The Tear over Grauwvoorde Conqueror
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The Tear over Grauwvoorde

A wound gapes over Grauwvoorde, and hell is crawling out of it

The Render, Lord of the Abyss
The Adversary
The Render, Lord of the Abyss
Demon lord · CR 16

He holds the tear wide with six arms and laughs at every seal you carry.

Show stat block
The Render, Lord of the Abyss
Enorm, demon (duivelvorst), Chaotisch kwaadaardig
Armor Class 19 (natuurlijke pantsering)
Hit Points 230 (20d12+100)
Speed 12 m, vliegen 12 m
STR26+8
DEX14+2
CON22+6
INT14+2
WIS16+3
CHA20+5
Saving Throws Kracht +13, Constitutie +11, Wijsheid +8
Skills Intimidatie +10, Waarneming +8
Resistances & immunities koude, bliksem; kneuzend, snijdend en stekend van niet-magische wapens
Senses duisterzicht 36 m, passieve Waarneming 18
Challenge 16 (18.000 XP)
Traits

Magische Weerstand. Verscheuraar heeft voordeel op redingsworpen tegen spreuken en andere magische effecten.

Zes Armen. Wanneer Verscheuraar Multiattack gebruikt, mag hij één extra klauwaanval uitvoeren bovenop de normale aanvallen.

Chaosaura. Aan het begin van elke beurt van Verscheuraar moet elk niet-demonisch wezen binnen 3 m een DC 18 Wijsheids-redding maken of 7 (2d6) psychische schade oplopen door een golf van waanzin.

Actions

Multiattack. Verscheuraar voert vier Klauw-aanvallen uit.

Klauw. Aanvalsworp met wapen (nabij): +13, bereik 3 m, één doelwit. Trefkans: 17 (2d10+6) snijdende schade.

Helse Vlammenstoot (Recharge 5-6). Elk wezen in een kegel van 9 m moet een DC 19 Behendigheids-redding maken; bij falen 42 (12d6) vuurschade, bij slagen de helft.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

A wound hangs in the air above the market square of Grauwvoorde: red, pulsing, dripping liquid fire. Things wring themselves out of it, things with too many limbs and too many mouths. The bells toll themselves crooked, and no one in Grauwvoorde dares to sleep anymore.

A cult of the Verscheurde Hemel opened the rift to draw their master through, but the flood spilled beyond their control. With every passing hour the rift widens and spits out heavier horrors. The cultists are dead or on their knees praying, and the seal that could close it all lies on the other side, in the burning void itself.

You fight through the besieged streets, drag survivors from collapsed houses, and force a dying cultist to reveal the ritual. Then you step through the rift yourselves, into the Abyss, across bridges of bone and past lakes of boiling blood, hunting for the Zegelsteen.

The twist: the seal is guarded by Verscheuraar, Vorst van de Afgrond, the very demon lord the cult meant to summon, and with six arms he holds the rift wide open, laughing at every seal you carry. To close it is to lock him inside his own realm, with you trapped in it too, unless you leap back through the collapsing wound in time. Fail, and the horde tramples the world.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.