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Begint met reguliere "papers please" incheck, net als in D09 - To save or not to save a village. Vertelt dat Lord Mourngrym Amcathra de stad heeft gesloten en niemand binnen of weg mag.

🧙 Istivin Naerindyth

Medium humanoid (human), lawful evil

Armor Class 16 (mage armor)
Hit Points 110 (13d8+52)
Speed 30 ft.
Saving Throws Int +7, Con +8
Skills Arcana +7, Perception +5
Senses passive Perception 15
Languages Common, Draconic

Aby Sco Mod
STR 9 -1
DEX 14 +2
CON 18 +4
INT 17 +3
WIS 12 +1
CHA 13 +1

Traits

Arcane Rider. Advantage on concentration checks while mounted. Can cast from mount’s space.

Evasive Flyer. While mounted and flying, ranged attacks against Istivin are at disadvantage unless the attacker is within 30 ft.

Spellcasting (Spell save DC 15, +7 to hit)

At will: fire bolt, ray of frost
3/day: mirror image, misty step, suggestion
2/day: lightning bolt, fear
1/day: greater invisibility

Actions

Arcane Lance. Ranged Spell Attack: +7 to hit, 120 ft.
Hit: 21 (6d6) force damage

🦟 Advanced Foulwing

reddit / 5e Foulwing

Large monstrosity, unaligned

Armor Class 15
Hit Points 135 (18d10+36)
Speed 20 ft., fly 80 ft.
Skills Perception +5
Senses darkvision 60 ft.

Aby Sco Mod
STR 18 +4
DEX 16 +3
CON 15 +2
INT 2 -4
WIS 12 +1
CHA 5 -3

Traits

Flyby. No opportunity attacks when it flies away.

Blood Frenzy. Advantage on attacks against creatures that aren’t at full HP.

Skirmisher Instinct. If it hits with a sting, it can move up to half its speed without provoking.

Actions

Multiattack. Bite + Sting

Bite. +8 to hit, 5 ft.
Hit: 13 (2d8+4) piercing

Sting. +8 to hit, 10 ft.
Hit: 15 (2d10+4) piercing + 10 (3d6) poison
→ DC 15 Con save or poisoned until end of next turn

Latch (on Sting hit). Grapple (escape DC 15).
While attached:
* Target takes 10 (3d6) necrotic at start of turn
* Foulwing heals same amount

Blood Drain (Recharge 5–6)
Target must be poisoned or grappled
→ 27 (6d8) necrotic, foulwing heals half

Running the Encounter

Tactics

  • Opens with mirror image or greater invisibility
  • Uses mount mobility to stay airborne and out of melee
  • Drops lightning bolt from above
  • Uses misty step if dismounted

Typical Round

  1. Foulwing swoops in → sting + bite
  2. Istivin casts from above (Fireball or Hold Person)
  3. Flyby retreat

Opening

  • Istivin casts mirror image or greater invisibility
  • Foulwing dives → sting → reposition

Mid Fight

  • Istivin uses:
    • Fear to scatter the party
    • Suggestion to disrupt a key player
    • Lightning Bolt when 2+ targets line up

Movement Pattern

  • Dive → attack → fly 40–80 ft. away
  • Force ranged responses or ready actions

Don’t play Istivin like a suicidal wizard.
He should:
* Stay airborne
* Retreat if bloodied (~40 HP)
* Use terrain (trees, ruins, clouds)

Dials at the table

If it’s too easy:
* Give Istivin Shield (reaction, 3/day)
* Let foulwing auto-latch on sting hit
If it’s too hard:
* Remove Fear
* Reduce foulwing HP by ~30