Nearly a century ago, an elven monk named Luzien worked in the Temple at the eastern side of the Forsaken Peak. Luzien was obsessed with the notion of immortality. Within the caverns of the Eyries, he studied dark rituals and necromantic rites, hoping to find a way to extend his life. When Luzien’s brothers at the Temple learned of his dark devotion, they labeled him a heathen and slew him. They buried Luzien in a soft patch of soil near the center of the Eyries.
Little did Luzien’s brothers know that Luzien had indeed discovered a way to prolong his life. Shortly after his death, Luzien rose as a wraith, his mind still intact thanks to a ring of mind shielding. Having studied apparitions, Luzien could take control of his form and evolve. Eventually, his ghost form changed, leaving behind a humanoid shape and taking on a much more horrific and amorphous appearance.
The decades weren’t kind to Luzien’s mind. Eventually, he lost all memory of his past life, desiring only to drain the souls of any live creature that dared enter the Eyries. Now, Luzien is known by the current inhabitants of the Forsaken Peak as The Master of the Peak.
Undead Nature. The Master of the Peak doesn’t require air, food, drink, or sleep.
The Master of the Peak’s Lair
Luzien’s lair is at the center of The Forsaken Peak (see “The Secret of Forsaken Peak Part 2, Area B16).” It is where his temple brothers buried his body.
When the Master of the Peak is encountered in its lair, it has a challenge rating of 16 (15,000 XP).
On initiative count 20 (losing initiative ties), the Master takes a lair action to cause one of the following effects; the Master can’t use the same effect two rounds in a row.
- Up to three shadows appear in unoccupied spaces within 30 feet of the Master and remain until destroyed. Shadows summoned in this way roll initiative and act on the next available turn. The Master can have up to three shadows summoned by this ability at a time.
- Until initiative count 20 on the next round, any creature that attempts to cast a spell of 3rd level or lower in the Master of the Peak’s lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 18 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.
- The lair grows unnaturally cold. Each creature within 60 feet of the Master of the Peak must make a DC 16 Constitution saving throw. On a failed saving throw, the creature takes 4d6 cold damage and has disadvantage on its ability checks until initiative count 20 of the next round. On a successful saving throw, the creature takes half as much cold damage and no other negative effects.
The Forsaken Peak is home to all manner of powerful, godlike creatures. The Master is dangerous, certainly, but not nearly as strong as the others. As such, only the Eyries are affected by its presence.
- All creatures that die within the Eyries rise as either the same type of creature that killed them or specters within 24 hours.
- Divination spells cast in the Eyries often come back with terrifying results. A creature that casts a divination spell must make an Intelligence (Arcana) check with a DC of 10 + the spell’s level. If the check fails, the creature is wracked with horrific visions of its own death; the spell has no effect and is wasted.
- A creature that enters the Eyries and leaves it alive is cursed. The creature suffers from debilitating nightmares every night. Until a remove curse spell is cast on the creature, it cannot gain the benefits of a long rest.
BroadSword is Coming!
The first issue of BroadSword Monthly will be out in just a few weeks. Be sure to grab a copy if you haven’t already. Currently, pre-orders get a 10% discount on the cover price.
The book will include 4 new adventures, new campaign settings, new monsters, new magic items, and more!
Thumbnail Art by unknown (if you know the original artist, please let me know in the comments below)