Maenad Midnight
Prince Lykon the Unwined
Medium Humanoid (human), nervous lawful quest giver
Motivation. Reach the dawn parley sober so his signature is valid and his war-weary city can stand down.
Secret. He once mocked Dionysus as a foreign god and fears the riot is personal judgment.
Hard rule. He refuses to authorize lethal force against citizens who may be innocent by sunrise.
Thyia, Exhausted Maenad
Medium Humanoid, Neutral · Recruitable Ally · Inside guide who remembers tomorrow
AC 15 | HP 68 | Speed 30 ft.
Role: Inside guide who remembers tomorrow
RECRUITMENT (Enc. Encounter 1 or 2). Return her lost thyrsus-ribbon, promise not to shame the revelers, or let her name the safe alleys.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Thyrsus +7 to hit, 2d6+4 bludgeoning; can shove without damage.
The Night of Open Jars
Acantha, the Ash Nymph
Small Fey, Neutral Good · CR 1 (200 XP) · Ally
AC 11 | HP 22 (4d6+8) | Speed 30 ft.
Skills: Nature +4, Perception +4, Stealth +3
Senses: Darkvision 60 ft., Passive Perception 14 | Languages: Common, Sylvan, Elvish
Last Lamp-Keeper. Acantha keeps the ash grove that has grown over the old temple of the Jar. She cannot willingly leave the island while the Jar is open; sealing it frees her. She will never ask. A DC 15 Persuasion check (or a sincere personal question) gets it out of her: "If the Jar closes — I can leave."
Soothing Presence. Friendly creatures within 10 ft. have advantage on WIS saves against charm and fear effects.
Warding Gift. At the grove she gives each PC one buckthorn leaf and the party one small pot of pitch (3 marks). See Act II: The Descent.
Gift of the Grove (1/day). Presents the Sprig of Asphodel; the recipient is recognised as divinely sanctioned by the island's guardians until the next sunrise. Counts as an automatic bypass of Kyros's Guardian's Challenge.
Vine Lash. +3 to hit, reach 10 ft. Hit: 4 (1d6+1) slashing.
Entangle (1/day). As the spell; DC 12 STR save.
Archon Kleio of Elpida
Medium Humanoid (Human), Lawful Good · Patron · Non-combatant
Appearance: sixty, sharp, ivy wreath askew, a ledger under one arm even at a feast
Role. Elpida's chief magistrate and the festival's host. She invites the party as honored guests, and after the haunting she hires them: 1,500 gp now, 3,000 gp when it ends (+50% if 18 or more villagers were saved).
Gift. Hands over the Jug of First Wine — the first jar opened at the Pithoigia, sacred to Dionysus — so that steel can bite the dead.
Secret. She saw her drowned brother among the Hungry Shades. She does not say so; Insight DC 16 notices her watching one of them go.
Motivation. "Every year we feed them and they go home. This year they came hungry. I want to know why, and I want it stopped before the children have to see it again."
Phaedon, the Blind Seer
Medium Humanoid (Human), Lawful Neutral · Non-combatant
AC 10 | HP 4 | Speed 25 ft. (uses a gnarled staff)
Skills: History +7, Insight +6, Religion +5 | Languages: All (reads Ancient Greek fluently)
Apollo's Sight. Phaedon cannot be deceived by illusions or shapechangers; he perceives all things as they truly are, but can only describe them in cryptic metaphor.
The Festival Storyteller. Every Anthesteria he tells the old story at the hearth. Tonight he tells it to the party — and teaches the Closing Words to anyone who asks: "Out, Keres! It is no longer Anthesteria!" They work only at the Jar.
Prophecy (1/day). Speaks cryptically about the current act; the DM reveals one hidden DC, mechanic, or NPC secret to the party.
Ancient Script. Reads any ancient inscription as a Free Action, including the Jar pedestal in Act II. No History check required.
Seer's Vouching. Grants advantage on the party's check against Kyros's riddle if he speaks for them, and on one Persuasion check against Pandora (once per encounter).
Zeus / "Dios"
Medium Celestial (God in Disguise), Lawful Good · Quest Giver
See the full profile: Zeus, Gods & Immortals
Disguise: A stocky, grey-bearded lamplighter in plain linen with a pole-lamp over one shoulder; calm grey eyes; a faint smell of ozone
Tell: Eagle birthmark on his left forearm — DC 16 WIS (Perception or Insight) to notice and recognise it
Role. The festival's lamplighter. He lights a grin-lamp for each honored guest at the gate and hands the Lantern of Elpis, with its note, to the guest who won the most games (or the kindest), then is gone before anyone can ask. He cannot intervene directly (divine law), but he arranged for the party to be invited.
Reveal. If the Jar is sealed by mercy or cunning (Win Paths A/B/C), Zeus reveals himself at the end — in full golden form, or as a voice and a descending eagle. He thanks each PC by name and may offer a divine boon at the DM's discretion.
Secret. He treats Pandora's plight as a matter of cosmic shame — the gods crafted her, gave her curiosity, and never warned her. He owes her a resolution he cannot personally deliver.
The Mill of Midas
Philon the Coin-Shaver
Medium Humanoid, Neutral · Recruitable Ally · Fence, street guide, and reluctant public witness
AC 14 | HP 52 | Speed 30 ft.
Role: Fence, street guide, and reluctant public witness
RECRUITMENT (Enc. Enc. 1 or Enc. 2). Protect his sister's stall, expose a profiteer, or promise amnesty for his quarantine smuggling.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Dagger +6 to hit, 6 piercing; Help as bonus action for Stealth, Investigation, or street Persuasion.
Queen Damodice
Human queen, civic patron under quarantine
Motivation. Save her husband and the market quarter without starting a riot or inviting a coup.
Secret. Midas ordered the mill reopened after the first warning because the city needed bread.
Hard rule. She will not sanction murdering Midas while a cure remains possible.
The Sibyl's Last Page
Amelia the Younger Voice
Medium Humanoid, Neutral · Recruitable Ally · Cave-born oracle fragment
AC 13 | HP 54 | Speed 30 ft.
Role: Cave-born oracle fragment
RECRUITMENT (Enc. 2). Choose her living interpretation over the bronze masks' official version.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Echo bolt +7 to hit, 16 thunder; reaction grants +1d6 to a prophecy skill check.
Lucius Varron of Misthaven
Roman envoy, quest giver
Motivation. He wants the final Sibylline page delivered before rival augurs declare a false destiny.
Secret. His patron already owns six forged pages and needs the real one to expose them.
Hard rule. No page may leave unread; an unopened prophecy curses its bearer with borrowed years.
Arena of the Labors
Archon Melanthios
Human stadium-lord, quest giver · Lawful Neutral
Appearance: Gold-dusted cloak, olive diadem, voice trained to carry over 10,000 throats.
Motivation. He will reopen the Labor Games only if living champions prove mortals still matter without demigods.
Secret. The beasts are arena-echoes of the Twelve — Melanthios forbids naming Heracles in the sand.
Hard rule. If the crowd chants the demigod's name for three rounds, Hera's omen-crows blot the sun and the finale becomes Deadly — break the chant first.
Thaleia of the Bit
Medium Humanoid (human), Neutral Good · Recruitable Ally · Stablewright
AC 15 | HP 72 | Speed 30 ft.
Skills: Animal Handling +6, Athletics +4
RECRUITMENT (Enc. 2). Free her from the bronze bit-rack before any mare is killed, or promise the mares will be driven to the holding pens rather than slaughtered for the crowd.
Horse-Sense. While recruited, allies within 10 ft. have advantage on saves against the mares' Panic Whinny and on Animal Handling checks to drive the Erymanthian Boar.
Net Hand. Carries 2 hunting nets. Can Ready a net against a diving Stymphalian (DC 14 Str save or restrained).
Lariat Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing. On a hit against a Mare of Diomedes, the mare is restrained until end of Thaleia's next turn (escape DC 14).
Steady the Team (1/day). As an action, choose up to 3 frightened creatures she can see; each repeats its save against fear.
Bellerophon's Bargain
Half-Tamed Pegasus
Medium Humanoid, Neutral · Recruitable Ally · Aerial mount, proud ally, and moral compass
AC 16 | HP 104 | Speed 30 ft.
Role: Aerial mount, proud ally, and moral compass
RECRUITMENT (Enc. Enc. 1 or Enc. 2). Approach without weapons drawn, free it from thorn snares, and promise not to claim the kill.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Hooves +8 to hit, 13 bludgeoning; wing burst lets one rider move 40 feet without provoking.
Melanippe of the Bridle Shrine
Priestess of Athena, keeper of a dangerous favor
Motivation. Make sure the Chimera is stopped by disciplined heroes rather than another glorious fool. She has watched three fail and cannot stop caring about the fourth.
Secret. She warned Bellerophon three days ago. He thanked her and climbed anyway. She kept the second bridle. DC 15 Insight: she's holding back about him. DC 17: the first hero who refused the bridle's name is his father's.
RP Hook. Short declarative sentences. Treats precise questions as proof of readiness. If asked what happens if the party fails: "The stone gets another blank face. Lycia survives. The next generation learns the wrong lesson."
Hard rule. She refuses to bless any plan that treats Pegasus as a siege engine. DC 16 Persuasion to get the full explanation: Pegasus chose to return after three failures. That choice is the miracle, not the wings.
Judgment at Delphi
Ion the Archive Acolyte
Medium Humanoid, Neutral · Recruitable Ally · Nervous researcher and witness handler
AC 13 | HP 46 | Speed 30 ft.
Role: Nervous researcher and witness handler
RECRUITMENT (Enc. Enc. 1 or Enc. 2). Protect him from blame, validate his archive clues, or let him question a priest under supervision.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Bronze lamp +5 to hit, 5 bludgeoning; once per scene, cites a record for advantage on Religion or History.
Theoxena, Senior Pythia
Human oracle, exhausted servant of Apollo
Motivation. Restore true prophecy before the city condemns innocents under a stolen voice.
Secret. She has not heard Apollo clearly for three nights and fears the silence is her fault.
Hard rule. She will not permit violence against pilgrims or claims that Apollo himself is the enemy.
Karkinos at the Keel
Delphinus (Dolphin Ally)
Medium Beast, Neutral Good · CR 1/2 · Mini ×1
AC 12 | HP 27 | Speed 0 ft., swim 60 ft.
Poseidon’s omen — appears if Thalassa is recruited or horn blown in Enc. 2
Rescue Breach. Reaction: when a PC falls overboard within 20 ft., Delphinus moves and the PC may board as part of that reaction (Ath DC 10).
Ram. +4 to hit. Hit: 7 (1d8+2) bludgeoning.
Nereid Herald (Quest Giver)
Medium Fey, Neutral Good · Quest Giver
Public face: salt-crowned messenger stepping from the mist onto the deck
Motivation. A sacred crab of Poseidon — Karkinos — has been goaded from the deep by poachers’ blood-chum. Calm or defeat it before it cracks the next hull.
Secret. The poachers used a false “feast-horn” of Poseidon; the true Coral Feast-Horn reverses the frenzy.
Sea Spirit (Lesser Nereid)
Medium Fey, Chaotic Neutral · CR 1/2 · Mini ×5
AC 12 | HP 22 (5d8) | Speed 30 ft., swim 30 ft.
Optional fog clutter / messengers
Mist Form. Bonus action Hide while lightly obscured by spray.
RECRUITMENT. If not attacked: Persuasion DC 12 → one spirit warns when Karkinos will surface (party cannot be surprised in Enc. 3).
Salt Slap. +4 to hit. Hit: 5 (1d6+2) bludgeoning.
Thalassa (Sea Nymph)
Medium Fey, Neutral · CR 3 · Mini: Sea/Water Nymph ×1
AC 14 | HP 58 (9d8+18) | Speed 30 ft., swim 40 ft.
Spell DC 14 · fog cloud, control water (1/day), healing word
RECRUITMENT. Spare her shoal / return a stolen pearl-net (skill path) → she joins Enc. 3: once casts healing word and can use Help to expose Karkinos’s underbelly.
Anger Path. If the party attacks first, she fights 2 rounds then flees; no ally in Enc. 3.
Multiattack. Two tidal darts.
Tidal Dart. +5 to hit, range 60 ft. Hit: 8 (1d8+3) bludgeoning + shove 5 ft.
Charming Glance (1/day). One creature DC 14 Wisdom or charmed 1 minute.
Lightning on Dead Oars
Sinbad and the Roc of Serendib
Layla of Basra (Sinbad’s Crewmate)
Medium Humanoid, Neutral Good · CR 1 · Recruitable
AC 13 | HP 32 | Speed 30 ft.
Found staked at the poachers’ abandoned rim camp in Enc. 2 (Rim Path branch only)
RECRUITMENT. Free her (Ath DC 12 vs. ropes) without harm → she joins Enc. 3 with Help actions. She saw the poachers descend “heavier than they came” but does not know what they did in the nest — she cannot spoil the reveal.
Scimitar. +4. Hit: 5 (1d6+2).
Helpful Shot. Shortbow +4; or Help as a bonus action once per round while adjacent to an ally.
Sinbad the Sailor
Medium Humanoid (human), Chaotic Good · Quest Ally · Arabian legend in Greek mist
AC 15 (travel leathers) | HP 84 (13d8+26) | Speed 30 ft., climb 20 ft.
Saves: Dex +6, Wis +5 · Skills: Athletics +5, Acrobatics +6, Persuasion +6, Survival +5 · Languages: Common, Arabic (reskin), Greek
Seven Voyages. Advantage on checks related to ships, ropes, cliffs, and “impossible” escapes. Once per short rest, when he would drop to 0 HP, he instead drops to 1 HP and may move 15 ft. without provoking.
Crossover Guest. Treat as a living legend, not a god — killable but the world persists if he falls; prefer him standing at the end.
RECRUITMENT. Already allied at session start if the party accepts his bargain. If Enc. 2’s Old Man claims a PC (Rim Path), Sinbad auto-Helps the escape once. In Enc. 3 he frees penned crew, throws rescue ropes, and helms the trireme in Phase 3.
Multiattack. Two scimitar attacks, or one scimitar and Storyteller’s Feint.
Scimitar. +6 to hit. Hit: 7 (1d6+3) slashing.
Throwing Knife. +6 to hit, range 20/60. Hit: 5 (1d4+3) piercing.
Storyteller’s Feint. One creature within 5 ft. Wis DC 14 or disadvantage on its next attack; Sinbad or an ally of his choice may move 10 ft. without provoking.
Roc-Lore Tip (1/encounter). Bonus action: grant one ally advantage on their next attack or check against the Roc or a serpent.
The Mist-Broker (Optional Hook Face)
Medium Fey (Hermes-touched) or Genie-touched Merchant · Optional
Only needed if you want a Misthaven intro before Sinbad speaks
Line. "Two seas are arguing over one sky. The sailor already knows the mountain’s name."
Handoff. Pushes the party through mist onto Serendib’s black shore; Sinbad is waiting with the diamond.
Stymphalian Storm
Alkippe Reed-Warden
Human lake reeve, exhausted civic hunter · Athletics +4 · Survival +5
Has managed this lake for 12 years; never dealt with an Ares-bird problem before
Motivation. Reopen the lake before hunger and panic make the townsfolk burn the marsh — she has 3 days before the village elder overrules her and authorizes fire.
Secret. Her brother Nikos looted Ares-bronze from a shoreline offering cairn and sold it as decorative scrap, not knowing what it would draw. She knows. Insight DC 14 reads her guilt when she explains why the flock returned. Persuasion DC 15 or finding the cache yourself: she tells the party directly and calls Nikos in to help as penance.
RP Hook. She respects clever solutions over violent ones. A party that proposes something genuinely creative for the lake crossing gets her approval — she'll use her reeve authority to source extra supplies for Enc. 2 (one extra lure raft, pre-positioned). Persuasion DC 13 to get her to commit once she hears the plan.
Hard rule. She will not allow the party to poison the lake, torch nesting reeds with families hiding nearby, or destroy more egg mounds than strictly necessary. She says: "I want a lake I can fish again. That means birds that leave, not birds that are dead."
Itys of the Whistling Reeds
Medium Humanoid, Neutral · Recruitable Ally · Local net-runner and bird-call mimic
AC 15 | HP 58 | Speed 30 ft.
Role: Local net-runner and bird-call mimic
RECRUITMENT (Enc. Enc. 1 or Enc. 2). Save his skiff, forgive his theft of bronze bait, or let him lead the reed-maze route.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Reed spear +6 to hit, 7 piercing; once per fight, mimic call imposes disadvantage on one bird dive.
The Atlantean Toll
Clerk of the Blue Tithe (Quest Giver)
Medium Humanoid, Lawful Neutral · Religion +6 · Persuasion +5
Serves: Poseidon, Gods & Immortals
Temple accountant of Poseidon — tracking this fraud for three weeks
Motivation. Atlantean reavers are collecting a false sea-tax using Poseidon's name with a bound deep-beast as enforcement. He needs the party to authenticate the Bronze Tithe-Token to the Triton Wave-Caller — proving the fraud to someone with religious authority inside the operation.
Secret. Tried official channels first — told it was "under review." Suspects temple hierarchy is taking a cut. Insight DC 15 on his frustration when explaining why he came to the party instead.
RP Hook. Knows the Wave-Caller by name — served at the same tithe station three years ago. Persuasion DC 14 for an authentication letter that gives Advantage on the DC 14 check vs. Wave-Caller in Enc. 2.
Hook. Mist onto the trireme already underway; the enemy galley is hours behind — then suddenly alongside.
Triton Wave-Caller
Medium Humanoid (Triton), Neutral · CR 4 · Mini: Triton caster ×1
AC 14 | HP 65 (10d8+20) | Speed 30 ft., swim 30 ft.
Spell DC 13, +5 — fog cloud, gust of wind, tidal wave (1/day)
RECRUITMENT. If the party shows the Tithe-Token as authentic Poseidon seal (Religion DC 12), the Wave-Caller switches sides in Enc. 3.
Enemy default. Begins as Atlantean ally / hostage-priest on their galley.
Trident. +4 to hit. Hit: 5 (1d6+1).
Lightning Lure cantrip. +5, pull 10 ft, 1d8 lightning (scaled).
The Boar of Calydon
Atalanta, Unwanted First Spear
Medium Humanoid, Neutral · Recruitable Ally · Hunter ally and truth-teller
AC 17 | HP 76 | Speed 30 ft.
Role: Hunter ally and truth-teller
RECRUITMENT (Enc. Encounter 1 or 2). Back her claim to the first blood or help her save a rival who insulted her.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Longbow +8 to hit, 150/600 ft., 2d8+4 piercing; marks one trail sign.
King Oeneus of Calydon
Medium Humanoid (human), lawful worried quest giver
Motivation. Save his fields and heirs without admitting that his neglected sacrifice invited divine anger.
Secret. He omitted Artemis from the harvest rites and has hidden the last unburned altar record in his wine cellar.
Hard rule. He will not order the death of any named hunter; if pressed, he demands a public trial after the boar is stopped.
The Bronze Heart of Crete
Ikara of Knossos
Medium Humanoid, Neutral Good · Potential Ally
Role. Rescuable artificer-scholar, descendant of Daedalus's workshop apprentices; recruited from Encounter 1.
Motivation. Obsessed with proving her lineage's worth by saving Talos rather than watching it be destroyed.
Secret. She has partial, half-remembered schematics of Talos's interior — the source of her assistance bonuses.
Roleplay Notes. Anxious, talks fast when nervous, lights up when given a technical problem to solve.
Mechanical Benefit. If rescued, grants advantage on Investigation/Arcana checks related to Talos's mechanisms in Encounters 2–3.
Kadmos
Medium Humanoid (disguised deity), Neutral · Quest Giver
Role. Quest giver, dockside smith at the Drowned Anchor tavern in Amnisos.
Motivation. Wants Talos disabled, not destroyed — he forged it and refuses to let it be slain like a common beast.
Secret. He is Hephaestus in mortal disguise; reveals this only if directly confronted with divine-detecting magic or if the party succeeds a DC 18 Insight check. See the full profile: Hephaestus, Gods & Immortals.
Roleplay Notes. Speaks plainly, undersells his own power, deflects gratitude with dry humor. Will not fight alongside the party — "a god's hand is heavier than it looks."
If Forced to Act. Treat as a CR 10 humanoid with resistance to fire and an at-will heat-metal-like touch; he avoids combat whenever possible.
Kyros, the Bronze Owl
Tiny Construct, Unaligned · CR 1/2 · Potential Ally
AC 14 | HP 10 | Speed 10 ft, fly 40 ft.
Skills: Perception +6
Scout. Can fly ahead and report hazards or enemy positions.
Shutdown Assist (1/session). Auto-succeeds one shutdown check at the Ichor Valve in Encounter 3.
Recruitment. Freed from a gear-locked alcove in Encounter 2 with a DC 12 Sleight of Hand or tinker's tools check.
The Clashing Gates
Captain Philon of the Mist Trireme
Veteran navigator, quest giver
Motivation. He must prove a safe western route before the fleet commits to the passage.
Secret. He once lost a crew here and still hears their oars in the fog.
Hard rule. He will sacrifice cargo before crew, but not the ship's dove unless convinced it saves everyone.
Kyane the Blue Oar
Medium Humanoid, Neutral · Recruitable Ally · Champion rower and boarding repeller
AC 16 | HP 83 | Speed 30 ft.
Role: Champion rower and boarding repeller
RECRUITMENT (Enc. 1). Let her call cadence during the first crush, or beat her honest in a rowing contest.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Oar-staff +7 to hit, 14 bludgeoning; grants one reroll on a failed ship check.
The Debt of Antaeus
Dymas of the Salt Caravan
Medium Humanoid (human), pragmatic quest giver
Motivation. Recover his caravan crew and cancel the impossible debts forced onto travelers at the giant's shrine.
Secret. He once paid the cult to break a rival caravan and now his own name is next on the tablet.
Hard rule. He will not leave the buried captives behind, even if abandoning them would make the fight easier.
Nesra, Caravan Wrestler
Medium Humanoid, Neutral · Recruitable Ally · Grappling ally and captive advocate
AC 16 | HP 84 | Speed 30 ft.
Role: Grappling ally and captive advocate
RECRUITMENT (Enc. Encounter 1 or 2). Dig her out, refuse to mock her loss, or beat a cultist by ring-out instead of bloodshed.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Clinching throw +8 to hit, 2d8+5 bludgeoning; target is grappled or moved 10 ft.
The Ferry Overfull
Charon, Overworked Boatman
Unique undead ferryman, neutral keeper of passage
Motivation. Keep the crossing lawful, paid, and afloat despite living petitioners forcing their way aboard.
Secret. Someone forged return fares with ink made from stolen memories.
Hard rule. He will not abandon the dead, waive the oldest laws, or let the party kill passengers to simplify the load.
Myrto with the Blue Lantern
Medium Humanoid, Neutral · Recruitable Ally · Dead guide, crowd mediator, and honest witness
AC 13 | HP 55 | Speed 30 ft.
Role: Dead guide, crowd mediator, and honest witness
RECRUITMENT (Enc. Enc. 1 or Enc. 2). Find her missing name-token, defend her place in line, or let her speak for frightened shades.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Lantern flare +6 to hit, 10 radiant to undead; grants advantage on one social check with dead passengers.
The Ford of Twin Spears
Atalanta
Medium Humanoid (Amazon / Demigod-touched), Chaotic Good · CR 8 (3,900 XP) · Iconic
AC 17 (studded + agility) | HP 127 (15d8+60) | Speed 40 ft.
Skills: Acrobatics +9, Athletics +7, Perception +6, Stealth +9, Survival +6 | Saves: Dex +9, Wis +6
Iconic — Do Not Kill. If opposed: win by reducing her to 0 HP nonlethal, forcing surrender (Intimidation/Persuasion DC 16 after she is bloodied), or breaking her hunt-banner. Executing her fails the mission tone and angers Artemis.
Huntress's Stride. Ignores nonmagical difficult terrain; opportunity attacks vs. her have disadvantage if she Dashed this turn.
Ally (Amazon Branch / Peace). Fights beside the party; prioritizes enemy champions and archers.
Multiattack. Three attacks: any mix of longbow and shortsword.
Longbow of Calydon. +9 to hit, range 150/600 ft. Hit: 14 (1d8+5) piercing + 7 (2d6) psychic if the target attacked an ally this round.
Shortsword. +9 to hit, reach 5 ft. Hit: 8 (1d6+5) piercing.
Pinning Shot (Recharge 5–6). One longbow attack; on hit, target DC 16 Strength save or restrained (escape DC 16) until end of Atalanta's next turn.
Move (Cost 1). Atalanta moves up to 20 ft. without provoking.
Shot (Cost 1). One longbow attack.
Call Hunt (Cost 2). Two Amazon Archers within 60 ft. may each make one weapon attack.
Doulos (Spartan Runner)
Medium Humanoid (Human), Lawful Neutral · Ally Candidate
AC 15 (shield) | HP 32 (5d8+10) | Speed 35 ft.
Skills: Athletics +4, Perception +3
RECRUITMENT. Return his stolen lambda token / spare him in Enc. 1 → vouches to Leonidas.
Secret. His orders were swapped overnight; he can ID the forged seal wax.
Spear. +4 to hit. Hit: 5 (1d6+2) piercing.
Javelin. +4 to hit, range 30/120 ft. Hit: 5 (1d6+2) piercing.
Leonidas of Sparta
Medium Humanoid (Human), Lawful Neutral · CR 8 (3,900 XP) · Iconic
AC 20 (bronze plate, shield) | HP 136 (16d8+64) | Speed 30 ft.
Skills: Athletics +9, Insight +6, Intimidation +7, Persuasion +7 | Saves: Str +9, Con +8, Wis +6
Iconic — Do Not Kill. If opposed: win by reducing him to 0 HP nonlethal, shattering his aspis (object AC 19 / HP 40), or forcing a formal yield (Persuasion DC 16 when bloodied + phalanx broken). Execution fails mission tone.
Phalanx King. While within 5 ft. of two allied hoplites with shields, +2 AC; allies in the wall gain +1 to saves vs. fear.
Ally (Spartan Branch / Peace). Holds the line; issues Shield Wall orders.
Multiattack. Three spear attacks, or two spear and one shield bash.
Spear of the Eurotas. +9 to hit, reach 5 ft. or range 20/60 ft. Hit: 12 (1d8+5) piercing, or 13 (1d10+5) two-handed.
Shield Bash. +9 to hit, reach 5 ft. Hit: 8 (1d6+5) bludgeoning; DC 17 Strength save or prone.
Hold the Ford (1/rest). Allies within 30 ft. gain 15 temporary HP; until start of his next turn, area is difficult terrain for enemies.
Command (Cost 1). One allied hoplite within 60 ft. moves up to 15 ft. and makes one spear attack.
Shield (Cost 1). Leonidas gains +2 AC until start of his next turn.
Counterthrust (Cost 2). When hit by a melee attack, he makes one spear attack against the attacker.
Myrto (Amazon Scout)
Medium Humanoid (Amazon), Neutral Good · Ally Candidate
AC 14 | HP 27 (5d8+5) | Speed 35 ft.
Skills: Perception +3, Stealth +4, Survival +3
RECRUITMENT. Heal her / spare her in Enc. 1 → she vouches to Atalanta (adv on first Amazon social checks).
Secret. Saw a 'Spartan' messenger with Amazon boots — first hint of the Mask of Discord.
Shortbow. +4 to hit. Hit: 5 (1d6+2) piercing.
Dagger. +4 to hit. Hit: 4 (1d4+2) piercing.
Sister Eirene (Quest Giver)
Medium Humanoid (Human), Neutral Good · Quest Giver
Public face: gray-cloaked envoy of a ford shrine dedicated to both Artemis and Ares
Motivation. Stop Amazon and Spartan blood from polluting the sacred ford — the gods' names are already being invoked for slaughter.
Secret. She suspects a third hand framed both camps using stolen tokens from each.
If Confronted. "Choose a side if you must — but bring me proof before you bring me corpses."
The Isle of Stonegaze
Kleon, Captain of the Ariadne's Thread
NPC · Trireme Captain · Lawful Neutral
Appearance: Barrel-chested, salt-and-pepper beard, scar across his left forearm from an anchor chain. Permanently squinting from years at sea.
Personality: Straight-talking and efficient. Does not traffic in fear or drama. Respects competence above all. If the ship is in danger, he says so plainly and acts.
Role in Encounter 1: Helper NPC. On initiative count 5 each round, he can make one attack or attempt to repair a sail section (Athletics DC 12 — restores 10 HP to one section).
Combat Stats (if needed): AC 13, HP 45, Speed 30 ft.
STR 15 (+2) | DEX 13 (+1) | CON 14 (+2) | INT 11 | WIS 12 (+1) | CHA 10
Spear: +4 to hit, 1d6+2 piercing.
Maren, the Marsh-keeper
NPC · Druid Hermit · Neutral Good
Appearance: Weathered woman in her 40s, marsh-stained robes, staff hung with dried reeds and charms. Eyes sharp despite her hermit's solitude.
Personality: Grateful but wary. Prefers solitude but hates what Euryale's curse has done to the marsh. Will aid the party if they respect the wetland.
What She Provides: 3× Fire Flask on recruitment. Spellcasting ally in Encounter 3 (init 8). Knows fire is effective against the Stone Queen's guardians.
DC 13 Persuasion: Joins the party.
DC 10 Nature/Arcana: Recognizing her as a druid grants advantage on Persuasion.
Mention marsh woman / Lysander's guidance: DC drops to 8.
Old Lysander, Priest of Apollo
NPC · Island Hermit · Neutral Good
Appearance: Ancient and skeletal-thin, with milk-white eyes. He lost his sight twenty years ago when he glimpsed Euryale's reflection in the pool during a failed exorcism attempt. He wears an Apollo pendant and carries a staff carved with sun-rays.
Personality: Cryptic and slow-speaking. He has meditated for years on the island's curse. He is not surprised by the party's arrival — he expected it. He believes Apollo guided them here.
What He Knows: The Still Pool's power and danger. The layout of the cave (described from memory). The Blindfolds of Apollo, which he carries and offers freely. He will confirm the scroll's meaning if shown it.
DC 13 Insight (upon seeing the scroll): He pauses for a long moment, then says: "The pool is the secret. She will not look at it willingly. But you can make her look."
If asked how he knows: "Because I looked into it myself. And it showed me her."
Pyrrha
NPC · Island Survivor · Neutral Good
Appearance: Mid-30s, dark-haired, lean and weathered. Moves quietly; keeps her back to walls. A deep scar on her right arm from a lamia's claws six months ago.
Personality: Fearful but pragmatic. She has survived on the island by staying out of the ruins and living off fish and rainwater. She wants off this island desperately and will help the party in exchange for passage.
What She Knows: A safe route through the saltmarsh to the temple. Locations of the Polished Bronze Mirror (collapsed altar) and Stonechill Water vials (urn near cave steps) in the ruins beyond the marsh. The cave has "a pool that glows like moonlight."
DC 12 Persuasion / Promise of rescue: Guides the party to the marsh crossing.
DC 14 Persuasion: Reveals item locations in the temple ruins (between Encounters 2 and 3). Describes lizardfolk patrol timing — advantage on initiative for Encounter 2.
Theron of Corinth
NPC · Questgiver · Neutral (suspected)
Appearance: A lean man in his 50s. Sun-creased skin, ink-stained fingers, watchful grey eyes. Dresses like a merchant; carries himself like a scholar who has seen too much.
Motivation (Surface): Claims to want the Eye of Medusa for academic study — it is said to reveal hidden truths and pierce illusions.
True Motivation (DM Only): His daughter Callista was petrified on the island during an expedition he funded years ago. He believes the Eye can restore her. He is not forthcoming about this, or about the true danger he is sending the party into.
Personality: Careful. Precise. Charming in a calculating way. Deflects direct questions with questions. Grows visibly tense if asked about the island's history or past expeditions.
DC 14 Insight: He knows more than he's saying about the island's dangers.
DC 16 Persuasion / DC 13 Intimidation: He admits a "personal connection" but not the full truth.
DC 18 Investigation (his notes / satchel): A sketch of a young woman and a name: Callista.
The Kraken's Toll
Captain Theron
NPC — Trireme Captain · Veteran stat block if combat (CR 3)
AC 17 (breastplate + shield) | HP 58 (9d8+18) | Speed 30 ft.
Gruff, practical, fiercely proud of his ship. Won't spend sailors on someone else's gamble — but once committed, unshakeable. Respects competence over titles. Privately terrified of deep-ocean nights; he has bad dreams since leaving port.
Multiattack. Two Shortsword attacks. +5 to hit, 1d6+3 piercing.
Parry (Reaction). Adds +2 to AC against one melee attack that would hit him; must have a melee weapon in hand.
Commands the rowers. Grants +4 to one Water Vehicles or Athletics check per round (his bonus action, free to the party). Reduced to +2 if 4+ crew were lost in Enc 1 (he is demoralized). Will fight Sahuagin if they get near the steering oar.
Theron has sailed past the Shoals twice. Once he stuffed his ears with pitch, but once he listened for two full seconds before catching himself. He has never told anyone. He recognizes the Sirens' singing style and avoids eye contact when the topic comes up. Insight DC 13.
Kallinikos
NPC — Blind Sea Oracle & Questgiver · No combat stat block
Ancient man, mid-70s. White beard braided with sea-glass beads. Clouded white eyes — blind for thirty years. Moves by touch and smell along the docks he has tended for four decades. Always smells of brine and old cedar even indoors.
Kallinikos owes Poseidon's court a debt of blood — thirty years ago a Nereid calmed a storm that should have killed his entire crew. Half his sailors died anyway. The sealed amphora carries his written oath of penance, composed over three decades. Delivering it finally settles the account. The Kraken is Poseidon's test, not his enemy.
He knows the Kraken will come. He knew before the party left port. He said nothing because he feared they would refuse the job — and the debt must be paid while he still lives to commission it. He is ashamed of this. If the party returns safe, he does not defend himself; he just says, "I am sorry. I knew."
Measured. Never raises his voice. Uses nautical metaphors for everything ("Some debts can't be reckoned until the tide turns"). Deflects direct questions with philosophical tangents. His blindness does not slow him; he navigates the familiar docks with complete confidence.
The Shattered Pact of Ironstone Hills
Aireen, Grove-Elder
Dwarf-Satyr Elder · Chaotic Good · Faction Leader
Combat (if needed): Use Dwarf-Satyr stat block; HP 26; Panpipe Wail DC 14
Tiny ancient woman with silver-white hair bound in ivy, golden hooves, and eyes clouded with age but sharp with visions. Her crooked wooden pipe carves shapes in the air when she plays — she hears things others miss. Speaks in half-riddles that are always literally true.
Protect the sacred grove and the spring that feeds the Forge-Shrine's cooling channel. Keep her young warriors from doing something irreversible. Privately very afraid — she has Seen something terrible at the shrine.
Has had recurring visions of a woman with snakes for hair standing inside the Forge-Shrine, pressing her palms to the obsidian mirrors. She doesn't know what this means but it frightens her. If the party asks about visions or prophecy (DC 12 Insight to notice her discomfort), she reveals this — and it pays off as a description of Kephira.
"The grove is older than the pact. The pact is older than your question. Ask what is older than both — ask what benefits from forgetting."
Centaur
Large Fey, Chaotic Good · CR 2 (450 XP)
AC 12 | HP 45 (6d10+12) | Speed 50 ft.
Skills: Athletics +6, Perception +3, Survival +3
Senses: passive Perception 13
Charge. If the centaur moves ≥30 ft. toward a target and hits with Pike on the same turn, the target takes an extra 10 (3d6) piercing; DC 14 Strength save or knocked prone.
Multiattack. One Pike and one Hooves attack.
Pike. +6 to hit, reach 10 ft. Hit: 9 (1d10+4) piercing.
Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.
Lykaon of Delphi
Human Seer · Neutral Good · Questgiver, Non-Combatant
Elderly man of about 70 with close-cropped white hair and silver-grey irises. Speaks rarely and precisely. Wears a plain linen chiton with a single bronze sun-disc pendant. Serves as a divine messenger between the gods and mortals of the Ironstone Hills region.
Restore the divine pact between Cyclopeans and Satyrs. Suspects outside manipulation but lacks proof. Cannot approach the Forge-Shrine himself — Kephira's petrification aura begins several hundred feet from the shrine entrance.
He knows Kephira exists and has been tracking her. He gave the party the Pact Medallion specifically because it will react to her presence — he didn't tell the party this directly because he feared they would refuse if they knew the danger in advance.
"A serpent's tongue is sweetest when it tells you exactly what you want to hear."
Thrakos, Clan-Father
Cyclopean Elder · Lawful Neutral · Faction Leader
Combat (if needed): Use Cyclopean Warlord stat block minus Indomitable; HP 80
Enormous Cyclopean, easily 8 ft. tall, with a scarred empty socket where his single eye once was (lost in battle decades ago). Carries a ceremonial forge-hammer the size of a normal person. Voice like grinding millstones. Despite his temper, deeply principled.
Protect his clan's sacred iron mine and forge-rights. Believes the Satyrs violated a trust sacred for three centuries. Once shown the truth, he is capable of extraordinary remorse and honour.
The ore was delivered to him by a masked courier claiming to be a Satyr envoy — he never saw the courier's face. A DC 14 Insight check during dialogue reveals he is angrier at himself for being fooled than at the Satyrs.
"Iron does not lie. Contracts sealed in fire do not lie. Something here has lied, and I intend to find it."
The Theatre of Python
Hierophant Menos
Medium Humanoid (human), Lawful Good · Quest Anchor
Public face: elderly hierophant of Apollo's temple, laurel crown, ink-stained fingers
Quest Anchor. Greets the party at the harbor; knows the Sacred Way is blocked but believes Castalia is the serpent's lair.
Secret. Found shed skin in the theatre props store three days ago and told no one — ashamed he doubted the Pythia. DC 15 Persuasion gets him to admit it (unlocks Branch B clue).
RP Hook. DC 14 Religion: he recognizes Python-brood theology as pre-Apollo cult revival. Will lend temple guards for Branch B trap prep if party asks before ascending.
Kleodora, the Pythia
Medium Humanoid (human), Neutral Good · True Oracle · NPC
AC 12 | HP 45 (10d8) | Speed 30 ft.
Skills: History +6, Insight +8, Religion +6 | Saves: Wis +8, Cha +7
True Oracle. Unlike the false voice in Judgment at Delphi, Kleodora speaks Apollo's genuine prophecy — when she can speak at all.
Rescue Objective. If reduced to 0 HP in Enc. 3, the omphalos cracks and Shed-Bone gains Legendary Resistance (3/day) for the rest of the fight.
Prophecy (given in audience). "Python's blood returns to reclaim the navel of the world. Castalia's waters are fouled; the brood descends where mortals once watched gods enacted."
Secret. She has already seen the serpent coiling through the skene doors in a waking vision — DC 14 Insight notices she keeps glancing toward the Theatre, not Castalia.
Staff. +3 to hit. Hit: 3 (1d6) bludgeoning.
Oracle's Ward (1/day). One ally within 30 ft. gains advantage on next save vs. poison or fear.
Philon, Temple Guard Captain
Medium Humanoid (human), Lawful Good · Ally
AC 18 (breastplate, shield) | HP 58 (9d8+18) | Speed 30 ft.
Skills: Athletics +5, Perception +4, Religion +4
Temple Guard Captain. Loyal to Kleodora; will hold the skene doors in Enc. 3 if the party prepped Branch B.
Ally. Fights beside the party in the Theatre; prioritizes protecting the Pythia.
Multiattack. Two spear attacks.
Spear. +5 to hit. Hit: 7 (1d8+3) piercing.
Shield Wall (Recharge 5–6). Allies within 10 ft. gain +2 AC until start of his next turn.
The Weeping Maw
Aldric Vane
Medium Humanoid · Village Elder · Questgiver (hook only)
Role Hires the party to stop disappearances along the forest road. Gives the Scroll of Splashfire Blessing and a sealed note at session start (see Handouts). After victory, allows one PC to keep the scroll.
Old Lysander — Blind Priest
Medium Humanoid · Neutral Good · NPC Ally
AC 11HP 36Init 10
sacred flame — 1d8 fire/radiant (+5)
cure wounds — 2d8+3
bless† — 3 creatures +1d4 attacks/saves
3× Blindfold of Apollo
2× Fire Flask (if note shown)
Teaches Splashfire activation + full Hydra fire/regrowth lore
Pyrrha — Ruin Survivor
Medium Humanoid · Neutral Good · NPC
Role Knows scavenge locations. DC 14 Persuasion for mirror and vial locations. Patrol intel grants advantage on initiative.
Trail Hunter — NPC Ally
Medium Humanoid · Neutral Good · Bryn & Cael
AC 14HP 38Init 12
Longbow. Ranged +5, 150/600 ft. Hit: 1d8+3 piercing.
Shortsword. Melee +5. Hit: 1d6+3 piercing.
Hunter's Mark (Bryn, 1/enc). Mark Hydra; +1d6 per hit vs. marked target.
The Wilting Court
Elyria
Medium Fey (Naiad), Neutral Good · Quest Giver, Non-combatant
AC 13 | HP 22 | Speed 30 ft., swim 30 ft.
Water Shaping. Can cast Create or Destroy Water once per day.
Wants her sisters' curse broken, not the sisters slain — desperate and pleading throughout.
She was bound by Nyxantha too but broke free weeks ago; guilt-ridden she didn't act sooner to stop it.
Anxious, tearful, will beg the party not to kill any nymph if combat turns lethal. Gives the Tearstone and a rough map of the pass at the hook.
Petra
Medium Fey (Oread), Unaligned · Potential Ally (Encounter 1)
Stats: Use Nymph Skirmisher (Oread) stat block — allied, starts at half HP once recruited.
Protecting the vale; deeply distrustful of outsiders sent by the tyrant's foremen.
Knows a hidden tunnel shortcut to the Grotto that bypasses part of the meadow ambush.
Gruff, tests the party's honesty before trusting them; recruited via DC 13 Persuasion after being spared below half HP.
Thalassa
Medium Fey (Nereid), Neutral Good · Potential Ally (Encounter 2)
Stats: Use Nymph Skirmisher (Nereid) stat block — allied, once freed.
Was captured trying to calm her sisters; wants everyone — nymph and mortal — to survive this.
Knows Nyxantha's name-of-sorrow, usable once in the finale to force an automatic Grief-Bound stack loss.
Gentle and sorrowful; hums softly while healing allies. Freed via DC 12 Sleight of Hand or breaking her cage.
The Witch of Aeaea
Demetrios, Wolf-Bound Hoplite
Medium Beast, Unaligned (enchanted) · Optional Ally · Encounter 1
AC 13 | HP 32 (uses 4d8+8, alpha variant) | Speed 40 ft.
Languages: Understands and can respond to Common (growls, whines, head gestures) | Senses: Darkvision 30 ft., passive Perception 13
Pack Tactics. Advantage on attacks against a creature when an ally is within 5 ft. of it.
Transformation Immunity. Already transformed; cannot be re-transformed by Circe's Transformation Curse.
Loyal Guardian. While fighting alongside a creature that calmed him, Demetrios has advantage on attack rolls and cannot be Charmed.
Reversion. If Circe is defeated and releases her enchantments (or the cauldron is destroyed), Demetrios reverts to his human form — a broad-shouldered Achaean hoplite in his forties, with a broken sword scar on one palm.
Bite. +4 to hit, reach 5 ft. Hit: 8 (2d4+3) piercing. DC 12 STR save or knocked prone.
DC 12 Insight identifies him as unusually intelligent. DC 13 Animal Handling (advantage with Insight success or Vial of Moly present) to calm and recruit. Cannot be recruited if he took more than 10 damage from the party.
Emeron (Hermes in Disguise)
Quest Giver · Misthaven Tavern
See the full profile: Hermes, Gods & Immortals
Appearance. Silver-tongued merchant in a deep-grey travelling cloak. Winged sandals that float a hair's breadth above the floor. Walking stick carved in the shape of two intertwined serpents that disappears when he departs.
Motivation. The gods have grown tired of Circe's excess. Hermes seeks to have her power curtailed without direct divine intervention — mortals must do what gods cannot be seen to do.
Secret. He is Hermes. DC 20 Insight or Religion during the meeting notices the divine tells. He will neither confirm nor deny it if asked, only smile and change the subject.
"A merchant? Yes. That is what I am. Now — do you want the vial, or would you prefer to debate my footwear?"
The Vial of Moly. His exact parting words: "Pour the white sap in her fire. The gods are watching." Then he is gone.
Philemon, Freed Hoplite
Medium Humanoid (Human), Neutral Good · Optional Ally · Encounter 2
AC 16 (scale armour, if found) or 12 (improvised) | HP 38 (7d8+7) | Speed 30 ft.
Skills: Athletics +5, Perception +3 | Languages: Common, Attic Greek
Brave. Advantage on saving throws against Frightened.
Grateful Resolve. While fighting alongside the party that freed him, Philemon has advantage on his first attack roll each round and shouts encouragement — each PC within 30 ft. adds +2 to their first WIS save each round.
Spear. +5 to hit, reach 5 ft. or thrown 20/60 ft. Hit: 6 (1d6+3) piercing. (−1 to hit if improvised weapon.)
Shield Bash. +5 to hit, reach 5 ft. Hit: 5 (1d4+3) bludgeoning. DC 13 STR save or knocked prone.
Automatic — Philemon joins the party without a check if freed from the ritual stakes in Encounter 2.
Weave of Arachne
Melantho, Spider-Touched Novice
Medium Humanoid, Neutral · Recruitable Ally · Temple guide and curse-break witness
AC 14 | HP 62 | Speed 30 ft.
Role: Temple guide and curse-break witness
RECRUITMENT (Enc. 2). Spare her after she raises an alarm, then show her Nikarete's original poem.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Needle dagger +7 to hit, 10 piercing plus 7 poison; can lower one web alarm.
Nikarete the Unwritten
Cursed mortal poet, quest giver
Motivation. She wants her stolen future back before her unborn child is woven into Arachne's service.
Secret. One stanza of her poem insulted Athena and invited the loom-temple's attention.
Hard rule. She will not accept a rescue that simply transfers her curse to another innocent name.
Wings Over the Wine-Dark Sea
Sea Spirit (Lesser Nereid)
Medium Fey, Chaotic Neutral · CR 1/2 · Mini ×5
AC 12 | HP 22 (5d8) | Speed 30 ft., swim 30 ft.
Optional clutter/allies
Mist Form. Can Hide as bonus action in fog.
RECRUITMENT. Kindness DC 12 Persuasion → one spirit extinguishes a fire on the sail once.
Slap. +4 to hit. Hit: 5 (1d6+2) bludgeoning.
Thetis-Touched Envoy (Quest Giver)
Medium Fey, Neutral Good · Quest Giver
Public face: salt-robed messenger aboard the mist-trireme
Motivation. A siren-queen is calling ships onto rocks — stop the song before the next convoy dies.
Secret. The song is amplified by jellyfish-fog witches bound to the queen.
Apples of the West
Aegle, Doubting Hesperid
Medium Humanoid, Neutral · Recruitable Ally · Inside guide and alarm-saboteur
AC 15 | HP 66 | Speed 30 ft.
Role: Inside guide and alarm-saboteur
RECRUITMENT (Enc. 1). Expose the false serpent tracks without blaming her, or promise to take only three named apples.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Star-thorn bow +7 to hit, 9 piercing plus 7 radiant; can also dim one ward-lantern.
Mnestra of Misthaven
Human oracle-smuggler, quest giver
Motivation. She needs the apples to ransom sailors trapped in a winter that will not end.
Secret. Her map was bought from a Hesperid who wants one sister discredited, not harmed.
Hard rule. She forbids killing Ladon; a dead guardian calls Hera's whole gaze westward.
The Fleece of Colchis
Grove Heist Tools
Encounter Toolkit · Enc. 3 · Not a creature
Stack sleep and silence — extraction over DPS
1. Ram’s Bell. Drowsy the dragon (see maguffin). Once preferred.
2. Medea’s Salve. Ease Cut / force Drowsy on hit.
3. Fleece Cut. Ath/Sleight DC 15 (13 with Salve / Drowsy).
4. False Fleece. Tapestry scrap in the grove shrine — Action Deception DC 14 vs. dragon Insight (+3) to buy 1 round of misdirection after Cut.
5. Extraction Skiff. River edge, 80 ft. south. Boarding with Fleece ends the fight after 1 chase round unless Alarm ≥ 5.
Alarm Track. Starts at Enc. 1 carryover (0–2). Loud combat +1/round; horn +1; failed stealth +1. At 3: 2 Spartoi. At 5: 2 more + dragon breath recharges.
Lady Argive (Hera, Quest Giver)
Medium Celestial (Olympian in merchant’s guise), Lawful Neutral
See the full profile: Hera, Gods & Immortals
Appears at Misthaven as a gray-eyed wool-merchant; peacock-pin barely hidden
Motivation. King Aeëtes of Colchis means to sow the Fleece’s war-magic into a living army. The Fleece must leave his oak — quietly — before dawn.
Hard rule. Steal the Fleece. Do not sack Aea. Do not slay the sleepless dragon if mercy or sleep will serve — it is the grove’s ancient ward.
Promise. Safe mist-exit once the Fleece is aboard a boat on the Phasis. Medea’s fate is the party’s bargain to keep.
Medea
Medium Humanoid (sorceress of Colchis), Chaotic Neutral · Recruitable Ally
AC 14 | HP 78 (12d8+24) | Speed 30 ft.
Saves: Wis +5, Cha +7 · Skills: Arcana +6, Deception +7, Medicine +5 · Spell DC 15, +7
RECRUITMENT (Enc. 2). Found in the palace pharmacy. Persuasion DC 14 (DC 12 if Enc. 1 raised no Alarm) and a vow not to butcher Colchians needlessly. She joins Enc. 3 with Salve and Countersong.
If not recruited. A sealed vial of Salve can still be stolen (Sleight DC 15) — no Countersong, Fleece Cut without her aid.
Colchian Blood. Guards who recognize her hesitate 1 round the first time she speaks (once per encounter).
Dagger. +5 to hit. Hit: 4 (1d4+2) piercing + 7 (2d6) poison (Con DC 14 or poisoned 1 minute).
Soporific Salve (Enc. 3). Action: anoint a blade, the Ram’s Bell, or the Fleece pins. Next Fleece Cut or Bell ring this round gains +2; OR one attack vs. dragon deals no damage but forces Con DC 15 or Drowsy (see dragon). 3 uses.
Countersong (1/encounter). Reaction when Alarm would rise from a failed stealth check within 30 ft.: cancel that +1 Alarm.
Mist Step (2/rest). Teleport 30 ft. to a seen space (mist of the Phasis).
The Golden Fleece
Wondrous Relic · Heist Objective
Nailed to the sacred oak by adamant pins; radiates warm gold light in a 10-ft radius
Cut Free. Action adjacent while dragon is Drowsy, Distracted, or Blinded to the cutter: Athletics or Sleight of Hand DC 15 (DC 13 with Medea’s Salve). Success claims the Fleece.
Carrying. While held, bearer sheds dim gold light (cannot hide in darkness). One creature can carry it; dropping it is an object interaction.
Win. Fleece aboard the extraction skiff (or mist-trireme) with at least one PC conscious → session win.
Three Seals of Ares (Grove Gate)
Skill Puzzle · Enc. 2 · Blocks the grove causeway
Bronze lintel with three recessed seals: Blood / Fire / Night
Blood. Willing cut for 1d4 damage OR Medicine DC 13 with sacrificial wine from the pantry.
Fire. Touch with a lit brand from Hephaestan braziers (Athletics/Acrobatics DC 13 to snatch without burns) OR a cantrip’s fire.
Night. Cover the seal in true shadow / Darkness / or ring the Ram’s Bell once against the recess (auto-success).
Force. Str DC 18 breaks the lintel — Alarm +2 and Enc. 3 starts with dragon undrowsy and 2 Spartoi spawned.
The Pomegranate Dead
Asclepius
Medium Humanoid (Demigod physician), Neutral Good · Cleric / Necromancer · CR 6 ally
AC 14 | HP 97 (15d8+30) | Speed 30 ft.
Saves: Int +7, Wis +7 | Skills: Medicine +10, Nature +7, Insight +7, Religion +7
Why He Is Here. Following a plague of "false deaths" — corpses walking with stolen breath. He believes someone is siphoning Asclepian healing into necromancy.
Raiser of the Dead. The one mortal-born healer who ever brought the dead back — Zeus struck him down for it at Hades' complaint. He knows exactly how the dead are raised, which is why this frightens him. Hades still keeps complaints about him on file.
Chiron's Pupil. Chiron the centaur taught him medicine. The bone centaurs in Asphodel are Chiron's kin, and he can call them by name (see their card).
One Ally Only. If the party brings him to the garden, Orpheus stays in Asphodel to keep the shades calm. Recruit with ≥2 floral/royal clues (Persuasion DC 13 with the evidence).
Iconic. Do not kill. If reduced to 0 HP, he stabilizes in a sacred sleep (removed from the fight). He will not strike Persephone to kill.
Serpent Staff. +6 to hit, reach 5 ft. Hit: 7 (1d6+4) bludgeoning + 7 (2d6) poison or radiant (his choice).
Healing Touch (3/Day). A creature he touches regains 18 (4d8) HP and may end one poison or disease.
Turn the Inverted (1/Day). Each undead within 30 ft. that Persephone raised makes a DC 15 Wisdom save or is turned for 1 minute (it flees and takes no actions unless cornered); the effect ends on a creature that takes damage.
Return from the Threshold (1/Day). A creature that died within the last minute returns to life with 1 HP.
Diagnostic Gaze. Insight/Medicine check with advantage to identify how an undead was made (reveals the summoner-signature: floral + grave).
Field Surgery (1/Round). One ally within 5 ft. gains 10 temporary HP.
Charon
Medium Undead (Unique), Neutral · Ferryman
AC 16 | HP 110 (13d8+52) | Speed 30 ft., swim 40 ft.
Skills: Insight +7, Perception +7 | Immunities: necrotic, poison; frightened
The Fare. Hermes has paid the way in. The way home costs the Obol Hades lends the party. Attempting to fight him capsizes the ferry: everyone aboard goes into the Styx (see Enc. 1).
Ferryman. He poles; he does not fight for anyone. The crossing takes 4 rounds whatever happens on deck. When the ferry grounds, he hooks any passenger still in the river out with his pole.
Neutral Witness. Answers one honest question about recent crossings if paid fairly. Will not accuse the Queen by name.
Ferryman's Pole. +7 to hit, reach 10 ft. Hit: 12 (2d8+3) bludgeoning + 7 (2d6) necrotic.
Styx Lash (Recharge 5–6). 30-ft. line; DC 15 Dexterity. 21 (6d6) necrotic on a failure, half on a success; a failure also reduces speed to 0 until the end of its next turn.
Paid Passage (1/Round). When a passenger whose fare is paid goes overboard, he holds out his pole. The passenger makes a DC 12 Dexterity save; on a success it catches the pole and ends hanging on the gunwale instead of in the river. "The fare is paid. Hold on."
Hades, Lord of the Dead
Medium Celestial (God), Lawful Neutral · Quest Giver · Not a combatant
See the full profile: Hades, Gods & Immortals
Role: Briefs the party in his throne room; ends Enc. 3 when the Arrival Clock completes
Pride and Love. He knows what his wife has been doing. He needs the dead to stop rising, but he will not confront her — he is glad she is finding new interests and will not seem controlling — and he will not let her be embarrassed in her own home.
His Plan. Send mortals to "discover" it, arrive late, and very publicly congratulate them on destroying whatever lich must have been responsible — loudly enough that she hears, and gets the message.
What He Will Not Do. Name the culprit, look into it himself ("Just because the dead are rising doesn't mean the living have stopped dying!"), or hear his wife accused in his house. He steers the party to an ally who will lead them to her instead.
The Rule of His House. Whenever a PC begins to accuse the Queen in his presence, he interrupts — every time. A PC who talks over him and says it aloud makes him Hostile.
Hostile. He uses Rebuke on the speaker, ends the audience, gives no pointers to allies, owes no favor, and takes the Obol back at the end. He still needs the rising stopped.
Arrival Clock. Struck on a ferry-bell, the Obol calls him: 5 rounds (Harder: 6; Library Standard: 4), ticking at the end of each of Persephone's turns. Late on purpose.
Not a Word. If both gods save face, he owes the party a favor and "will pay it on the day the sky is on fire" (Cerberus joins the party against Typhon in Victory Unchained).
Persistence. Do not fight or kill Hades. He is the off-ramp, not a boss.
Rebuke of the Dead King (only when Hostile). Each creature that spoke against the Queen makes a DC 18 Constitution save, taking 27 (6d8) necrotic damage and becoming frightened of Hades for 1 hour on a failure, or half as much damage on a success.
Hermes Psychopomp (Escort)
Medium Celestial (shapechanged), Chaotic Good · Escort
Public face: travel-stained guide in Misthaven who "knows a ferry"
Role. Fetches the party from Misthaven on Hades' behalf, pays Charon for the crossing, and walks them to the throne room. All he will say is: "The King would like a word."
Secret. He knows exactly what the Queen has been doing, and finds the whole marriage enormously entertaining. He will not say so to anyone.
If Confronted. "Pay attention. Mind your tongue in his house. Do not eat the fruit."
Orpheus
Medium Humanoid (Human, son of Apollo), Neutral Good · Bard · CR 6 ally
AC 14 | HP 82 (15d8+15) | Speed 30 ft.
Saves: Dex +6, Cha +8 | Skills: Performance +11, Persuasion +8, Insight +5, History +4
Senses: passive Perception 12 | Languages: Common, Ancient Greek
The Man Who Came Back. The only living man to cross the Styx twice. He walked out of the Underworld once with Eurydice behind him, looked back, and lost her. He has come down again, alone and without leave, because her shade is missing from Asphodel.
The Song She Wept For. Persephone wept once at his song; it was she who let Eurydice go. While he plays within 60 ft. of her, the bargain (Path B) is DC 15 instead of DC 18.
Calms the Hound. Cerberus has heard him before. Checks to calm Cerberus have advantage while he plays, and his playing counts as one success.
One Ally Only. If the party brings him to the garden, Asclepius stays in Asphodel with his patients. Recruit by protecting him and telling him what happened to Eurydice (Persuasion DC 14).
Iconic. Do not kill. At 0 HP he is stable and unconscious, still holding the lyre.
Lyre-Blade. +6 to hit, reach 5 ft. Hit: 6 (1d6+3) piercing.
Spellcasting (Cha, DC 16, +8 to hit). At will: vicious mockery (3d4), friends. 2/day each: calm emotions, healing word (3d4+5). 1/day: hypnotic pattern.
Lull of the Lyre (Recharge 5–6). Each skeleton, death dog and zombie within 30 ft. that can hear him makes a DC 16 Wisdom save or is incapacitated until the end of its next turn.
The Song She Wept For (1/Encounter). He plays the song from his first descent. Persephone takes no legendary actions until the start of her next turn.
Inspiring Refrain (3/Day). One ally within 60 ft. who can hear him gains a d8 Bardic Inspiration die for 10 minutes.
Counter-Song. When a creature within 30 ft. makes a save against being charmed or frightened, it has advantage.
Shade Witness (Lydia)
Medium Undead (Shade), Neutral · Informant
AC 11 | HP 22 (5d8) | Speed 30 ft.
Role: Enc. 2 clue-giver
Testimony. Saw flower-crowned servants sowing teeth in Asphodel after midnight, and riders made of bone herding the dead toward the garden — among them a woman with a snakebite at her ankle (Eurydice).
Recruitment. If comforted (Persuasion/Religion DC 13), she guides the party toward Asclepius, Orpheus, or the garden bell.
Chilling Touch. +3 to hit. Hit: 5 (1d8) necrotic — only if panicked.
Troy's Hollow Gift
Cassandra, Unbelieved Witness
Medium Humanoid, Neutral · Recruitable Ally · Prophetic ally and civilian conscience
AC 14 | HP 58 | Speed 30 ft.
Role: Prophetic ally and civilian conscience
RECRUITMENT (Enc. Encounter 1 or 2). Listen without asking her to prove the curse, protect a civilian route she names, or admit the plan may be wrong.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Ritual dagger +6 to hit, 1d4+3 piercing; prophecy imposes disadvantage once.
Sinon, Professional Survivor
Medium Humanoid (human), slippery neutral quest giver
Motivation. Get the colossus through Troy's gates and make sure someone else owns the moral stain if it goes wrong.
Secret. He has sold different versions of the plan to Greek captains, Trojan dissidents, and a god's silent priest.
Hard rule. He will not enter the horse himself; he always keeps one exit and one scapegoat prepared.
Chains on Caucasus
Dione of the Ash Lantern
Fire-scarred priest, quest giver
Motivation. She wants the cult stopped before they sell Promethean pain as miracle-fire.
Secret. She fears freeing Prometheus may start a divine reprisal and accepts a merciful half-measure.
Hard rule. Prometheus must not be killed; his death would not end the fire, only scatter it uncontrolled.
Io the Wind-Lost
Medium Humanoid, Neutral · Recruitable Ally · Scout, omen-reader, and reluctant witness
AC 14 | HP 71 | Speed 30 ft.
Role: Scout, omen-reader, and reluctant witness
RECRUITMENT (Enc. 1). Save her from harpies without demanding her prophecy, or share water and listen to her warning.
Aid. Acts on party initiative when recruited; prefers nonlethal when asked.
Strike. Gore of wind +7 to hit, 13 piercing; can reveal a safe ledge once per encounter.
Phaethon's Reins
Aello, Wind-Harness Rider
Medium Humanoid, Neutral · Recruitable Ally · Aerial pilot and rescue spotter
AC 16 | HP 72 | Speed 30 ft. (fly 90 ft. mounted)
Skills: Animal Handling +7, Perception +6, Survival +6 · Role: aerial pilot, rescue spotter, herd-speaker
RECRUITMENT (Enc. 1). Free two or more of her tangled pegasi (Animal Handling DC 12 each), or accept all three of her conditions: no unilateral aerial splits, no plan to kill Phaethon, her command in the air. Refuse one → Persuasion DC 14.
Wind-Signals. Once per round (no action): one ally she can see has advantage on their pursuit check this round.
Herd-Speaker. Once per round she can assist a calming check on a sun-horse within 30 ft: that check's DC is reduced by 3.
Name-Coach. She read the temple records. She knows Phaethon's name and how his mother said it — Persuasion DC 12 instead of 15.
Whistle for the Sire. If all four pegasi are freed and she is recruited, she can call Pegasus himself. She will not do it for a party that has whipped, roped, or wounded a horse.
Strike. Storm javelin +8 to hit, range 120 ft. Hit: 2d6+4 piercing plus 2d6 lightning.
Catch (1/round, reaction-like). When a creature she can see within 60 ft falls, she dives: that creature takes no falling damage and lands where she can reach.
Heliope, Singed Dawn-Priest
Medium Humanoid (human), Neutral Good · Quest giver
Appearance: burns up both forearms, three bronze city tokens on a cord, each warmer than the last
Motivation. Keep Helios's name from becoming a curse — save the cities before divine punishment stops being avoidable.
Secret. She let Phaethon into the stables. She believed a mortal hand could prove worthy, and she still half believes it.
Hard rule. Killing Helios's son is not the plan. Open his hands, don't stop his heart.
The Petition. She can beg Helios for the Dragon-Drawn Chariot from the end of Enc. 1 onward. Helios will not touch the runaway car himself — a god who seizes his own reins above three burning cities admits whose fire it was.
Name-history. If asked about Phaethon, she gives his name and the story behind it (his mother Clymene, the years of being called a liar). Parties who hear it get automatic success on Phaethon's consent in Enc. 3.
Pegasus, the Cloud-Sired
Large Celestial, Chaotic Good · CR 6 · Optional recruit · One rider, his choice
AC 15 | HP 110 (13d10+39) | Speed 60 ft., fly 120 ft.
Saves: Dex +7, Wis +6 · Skills: Perception +6 · Understands Greek and Celestial, speaks neither
Courtesy Before Muscle. He carries exactly one rider — the most courteous, his pick, not the party's. He refuses spurs, ropes, and orders; he answers requests. He will not be ridden by anyone who has wounded a horse or a pegasus this session. A PC bearing the Humble Bridle from Bellerophon's Bargain is chosen automatically.
Sure in the Air. Immune to being knocked prone. His rider takes no falling damage while mounted and may dismount in midair to hover for one round.
Cloud-Sired. Advantage on saves against fire and against any effect that would panic him. He is the only thing in the sky today that is not afraid.
Persistence. Pegasus is a singular named being: he is never a valid enemy and never dies here. At 0 HP he simply climbs out of reach and returns next round at half HP, unimpressed.
Multiattack. Two Hooves attacks.
Hooves. +8 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.
Skyward Surge (Recharge 5–6). Fly up to 120 ft without provoking opportunity attacks. His rider may make one pursuit check with advantage as part of this movement.
Phaethon, Son of Helios
Medium Humanoid (mortal son of a god), Neutral · Not a combatant · Enc. 3 fixture
AC 13 | HP 44 | Speed 0 ft. (will not let go)
Appearance: sixteen, sun-blistered, both hands welded by terror to the central strut
No initiative. Phaethon never rolls initiative, never attacks, and never moves. He is furniture with a pulse. He is not driving — he is holding on.
Consent (the beat that matters). Persuasion DC 15 — DC 12 if Aello coaches the phrasing, −3 if someone shouted his name across the gap in Enc. 2, automatic if Heliope told the party his name-history. On a success he opens his hands and says the four horses' names out loud — he is the only mortal alive who has heard his father say them. All calming DCs −2 for the rest of the encounter.
He is not the enemy. If a PC deals damage to Phaethon: all calming DCs +5 for the rest of the fight and Aello leaves the deck. He is terrified, not malicious.
Why he holds on. He believes letting go kills him. Any argument that gives him somewhere safe to fall — Talaria, a pegasus, the dragon chariot docked below — lowers the DC by 2 on its own.
Persistence. He lives. His sisters the Heliades come for him at the sky-road's end. Do not stage his death as the solution.
Wind-Harness Pegasus
Large Celestial, Chaotic Good · CR 2 · Aello's rescue team · 4 available in Enc. 1
AC 12 | HP 59 (7d10+21) | Speed 60 ft., fly 90 ft.
Saves: Dex +4, Wis +4, Cha +3 · Skills: Perception +6
Harnessed. A rider never falls while mounted (Dex DC 10 to stay seated when the chariot bucks) and may use the Animal Handling pursuit option in the Enc. 2 chase.
Panic Line. If the mount takes fire damage from the Scorching Wake, its rider makes Animal Handling DC 12 or the pegasus breaks off for one round — no pursuit check, no attack, just distance.
Two are hurt. Two of the four are badly tangled: freeing those is Animal Handling DC 12; the other two are DC 10. All four freed unlocks the call for Pegasus.
Hooves. +6 to hit, reach 5 ft. Hit: 11 (2d6+4) bludgeoning.
Mother of the Deep Coil
Kimon the Goatherd-Scout
Medium Humanoid, Neutral Good · CR 1/2 · Recruitable
AC 12 | HP 18 | Speed 30 ft.
Lost his flock to the Outer Brood; knows a side-chimney into Enc. 2
RECRUITMENT. Spare him / heal him in Enc. 1 (Medicine DC 12 or any healing). In Enc. 2 he can Guide once: party ignores difficult terrain from bone-scree for 1 round, or points out a ½-cover ledge.
Sling. +4 to hit, range 30/120. Hit: 4 (1d4+2) bludgeoning.
Warning Cry. Bonus action: one ally within 30 ft. not surprised by a Call Brood arrival this round.
Melitta of Delphi (Quest Giver)
Medium Humanoid, Neutral · Oracle’s courier
Mist → Cilician foothills; carries sealed pythia-ash
Motivation. Livestock, heroes, and whole patrols vanish into Arima’s deep. The Pythia names the Mother of Monsters awake in her own coil — she must be defeated in her lair before her brood spills into the plains.
Secret. Apollo will not enter the nest. Mortals must. The brand she gives was quenched in the Pythia’s tripod — it bites Echidna’s summons.
Override note. This session is 2 encounters; Enc. 2 is a long multi-phase fight. Phase 3 is Deadly by design (user override of the usual Hard-cap).
The Hundredfold Binding
Briareus (Aegaeon), Hecatoncheires
Huge Celestial Giant, Chaotic Good · CR 16 · FREEING = win · Not a boss to kill
AC 18 | HP 287 (23d12+138) | Speed 40 ft.
Saves: Str +14, Con +11, Wis +8 · Resist: BPS nonmagical, radiant · Immune: frightened, paralyzed · LR 3/day
Hundred Hands. Can grapple up to four creatures at once. Ignores the Extra Attack limit for Slam when using Storm of Hands.
Persistence. Iconic Hundred-Handed One — do not make killing him a win condition. He begins the fight bound (incapacitated, immune to damage from PCs, regenerates binding stress).
Cleanup Mandate. Once freed, he spends 1–2 rounds annihilating remaining Heliadae/minions, then speaks his vow and departs into mist/sea-cliff spray. He is overtuned on purpose.
Foreshadow Vow. After cleanup: "When a threat rises that hands alone cannot number — speak my name across the wine-dark, and I will answer." DM note: future session ally; not a PC summon spell.
Storm of Hands (Cleanup). Six Slam attacks, divided as he likes among creatures of his choice within 15 ft.
Slam. +14 to hit, reach 15 ft. Hit: 22 (3d8+9) bludgeoning. On hit vs. a Heliad: also knock prone.
Fling. One grappled Large or smaller creature thrown 40 ft.; Dex DC 19 or 18 (4d8) bludgeoning and prone.
Shattering Roar (1/day, on free). Each enemy within 60 ft. Con DC 19 or 27 (6d8) thunder and stunned until end of Briareus’s next turn. Automatically breaks any remaining Solar Locks.
Detect (1). Perception check.
Slam (1). One Slam.
Sweep (2). Each creature in a 15-ft cone Dex DC 19 or 14 (4d6) bludgeoning and pushed 10 ft.
Electryone (Quest Giver)
Medium Celestial (demigoddess), Neutral Good · Daughter of Helios & Rhode
Mist-meets-Rhodes: solar diadem, voice like noon wind
Motivation. Her four brothers — Macareus, Candalus, Triopas, and Actis — have returned to Rhodes in secret to bind Briareus the Hecatoncheires beneath the Sunforge. Stop the ritual without declaring war on Helios.
Secret. They murdered Tenages for his science; the binding engine is built from his stolen dials. Freeing Briareus shames them more than killing them would.
Persistence. Helios is not a target. The brothers are demigod-blooded mortals — killable. Briareus must be freed, not slain.
Heliorbit Manacles (The Binding)
Huge Apparatus · Encounter Object · Enc. 3 centerpiece
Four satellite Solar Locks (E/N/W/S) + one Master Lock at the heart
Solar Lock. Each lock AC 15 / HP 25. Destroying a lock frees that manacle strand. Linked Heliad traits hinder non-Dial opens (see brothers).
Master Lock. AC 16 / HP 40 — or open with Tenages’s Dial as an action (preferred). Opening Master Lock or all four satellites frees Briareus immediately.
Nearly Guaranteed Win. Once Briareus is free, the encounter is won. Play 1–2 cleanup rounds; remaining enemies drop or flee under Storm of Hands / Shattering Roar.
Failsafe. If the party somehow cannot reach locks: Electryone’s light (if present via Sending) or Lamprias’s Help grants Dial auto-success on Master Lock after round 4.
Lamprias the Lens-Wright
Medium Humanoid, Neutral Good · CR 1 · Recruitable
AC 12 | HP 27 | Speed 30 ft.
Rhodes artisan forced to polish the binding lenses
RECRUITMENT. Free him in Enc. 2 (Ath DC 12 vs. fever-chains, or Persuasion DC 13 vs. guards). In Enc. 3 he can Help on Dial checks and knows which lock is the Master Lock (auto-ID).
Hammer. +4 to hit. Hit: 5 (1d6+2) bludgeoning.
Polished Flare (1/encounter). Bonus action: one creature within 30 ft. Dex DC 12 or blinded until end of its next turn.
Victory Unchained
Iris, Storm-Herald
Olympian messenger (quest giver) · Neutral Good
Appearance: Rainbow-edged peplos, travel-stained; voice like wind over bronze.
Motivation. Hera and Zeus will not march into Etna — but Victory herself is chained in the mountain’s root, and Iris begs the Theronauts to cut her free before Typhon wakes fully.
Secret. Iris already knows freeing Nike will loosen Typhon’s remaining chains. She withholds that until the party is committed — or until the mountain screams.
Hard rule. No Olympian may fight Typhon directly this day. Nike’s aid must be blessing and horn — never spear in hand.
Nike, Goddess of Victory
Olympian · Small/Medium goddess · Cannot fight Typhon directly
Appearance: Winged, laurel-browed, chains of volcanic iron scoring her wrists until freed.
Motivation. She wants the Theronauts to win — not as pawns of Olympus, but as mortals who claimed victory when gods could not strike.
Secret. Her horn does not summon random aid; it wakes every debt the party’s campaign has earned — heroes, beasts, and armies who owe them a round.
Hard rule. She may bless, advise, and blow the Horn of Allies. She may not deal damage to Typhon or his spawn. If she is reduced to 0 HP (unlikely), she scatters into victory-omens and the Horn still sounds once.
Pyra the Chain-Warden (defector)
Medium Humanoid (titan-kin blooded), Chaotic Good · CR 5 · Recruitable Ally
AC 16 | HP 84 | Speed 30 ft.
Skills: Athletics +6, Arcana +4
RECRUITMENT (Enc. 1). Spare her when the first titan-kin squad breaks, or show her the Fillet and swear Nike will fly free — she knows which locks are false.
Lock-Lore. Advantage on checks to open Nike’s bindings. Can spend an action to grant an ally advantage on the next chain check.
Volcanic Spear. +7 to hit, 11 (1d8 + 7) piercing plus 3 (1d6) fire.
Ward-Spike (1/rest). Place a spike: a 10-ft radius becomes difficult terrain for titan-kin until end of combat.
The Sleepless Queen
Acheilus, the Shark-Marred
Large Monstrosity, Chaotic Neutral · CR 10 (5,900 XP) · Enc. 1 elite · recruitable · Lamia’s eldest
AC 17 (natural) | HP 184 (16d10+96) | Speed 30 ft., swim 60 ft.
Saves: Str +9, Con +10 · Skills: Athletics +9, Perception +6 · Senses: blindsight 60 ft. (water only), darkvision 60 ft. · Languages: Common, Primordial
Amphibious. Breathes air and water.
Blood Frenzy. Advantage on melee attack rolls against any creature that does not have all its hit points.
Tide-Fed. While standing in water at least 1 foot deep, he has advantage on Strength checks and saving throws and regains 10 hit points at the start of his turn.
Her Son (DM). Acheilus is Queen Lamia’s eldest child. Hera’s wrath did not kill this family — it changed it. He has been hauling the drained out of the surf for a month, because they wash out of his mother’s cave, and laying them above the waterline with their hands folded because it is the only thing left he can do for them. He knows exactly what is in that cave and who. Play the row of folded hands as the clue it is.
The Story He Tells. Strangers get the Aphrodite version — that he told the goddess she had competition and she made him this. It is a good story and he has had years to polish it. The truth requires saying his mother’s name out loud, and he will not, until the parley earns it.
Multiattack. One Bite and two Harpoon-Claws.
Bite. +9 to hit, reach 5 ft. Hit: 22 (4d8+5) piercing. A Large or smaller target is grappled (escape DC 17).
Harpoon-Claw. +9 to hit, reach 10 ft. Hit: 16 (2d10+5) slashing, and the target must succeed on a DC 17 Strength save or be pulled 10 ft. toward him.
Undertow (Recharge 5–6). 30-ft cone of driven surf. Dex DC 17: 36 (8d8) bludgeoning, pushed 15 ft. and knocked prone; half damage and no push on a success.
Surge. If he starts and ends in water, swim up to his speed without provoking opportunity attacks.
Bite the Spear. When a creature within 10 ft. hits him with a melee weapon attack, he makes one Bite attack against it.
RECRUITMENT. Parley (see Enc. 1) or spare him at 60 HP or fewer. Recruited, he holds the sea-mouth in Enc. 3: a flooded back entrance with a surprise round, and Ferry Out — hand him his sister and she is out, safe, immediately.
He Will Not Fight His Mother. Say this plainly when he joins. He comes as far as the water and no further; he is there for Herophile, not for the kill. If a PC brings him onto the Drinking Floor anyway, see Her Son in the Water on Lamia’s card — and understand that he came because they asked.
If He Dies (DM). The party has killed the queen’s son and does not know it. Do not soften this. If it is said aloud in the cave, Lamia has advantage on attack rolls for 1 round and immediately uses Call the Strix.
Alcyoneus of Crisa
Medium Humanoid, Neutral Good · CR 1/2 · Recruitable Ally (Enc. 2)
AC 13 (leather) | HP 32 (5d8+10) | Speed 30 ft.
Sixteen, son of Diomus and Meganira, chosen by lot and garlanded three days ago. He has decided on calm, and it is far worse to watch than crying would be.
RECRUITMENT. Free him without stripping his dignity — let a player actually ask him — or take the Sacrificial Garlands onto your own shoulders. He will not be left behind afterward.
Goat-Path. Four years running goats on Cirphis. He can bring the party in through the upper crack above the Drinking Floor: a surprise round on the Hollowed, and a 20-ft drop or climb down (Athletics DC 12).
Carry Her Out. In Enc. 3 a freed Herophile can be handed to Alcyoneus; he spends his turns running her to the crack and is clear of the cave in one round. No PC has to babysit.
Sling. +5 to hit, range 30/120 ft. Hit: 6 (1d4+3) bludgeoning.
Shout Down (1/encounter). Bonus action: one ally within 30 ft. has advantage on its next saving throw against being charmed.
King Krisos of Crisa
Medium Humanoid, Lawful Neutral · Regent of Crisa · Enc. 2 clue source
Lamia’s husband. Regent in his own city because the assembly will not declare a queen dead without a body.
Motivation. To not say the thing out loud. Declaring them dead would require explaining what he actually saw.
Secret. He was in the room. Hera’s wrath took his wife and all three children in one night, and it did not kill them — it changed them, in front of him, and he ran. He has watched for his family ever since from a window he will not admit to sitting at. He knows Lamia is alive. He suspects Herophile is with her. He has said neither thing in a season.
Clue 5. Investigation DC 15 in the royal house (the chamber is untouched: three children’s beds, scarlet wool still knotted across the doorway from the inside), or Persuasion DC 18 / Insight DC 17 on Krisos, who breaks open in about four sentences and is relieved to do it. If Alkippe was killed he will not receive the party at all and the chamber is the only route.
RP Hook. No fight here. He is the reason Crisa’s elders are still saying beast, and that is enough damage for one man. Quote: “A beast can be hunted. Say the other thing and you are asking me to hunt my daughter.”
If told Herophile is alive. He does not ask to come. He asks whether she is still small. Answer him.
Sibyl Herophile
Medium Humanoid (child), Neutral Good · Nine years old · Lamia’s youngest · Enc. 3 objective
Not bound, not caged, not drained. Standing on the Drinking Floor in a clean wool dress, watching her mother work.
She Is Not a Prisoner (DM). Read this before you run the finale. Herophile is Queen Lamia’s daughter and she can walk out of this cave whenever she likes. She has not, for a season, because she is nine and she will not leave her mother alone with this. The rescue is not a cage to break. It is an argument to win.
What Was Done to Her. Hera’s wrath took the household in one night. Acheilus went to the sea. Scylla went further. Herophile was the youngest and the change that came for her came as prophecy — she speaks true things in her sleep and cannot stop. Her mother has decided this is the change arriving slowly and can be held off with enough stolen life. Her mother is wrong. It already finished.
She Has Already Told Her. Herophile prophesied her own ending months ago and said it out loud, and her mother did not believe her. She has stopped trying. She will tell the party, once, in a flat voice, and it is the single most useful thing anyone says in this cave.
HEROPHILE’S CHOICE — 3 things she needs to hear. Each from a different source; no repeats; an action apiece. (1) That it does not stop when she leaves — Persuasion or Insight DC 16, or automatic if the party broke the rite at Crisa (she saw the smoke off the terrace). (2) That her brother is alive and waiting — automatic with Clue 3 or with Acheilus at the sea-mouth; a lie does not work and she will know. (3) That it was never coming for her — Religion, Medicine, or Arcana DC 18, automatic with 5+ clues, or automatic if she is given the Sleepless Eye to look into.
When the Choice completes. She takes the nearest offered hand and walks. Queen Lamia must succeed on a DC 20 Wisdom save or be stunned until the end of her next turn. Herophile is now a freed ally and can use A True Word.
Carrying her instead. Always available and always worse. She is a grappled unwilling Small creature: half speed, and she screams for her mother, which grants Lamia advantage on the carrier until Herophile is out of the cave.
A True Word (1/encounter). Once she has chosen, as a reaction when a creature within 30 ft. rolls an attack or saving throw against Queen Lamia, she speaks — that roll is made with advantage.
She Knows the Names. Asked, she gives her brother’s and sister’s names, her own, and four of the Hollowed’s living names, whether or not the party earned Clue 6.
Epilogue. At Delphi she walks past Theoxena to the tripod and says something specific, unprompted and correct about one of the PCs. Theoxena names the gift on the spot — and says, plainly, that nothing is being held off and nothing ever was. She stays. She will be a Pythia.
Theoxena, Senior Pythia (Quest Giver)
Medium Humanoid, Neutral · Oracle of Apollo · Delphi
Castalian spring → the Crisaean plain; carries the amber eye in a votive basket
Motivation. Apollo named a cause — the wrath of Hera — and then stopped. Theoxena wants the name Apollo would not give, before another Crisan household wakes up one child short.
Secret. The word she was given was changed, not killed. She has worked out what that implies — Hera does not tidy a household away, she leaves it walking around — and she will not say it inside the temenos. Insight DC 15: she is withholding out of fear of the goddess, not the monster. Persuasion DC 16 outside the sanctuary, or a second patient ask: she gives the party the word (Clue 1).
Handout. She presses the Sleepless Eye into a palm: “She gave up her eyes so she could sleep. It did not work. Make her look.”
RP Hook. Formal, precise, treats every statement as testimony. Accepts correction from evidence without a flicker; despises flattery. Quote: “I was given a cause and denied a name. You are being sent to collect the name.”
Epilogue. She adopts Herophile into the sanctuary the afternoon the party brings her up the Sacred Way, and does not pretend it was a hard decision. She is also the one who can say the sentence the girl has needed for a season — that the gift is not a curse arriving, it is a curse already spent, and there was never anything to hold off.
The Show Must Go On
Dionysus
God of Theater, Wine & Revelry · Quest Giver & Deus Ex Machina
See the full profile: Dionysus, Gods & Immortals
Appearance (Disguised). "Dion" — strikingly beautiful, dark curly hair, an ivy crown that glows faintly, a goblet of wine that is always full. Wears the fine clothing of a wealthy theater patron. Smells of grapes and warm honey.
Appearance (Divine). Barefoot, vine-draped in purple silk, carrying a thyrsus (fennel-stalk staff tipped with a pinecone). Eyes the color of wine at dusk. Light radiates from him in golden waves. The audience will go silent, then erupt.
Motivation. He wants to see the play — his festival play, with his chosen troupe — performed flawlessly, without a single satyr-related interruption. He considers this a reasonable request.
Secret. He wrote the thematic material for the play himself and gave it to Thalia. He knew Komos would be outraged. He was hoping the party would make it interesting.
If asked if he is a god. "All who truly love theater are divine, are they not?" He winks. He will not confirm until the mask is raised.
Divine Power (Enc 3 Finale). On arrival, Dionysus freezes all remaining enemy creatures with a gesture — no save. They are Paralyzed until he releases them or leaves. He will not fight on the party's behalf during the encounter itself — only at the finale, after the win condition is met.
Divine Gift. Grants the Blessing of Dionysus to each PC (see Enc 3 Resolution). Wealthiest: pays in old wine. Most dramatic: he's genuinely delighted if any PC made a particularly theatrical maneuver.
Papadakis
Human, Stage Manager · Non-combatant NPC
AC 10 | HP 8 | Speed 30 ft.
Skills: Investigation +5, Perception +4, Sleight of Hand +3 | PP 14
Motivation. To not be blamed for whatever goes wrong. To get through one performance without a catastrophe. To possibly retire.
Secret. He hired a satyr stagehand two seasons ago as a goodwill gesture. The satyr reorganized every prop cue, replaced the chorus's water with wine, and painted all the masks upside-down. He suspects Komos is that satyr's cousin.
Useful Information. Has a complete map of backstage in his wax tablet. Knows exactly what props are where (automatic success on any Investigation check related to prop locations if he is consulted). Carries a Potion of Healing in his satchel "for emergencies" — will share it if a PC he likes is badly hurt.
Fainting Condition. If he witnesses open bloodshed on or near the stage, he must make a DC 10 CON save or fall unconscious for 1d4 rounds. He finds this as embarrassing as the players do.
Pipes, the Satyr Bard
Medium Fey, Chaotic Neutral (potential Ally) · CR 2 (450 XP)
AC 13 (natural armor) | HP 38 (7d8+7) | Speed 40 ft.
Saves: DEX +4, CHA +6 | Skills: Deception +6, Performance +8, Persuasion +6
Senses: Darkvision 60 ft., PP 10 | Languages: Sylvan, Common
Magic Resistance. Advantage on saving throws against spells and magical effects.
Panpipe Melody (Recharge 5–6). All chosen creatures within 30 ft. make DC 14 WIS save. Comedy: fail = Incapacitated (laughing) until end of next turn. Tragedy: fail = Frightened of Pipes until end of next turn. As Ally in Enc 3: Enemy satyrs do not benefit from Magic Resistance against Pipes's Panpipe Melody (he knows their weaknesses).
Shortsword. +4 to hit, reach 5 ft. Hit: 5 (1d6+2) piercing.
Vicious Mockery (Cantrip). DC 14 WIS save. Fail: 2d4 psychic, disadvantage on next attack roll.
Discordant Note. Concentrating creature within 60 ft. makes DC 14 CON save or loses concentration.
As Ally: Grants one PC advantage on one Performance/Deception check per encounter. Will not charge into melee without prompting. Fights from range only.
Thalia
Human, Lead Actress & Playwright · Non-combatant NPC
AC 10 | HP 12 | Speed 30 ft.
Skills: Performance +8, Persuasion +5, History +4 | PP 13
Motivation. The show must go on. Non-negotiable. She will physically try to remove satyrs from the stage herself if the party is slow to act (and fail, spectacularly).
Secret. She wrote a thinly-veiled caricature of Komos's father as the play's buffoonish villain. She is unapologetic. She was, in fact, pleased when Komos showed up — "free publicity."
Useful Information. Knows the full layout of the backstage and all hidden compartments. Can tell the party which specific prop markers have been moved (Investigation advantage for the rigged crane if consulted). Will personally stall the audience with improvised monologues if the party needs more time during Enc 2 (buys one extra round on any Disruption Point timer at DM discretion).
In Combat (if it comes to that). Can throw a ceramic prop vase (improvised: +2 to hit, 1d6 bludgeoning) and will do so with great drama. She announces each throw as if it's a line of dialogue.
The Hot Gates
Dienekes
Medium Humanoid (Spartan officer), Lawful Neutral · Recruitable Ally
AC 17 | HP 71 | Speed 30 ft.
Dry wit; expert at Hold the Line checks
RECRUITMENT (Enc. 1). Wounded at the steam vent after wave one. Heal him (any healing) or Medicine DC 13 + share water → joins as elite hoplite for Enc. 2–3. “Then we shall fight in the shade.”
Shade Remark. Once per combat when a ranged volley starts: allies within 30 ft. gain half cover until end of round.
Multiattack. Two spear attacks.
Spear. +6 to hit. Hit: 8 (1d8+4) piercing.
Hold the Line Assist. Action: make Hold the Line (Ath/Intim DC 14) with advantage; on success, enemies in the choke are also shoved 5 ft. back.
Favor of Ares (Enc. 3 Win Track)
War-God Attention · Win at Favor 6 + plant spearhead
See the full profile: Ares, Gods & Immortals
Track Favor openly for the table — Ares watches the pass
Hold Fast (+2, repeatable). At end of round: no enemy past the choke AND ≥5 enemies within 20 ft. of the entrance this round → +2 Favor.
Triple Fall (+1, max 2). In a single round, the party (incl. Spartan allies) downs 3+ enemies → +1 Favor.
One Blow (+1, need 2 total). Reduce an enemy from above half HP to 0 with a single hit/spell attack → +1 Favor (counts toward needing 2 such deeds).
King’s Witness (+2, once). While Leonidas is conscious, a PC finishes a Titan-kin or Leonin of CR 2+ within 10 ft. of him → +2 Favor once.
Steam Offering (+1, 1/round). Bloodied PC Action at altar: Religion or Athletics DC 14 → +1 Favor. Fail by 5+: 7 (2d6) fire.
Arrival. Favor ≥ 6 and spearhead planted → Ares manifests; all remaining hostiles are slain or rout off-map. Session win. PCs who are dying stabilize.
Gorgo’s Mist-Envoy (Quest Giver)
Medium Humanoid (Spartan herald; Athena’s whisper behind her), Lawful Neutral
Meets the party at Misthaven; lambda cloak-pin; voice like cold iron
Motivation. Thermopylae must hold until the war-god answers. Titan-kin and leonin pride-hosts choke the east road — if the Hot Gates fall before dusk, Hellas burns.
Charge. Stand with King Leonidas. Bleed for Ares’s notice. When Favor is full, the spearhead calls him — and he ends the horde.
Hard rule. Leonidas is iconic — he may fall unconscious, never execute him. Ares is summoned as slaughter, not fought. Optional after win: Audience with Ares (~45 min skill-check roleplay).
Hot Gates — Pass & Hazards
Shared Battlefield Toolkit · All encounters · Same map
Narrow cliff pass · sea wall west · steam vents · crumbling overhang east
Choke (20×40 ft killing ground). Only 3 Medium creatures abreast in the throat. Flanking impossible from the sides. Enemies beyond the throat are “at the entrance.”
Hold the Line (skill). Action: Athletics, Intimidation, or Persuasion (with Leonidas) DC 14 — shove/brace the shield wall. Success: until start of your next turn, enemies treat the throat as difficult terrain and cannot Dash through it.
Steam Vent. 2 vents (marked). Creature shoved onto a vent: Con DC 13 or 7 (2d6) fire and blinded until end of its next turn. Action to open a vent wider: Ath DC 13 — next shove into it auto-fails the save.
Rockfall Line. Overhang above the entrance. Action: Athletics or Sleight with a pry-bar DC 14 (or ranged attack AC 14 vs. keystone). Success: 15-ft cone at entrance Dex DC 14; 14 (4d6) bludgeoning; rubble becomes difficult terrain. 2 uses per session.
Hot Spring Altar. Rear of the Spartan line. Enc. 3 Favor site for the spearhead. Bloodied creature can Action: Religion or Medicine DC 14 to cauterize — heal 2d8 once per creature.
King Leonidas
Medium Humanoid (Spartan king), Lawful Neutral · Iconic Ally
AC 18 | HP 136 (16d8+64) | Speed 30 ft.
Saves: Str +8, Con +8, Wis +6 · Skills: Athletics +8, Intimidation +7, Insight +6
Iconic. At 0 HP he falls unconscious (stable). Do not execute. If both he and the spear-bearer are down at once, Favor gains from Hold Fast still count but King’s Witness is unavailable.
Phalanx Commander. Allied Spartans within 10 ft. gain +1 AC. He and adjacent PCs ignore difficult terrain in the choke while he is conscious.
Fight in the Shade. Once per encounter when arrows fall: allies within 30 ft. have half cover until start of his next turn.
Multiattack. Two spear attacks.
Spear of Sparta. +8 to hit. Hit: 9 (1d8+5) piercing; once per turn +7 (2d6) if the target is in the choke.
Shield Bash. +8 to hit. Hit: 6 (1d4+4) bludgeoning and shove 5 ft. (Ath contested).
Rally (1/encounter). Allies who can hear him gain 10 temporary HP and advantage on their next save vs. frightened.
Protect the Line. When an adjacent ally is hit, impose −2 on the attack (after seeing the roll) 3/day.
Spartan Hoplite
Medium Humanoid, Lawful Neutral · CR 3 · Squad ally
AC 17 | HP 52 | Speed 30 ft.
Shield wall specialists — count as allies for Favor Triple Fall
Shield Wall. While adjacent to another Spartan or Leonidas, +1 AC and advantage on shove checks to Hold the Line.
Multiattack. Two spear attacks.
Spear. +5 to hit. Hit: 7 (1d8+3) piercing.
The Labyrinth of the Unshapen
Elder huntress. Sun-dark, grey-haired, lean and watchful. Two field journals are always visible. She speaks in short sentences and does not comfort when she should be giving information.
- Theron's Chrysalid Crucible will fire within two days.
- The scroll fragment is from one of his early published papers — she found it in the Academy archives. He meant it as a warning about creature-binding in the wild. She has repurposed it.
- The Crucible affects all magical beasts within 100 miles.
She commissioned the original field survey of the region's magical beasts — the data Theron used as his baseline. She didn't know what he planned to do with it. Insight DC 14 to notice she's holding something back.
"He was brilliant. He probably still is. That is the problem."
Gaunt, middle-aged, white-edged hair. Robes stained with twenty years of alchemical work. Methodical in movement. Does not raise his voice. Has been underground for three weeks and shows it.
Thirty years of observation have convinced Theron that the separation of living creatures into distinct species is a flaw in the natural order — that the predation, extinction, and ecological collapse of magical beasts stems from this fragmentation. The Chrysalid Crucible is his solution. He does not consider himself cruel. He considers himself a surgeon.
"You came to stop it. I understand that. But I suspect she didn't tell you what the alternative looks like in another hundred years."
A young scholar with ink-stained fingers and a battered field notebook. She came to investigate the creature strangeness in the region. She was captured when she got too close to the garden. She's scared but not panicked.
- She overheard Theron discussing the contingency vial with Kreon — "the emergency measure, left belt, bronze clasp." This corroborates the Codex.
- She counted the specimen vats: four. She doesn't know what's in D — Theron wouldn't let anyone near it.
- The skylight in the laboratory ceiling is a natural collapse — not designed. It was that way when Theron found the ruins.
AC 11, HP 14. Uses her Action each round to Help one party member — granting Advantage on their next attack roll or skill check.
Animal pen in Act 2. Gate bears an iron sigil: AC 10, 5 HP, or DC 10 Athletics / Thieves' Tools. She's free when the sigil is broken.
The Wrath of Pyrakmon
Elara of Naxos
Quest GiverMedium Humanoid (Human), Neutral Good · Non-Combatant
Riddles at the Peak
Nikias of Thebes
Medium Humanoid, Neutral Good — Quest Giver
Motivation. Reopen the Phikion road; keep the unnamed seal from tomb-robbers and brood.
Secret. Savano took two fingers as tuition for a half-right answer.
Quote. "She will ask you something. Answer well."
Pays 1,200 gp in full when Athena appears and the road reopens. If they left her stone without the name, he pays half and the priests are cold.
The Laurels of Olympia
Captain Lea (Pride of Nemea)
Medium Humanoid (Leonin), Neutral Good · CR 4 (1,100 XP) · Ally Candidate
AC 15 | HP 78 (12d8+24) | Speed 40 ft.
Skills: Athletics +6, Insight +3, Intimidation +4
RECRUITMENT. Help her team fairly in Enc. 1 or expose cheaters in Enc. 2 without slaughtering Leonins → she offers alliance for Enc. 3 (joins with 2 athletes if available).
Pack Leader. Allied Leonins within 30 ft. gain +1 to Contest checks and saving throws vs. fear.
Multiattack. Three claw attacks.
Claw. +6 to hit, reach 5 ft. Hit: 9 (1d8+4) slashing.
Victory Roar (1/rest). Allies within 30 ft. gain 10 temporary HP.
Diaktoros (Hermes in Disguise)
Medium Celestial (shapechanged), Chaotic Good · Quest Giver
See the full profile: Hermes, Gods & Immortals
Role: Quest giver · Public face: lean Olympic herald
Motivation. Ensure the Games honor the gods — and that mortals remember cleverness as well as strength.
Secret. He is Hermes. If confronted with divine truth, he winks and changes the subject.
If Confronted. "Run the race you were given. The olive will know the finish."
Judge Lykos
Medium Humanoid (Human), Lawful Neutral · Official
AC 12 | HP 27 (6d8) | Speed 30 ft.
Skills: Insight +6, Persuasion +4, Religion +3
Hellanodikai. Chief judge of these Games. Can disqualify a team, award a heat, or call for trial-by-contest.
Secret. Suspects forbidden bronze-animation magic near the prize vault — will tip helpful parties.
Staff. +2 to hit, reach 5 ft. Hit: 3 (1d6) bludgeoning.
Call Foul (Recharge 5–6). One creature must DC 13 Charisma save or be barred from the next Contest check (spectate only).
Satyr Reveler
Medium Fey, Chaotic Neutral · CR 1/2 (100 XP)
AC 14 (leather) | HP 22 (5d8) | Speed 40 ft.
Skills: Performance +6, Persuasion +4, Stealth +5 | Magic Resistance: advantage on saves vs. spells
Team Cap. Wild Chorus fields up to 10 Satyrs.
RECRUITMENT. A spared/impressed satyr may join Enc. 3 with DC 13 Persuasion or Performance (adv if the party won a musical contest fairly).
Ram. +3 to hit, reach 5 ft. Hit: 6 (2d4+1) bludgeoning.
Shortbow. +5 to hit, range 80/320 ft. Hit: 6 (1d6+3) piercing.
Panpipes (3/day). 30 ft.; DC 13 Wisdom. Fail: enchanted (incapacitated, dance) 1 minute; repeat save end of turns. Or: calm emotions / sleep (as spell, CHA-based).