Karas Chembryl
Medium Humanoid (Human), Neutral EvilAssassin Heir to a Sinister Legacy
After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family's dedication to Bane, while others have sought to free themselves from that god's malignant shadow. However, none have embraced the Chembryls' tyrannical legacy more than Karas Chembryl, a ruthless assassin whose devotion to the gods Bane, Bhaal, and Myrkul has earned her the title Auspice of the Dead Three.
History. Karas was born to a distant branch of the Chembryl family living in Waterdeep. Though that side of the family had long since abandoned service of Bane, Karas began to exhibit signs of that god's blessing: a callous silver-tongue, an unnaturally intimidating presence, and an affinity for occult magic. Out of fear, Karas's parents discouraged her from using her gifts, hiding their family's history and pressuring the girl toward a pretense of normalcy.
Restless and dissatisfied with her life, Karas fell in league with the Zhentarim. When her surname sparked recognition among the elder Zhents, she began researching her lineage, eventually uncovering the stories of Fzoul Chembryl. Karas grew furious at her family for hiding the truth and embraced her gifts as a scion of Bane.
Within a few years, Karas became a fearsome assassin and high-ranking member of the Zhentarim. Her travels across Faerûn led her to uncover Bane's relationship with Bhaal and Myrkul. Feeling kinship with the oft-maligned gods, Karas pledged herself to the Dead Three. She now operates primarily out of Baldur's Gate, where she strives to uncover remnants of Bane, Bhaal, and Myrkul's might hidden in and around the bustling city.
Using Karas Chembryl. Karas Chembryl is a solid choice for a final villain in a low-level Baldur's Gate campaign or in any campaign centered around the Dead Three or the Zhentarim. Characters might hear about her atrocities, seek out information about her unsavory connections, and then battle through cultists and Zhentarim defenders to confront her.
In a longer campaign, Karas might be a mid-campaign threat who maintains a delicate relationship with other fervent followers of the Dead Three, such as the powerful cultists presented in this chapter. A Dead Three Scion, also presented in this chapter, might be the mastermind in such a campaign, manipulating Karas and others to topple civilization into wickedness.
Personality. Ruthless and fiercely independent, Karas craves power in all its forms. She wields her words with the same cunning as she does her blades, frequently luring opponents into underestimating her before striking unseen.
Though she is a member of the Zhentarim, Karas cares little for the organization's hierarchy and family dynamics. Karas views leadership of the Zhentarim as her birthright and hopes that, by amassing power from the Dead Three, she can one day overthrow the Pereghost, the leader of the Zhentarim, and claim what is rightfully hers.
AC 17
Initiative +11 (21)
HP 104 (19d8 + 19)
Speed 30 ft., Climb 30 ft.
STR
11 (+0)
Save +0
DEX
20 (+5)
Save +5
CON
12 (+1)
Save +1
INT
18 (+4)
Save +4
WIS
15 (+2)
Save +2
CHA
17 (+3)
Save +3
Skills Acrobatics +8, Perception +8, Stealth +11
Resistances Poison, Psychic
Gear Studded Leather Armor
Senses Blindsight 10 ft., Passive Perception 18
Languages Common, Elvish, Infernal, Thieves' Cant
CR 8
Traits
Evasion. If Karas is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Karas instead takes no damage if she succeeds on the save and only half damage if she fails. She can't use this trait if she has the Incapacitated condition.
Legendary Resistance (3/Day, or 4/Day in Lair). If Karas fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Karas makes two attacks using Dread Dagger or Tyrant's Blade in any combination.
Dread Dagger. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 20/60 ft. Hit: 10 (2d4 + 5) Piercing damage plus 4 (1d8) Necrotic damage. Hit or Miss: The dagger magically returns to Karas's hand immediately after a ranged attack.
Tyrant's Blade. Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d6 + 5) Slashing damage, and the target has the Frightened condition until the start of Karas's next turn. If the target is already Frightened, it instead takes 10 (3d6) Psychic damage.
Spellcasting. Karas casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At Will: Friends, Silence, Thaumaturgy. 2/Day: Ray of Sickness (level 5 version). 1/Day Each: Blight, Mislead.
Bonus Actions
Withdraw. Karas moves up to half her Speed without provoking an Opportunity Attack action and takes the Hide action.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, Karas can expend a use to take one of the following actions. Karas regains all expended uses at the start of each of her turns.
Harrow. Wisdom Saving Throw: DC 15, one creature Karas can see within 90 feet of herself. Failure: 10 (3d6) Psychic damage, and the target has the Frightened condition for 1 minute. While Frightened, the target's Speed is 0 feet, and it repeats the save at the end of each of its turns, ending the effect on a success. Failure or Success: Karas can't take this action again until the start of her next turn.
Stealth Attack. Karas makes one Dread Dagger attack and uses Withdraw.
Karas Chembryl's Lair
Karas operates from a hideout deep beneath the city of Baldur's Gate. The hideout contains shrines to the Dead Three and her research about lore or Artifacts related to those gods. Only Karas's most trusted confidantes know her hideout's location.
Karas extends her connection to the Dead Three into the region she inhabits, creating the following effects:
Creeping Dread. Terror runs rampant in Karas's domain. Within 1 mile of the lair, creatures other than members of the Zhentarim and cultists of Bane, Bhaal, or Myrkul have Disadvantage on saving throws to avoid or end the Frightened condition.
Death's Lore. When a Humanoid dies within 1 mile of the lair, Karas learns one secret that the Humanoid knew.
If Karas dies or moves her lair elsewhere, these effects end immediately.