World of Farland
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The World of Farland

A D&D Setting Conquered by Evil

Lalsthor Longcloak

Lalsthor

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.

Lalsthor Longcloak

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.

Actions



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).

Reactions



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.