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UNTHRE, GENERAL OF THE VOID

Enthralled by Gerrzog’s inherent charm ability, Unthre the wamor believes that he will become a general in the glabrezu’s armies, which will amass here on the staircase and one day invade the planes of the multiverse, conquering them one by one. In short, Unthre’s become a little detached from reality-but what can a body expect when a mortal becomes the close friend of a savage fiend? Although once good (well Chaotic Neutral), Unthre has embraced Gerrzog’s love of destruction, and his alignment has altered to fit his new outlook (Gemog has some ability to tempt mortals after all). Unthre is no helpless innocent magically controlled by a villain, though the PCs might assume him to be.

My PCs just assumed he was mad.  They were stymied at first – because they were overly cautious – by the granite cube and the serpent sphere.  They eventually just climbed over the block and killed him in melee.  He called for help from Gerrzog, Gerrzog’s reply was a titanic snore.  My PCs are not impressed by, what they assume, is Unthre’s god.

Between the manes (see below), the spider’s previously and the serpent sphere there is a lot of poison damage in this chain of encounters.  However my PCs ended up eating a heroes feast making them immune to poison and minimising the potential damage in this encounter.

UNTHREUntitled
General of the Void
Medium humanoid (human), chaotic evil

Armour Class 19 (+3 Asgard Forged Splint Mail)
Hit Points 310 (14 HD; 7d8+7d6+91)
Speed 30 ft.

STR 21 (+5)                DEX 18 (+4)               CON 20 (+5)
INT 22 (+6)                 WIS 14 (+2)                CHA 16 (+3)

Saving Throws Int +8, Con +6, Dex +9 (advantage)
Senses passive Perception 12
Languages Common, Draconic, Giant, Infernal, Orc
Challenge 16 (11,500 XP)

Brute. A melee weapon deals one extra die of its damage when Unthre hits with it (included in the attack).

Legendary Resistance (3/Day). As a pawn of Chaos Unthre gains a boon on saving throws. If he fails a saving throw, he can choose to succeed instead.

ACTIONS          
Multiattack. Unthre makes four attacks of his choice. Serpent Sphere Bite will move on his turn. The number of attacks is determined by the number of serpent sphere dropped multiplied by the number of heads spawned (1d6).

Asgard Forged Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 17 (4d6 + 5) slashing damage. This weapon critical hits’ on a natural 19 and 20.

Asgard Forged Crossbow. Ranged Weapon Attack: +10 to hit, range 300 ft., single target.
Hit: 9 (3d6) piercing damage.

Serpent Sphere Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., 1d6 targets.
Hit: 12 (2d6+5) plus 26 (6d8) poison damage. The serpent heads may be targeted and destroyed if a successful hit vs. AC 15 with disadvantage occurs. Each head has 25 hit points and resistance to all damage.

LEGENDARY ACTIONS
Unthre can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Unthre regains spent legendary actions at the start of his turn.

Serpent Sphere Bite. A serpent sphere makes an attack.
Drop a Cube. If any are available Unthre may drop a granite cube (see tactics and gear).
Throw a Sphere. If any are available Unthre may drop a magical sphere (see tactics and gear).
Zero. Unthre attacks with his longsword or crossbow.
REACTIONS  
Parry. Unthre adds 4 to his AC against one melee attack that would hit him and the parried weapon maybe disarmed – DC 18 STR ability check or the drop the target drops the weapon. As a free action Unthre may kick the weapon another 10 feet (potentially off the side of the platform).

Riposte. If a melee attack misses Unthre he may make a longsword attack as a reaction against the target that missed.

TACTICS  
Before Combat If Unthre becomes aware of the sounds of trouble (fighting or the obvious noise of invaders into the area), he prepares for battle. The manes’ lair is out of sight from his hiding place (see below) or even the nearby landing. However, he can still make out sounds of normal combat.

To prepare, Unthre calls whatever manes are nearby (like those stationed at the X) and positions them on the stairway between himself and the oncoming foes. He knows that when they are slain, the manes become acidic clouds of vapor, and hopes to use that to block or slow down enemies. He then uses the magical items in his bag to set up blockades.

During Combat Unthre possesses a bag of magical icons that serve as his primary offensive and defensive weapons, despite the enchanted blade he wears at his side. There are two types of icons. The first and most simple appear to be tiny gray cubes.

When thrown to the ground, they become 10x1Ox1O-foot granite blocks for 10 minutes. It takes a full round for them to ”grow,” so they are not much use offensively [dropping it on some berk‘s head won’t crush him-he’s got plenty of time to get out of the way of the growing block). They serve as temporary blockades on the stairs very well, and their rough texture means that they don’t slide easily- even on the incline of a stairway. Unthre’s bag holds seven of these stone cubes, each of which can be used only once. Each granite block weighs 171k lbs.

The other icons look like tiny golden globes. Called serpent spheres, these single-use icons activate when cast into the air. Upon activation, the spheres grow to a diameter of one foot. This happens immediately, but for a round the globe simply floats weightlessly in the air. After that, ld6 giant serpentine heads emerge from the globe, on ten-foot long scaly necks. These magical creatures each attacks are listed under actions. They attack anyone within their range-even the one who cast the sphere. Unthre owns three of these items. They last 1 minute.

The warrior likes to position the activated stone cubes on the IO-foot-wide staircases so that creatures wishing to use them have to climb over the cubes. Not only does this slow them down, but also it makes them prime targets for Unthre’s crossbow.

Morale If put in serious danger-and only then- Unthre will call out and attempt to warn his master of invaders. It is up to the DM to decide whether Genzog is sleeping or awake to hear the warning. In any

GEAR
Bag of Icons (currently has 7 stone cubes and 3 serpent spheres), 121 gp, 203 sp.

UNTHRE’S VOID ARMY

Unthre commands The Void Army an “army” of manes that do his bidding because they fear Gerzog.  These are identical to the 5e MM version with the exception of the following 2e inspired reaction added.  These guys were fun as you can see from the game log.  They annoyed the heck out of the party without actually being a threat:

REACTIONS
Noxious Cloud. When slain, the manes’ body dissolves into a noxious, stinking vapor that deals 6 (2d6) acid damage to all non-demon creatures within 10 feet. Additionally the area is heavily obscured and anyone entering or starting their turn in the cloud must make a DC 13 Constitution saving throw against poison or spend their turn retching and reeling and may not take any actions except to vomit.

The greenish-yellow cloud lingers for 1 minute. A moderate wind (at least 10 miles per hour) disperses the c1oud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Planescape, Tales from the Infinite Staircase