## 🕵️‍♂️ **Ravell Orlin** _Medium humanoid (human), lawful evil, CR 10_ **AC** 17 (Arcane Ward) **HP** 136 (16d8 + 64) **Speed** 30 ft. **STR** 10 | **DEX** 14 | **CON** 18 | **INT** 16 | **WIS** 14 | **CHA** 20 --- ### **Saving Throws** Cha +9, Wis +7 **Skills** Deception +10, Arcana +8, Insight +7, Religion +6 **Damage Resistances** Necrotic, Psychic **Condition Immunities** Charmed, Frightened **Senses** Darkvision 60 ft., passive Perception 12 **Languages** Common, Infernal, Elvish --- ### **Abilities** - **Arcane Ward (1/day):** As a bonus action, Ravell can conjure a shimmering shield (30 HP) that absorbs damage. - **Silver-Tongued:** Ravell has advantage on all Charisma (Deception, Persuasion) checks made against intelligent creatures. - **Blood Rite Sigils (Recharge 5–6):** As an action, Ravell activates glowing glyphs. All enemies within 30 ft must make a DC 16 Wisdom save or become **Frightened** for 1 minute. Repeat save at end of each turn. --- ### **Spellcasting (Warlock, Pact of the Tome, Spell Save DC 16, +8 to hit)** **Cantrips**: Eldritch Blast, Minor Illusion, Mage Hand, Prestidigitation **At Will**: Command, Disguise Self **3/day**: Mirror Image, Suggestion, Hold Person **2/day**: Shadow of Moil, Fear, Counterspell **1/day**: Plane Shift (only self), Dominate Person --- ### **Actions** - **Eldritch Blast.** Ranged spell attack: +8 to hit, 120 ft., 3 beams, 1d10+5 force each. - **Golden Dagger.** Melee Weapon Attack: +6 to hit, 1d6+3 piercing + 1d10 necrotic. On a crit, forces DC 16 Con save or causes hallucinations for 1 round. --- ### **Legendary Actions (2/round)** - **Whisper of the Eye (1 action):** One creature within 60 ft must make DC 16 Wis save or be silenced (unable to speak or cast verbal spells) until end of its next turn. - **Shift Position (1 action):** Ravell teleports up to 30 ft to a shadowed area he can see. --- ## 👁️ **Eye of the Gilded Gate** _Large aberration, chaotic evil, CR 13_ **AC** 18 (natural armor) **HP** 215 (17d10 + 119) **Speed** 0 ft., hover 40 ft. **STR** 6 | **DEX** 16 | **CON** 24 | **INT** 20 | **WIS** 18 | **CHA** 22 --- ### **Saving Throws** Int +9, Wis +9, Cha +10 **Skills** Arcana +9, Insight +9, Perception +9 **Damage Resistances** Psychic, Necrotic, Radiant **Damage Immunities** Force **Condition Immunities** Charmed, Frightened, Grappled, Paralyzed **Senses** truesight 120 ft., passive Perception 19 **Languages** understands all; speaks through minds --- ### **Abilities** - **Reality Warp (Recharge 5–6):** Rearranges terrain within 30 ft, creating difficult terrain and random line-of-sight barriers. - **Phase Echo:** When reduced to half HP, summons a mirror-duplicate (AC 16, 40 HP) that attacks separately. - **Gaze of Revelation (Recharge 6):** DC 17 Wisdom save. On failure, creature sees hidden truths and takes 6d10 psychic damage + disadvantage on next 3 saves. --- ### **Actions** - **Mind Lance.** Ranged Spell Attack: +9 to hit, 90 ft., 4d8 psychic damage, target must succeed on DC 17 Intelligence save or be Stunned until end of next turn. - **Shatter Soul (1/day):** One creature within 60 ft. DC 17 Charisma save or lose a random memory. Disadvantage on Intelligence checks and spellcasting for 1 hour. --- ### **Legendary Actions (3/round)** - **Flicker.** The Eye becomes briefly intangible; it takes half damage until the start of its next turn. - **Echo Pulse.** All creatures within 10 ft make DC 15 Con save or take 3d8 force damage. - **Focus the Gaze (Costs 2 Actions):** Automatically recharges Gaze of Revelation. --- Here’s a stat block for a **cultist minion** and an **escape-based version of Ravell Orlin**, if you want him to survive and become a recurring villain. --- ## 👤 Cultist of the Gilded Eye _Medium humanoid (any race), chaotic evil, CR 2_ **AC** 14 (leather armor) **HP** 27 (5d8 + 5) **Speed** 30 ft. **STR** 10 | **DEX** 14 | **CON** 12 | **INT** 11 | **WIS** 10 | **CHA** 14 --- ### **Skills** Religion +2, Stealth +4 **Damage Resistances** Psychic (from glyph tattoos) **Languages** Common, Abyssal --- ### **Abilities** - **Fanatical Zeal (1/day):** When the cultist would be reduced to 0 HP, it makes a DC 13 Charisma saving throw. On success, it drops to 1 HP instead and gains advantage on its next attack. - **Ritual Bloodletting (Recharge 5–6):** As a bonus action, the cultist may sacrifice 5 HP to deal an additional 2d6 necrotic damage on its next melee attack. --- ### **Actions** - **Dagger.** Melee Weapon Attack: +4 to hit, 5 ft., 1d4 + 2 piercing + 1d6 necrotic. - **Word of Binding (1/day):** One creature the cultist can see within 30 ft must succeed on a DC 13 Wisdom save or be restrained by glowing glyphs for 1 minute (repeat save at end of each turn). --- These cultists wear black robes with gold-threaded masks and are often found chanting or maintaining ritual circles. They crumble into ash when slain if near the summoning glyphs. --- ## 🕵️‍♂️ Ravell Orlin (Escape Variant) If you want Ravell to escape instead of die, use these **modifications** to the main stat block: ### Additional Ability: - **Planar Contingency (1/day):** Ravell has a pre-bonded **Glyph of the Eye** inscribed into his chest. As a **reaction** when reduced to 10 HP or fewer, he casts _Plane Shift (self only)_ without using a spell slot or needing material components. The glyph burns out and vanishes. ### Optional Dialogue as He Escapes: > _“You see only the beginning. The Eye is open now… and soon, Kalchio will weep its secrets.”_ > _“Let them mourn their dead. I will be back for the living.”_ ### Visual Cue: As he escapes, **golden glyphs unravel** from his body and swirl into a vortex of shadow and gold light, taking him away. If interrupted (Counterspell DC 17), he explodes in a 20 ft radius of psychic backlash (6d6 psychic, DC 15 Int save for half). --- Let me know if you want: - A **custom handout** for players (like Ravell’s mask or a cult journal) - **Combat map ideas** for the final chapel encounter - An **interrogation tree** for captured cultists Ready to escalate the campaign however you wish!