Antorus, the Burning Throne

by Siravia

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Antorus, the Burning Throne
Created by Siravia
Special Thanks to
Blizzard Entertainment

Original dungeon design and characters, quest and adventure journal text, art assets, maps

wowhead.com

Dungeon, NPC, and item information, screenshots

MythMaker and PrismCat

Stat block inspiration

wyken

style and other inspiration

GM Binder

Antorus

The seat of the Burning Legion's power in the cosmos. It is from this dread fortress that the Legion's most valued commanders direct the Burning Crusade in their cosmos-spanning war. Located within the Antoran Wastes on what remains of Argus, the fortress itself is inviolate. Using the Vindicaar's cannon, the Army of the Light was able to create a side entrance into the fortress. It is from this breach that they lay siege to the Legion's most sacred bastion.

Deep below the fortress itself lies the Burning Throne, hiding the Dark Titan's most precious secret - the souls of the fallen Titan Pantheon, being twisted into servants of Sargeras.

Overview

Antorus is a raid designed for 4-5 characters at 20th level. It can be inserted into any campaign, but is intended to be completed as the culmination of a Legion-focused campaign.

In this raid, the adventurers assault the Burning Legion's seat of power alongside High Exarch Turalyon, Alleria Windrunner, Prophet Velen, Magni Bronzebeard, Illidan Stormrage, and the Army of the Light. Mounting a two-pronged attack at both the main gate and Light's Breach, the Army of the Light allows the adventurers to make a daring strike at the fortress's heart using the Vindicaar.

Once the Legion's subcommanders have been dealt with, the Vindicaar trasnports the adventurers first to the Hallowed Felworks, and second to the Burning Throne, where the Legion's most valued leaders reside.

And in the depths of the Burning Throne, the worldsoul of Argus awaits...

Prologue

Long ago, the Dark Titan Sargeras sought out the world of Argus, and its eredar inhabitants, as generals to command his Burning Legion. There, he discovered an unexpected development - Argus housed a titan worldsoul beneath its crust. Long had Sargeras desired to snuff out Azeroth, and he would - but Argus was too good of an opportunity to ignore. Once the eredar had joined his Legion, Sargeras set to work breaking the titan, bending it to his will. Millenia later, even when the planet Argus had been reduced to a fel-wracked ruin, its worldsoul endured, now hastening the regeneration of all demons sent to the Twisting Nether.

Atop the surface of Argus lies Antorus, the Burning Throne, the Legion's greatest bastion of power. Long has the Army of the Light sought to breach this fortress and end the Burning Crusade - and after a thousand years of war, an opportunity arose. Along with the heroes of Azeroth and the draenei ship Vindicaar, the Army of the Light broke through the defenses of Antorus. The last battle for Argus had begun.

1. Light's Breach

Thanks to the capabilities of the Vindicaar, the Army of the Light was able to create a second entrance to Antorus, just south of its main gate. The army set up a base camp in the area just outside the breach, but the bulk of its forces have been directed elsewhere, currently battling demons.

1A. Lightforged Staging Area

The breach opens into a circular platform, where Army of the Light forces under High Exarch Turalyon have set up camp. Turalyon tasks the heroes with pushing further into the fortress and taking out any notable Legion generals, taking care to mention the camp near the Vindicaar (see the Broken Cliffs) if the heroes need respite. A steel bridge crosses a river of fel sludge towards area 1B directly ahead.

Lightforged forces here can spare healing for the heroes, if necessary. Two Lightforged draenei priests can each cast cure wounds at 3rd level (Wisdom of 16) twice before needing to save the rest for healing any wounded Lightforged.

1B. Legion's Bulwark

Rising from an outcropping above a fel river is a steel tower, atop which stands a group of demons. Beyond the tower and across the river lies the main causeway of Antorus. Buildings swarm with demons as Lightforged warframes assault them. To the left, another steel bridge leads towards a platform overlooking a cliff. Roll from this section's Random Encounter Table to determine the monsters here.

The creatures within the fortress beyond are not covered in the scope of this adventure. It is assumed that the Lightforged army takes care of these demons during the course of the party's siege of the Burning Throne.

Random Encounter Table
Roll Monsters
1 1 Garothi Reaver, 1 Antoran Doomguard, 1 Antoran Felguard
2 1 Hulking Demolisher, 2 Antoran Champions
3 4 Antoran Felguards
4 1 Garothi Reaver, 1 Hulking Demolisher

1C. Descent

The bridge leads to another platform, this one overlooking a stone outcropping above a cliff. Beyond the outcropping lies a path that leads over a chasm leading down towards the core of the broken world. Flying demons battle Lightforged in the skies above. A group of demons guards this platform as well - roll on the Legion's Bulwark Random Encounter Table to determine this group of demons.

There are no stairs leading down to the Edge of Discord. It is a 20-foot drop to area 2A from the edge of the platform, and at least an 80-foot drop or more to any cliffs beyond that area.

2. Edge of Discord

Perched above one of the great chasms that descends into the core of Argus, the Edge of Discord is a transitory space between the satellite fortress breached by the Army of the Light and the heart of the Legion's power. Kin'garoth, recognizing the Army of the Light's arrival, sends one of his greatest creations to stop them.

2A. Worldbreaker's Chasm

This small outcropping of rock overlooks cliffs nearly 100 feet below it. A small pool of fel sludge lies in the back. A creature that touches this sludge takes 21 (6d6) fire damage.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

A path to the left ends in a bridge crossing the chasm towards the Den of the Devourers. When the party arrives in the area, the Garothi Worldbreaker rises to assault them.

Garothi Worldbreaker

"Enemy combatants detected. Threat level nominal."

Constructed deep within the core of Argus and outfitted with an arsenal to decimate worlds, this war machine has been designed to bring the Army of Light to its knees.

The Garothi Worldbreaker stands just adjacent to the left cliff face (just to the left of 2A on the map). It is immobile, but can still fire its cannons at the party.

When the Worldbreaker is defeated, the party may loot the Prototype Personnel Decimator.

2B. Bridge

This bridge extends 150 feet across a giant crack in the world. Beyond the bridge lies the entrance to the Den of the Devourers. A circular section in the middle of the bridge holds a group of demons - roll from this sections' Random Encounter Table to determine the composition of that group.

Random Encounter Table
Roll Monsters
1 1 Flameweaver, 1 Bladesworn Ravager, 1 Antoran Champion
2 1 Hulking Demolisher, 1 Flameweaver
3 2 Antoran Felguards, 1 Bladesworn Ravager, 1 Antoran Champion
4 3 Bladesworn Ravagers, 1 Antoran Doomguard


Garothi Worldbreaker

Gargantuan construct, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 444 (24d20 + 192)
  • Speed immobile

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 26 (+8) 3 (-4) 15 (+2) 1 (-5)

  • Damage Resistances acid, fire, necrotic
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Senses darkvision 120 ft.
  • Languages Common, Eredun
  • Challenge 26 (90,000 XP)

Haywire. When both of the worldbreaker's cannons are destroyed, it goes haywire. It can make an additional two slam attacks when it uses Multiattack, but attack rolls against it have advantage. Additionally, the cost of its Eradication legendary action is reduced to 2 actions.

Legendary Resistance (3/Day). If the worldbreaker fails a saving throw, it can choose to succeed instead.

Magic Resistance. The worldbreaker has advantage on saving throws against spells and other magical effects.

Magic Weapons. The worldbreaker's weapon attacks are magical.

Worldbreaker Cannons. The worldbreaker holds an Annihilator Cannon and a Decimator Cannon on its shoulders. A cannon can be targeted and destroyed individually (AC 18, 95 HP, same resistances and immunities as the worldbreaker) to stop the worldbreaker from being able to use certain abilities.
    While the worldbreaker holds the Annihilator Cannon, it can use its Annihilation action. While it holds its Decimator Cannon, it can use its Decimation action. Destroying both cannons denies it the use of its Searing Barrage ability as well.

Actions

Multiattack. The worldbreaker makes two slam attacks and can use Searing Barrage if it has cannons remaining; or makes four slam attacks if it is going haywire.

Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage.

Searing Barrage. The worldbreaker fires its cannon at a target within 65 feet of it. All creatures in a 10-foot-wide line between the worldbreaker and its target, including the target, must make a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Decimation (Recharge 4-6). The worldbreaker fires decimation missiles at a creature it can see within 100 feet of it. That creature, and all other creatures within 20 feet of that creature, must make a DC 21 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Annihilation (Recharge 4-6). The worldbreaker fires annihilation missiles at three creatures it can see within 100 feet of it. Those creatures must make a DC 21 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The worldbreaker 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. The worldbreaker regains spent legendary actions at the start of its turn.

  • Recalibrate. The worldbreaker attempts to recharge either its Annihilate or Decimate ability.
  • Slam. The worldbreaker makes a slam attack.
  • Rain Fire (Costs 2 Actions). The worldbreaker uses its Searing Barrage action.
  • Eradication (Costs 3 Actions, 2 while Haywire). The worldbreaker rears up and strikes the ground with both fists, releasing a blast of fel energy. Each creature within 15 feet of the worldbreaker must make a DC 21 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half damage on a successful one.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE

2C. Den Approach

The bridge ends in a small rocky outcropping shielded from the main battles of the siege of Antorus. To the left lies the Den of the Devourers, home to Sargeras' prized felhounds. A group of demons guards this area. Roll from the Bridge's Random Encounter Table to determine the composition of that group.

3. Den of the Devourers

Off to the side of the main area of Antorus, the Den of the Devourers is where the Legion's beasts make their homes. Corralled by merciless beastlords, vile fiends prowl the majority of this area. Sargeras' pet felhounds, F'harg and Shatug, make their lair here.

3A. Den Entrance

The stench of decay lingers in this large, open cavern. Bones that have been picked clean litter the ground, and bits of acidic spittle coat each surface. Pools of fel sludge lie in places on the ground.

A creature that touches the fel sludge takes 21 (6d6) fire damage. A path to the south leads to the Broken Cliffs, where a group of Lightforged have set up camp under the protection of the Vindicaar. The path to the north splits off into two directions, each leading to an important area of Antorus.

Six slobbering fiends inhabit this area. Four are currently resting on the ground, while two hang from the ceiling and drop on unsuspecting heroes when combat begins.

3B. Devourers' Lair

This large chamber houses the two Felhounds of Sargeras, F'harg and Shatug. Pools of fel sludge like those found in the rest of the den lie in places in this arena. Beyond the cliff face in the back of the room lies the seemingly impenetrable Halls of the Boundless Reach.

Felhounds of Sargeras

Infused with fire and shadow, F'harg and Shatug are the prized pets of Sargeras. Bred for carnage, these hounds delight in eviscerating their master's enemies. With the Army of Light and their allies advancing upon Antorus, the Legion prepares to unleash these vicious creatures onto the battlefield and put an end to the mortals' invasion.



Shatug

Huge fiend (demon), chaotic evil


  • Armor Class 16
  • Hit Points 276 (24d12 + 120)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 20 (+5) 7 (-2) 16 (+3) 9 (-1)

  • Saving Throws Dex +12, Con +11, Cha +5
  • Skills Acrobatics +12, Perception +9, Stealth +12
  • Damage Resistances fire
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Eredun, Titan
  • Challenge 19 (22,000 XP)

Focusing Power. When Shatug is reduced to half of its hit points (138), it shrouds itself in dark energy, becoming immune to all damage and conditions until the start of its next turn. At the start of its next turn, eight unoccupied 5-foot squares within 30 feet of Shatug become filled with souls. A creature that enters a space filled with souls takes 10 (3d6) necrotic damage.

Legendary Resistance (3/Day). If Shatug fails a saving throw, he can choose to succeed instead.

Magic Resistance. Shatug has advantage on saving throws against spells and other magical effects.

Magic Weapons. Shatug's weapon attacks are magical.

Actions

Multiattack. Shatug makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 13 (2d12) necrotic damage.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 3) slashing damage.

Consuming Sphere (Recharge 5-6). Shatug expels a 15-foot radius sphere of dark energy that travels 30 feet before detonating, affecting creatures within 5 feet of the sphere. All creatures within the sphere's area at some point during its travel must make a DC 19 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Shatug 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. Shatug regains spent legendary actions at the start of its turn.

  • Twin Teleport. Shatug and F'harg swap places.
  • Siphon Corruption (Costs 2 Actions). Shatug siphons the corruption within creatures other than F'harg within 40 feet of it. Each of those creatures must make a DC 19 Constitution saving throw or take 7 (2d6) necrotic damage.
  • Weight of Darkness (Costs 2 Actions). Shatug places the weight of shadows on a creature it can see within 30 feet of itself. That creature's movement speed is reduced by 20 feet until the end of its next turn. At the end of its next turn, that creature, and all creatures other than F'harg and Shatug within 10 feet of that creature, must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE

F'harg begins combat on the left side of the chamber, and Shatug begins combat on the right side. Each fights to the death, and focuses their power at half of their health.

When the felhounds are slain, the party may loot a Shadow-Singed Fang.

3C. Outpost

To the left of the main den and just above the Devourers' Lair lies a small outpost before the causeway towards the Gaze of the Legion - the seat of the Antoran High Command. Below, Lightforged forces battle demons across a massive bridge that spans some of the lower levels of Antorus.

Guarding the outpost are four slobbering fiends and a clubfist beastlord. When the monsters in this area have been slain, a contingent of Lightforged forces storm the area, setting up a teleport beacon at the edge of the bridge that leads to area 5A.

3D. Legion's Reach

The rightmost path in the forked road leads to a small bridge-like structure, ending in a portal that takes any who step in it to area 6A in the Halls of the Boundless Reach.

Stairs lead up to a small circular area in the middle of the bridge, which then turns left, leading towards the transport portal. A fanatical pyromancer, an antoran doomguard, and two antoran champions guard the portal leading to the Halls.

4. Broken Cliffs

Below the Den of the Devourers lies a relatively unguarded section of Antorus that perches on the edge of the world. It is here that a secondary contingent of Lightforged, based out of the Vindicaar, have set up camp.

4A. Lightforged Camp

Much like in area 1A, the Lightforged have set up a camp in this area. A teleport beacon in the area leads to the Vindicaar, where the party may take a long rest. Lightforged forces here can spare healing for the heroes, if necessary. Two Lightforged draenei priests can each cast cure wounds at 3rd level (Wisdom of 16) twice before needing to save the rest for healing any wounded Lightforged.



F'harg

Huge fiend (demon), chaotic evil


  • Armor Class 16
  • Hit Points 276 (24d12 + 120)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 20 (+5) 7 (-2) 16 (+3) 9 (-1)

  • Saving Throws Dex +12, Con +11, Cha +5
  • Skills Acrobatics +12, Perception +9, Stealth +12
  • Damage Resistances necrotic
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Eredun, Titan
  • Challenge 19 (22,000 XP)

Focusing Power. When F'harg is reduced to half of its hit points (138), it shrouds itself in flame, becoming immune to all damage and conditions until the start of its next turn. At the start of its next turn, eight unoccupied 5-foot squares within 30 feet of F'harg become filled with embers. A creature that enters a space filled with embers takes 10 (3d6) fire damage.

Legendary Resistance (3/Day). If F'harg fails a saving throw, he can choose to succeed instead.

Magic Resistance. F'harg has advantage on saving throws against spells and other magical effects.

Magic Weapons. F'harg's weapon attacks are magical.

Actions

Multiattack. F'harg makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 13 (2d12) fire damage.

Claws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 3) slashing damage.

Desolate Gaze (Recharge 5-6). F'harg sets its gaze on a creature within 30 feet of it and charges towards that creature. Each creature in F'harg's path must make a DC 19 Dexterity saving throw, taking 45 (10d8) fire damage and being pushed 10 feet on a failed save, or half as much damage and resisting the push on a successful one. The target of the gaze is always pushed, no matter its save result. F'harg then moves to the space of the pushed creature.

Legendary Actions

F'harg 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. F'harg regains spent legendary actions at the start of its turn.

  • Twin Teleport. F'harg and Shatug swap places.
  • Enflame Corruption (Costs 2 Actions). F'harg enflames the corruption within creatures other than Shatug within 40 feet of it. Each of those creatures must make a DC 19 Constitution saving throw or take 7 (2d6) fire damage.
  • Molten Touch (Costs 2 Actions). F'harg pulls a creature it can see within 30 feet of itself through the Twisting Nether, forcing it to make a DC 19 Wisdom saving throw. On a successful save, the creature resists the pull. On a failed save, the creature is pulled adjacent to F'harg and is stunned for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE

4B. The Vindicaar

Built to withstand travel to Argus, the draenei ship Vindicaar is the Army of the Light's base of operations after the destruction of the Xenedar. Here, most of the Army of the Light's commanders reside, as well as some draenei that traveled with Velen to Argus. Here, the party may take a short or long rest. However, for each long rest the party takes, replace half of any demons present in any previously cleared encounters.

Once the Antoran High Command and Portal Keeper Hasabel have been defeated, and Eonar defended, the Vindicaar readies itself to transport the party to the Hallowed Felworks, home of the Legion's greatest metalsmith. After the defeat of Kin'garoth, the Vindicaar transports the heroes to the darkest depths of Antorus - the Burning Throne itself.

5. Gaze of the Legion

An army as large as the Legion's needs direction, else its might would be spread too thin. From this fortress, the Legion's gaze sweeps across all worlds they deign to conquer, and the High Command directs their forces in the assault.

All worlds in their path have fallen - Azeroth is next.

5A. Fortress Approach

This section of the Gaze of the Legion was previously inaccessible by the party - however, thanks to the aid of Lightforged teleport beacons, it can be accessed. A small causeway leads towards an entrance to the fortress proper. Two fel portals stand in the center. When the party approaches, the portals expel a hulking demolisher, a bladesworn ravager, and a flameweaver.

The two fel portals that dispense the monsters in this area remain active until destroyed (AC 13; 67 hit points; resistance to fire damage; immunity to poison and psychic damage, as well as the charmed, exhaustion, frightened, paralyzed, petrified, poisoned, and prone conditions). At initiative count 20 on the second round, and every round thereafter, each fel portal releases a felblade shocktrooper, which rolls initiative as normal.



Imperator Deconix

Large fiend (demon), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 247 (26d10 + 104)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +10, Con +9, Cha +7
  • Skills Athletics +10, Intimidation +7, Perception +6, Survival +6
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Eredun
  • Challenge 16 (15,000 XP)

Charge. If Deconix moves at least 10 feet straight toward a target and then hits it with his maul on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Fel Torch. Deconix blazes with escalating fel energy. Each time a creature hits him with a melee attack, that creature takes 2 (1d4) fire damage, plus 2 (1d4) fire damage for each other time it has taken damage from Deconix's Fel Torch.

Legendary Resistance (1/Day). If Deconix fails a saving throw, he can choose to succeed instead.

Legion Strike. Once on each of his turns when Deconix makes a maul attack, he can make another attack against a different creature that is within 5 feet of both the first creature and Deconix.

Magic Resistance. Deconix has advantage on saving throws against spells and other magical effects.

Magic Weapons. Deconix's weapon attacks are magical.

Actions

Multiattack. Deconix makes two weapon attacks. He can replace one weapon attack with Earth Tremor.

Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Sweeping Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., any number of creatures. Hit: 19 (4d6 + 5) slashing damage.

Earth Tremor (Recharge 5-6). Deconix slams his weapon into the ground, causing a tremor in a 10-foot radius from himself. Each creature other than Deconix in that area must make a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Fearsome Leap (Recharge 5-6). Deconix leaps towards a point he can see within 20 feet of him, crushing creatures underfoot. Any creature he directly lands on must make a DC 17 Strength saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Succeed or fail, the creature is knocked prone underneath Deconix. Deconix then spins, striking at all creatures within 10 feet of him with his maul. Each of those creatures must make a DC 17 Dexterity saving throw or take 23 (4d8 + 5) bludgeoning damage.

Reactions

Pursuit. When a creature attempts to move out of Deconix's weapon range, he can use his reaction to move up to his movement speed toward the creature and make a weapon attack. This movement doesn't provoke opportunity attacks.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

5B. Inner Fortress

The interior of the Gaze is sparse and functional, like most Legion structures. A simple causeway spans the middle of a room above a pit of fel sludge, connected to both sides of the pit by sloping stairs. The walls are made of gray-green steel, smooth to perfection. Beyond the doorway in the far wall, a faint map of Azeroth can be seen, along with a small group of demons.

In the center of the causeway stands Imperator Deconix, along with six felblade shocktroopers. Deconix has personally overseen their training, and has complete faith in their ability to decimate the upstarts that have sieged the fortress.

5C. Map Room

This room's center is dominated by a giant map of Azeroth, with lime-green dots representing the current strength and breadth of the Legion's forces. The room itself takes the form of a balcony overlooking a pit of fel sludge 90 feet below. Above, the Legion's generals direct it in its endless war. Small sloping paths lead up to an elevator that travels in a looping path towards the High Command chamber. Clobex, along with two fanatical pyromancers, oversee the map of Azeroth and guard the High Command.

5D. High Command

Antoran High Command

"This is one engagement you will not walk away from."

Long ago, in the golden age of eredar civilization, a council was formed to oversee the defense of Argus and maintain peace. But after their dark bargain was struck with Sargeras, these master tacticians used their military expertise to help orchestrate a Burning Crusade that ravaged countless worlds. Now the full might of the Legion's army is theirs to command, and they wield this terrible power to annihilate all who oppose the Dark Titan's will.

Each member of the High Command stands near one of their command pods (Admiral Svirax in the top left, Chief Engineer Ishkar in the top right, and General Erodus in the bottom). In addition to their stat blocks on the next page, see the Will of the High Command section for details on their abilities.

When the Antoran High Command are defeated, the party may loot Ishkar's Felshield Emitter.

Will of the High Command

While at least two members of the High Command are alive, they can take legendary actions as a group. Collectively, the High Command can take 4 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. The High Command regains spent legendary actions on initiative count 20 every round.

  • Assume Command. One of the high command forcefully ejects any creature inside a command pod and enters the command pod.
  • Exploit Weakness. One of the high command makes a Wisdom (Perception) check against a creature's AC. On a success, the next attack against that creature has advantage and deals an extra 7 (2d6) damage.

Clobex

Large fiend (demon), chaotic evil


  • Armor Class 13 (17 with demon skin)
  • Hit Points 187 (25d10 + 50), 193 with demon skin
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 20 (+5) 12 (+1) 18 (+4)

  • Saving Throws Con +7, Int +10, Cha +9
  • Skills Arcana +10, Deception +9, History +10, Perception +6
  • Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft. (including magical darkness), passive Perception 16
  • Languages Common, Eredun
  • Challenge 13 (10,000 XP)

Innate Spellcasting. Clobex's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: demon skin (6th level), detect magic, disguise self
1/day each: disintegrate, feeblemind, fire storm

Legendary Resistance (1/Day). If Clobex fails a saving throw, he can choose to succeed instead.

Magic Resistance. Clobex has advantage on saving throws against spells and other magical effects.

Magic Weapons. Clobex's weapon attacks are magical.

Spellcasting. Clobex is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following warlock spells prepared:

Cantrips (at will): diabolism, fel flame, fire bolt, mage hand, sapping sting, shadow bolt
5th level (4 slots): bane, banishment, counterspell, crown of madness, darkness, dimension door, dispel magic, enervation, fly, hellish rebuke, rain of fire, sleep

Actions

Staff. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Soulburn. Clobex sets the soul of a creature within 60 feet of him ablaze. At the end of the creature's next turn, it must make a DC 18 Constitution saving throw or take 22 (5d8) fire damage. Succeed or fail, all creatures within 10 feet of the creature are afflicted by Soulburn as well, taking 22 (5d8) damage at the end of their next turns unless they succeed on a DC 18 Constitution saving throw.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE
  • Withering Fire (Costs 2 Actions). Cannons rain fire upon a point in area 5D. All creatures within 10 feet of that point must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • Felshield Emitter (Costs 2 Actions). One of the high command places a shield emitter at a point within 10 feet of it. Demons within a 10-foot radius sphere extending from that point gain the benefits of a sanctuary spell.
Command Pods

Three command pods (shown as spires of gray-green rock on the map) exist within the High Command chamber. Any creature may enter a command pod, although a creature that is not one of the High Command takes 10 (3d6) psychic damage at the start of each of its turns that it remains within a command pod. While inside a command pod, a creature can take the following action:
Chaos Pulse. Ranged Weapon Attack: +7 to hit, range 100 ft., two targets. Hit: 16 (3d10) force damage.

A command pod can be attacked and destroyed (AC 15; hp 60; resistance to fire damage; immunity to poison and psychic damage). Destroying the command pod ejects the creature inside, causing it to land in a space within 5 feet of where the command pod was previously.


Admiral Svirax

Large fiend (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 263 (31d10 + 93)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 19 (+4) 14 (+2) 17 (+3)

  • Saving Throws Con +8, Int +9, Cha +8
  • Skills Arcana +9, Insight +7, Intimidation +8, Perception +7
  • Damage Resistances fire
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Common, Eredun
  • Challenge 16 (15,000 XP)

Innate Spellcasting. Svirax's innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, disguise self


Legendary Resistance (2/Day). If Svirax fails a saving throw, she can choose to succeed instead.

Magic Resistance. Svirax has advantage on saving throws against spells and other magical effects.

Magic Weapons. Svirax's weapon attacks are magical.

Actions

Multiattack. Svirax makes three attacks with her felclaws.

Felclaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) fire damage.

Fusilade (Recharge 5-6). Svirax blasts two targets she can see with cannon fire. Those targets, and all creatures adjacent to them, must make a DC 16 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.


General Erodus

Huge fiend (demon), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 241 (23d12 + 92)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 16 (+3) 15 (+2) 17 (+3)

  • Saving Throws Str +12, Con +9
  • Skills Athletics +12, Intimidation +8
  • Damage Resistances fire
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun
  • Challenge 16 (15,000 XP)

Legendary Resistance (2/Day). If Erodus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Erodus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Erodus' weapon attacks are magical.

Reckless. At the start of his turn, Erodus can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.

Running Leap. Erodus' long jump is up to 40 feet and his high jump is up to 20 feet when he has a running start.

Actions

Multiattack. Erodus makes three attacks: two with his felclaws and one with his hoof.


Felclaws. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 11 (2d10) fire damage.

Hoof. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Summoning Beacon (Recharge 5-6). Erodus places a summoning beacon on the ground. The beacon calls forth Legion forces to join the fight - either one fanatical pyromancer or two felblade shocktroopers, after which it falls dormant. The summoned creatures act immediately after Erodus in the initiative order.

Chief Engineer Ishkar

Large fiend (demon), chaotic evil


  • Armor Class 16 (half plate)
  • Hit Points 212 (25d10 + 75)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 19 (+4) 12 (+1) 17 (+3)

  • Saving Throws Con +8, Int +9, Cha +8
  • Skills Arcana +9, History +9, Perception +6
  • Damage Resistances acid, fire, lightning, necrotic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Eredun
  • Challenge 16 (15,000 XP)

Innate Spellcasting. Ishkar's innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

At will: counterspell, darkness, detect magic, disguise self, dispel magic, fly

Legendary Resistance (2/Day). If Ishkar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Ishkar has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ishkar's weapon attacks are magical.

Actions

Multiattack. Ishkar makes two attacks with his longsword and one attack with his felclaws. He may replace his longsword attacks with a thrown Shock Grenade.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Felclaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) fire damage.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Shock Grenade. Ishkar throws a grenade at a point within 30 feet of him. All creatures within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.

Entropic Mine (Recharge 5-6). Ishkar places an entropic mine at a place he can see within 30 feet of him, which then explodes in a 10-foot radius. All creatures within the radius must make a DC 17 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Halls of the Boundless Reach

The Halls of the Boundless Reach is the main transport engine of the Legion. It is from this place that they activate portals to and from worlds under their control, transporting armies to and from worlds in an instant. Under the command of Portal Keeper Hasabel, the Legion's forces are being pulled en masse from worlds under their control to defend Antorus.

6A. Entrance

The portal deposits creatures that walk through it atop a circular platform with another portal that takes creatures to

area 3D behind them. On each side of the platform is a ramp that leads town to the main area of the Halls. A pool of fel sludge splits most of the middle of the area. A creature that touches the fel sludge takes 21 (6d6) fire damage. An alcove to the left leads to a portal to Elunaria. An alcove to the right leads to a currently deactivated portal. Portal Keeper Hasabel's nexus lies straight ahead. A group of demons stands before the entrance to Hasabel's chamber. Roll on the Random Encounter Table for this section to determine the group's composition.

Random Encounter Table
Roll Monsters
1 3 Felseeker Ritualists
2 1 Riftworld Assistant, 7 Blazing Imps
3 1 Riftworld Assitant, 7 Feltouched Skitterers
4 1 Riftworld Assistant, 6 Hungering Stalkers

6B. Elunaria Portal

This small chamber, illuminated by glowing green glass in the back, holds a portal that takes creatures that step through it to Elunaria (represented by the blue C on the map). Eonar, the last remaining spirit of the Titan pantheon Sargeras has yet to capture, currently hides out on Elunaria. A group of demons maintains the portal. Roll on the Entrance's Random Encounter Table to determine the monsters here.

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6C. Deactivated Portal

This alcove contains a currently deactivated portal. No troops currently exit the portal, and the portal itself is not connected to a Legion world. If monsters in the Halls of the Boundless Reach are slain, but Hasabel is not slain, this portal will be activated, and any monsters will be replaced. If entire groups of monsters are slain, roll for a new group on the Bridge's Random Encounter Table. A group of demons guards the deactivated portal. Roll on the Entrance's Random Encounter table to determine the group's composition.

6D. Nexus

This platform is suspended in the center of the main tower of the Halls of the Boundless Reach. Most of the portals to Legion worlds exist within this central tower. Portal Keeper Hasabel, the Legion's portal master, has control of all the portals in the Halls. When she dies, they destabilize, cutting off the Legion from its transportation network.

Portal Keeper Hasabel

"Every world in our path has fallen. Yours is next."

Portal Keeper Hasabel maintains the nexus through which the Legion has unleashed its insidious armies upon countless worlds. With portals that open to myriad strategic locations throughout the Great Dark Beyond, Hasabel is capable of bringing the might of the Legion’s arsenal to bear upon any who oppose her.

Portal Keeper Hasabel stands in the center of the Nexus (the skull covered by 6D on the map) and assaults the heroes with her magic. In addition to her stat block, see the Portal Master section for more details of the fight.

When Hasabel is defeated, the party may loot the Riftworld Codex.

Portal Master

At points during the fight, Hasabel hurls the party onto different portal platforms, forcing them to deal with a miniboss before returning to the fight. Each platform has its own effect and unique miniboss. While the party is on a platform and engaging the miniboss, Hasabel can take no actions of any type.

At the start of the fight, Hasabel flies into the air and transports the party to the Xoroth Platform. One she reaches 209 hit points, she sends the party to the Rancora Platform. Once she reaches 105 hit points, she hurls the party to the Nathreza Platform.

6E. Xoroth Platform

A platform suspended above the Nexus of the Halls of the Boundless Reach. It is mainly dominated by a flaming portal to Xoroth, world of the dreadsteeds. Atop this platform stands Vulcanar, a red infernal blazing with the power of Xoroth.

Each creature on the platform takes 5 (1d10) fire damage at the start of each of their turns. Defeating Vulcanar nullifies this effect.



Portal Keeper Hasabel

Large fiend (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 313 (33d10 + 132)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 19 (+4) 14 (+2) 17 (+3)

  • Saving Throws Con +9, Int +10, Cha +9
  • Skills Arcana +10, Insight +8, Intimidation +9, Perception +8
  • Damage Resistances acid, fire, necrotic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Common, Eredun
  • Challenge 20 (25,000 XP)

Innate Spellcasting. Hasabel's innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

At will: darkness, detect magic, disguise self

Legendary Resistance (2/Day). If Hasabel fails a saving throw, she can choose to succeed instead.

Magic Resistance. Hasabel has advantage on saving throws against spells and other magical effects.

Magic Weapons. Hasabel's weapon attacks are magical.

Actions

Multiattack. Hasabel makes three attacks with her felclaws.

Felclaws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 11 (2d10) fire damage.

Collapsing World (Recharge 5-6). Hasabel opens a portal to a collapsing world. Each creature within 40 feet of her must make a DC 17 Dexterity saving throw, taking 55 (10d10) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Hasabel 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. Hasabel regains spent legendary actions at the start of her turn.

  • Reality Tear. Hasabel makes a felclaws attack against a creature. If the attack hits, the target takes an extra 9 (2d8) necrotic damage.
  • Felstorm Barrage. Hasabel blasts a target with fel energy. The target must make a DC 17 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.
  • Transport Portal (Costs 2 Actions). Hasabel opens a transport portal, funneling Legion forces onto the platform. The portal summons 5 (2d4) blazing imps, feltouched skitterer, or hungering stalkers.
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6F. Rancora Platform

A platform suspended above the Nexus of the Halls of the Boundless Reach. It is mainly dominated by a rancid portal to Rancora, home of the aranasi and fel spiders. Atop this platform stands Lady Dacidion, an aranasi from Rancora. Her webs are imbued with the toxic nature of that plane.

Pools of rancid slime cover sections of the platform. A creature that touches the slime takes 13 (3d8) acid damage. The slime remains after Dacidion's defeat.

6G. Nathreza Platform

A platform suspended above the Nexus of the Halls of the Boundless Reach. It is mainly dominated by a shadowy portal to Nathreza, ruined world of the nathrezim. Concealed in the shadows of this platform is Lord Eligar, a dreadlord imbued with corrupting power. He can see through the magical darkness that seeps from the portal to Nathreza and covers the platform.

Magical darkness coats the platform containing the Nathreza portal, preventing creatures from seeing anything beyond 20 feet in front of them. Casting the daylight spell breaks the magical darkness for its duration.

7. Elunaria

The portal to Elunaria deposits creatures that walk through it to the blue C on the Elunaria map. Elunaria is a verdant world, filled with plant life. The location the party arrives on is on the edge of a cliff face near a group of titan structures. The ground below is obscured by clouds, but the fall is likely enough to kill anything that hits the ground. Distant mountains rise above the cloud cover, and another planet can be seen in the sky.

Elunaria is a safe haven for the party to take a long rest. Titanic watchers move throughout the area, restoring the plant life and causing it to grow. The titanic structures are themselves consist of brass domes and reddish-brown pillars, and all are coated with plant life courtesy of the renewing power of Eonar.

The path to the Elarian Sanctuary is split by a waterfall descending the sides of the mountain. The water is not deep, but is deep enough for its spaces to be difficult terrain.

Two titan keepers stand in the antechamber to the Elarian Sanctuary. The keepers bless each creature friendly to Eonar that passes through the antechamber, giving them the effects of the heroes' feast spell, doubling their movement speed, and halving all fall damage they take. The effects of heroes' feast last until the end of the spell, but the movements speed increase and fall damage decrease only have an effect on Elunaria and the Elarian Sanctuary.



Vulcanar

Large construct, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 210 (20d10 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 12 (+1) 14 (+2) 11 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Damage Immunities fire, poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun
  • Challenge 15 (13,000 XP)

Death Throes. When Vulcanar dies, it explodes, and each creature within 30 feet of it must make a DC 16 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried.

Flames of Xoroth. At the start of each of Vulcanar's turns, each creature within 10 feet of it takes 7 (2d6) fire damage, and flammable objects that aren't being worn or carried in that area ignite. A creature that touches Vulcanar or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Illumination. Vulcanar sheds bright light in a 30-foot radius, and dim light out to an additional 30 feet.

Immutable Form. Vulcanar is immune to any spell or effect that would alter its form.

Legendary Resistance (1/Day). If Vulcanar fails a saving throw, it can choose to succeed instead.

Magic Resistance. Vulcanar has advantage on saving throws against spells and other magical effects.

Siege Monster. Vulcanar deals double damage to objects and structures.

Actions

Multiattack. Vulcanar makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.

Supernova (Recharge 5-6). Vulcanar goes supernova, causing its Flames of Xoroth to flare up violently. Any creatures within its Flames of Xoroth aura must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.

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Lady Dacidion

Large fiend (demon), neutral eivl


  • Armor Class 15
  • Hit Points 187 (22d10 + 66)
  • Speed 30 ft., climb 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 17 (+3) 18 (+4) 16 (+3) 15 (+2)

  • Saving Throws Dex +10, Cha +7
  • Skills Deception +7, Insight +8
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
  • Languages Common, Eredun, telepathy 60 ft. (spiders only)
  • Challenge 13 (10,000 XP)

Legendary Resistance (1/Day). If Dacidion fails a saving throw, she can choose to succeed instead.

Magic Resistance. Dacidion has advantage on saving throws against spells and other magical effects.

Spider Climb. Dacidion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, Dacidion knows the exact location of any other creature in contact with the same web.

Web Walker. Dacidion ignores movement restrictions caused by webbing.

Actions

Multiattack. Dacidion makes three claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. The target must make a DC 17 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute.

Felsilk Wrap (Recharge 5-6). Ranged Weapon Attack: +10 to hit, range 50 ft., one creature. Hit: 27 (6d8) acid damage, and the target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 45; vulnerability to fire damage; resistance to acid damage; immunity to bludgeoning, poison, and psychic damage). A target restrained by the web takes 17 (5d6) acid damage at the start of each of its turns.


Lord Eilgar

Large fiend (demon), chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 209 (22d10 + 88)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 16 (+3) 15 (+2) 22 (+6)

  • Saving Throws Dex +7, Wis +7, Cha +11
  • Skills Arcana +8, Deception +11, History +8, Insight +7, Persuasion +11, Religion +8
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft. (includes magical darkness), passive Perception 12
  • Languages Common, Eredun
  • Challenge 14 (11,500 XP)

Delusions. Creatures within 30 feet of Eilgar are afflicted with delusions of the mind. At the start of each of their turns, they must make a DC 15 Wisdom saving throw. If they fail, they have disadvantage on attack rolls, and any healing they recieve is at half effectiveness, until the end of their next turn.

Innate Spellcasting. Eilgar's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:

At will: cause fear, darkness, detect thoughts, disguise self, teleport
3/day each: dispel magic, invisibility
1/day: word of recall

Legendary Resistance (1/Day). If Eilgar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Eilgar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Eilgar makes three claw attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage.

Corrupt (Recharge 5-6). Eilgar corrupts a creature within 20 feet of him. That creature must make a DC 19 Constitution saving throw, taking 18 (4d8) necrotic damage and 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Additionally on a failed save, the target takes an extra 7 (2d6) psychic damage from each of Eligar's attacks for 1 minute. An afflicted target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Fel Lord

Large fiend (demon), chaotic evil


  • Armor Class 16 (half plate)
  • Hit Points 190 (20d10 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 15 (+2)

  • Saving Throws Str +8, Con +7, Cha +5
  • Skills Athletics +8, Intimidation +5, Perception +4, Survival +4
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common, Eredun
  • Challenge 8 (3,900 XP)

Charge. If the fel lord moves at least 10 feet straight toward a target and then hits it with its Legion Axe on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


Legion Strike. Once on each of its turns when the fel lord make a Legion Axe attack, it can make another attack against a different creature that is within 5 feet of both the first creature and the fel lord.

Actions

Multiattack. The fel lord makes two weapon attacks. It can replace one weapon attack with Earth Tremor.

Legion Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) slashing damage.

Earth Tremor (Recharge 5-6). The fel lord slams its weapon into the ground, causing a tremor in a 10-foot radius from itself. Each creature other than the fel lord in that area must make a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Reactions

Pursuit. When a creature attempts to move out of the fel lord's weapon range, it can use its reaction to move up to its movement speed toward the creature and make a weapon attack. This movement doesn't provoke opportunity attacks.

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8. Elarian Sanctuary

Eonar hides her undying essence within the Elarian Sanctuary on the world of Elunaria. The Elarian Sanctuary is a small titan outpost on the cliffs of Elunaria, overtaken with various plant life unique to the world. Three entrances to the sanctuary exist, and the Paraxis, a Legion ship, flies overhead.

8A. Sanctuary Entrance

The entrance to the Elarian Sanctuary from the cliffs outside of the fortress accessed by the party. It overlooks the rest of the fortress except for the Upper Sanctuary area. This is a possible location for Legion forces to spawn during the Defense of Eonar encounter. The path to area 8E is 30 feet below the stairs leading to area 8B from this area.

8B. Middle Sanctuary

Stairs descend 10 feet from the sanctuary entrance to a circular platform surrounding a Titanic energy source in the middle. A sloped bridge descends an additional 10 feet towards Eonar, in the center of the Elarian Sanctuary.

8C. Eonar

Nestled amidst a mixture of foliage and Titan construction lies the soul of Eonar. Vulnerable to attack by the Legion, Eonar enlists the help of the heroes to defend herself from

the doomship Paraxis and its army of demons. To the left of Eonar from the Middle Sanctuary, stairs descend 10 feet towards a path leading to the Lower Sanctuary. To the right of Eonar, a sloping pathway winds around, ascending 40 feet to the Upper Sanctuary.

Defense of Eonar

"Champions! The forces of the Legion seek to capture my essence for their infernal master!"

Though she was felled by the blade of Sargeras, the Life-Binder's essence escaped the grasp of the Dark Titan. After millennia spent hiding in isolation, Eonar's sanctuary has been discovered by the Legion. Should her soul fall into the enemy's hands, Eonar's powers of nature and growth will be perverted to make the Burning Crusade unstoppable.

Eonar's soul is located in the circle in the middle of area 8C. She has 250 hit points and an AC of 14. A creature adjacent to Eonar's soul may take an action to sacrifice up to 20 of its hit points, healing Eonar for the same amount.

The Paraxis unleashes five waves of enemies before retreating. A wave arrives at the start of the first round, and every second round afterwards (third, fifth, et cetera) until all five waves have arrived. Once all creatures have been defeated, the encounter ends. Roll on the Location Table to determine the location the enemies enter the area from, the Construct Table to determine the construct that accompanies the Legion forces, and the Troops Table to determine the troops that the Paraxis calls down.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

When Eonar has been defended, the party is granted the Headdress of Living Brambles.

Location Table
Roll Location
1-2 Sanctuary Entrance
3-4 Upper Sanctuary
5-6 Lower Sanctuary
Construct Table
Roll Monster
1-2 1 Fel-Charged Obfuscator
3-4 1 Fel-Infused Destructor
5-6 1 Fel-Powered Purifier

Felhound

Medium fiend (demon), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 8 (-1) 15 (+2) 13 (+1)

  • Skills Perception +6, Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
  • Languages understands Eredun but can't speak
  • Challenge 2 (450 XP)

Keen Hearing and Smell. The felhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The felhound has advantage on an attack roll against a creature if at least one of the felhound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sense Magic. The felhound senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The felhound makes two attacks: one with its bite and one with its tendrils.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target can cast spells using spell slots, it must make a DC 14 Intelligence saving throw or lose one spell slot of the lowest level of which it currently has spell slots available.

Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Fel-Charged Obfuscator

Large construct, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 16 (+3) 3 (-4) 15 (+2) 1 (-5)

  • Damage Resistances fire, necrotic
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Cloak. Any allies of the obfuscator within 30 feet of it are rendered invisible. When the obfuscator is slain, these creatures then immediately become visible. Attacking or performing a similar action does not make a creature rendered invisible by the obfuscator's Cloak visible.

Immutable Form. The obfuscator is immune to any spell or effect that would alter its form.

Magic Weapons. The obfuscator's weapon attacks are magical.

Actions

Multiattack. The obfuscator makes two attacks with its claws.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Felguard

Medium fiend (demon), lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 12 (+1)

  • Saving Throws Str +5, Con +4
  • Skills Perception +6, Stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Eredun
  • Challenge 4 (1,100 XP)

LEGION | RAIDS | ANTORUS, THE BURNING THRONE
Troop Table
Roll Monsters
1 3 Fel Lords, 9 Felguards
2 10 Felhounds, 6 Volant Skytalons
3 2 Fel Lords, 11 Volant Skytalons
4 5 Felguards, 12 Felhounds

Legion Strike. Once on each of its turns when the felguard make a Legion Axe attack, it can make another attack against a different creature that is within 5 feet of both the first creature and the felguard.

Actions

Multiattack. The felguard makes two attacks.

Legion Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Reactions

Pursuit. When a creature attempts to move out of the felguard's weapon range, it can use its reaction to move up to its movement speed toward the creature and make a weapon attack. This movement doesn't provoke opportunity attacks.


Volant Skytalon

Large fiend (demon), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 7 (-2) 14 (+2) 11 (+0)

  • Skills Acrobatics +5, Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 16
  • Languages understands Eredun but can't speak
  • Challenge 4 (1,100 XP)

Flyby. The skytalon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing. The skytalon has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The skytalon makes two attacks with its felclaws.

Felclaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage plus 4 (1d8) fire damage.

8D. Upper Sanctuary

This section of the sanctuary is reached from a path next to Eonar's soul. It overlooks the breadth of the Elarian Sanctuary, giving any who stand there a view of all its inhabitants. This is a possible location for Legion forces to spawn during the Defense of Eonar encounter. The highest point of the area stands 40 feet above the platform that holds Eonar's soul.

8E. Lower Sanctuary

The lowest point of the Elarian Sanctuary, at the end of a path off of the platform that holds Eonar's Soul. This is a possible location for Legion forces to spawn during the Defense of Eonar encounter.


Fel-Infused Destructor

Huge construct, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 147 (14d12 + 56)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 18 (+4) 3 (-4) 15 (+2) 1 (-5)

  • Damage Resistances fire, necrotic
  • Damage Immunities poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 12 (8,400 XP)

Immutable Form. The destructor is immune to any spell or effect that would alter its form.

Magic Resistance. The destructor has advantage on saving throws against spells and other magical effects.

Magic Weapons. The destructor's weapon attacks are magical.

Actions

Multiattack. The destructor makes three attacks: two with its claws and one with its stomp; or three artillery strike attacks.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

Artillery Strike. Ranged Weapon Attack: +6 to hit, range 500 ft., Eonar. Hit: 22 (4d10) fire damage. This attack cannot be used if there are hostile creatures within 10 feet of the destructor.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

9. The Hallowed Felworks

Deep within the fortress of Antorus, Kin'garoth forges an army of fel reavers to fight the Army of the Light. His great forge churns out reavers at a constant pace - if left unchecked, he may singlehandedly bring about the end of the siege of Antorus.

When the Vindicaar arrives at the Felworks, Kin'garoth shuts the gate, preventing access to the Felworks until Imonar is slain.

9A. The Exhaust

The outermost section of the Hallowed Felworks, the Exhaust is where the fumes and waste created from reaver construction is expelled. A small walkway suspended over the open air leads directly to the door of the Exhaust, which is currently closed.

The Vindicaar, once it travels to the Hallowed Felworks, deposits the party at the leftmost end of the bridge. A teleport beacon is then set up there, allowing quick travel back to the Vindicaar. No Army of the Light forces accompany the heroes here - they are on their own.

Imonar the Soulhunter

"Your heads will adorn my trophy room."

The infamous Imonar serves as the Legion's bloodhound, capable of tracking prey across the cosmos. With a vast array of gadgets and traps at his disposal, Imonar has yet to lose a bounty... and he certainly doesn't intend to sully his perfect record by failing to fulfill his latest contract.

When the party approaches the closed door of the Felworks, Imonar swoops in at the opposite end of the bridge (to the right of the vortex on the map) and begins to attack the party. He sets up one of each of his traps on the bridge between the door to the Felworks and the circular divot he stands upon.

Once Imonar has been slain, the party may loot the Drape of the Spirited Hunt.

9B. Reaver Construction

Once Imonar has been slain, the Vindicaar powers up its cannon and bores a hole into the fortress door, allowing the party to move forward.

The interior of the Hallowed Felworks is vast and open, stretching so far that the walls fall out of view. Stacks upon stacks of fel reavers hang from the ceiling, ready to be put into use. At the end of the path in the center of the Felworks sits Kin'garoth, still constructing reavers as the party approaches. In between Kin'garoth and the party, standing on a circular platform near the door to the felworks, is a pair of recently constructed fel reavers. Roll on this section's Random Encounter Table to determine the pair's composition.

Random Encounter Table
Roll Monster
1-2 1 Garothi Decimator, 1 Garothi Demolisher
3-4 1 Garothi Annihilator, 1 Garothi Decimator
5-6 1 Garothi Annihilator, 1 Garothi Demolisher

Fel-Powered Purifier

Large construct, unaligned


  • Armor Class 18 (natural armor, two shields)
  • Hit Points 119 (14d10 + 42)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 3 (-4) 15 (+2) 1 (-5)

  • Damage Resistances fire, necrotic
  • Damage Immunities poison, psychic, bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 9 (5,000 XP)

Immutable Form. The purifier is immune to any spell or effect that would alter its form.

Magic Weapons. The purifier's weapon attacks are magical.

Purification. Allies of the purifier within 30 feet of it are immune to the charmed, frightened, paralyzed, poisoned, and restrained conditions.

Actions

Multiattack. The purifier makes two attacks with its shields.

Shield. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Fel Swipe (Recharge 5-6). The purifier swings its shield in an arc. Each creature in a 15-foot cone in front of the purifier must make a DC 16 Dexterity saving throw, taking 11 (2d10) slashing damage and 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.

9C. Kin'garoth's Forge

Kin'garoth lies within the center of the Hallowed Felworks. In his depravity he has grafted his own body to the forge itself, empowering his construction efforts with his body and his mind. Kin'garoth does not move from the center of area 9C. His lower body is gone, replaced by machinery.

Kin'garoth

"Prepare to be deconstructed."

The design of every Legion war machine stems from the depraved mind of Kin'garoth. Obsessed with crafting implements of death, Kin'garoth infused his very body into the production machinery so he could more efficiently churn out a never-ending supply of destruction. At the behest of the Legion's dark master, Kin'garoth's fevered brilliance has developed a new super-weapon which he plans to unleash upon the Army of Light.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE


Imonar the Soulhunter

Large fiend (demon), lawful evil


  • Armor Class 17 (half plate)
  • Hit Points 323 (34d10 + 136)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 19 (+4) 14 (+2) 17 (+3)

  • Saving Throws Str +12, Con +11, Wis +9
  • Skills Acrobatics +10, Insight +9, Survival +9
  • Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun
  • Challenge 22 (41,000 XP)

Legendary Resistance (3/Day). If Imonar fails a saving throw, she can choose to succeed instead.

Magic Resistance. Imonar has advantage on saving throws against spells and other magical effects.

Magic Weapons. Imonar's weapon attacks are magical.

Nimbleness. Imonar cannot trigger his own traps.

Opportunist. If Imonar moves up to 20 feet in a straight line, he may use his bonus action to place a trap in a space he moved through as if he used his Create Trap action.

Actions

Multiattack. Imonar makes three shock lance attacks and throws either a pulse grenade or sleep canister.

Shock Lance. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage plus 7 (2d6) lightning damage. Additionally, a creature of Imonar's choice other than himself within 10 feet of the target takes 7 (2d6) lightning damage.

Pulse Grenade. Imonar throws a grenade at a point within 30 feet of him. All creatures within 5 feet of that point must make a DC 19 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.

Sleep Canister. Imonar throws a canister filled with an incapacitating agent at a creature within 30 feet of him. That creature, and all creatures within 5 feet of that creature, must make a DC 19 Constitution saving throw or fall asleep. A sleeping creature wakes up if it takes damage, or if another creature uses its action to shake it awake.

Create Trap. Imonar assembles one of his four traps (see the "Imonar's Traps" sidebar) and hurls it towards a point within 15 feet of him. The trap remains until triggered or disabled through the use of a DC 17 Dexterity (Thieves' Tools) check.

Legendary Actions

Imonar 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. Imonar regains spent legendary actions at the start of his turn.

  • Conflagration. Each creature within 20 feet of Imonar must make a DC 15 Dexterity saving throw or take 10 (3d6) fire damage.
  • Evade (Recharge 5-6). Imonar activates his thruster pack, leaping up to 50 feet to an unoccupied space he can see. This movement does not provoke opportunity attacks.
  • Master Trapper (Costs 2 Actions). Imonar uses his Create Trap action.
Imonar's Traps

When Imonar uses his Create Trap action, he may choose from the following traps:
Shrapnel Mine. A shrapnel mine occupies a 5-foot square. Stepping on the shrapnel mine triggers it, causing it to explode. All creatures within 10 feet of the shrapnel mine must make a DC 16 Dexterity saving throw, taking 11 (2d10) piercing and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Pulse Trap. A pulse trap occupies a 5-foot square. Stepping on the pulse trap or moving adjacent to it triggers it, causing it to explode. Any creatures within 5 feet of the pulse grenade when it explodes must make a DC 16 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails its save becomes vulnerable to lightning damage until the end of its next turn.
Blastwire. A blastwire occupies a 15-foot long, 5-foot wide line. Moving through the blastwire's space triggers it, causing it to explode. All creatures in the blastwire's space when it explodes must make a DC 16 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Stasis Trap. A stasis trap takes the form of a small sigil on the ground, occupying one five-foot square. Standing on the stasis trap triggers it, causing it to release its energy. The triggering creature must make a DC 16 Constitution saving throw or become stunned for three rounds. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Once Kin'garoth reaches half his hit points (189), he opens the reaver docking bays within his chamber, releasing another two recently constructed reavers. Roll on the Reaver Construction's Random Encounter Table to determine which reavers activate. The topmost reaver bay (seen as an oval offshoot of area 9C on the map) contains a garothi annihilator, the rightmost reaver bay contains a garothi demolisher, and the bottommost reaver bay contains a garothi decimator.

When Kin'garoth is defeated, the party may loot the Forgefiend's Fabricator. With his death, the Hallowed Felworks begin to crumble, stopping the Legion's production of fel reavers in its tracks. The lightforged place a teleport beacon to the Vindicaar at the entrance of Kin'garoth's forge, rescuing the party before they are crushed by the collapsing Felworks.

10. The Burning Throne

Deep below Argus, nearly adjacent to the planet's core, lies the Burning Throne. It is here that Sargeras has taken the spirits of the fallen Titan pantheon and twists them to his will. He has already broken Aggramar - once the rest are broken, his Burning Legion shall be unstoppable.

After Kin'garoth's death, the Vindicaar transports the party directly to the Burning Throne. Magni, Velen, and Illidan accompany the heroes on their descent, but do not engage in combat. Velen can spare spell slots of up to 4th level to cast cure wounds, healing word, and mass healing word on the

party, if necessary (3 1st-level slots, 3 2nd-level slots, 3 3rd-level slots, and 2 4th-level slots).

10A. Tarneth's Vigil

The Vindicaar deposits the party at the rightmost end of the Burning Throne, at location 4B on the map. Above, the shards of Argus hang in suspended orbit above. The Burning Throne itself hangs suspended above the planet's destroyed core. The path forward is made of black steel, and pillars ascend upward into the sky, no roof to be bound. Streaks of lava illuminate the pathway towards the Temple of Anguish.

At the end of the path, directly before the entrance to the Temple of Anguish, stands Tarneth one dark keeper. Behind them, stairs descend 5 feet behind them, and cries of pain echo from the temple beyond.

10B. Chamber Descent

This path leads into the Temple of Anguish - the core of the Burning Throne. The screams of anguish grow louder as the party approaches the inside of the temple. Just after entering the temple, a pit drops 45 feet into the Chamber of Anguish, where Varimathras waits. A group of succubi and shivarra stand in the center of the temple's entrance. The group consists of two priestesses of delirium and three sisters of the lash.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

10C. Chamber of Anguish

In the depths below the Temple of Anguish lies the Chamber of Anguish, where the Coven of Shivarra torture prisoners. Its current inhabitant is Varimathras - punished for his failures, Varimathras has entured an eternity of torture at the hands of the vindictive sisters. Bones of previous inhabitants litter the edges of the dirt floor that the chamber is built upon, and the edges crackle with the Coven's magic. A stairway at the back of the chamber leads directly to the main area of the Temple of Anguish, where the Coven of Shivarra enact their dark designs.

Varimathras

"Come, then. We will trade pain for pain!"

As one of the dreadlords overseeing the Legion's forces during the Third War, Varimathras failed to stop the rebellious Lich King. He submitted to an ill-fated alliance with Sylvanas Windrunner, then made one last bid for power before facing a humiliating defeat. In payment for his blunders, Varimathras has been tortured by the Coven of Shivarra. The vindictive sisters stripped away both flesh and sanity, leaving only a singular desire to inflict suffering upon the mortals who cost him everything.

Varimathras stands at the back of the Chamber of Anguish (represented by the skull on the map, below 10C). A stained-glass ceiling gives the Coven of Shivarra a direct view into the chamber of their favorite prisoner.

Once Varimathras is defeated, the party may loot the Thu'Rayan Lash.



Kin'garoth

Huge fiend (demon), chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 378
  • Speed immobile

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 25 (+7) 21 (+5) 8 (-1) 14 (+2)

  • Saving Throws Int +13, Wis +7, Cha +10
  • Damage Resistances fire, necrotic, psychic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 9
  • Languages Common, Eredun
  • Challenge 25 (75,000 XP)

Immutable Form. Kin'garoth is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If Kin'garoth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Kin'garoth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Kin'garoth's weapon attacks are magical.

Siege Monster. Kin'garoth deals double damage to objects and structures.

Weapons Upgrade. While within 20 feet of Kin'garoth, any garothi reavers deal an extra 7 (2d6) fire damage on all of their attacks.

Actions

Multiattack. Kin'garoth uses Forging Strike and Reverberating Strike.

Forging Strike. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 10 (3d6) fire damage. Each creature adjacent to the main target takes the fire damage as well.

Reverberating Strike. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage. The squares the target is standing on are afflicted with Reverberating Ruin. Each time Kin'garoth uses Reverberating Strike, a creature standing in a square that is afflicted by Reverberating Ruin takes half the damage of the attack.

Shattering Strike (Recharge 5-6). Kin'garoth strikes the ground with his hammer, sending out a shockwave in all directions. Each creature within 30 feet of Kin'garoth must make a DC 23 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. That area becomes difficult terrain until the end of Kin'garoth's next turn.

Legendary Actions

Kin'garoth 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. Kin'garoth regains spent legendary actions at the start of his turn.

  • Hammer. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
  • Emergency Repair. Kin'garoth restores 30 hit points to a damaged garothi reaver.
  • Diabolic Bomb (Costs 2 Actions). Kin'garoth constructs a dark bomb and sets it rolling along the platform. It explodes when it comes into contact with a creature. Each creature within a 10-foot radius must make a DC 24 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one.
  • Ruiner (Costs 2 Actions). Kin'garoth opens his metal claw and fires a beam of fel energy from it in a 70-foot long, 10-foot wide line. Each creature in the line must make a DC 24 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE
Torments of the Shivarra

The Coven of Shivarra constantly torment Varimathras. At initiative count 20 every round, the shivarra activate a new torment from the following list, replacing any active torments (torments cannot be repeated):

  • Torment of Flames. Each creature starting its turn in the chamber must make a DC 15 Constitution saving throw or take 7 (2d6) fire damage.
  • Torment of Fel. Each creature starting its turn in the chamber must make a DC 15 Constitution saving throw or take 7 (2d6) acid damage.
  • Torment of Frost. Each creature starting its turn in the chamber must make a DC 15 Constitution saving throw or take 7 (2d6) cold damage and have its speed reduced by 10 feet for 1 round.
  • Torment of Shadows. Each creature starting its turn in the chamber must make a DC 15 Constitution saving throw or take 7 (2d6) necrotic damage.

10D. Temple of Anguish

A grand cathedral of pain, the Temple of Anguish is where the Coven of Shivarra torment their most valued prisoners. Currently, all of the Coven's efforts are bent towards torturing the Titan pantheon, bending them to serve the will of the Legion. An exit near the back of the temple leads to the worldsoul of Argus itself. The Coven makes their stand in the center of the temple, surrounded by the souls of the Pantheon.

The Coven of Shivarra

"You cannot escape the shadows!"

Having proven themselves to be the most depraved and fanatical of all his followers, Sargeras entrusted the Coven with the unholy task of twisting the minds of the fallen titans into an unstoppable Dark Pantheon. Each sister employs her own signature brand of torture, eliciting screams which echo throughout the halls of Antorus. It is said that neither mortal nor demon can refuse their whispers, making it only a matter of time before the will of the titans is broken.

Asara, Mother of Night, Diima, Mother of Gloom, and Noura, Mother of Flames stand in the very center of the temple, observing Varimathras in his cell through the stained glass floor.

When the Coven of Shivarra are defeated, the party may loot the Sheath of Asara.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE


Varimathras

Large fiend (demon), neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 451 (43d10 + 215)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 20 (+5) 16 (+3) 15 (+2) 22 (+6)

  • Saving Throws Dex +10, Wis +9, Cha +13
  • Skills Deception +13, Intimidation +13
  • Damage Resistances cold, fire, necrotic
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft. (including magical darkness), passive Perception 12
  • Languages Common, Eredun
  • Challenge 24 (62,000 XP)

Innate Spellcasting. Varimathras's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: cause fear, darkness, detect thoughts, disguise self
3/day each: dispel magic, invisibility

Legendary Resistance (3/Day). If Varimathras fails a saving throw, he can choose to succeed instead.

Magic Resistance. Varimathras has advantage on saving throws against spells and other magical effects.

Magic Weapons. Varimathras' weapon attacks are magical.

Actions

Multiattack. Varimathras makes three claw attacks.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 9 (2d8) necrotic damage.

Dark Fissure (Recharge 5-6). Varimathras opens a dark fissure at a point he can see within 50 feet of him. The fissure erupts in a 20-foot radius circle. All creatures within that radius must make a DC 21 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Varimathras 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. Varimathras regains spent legendary actions at the start of his turn.

  • Alone in the Darkness. Varimathras makes a claw attack against any creatures not adjacent to another creature.
  • Misery. Any creature that has taken necrotic damage since the start of Varimathras' last turn must make a DC 21 Wisdom saving throw or be stricken with misery, suffering disadvantage on all attack rolls until the end of their next turn.
  • Necrotic Embrace (Costs 2 Actions). Any creature that was healed since the start of Varimathras' last turn must make a DC 21 Constitution saving throw or take 16 (3d10) necrotic damage.


Tarneth

Large celestial, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 255 (30d10 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 15 (+2) 13 (+1) 17 (+3)

  • Skills Arcana +7, History +7, Perception +6, Religion +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 16
  • Languages Common, Eredun, Titan
  • Challenge 15 (13,000 XP)

Flames of Reorigination. A creature that takes fire damage from one of Tarneth's abilities deals half that fire damage to all creatures within 5 feet of it.

Innate Spellcasting. Tarneth's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:

3/day each: charm person, detect magic, detect poison and disease, fog cloud, shield

Legendary Resistance (1/Day). If Tarneth fails a saving throw, he can choose to succeed instead.

Magic Resistance. Tarneth has advantage on saving throws against spells and other magical effects.

Magic Weapons. Tarneth's weapon attacks are magical.

Resolute. Tarneth cannot be surprised, and makes opportunity attacks with advantage.

Actions

Multiattack. Tarneth makes three slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Draw Flame. Ranged Spell Attack: +8 to hit, range 60 ft., three targets. Hit: 16 (3d10) fire damage.

Eradication (Recharge 5-6). Tarneth unleashes a blast of fire in a 30-foot radius around him. Each creature within that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE
Torment of the Titans

The Coven torments a different soul of the Pantheon each round at initiative count 20 (torments cannot be repeated):

  • Machinations of Aman'thul. A vision of Aman'thul warps time around the Temple of Anguish. Each member of the Coven of Shivarra still alive regains 11 (2d10) hit points, and creatures hostile to the Coven take the same amount as necrotic damage.
  • Fury of Golganneth. Golganneth arcs lightning between the creatures in the chamber. Any creatures hostile to the Coven adjacent to any other creatures hostile to the coven take 14 (4d6) lightning damage.
  • Flames of Khaz'goroth. Eight images of Khaz'goroth appear, blasting 5-foot wide lines of fire that cross the chamber in a star formation. Any creatures in those lines take 7 (2d6) fire damage.
  • Spectral Army of Norgannon. Spectral images of Norgannon (a Huge creature) appear and walk the length of the room, reaching the opposite side at initiative count 20 the following round. Any creature that touches an image of Norgannon takes 39 (6d12) force damage. An image of Norgannon can be attacked, destroying it automatically.

10E. Aedis' Guard

Exiting the Temple of Anguish brings the party to a small area, a mirror of Tarneth's Vigil on the opposite side. Stairs lead up past this area towards the worldsoul of Argus. Beyond the stairs, a bridge stretches out across nothing towards a platform directly in front of the worldsoul, atop which stands Aggramar.

Directly outside the Temple of Anguish stands Dark Keeper Aedis, preventing the party from reaching Aggramar in time.

10F. The Worldsoul

A large, open-air platform stands tall and proud before the shimmering worldsoul of Argus. Once, it was a noble sight, but now it is a reminder of Sargeras' twisted ambitions for the cosmos and fuel for his armies. Guarding the broken worldsoul is Aggramar - once the Avenger of the titan Pantheon, now nothing but a guard dog for Sargeras.

Aggramar

"You will burn!"

Once the noble Avenger of the Pantheon, Aggramar was struck down by Sargeras and reborn as a titan of destruction. He now stands at the core of Argus, guarding a power that would unmake the universe. Not even demons are permitted to tread within the titan's halls, and any mortals bold enough to trespass will be reduced to cinders by Aggramar's burning blade, Taeshalach.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE


Noura, Mother of Flames

Large fiend (demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 202 (27d10 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 15 (+2) 15 (+2) 16 (+3) 22 (+6)

  • Saving Throws Dex +12, Wis +9, Cha +12
  • Skills Deception +12, Persuasion +12
  • Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Eredun
  • Challenge 19 (22,000 XP)

Innate Spellcasting. Noura's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, comprehend languages, detect evil and good, detect magic, detect thoughts, tongues
3/day each: drain life (3rd level), vampiric touch
1/day each: fire storm, pyroblast

Legendary Resistance (2/Day). If Noura fails a saving throw, she can choose to succeed instead.

Magic Resistance. Noura has advantage on saving throws against spells and other magical effects.

Magic Weapons. Noura's weapon attacks are magical.

Actions

Multiattack. Noura makes three saber attacks.

Saber. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 9 (2d8) fire damage.

Fiery Strike (Recharge 5-6). Noura makes a saber attack targeting all creatures in a 15-foot cone. Creatures hit must make a DC 20 Constitution saving throw or become vulnerable to fire damage for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Noura can take 2 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. Noura regains spent legendary actions at the start of her turn.

  • Teleport Swap. Noura teleports, swapping places with another member of the Coven of Shivarra.
  • Fulminating Pulse (Costs 2 Actions). Noura pulses with fiery energy. Each creature within 10 feet of her takes 11 (2d10) fire damage.


Asara, Mother of Night

Large fiend (demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 202 (27d10 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 15 (+2) 15 (+2) 16 (+3) 22 (+6)

  • Saving Throws Dex +12, Wis +9, Cha +12
  • Skills Deception +12, Persuasion +12
  • Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Eredun
  • Challenge 17 (18,000 XP)

Innate Spellcasting. Asara's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, comprehend languages, detect evil and good, detect magic, detect thoughts, tongues
3/day each: drain life (3rd level), vampiric touch
1/day each: ravenous void, shadowfury

Legendary Resistance (2/Day). If Asara fails a saving throw, she can choose to succeed instead.

Magic Resistance. Asara has advantage on saving throws against spells and other magical effects.

Magic Weapons. Asara's weapon attacks are magical.

Actions

Multiattack. Asara makes six slam attacks. She may replace three of those attacks with a Touch of Darkness attack, or all six with two.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

Touch of Darkness. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 31 (7d8) necrotic damage.

Shadow Blades. (Recharge 5-6). Asara conjures two shadowy swords and sends them flying at creatures within 30 feet of her. Each of those creatures must make a DC 20 Dexterity saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Asara can take 2 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. Asara regains spent legendary actions at the start of her turn.

  • Teleport Swap. Asara teleports, swapping places with another member of the Coven of Shivarra.
  • Storm of Darkness (Costs 2 Actions). Asara coats the chamber in shadows. Each creature within the Temple of Anguish takes 11 (2d10) necrotic damage.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE


Diima, Mother of Gloom

Large fiend (demon), chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 202 (27d10 + 54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 22 (+6) 15 (+2) 15 (+2) 16 (+3) 22 (+6)

  • Saving Throws Dex +12, Wis +9, Cha +12
  • Skills Deception +12, Persuasion +12
  • Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Eredun
  • Challenge 18 (20,000 XP)

Innate Spellcasting. Diima's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, comprehend languages, detect evil and good, detect magic, detect thoughts, tongues
3/day each: drain life (3rd level), vampiric touch
1/day each: cone of cold, ice nova

Legendary Resistance (2/Day). If Diima fails a saving throw, she can choose to succeed instead.

Magic Resistance. Diima has advantage on saving throws against spells and other magical effects.

Magic Weapons. Diima's weapon attacks are magical.

Actions

Multiattack. Diima makes six slam attacks or three flashfreeze attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage.

Flashfreeze. Melee Spell Attack: +12 to hit, range 120 ft., one target. Hit: 27 (5d10) cold damage.

Orb of Frost (Recharge 5-6). Diima hurls a 10-foot radius sphere of ice that travels 20 feet before exploding. Each creature within 5 feet of the sphere when it explodes, or that the sphere passes through, must make a DC 20 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Diima can take 2 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. Diima regains spent legendary actions at the start of her turn.

  • Teleport Swap. Diima teleports, swapping places with another member of the Coven of Shivarra.
  • Chilled Blood (Costs 2 Actions). Diima chills the blood of her foes. Each creature within 10 feet of her takes 11 (2d10) cold damage.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE


Dark Keeper Aedis

Large celestial, lawful evil


  • Armor Class 18 (plate)
  • Hit Points 280 (33d10 + 99)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 15 (+2) 13 (+1) 17 (+3)

  • Skills Arcana +8, History +8, Perception +7, Religion +8
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Eredun, Titan
  • Challenge 20 (25,000 XP)

Innate Spellcasting. Aedis' innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:

3/day each: charm person, detect magic, *detect poison and disease, fog cloud, shield

Legendary Resistance (1/Day). If Aedis fails a saving throw, he can choose to succeed instead.

Magic Resistance. Aedis has advantage on saving throws against spells and other magical effects.

Magic Weapons. Aedis' weapon attacks are magical.

Resolute. Aedis cannot be surprised, and makes opportunity attacks with advantage.

Actions

Multiattack. Aedis makes three forgehammer attacks.

Forgehammer. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 10 (3d6) fire damage.

Searing Slash. Aedis makes a forgehammer attack targeting all creatures in a 15-foot cone. Each creature hit by the attack takes an additional 7 (2d6) fire damage.

Punishing Flame (Recharge 5-6). Aedis stomps the ground, unleashing a blast of fire in a 15-foot radius around him. Each creature within that area must make a DC 17 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Aedis can take 2 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. Aedis regains spent legendary actions at the start of his turn.

  • Draw Flame. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 16 (3d10) fire damage.
  • Star-Step. Aedis teleports 20 feet.
  • Burning Winds (Costs 2 Actions). Aedis conjures a tornado of flame at a point he can see within 30 feet of him, which remains for 1 minute. The tornado occupies a 10-foot square. At the end of Aedis' turn, the tornado moves 10 feet in a random direction. A creature that the tornado moves through takes 9 (2d8) fire damage. A creature that starts its turn in the tornado takes 18 (4d8) fire damage.


Flame of Taeshalach

Large elemental, neutral


  • Armor Class 15
  • Hit Points 252 (24d10 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 20 (+5) 10 (+0) 12 (+1) 11 (+0)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Eredun, Ignan
  • Challenge 9 (5,000 XP)

Fire Form. The flame can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the flame or hits it with a melee attack while within 10 feet of it takes 11 (2d10) fire damage.

In addition, the flame can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Illumination. The flame sheds bright light in a 60-foot radius and dim light in an additional 60 feet.

Actions

Multiattack. The flame makes two touch attacks.

Touch. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 11 (2d10) fire damage at the start of each of its turns.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Aggramar stands at the back of the worldsoul platform (represented by a skull on the map). At half of his health, he activates his Corrupt Aegis ability (see his stat block for more details).

Once Aggramar has been defeated, the party can loot Taeshalach. After the party has rested, Magni transports the party to the Seat of the Pantheon - along with the recently freed souls of all of the Titan pantheon.

11. Seat of the Pantheon

Nestled in a corner of the cosmos, the Seat of the Pantheon is the Titan Pantheon's base of power. It is a brilliant gold and black structure floating in the vastness of space, etched with images of constellations on the floor.

Seven thrones of the titan Pantheon (in order - Aggramar, Khaz'goroth, Eonar, Aman'thul, Golganneth, Sargeras, and Norgannon). Sargeras' throne is empty, but the other thrones are occupied by the renewed spirits of the Pantheon.

After the defeat of Aggramar, Magni transports the adventurers, as well as the other titans and the worldsoul of Argus, to the Seat. Just after the party's arrival, Sargeras awakens the worldsoul of Argus, transforming it into Argus the Unmaker, who takes up position at the center of the chamber. Still weakened, the Pantheon watches the final battle from their thrones.



Aggramar

Huge celestial (titan), chaotic evil


  • Armor Class 17 (half plate)
  • Hit Points 437 (35d12 + 210)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 15 (+2) 22 (+6) 18 (+4) 14 (+2) 17 (+3)

  • Saving Throws Str +17, Dex +10, Wis +10
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun, Titan
  • Challenge 27 (105,000 XP)

Corrupt Aegis. When Aggramar reaches half his hit points (218) for the first time, he shrouds himself in a shield of flame, rendering himself immune to all damage and conditions. Two flames of Taeshalach appear in unoccupied spaces within 30 feet of Aggramar, which act immediately after him in the initiative count. Aggramar's flame shield remains until both flames are slain. At the start of each of Aggramar's turns when his flame shield is active, he regains 22 (4d10) hit points.

Legendary Resistance (3/Day). If Aggramar fails a saving throw, he can choose to succeed instead.

Magic Resistance. Aggramar has advantage on saving throws against spells and other magical effects.

Magic Weapons. Aggramar's weapon attacks are magical.

Scorching Blaze. Creatures that take fire damage dealt by Aggramar deal half that fire damage to creatures within 5 feet of them at the end of their next turn.

Taeshalach's Reach. Once on each of his turns when Aggramar makes a Taeshalach attack, he can make another attack against a different creature that is within 10 feet of both the first creature and Aggramar.

Actions

Multiattack. Aggramar makes two attacks with Taeshalach.

Taeshalach Technique (Recharge 5-6). Aggramar uses Foe Breaker and then Flame Rend.

Taeshalach. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 9 (2d8) fire damage.

Foe Breaker. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 42 (6d10 + 9) slashing damage plus 13 (2d12) fire damage.

Flame Rend. Aggramar strikes with Taeshalach, causing fire to erupt in a 30-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Legendary Resistance

Aggramar 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. Aggramar regains spent legendary actions at the start of his turn.

  • Stride. Aggramar moves up to half his speed without provoking opportunity attacks.
  • Wake of Flame. Aggramar sends waves of fire towards two creatures he can see within 50 feet of him. Those creatures takes 7 (2d6) fire damage.
  • Taeshalach (Costs 2 Actions). Aggramar makes an attack with Taeshalach.
  • Searing Tempest (Costs 3 Actions). Aggramar stomps the ground, unleashing a blast of fire in a 30-foot radius from himself. Each creature within that area must make a DC 25 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Argus the Unmaker

"The master demands your doom!"

Long has the worldsoul of Argus been twisted into a fuel source for the Legion's reconstitution. Now, Sargeras has called upon his greatest servant to awaken and destroy the heroes that have ransacked his fortress. After Argus brings ruin to the heroes and the Titan Pantheon, he shall begin the end of all things at Sargeras's side.

Argus begins combat standing at the location marked by the skull in the center of the map (slightly covered by the number 11 on the map). When Argus reaches half of his hit points (343), Aman'thul strikes him with a temporal blast, splitting him into three constellar designates. One designate is equipped with the sword of the cosmos, one is equipped with the blades of the eternal, and one battles the party from range. Once all designates have been slain, Argus reforms in the center of the Seat.

At initiative count 20 every round during combat, Argus takes a lair action to use either Edge of Obliteration or Embers of Rage. Additionally at initiative count 20, one of the titans uses Golganneth's Aid, Khaz'goroth's Aid, Aggramar's Aid, or Norgannon's Aid (Norgannon's Aid can only be used while constellar designates are alive.)

  • Edge of Obliteration: Phantom scythes slash across the Seat, striking at all of Argus' enemies. Each creature hostile to Argus in the encounter (except for the Titan Pantheon) takes 3 (1d6) slashing damage and 7 (2d6) necrotic damage.
  • Embers of Rage: Argus roars, causing manifestations of his rage to affect all creatures in the Seat. Each of those creatures must make a DC 21 Wisdom saving throw or move up to half its speed and attack a random creature.
  • Golganneth's Aid: Golganneth empowers a creature with the calming waves of the sea. Whenever that creature restores hit points, the creature restores an extra 9 (2d8) hit points. This aid lasts until initiative count 20 on the next round.
  • Khaz'goroth's Aid: Khaz'goroth empowers a creature with fire. That creature deals an extra 9 (2d8) fire damage on each of its attacks. This aid lasts until initiative count 20 on the next round.
  • Aggramar's Aid: Aggramar empowers a creature with his Aegis, granting it resistance to necrotic damage. This aid lasts until initiative count 20 on the next round.
  • Norgannon's Aid: Norgannon exposes the weaknesses of a constellar designate he can see. That designate becomes vulnerable to cold, fire, lightning, or necrotic damage (Norgannon's choice). This aid lasts until the designate is slain. A designate's weaknesses cannot be exposed more than once.

Once Argus is defeated, the party witnesses the Pantheon force Sargeras back to the Seat of the Pantheon and end his crusade. Velen, Illidan, and Magni direct the heroes towards a teleportation node where they are transported to the Vindicaar and return to Azeroth, the Legion defeated. They may also loot the Scythe of the Unmaker before leaving.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE


Argus the Unmaker

Huge celestial (titan), chaotic evil


  • Armor Class 18 (plate)
  • Hit Points 687 (55d12 + 330)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 22 (+6) 10 (+0) 15 (+2) 7 (-2)

  • Saving Throws Str +16, Con +15, Wis +11
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun, Titan
  • Challenge 29 (135,000 XP)

Death Fog. Some of Argus' abilities place zones of death fog on the ground. Any creatures that end their turn in death fog take 19 (3d12) necrotic damage. A creature takes no damage if it is standing in a square in which death fog is placed. However, a creature that leaves and re-enters death fog takes 19 (3d12) necrotic damage when it does so.

Legendary Resistance (3/Day). If Argus fails a saving throw, he can choose to succeed instead.

Magic Resistance. Argus has advantage on saving throws against spells and other magical effects.

Magic Weapons. Argus' weapon attacks are magical.

Actions

Multiattack. Argus makes three attacks with his scythe and uses Soulblight.

Scythe of the Unmaker. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) slashing damage plus 18 (4d8) necrotic damage.

Soulblight. Argus places a soulblight orb over the head of a creature of his choice. At the end of the creature's next turn, the orb detonates. The creature, and all creatures within 10 feet of that creature, must make a DC 21 Dexterity saving throw, taking 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one. Death fog is then placed in that radius.

Sweeping Scythe (Recharge 5-6). Argus makes a scythe attack targeting all creatures in a 15-foot cone. Each creature hit must make a DC 20 Constitution saving throw or become vulnerable to necrotic damage for one round.

Legendary Actions

Argus 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. Argus regains spent legendary actions at the start of his turn.

  • Stride. Argus moves up to half his speed without provoking opportunity attacks.
  • Tortured Rage (2/Round). Argus roars in rage, dealing 7 (2d6) necrotic damage to all creatures within 150 feet of him. Each time Argus uses this legendary action, it deals a cumulative extra 7 (2d6) damage.
  • Scythe (Costs 2 Actions). Argus makes an attack with his scythe.
  • Cone of Death (Costs 3 Actions). Argus channels anima through his scythe and strikes outward, filling a 70-foot cone in front of him with death fog until he is slain.


Constellar Designate

Large celestial, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 171 (24d10 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 20 (+5) 10 (+0) 12 (+1) 11 (+0)

  • Saving Throws Dex +7
  • Damage Resistances necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Ignan
  • Challenge 12 (8,400 XP)

Cosmic Power. Other designates within 20 feet of the designate with the sword of the cosmos have advantage on attack rolls and deal an extra 22 (4d10) radiant damage.

Magic Resistance. The designate has advantage on saving throws against spells and other magical effects.

Magic Weapons. The designate's weapon attacks are magical.

Actions

Multiattack. The designate wielding the sword of the cosmos makes two attacks with its sword. The designate wielding the blades of the eternal makes three attacks with its blades. The designate carrying neither makes two starblast attacks.

Sword of the Cosmos. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 14 (4d6) radiant damage.

Blades of the Eternal. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, plus 10 (3d6) radiant damage.

Starblast. Ranged Spell Attack: +9 to hit, range 200 ft., one target. Hit: 22 (4d10) radiant damage.

Cosmic Ray (Recharge 5-6). The designate releases a ray of cosmic energy in a 100-foot long, 5-foot wide line. Each creature in the ray must make a DC 17 Wisdom saving throw, taking 44 (8d10) radiant damage on a failed save, or half as much damage on a successful one.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Treasure

This section provides descriptions for the treasure found within Antorus. The source of each of these items is given in the above sections.

  Prototype Personnel Decimator

   Wondrous item, very rare (requires attunement)
This handheld cannon is fashioned from felsteel and styled in a similar fashion to the Garothi Worldbreaker's Decimator cannon.

When holding this item and attuned to it, you may use your action to fire a homing missile at a target you can see within 15 feet of you. That creature must make a DC 15 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. This property may be used a number of times per rest equal to your Intelligence modifier (minimum 1).

  Shadow-Singed Fang

   Weapon (dagger), very rare (requires attunement)
This dagger, fashioned from a fang from the mouth of Shatug, still has lingering energy remaining within it.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. Attacks with this weapon deal an extra 9 (2d8) necrotic damage.

Once per day as an action, you may draw the lingering shadowflame within the dagger into yourself, granting yourself the benefits of the haste spell.

  Ishkar's Felshield Emitter

   Wondrous item, very rare
This handheld trinket shimmers with fel energy. A green button on its face seems to activate a mechanism of some kind.

Placing the emitter on the ground and pressing the button creates a 10-foot radius spherical shield of shimmering energy. Creatures inside the shield are considered to be under the effects of the sanctuary spell (DC 15) from attacks and creatures outside the shield. The shield lasts for 1 minute. After the shield fades, the emitter must recharge for two hours before being able to produce another shield.

  Riftworld Codex

   Wondrous item, very rare (requires attunement)
This thick tome, etched with sigils, holds the power to open portals to other worlds.

When you take damage, you may take your reaction to open the book and roll a d6. On a roll of 1-2, you regain 11 (2d10) hit points. On a roll of 3-4, you gain a +1 bonus to AC for one round. On a roll of 5-6, your attacks deal an extra 3 (1d6) fire damage and 3 (1d6) necrotic damage for one round. You may use this ability a number of times equal to your Charisma modifier (minimum 1).

  Headdress of Living Brambles

   Wondrous item, very rare (requires attunement)
This leather hood is shaped in the form of a white-furred bear head, wreathed in vines.

While wearing this hood and attuned to it, you can cast the entangle, speak with animals, and speak with plants spells 3 times per day each (save DC 15).

  Drape of the Spirited Hunt

   Wondrous item, very rare (requires attunement)
This greenish cloak sweeps down to below the hips. Wearing

it fills you with energy and elation.

While attuned to this cloak and wearing it, your movement speed is increased by 10 feet, and you cannot be charmed or frightened.

  Forgefiend's Fabricator

   Wondrous item, very rare (requires attunement)
This small, handheld piece of metal burns with an interior flame. With a bit of tinkering, this item could produce mines.

If you hit a creature with an attack on your turn, you may use your bonus action to place a Fire Mine on that creature. You can have up to five Fire Mines active at once. Additionally, you may use your bonus action to detonate all currently active Fire Mines. When a Fire Mine is detonated, a creature takes 7 (2d6) fire damage for each Fire Mine attatched to it.

  Thu'rayan Lash

   Weapon (whip), very rare
From a small metallic handle extends a whip made of pure flame that seems to writhe and lash on its own.

You gain a +3 bonus to attack and damage rolls made with this weapon. Attacks with this weapon deal an extra 10 (3d6) fire damage.

  Sheath of Asara

   Wondrous item, very rare (requires attunement)
This small scabbard is wreathed in shadow.

You may sheath a dagger, shortsword, or longsword in this scabbard. If a weapon remains sheathed in the scabbard for 1 minute, it deals an extra 9 (2d8) necrotic damage on a hit for 30 seconds.

  Taeshalach

   Weapon (greatsword), very rare
This metallic greatsword has a ruby gem in the pommel, but is broken in half. The blade is completed by a fiery image of its other half that shifts and twists.

You have a +3 bonus to attack and damage rolls with this weapon. Attacks with this weapon deal an extra 9 (2d8) fire damage. This damage bypasses the resistance of creatures resistant to fire.

  Scythe of the Unmaker

   Weapon (greatscythe), very rare (requires attunement)
This great two-handed scythe is etched with stars. Its head is shrouded in cosmic fire that sweeps down towards the handle. The opposite end of the weapon sweeps out in a golden hammer shape, embedded with blue gems. Bits of gold wrap around the blue handle.

You have a +3 bonus to attack and damage rolls with this weapon, which deals 1d12 slashing damage and has the finesse and two-handed properties. Attacks with this weapon deal an extra 13 (2d12) necrotic damage.

While attuned to this weapon, as an action, you may place a 15-foot cone of death fog on the ground. Any creatures that end their turn in death fog take 19 (3d12) necrotic damage. A creature takes no damage if it is standing in a square in which death fog is placed. However, a creature that leaves and re-enters death fog takes 19 (3d12) necrotic damage when it does so.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Monsters

This section includes stat blocks for all non-boss or miniboss monsters found in Antorus. These monsters can be used either by using the Random Encounter Tables found in each section or building your own encounters.


Antoran Champion

Medium fiend (demon), chaotic evil


  • Armor Class 13 (natural armor), 15 with demon skin
  • Hit Points 136 (21d8 + 42), 142 with demon skin
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 19 (+4) 14 (+2) 16 (+3)

  • Saving Throws Con +6, Int +8, Cha +7
  • Skills Arcana +8, Insight +6, Intimidation +7, Perception +6
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Eredun
  • Challenge 9 (5,000 XP)

Innate Spellcasting. The champion's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: demon skin (6th level), detect magic, disguise self

Magic Resistance. The champion has advantage on saving throws against spells and other magical effects.

Magic Weapons. The champion's weapon attacks are magical.

Actions

Multiattack. The champion makes two attacks with its felclaws.

Felclaws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 11 (2d10) fire damage.

Shadow Blast (Recharge 5-6). The champion fires a blast of dark energy at a creature within 40 feet of it. That creature, and all creatures within 10 feet of that creature, must make a DC 15 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.


Antoran Doomguard

Large fiend (demon), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 13 (+1) 15 (+2) 17 (+3)

  • Saving Throws Dex +6, Int +5
  • Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun
  • Challenge 9 (5,000 XP)

Innate Spellcasting. The doomguard's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: diabolism, fel flame (11th level), mage hand
3/day each: darkness, dimension door, hellish rebuke

Magic Resistance. The doomguard has advantage on saving throws against spells and other magical effects.

Magic Weapons. The doomguard's weapon attacks are magical.

Actions

Multiattack. The doomguard makes two attacks with its felclaws.

Felclaws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 11 (2d10) fire damage.

Shadow Storm (Recharge 5-6). The doomguard strikes all creatures within 30 feet of it with bolts of shadowy energy. Each of those creatures must make a DC 15 Dexterity saving throw or take 27 (6d8) necrotic damage.

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Antoran Felguard

Medium fiend (demon), lawful evil


  • Armor Class 16 (half plate)
  • Hit Points 127 (17d8 + 51)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 11 (+0) 14 (+2) 12 (+1)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Intimidation +5, Perception +6
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Eredun
  • Challenge 9 (5,000 XP)

Legion Strike. Once on each of its turns when the felguard make a bastard sword attack, it can make another attack against a different creature that is within 5 feet of both the first creature and the felguard.

Magic Weapons. The felguard's weapon attacks are magical.

Actions

Multiattack. The felguard makes two bastard sword attacks.

Bastard Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 9 (2d8) fire damage.

Searing Strike (Recharge 5-6). The felguard unleashes a searing strike in a 15-foot cone in front of itself. Each creature in that area must make a DC 16 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one. Additionally, one 5-foot square in that area becomes coated in fel fire. Each creature that starts its turn in the fire or moves into the fire for the first time on a turn takes 9 (2d8) fire damage.


Bladesworn Ravager

Medium fiend (demon), lawful evil


  • Armor Class 17 (half plate)
  • Hit Points 110 (17d8 + 34)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1)

  • Saving Throws Str +8, Dex +7
  • Skills Athletics +8, Intimidation +5, Perception +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common, Eredun
  • Challenge 9 (5,000 XP)

Brute. A melee weapon deals one extra die of its damage when the ravager hits with it.

Legion Strike. Once on each of its turns when the ravager makes a longsword attack or uses Bladestorm, it can make another attack against a different creature that is within 5 feet of both the first creature and the ravager.

Magic Weapons. The felguard's weapon attacks are magical.

Actions

Multiattack. The ravager makes two bastard sword attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5).

Bladestorm (Recharge 5-6). The ravager spins, striking at all creatures adjacent to it with its weapons. Each creature within 5 feet of the ravager must make a DC 15 Dexterity saving throw or take 16 (2d10 + 5) slashing damage.

Reactions

Parry. The wrathguard adds 4 to its AC against one melee attack that would hit it. To do so, the wrathguard must see the attacker and be wielding a melee weapon.

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Blazing Imp

Small fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 31 (7d6 + 7)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 16 (+3) 8 (-1) 14 (+2)

  • Saving Throws Dex +5, Wis +1
  • Skills Deception +4, Sleight of Hand +5, Stealth +5
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 9
  • Languages Eredun
  • Challenge 2 (450 XP)

Fiery Detonation. When the imp dies, it explodes. Each creature within 5 feet of it when it dies must make a DC 13 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The imp makes three felbolt attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Felbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 7 (1d8 + 3) fire damage.


Clubfist Beastlord

Large fiend (demon), chaotic evil


  • Armor Class 14 (half plate)
  • Hit Points 204 (24d10 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 17 (+3) 7 (-2) 12 (+1) 8 (-1)

  • Saving Throws Con +7
  • Skills Animal Handling +5, Athletics +10, Intimidation +3
  • Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Eredun
  • Challenge 10 (5,900 XP)

Magic Resistance. The beastlord has advantage on saving throws against spells and other magical effects.

Magic Weapons. The beastlord's weapon attacks are magical.

Searing Power. As a bonus action, the beastlord can attempt to make a DC 16 Wisdom (Animal Handling) check to empower a slobbering fiend it is adjacent to. On a success, the fiend deals an extra 3 (1d6) fire damage on each of its attacks for 1 minute, or until the beastlord uses this action on a different creature.

Actions

Multiattack. The beastlord makes two attacks: one with its maul and one with its fist.

Maul. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage.

Hateful Smash (Recharge 5-6). The beastlord strikes the ground, causing a fiery rupture to snake forward in a 30-foot long, 10-foot wide line. Each creature in that line must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a succesful one.

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Dark Keeper

Large celestial, lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 238 (28d10 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 15 (+2) 13 (+1) 17 (+3)

  • Skills Arcana +6, History +6, Perception +5, Religion +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses truesight 60 ft., darkvision 120 ft., passive Perception 15
  • Languages Common, Eredun, Titan
  • Challenge 12 (8,400 XP)

Innate Spellcasting. The keeper's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

3/day each: charm person, detect magic, detect poison and disease, fog cloud, shield

Magic Resistance. The keeper has advantage on saving throws against spells and other magical effects.

Magic Weapons. The keeper's weapon attacks are magical.

Resolute. The keeper cannot be surprised, and makes opportunity attacks with advantage.

Actions

Multiattack. The keeper makes three slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Draw Flame. Ranged Spell Attack: +7 to hit, range 60 ft., three targets. Hit: 16 (3d10) fire damage.

Eradication (Recharge 5-6). The keeper unleashes a blast of fire in a 30-foot radius around it. Each creature within that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.


Fanatical Pyromancer

Medium fiend (demon), chaotic evil


  • Armor Class 13 (17 with demon skin)
  • Hit Points 149 (23d8 + 46), 155 with demon skin
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 15 (+2) 19 (+4) 12 (+1) 17 (+3)

  • Saving Throws Con +6, Int +8, Cha +7
  • Skills Arcana +8, Deception +7, History +8, Perception +5
  • Damage Resistances fire, necrotic
  • Senses darkvision 120 ft, passive Perception 15
  • Languages Common, Eredun
  • Challenge 10 (5,900 XP)

Innate Spellcasting. The pyromancer's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: demon skin (6th level), detect magic, disguise self
1/day each: disintegrate, pyroblast

Magic Resistance. The pyromancer has advantage on saving throws against spells and other magical effects.

Magic Weapons. The pyromancer's weapon attacks are magical.

Spellcasting. The pyromancer is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It has the following warlock spells prepared:

Cantrips (at will): diabolism, fel flame, fire bolt, mage hand, sapping sting, shadow bolt
5th level (3 slots): bane, banishment, counterspell, crown of madness, darkness, dimension door, dispel magic, enervation, fly, hellish rebuke, rain of fire, sleep

Actions

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Felblade Shocktrooper

Medium fiend (demon), lawful evil


  • Armor Class 16 (half plate)
  • Hit Points 102 (12d8 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 11 (+0) 12 (+1) 12 (+1)

  • Saving Throws Str +7, Con +7
  • Skills Athletics +7, Intimidation +4, Perception +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common, Eredun
  • Challenge 6 (2,300 XP)

Legion Strike. Once on each of its turns when the shocktrooper makes a Legion Axe attack, it can make another attack against a different creature that is within 5 feet of both the first creature and the shocktrooper.

Magic Weapons. The shocktrooper's weapon attacks are magical.

Actions

Multiattack. The shocktrooper makes two legion axe attacks.

Legion Axe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Bladestorm (Recharge 5-6). The shocktrooper spins, striking at all targets adjacent to it with its axe. All creatures adjacent to the shocktrooper must make a DC 15 Dexterity saving throw or take 10 (1d12 + 4) slashing damage.

Reactions

Demonic Charge. When a creature attempts to move out of the shocktrooper's weapon range, it can use its reaction to move up to its movement speed toward the creature and make a weapon attack. This movement doesn't provoke opportunity attacks.


Feltouched Skitterer

Large fiend (demon), unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d10)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 5 (-3) 11 (+0) 4 (-3)

  • Skills Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Languages understands Eredun but can't speak
  • Challenge 2 (450 XP)

Spider Climb. The skitterer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the skitterer knows the exact location of any other creature in contact with the same web.

Web Walker. The skitterer ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) fire damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Acidic Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 12; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). A target restrained by the web takes 10 (3d6) acid damage at the start of each of its turns.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE
Variant: Flameweaver

A flameweaver has the statistics of a fanatical pyromancer, with the following modifications:

  • 162 hit points (25 hit dice, 168 hit points with demon skin)
  • Bound by Chains (Recharge 5-6). As an action, the flameweaver chains two creatures within 20 feet of each other together with fel chains. Until the two creatures move adjacent to each other, they must make a DC 16 Dexterity saving throw at the start of each of their turns, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
  • CR 11 (7,200 XP)
Variant: Felseeker Ritualist

A felseeker ritualist has the statistics of a fanatical pyromancer, with the following modifications:

  • Chaotic Flames. The ritualist constantly emits flames. Each creature that starts its turn within 10 feet of the ritualist takes 7 (2d6) fire damage.
Variant: Garothi Annihilator

A garothi annihilator gains the Annihilation action, described below.

  • Annihilation (Recharge 5-6). The annihilator fires annihilation missiles at three creatures it can see within 100 feet of it. Those creatures must make a DC 17 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
Variant: Garothi Decimator

A garothi decimator gains the Decimation action, described below.

  • Decimation (Recharge 5-6). The decimator fires decimation missiles at a creature it can see within 100 feet of it. That creature, and all other creatures within 20 feet of that creature, must make a DC 17 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.
Variant: Garothi Demolisher

A garothi demolisher gains the Demolish action, described below.

  • Demolish (Recharge 5-6). The demolisher fires a bolt of dark energy at a creature it can see within 100 feet of it. That creature, and all creatures within 10 feet of that creature, must make a DC 17 Dexterity saving throw, taking 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. Additionally on a failed save, the creature's resistance to necrotic damage is lowered one tier for 1 minute (immunity becomes resistance, etc.). The creature can make a DC 16 Constitution saving throw at the end of each of its turns during that time, ending the effect on itself on a success.

Garothi Reaver

Huge construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 20 (+5) 3 (-4) 15 (+2) 1 (-5)

  • Damage Resistances fire, necrotic
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 13 (10,000 XP)

Immutable Form. The reaver is immune to any spell or effect that would alter its form.

Magic Resistance. The reaver has advantage on saving throws against spells and other magical effects.

Magic Weapons. The reaver's weapon attacks are magical.

Specialized Construction. A garothi reaver, upon the point of its construction, can be converted into a garothi annihilator, garothi decimator, or garothi demolisher. Most reavers fall into one of these three categories. This can be determined randomly before the encounter begins, or the DM can choose which variant an individual reaver was constructed as when designing an encounter.

Actions

Multiattack. The reaver makes three attacks: two with its claws and one with its stomp.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Hulking Demolisher

Huge fiend (demon), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 168 (16d12 + 64)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 18 (+4) 9 (-1) 12 (+1) 14 (+2)

  • Saving Throws Str +11, Con +8
  • Skills Athletics +11, Intimidation +6
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Eredun
  • Challenge 11 (7,200 XP)

Magic Resistance. The demolisher has advantage on saving throws against spells and other magical effects.

Magic Weapons. The demolisher's weapon attacks are magical.

Recklessness. At the start of its turn, the demolisher can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. The demolisher's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Actions

Multiattack. The demolisher makes three attacks: two with its felclaws and one with its hoof.

Felclaws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 11 (2d10) fire damage.

Hoof. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be knocked prone.

Infernal Smash (Recharge 5-6). The demolisher stomps the ground, sending a wave of fire out in a 40-foot radius from itself. Each creature in that area must make a DC 19 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.


Hungering Stalker

Medium fiend (demon), chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 8 (-1) 15 (+2) 13 (+1)

  • Skills Perception +6, Stealth +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
  • Languages understands Eredun but cannot speak
  • Challenge 3 (700 XP)

Aggressive. As a bonus action, the stalker can move up to its speed toward a hostile creature that it can see.

Keen Hearing and Smell. The stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The stalker has advantage on an attack roll against a creature if at least one of the felhound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sense Magic. The stalker senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The stalker makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 5) piercing damage. If the target can cast spells using spell slots, it must make a DC 14 Intelligence saving throw or lose one spell slot of the lowest level of which it currently has spell slots available.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) slashing damage.

Reactions

Howling Shadows (Recharge 5-6). When a creature casts a spell within 40 feet of the stalker, it howls in response. Each creature within 40 feet of the stalker must make a DC 13 Constitution saving throw or take 7 (2d6) necrotic damage. If the triggering creature fails its saving throw, its spell is countered as per counterspell, cast at the level of the spell that triggered the stalker's reaction.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Priestess of Delirium

Medium fiend (demon), neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 143 (22d8 + 44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 15 (+2) 15 (+2) 13 (+1) 22 (+6)

  • Skills Deception +9, Persuasion +9
  • Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Common, Eredun
  • Challenge 8 (3,900 XP)

Innate Spellcasting. The priestess' innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, comprehend languages, detect evil and good, detect magic, detect thoughts, tongues
3/day each: drain life (3rd level), vampiric touch

Magic Resistance. The priestess has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The priestess makes six slam attacks. She can replace three of those attacks with a shadow bolt attack, or all six with two.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Shadow Bolt. Ranged Weapon Attack: +9 to hit, range 80 ft., one target. Hit: 16 (3d10) necrotic damage.

Cloud of Confusion (Recharge 5-6). The priestess places a 10-foot radius sphere of bewildering gas at a point she can see within 20 feet of her. The sphere spreads around corners. A creature within the cloud's area when it appears must make a DC 17 Wisdom saving throw or be affected by the confusion spell. A creature that ends its turn within the cloud's area must make the same saving throw. The cloud remains for 1 minute, or until a strong wind disperses it.


Riftworld Assistant

Medium fiend (demon), chaotic evil


  • Armor Class 13 (natural armor, 15 with demon skin)
  • Hit Points 175 (27d8 + 54), 181 with demon skin
  • Speed Speed

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 19 (+4) 14 (+2) 16 (+3)

  • Saving Throws Con +6, Int +8, Cha +7
  • Skills Arcana +8, Insight +6, Intimidation +7, Perception +6
  • Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Common, Eredun
  • Challenge 11 (7,200 XP)

Chaotic Flames. The assistant constantly emits flames. Each creature that starts its turn within 10 feet of the assitant takes 7 (2d6) fire damage.

Innate Spellcasting. The assistant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

At will: demon skin (6th level), detect magic, disguise self

Magic Resistance. The assistant has advantage on saving throws against spells and other magical effects.

Magic Weapons. The assistant's weapon attacks are magical.

Actions

Multiattack. The assistant makes two attacks with its felclaws.

Felclaws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 11 (2d10) fire damage.

Tear Rift (Recharge 5-6). The assistant tears open a rift to a Legion world, summoning 2 (1d4) hungering stalkers, blazing imps, or feltouched skitterers. These creatures act immediately after the assistant in the initiative order, or join the initiative of any monsters of their type if applicable.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE

Sister of the Lash

Medium fiend (demon), Alignment


  • Armor Class 15 (natural armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 17 (+3) 15 (+2) 14 (+2) 21 (+5)

  • Skills Deception +8, Persuasion +8
  • Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common, Eredun, telepathy 60 ft.
  • Challenge 7 (2,900 XP)

Innate Spellcasting. The sister's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: command, comprehend languages, detect evil and good, detect magic, detect thoughts, tongues
3/day each: charm person, compulsion, confusion, misty step, sleep, suggestion
1/day each: drain life, dominate person

Actions

Multiattack. The sister makes two whip attacks.

Whip. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage, and the creature must make a DC 16 Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.

Lash of Punishment (Recharge 5-6). Melee Spell Attack: +8 to hit, reach 20 ft., one target. Hit: 33 (8d6 + 5) fire damage, and the target must make a DC 16 Wisdom saving throw or be unable to cast spells for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Seduction (2/Day). One humanoid the sister can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 minute. The target obeys the sister's verbal and telepathic commands, and can make a new save at the end of each of its turns, ending the charm on a success. If the target successfully saves against the seduction, or if the effect on it ends, the target is immune to this sister's Seduction for the next 24 hours. While a creature is seduced, the sister cannot seduce another creature.

Sooth (2/Day). The sister blows a kiss towards a creature, granting her the benefit of a sanctuary spell against the targeted creature. Attacking or casting spells that effects other creatures does not end this effect.


Slobbering Fiend

Large fiend (demon), chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 119 (14d10 + 42)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 16 (+3) 8 (-1) 15 (+2) 13 (+1)

  • Skills Perception +8, Stealth +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 18
  • Languages understands Eredun but can't speak
  • Challenge 8 (3,900 XP)

Acidic Blood. A creature that hits the fiend with a melee attack while within 5 feet of it takes 7 (2d6) acid damage.

Aggressive. As a bonus action, the stalker can move up to its speed toward a hostile creature that it can see.

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Pack Tactics. The stalker has advantage on an attack roll against a creature if at least one of the felhound's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the slobbering fiend moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the slobbering fiend can make one bite attack against it as a bonus action.

Actions

Multiattack. The fiend makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 4) piercing damage plus 7 (2d6) acid damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Burning Spittle. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 7 (2d6) acid damage plus 5 (2d4) fire damage.

LEGION | RAIDS | ANTORUS, THE BURNING THRONE
 

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