Castle Edderoth
Castle Edderoth stands at the heart of Gildensong, an old seat of wealth and governance from which the fertile country of vineyards, river towns, fayholds and knightly roads has long been held together by something subtler than conquest. Generations of treaties with the fey, alliances with Silverymoon, the authority of the Bladesong Knights, and the accumulated fortunes of Gildensong’s great houses have made the castle less a fortress than the hinge upon which the whole country turns. Here Lady Vivianna holds her brilliant and dangerous court, where knights dine beside merchant lords, ambassadors, sorcerers and beings whose titles are older than the kingdom itself, and where even Alustriel Silverhand has sat at table while the affairs of the North were decided. Yet Edderoth has grown darker in recent years: Although Matildae, the deathless Lady of Black Dreams, has been banished from Vivianna’s court after the securing of Rendgray and the destruction of the avatar of Volukai, somewhere in the castle lies Rendlereign, the ancient Sword of Doom called the Sovereign of Ruin, that leaks evil through its halls. The power of Edderoth is both temporal and supernatural: whoever commands the castle does not merely rule Gildensong, but stands watch over some of the oldest bargains, treasures, and terrors upon which Gildensong was built.


Elven War Golem Sentinel
Medium Construct, unaligned
Armor Class 18 (mithral-laced living wood)
Hit Points 114 (12d8 + 60)
Speed 35 ft.
STR 20 (+5)
DEX 14 (+2)
CON 20 (+5)
INT 4 (-3)
WIS 12 (+1)
CHA 5 (-3)
Saving Throws Con +8, Wis +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages understands Elvish and Common but cannot speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons The golem’s weapon attacks are magical.
Elven Sentinel Protocol The golem appears as a motionless statue until a creature without proper authority enters a warded space or a magical alarm is triggered. It has advantage on initiative rolls when activating from this state.
Grace of the Bladesong The golem’s movements are unnaturally fluid. Opportunity attacks against it are made with disadvantage.
Actions
Multiattack The golem makes two longsword attacks.
Longsword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 4 (1d8) radiant damage. If the target is concentrating, it makes the saving throw with disadvantage.
Radiant Arc (Recharge 5–6) The golem sweeps its blade in a wide arc of luminous energy.Each creature of its choice within 10 feet must make a DC 15 Dexterity saving throw. Failure: 18 (4d8) radiant damage and pushed 10 feet. Success: Half damage, no push
Reactions: Parrying Form. When hit by a melee attack, the golem adds +3 to its AC against that attack, potentially causing it to miss.


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