Eyes Beyond Death
Farrak has advantage on:
- all saving throws
- perception checks
Farrak's eyes have witnessed countless rituals, sacrifices, invasions, and Blood Moons upon Zul ' Amakti. Very little escapes his awareness.
Ancient Regeneration
This troll does regain 1d4 + 4 hit points at the start of its turn.
MistWalker
Farrak ignores difficult terrain caused by:
- jungle growth
- roots
- mud
- rain
- ritual terrain
Aura of Dread
Creatures of Farrak's choice within 15ft have disadvantage on saving throws against the frightened condition. The air around Farrak feels unnaturally heavy, thick and oppressive.
Ritual Concentration
Farrak has advantage on Constitution saving throws made to maintain concentration on spells.
Jungle Predator
This troll has advantage on Dexterity (Stealth) checks while in jungle or dense vegetation.
War Drum Instinct
When exposed to Ragnar’s chant, the troll gains advantage on initiative rolls and cannot be frightened for 10 minutes.
Multiattack
The troll makes two melee attacks.
- Staff of the Bloodstep
OR
- 1 Staff attack and 1 Soul Bolt attack
Staff of the Bloodstep
Melee Weapon Attack: +9 to hit, reach 10ft., one target.
HIT:
- 2d8 + 5 bludgeoning damage
- 1d6 necrotic damage
Farrak's ritual staff pulses violently with green, orange and purple smoky ashy magic essence, flowing through the cracked runes carved into the ancient wood and stone.
Soul Bolt
Ranged Spell Attack: +9 to hit, range 60ft., one target.
HIT:
4d6 necrotic damage.
The target cannot regain hit points until the start of Farrak's next turn.
Crumble
Farrak targets one allied troll within 30ft.
The troll instantly:
- hardens
- cracks
- collapses into dust
- drops all items, clothing, etc. to ground.
All ALLIED trolls within 30 ft. gain:
- +2 AC
- +2 damage rolls
- resistance to nonmagical damage
for 1 minute.
All non-troll creatures within 30ft must succeed on a: DC 15 CHA saving throw.
On failure: creature is paralyzed until the end of its next turn.
On success: creature's movement speed becomes 0 until the end of its next turn.
Bloodstep Reverie (1/Day)
Farrak forces up to 3 creatures he can see within 60 ft to make a: DC 18 WIS Saving throw.
On a failed save, creatures are mentally dragged into a horrifying spiritual nightmare realm where:
- the sky glows green/purple
- the jungle is moving unnaturally
- the shadows grow darker and more terrifying
Affected creatures become:
- frightened
- incapacitated
until the end of their next turn. Creatures who succeed are immune to this effect for 24 hours.
Misty Step
The troll magically teleports up to 30 feet to an unoccupied space it can see.
- Can be used once per turn
Whisper of Zul
Farrak whispers ancient troll chants toward one creature within 30 ft. The target must succeed on a: DC 15 WIS Saving Throw or have disadvantage on its next 2 attack rolls.
Ritual Deflection
When Farrak is hit by an attack, he may add:
+3 AC
against that attack, potentially causing it to miss. Farrak twists his staff as spectral energy briefly shields his body.
Seen Too Soon
When a creature Farrak can see attempts to hide, become invisible, stealth, or disengage from him, Farrak may immediately make:
- one Soul Bolt attack
OR
- move up to half his speed
without provoking opportunity attacks.
Shadow Step
Farrak magically teleports up to 30 ft to an unoccupied space he can see.
The candles and shadows around him distort unnaturally as he disappears.
Blood Pulse
Farrak releases a pulse of ritual magic toward one creature within 30 ft.
Target must succeed on a:
DC 15 Wisdom Saving Throw
or become:
- frightened until the end of its next turn
A creature that succeeds becomes immune to Blood Pulse for 24 hours.
Crushing Gaze
Farrak locks eyes with one creature within 60 ft.
Target must succeed on a:
DC 16 Wisdom Saving Throw
or become:
- restrained until the end of its next turn
Invisible pressure crushes inward around the target as spectral hands and shadows briefly appear around their body.
Whisper of Zul
Farrak whispers ancient troll chants into the minds of nearby creatures.
Up to 2 creatures within 30 ft must succeed on a:
DC 15 Wisdom Saving Throw
or suffer:
- disadvantage on their next attack roll
- disadvantage on their next saving throw
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
High Priest Farrak DarkDealer is not a creature driven by rage or instinct like the other trolls of Zul ’Amakti. He is calm, deliberate, and deeply unsettling—an ancient spiritual leader who views sacrifice, suffering, and death as sacred acts rather than cruelty.
Farrak rarely raises his voice. Even in combat, he speaks in quiet chants and whispers, allowing the chaos around him to unfold while he watches with eerie patience. Other trolls obey him without hesitation, many willingly offering themselves in ritual sacrifice to empower his magic.
His presence distorts the atmosphere around him. The jungle grows quieter, torches dim, and the air feels heavy and unnatural. Strange whispers, flickering shadows, and feelings of dread often accompany his arrival.
Farrak carries a ritual staff pulsing with green, orange, and purple energy, etched with ancient troll runes and cracked ceremonial stone. The staff appears almost alive, feeding on souls and channeling the power of Zul ’Amakti itself.
Unlike most trolls, Farrak does not seek simple slaughter. He studies intruders, tests their fear, and believes the island has already chosen their fate long before they arrived. He prefers psychological torment, ritual magic, and manipulation over brute force, often allowing enemies to survive simply so the island may “claim them properly” later.
Many trolls believe Farrak can walk between worlds, speak with the dead, and see visions through the Blood Moon. Whether these beliefs are true or merely legend remains unknown.
Lair and Lair Actions
Extinguish Light
All nonmagical flames within 60 ft immediately go out.
Darkness swallows portions of the temple as shadows stretch unnaturally across the walls.
Ritual Fog
Purple-black fog spills across the battlefield.
A 20 ft radius area becomes:
- heavily obscured
- difficult terrain
until initiative count 20 on the next round.
Blood Sigils
Crimson runes erupt beneath up to 3 creatures Farrak can see.
Targets must succeed on a: DC 15 Dexterity Saving Throw
or take: 3d6 necrotic damage Half damage on success.
Living Temple
Roots and jungle vines burst from cracks in the temple floor.
Up to 2 creatures Farrak can see must succeed on a: DC 15 Strength Saving Throw
or become:
- restrained until the start of the next round
Eyes of Zul
The stone troll statues surrounding the temple awaken faintly.
Their glowing eyes lock onto intruders.
Until the next round:
- Farrak gains advantage on attack rolls
- Farrak cannot be surprised
- hidden creatures lose benefits of being hidden
OPTIONAL Blood Moon Lair Action (During a Blood Moon)
(Only after the sacrifice is completed)
The crimson moon radiates violent ritual energy through the temple.
All non-troll creatures must succeed on a:
DC 15 Constitution Saving Throw
or suffer:
- disadvantage on Wisdom saving throws
- reduced movement speed by 10 ft
until initiative count 20 on the next round.
Meanwhile:
- troll creatures regain 1d4 HP
- ritual runes glow brighter
- jungle whispers intensify
Comments