Lalsthor, known as Longcloak, is the enigmatic leader of the thieves' guild in Dragonspur City, wielding both fear and admiration among his followers. Originally from Kale, he was once a mortal thief of considerable skill, known for his agility and cunning. However, his insatiable hunger for power led him down a darker path, culminating in his transformation into a wraith. In life, Lalsthor was a member of a secretive cabal of elite thieves, each skilled in their own unique craft. His ambitions were fueled not only by a desire for wealth but also by a deep-seated resentment towards his peers, especially William the Sly, the guild's then-leader. William, recognizing Lalsthor's burgeoning power and growing ambition, perceived him as a threat. To neutralize him, William devised a clever trap, luring Lalsthor into the labyrinthine sewers beneath Dragonspur City. It was there that William betrayed Lalsthor, leaving him for dead.
However, death was not the end for Lalsthor. Instead, it marked the beginning of his true rise to power. As a wraith, he could traverse the ethereal and material realms with ease. Through sheer cunning and supernatural abilities, Lalsthor navigated the sewers, and, driven by vengeance, discovered a way to the thieves' guild headquarters. There, he eliminated William with a mix of spectral terror and his cunning as a thief, seizing control of the guild and taking on the guise of Longcloak. Under Lalsthor’s rule, the guild flourished, becoming more secretive and ruthless than ever before. His ability to manipulate shadows and influence the minds of others from behind the veil of his cloak has allowed him to consolidate his power.
Despite his fearsome reputation and formidable control over the guild, Lalsthor is perpetually haunted by his past. His ambition and greed, once driving forces, have now become his greatest burdens. He is constantly on guard, aware that his subordinates would turn against him if they knew his true nature. To maintain his dominance, he employs a network of spies and enforcers, manipulating events from the shadows and maintaining an iron grip on the guild’s operations.
Lalsthor’s ultimate goal is not merely to rule but to be restored to life His relentless scheming includes plans to acquire forbidden knowledge and artifacts that could grant him a form of resurrection. His pursuit of this goal drives him to make dangerous alliances, betray even his closest allies, and continually expand his influence in Dragonspur City. Beneath his cold exterior and behind his inscrutable cloak, Lalsthor is a tormented soul, struggling with the remnants of his past life and the burden of his unfulfilled desires. His ambition and cunning make him a formidable foe, but also a tragic figure, still bound by the dark ambitions that led to his original death.
Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 113 (15d8 + 45)
Speed 0 ft., fly 60 ft. (hover)
STR 6 (-2) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 14
(+2) CHR 15 (+2)
Skills Intimidate +5, Persuasion +5, Sleight of Hand +7, Stealth +7
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Kelevan, Dark Speech
Challenge 8 (3900 XP)
Incorporeal Movement. Longcloak can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10)
force damage if he ends his turn inside an object.
Sunlight Sensitivity. While in sunlight, Longcloak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sneak Attack. If Longcloak has advantage against a target, his life drain attack deals an additional 14 (4d6) necrotic damage.
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 32 (6d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal
to the damage taken. This reduction lasts
until the target finishes a long rest. The
target dies if this effect reduces its hit point
maximum to 0.
Create Specter. Longcloak targets a humanoid within 10 feet of him that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under Longcloak’s control. Longcloak can have no more than seven specters under his control at one time (note that he begins with one under his control).
Uncanny Dodge. When an attacker that Longcloak can see hits him with an attack, he can use his reaction to halve the attack's damage.