Stop Svarik Feeding the Dragon Remains
Stop Svarik Feeding the Dragon Remains
Run the fight
This round
Nothing planned.
Win Svarik is stopped and the mouther is slain
Lose Svarik completes the feeding ritual after 5 rounds
Party 7 players, level 3
System D&D 2014
Cheat sheet
Stop Svarik feeding the dragon remains to the mouther; defeat him, drive him off, or destroy the remains.
Win
Lose
If it goes badly: Svarik retreats through the sluice passage if the party breaks his hold; the cultists cover his escape.
Forces
- 1 × Svarik, cult fanaticAC 13 · HP 33 · CR 2
- 1 × Gibbering MoutherAC 9 · HP 67 · CR 2
- 3 × CultistsAC 12 · HP 9 · CR 1/8
Rounds
- 2The abomination's gibbering swells.
- 4The loose chain snaps taut and the sluice gate drops.
Read aloud
Say this
Svarik shoves another emerald scale into the heaving mass, and it bites down with a dozen wet mouths. Three cultists rush to bar the cistern steps as the thing's many eyes turn toward you. The sluice chain rattles overhead.
Forces
3- 1 of them
Svarik, cult fanatic
Controller
- AC
- 13
- HP each
- 33
- CR
- 2
Dark Devotion
- Opens
- Cast Spiritual Weapon, then use Sacred Flame or Inflict Wounds against a character threatening the remains.
- Targets
- A character who attacks the remains or tries to reach him.
- Flees
- Flees when reduced to 8 hp or fewer, unless the mouther is still alive and feeding.
- 1 of them
Gibbering Mouther
Bruiser
- AC
- 9
- HP each
- 67
- CR
- 2
Gibbering · Aberrant Ground
- Opens
- Move into the largest cluster of characters and use Gibbering; bite a creature already in its reach.
- Targets
- The nearest creature, favoring anyone standing in its Aberrant Ground.
- Flees
- Does not flee; fights until destroyed.
- 3 of them
Cultists
Minion
- AC
- 12
- HP each
- 9
- CR
- 1/8
Scimitar · Dark Devotion
- Opens
- Use scimitars to hold the cistern steps while the mouther closes.
- Targets
- A character trying to reach Svarik or the remains.
- Flees
- Flee if Svarik falls and the mouther is no longer between them and the exit.
What happens
4–6 rounds- 2
At the end of round 2
The abomination's gibbering swells. Each creature in the Feed Pen must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.
- 4
At the end of round 4
The loose chain snaps taut and the sluice gate drops. Creatures beneath it must succeed on a Dexterity saving throw or take bludgeoning damage and fall prone; the gate blocks the passage afterward.
The battlefield
Zones
- 1
Feed Pen25 ft
A low stone pen, slick with feed and crowded by the abomination.
- 2
Sluice Walk25 ft
A narrow platform above the pen; the chain to the sluice gate is within reach.
- 3
Dry Cistern25 ft
A drained cistern where Svarik has piled the ancient emerald dragon's remains.
What the party can use
Scaling
Medium
One fewer Cultists
Remove one cultist; Svarik has already spent his 2nd-level spell slots.Medium
Hard
One more Svarik, cult fanatic
Svarik begins with Shield of Faith active and one additional cultist guards the Sluice Walk.Treasure
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