## 🕵️♂️ **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
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### **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
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### **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.
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### **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
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### **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.
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### **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.
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## 👁️ **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
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### **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
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### **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.
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### **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.
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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.
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## 👤 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
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### **Skills** Religion +2, Stealth +4
**Damage Resistances** Psychic (from glyph tattoos)
**Languages** Common, Abyssal
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### **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.
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### **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).
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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.
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## 🕵️♂️ 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).
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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!