Foreword Hello adventurer! In the following pages I'll be detailing one of my favorite characters from the Forgotten Realms universe, the mighty Larloch, Shadow King and ruler of Warlock's Crypt. Introduction Now, keep in mind that Larloch is very likely one of the most powerful beings in the whole Forgotten Realms universe, and it's said that he could even have a chance to become a demigod if only he wanted to. Hence his stats are WAY over the top and should make him almost completely unkillable, especially when in his lair (which he never leaves), also detailed below with Lair Actions and other features. Sources My sources are all the official published material about Larloch, mostly from these books: Lords of Darkness (3e)

Volo's guide to the Sword Coast (AD&D)

Sword Coast Adventurer's Guide (5e) Most of the text comes from the wiki forgottenrealms.wikia.com, at the pages Larloch and Warlock's Crypt My Contributions I tried to recreate and convert most of the stats and details found in the sources to 5e, sometimes polishing and modifying stuff (e.g. Larloch's Innate Casting of one spell of each level from 1 to 9, most of those named in his 3e sheet weren't corresponding to the same level in 5e so I had to swap some of those mantaining the 1 to 9 progression). I also homebrewed one artifact and two new spells used in Larloch's stats and the artifact's description. When creating new content or adapting old stats I tried to be as much as coherent to WOTC's standards both in content and formatting (you might notice some of the abilities taken from the Lich and Demilich monsters), but since english isn't my first language there can be mistakes so please let me know about those! Your Feedback ...is much appreciated! You can comment with any kind of feedback, praises or critiques wherever you've seen this posted. I'll be happy to hear! Credits The images were taken from Google search mostly, Larloch's image is from Carl Critchlow used in the Lords of Darkness book, while the image of Warlock's Crypt is an image taken from an old Wizards forums archive, by the user "druid berrymore". Versions 03/29 - 1.0

03/30 - 1.1 First review after some proofreading (credits to /u/Phylea)

03/31 - 1.2 Added Contingency, some Resistances, revisited some of the Lair Actions and Lair Traits, buffed up some numerical values

04/06 - 1.3 Corrected some values, added multiattack, moved innate spellcasting spells of levels 1-5 to at will while level 6 to 9 are 3/day, modified Devastate Undead spell adding "You can choose to make undead creatures controlled by you automatically fail the saving throw."

Larloch Larloch, called the Shadow King, was a Netherese male human and a lich. He was the former Sorcerer-King of the enclave of Jiksidur in ancient Netheril and later the master of the Warlock's Crypt and Shadow King of its undead inhabitants. He was one of the oldest non-draconic beings in Faerûn and one of the most powerful mages. Description As a lich of such extreme age, Larloch's body was greatly decayed, with his flesh entirely gone and leaving only his white-boned skeleton. In his empty eye-sockets were two orbs of red light in place of eyes. On occasion, streaks of emerald energy moved about his body, and were a side-effect of his defensive curses. He wore fine clothes that hung off and partially covered his skeleton. At least two dozen ioun stones floated around his skull. Personality Larloch possessed incredible power and was a superintelligent genius. Over two thousand years, he'd composed perfect plans to deal with nearly every possible situation, and even for things he was not prepared for, he could come up with an almost-perfect response in moments. He was a talented and cunning inventor of new spells, magic items, and magical techniques and strategies But he was also insane, his mind affected by his extreme age. Sometimes he could be calm and even whimsical. Other times he was crazed, snarling and launching spells at random. Larloch once claimed he only sought greater Art, to become more skilled and powerful in the use of magic. As such, he would not battle the servants of the goddess of magic, Mystra, whom he called "the Lady", saying that "No matter how powerful one becomes, there are always those who are stronger."He desired only to be left alone by the outside world. He usually killed intruders outright, but occasionally enjoyed speaking with captive adventurers before killing them. Some he freed to perform certain services, albeit with horrific curses and geases to ensure completion. He had a code of conduct to these things and kept his word, completely freeing and restoring those who were successful, provided they did not attempt to deceive or assault him. History The Sorcerer-King Larloch was considered to be nearly 2000 years old circa 1372 DR, suggesting that he was born some time in or after the late 7th century before Dalereckoning (i.e., after −628 DR). In time, Larloch rose to become Sorcerer-King of the enclave of Jiksidur in Netheril. At some point, he fashioned the Death Moon Orb, a powerful artifact that allowed him to charm and mentally control the members of his court, to spy on his enemies and learn their plans, and to summon powerful fiends from the Outer Planes. It did so successfully, and Larloch ruled for many years, gaining great power. In time, he underwent a transformation into a lich. In the Year of Sundered Webs, −339 DR, Larloch had Jiksidur hovering high over east Faerûn to spy on the rival empires of Narfell and Raumathar. A contingency spell warned Larloch that Jiksidur was facing impending doom, and he fled the city riding a dragon. Very soon after, Netheril suffered Karsus's Folly, all magic failed, and Jiksidur fell from the sky to crash into northern Narfell, utterly destroyed. Thus Larloch survived the fall of Netheril, as one of its last arcanist-kings.

Some months after the fall, Larloch discovered the ruins of Orbedal, the enclave ruled by his archrival Rhaugilath the Ageless. He claimed the city as his own and constructed himself a crypt out of its broken towers, Larloch's Crypt. Once complete, he set about fully exploring the ruins. After many years, he discovered Rhaugilath, who'd been trapped in a subterranean pocket, and a vicious battle between the two erupted. Larloch was victorious and he bound Rhaugilath to serve him. He became the first of Larloch's lich servitors. The Shadow King Since then, Larloch accumulated a vast collection of spells, magic items, and undead creatures to serve him. He became known as the Shadow King around the Sword Coast lands, and Orbedal was called "Larloch's Crypt", which was later corrupted into the name "Warlock's Crypt". Over the centuries, a great number of adventurers attempted to defeat Larloch, but most failed; the bodies of many were reused as decorations in Warlock's Crypt or as undead servants. Some even claimed to have destroyed him, but Larloch always rose again. At least sixteen Red Wizards of Thay ventured into Warlock's Crypt, seeking to either kill Larloch or steal his magic, treasures and power, and all failed. All bar one were destroyed. The only one who survived was Szass Tam, Zulkir of Necromancy of Thay, who visited Warlock's Crypt around 1366 DR. What transpired was unknown to the outside world; Szass Tam described the Red Wizards who'd faced Larloch before him as "inept", to which Larloch agreed. The two came to some deal or alliance, the details of which were again unknown to outsiders. Larloch gave Szass several powerful magic items and artifacts—including his own Death Moon Orb, and Thakorsil's Seat—and granted him a number of hooded companions, to aid him in his plots to control Thay and the demon Eltab. In exchange, over a number of visits, Szass Tam gave Larloch several surviving treasures from the ruins of Jiksidur. One was a certain metal vest of great power called a "mantle", which Szass or his agents killed several Harpers for. In the Year of the Tankard, 1370 DR, up to nine clones of Manshoon traded a number of spells known only to himself and the Zhentarim to quite a number of wizards, including Larloch, in exchange for sanctuary. In the Year of Lightning Storms, 1374 DR, over two hundred liches attacked the Knights of Myth Drannor while seeking to corrupt part of the Weave. All bore Larloch's mark. A great many were defeated by the combined might of clockwork soldiers created by Mystra and the Knights, but the liches did succeed in corrupting dozens of baelnorns to their will, who also perished in the battle. Larloch later appeared to the Knights to apologize, explaining that he'd simply given the liches their freedom as a test, to see what they did with it, and called their actions foolish. He said he only sought greater power in the Art of magic, and would not battle those who served Mystra. He was fascinated by Storm Silverhand's silver fire, desiring its power for his own but fearing that it could destroy him. Storm allowed him a close look, and he said it was the first kindness he'd been given in a long time. Post Spellplague Prior to the Spellplague, Larloch worked with the Imprisoners to create Blueflame magic items, formed by imprisoning spirits within the items. His apparent goal was to preserve some of his power so that he might access it later. Mystra forbade her clergy to interfere, and the Simbul later theorized that the Blueflame items preserved some of the goddess's power, allowing her possible restoration. Larloch had apparently survived the Spellplague of the Year of Blue Fire, 1385. In the Year of the Rune Lords Triumphant, 1487 DR, Larloch tried to become the new deity of magic by absorbing the wards of Candlekeep and the mythal of Myth Drannor. Before he could complete the draining of the mythal, however, he was stopped by the Srinshee and Elminster Aumar. Abilities Larloch the Shadow King was an awesomely powerful lich mage, supported by his spells, an arsenal of magic items, and a range of undead powers. The true extents of his powers were unknown, and some were unique and of his own devising, having made a number of permanent magical modifications to his own body and lich nature via wish spells and rituals. He so well prepared it was extremely difficult to catch him by surprise. As a lich, he possessed an aura of fear that terrified lesser creatures, and he was immune to the effects of cold and electricity, and to polymorphing and mind-affecting assaults. Larloch was also immune to one particular arcane spell of each level, though which were unknown to others, and too risky to try to find out. He was, however, vulnerable to the bite of a silvered weapon, which burned his undead flesh into smoke. This was a side-effect of the alterations made to his body. He particularly made use of a variety of horrible curses, including defensive curses that left trails of emerald energy moving around his body. If Larloch touched another creature, or was touched by them, they were affected by a terrible curse, and sometimes an horrific change of appearance. A victim could appear withered and ghastly, or rotting and sore-ridden, or be slowly transformed into some ugly monster, limb by limb. Some of these took days or even weeks to take effect, and were hard to remove. Larloch wielded a range of spells for attack, defense and utility, many for immediate use. His tactics in battle were to simply overwhelm his enemies before they could even react. Against other spellcasters, he liked to counter and negate their own spells. Larloch modified a number of his spells so they required no components. He'd ingrained one spell of every level with no need for preparation, namely magic missile, web, animate dead, arcane eye, telekinesis, disintegrate, finger of death, devastate undead and time stop, and could cast them once a day without components. If not particularly inclined to fight, or if actually pressed in combat, or just bored, Larloch would simply remove himself from the battle by using dimension door, etherealness, by walking through walls or sinking through floors, or similar means. If he was threatened and seriously damaged, a contingency spell teleported him away. Either way, he returned to one of his safe rooms to rejuvenate.

Activities Larloch sent his bonebats and skeletal giant bats ridden by undead servants, as well as stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to Larloch for his experimentations in undeath. Larloch sometimes freed captive adventurers to perform certain services for him, such as retrieving a powerful but well-guarded spell or magical item, held for example by a Red Wizard or an archmage. However, to ensure completion, he placed on these lucky adventurers a number of geases and contingent curses. Abandoning the mission prompted a horrific transformation into a hideous monster, like a hook horror or a tanar'ri demon, one limb at a time. Larloch kept his word, however, and those who successfully performed their service were granted complete freedom and restored to their proper forms, provided they did not attempt to deceive or assault him. Occasionally, Larloch allowed Rhaugilath to use either a dream or nightmare spell, at Larloch's choosing, to send a vision to some being Rhaugilath had scried upon. Rhaugilath used these visions to grant some small piece of Netherese lore to the targeted individual. Reportedly, those who received such visions heard Rhaugilath sigh and Larloch chuckle as the vision ended. Possessions Over his many centuries, Larloch collected a vast hoard of spellbooks, spells, magic items and other treasures, including several artifacts. This consisted of every common arcane spell and many others, almost every magic item ever made, and most of the artifacts were commonly thought lost or destroyed, or not known at all to the outside world. His collection included several kinds of Netherese power scepter, rare and forgotten to later centuries. Outside the small arsenal he carried and used on a day-to-day basis, he had a collection valued at least 3,000,000 gp. He knew all their properties and functions well, and if attacked, or about to be, he could quickly equip anything he needed for his defense. Impressively, over two dozen ioun stones orbited Larloch's head at all times, giving him a wide variety of powers, protections, and enhancements. Some were more powerful than their regular forms, and he had multiples of a few. Relationships As the Shadow King of Warlock's Crypt, Larloch commanded an army of undead creatures to serve and protect him. They were his immortal, devoted servants. Among them was a small army of liches, numbering at least sixty by 1374 DR. Many were also survivors of Netheril, including Rhaugilath. Their loyalty was absolute, and ensured by some force of magic. Occasionally, he granted some of these liches their freedom, just to see what they would do. He ruled a city populated by undead, including liches, vampires, wraiths, wights, and legions of lesser undead creatures. A troop of trolls also defended the city. Larloch also sometimes summoned kastighur demons from the Barrens of Doom and Despair to serve him. Larloch had dealings and trade with other powerful mages, such as one of the clones of Manshoon. He had an alliance or cooperated with Szass Tam, Zulkir of Necromancy of Thay, and they traded several artifacts and magic items. Larloch commanded a group of mages called the Imprisoners, and worked with them to create Blueflame items. Creations Larloch was a talented and cunning inventor in the field of magic. He continually developed new spells, magic items, and strategies for the use of magic. He also developed devastate undead to heal himself by sacrificing his undead servant creatures. He could also create artifacts, such as the Death Moon Orb. It was created by Larloch in the time of Netheril with the intent to scry on and control his enemies and allies, and to summon fiends. Working with the Imprisoners, Larloch created Blueflame items to preserve his power and that of Mystra. These were formed by binding spirits within the items. Larloch's servitor lich Rhaugilath dedicated himself to writing Of the Fall of Netheril, a complete history of Netheril. Larloch reviewed each chapter as it was completed, and they were delivered to Candlekeep to be archived in the library there. Base Larloch dwelled in and ruled over the city of Warlock's Crypt. The name itself was a corruption of Larloch's name, and the name "Larloch's Crypt" came to cover the whole city. The tallest tower was Larloch's own home. Certain areas, caskets and cupboards contained magical traps that inflicted his powerful curses upon trespassers. Within the tower were special safe rooms that quickly rejuvenated undead bodies, to which Larloch could quickly relocate if attacked and seriously damaged, only to return revitalized soon after. He spent most of his time in these chambers. Rumors and Legends Rumors and legends knew of Larloch as one of the last remaining sorcerer-kings of Netheril, and also knew he was a powerful archmage. He was known as the "Shadow King" along the Sword Coast lands. A few mistaken minstrels incorrectly called Larloch "the Warlock" or "the Warlock King", after the Warlock's Crypt, but Larloch apparently took umbrage at being called a warlock. Composers of ballads naming him as such were supposedly kidnapped by creatures in the night and carried away to be tortured and turned into some undead thing by Larloch. Singing the ballad titled "The Warlock King" anywhere in three days' ride of the Troll Hills was not advised, lest Larloch overhear and be displeased.

Larloch, Shadow King Medium undead, lawful evil Armor Class 22 (natural armor)

22 (natural armor) Hit Points 323 (34d8 + 170)

323 (34d8 + 170) Speed 30 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 20 (+5) 30 (+10) 20 (+5) 19 (+4) Saving Throws Con +14, Int +19, Wis +14, Cha +13

Con +14, Int +19, Wis +14, Cha +13 Skills Arcana +28, History +19, Insight +14, Perception +14

Arcana +28, History +19, Insight +14, Perception +14 Damage Resistances bludgeoning, piercing, and slashing from magic weapons

bludgeoning, piercing, and slashing from magic weapons Damage Immunities cold, lightning, necrotic, poison, psychic; bludgeoning, piercing and slashing damage from nonmagical weapons

cold, lightning, necrotic, poison, psychic; bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious

charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned, unconscious Senses truesight 300 ft., passive Perception 24

truesight 300 ft., passive Perception 24 Languages All

All Challenge 30 (155,000 XP) Avoidance. If Larloch is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Contingency. Whenever Larloch takes damage that reduces him to 50 or fewer hit points, he regains hit points equal to half his hit point maximum and he is instantly teleported with all of his gear to the place within his lair farthest away from the source of that damage. Once activated, this effect can't be triggered again for 24 hours. Curses. A creature that touches Larloch, including being touched by his Paralyzing Touch, or hits him with a melee attack while within 5 feet of him must succeed on a DC 22 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The curse lasts until it is lifted by a remove curse spell or similar magic. Fear Aura. Any creature hostile to Larloch that starts its turn within 60 feet of him and aware of him must make a DC 24 Wisdom saving throw, unless Larloch is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Larloch is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Larloch's Fear Aura for the next 24 hours. Immunities. Larloch is immune to any kind of polymorph effect, any mind-affecting effects and to one arcane spell per spell level, but which spells those are is unknown. Innate Spellcasting. Larloch's spellcasting ability is Intelligence (spell save DC 27). Larloch can innately cast the following spells, requiring no material, verbal or somatic components: At will: animate dead, arcane eye, magic missile, telekinesis, web 3/day each: devastate undead, disintegrate, finger of death, time stop Legendary Resistance (3/Day). If Larloch fails a saving throw, he can choose to succeed instead. Magic Resistance. Larloch has advantage on saving throws against spells and other magical effects. Rejuvenation. If Larloch has a phylactery when he's destroyed, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. Silver Vulnerability. Larloch has vulnerability to silvered weapons. Spellcasting. Larloch is an 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Larloch has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): invisibility, mirror image, misty step, suggestion 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, hypnotic pattern 4th level (3 slots): dimension door, Evard's black tentacles, polymorph 5th level (3 slots): animate objects, scrying, wall of force 6th level (2 slot): globe of invulnerability, mass suggestion 7th level (2 slot): etherealness, forcecage, plane shift 8th level (1 slot): devastate undead, feeblemind, maze 9th level (1 slot): foresight, prismatic wall, wish Turn Immunity. Larloch is immune to effects that turn undead. Actions Multiattack. Larloch can use his Paralyzing Touch. Then he casts one spell from his list of prepared spells, using a spell slot as normal. Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 27 (6d8) cold damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Howl (Recharge 5-6). Larloch emits a bloodcurdling howl. Each creature within 30 feet of him that can hear the howl must succeed on a DC 22 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. Life Drain. Larloch targets up to three creatures that he can see within 20 feet of him. Each target must make a DC 24 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Larloch regains hit points equal to the total damage dealt to all targets.

Legendary Actions Larloch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Larloch regains spent legendary actions at the start of his turn. Flight. Larloch flies up to half his flying speed.

Larloch flies up to half his flying speed. Life Drain (Costs 2 Actions). Larloch uses his Life Drain.

Larloch uses his Life Drain. Paralyzing Touch (Costs 2 Actions). Larloch uses his Paralyzing Touch.

Larloch uses his Paralyzing Touch. Howl (Costs 3 Actions). Larloch recharges his Howl and uses it.

Larloch recharges his Howl and uses it. Cast Spell (Costs 1-3 Actions). Larloch uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.

Warlock's Crypt Warlock's Crypt or Warlock's Keep lay in the Troll Hills on the Sword Coast in west Faerûn. It was home to the ancient lich wizard Larloch the Shadow King, a survivor of the fallen empire of Netheril. The name itself was a corruption of "Larloch's Crypt" or "Larloch's Keep". It was a great city of undead, rife with wickedness and necromancy. The city was made out of the ruins of a millennia-old Netherese flying enclave called Orbedal or Sanctuary, which had been dedicated to being a haven for peace before it crashed to the ground in the downfall of Netheril. Name As a Netherese enclave, the city was originally named "Orbedal" and was also called "Sanctuary". Under the rule of Larloch, the city was called variously "Larloch's Crypt" or "Larloch's Keep". These names could still be found in old accounts and maps into the mid-1360s DR. These names were later corrupted into the name "Warlock's Crypt" or "Warlock's Keep". Description Seen from afar, the soaring towers that comprised the Warlock's Crypt had the semblance of great talons clad in black mail, menacing and grasping at the sky. These wizard towers were linked to form a large, walled castle around the ruined city and each stood within a circular, walled garden and courtyard. Dark bridges without rails spanned over the city, connecting courtyards and garden walls with the lower levels of other towers. The highest and most dangerous tower belonged to Larloch himself. Within the tower were special safe rooms that quickly rejuvenated undead bodies, to which Larloch could quickly relocate if attacked and seriously damaged, only to return revitalized soon after. He spent most of his time in these chambers. Certain areas, caskets and cupboards contained magical traps that inflicted his powerful curses upon trespassers. The other towers were home to the liches and vampires of the city. Each had dominion over a few levels, where they conducted their nefarious experiments. The towers stood on the banks of a small spring that welled up within the cellars of Larloch's tower. It was polluted with the waste of his arcane experiments—its waters were luminous and at night cast an eerie, flickering light against the towers. The city was otherwise a gloomy and dusty place. The central courtyard of the castle held smaller buildings and abandoned houses, linked by twisting streets and clustered around the banks of the spring and the walled gardens. These were the lairs of the shuffling lesser undead who inhabited the city and served the lich lords and comprised its armies. Government The whole city and all its undead inhabitants were ruled by Larloch the Shadow King. The undead were his devoted, eternal servants. Under him were lich lords who commanded the lesser undead. Larloch enjoyed the absolute loyalty of these liches, a loyalty ensured by some force of magic, such as Rhaugilath, who was bound to Larloch's will. Occasionally, he granted some of these liches their freedom, just to see what they would do. Defenses Travelers were warned not to even go within sight of Warlock's Crypt, as Larloch almost always preferred to slay trespassers outright. Those who got too close were met by a succession of liches who cast spells to destroy or drive off intruders. Behind them were spellwebs; these fields of magical force bore ready spells that were triggered when someone walked into them. Ever more powerful, battle-ready liches formed another line of defense. There was also a troop of trolls that defended the city. Larloch also sent his bonebats and skeletal giant bats ridden by undead servants, as well as stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to Larloch for his experiments into undeath. Lair Actions On initiative count 20 (losing initiative ties), Larloch can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: Larloch rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.

Larloch targets one creature he can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.

Larloch targets one creature he can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed until initiative count 20 on the next round.

Larloch targets one creature he can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be teleported out of the area, in the nearest space available outside the lair. Lair Traits Warlock's Crypt has these effects in place all the time. Monsters in the area have advantage on saving throws against being charmed or frightened, and against features that turn undead.

The area is warded against the magical travel of creatures Larloch hasn't authorized. Such creatures can't teleport into or out of the area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the area as long as they aren't used to leave or enter it.

Larloch can shape the earth and stone of the area and can enter the Ethereal Plane from the Material Plane or vice versa at will.

Non-undead creatures can't regain hit points while within the area and Larloch is always aware of their position in the area.

Inhabitants Warlock's Crypt was a city of the undead, populated by liches, vampires, wraiths, wights, and legions of lesser undead creatures, ranging from crawling claws to monstrous zombies. There were sixty liches by 1374 DR; many of them (like Rhaugilath) were survivors of fallen Netheril like Larloch himself. They also kept bonebats or skeletal giant bats that could be ridden by undead servants, as well as stranger undead creatures. These made forays into the surrounding countryside to kidnap travelers. A troop of trolls also defended the city. Larloch also sometimes summoned kastighur demons from the Barrens of Doom and Despair to serve him. History Sanctuary Orbedal was originally a city in Low Netheril. Its military, working with the dwarves of Ascore, took part in the cleansing of the ruins of Cantus in 1048 NY (−2811 DR), eliminating the remaining goblins there. Two centuries later, in 1247 NY (−2612 DR), however, the city became one of Netheril's flying enclaves, taking up position over the Cold Forest, on the south shore of the Bay of Ascore. Known as "Sanctuary", the enclave was established to promote non-violent behavior among the Netherese, as a haven for peace. Sanctuary, together with Ascore and Vandal Station, received gold and silver exported by the mining village of Bandor, which was established in 1423 NY (−2436 DR). These cities then traded the gold and silver over the Narrow Sea to other Netherese enclaves and cities. Orbedal became a haven for pacifists and arcanists who wanted to get on with their magical research without worrying about rivals or the politicking common to other enclaves. They traded with Ascore, their traditional allies, and made sure that orcs didn't come to reside in the forest below. Although there were a few fiery conflicts with power-hungry arcanists, most visitors accepted its laws. Sanctuary remained a haven for peace for the entirety of its history, and it stayed hovering in the same location. In 2754 NY (−1105 DR), one twilight at the end of the summer, an unidentified cloud dragon attacked Sanctuary. Offensive magic was permitted in the counter-attack for the first time in Sanctuary's history, but not its last. The dragon was driven off, but not before it had killed around 200 people and damaged many buildings. Pressure for weapons to be allowed grew after the incident, but such demands were denied. However, all through the Shadowed Age (3163 NY (−696 DR) to 3519 NY (−340 DR), Sanctuary suffered many attacks from a myriad of flying and extraplanar creatures, including air elementals, more dragons, tanar'ri demons, and wyverns. It wasn't until late 3400 NY (the Year of Sparkling Spires, −459 DR), that city leaders caused the ban to be lifted. However, weapons still had to be peace-bonded in public. Orbedal's last ruler was Rhaugilath the Ageless, an arch-lich arcanist. It had stayed in the same location, though by the end of Netheril's time, the Cold Forest had retreated. In the 3520 NY (the Year of Sparkling Spires, −339 DR), Netheril suffered Karsus's Folly and all magic failed. Orbedal suffered the same fate as the majority of its sister-enclaves, and fell from the sky. Local dwarves in nearby mountains observed its fall in their histories, but none knew for sure if there were survivors or where they fled to. In fact, Orbedal crashed to ground in the Troll Hills on the distant Sword Coast. Larloch's Keep Some months after the fall of Netheril, the lich archwizard Larloch, who had survived the disaster, discovered the ruins of the enclave. He claimed the city as his own and began re-purposing part of it to serve as his home, constructing himself a crypt out of its broken towers. After he was done, he began exploring the rest of the ruins. Years later, he discovered Rhaugilath, who was his rival when they both led enclaves. Rhaugilath was still "alive", preserved via his phylactery, but trapped in a subterranean pocket in the rubble. The two fought fiercely and Larloch won, enslaving Rhaugilath. He became the first of Larloch's lich servitors. Larloch gathered other liches to his side over time and accumulated a vast collection of spells, magic items, and undead creatures to serve him. Despite Larloch's isolationist agenda, word got out about him and his crypt. Orbedal became known as Larloch's Crypt or Larloch's Keep, but as knowledge of the lich faded, his lair's name became corrupted to Warlock's Crypt or Warlock's Keep. Over the centuries, a great number of adventurers attempted to defeat Larloch, but most failed; the bodies of many were reused as decorations in Warlock's Crypt or as undead servants. Some even claimed to have destroyed him, but Larloch always rose again. At least sixteen Red Wizards of Thay ventured into Warlock's Crypt, seeking to either kill Larloch or steal his magic, treasures and power, and all failed. Warlock's Crypt was formally discovered in the Year of the Crown, 1351 DR, when explorers came across it. Few of them survived, and those who did left bearing a virulent plague. Only one made it back to Baldur's Gate, bringing the plague with him. It decimated the city that same year. Szass Tam, Zulkir of Necromancy of Thay, visited Warlock's Crypt around 1366 DR. What transpired was unknown to the outside world; The two came to some deal or alliance, the details of which were again unknown to outsiders. Larloch gave Szass several powerful magic items and artifacts and granted him a number of hooded companions, to aid him in his plots to control Thay and the demon Eltab. In exchange, over a number of visits, Szass Tam gave Larloch several surviving treasures from the ruins of Larloch's own former enclave, Jiksidur. Rumors and Legends By the 14th century DR, Warlock's Crypt was an almost legendary locale. Most sages correctly believed it to have once been a Netherese enclave, inhabited by liches who served Larloch. Popular stories also told that it was the final resting place of Larloch, once a great Netherese wizard, and a storehouse of powerful magic. These stories too were correct.

An adventurer's perspective On the western edge of the Troll Hills lies an area of bizarre terrain: shattered rubble is strewn across the landscape, between and among mounds of upturned earth and deep furrows of the sort one commonly sees in the wake of trebuchet blows that miss their mark. Farther in from the perimeter of this blasted land lies a scattered mess of buildings, some relatively intact, others half-collapsed and leaning on their neighbors. In the center, rising above it a ll, is a handful of twisted towers looking for a ll the world like talons clawing at the sky. These towers can be seen from a good distance, seemingly unharmed by the cataclysm that produced the damage around them. Indeed, because of their pristine condition, some folk conjecture that these towers must have been built after that event. The truth of the place now called Warlock's Crypt is something different altogether. All of the structures visible here, from the now-shattered outbuildings to the central towers, comprised a city that floated atop a disc of stone during the time of ancient Netheril. When the ancient and wicked magics of the Netherese failed, this city plummeted from the sky; the chunks and slabs of stone scattered about the site are not natural terrain, but are the shards of that disc. My only Visit I have been to the Warlock's Crypt but once, in the days of my youth before I knew better. I was hired by Daerismun Aerath, one of the Avowed -the esteemed scholar-monks of Candlekeep- to guide him there. He was writing a treatise on the place and desired firsthand experience of the locale. Fresh as I was from Evereska, I'd never heard the warnings of the wise regarding this site. I am either extraordinarily beloved of Solonor, or stupidly lucky, to have made it back out alive. Tragically, Daerismun was not so fortunate. As we approached, this ruined cityscape seemed uninhabited. Its expanse is fairly limited, and consists almost entirely of a mess of destroyed buildings and massive boulders. The central towers were apparently preserved by some aspect of their magical construction-which isn't to say that they were entirely unaffected by the crash. Upon closer inspection, one of the central towers has a great crack running along its western edge, and several of the others display a degree of damage. As we came even closer to the towers, they appeared to be anything but abandoned. In their windows flickered occasional eldritch lights, and on their sides we could see indistinct shapes scampering across the surface. These buildings were crafted to appear as though clad in black mail, made of overlapping plates and slightly discordant, off-center architecture creating the impression of joints that might bend at any moment. The towers, joined in a rough circle by walls of smooth black stone, form a perimeter around the heart of the Crypt- which can be seen only from a terrifyingly close vantage. Obscured and protected by the towers are several strange plots of land: some barren, others overrun with twisted, thorny flora not found in nature. Rail-less bridges connect these towers at various points, and all of them spiral around the heart: that which is reputedly the demesne of the lich-king Larloch himself, who has also been called the Shadow King. Threats and Defenses I warn you: do not come to this place. And if you must, do not tarry, for its defenders are brutal and bloodthirsty, as inimical to life as any plague or poison, and they take delight in the suffering of those who come into their reach. This place is rife with undead, of all varieties. In addition to the Shadow King, the Crypt houses several other liches, undead sorcerous vassals to Larloch. He calls upon their power when he has need, but otherwise leaves them alone to conduct the experiments and plots he demands of them. Though he once bound their influence tightly, reports suggest he has begun giving them a greater lead on their leashes, for magical horrors that could well be the result of their experiments have been seen unleashed in the Troll Hills and Troll Forest around the ruins. Such monstrosities are also common prowling the ruins of the Crypt itself. During my brief sojourn into this place, I identified several creatures that likely began their lives as griffons, owlbears, trolls, and even a beholder, but they had become twisted and nearly unrecognizable. What it is these liches do to these creatures is a question for minds far more wise than mine: I know only that the first such abomination I fought nearly killed me, and I barely escaped from the others we sighted. The Crypt has defenses other than monsters, as well. My companion Daerismun asserted that it was protected with layers of "spell webs," constructions of magical energy waiting to unleash spells against those who stumbled into them. I had the terrible opportunity to see one of them in action, when the Avowed scholar unknowingly breached one of those so-called webs and set off a ball of fire, which ignited with himself at its center. As one might imagine, this blast drew the attention of all manner of twisted predators and hungry undead, which came forth to investigate. I don't know how these creatures kept from being caught in these traps, or if they had simply dwelt here long enough to know how to avoid them. Before I could give the matter any thought, I was forced to flee, and I don't intend to ever return.