Zagreus, Steward of the Stygium (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

Zagreus, Steward of the Stygium (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

Following are D&D 5E stats for Zagreus, a priest who dwells in a cavern complex believed to be the entrance to the underworld that is described in Skirmisher Publishing’s “In the Footsteps of Hercules” universal sourcebook.

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Zagreus is a reclusive hermit who dwells by himself in the Stygium, a sanctuary dedicated to Hades, god of the underworld. His duties include acting as a custodian of the place, assisting visitors to it, and guarding the treasures and relics contained within it.

            Zagreus is tall, grey-skinned, and gaunt almost to the point of appearing skeletal, has a long white beard and unruly hair, and wears as a garment an enchanted black funerary shroud that gives him a base armor class of 11 and grants him a +3 bonus to his armor class and saving throws. In spite of his appearance, however, he is surprisingly strong and resilient.

            If Zagreus has to fight he wields a long, heavy oar that is treated as a maul and can strike both physical opponents and those on the ethereal plane. This weapon also functions as his holy symbol.

            An open area at the western end of the large island in the Stygium serves as the dwelling place for Zagreus. A faint ambient glow from the water dimly illuminates the area.

            * Two doors in the north lead into burial chambers, each of which has a stone sarcophagus in it. One of these can have the lid removed and contains a black burial shroud but nothing else. The other has a solid stone sarcophagus that cannot be opened (and where Zagreus goes to sleep through the use of his Meld with Stone spell).

            * Stairs lead up to a doorway into a chamber that has three curtained alcoves in it, two of which contain relics and one of which is a treasury. They contain numerous amphorae overflowing with coins and several boxes filled with gems, jewelry, votive figurines, and other valuables that people have brought as offerings to the Stygium over the years; a bronze statue of a ram, draped over which is a golden fleece (the remains of the magical ram Hercules brought as a sacrifice so that he could speak to the spirit of his friend Hylas); and a stone pedestal upon which is a fine lyre that has just one string in it (lost by Orpheus when he entered the underworld at this place).

            * A doorway at the back of the area leads into a passageway that continues to the other end of the island and an altar overlooking the subterranean river where people can make sacrifices and attempt to call up the spirits of loved ones. A faint ambient glow from the river illuminates both this area and the one on the other side of the water where the shades will appear.

 

Human Cleric 8 (Divine Domain: Warder of Hades, Background: Hermit)

Medium Humanoid (Human), lawful evil

 

Armor Class: 14 (Shroud of Protection +3)

Hit Points: 67 (8d8+24)

Speed: 30 ft.

 

STR                 DEX                 CON                INT                  WIS                 CHA

14 (+2)            10 (+0)            16 (+3)            10 (+0)            20 (+5)            12 (+1)

 

Saving Throws: Wisdom +7, Charisma +4

Skills: Insight +8, Medicine +8, History +3, Religion +3

Senses: Passive Perception 15

Languages: Common (Greek), Aigyptian

Challenge: 8 (3,900 XP)

 

Speak with Undead. Zagreus has the ability to comprehend and verbally communicate with Undead creatures within the limits of their knowledge and intelligence. This does not necessarily ensure any sort of friendliness on their part, however, and he might need to make appropriate Charisma checks or exert magical control in order to obtain their cooperation.

Channel Divinity (2/short or long rest; Turn Undead, Pacify Undead, Destroy Undead, Control Undead)

            Turn Undead: As an action, Zagreus can present her holy symbol and speak a prayer censuring the undead. Each undead that can see or hear her within 30 feet of her must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from her as it can and it cannot willingly move to a space within 30 feet of her. It also cannot take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

            Pacify Undead: As an action, Zagreus can present his holy symbol and speak a prayer calming the Undead. Each Undead monster that can see or hear him within 30 feet of him must make a Wisdom saving throw at disadvantage. If the creature fails its saving throw it will remain where it is, making no movement and taking no actions, for 1 minute or until it takes any damage; it is still able to make reactions.

            Destroy Undead. When an Undead monster fails its saving throw against Zagreus’s Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold (as shown on the Destroy Undead table).

            Control Undead: When an Undead monster fails its saving throw against his Turn Undead feature, Zagreus can opt to take control of the creature if its challenge rating is at or below a certain threshold (see the Warder of Hades Divine Domain for details as shown on the Control Undead table).

Siphon Life. Necrotic attacks Zagreus successfully makes against others bestows positive benefits upon him. When he casts a spell that inflicts necrotic damage to a creature other than himself, he regains hit points equal to 2 + the spell’s level. If he inflicts some non-damaging ill effect upon a target with a necromantic spell he gains a bonus on saving throws equal to the level of the spell until the beginning of his next turn.

Immunity to Necrosis. Zagreus is immune to necrotic damage. Undead creatures treat him as if he was one of them, even though he is still a living a being, and he has advantage on Charisma-based skill checks when dealing with them.

Spellcasting. Zagreus is an 8th-level divine spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +8 to hit with spell attacks). He has the following Cleric spells prepared:

Cantrips (at will): Chill Touch, Guidance, Sacred Flame, Resistance, Thaumaturgy

1st-level spells (4 slots): Bless, False Life, Inflict Wounds, Shield of Faith

2nd-level spells (3 slots): Calm Emotions, Enhance Ability, Gentle Repose, Lesser Restoration, Locate Object, Protection from Poison, Ray of Enfeeblement, Spiritual Weapon

3rd-level spells (3 slots): Animate Dead, Create Food and Water, Dispel Magic, Meld into Stone, Speak with Dead

4th-level spells (2 slots): Banishment, Blight, Control Water, Divination

Actions

Maul +2. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

 

Adventure Hook

* A pack of Shadows, the remains of a party of evil adventurers who were slain in the Stygium, haunt the place and have been stalking Zagreus with the intent of subduing and then dragging him through the gates into the underworld. All have some memory of their past lives, have retained some limited abilities from them, and can speak and communicate amongst themselves and with others within the limits of their condition. They appear to be armed, armored, and otherwise equipped as they were in life, although this is largely a cosmetic effect. They will attempt to ambush visitors and overcome them in a coordinated attack.

Ragnarok: Age of Wolves Bonus Material – Ships and the Sea!

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Warder of Hades (D&D 5E Divine Domain)

Warder of Hades (D&D 5E Divine Domain)