Zarkut Baros stands straight and proud despite his short and portly figure. His well-fitted armor is polished and embossed in gold and crimson dragons. His black cloak is trimmed in gold. When he speaks, every word is considered before it is uttered, which sometimes results in long pauses and thoughtful looks. His voice is soft and measured, forcing those listening to him to strain in silence to hear every word.
From Fisher to Favored. Zarkut grew up in poverty on the docks of Droisha where he and his brothers fished for bream and octopus in their family’s well-patched rowboat. They managed to bring in enough for the dinner table, but there was rarely extra to take to market. Life was drudgery with little hope for improvement.
When the Mharoti legions arrived, Zarkut’s brothers took up arms to defend their homeland. Zarkut saw no point in fighting the inevitable, and while they were slain to the last, he protected his sisters and mother by informing Mharoti agents about the location of resistance cells and their sympathizers. He struck up a friendship of a kind with one of his contacts, a clergyman of Baal, and was initiated into the cult shortly after.
The Illyrian Emissary. For a human, Zarkut rose quickly in the esteem of his superiors in the cult and with the occupying army’s leadership. As a reward for his service, he was sent to Salba to begin a whisper campaign against the rulers of the Maritime Republic of Triolo. He has since purchased a modest estate in the city where he and his remaining family live while he works to subvert the common folk to the Mharoti Empire’s cause.
Characteristics
Personality Trait. I say just enough to get people interested and then let them come to me.
Ideal: Security. Strong government and structure provide safety.
Bond. The empire annexed my home, and my life changed for the better. I’ll bring the same fortune to others.
Flaw. I hate people who seem more secure or free than I am.
Zarkut Baros, Least of Baal
Medium humanoid (human), lawful evil
Armor Class 13 (scale mail, 15 with shield)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 9 (−1) | 13 (+1) | 11 (+0) | 16 (+3) | 14 (+2) |
Saving Throws Wis +5, Cha +4
Skills Arcana +4, Deception +4, History +2, Insight +5, Religion +2
Senses passive Perception 13
Languages Common, Mharoti
Challenge 1/2 (100 XP)
Dragon’s Demeanor. Zarkut has advantage on saving throws against being frightened, and his proficiency bonus is doubled when he makes Intelligence (Arcana) checks (reflected in statistics).
Spellcasting. Zarkut is a 1st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): guidance, resistance, sacred flame
- 1st level (2 slots): bane, command, detect magic, guiding bolt, shield of faith, thunderwave
ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded in two hands.
Zarkut Baros, Lesser of Baal
Medium humanoid (human), lawful evil
Armor Class 13 (breastplate, 15 with shield)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 9 (−1) | 13 (+1) | 11 (+0) | 18 (+4) | 14 (+2) |
Saving Throws Wis +6, Cha +4
Skills Arcana +4, Deception +4, History +2, Insight +6, Religion +2
Senses passive Perception 14
Languages Common, Mharoti
Challenge 1 (200 XP)
Dragon’s Demeanor. Zarkut has advantage on saving throws against being frightened, and his proficiency bonus is doubled when he makes Intelligence (Arcana) checks (reflected in statistics).
Spellcasting. Zarkut is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): guidance, light, resistance, sacred flame
- 1st level (4 slots): bane, command, detect magic, guiding bolt, shield of faith, thunderwave
- 2nd level (3 slots): blindness/deafness, enthrall, lair sense*, shade*, silence, spiritual weapon
Spells denoted with * can be found in Deep Magic.
ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded in two hands.
Charmer of Reptiles (Recharge After a Short or Long Rest). Each reptilian creature within 30 feet of Zarkut that can see him must make a DC 14 Wisdom saving throw or be charmed for 1 minute or until it takes damage.
Zarkut Baros, Servant of Baal
Medium humanoid (human), lawful evil
Armor Class 14 (half plate, 16 with shield)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 9 (−1) | 13 (+1) | 11 (+0) | 18 (+4) | 14 (+2) |
Saving Throws Wis +6, Cha +4
Skills Arcana +4, Deception +4, History +2, Insight +6, Religion +2
Senses passive Perception 14
Languages Common, Mharoti
Challenge 3 (700 XP)
Dragon’s Demeanor. Zarkut has advantage on saving throws against being frightened, and his proficiency bonus is doubled when he makes Intelligence (Arcana) checks (reflected in statistics).
Dragon’s Resistance (Recharge After a Short or Long Rest). When Zarkut fails a saving throw, he can expend a spell slot as a free action to succeed on it instead.
Spellcasting. Zarkut is a 7th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): guidance, light, resistance, sacred flame (2d8)
- 1st level (4 slots): bane, command, detect magic, guiding bolt, shield of faith, thunderwave
- 2nd level (3 slots): blindness/deafness, enthrall, lair sense*, shade*, silence, spiritual weapon
- 3rd level (3 slots): catch the breath*, fear, protection from energy, spirit guardians
- 4th level (1 slot): blight, freedom of movement, scale rot*
Spells denoted with * can be found in Deep Magic.
ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if wielded in two hands.
Charmer of Reptiles (Recharge After a Short or Long Rest). Each reptilian creature within 30 feet of Zarkut that can see him must make a DC 14 Wisdom saving throw or be charmed for 1 minute or until it takes damage.
Zarkut Baros, Priest of Baal
Medium humanoid (human), lawful evil
Armor Class 14 (half plate, 16 with shield)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
16 (+3) | 9 (−1) | 14 (+2) | 11 (+0) | 18 (+4) | 14 (+2) |
Saving Throws Wis +7, Cha +5
Skills Arcana +6, Deception +5, History +3, Insight +7, Religion +3
Senses passive Perception 14
Languages Common, Mharoti
Challenge 5 (1,800 XP)
Divine Strike (1/Turn). When Zarkut hits a creature with a weapon attack, he deals an extra 4 (1d8) fire damage to his target.
Dragon’s Demeanor. Zarkut has advantage on saving throws against being frightened, and his proficiency bonus is doubled when he makes Intelligence (Arcana) checks (reflected in statistics).
Dragon’s Resistance (Recharge After a Short or Long Rest). When Zarkut fails a saving throw, he can expend a spell slot as a free action to succeed on it instead.
Spellcasting. Zarkut is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): guidance, light, resistance, sacred flame (2d8)
- 1st level (4 slots): bane, command, detect magic, guiding bolt, shield of faith, thunderwave
- 2nd level (3 slots): blindness/deafness, enthrall, lair sense*, shade*, silence, spiritual weapon
- 3rd level (3 slots): catch the breath*, fear, protection from energy, spirit guardians
- 4th level (3 slot): blight, freedom of movement, guardian of faith, scale rot*
- 5th level (1 slot): claws of the earth dragon*, flame strike, legend lore
Spells denoted with * can be found in Deep Magic.
ACTIONS
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded in two hands.
Charmer of Reptiles (Recharge After a Short or Long Rest). Each reptilian creature within 30 feet of Zarkut that can see him must make a DC 15 Wisdom saving throw or be charmed for 1 minute or until it takes damage.
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