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Kaltos Orthux

CREATURE 2

Male hryngar overlord

Deep beneath the surface, the dour dwarves known as hryngars stubbornly toil, claiming the ancestral subterranean homelands of other dwarves as their own. Long ago, hryngar leaders refused to venture to the surface along with their "cousins," forsaking the Quest for Sky. An exiled dwarven deity named Droskar offered hryngars salvation from the horrors that beset them in the Darklands, offering them power, cunning, and knowledge in exchange for their unending servitude. Many hryngar believe that by working harder than their brethren, they can build a society far greater than anything under the sun, claiming unending riches from the planet's metallic veins in days of relentless toil.

Through Droskar's blessings and their own fearsome work ethic, hryngar kingdoms now rule a significant portion of the upper Darklands region of NarVoth, and it's common to see hryngar caravans moving through the tunnels, drawn by teams of immense beetles. Hryngar leadership typically consists of powerful divine servants of Droskar, along with fearsomely implacable warriors whose martial prowess, backed by innate occult magic, ensures they can overcome any direct threat to hryngar rule. Almost every aspect of hryngar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.


Perception +8; darkvision
Languages Common, Dwarven, Sakvroth
Skills Athletics +8, Deception +5, Intimidation +5, Religion +4, Stealth +7
Str +2, Dex +0, Con +2, Int +1, Wis +2, Cha +3
Items Crossbow, Chimera's Claw, Steel Shield, Chain Mail, Clothing (Fine), Key to area A8, Key to area A17, Tripartite Key Amulet, Slender Ivory plaque painted with a stylized design of a Chimera, Bolts (10), Silver Pieces (13), Gold Pieces (23), Gold ring, Belt Pouch

AC 16; Fort +8, Ref +6, Will +8; +2 status to all saves vs. magic, iron mind
HP 32
+2 Status to All Saves vs. Magic
Iron Mind

Hryngar taskmasters automatically disbelieve all illusions of 1st rank or lower.

Light Blindness

When first exposed to bright light, the monster is Blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's Dazzled.

Raise a Shield
Requirements You are wielding a shield.

You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.

Reactive Strike

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Shield Block

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.


Speed 20 feet
Melee Chimera's Claw +9 (magical), Damage 1d8+4 slashing
Ranged Crossbow +6 (reload 1, range increment 120 feet), Damage 1d8+2 piercing
Occult Innate Spells DC 15, attack +7; 2nd Blood Vendetta, Paranoia; Cantrips (1st) Sigil
Take Them Down!

The hryngar taskmaster smashes their maul into the ground and invokes Droskar's name to rally their allies to action. All allied hryngars of equal or lower level that are within 20 feet of the hryngar taskmaster gain a +1 status bonus to attack rolls and damage rolls until the end of the hryngar taskmaster's next turn.

Effect: Take Them Down!

The Dead God's HandORC