direct
ends, whichever comes first. When the effect wears off, you route to touch it. You don’t avoid opportunity attacks, but
gain one level of exhaustion. This potion is a pure yellow you don’t have to move into damaging terrain.
liquid that tastes like raw eggs.
Infectious Chaos
Potion of Keen Ears Potion, Very Rare
Potion, Uncommon
When you drink this potion infectious wild magic flows
When you drink this potion, your ears turn blue for 1 hour. through your body. Every 1d4 minutes and whenever you
During this time you have advantage on Wisdom make an ability check, attack roll, or saving throw, you have
(Perception) checks that rely on hearing. Ear wax sits at a 30 percent chance of triggering a random magical effect
the bottom of this light blue liquid that tastes like mud. by rolling on the Wild Magic Surge table in the PHB. When
you trigger a magical effect in this way, each creature
Silver Tongue's Cocktail within 30 feet of you has a 10 percent chance to gain the
Potion, Uncommon potion’s effect. The potion’s effect lasts for 1 hour or until
you triggered a random magical effect.
When you drink this potion, you have advantage on
Charisma (Deception) checks made to tell lies for the next Fell Philter
hour. During this time you cannot speak or write any truths. Potion, Very Rare
This black liquid tastes like anise.
When you drink this potion, you must make a DC 18
Potion of Sustenance Constitution saving throw. You can choose to fail the saving
Potion, Rare throw. On a failure, you are polymorphed into a Fell Ape.
Your game statistics are replaced by the statistics of a Fell
When you drink this potion, you do not need to eat or drink Ape, but you retain your alignment and your personality.
water for 48 hours. A floating bean sits inside a thick, green Any equipment you are wearing or carrying is absorbed by
mush. the new form. You revert to your true form if you drop to 0
hit points, or after 24 hours, and return to the number of
Elixir of Intuition hit points you had before you transformed. If you revert as a
Potion, Very Rare result of dropping to 0 hit points, any excess damage
carries over to your true form. As long as the excess
Your body feels numb but your mind is clear and you can damage doesn‘t reduce your true form to 0 hit points, you
shape your thoughts at will. You have advantage on aren’t knocked unconscious.
Intelligence checks that rely on memory, reasoning, or
imagination and automatically succeed on Constitution
saving throws to maintain your concentration.
Coven of Quarrel | Blaire Ravenghast
27
Patreon : Questline
Potion of Vision Necrosis Brew
Potion, Very Rare Potion, Uncommon
When you drink this potion, you gain truesight out to a When you drink this potion, your very essence is tainted by
range of 0 feet and can magically see any space within the necrotic magic surrounding you with a subtle aura of
range of your truesight. For each minute you stand still, undeath. You gain a +1 bonus to Charisma checks when
your truesight expands out to a range of additional 100 feet interacting with undead creatures. A non-undead creature
up to a maximum range of 1000 feet and you have a 10 can detect your necrotic aura by succeeding on a Wisdom
percent chance of gaining one random flaw from the Short- (Perception) check with a DC of 12 + your Charisma
Term Madness table in the DMG. Whenever you take an modifier. The potion’s effect lasts until removed by the
action or reaction, move, make an ability check or saving remove curse spell or other magic.
throw, or take damage, your truesight shrinks back to 0
feet. The potion’s effect lasts for 10 minutes. Adrinaline Tonic
Potion, Very Rare
Antidote Philter
Potion, Rare When you drink this potion you become extremely focused
and gain heightened physical abilities. You receive a +2
When you drink this potion, you gain three Antidote Marks. bonus on your Strength and your Dexterity score and have
As long as you have at least one Antidote Mark, you ignore advantage on Dexterity saving throws. You also gain a +5
all effects of being poisoned. In addition, whenever you are bonus on Perception checks and 10ft of extra movement.
subjected to poison damage, you take no damage and The effects of this potion last for 1 minute.
instead remove one Antidote Mark. You lose all Antidote
Marks after 12 hours. Potion of Ancestral Wisdom
Potion, Very Rare
Arcane Sensitivity
Potion, Rare An otherwordly clarity washes over you when you drink
this potion. The taste is slightly bitter but not unpleasant.
When you drink this potion, you can magically sense the You gain a +2 bonus to your Wisdom and Intelligence for 1
direction to the nearest magical item within 500 feet of you hour. During the next long rest, you will experience a vision
that isn’t being worn or carried. At the start of each of your from the past in which you are taught a skill. You gain
turns, you must succeed on a DC 8 Wisdom (Perception) proficiency with a weapon, a set of tools, or in a Wisdom or
check or you lose the scent. The potion’s effect lasts for 10 Intelligence-based skill determined by your gamemaster
minutes or until you lose the scent. that one of your forefathers was proficient in for the
duration of this potion.
Lion's Pride
Potion, Rare Potion of the Patron
Potion, Very Rare
The potion has an earthy smell and always seems to be
warm. A tooth belonging to a large feline beast floats The potion has a strong taste of beets with a slight hint of
within. When you drink this potion you can not be smoke.
frightened and gain a +5 bonus on Intimidation for 24
hours. When you drink this potion you receive a +2 bonus on your
Charisma score and advantage on Charisma saving throws.
Mindlapse Tincture You also gain resistance against Necrotic damage. If you
Potion, Rare already have resistance against Necrotic damage from
another source you gain immunity to Necrotic damage.
When you drink this potion, you must make a DC 16 These effects last for 1 hour.
Constitution saving throw, forgetting everything that has
happened within the last 3d4 hours on a failed save, or half Morning Dew Tea
as many hours (rounded down) on a successful one. Potion, Very Rare
This potion has a rather refreshing sweet taste of
persimmon and lemongrass. It can be consumed cold but
most people prefer to drink it warm. When you drink this
potion you restore hit dice at the end of the next short rest
within 12 hours. You restore a number of hit dice equal to
the amount you would regain at the end of a long rest.
Coven of Quarrel | Blaire Ravenghast
28
Patreon : Questline
Caged Captives
Hanging from the trees surrounding Blaire's hut are Sporeborn Actions
various cages of different shapes and sizes. Within these Swipe. Melee Weapon Attack: +4 to hit, reach
cages are captives that Blaire has seized so that she may 5ft., one target. Hit 5 (1d6+1) bludgeoning
test her concoctions on them. Most of these cages contain damage.
the remains of those who were left to rot within. Other
cages contain mutated animal abominations, the results of Blight Needles. Ranged Weapon Attack: +3 to hit,
Blaire's experimentation. While some cages are the homes reach 30ft., single target. Hit 3 (1d4+1) piercing
damage. Targets hit must make a DC 14
to an unlucky few souls, who consciously await for their Constitution saving throw they suffer Fungal
turn to drink whatever is presented to them. As they know, Infection.
drinking the potion given to them is far better than what
Blaire the Callous would do to them if they refused.
Fungal Decay
In death there is life. Hanging from this medium-sized cage
is the husk of a humanoid figure. Its entire body is covered
with a bright yellow fungus. A fog of spores gently blows in
the wind from large mushroom caps the protrude from its
body. The skeletal figure is unmoving but the mushroom
caps emerging from it slightly tilt toward anything the
nears them.
Sporeborn
Medium fungus, chaotic neutral
Armor Class 11
Hit Points 19(3d8 + 6)
Speed 20ft.
STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 14 (+2) 4 (-3) 6 (-2) 8 (-1)
Condition Immunities poison
Damage Vulnerabilities fire
Senses blindsight 15ft. passive Perception 8
Languages none
Challenge 1/2 (100 XP)
Fungal Infection. A target that is afflicted must
make a Constitution saving throw DC 14. On a
failed save, the target is infected. All healing done
to the target is halved while infected. After a full
day, the target takes 4 (1d6+2) poison damage
and will continue to take this damage once per
day while infected. After a long rest, the target
can reattempt the save, 2 successful saves (2
days) in a row, and the target will no longer be
infected. Following 3 fails (3 days) the target can
no longer benefit from healing and continues to
take poison damage once a day. Upon death, the
target’s body is taken by the fungus and it
becomes a Spore Born, unable to be resurrected.
Spore Discharge. Upon death this creature
explodes, creating a spore cloud with a 15ft
radius that lingers over the body. Targets starting
or ending their turn in the cloud must make a DC
14 Constitution save or suffer Fungal Infection.
Coven of Quarrel | Blaire Ravenghast
29
Patreon : Questline
Mission Failed
Locked within a tiny cage is a goblin named Vink, his legs Vink (Goblin Skulker)
are tucked in close to his body, constricted by the cage's Small humanoid (goblinoid), neutral evil
small size. The goblin is wearing sleek black leathers that
are wrapped tightly around its body and a shroud covers its Armor Class 13 (Leather Armor)
face view. Tasked with the mission to sneak into the Hit Points 15(1d4 + 5)
Brewing Bog and steal some of Blaire's potions, the goblin Speed 30ft.
ultimately failed and was caught. Now he hangs from a tree
inside this cage, his arms dangle outside through gaps STR DEX CON INT WIS CHA
between its bars.
8 (-1) 16 (+3) 10 (0) 10 (0) 10 (+0) 8 (-1)
Mannerism
Vink hides his face from view with a shroud. He constantly Skills Stealth +7
drags the tip of his dagger along the bars of his cage from Condition Immunities None
the outside, making a rhythmic tapping noise. He speaks Senses Darkvision 60 ft., Passive Perception 10
only briefly broken Common. But, opens up and becomes Languages Common, Goblin
more trusting if someone speaks to him in Goblin. Challenge 1/2 (100 XP)
Flaw Nimble Escape. The goblin can take the Disengage
Vink is willing to make any deal to set him free from his or Hide action as a bonus action on each of its
cage. Whether or not he holds up his side of the bargain or turns.
not. As long as he gets free, he is confident he can flee the Evasive. Once per round when an attacker that
swamp without any more setbacks. can be seen hits the Goblin Skulker with an
attack, it can use its reaction to halve the attack’s
Desire damage.
Vink was sent into the Brewing Bog by his clan to steal a
potion that can aid them in an upcoming raid they are Actions
planning. His priority is setting himself free, but he knows Poisoned Dagger. Melee Weapon Attack: +5 to
he shouldn't return home empty-handed. hit, reach 5ft., one target. Hit 5 (1d4 + 3), and the
target must make a DC 10 Constitution saving
throw, taking 5 (2d4) poison damage on a failed
save, or half as much damage on a successful
one.
Coven of Quarrel | Blaire Ravenghast
30
Patreon : Questline
Scavenger Hunt Swamp Flora
Those who can prove their worth to Blaire Ravenghast may Blaire Ravenghast is in constant need of flora that grows
be able to gain her trust further by gathering ingredients naturally within the area surrounding the Brewing Bog.
she requests from within the Brewing Bog. These These plants have desirable qualities that can be used in
ingredients can be traded to her for valuable information or the various potions she brews.
to choose from any potions she may have laying around. Death Cap
Many of these ingredients are not easily obtainable by her,
so if you're able to retrieve them for her she will see value Though unassuming looking with a slender, white stalk and
in you. If she doesn't find value in you, you'll most likely end white to light brown and on rare occasions greenish head,
up in one of the cages hanging outside her hut. death cap is anything but harmless. 12 hours after
ingesting the mushroom or an extract of it, a creature must
Monkey Business make a DC 17 Constitution saving throw or be poisoned.
Once a creature is poisoned, it takes 2d8 poison damage
Fell Apes are one of the few creatures that can inhabit the and suffers severe stomach aches and cramps lasting 24
Brewing Bog, only because they reside in troops high above hours. If an antidote is not taken during this period, the
the boiling water below. Blaire Ravenghast has creature’s liver starts being degraded resulting in jaundice,
encountered them many times and even slain a few to and takes 1d10 poison damage at midday until a Greater
extract the venom found inside their stinger tails. She Restoration or Regenerate is performed or an elixir of
discovered that this venom has paralyzing qualities that are health is consumed.
quite potent. To rid the infestation of these apes in her bog
she requests their extermination. In the process, she will Sourgrass
gladly accept any Fell Ape tails that are collected so that This green, long-bladed grass has a pungent smell and
she may extract more of their potent venom. flavor. Humanoids who come within 5 feet of uncut
The Fell Ape inhabits densely forested environments, sourgrass must make a successful Constitution saving
making it's home high up in treetop canopies. These throw (DC 10) or become overwhelmed with nausea and
creatures hunt in groups of 3 to 6 and ambush their prey by inflicted with the poisoned condition for 30 seconds.
stinging them with their tails, paralyzing them. Using the Nightshade
trees' height to their advantage the Fell Apes then drop An inky black flower with a purple stalk. It deals 1d4
their prey from the trees, killing them with a steep fall. poison damage when ingested and, on a failed Constitution
Afterward, the Fell Apes can collect their meal from the saving throw, inflicts the poisoned condition for 2d4 hours.
ground below.
Moonstalker
This pale blue flower grows in pairs and blooms only
Fell Ape during the night time, and has an ethereal glow. The flower
Medium beast, unaligned sheds dim light for 5 feet when blooming, and is often
mistaken for glowing eyes from a distance.
Armor Class 12
Hit Points 19 (3d8+6)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
Skills Athletics +5, Acrobatics +4, Perception +5
Senses passive Perception 13
Challenge 1/2 (100 XP)
Actions
Multiattack. The fell ape makes two fist attacks or
one sting attack.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: (1d6 + 3) bludgeoning damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 2) piercing damage and
the target must succeed on a Constitution saving
throw DC 12 or become Paralyzed. The target
may repeat this saving throw at the end of its turn
to remove the condition.
Coven of Quarrel | Blaire Ravenghast
31
Patreon : Questline
Titan Arum
A rare half-insect half-plant creature wanders the Boiling Corpse Flower Mantis
Bog, flying from tree to tree with its insectoid wings. Its Large beast, unaligned
camouflaged skin allows it to remain undetected by most
creatures. Although, a stench of rotting flesh wafts from the Armor Class 14 (Natural Armor), 11 While Prone
creature's general vicinity. Growing from its head is a Hit Points 39 (6d10 + 6)
massive purple flower. Blaire Ravenghast knows of this Speed 30ft., flying 60 ft.
creature's existence but has been unable to track the
creature down and remove the flower herself. STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 13 (+1) 1 (-5) 13 (+1) 6 (-2)
Swarm of Insects Senses darkvision 60ft., passive Perception 11
Medium swarm of tiny beasts, unaligned Challenge 2 (450 XP)
Armor Class 12 (Natural Armor) Rotting Air. The air in a 100 ft. radius of the
Hit Points 22 (5d8) corpse flower mantis smells of rotting meat,
Speed 5 ft., fly 30 ft. attracting a variety of different insects.
STR DEX CON INT WIS CHA Actions
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Bite. Melee Weapon Attack: +5 to hit, reach 10
ft., one target. Hit: 10 (2d8 + 3) slashing damage.
Damage Resistance Bludgeoning, Piercing, If the target is a Medium or smaller creature, it is
Slashing grappled (escape DC 13). Until this grapple ends,
Condition Immunities Charmed, Frightened, the corpse flower mantis can bite only the
Grappled, Paralyzed, Petrified, Prone, grappled creature and has advantage on attack
Restrained, Stunned rolls to do so.
Senses Blindsight 10 ft., passive Perception 8 Aroma of Decay (1/Day). Once a day the corpse
Challenge 1/2 (100 XP) flower mantis can emit a powerful scent of
rotting flesh from its flower. This summons 1d4
Swarm. The swarm can occupy another creature's Swarm of Insects that attack any surrounding
space and vice versa, and the swarm can move targets within 100 ft. of the corpse flower
through any opening large enough for a Tiny mantis. The corpse flower mantis is not targeted
insect. The swarm can't regain hit points or gain by these creatures.
temporary hit points.
Actions
Bites (swarm has more than half HP). Melee
Weapon Attack: +3 to hit, reach 0 ft., one target
in the swarm's space. Hit: (4d4) piercing damage.
Bites (swarm has half HP or less). Melee Weapon
Attack: Melee Weapon Attack: +3 to hit, reach 0
ft., one target in the swarm's space. Hit: (2d4)
piercing damage.
Coven of Quarrel | Blaire Ravenghast
32
Patreon : Questline
Side Effects
The Noxa are mutated creatures born from within the Brewing Bog by Blaire Ravenghast. She indirectly created these
creatures when using the bog to brew a potion that mutated the consumer's body to obtain different physical features. The
Noxa is the combination of a salamander, a toad, and a fish. Its smooth amphibian-like skin allows it to breathe within both air
and water. It has a toad-like maw capable of swallowing targets whole, and prickly fish-like spines protrude from its head and
tail. Its skin is often a vibrant hue spotted with dots. It spends its time often lurking beneath the swamp water and avoids
confrontation in most situations. Although, if confronted with conflict it will often swallow its target if it's able to and allow the
target to slowly dissolve in its acidic stomach.
Astonished by her unintentional creation she allowed these creatures to flourish within her bog, taking residence just beneath
the waters. Her relationship with them is more of mutuality and not compassion. As these creatures often eat or ward off any
who trespass too deep into her territory. Because of this benefit and the fact that their bodies cannot be used for any
components in her brews she allows them to stay. If she so desires she can even call upon them to aid her in battle.
Noxa Multiattack. The Noxa can make two attacks: one with
its tail whip and one with its bite.
Large Beast, unaligned
Tail Whip. Melee Weapon Attack: +4 to hit, reach
Armor Class 11
10ft., one target. Hit 5 (1d6 + 2) piercing damage
Hit Points 44 (8d8+8) plus (1d10) poison damage.
Speed 20 ft., swim 40 ft.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: (1d10 + 2) piercing damage plus (1d10)
STR DEX CON INT WIS CHA poison damage. The target is grappled (escape DC
15 (+3) 15 (+1) 13 (-1) 2 (-1) 10 (+5) 3 (+1) 13) Until this grapple ends, the target is restrained,
and the toad can't bite another target.
Damage Immunities poison Swallow. The Noxa makes one bite attack against a
Condition Immunities poisoned Medium or smaller target it is grappling. If the attack
Senses darkvision 30 Ft., passive Perception 10 hits, the target is swallowed, and the grapple ends.
Languages The swallowed target is blinded and restrained, it has
Challenge 2 (450 XP) total cover against attacks and other effects outside
the Noxa, and it takes 10 (3d6) acid damage at the
Amphibious. The Noxa can breathe air and water. start of each of the Noxa's turns. The Noxa can have
only one target swallowed at a time.
Actions If the Noxa dies, a swallowed creature is no longer
restrained by it and can escape from the corpse
using 5 feet of movement, exiting prone.
Coven of Quarrel | Blaire Ravenghast
33
Patreon : Questline
Blaire Ravenghast
Blaire despises her sisters to such an extent she will
provide information about her sisters to those who have
gained her favor. This information may regard their Blaire Ravenghast
whereabouts, weaknesses, and or possessions. Gaining Large fey, neutral evil
Blaire's favor can be done in many ways. Such as by
retrieving rare ingredients for her, testing the effects of Armor Class 17 (Natural Armor)
Hit Points 112 (15d8 + 45)
some of her potions, or harming one of her two sisters. Speed 30ft.
Just as Blaire wishes to acquire her sister's heirlooms, they
too wish to take hers. Blaire was given Ravenghast's STR DEX CON INT WIS CHA
Trinket before her death. This powerful magic item can
restore one's magical power. 18
(+4)
12
(+1)
18 17 (+3) 14 (+2) 14 (+2)
(+4)
Ravenghast's Trinket
Wondrous Item (trinket), legendary (Requires Attunement) Saving Throws Cha +8, Wis +6
Skills Arcana +7, Deception +6, Perception +6
An heirloom that was passed down from her mother, this Damage Resistances poison, acid
trinket has been in Blaire's possession ever since her Senses Darkvision 60 Ft., passive Perception 14
passing. She holds this powerful magical item dearly as it Languages Common, Sylvan, Primordial, Goblin
has not only great sentimental value but magical capability Challenge 11 (11,500 XP)
as well. A tiny crystaline ampoule dangles from a metal
chain. Within the ampoule is an ever-changing liquid barely Legendary Resistance (3/Day). If Circe fails a saving
visible through the light refraction caused by the diamond- throw, she can choose to succeed instead.
like crystal the container is composed of. The liquid Magic Resistance. Blaire has advantage on saving
alternates between a solid, liquid, and gas in rapid throws against spells and other magical effects.
succession. At the same time pulses with a faint glow of
vibrant purples, blues, and reds. Amphibious. The hag can breathe air and water.
Swamp Walk. Blaire can move across any liquid
When attuned to Ravenghast's Trinket, every 24 hours, as surface, such as water, acid, or mud as if it was
an action you can break the crystal seal of the ampoule and solid ground.
drink its contents. In doing so, you immediately gain 1d12
+ 3 Recovery Points, which work similarly to the Wizard's Spellcasting. Blaire is an 17th level spellcaster.
Her spellcasting ability is Charisma (spell save DC
Arcane Recovery feature. These Revocery Points allow a 17, +8 to hit with spell attacks). Blaire can cast
caster to regain spell slots that they have used up, with the the following spells.
points required equaling the level of the spell slot. For
example, a 5th level Sorcerer with 5 Recovery Points may Cantrips: acid splash, poison spray,
regain any combination of 3rd, 2nd, or 1st level slots, prestidigitation
granted that they do not exceed the number of points they 1st level (4 slots): charm person, disguise self,
have at their disposal. You cannot use Recovery Points to hex, witch bolt
regain spell slots above 7th level. 2nd level (4 slots): darkness, misty step,
A creature who is not attuned to Ravenghast's Trinket is corrosion+, swarm of spies+
unable to break the ampoule open. The fluid within the 3rd level (3 slots): bestow curse, counterspell,
ampoule can only affect a creature that is attuned to the fear, haste, toad+
trinket. After breaking open the ampoule and drinking its 4th level (3 slots): acidify+, greater invisibility,
contents the crystal container will regenerate its seal and polymorph
magically refill itself after 24 hours have passed.
5th level (3 slots): dominate person, scrying
Boss Mechanics 6th level (2 slots): disintegrate
7th level (1 slot): forcecage
Blaire's Strategy 8th level (1 slot): antimagic field
In a conflict, Blaire will use her connection with the
Brewing Bog to her advantage. She will freely move across Actions
the bog with her Swamp Walk ability and alter the water in Multiattack. Blair Ravenghast makes three claw
the bog with different lair actions. These effects will attacks.
damage and inhibit players' abilities. She primarily uses
her long claws to attack foes. So, she will teleport around Claws. Melee Weapon Attack: +7 to hit, reach 5
the bog with her Swamp Mist legendary action and take ft., one target. Hit: (2d8 + 4) slashing damage.
advantage of unsuspecting enemies. The potions she
drinks only further enhance her capabilities.
Coven of Quarrel | Blaire Ravenghast
34
Patreon : Questline
Toad
Callous Arcana 3rd-level transmutation
Corrosion Casting Time: 1 action
2nd-level transmutation Range: 60 feet
Casting Time: 1 action Components: V S M (a frog leg)
Range: touch Duration: Concentration, up to 8 hours
Components: S Classes: Warlock, Sorcerer
Duration: Instantaneous This spell transforms a creature that you can see within
Classes: Artificer, Druid range into a toad, the DM has the creature's statistics. An
You touch any non-magical manufactured object made of unwilling creature must make a Wisdom saving throw to
cloth, wood, leather, clay, stone, or metal, or a combination avoid the effect. The spell does not affect a shapechanger
of the listed materials. You cause that object to rapidly or a creature with 0 hit points.
corrode away, turning into fine dust. The object must fit The transformation lasts for the duration, or until the
within a 5-foot cube. Objects that have been corroded in target drops to 0 hit points or dies. The target's game
this way are permanently destroyed and cannot be used. If statistics, including mental ability scores, are replaced by
the object is carried by a creature you must make a melee the statistics of the frog. It retains its alignment and
spell attack against the creature. On a hit, the chosen item personality.
is touched and destroyed.
This spell only affects non-magical objects including armor The target assumes the hit points of its new form. When it
sets, shields, weapons, trinkets, ammunition, and other reverts to its normal form, the creature returns to the
items. number of hit points it had before it transformed. If it
reverts as a result of dropping to 0 hit points, any excess
Swarm of Spies damage carries over to its normal form. As long as the
2nd-level conjuration excess damage doesn't reduce the creature's normal form
to 0 hit points, it isn't knocked unconscious. Additionally, if
Casting Time: 1 action the target is ever beyond the range of this spell it
Range: 30 feet immediately reverts to its original form.
Components: V S M (a wing of a fly)
Duration: Concentration, up to 1 minute The creature is limited in the actions it can perform by the
Classes: Druid, Warlock nature of its new form, and it can't speak, cast spells, or
You conjure a swarm of flying insects, such as beetles, take any other action that requires hands or speech.
that have limited intelligence. You can command them The target's gear melds into the new form. The frog can't
telepathically, issuing orders as a bonus action. Although, activate, use, wield, or otherwise benefit from any of its
they can not respond to you. equipment.
This insect swarm can travel up to 20 feet around and Acidify
makes an unassuming spy, though it is limited by its 4th-level transmutation
intelligence. While it is in physical contact with you, it can
answer simple questions through the telepathic Casting Time: 1 action
connection, it is limited by its intelligence and can offer Range: 30 feet
limited information it was able to perceive. An insect spy Components: V S M (a vial of acid)
can answer that a room has two creatures, though it cannot Duration: Concentration, up to 1 minute
identify them. It can also provide information such as noise Classes: Artificer, Warlock, Sorcerer
levels, smells, danger a room with food and that it was very You turn a 10x10 foot body of non-magical water that you
loud, which you could take to mean it is a feast hall. It can see in range into bubbling acid. The body of water must
cannot repeat speech and can not read. be relatively pure and not a solution of other liquids.
The insect uses the Swarm of Insects (Wasps) stat block A creature that is partially submerged, touches, or splashed
with these changes: it is a single tiny beast, 1 hit point, with the acid must make a Constitution saving throw. A
lacks the Swarm feature, and has no bite attack creature takes 5d6 acid damage on a failure, or half as
much on a success. This damage is increased to 8d6 acid
damage for creatures who are fully submerged in the acid.
This acid remains for the duration or until a tide force or
current disperses it.
At Higher Levels: When you cast this spell using a spell
slot of 5th level or higher the size of the cube increases by 5
feet for each slot above 4th.
Coven of Quarrel | Blaire Ravenghast
35
Patreon : Questline
Legendary Actions Lair Actions
Blaire Ravenghast can take 3 legendary actions, choosing On initiative count 20 (losing initiative ties), Blaire
from the options below. Only one legendary action option Ravenghast can take a lair action to cause one of the
can be used at a time and only at the end of another following magical effects; Blaire Ravenghast can’t use the
creature’s turn. Blaire gains spent legendary actions at the same effect two rounds in a row:
start of her turn. Boiling Swamps
Swamp Mist ( 1 Action ) The Brewing Bog begins to boil with acidity. Once per
The mist that hovers above the swampy water surrounds round when a creature that is partially submerged, touches,
Blaire and she teleports up to 30 feet away to an or splashed with this water takes 2d6 acid damage and 2d6
unoccupied space she can see. This action does not fire damage. This damage is increased to 4d6 acid damage
provoke opportunity attacks. and 4d6 fire damage for creatures who are fully submerged
in the water. A creature can only be damaged by this once
Cantrip ( 1 Action ) per round if they enter the water or start their turn there.
Blaire Ravenghast casts one available cantrip.
Bubbling Tar
Guzzle ( 1 Action ) The Brewing Bog turns into a black tar-like substance. This
Blaire Ravenghast drinks one potion that she has in her area is considered very difficult terrain as long as the tar
inventory (see below) remains. Any creature that enters the area must succeed
on a DC 16 Strength saving throw or stop moving. A
Blaire's Potion Inventory creature can repeat this saving throw at the start of its next
turn. A creature can move through the tar if it succeeds its
These are the potions Blaire has available to Guzzle. Only saving throw, albeit slowly. For every 1 foot a creature
one potion's effect may be in place at a time. When Blaire moves through the area, it must spend 3 feet of Movement.
drinks a potion as a legendary action this potion's effect
immediately replaces the effect of her previous potion if Toxic Fumes
there was one. The effects of these potions remain for one The Brewing Bog begins to evaporate into pale-green
minute or until replaced. clouds of dense toxic fumes. This toxic fog heavily obscures
Essence of the Feral Troll. Blaire regains 10 hit points at the entirety of the Brewing Bog.
the start of her turn. If she takes acid or fire damage, she Additionally, this toxic fog sends creatures into slumber.
regains only 5 hit points at the start of her next turn. Each round this lair action is in effect, roll 8d8; the total is
Additionally, she gains one more claw attack in her how many hit points this toxic fog can affect each creature.
multiattack to a total of four claw attacks while under the Creatures that breathe in the toxic fog are affected based
effects of this potion. on their current hit points (ignoring unconscious
creatures). Creatures affected by this toxic fog fall
Philter of the Blistered Noxa. Several large bulbous boils unconscious if the number rolled exceeds their current hit
from across Blaire's body and each one is filled with bright points until the fog dissipates, the sleeper takes damage, or
yellow pus. Blaire becomes immune to poison damage and someone uses an action to shake or slap the sleeper awake.
the poisoned condition. A creature’s hit points must be equal to or less than the
total for that creature to be affected. Blaire, undead, and
Additionally, the target must make a DC 14 Constitution creatures immune to being charmed aren’t affected by this
saving throw. A target takes 1d6 poison damage on a failed spell.
save and is poisoned for 1 minute, or half as much on a
successful save and the target is not poisoned. Noxious Calling
Blaire Ravenghast summons 1d4+1 Noxa (see stats below)
Tonic of the Swamp Rat. As a free action after drinking to the battlefield. Each creature emerges from beneath the
this potion, when Blaire damages a creature with a claw swampy waters in any location of your choosing. Each of
attack, the creature is inflicted with a disease. A target hit these creatures rolls separate Initiative checks to
by her claw attack must succeed a DC 16 Constitution determine their placement in the rotation. This lair action
saving throw or become riddled with a disease. Creatures can only be used once a day.
with this disease have their healing reduced by half while
infected.
Additionally, if the infected creature comes into contact
with another creature, the contacted creature must also
make a Constitution saving throw to resist becoming
infected. Creatures remain infected this way for 1 hour.
Potion of the Fell Ape. After drinking this potion Blaire's
claws have paralyzing qualities. When Blaire damages a
creature while making a claw attack the creature must
succeed on a DC 12 Constitution saving throw or be
Paralyzed. The creature can repeat the saving throw at the
end of each of its turns to end the effect.
Coven of Quarrel | Blaire Ravenghast
36
Patreon : Questline
Sister Hecate the Heinous
Hecate received her mother's hatred. The only sense of joy Mannerism
she gets in life is when she is causing pain to others. As a Hecate speaks through gritted teeth in no more than a
young child, she often tormented her Godmothers. At first, whisper. Her words carry malice and she always keeps her
she physically attacked them, leaving her Godmothers, distance from those she converses with. Her muscles are
scarred and disfigured. This pleased her, but only always tense as if she is ready to make a sudden
temporarily. She quickly learned how to inflict true pain movement.
onto others, by targeting their loved ones. Hecate began
killing those who had bonded, so that she may see the Flaw
other's sorrow forever etched on their partner's face. Hecate's grief over her mother's death still rests on her
Hecate inherited Ravenghast's Ring, so that she may shoulders. She regrets not doing more to protect her on
satiate her desires. With this magical ring, Hecate would the day she was attacked.
be able to inflict horrible agony onto those she wanted.
Desire
Rampant Hatred Hecate wishes for the death of her sisters, especially Circe,
who she believes is the cause of her mother's death. Hecate
Following the death of her mother, Hecate took her also wishes to acquire all of her mother's heirlooms,
mother's ring and fled to the seas. Taking residence in a believing that she could use them to cause more anguish to
rocky grotto surrounded by jagged volcanic rocks, later others.
named the Grieving Grotto. She mourned her mother's
death but soon used these negative emotions to intensify
her hatred.
Art by: ömer tunç
ArtStation
Coven of Quarrel | Hecate Ravenghast
37
Patreon : Questline
Shipwrecked
Hecate chose the Grieving Grotto as her new home for a Colossal Squid Actions
very simple reason. Hidden away in the vast ocean, she
could commit endless atrocities and no one would suspect Multiattack. The colossal squid makes six melee
her. By luring in sailors from the open sea she could easily attacks; three with its arms, two with its
shipwreck them on the jagged rocks of the Grieving Grotto. tentacles, and one with its beak.
Then take any survivors captive and do as she wished with Arms. Melee Weapon Attack: +10 to hit, reach 20
them. Throughout the years, she did just that. ft., one target. Hit: 18 (4d6 + 6) bludgeoning
Shipwrecking countless merchants, travelers, and pirates. damage. With each successful attack, the arm can
Anywho passed near her grotto was easy prey for her choose to grapple the target (escape DC 18). It
taking. will only grapple two targets at a time. It can
release a grappled creature as a free action if it
Cruelty grapples another. An arm grappling target can use
its action instead to constrict the target dealing
Hecate didn't want treasure and gold. Nor did she want 3d8 + 6 bludgeoning damage. If the squid's arm
information and knowledge. She only desired pain. takes damage equal to or greater than 41, it will
Inflicting pain was the only form of pleasure she knew. Not become useless. The squid has eight arms, after
the warm touch of a partner, the delight of a delicious meal, four have become unusable it will release an ink
or the comfort of a friend, only anguish. As a result, Hecate cloud and swim away.
spends much of her time using her innate magic and Tentacle Crash. Melee Weapon Attack +10 to
witchcraft to fabricate cruel curses. She then tests these hit,10-foot wide, 60-foot-line.. Hit: 14 (3d6 + 6)
curses on any sailors who become shipwrecked on the bludgeoning plus 7 (2d6) piercing damage. If the
Grieving Grotto. squid's tentacle takes damage equal to or greater
than 62, it will become useless. If both tentacles
Curse of the Chained become useless, the squid will release an ink
cloud and swim away.
Over the years Hecate many have found themselves
stranded in the Grieving Grotto and subjected to the full Beak. Melee Weapon Attack: +10 to hit, reach 5
wrath of her torture. Some survive longer than others, but ft., one target. Hit: 20 (3d10 + 4) slashing
for many their time in the grotto is short. Hecate often damage. If the target is a Medium or smaller
disposed of their bodies by dropping them into the ocean creature, it is grappled (escape DC 18). Until this
through holes in the grotto's floor. Creatures of the deep grapple ends, the target is restrained, and the
often gather to feast on the flesh of those she has killed. squid can’t bite another target.
One creature, in particular, Hecate has taken notice. A Ink Cloud (Recharge 5-6). A 60-foot radius cloud
colossal squid looms beneath the Grieving Grotto with a of ink extends all around the squid if it is
taste for humanoid flesh. Using her witchcraft, Hecate underwater. The area is heavily obscured for 1
cursed the creature to remain nearby and follow her minute, although a significant current can
orders. She uses this massive creature to ward off any disperse the ink. Any creature in the ink cloud
threats that may be too much for her to handle herself. must make a DC 15 Con save, or be poisoned for
1 day. After releasing the ink, the squid can use
the Dash action as a bonus action.
Colossal Squid
Gargantuan beast, unaligned
The Oceans Eye
Armor Class 18 (Natural Armor) During the initial encounter between Hecate and the
Hit Points 248 (12d20 + 48) colossal squid, Hecate injured the creature gravely before
Speed 20 ft., swim 60 ft. afflicting the curse of the chained onto it. The creature lost
one of its two great eyes. Hecate kept this eye as a trophy of
STR DEX CON INT WIS CHA
sorts of her accomplishment, turning it into a hag's eye.
Known simply as the Colossal Eye, this magical item
22 (+6) 15 (+2) 18 (+4) 4 (-3) 12 (+1) 4 (-3) hovers inside the Grieving Grotto and acts as Hecates
scrying orb.
Saving Throws Str +10, Dex +6, Con +8, Wis +5
Damage Resistances fire, cold The Colossal Eye
Damage Immunities Lightning, Bludgeoning Wondrous Item (Eye), Very Rare
Condition Immunities Frightened, Paralyzed
Skills Perception +3, Stealth +3 This massive eye once belonged to the colossal squid that
Senses passive perception 15, darkvision 180 ft., defends the Grieving Grotto. It magically hovers above the
tremorsense (arms and tentacles) 60 ft. ground and follows alongside Hecate while she is within
Challenge 13 (10,000 XP) the grotto. The Colossal Eye's cornea is sea green with a
giant dilated pupil in its center.
Water breathing. The squid can only breathe
underwater. As an action, you may cast Scrying once per day.
Additionally, as a bonus action, you can touch the Colossal
Seige Monster. The squid deals double damage to Eye and see through the eyes of the Colossal Squid as long
objects and structures as this creature lives and is on the same plane of existence.
Coven of Quarrel | Hecate Ravenghast
38
Patreon : Questline
To the Depths
To further protect her grotto Hecate afflicted many sailors The Descended
with the curse of the calling before finally slaughtering medium undead, neutral evil
them. Those who die while afflicted with this curse do not
fully decompose after death, nor do sea creatures attempt Armor Class 11 (natural armor)
to eat them. When Hecate calls upon them later, their Hit Points 27 (5d8 + 5)
undead bodies will reanimate and come to her. Given the Speed 20 ft., swim 30 ft.
name The Descended because once they are deceased
Hecate tosses them into the ocean where they sink to the STR DEX CON INT WIS CHA
depths of the seafloor. There they lie motionless until called
upon. At which point their bloated bodies rise to the 14 (+2) 8 (-1) 13 (+1) 2 (-4) 10 (+0) 10 (+0)
surface to follow Hecate's command.
Damage Resistances fire
Bloated Bodies Damage Immunities poison
Condition Immunities poisoned
These creatures appear as rotting humanoids dressed in Senses darkvision 60 ft., passive Perception 10
tattered and ragged clothing. Its semi-bloated body glistens LanguagesUnderstands All Languages It Spoke In
from the slimy mixture of water and seaweed that hangs Life But Can't Speak
from its form. The creature’s rotting flesh is blue-green. No Challenge 1 (200 XP)
semblance of life burns in its eyes.
Undead Fortitude. If damage reduces the
The Descended are the remnants of a ship’s crew that has Descended to 0 hit points, it must make a
perished by the hands of Hecate and her wicked curses. Constitution saving throw with a DC of 5 + the
They are mindless creatures, not very pleasant to look at, damage taken, unless the damage is radiant or
and relentless in their attacks on the living. The spark of from a critical hit. On a success, the Descended
evil that brought them back from the ocean depths drives drops to 1 hit point instead.
them to seek the living so they may join them in their
watery graves. Brine zombies appear much as they did in Actions
life. The Descended attack an opponent with their Scimitar. Melee Weapon Attack: +4 to hit, reach 5
cutlasses or fists in melee. If a Descended successfully ft., one target. Hit: 5 (1d6 + 2) slashing damage.
grabs an opponent, it dives overboard and attempts to
drown the victim by pinning its adversary underwater. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.
one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Coven of Quarrel | Hecate Ravenghast
39
Patreon : Questline
Hecate Ravenghast
Hecate Ravenghast is cruel. As so, rumors of her activities
have been whispered among those who sail the open seas.
Some brave enough actively search for her grotto. In hopes Hecate Ravenghast
to find Hecate and putting an end to the evil she commits. Medium fey, chaotic evil
Hecate welcomes those who are foolish enough to walk
into her domain. Armor Class 16 (Natural Armor)
Hit Points 75 (10d10 + 20)
Speed 30 ft., swim 40 ft.
Ravenghast's Ring
Wondrous Item (Ring), legendary (Requires Attunement)
STR DEX CON INT WIS CHA
An heirloom that was passed down from her mother, this
ring has been in Hecate's possession ever since her 15 18 16 17 (+3) 16 (+3) 11 (+0)
passing. She holds this powerful magical item close as it (+2) (+4) (+3)
has not only great sentimental value but magical capability
as well. This ring can inflict an incredibly intense and Saving Throws Cha +8, Wis +9
unrelenting pain onto creatures. This ring is made of ever- Skills Arcana +7, Stealth +4, Intimidation +9
twisting black hair-like threads of metal. The threads Damage Resistances bludgeoning, piercing, and
endlessly tighten on the wearer's finger constricting it as slashing from nonmagical attacks
tight as possible. Occasionally causing fine cuts on the Senses Darkvision 60 Ft., passive Perception 11
Languages Aquan, Common, Abyssal
skin, although bearable, it's a pain that never ceases. Challenge 11 (11,500 XP)
When attuned to Ravenghast's Ring, once per day you can
cast Agony+ as an action. Legendary Resistance (3/Day). If Hecate fails a
saving throw, she can choose to succeed instead.
Boss Mechanics Magic Resistance. Hecate has advantage on saving
throws against spells and other magical effects.
The Grieving Grotto Amphibious. Hecate can breathe air and water.
The Grieving Grotto is a small underwater cavern Spellcasting. Hecate is an 17th level spellcaster.
surrounded by jagged rocks that barely break the surface of Her spellcasting ability is Charisma (spell save DC
the water, making it nighly undetectable within the motion 17, +8 to hit with spell attacks). Hecate can cast
of the waves. The grotto itself is also beneath the surface of the following spells.
the water, requiring any who enter to swim through one of Cantrips: aqua jet+, light, chill touch,
the many tight tunnels that lead into the open cavern. The prestidigitation
grotto itself is one main chamber with no furnishings or
civilized possessions. Inside is dark and cold. The rocky 1st level (4 slots): charm person, disguise self,
floor is flooded ankle-deep in water and the many narrow hex, mage armor, witch bolt
tunnels that lead to the depths of the ocean are scattered 2nd level (4 slots): darkness, detect thoughts,
throughout the chamber. The Colossal Eye hovers misty step, suggestion
throughout the chamber examining any who enter from a 3rd level (3 slots): bestow curse, counterspell,
distance and the Colossal Squid lurks below awaiting fear, aqueous form+, lightning bolt
Hecate's signal to intervene.
4th level (3 slots): hallucinatory terrain, control
water, polymorph
Hecate's Strategy
5th level (3 slots): maelstrom, scrying
Hecate rarely leaves the Grieving Grotto as she has little
need to. She tricks sailors into shipwrecking on the jagged 6th level (2 slots): submerge+
rocks above. Then the Colossal Squid or herself can collect 7th level (1 slot): finger of death
any survivors and bring them beneath the waves into the
grotto's main chamber. If any confront her, it would be in 8th level (1 slot): control weather
her domain here. Hecate is a caster, and primarily uses her Actions
heinous arcane abilities to deal with her foes. She can
magically emerge from any 5-foot by 5-foot pool of water. in Aqua Jet. Ranged Spell Attack: +8 to hit, range
the grotto, She will keep her distance from any martial 120 ft., four targets. Hit: 5 (1d8) piercing
classes using this teleportation ability. Initially, she will call damage.
for the Descended to wear out her opponents. Additionally, Glare of Hatred (Recharge 5-6). Hecate targets one
she will use the Colossal Squid to reach into the grotto and cursed creature she can see within 30 ft. of her. If
grapple those she deems most dangerous. If things are the target can see the hag, it must succeed on a
looking grim for Hecate, she will completely flood the DC 13 Wisdom saving throw against this magic
chamber, in hopes her opponents are not as adept beneath or drop to 1 hit point.
the water as above.
Coven of Quarrel | Hecate Ravenghast
40
Patreon : Questline
Submerge
Heinous Arcana 5th-level transmutation
Aqua Jet Casting Time: 1 action
Conjuration cantrip Range: 120 feet
Casting Time: 1 action Components: V, S, & M (a vial of water)
Range: 120 feet Duration: Concentration, up to 10 minutes
Components: S Classes: Wizard, Druid, Sorcerer
Duration: Instantaneous Monster: Green Hag, Sea Hag
Classes: Wizard, Sorcerer, Artificer, Fighter (Eldritch Up to 6 creatures of your choice in a 40-foot cube within
Knight), Rogue (Arcane Trickster) range must succeed on a Wisdom saving throw or be
You shoot an extremely high-pressure jet of water at a affected by this spell for the duration.
target within range. Make a ranged spell attack against the An affected creature's body acts as if it has been submerged
target. On a hit, the target takes 1d8 piercing damage and underwater. The creature's movements now mimic that of
is doused in water. This water extinguishes any non- swimming. Unless the creature has a swim speed, its
magical flames affecting the creature or that they are movement is halved. The creature can float just above the
carrying. ground but cannot swim upwards any higher. It has
The spell creates more than one jet when you reach higher disadvantage on dexterity saving throws ranged attacks
levels: two jets at 5th Level, three jets at 11th level, and four and melee attacks. Lastly, the creature is unable to breathe
jets at 17th level. You can direct the jets at the same target and must hold its breath for the spell's duration.
or different ones. Make a separate attack roll for each jet. The creature may cast spells, although, if the spell requires
Aqueous Form a verbal component the creature will lose 1 minute of
3rd-level transmutation breath for each spell.
Casting Time: 1 action At the end of each of the creature's turns, it may reattempt
Range: Touch the Wisdom saving throw to stop the spell's effects.
Components: V S M (A vial of rainwater)
Duration: Concentration, up to 1 hour Suffocating. A creature can hold its breath for a number of
Classes: Wizard, Sorcerer, Warlock minutes equal to 1 + its Constitution modifier (minimum of
30 seconds). When a creature runs out of breath or is
You transform a willing creature you touch, along with choking, it can survive for a number of rounds equal to its
everything it’s wearing and carrying, into a puddle of liquid Constitution modifier (minimum of 1 round). At the start of
resembling water for the duration. The spell ends if the its next turn, it drops to 0 hit points and is dying, and it
creature drops to 0 hit points. An incorporeal creature isn’t can't regain hit points or be stabilized until it can breathe
affected. again. For example, a creature with a Constitution of 14
While in this form, the target’s method of movement is a can hold its breath for 3 minutes. If it starts suffocating, it
walking speed of 10 ft or a burrowing speed of 5 feet if the has 2 rounds to reach air before it drops to 0 hit points.
terrain consists of loose soil. The target can enter and Agony
occupy the space of another creature. The target has 9th-level enchantment
resistance to nonmagical damage, and it has advantage on
Strength, Dexterity, and Constitution saving throws. The Casting Time: 1 action
target can pass through small holes, narrow openings, and Range: 60 feet
even mere cracks. The target can’t take fall damage in this Components: V
form. If the target’s body of water is split into droplets, the Duration: Instantaneous
largest droplet will then expand to become the new body of Classes: Sorcerer, Warlock, Wizard
the target. Monster: Hag, Devil
While in this form, the target can’t talk or manipulate A creature’s body and mind are wracked with
objects, and any objects it was carrying or holding can’t be excruciating pain. The creature must make a Constitution
dropped, used, or otherwise interacted with. The target saving throw. On a failure, it is considered stunned from
can’t attack or cast spells. the intense anguish. On a successful save, the creature is
immune to this spell if you cast it again.
A creature afflicted by this spell becomes eternally
tormented. The creature is completely unaware of its
surroundings, insensate to anything but the excruciating
pain. It doesn’t require food, water, air, and it doesn't age.
Only the wish spell or the greater restoration cast with a
9th-level spell slot can end this effect and restore the target
to its previous state.
Coven of Quarrel | Hecate Ravenghast
41
Patreon : Questline
Legendary Actions Lair Actions
Hecate Ravenghast can take 3 legendary actions, choosing On initiative count 20 (losing initiative ties), Hecate
from the options below. Only one legendary action option Ravenghast can take a lair action to cause one of the
can be used at a time and only at the end of another following magical effects; Hecate Ravenghast can’t use the
creature’s turn. Hecate gains spent legendary actions at the same effect two rounds in a row:
start of her turn.
The Beast Below
Puddle Hopper ( 1 Action ) Lurking beneath the Grieving Grotto is the gargantuan
If Hecate is standing within a 5-foot by 5-foot pool of water Colossal Squid. Hecate can call upon this beast to reach
she can sink into the water and emerge up to 60 feet away into the grotto with one of its massive arms and attempt to
from a different 5-foot by 5-foot pool of water that she could grapple a creature within. The Colossal Squid will send
see. This action does not provoke opportunity attacks. one of its six arms into the Grieving Grotto through one of
Cantrip ( 1 Action )
the narrow tunnels, closing it off. Then it will make a single
Arms attack against a target of Hecate's choosing, as long
Hecate Ravenghast casts one available cantrip at 17th-level. as the target is within 20 feet of the tunnel opening.
Henious Curse ( 2 Actions ) Arms. Melee Weapon Attack: +10 to hit, reach 20 ft., one
Hecate Ravenghast attempts to curse a target she can see target. Hit: 18 (4d6 + 6) bludgeoning damage. With each
within 60 feet of her. The target must succeed on a DC 17 successful attack, the arm can choose to grapple the target
Wisdom saving throw or become cursed by one of the (escape DC 18).
options below.
The arm takes its turn on initiative count 20 and if the arm
Targets can only be afflicted with one curse at a time. Once is grappling a target its uses its action to constrict the
affected the curse remains for 1 minute or until the curse is target dealing 3d8 + 6 bludgeoning damage. If the squid's
removed by a remove curse spell. arm takes damage equal to or greater to 41, it will become
useless and retract its arm from the grotto. If the arm is not
Hecate's Curses grappling a target it will make another Arms attack on
each of its turns.
Curse of Withering. The target is unable to receive
healing while afflicted with this curse. Using this lair action again calls upon another arm to enter
the chamber and join the initiative. If four arms are
Curse of the Chained. While afflicted with this curse the defeated the Colossal Squid will flee.
target must follow a simple command to the best of its
ability. This can include, attacking allies, moving to a From the Depths
specific location, or sitting idly. Only one command can be Hecate Ravenghast calls 1d4+2 Descended (see stats) to
given at the moment the target is afflicted. Additionally, the Grieving Grotto. Each Descended emerges from any of
once the command has been fulfilled the curse ends. the many narrow tunnels that lead into the grotto from the
Curse of the Descended. If at any moment the target dies sea. The DM may choose which tunnels these creatures
the creature will be unable to be resurrected while this emerge from and the number of creatures that emerge
afflicted with this curse. Additionally, once the target dies from them.
Hecate will be able to resurrect the target as a Descended. Flooded Chamber (Below 50% HP)
At this point, if Hecate calls for the Descended the target When Hecate falls below half her hit points she will be able
will join the call, using the stats of a Descended. to flood the chamber as a lair action. Once flooded, the
Curse of Burden. Each time the target deals damage to a chamber will be filled with water and all creatures inside
creature it must make a DC 17 Wisdom saving throw or will be submerged.
receive half of that damage as psychic damage.
Curse of Silence. While afflicted with this curse the target
is blind, deaf, unable to speak.
Coven of Quarrel | Hecate Ravenghast
42
Patreon : Questline
Coven of Quarrel Quest Hooks
This page of the compendium provides DM's with a Potion of Blooming Life
multitude of quest hooks that they can use to apply the Blaire Ravenghast knows that her sister, Circe, possesses
different story elements found within this compendium. an extremely rare alchemic ingredient. Blaire believes that
Below you will read of possible plot outcomes that could this rare plant could be the key ingredient to restoring her
arise from the various content that is within this section of previous form. Anyone able to obtain this plant and return
the compendium. Please, add or remove details from these it to her would be rewarded greatly.
quest hooks so they may more seamlessly be included in
your games. Toad Torture
Inside Blaire Ravenghast's hut is a fairly large toad trapped
Unworthy Heritage within a terrarium. The label on the glass reads Greagus,
Disappointed in her three daughters, the visage of an odd name for a pet toad. Even stranger is the human-like
Ravenghast contacts the party. She is ashamed of how her expressions the toad can portray. When observing the toad
three daughters have used her magical heirlooms. She one will see that the toad's posture and actions do not
offers the party a deal, return all three heirlooms to her resemble that of any normal toad.
gravesite and in return, she will grant the party a wish.
Death and Rebirth
Bad Omen A group of scientists has set up camp on the border of the
Omen the cat sees value in you and believes you can help Brewing Bog in search of their associate. Their associate
him escape the material plane and return to his plane of went missing weeks ago while searching the area for a rare
origin. species of fungi within the Brewing Bog. Before he went
missing he sent a message to the other scientists
Queen Circe of Naemont explaining a revolutionary breakthrough of his research in
Circe believes she has the blood of the royal family running his recent studies. Any information of his whereabouts will
through her veins. Making her the rightful heir to the be welcomed and if one can recover his research they will
throne. She actively is seeking a way to become the Queen be rewarded. (See "Fungal Decay" on Page 28)
of Naemont and promises you endless riches if you aid her
in her mission. A Sailor's Sorrow
A merchant sailor swears his ship was lured into the rocks
Discarded and shipwrecked. He tells a story of how he managed to
Buried beneath the clutter of The Raven's Nest, stowed escape, but not before seeing horrible atrocities happen to
away and to never be seen again is an animus named Rust. his crewmates. Filled with guilt that he couldn't help them,
Rust was created by Circe Ravenghast using Ravenghast's he now searches for a group of heroes to aid him in their
Brooch. He was created to join the Hollow Knight as one of rescue.
her guards. Except with his newly obtained free will, he
wasn't willing to follow Circe's commands. He pleas for any
who hear him to help him escape her grasp and to find new
meaning in life.
Criminal Records
While browsing The Raven's Nest's wares you come across
a book titled My Journey to You (page 9). While flipping
through the pages you learn about a string of horrible
murders that one of the previous owners committed inside
the city of Naemont. As well as the last location the murder
had been before passing the book on to the next owner.
My Pet Rock
A dwarven child approaches you while wandering the
streets of Naemont. He explains that he has lost his pet
rock. After describing the stone as a smooth black pebble,
he tells you that he lost it within one of the market districts.
After further investigation, you learn that it is locked in a
large cage within The Raven's Nest.
Mage Mystery
A student from the local mages guild of Naemont has gone
missing. There is no trace of him anywhere. The guild has
sent representatives out to investigate his whereabouts.
Any evidence of his disappearance will be rewarded.
(See "Scholar's Tome" Page 15)
Coven of Quarrel | Hecate Ravenghast
43
Patreon : Questline
Patron Appreciation
I want to take a moment to give my utmost thanks and appreciation to those who are supporting
Questline on Patreon. Thank each of you for believing and supporting me so early in this
quest. Your kindness and support further drive my passion to create the best content possible for
this incredibly kind community. I've set my sights high and have so many ideas for the future.
So I can tell you we are just getting started. I can't wait to grow and develop with each of you
while we are on this journey together.
Sincerely, Carson H.
Gold Tier Patrons
Grumpy Teacher
Thibs
Charming Gamer47
SirChayton
Sam C.
Stephen Boggs
Christian Graham
Dylan Calvert
Silver Tier Patrons
Adenrachi
Markkus Texier
jason read
Heartless Justice
Thank You !
and means any work covered by this License, including
Legal Information translations and derivative works under copyright law, but
Permission to copy, modify and distribute the files specifically excludes Product Identity. (e) "Product Identity"
collectively known as the System Reference Document 5.1 means product and product line names, logos and
(“SRD5”) is granted solely through the use of the Open identifying marks including trade dress; artifacts; creatures
Gaming License, Version 1.0a. characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs,
This material is being released using the Open Gaming depictions, likenesses, formats, poses, concepts, themes
License Version 1.0a and you should read and understand and graphic, photographic and other visual or audio
the terms of that license before using this material. representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas,
The text of the Open Gaming License itself is not Open likenesses and special abilities; places, locations,
Game Content. Instructions on using the License are environments, creatures, equipment, magical or
provided within the License itself. supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark
The following items are designated Product Identity, as clearly identified as Product identity by the owner of the
defined in Section 1(e) of the Open Game License Version Product Identity, and which specifically excludes the Open
1.0a, and are subject to the conditions set forth in Section 7 Game Content; (f) "Trademark" means the logos, names,
of the OGL, and are not Open Content: Dungeons & mark, sign, motto, designs that are used by a Contributor to
Dragons, D&D, Player’s Handbook, Dungeon Master, identify itself or its products or the associated products
Monster Manual, d20 System, Wizards of the Coast, d20 contributed to the Open Game License by the Contributor
(when used as a trademark), Forgotten Realms, Faerûn, (g) "Use", "Used" or "Using" means to use, Distribute, copy,
proper names (including those used in the names of spells edit, format, modify, translate and otherwise create
or items), places, Underdark, Red Wizard of Thay, the City Derivative Material of Open Game Content. (h) "You" or
of Union, Heroic Domains of Ysgard, Ever-‐‑ Changing "Your" means the licensee in terms of this agreement.
Chaos of Limbo, Windswept Depths of Pandemonium,
Infinite Layers of the Abyss, Tarterian Depths of Carceri, 2. The License: This License applies to any Open Game
Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Content that contains a notice indicating that the Open
Hells of Baator, Infernal Battlefield of Acheron, Clockwork Game Content may only be Used under and in terms of
Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, this License. You must affix such a notice to any Open
Seven Mounting Heavens of Celestia, Twin Paradises of Game Content that you Use. No terms may be added to
Bytopia, Blessed Fields of Elysium, Wilderness of the or subtracted from this License except as described by
Beastlands, Olympian Glades of Arborea, Concordant the License itself. No other terms or conditions may be
Domain of the Outlands, Sigil, Lady of Pain, Book of applied to any Open Game Content distributed using
Exalted Deeds, Book of Vile Darkness, beholder, gauth, this License.
carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, 3. Offer and Acceptance: By Using the Open Game
githzerai, mind flayer, illithid, umber hulk, yuan-‐‑ti. Content You indicate Your acceptance of the terms of
All of the rest of the SRD5 is Open Game Content as this License.
described in Section 1(d) of the License. The terms of the
Open Gaming License Version 1.0a are as follows: 4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a
OPEN GAME LICENSE Version 1.0a perpetual, worldwide, royalty-‐‑free, non-‐‑ exclusive
The following text is the property of Wizards of the Coast, license with the exact terms of this License to Use, the
Inc. and is Copyright 2000 Wizards of the Coast, Inc Open Game Content.
("Wizards"). All Rights Reserved. 5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content,
1. Definitions: (a)"Contributors" means the copyright You represent that Your Contributions are Your original
and/or trademark owners who have contributed Open creation and/or You have sufficient rights to grant the
Game Content; (b)"Derivative Material" means rights conveyed by this License.
copyrighted material including derivative works and
translations (including into other computer languages), 6. Notice of License Copyright: You must update the
potation, modification, correction, addition, extension, COPYRIGHT NOTICE portion of this License to
upgrade, improvement, compilation, abridgment, or include the exact text of the COPYRIGHT NOTICE of
other form in which an existing work may be recast, any Open Game Content You are copying, modifying, or
transformed or adapted; (c) "Distribute" means to distributing, and You must add the title, the copyright
reproduce, license, rent, lease, sell, broadcast, publicly date, and the copyright holder's name to the
display, transmit or otherwise distribute; (d)"Open COPYRIGHT NOTICE of any original Open Game
Game Content" means the game mechanic and includes Content you Distribute.
the methods, procedures, processes, and routines to the
extent such content does not embody the Product
Identity and is an enhancement over the prior art and
any additional content identified as Open Game Content
by the Contributor,
Coven of Quarrel | Legal Information
45
Patreon : Questline
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to
compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element
of that Product Identity. You agree not to indicate
compatibility or co-‐‑adaptability with any Trademark or
Registered Trademark in conjunction with a work
containing Open Game Content except as expressly
licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content
does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title,
and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that
you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may
use any authorized version of this License to copy,
modify and distribute any Open Game Content
originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this
License with every copy of the Open Game Content You
Distribute.
11. 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 so.
12. Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to
some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically
if You fail to comply with all terms herein and fail to
cure such breach within 30 days of becoming aware of
the breach. All sublicenses shall survive the termination
of this License.
14. Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only
to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, LLC. 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.
END OF LICENSE
Coven of Quarrel | Legal Information
46
Patreon : Questline