Illithor (large)

Description: a three meters tall armor clad ilithid with only four tentacles. It is more bulky and squat compared with the regular mind flayers and wields a mind-blade great sword. The Ilithor is created by the Elder Brain to function as commanders of the ilithid armies.

Armor Class: 18, Hit Points: 168 (16d10+80) , Speed: 40 ft.

20 13 20 17 19 17
+5 +1 +5 +3 +4 +3

Saving Throws: Int +6, Wis +7, Cha +7 (advantage from psi carapace)

Skills: Insight +7, Perception +7, Deception +6
Damage Immunities: Psychic
Condition Immunities: Frightened, Charmed
Senses: darkvision 120 ft., passive perception 17
Languages: undercommon, telepathy 120 ft.
Challenge: 10
Magic Resistance. The ilithor has advance on saving throws against spells and other magical effects.
Innate spellcasting (psionics): The ilithor’s innate spellcasting ability is intelligence (spell save DC 15). At will: detect thoughts, levitate, 1/day dominate monster, prismatic spray
Multi-attack. The ilithor can make two attacks with its great sword.

Mind blast. The ilithor emits psychic energy in a 60 ft. cone. Each creature in that area must make succeed in a DC 15 Int Save or take 4d8+3 pyschic damage, and be stunned for 1 minute.
Great sword.  Melee weapon attack, 10 ft. reach, +9, 2d8 slashing +2d6 psychic damage.
Tentacles. Melee weapon attack: +9, 5 ft. reach, 2d10+4 psychic damage + grappled (escape DC 17), Int save 15,or be stunned until grapple ends.
Extract brain. Attack+9 One incapacitated humanoid grappled by the ilithor. Hit, the target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the ilithor kills the target by extracting and devouring its brain.
Equipment/Treasure: psi carapace, mind blade greatsword

Sir Arkibald Clemente

Sir Arkibald Clemente was a mercenary captain and former templar in the pay of the adventurer’s arch-nemesis, Baron Pleskai von Wallenstein of Würzen. Clemente was hired as part of Wallenstein’s ploy to become Grandmaster of the Knights of Sigmar’s Blood. Clemente’s price was the right to kill Tankred Konigstadt, who was a contender for the title of Grandmaster, as he a decade before exiled Clemente from the Knights of Sigmar’s Blood.

The adventurer’s finally confronted him at the Eternal Watch Temple at the Black Fire Pass, where he and a group of mercenaries tried to assassinate Tankred. The adventurers were awarded the Tears of Ghal Maraz – amulets forged from the molten metal left from the strikes of the legendary hammer.

Clemente is a tall broad shouldered fighting man with a commanding voice and a clean shaven head. He is past 40 years old and has spent the last 8 as mercenary captain of the company The Laughing Men. His face bears many scars and his eyes are grey and steely. He is a feared man with many enemies, so he rarely appears during the day. He is an outcast Templar of Sigmar’s Blood, after he charged pilgrims money for protection and then refused to protect them from orks. He is also a close ally of Wallenstein, who has promised him revenge. He has since been involved in many deposing of nobles and had a stint in the Border Princes.
The Laughing Men is – in certain circles – a fairly well known mercenary company numbering about 100, which has done quite a bit of fighting in the South, in the Border Princes, among other places.

Career: Captain, Ex Squire, Ex Knight

WS    BS   S     T     Ag    Int   WP   Fel
73’’’’’’ 41’’ 52’’’ 59’’’’ 50’’’   41’’ 48’’’   35’
A   W       SB    TB   M   Mag   IP   FP
3’’   17’’’’’   5     5      4     0       0    0
Skills: Academic Knowledge (Heraldry, Religion, Strategy/Tactics), Animal Care, Animal Training, Charm, Gossip, Dodge Blow +20, Ride +20, Speak Reikspiel +10, Bretonnian, Kislevite), Perception, Secret Language (Battle Tongue), Read/Write,
Talents: Disarm, Etiquette, Specialist Weapon Group (Cavalry, Two-handed, Flail), Strike Mighty Blow, Sturdy, Warrior Born, Quick Draw, Lightning Parry,
Armour Points: H 5, A 5, B 5, L 5
Trappings: Full plate, best craft sword, best craft dagger, destrier, small chest with 140 gc, 220 shilling, which he also uses for pay for the mercenaries

Bartollus Pfrommer – asylum keeper and priest of Nurgle

Bartollus Pfrommer was the keeper of the asylum in Wolfenburg, where the group was investigating attempts of sabotage against the Empire army encamped there.  The new member of the group wizard apprentice Stefan Zauber was throughly surprised, when he questioned Bartollus to deeply – by himself – and was attacked by the nurgle priest and his thugs. Stefan made good use of his knuckleduster and streetfighting skills from Altdorf, and survived but Bartollus escaped during the fight.

His asylum is a place of disease and madness. The building is made of stone and has three stories. All windows are small and barred and the only door in is a thick gate. The building is large, almost 25 yards by 25 yards. The gate is guarded day and night by one of the thugs. Another two patrol the halls every hour or so. The inside of the building is dark, damp and maze-like. It smells of human waste and there is the constant sound of madness, metal clanking on the bars, screaming etc.

Bartollus has his office and chambers at the top floor along with his men. Here he can receive guests, other priests and the like.
From the kitchen on the ground floor there is a secret staircase to the cellar below, where Bartollus has his temple to the Lord of Pestilence. The secret stair is marked with a small inversed hammer etched into the stone.

Career: Acolyte, Ex priest, ex initiate
Race: Mutant
Description: A big man in his forties with a humble large brown robe, a shaven head and a piercing gaze. He always wears leather gloves and often walks with them inside the sleeves of his robe. On his throat there are many dark pus filled sores, which is covered by bandages and he has a sore on his lip.

WS BS  S   T  Ag Int WP Fel
49   38 42 59 40 45   57  39

1  16  4    5   4     1     3
Skills: CK Empire, Disguise, Intimidate, Gossip, AK (Chaos, Astronomy, History, Theology x2), Charm x2, Heal x3, Perception x2, R/W, Speak Language (Classical x2, Reikspiel x2, Kislevian), Channelling, Magic Sense, Swim, Speak Arcane Language (Magic, Daemonic), Torture
Talents: Armoured Caster, Dark Magic, Frealess, Inured to Chaos, Petty Magic (Chaos) Resistance to Disease, Unsettling, Master Orator, Lightning Reflexes, Very Strong, Very Resilient, Public Speaking, Warrior Born, Strike to Stun, Strike to Injure
Armour Points: H , A , B , L
Trappings: Mace,
Mutation: Blood substitution (maggots) maggots spew forth from the wound, ag test or minus 20 to ws until cleaned away (full action) + dam 1 hit at the end of every turn that ignores armour until cleared away.

He also has his staff of 5 totally devoted thugs to help him manage the asylum. They wield clubs and are clad in leather.