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Zevlor

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Zevlor is the leader of a group of Tiefling refugees who are traveling to Baldur's Gate after being exiled from their home. He and his fellow tieflings are found hiding within the Emerald Grove.

“
We'd need an army of our own to escort us safely to Baldur's Gate, and while I don't doubt your abilities... you're no army.
„
— Zevlor in the Emerald Grove

Background[edit section | visual editor]

Zevlor was a Commander of the Hellriders of Elturel. After the Fall of Elturel, many people started viewing tieflings with distrust thinking their race was to blame for it. Due to this, Zevlor was forced to leave his position and abandon the city, taking a group of tieflings with him in the hopes for a better life at Baldur's Gate.

Involvement[edit section | visual editor]

Act One[edit section | visual editor]

Zevlor is present during the initial Goblin assault at the Emerald Grove. He defends the Grove against the attack together with some tieflings as well as Aradin Aradin, and Wyll Wyll.

If the player character speaks with Zevlor after the skirmish, he requests their aid in dealing with Kagha Kagha and the Goblin leaders. If they agree to help him and are successful in stopping her, he rewards the party with his enchanted gloves, Hellrider's Pride.

If the party sides with the tieflings against Minthara Minthara and the forces of the Absolute and Zevlor survives, he is extremely grateful, and prepares a surprise celebration at the Campsite with the rest of the refugees, before leading them to the city. After this, he bids them farewell with hopes of encountering the party again.

If the player character sides with Minthara and the rest of the goblins instead, he furiously calls them a traitor, and takes up arms to defend his people.

If Zevlor dies while siding with the tiefling refugees, Asharak Asharak replaces him as the refugees' leader. If Asharak is also dead or otherwise unavailable, Cerys Cerys replaces Zevlor. In this scenario, Cerys only appears after the Goblin Leaders are defeated.

Travelling to the Rosymorn Monastery Trail or the Shadow-Cursed Lands before resolving Kagha's Rite of Thorns, results in the expulsion of all the tiefling refugees from the Emerald Grove; Zevlor's corpse is then among the bodies of all the other refugees near the bridge to the Blighted Village.

If the player character persists in telling Zevlor to vacate the grove per Kagha's request, he initiates a fight against the party. If Zevlor is killed, then the party cannot participate in the goblin raid of the grove; Minthara tells the party to infiltrate and attack at first light, but the grove spawns in a post-raided state the following morning.

Act Two[edit section | visual editor]

Main article: Find Zevlor

If Zevlor survives Act One, he and the other refugees make their way through the Shadow-Cursed Lands.

By speaking with the surviving tieflings at the Last Light Inn, the party can find out that the refugees were attacked and Zevlor tried to surrender. He was then captured along with several other tieflings. This initiates the quest Find Zevlor⁠Find Zevlor.

Zevlor can later be found in a transformation pod within the Mind Flayer Colony. He can be released by opening all pods, which initiates combat with several Mind Flayers Mind Flayers. If Zevlor survives, he tells the party how the Absolute infiltrated his mind, causing him to call out the surrender during the attack on the refugees. He believes the other tieflings will not welcome him back and cannot be convinced otherwise, ultimately leaving on his own. He can otherwise be purged along with all the mind flayers, killing him.

Act Three[edit section | visual editor]

If Zevlor is neither killed nor released at the Mind Flayer Colony, Orin the Red Orin the Red kills him instead and leaves his corpse along with a  Grand Infernal Painting at the campsite. Communing with his corpse reveals he was used as an offering and that Orin is below the city.

Otherwise, if he is saved from the pod in the Mind Flayer Colony, his Hellrider Platoon Hellrider Platoon can be summoned as allies using the Call Forth Allies Call Forth Allies Class Action while ascending towards the Netherbrain at High Hall. However, he along with the Armored Owlbear Armored Owlbear, are two major characters who can permanently die during this final fight. If Zevlor dies, he is removed from the Epilogue.

Epilogue[edit section | visual editor]

If Zevlor survives the Netherbrain fight, a thank-you note from him is in the  Chest of Grateful Words. In his note he reveals the Hellriders now have no oath but have nevertheless taken up residence in Baldur's Gate to protect the city from suffering as they did in Elturel.

Combat[edit section | visual editor]

Act One[edit section | visual editor]

Your weapon deals an additional 2d8⁠Radiant⁠Radiant damage, increased by 1d8⁠Radiant⁠Radiant damage when attacking Fiends or Undead.

This reaction won't trigger on a Critical Hit.

Damage: 3~30
3d10Fire⁠Fire (Dexterity Saving Throw Dexterity Saving Throw to halve)

React to your next attacker with flames that deal 3d10⁠Fire⁠Fire damage.

On a successful save, the target still takes half damage.

Main Hand Attack Main Hand Attack (Action)   –  Longsword
Damage: 5~12
1d8 + 4Slashing⁠Slashing

Make a melee attack with your equipped weapon.

Ranged Attack Ranged Attack (Action)   –  Heavy Crossbow
Damage: 3~12
1d10 + 2Piercing⁠Piercing

Make a ranged attack with your equipped weapon.

Searing Smite Searing Smite (Action + Bonus Action + Level 1 Spell Slot)
Damage: 2~12
Normal weapon damage
+ 1d6Fire⁠Fire
+ 1d6Fire⁠Fire (Per turn)

Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6⁠Fire⁠Fire damage and marks the target with Searing Smite Searing Smite.

Act Three[edit section | visual editor]

Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage Advantage on Wisdom Saving Throw Saving Throws and Death Saving Throws.

Companion approval[edit section | visual editor]

Upon entering the Emerald Grove, Aradin Aradin and Zevlor argue about the missing Druid Halsin Halsin and the pack of Goblins that Aradin brought.

If a party member intervenes in their argument, companion approval is gained or lost on successful checks:

[2]
  • [PERSUASION] More violence won't bring back those you lost. Stop and think. (DC 15)
  • [TIEFLING] He's human - malice comes as naturally as breathing. Just show him you're the better man. (DC N/A)
  • [INTIMIDATION] If you want me to take both of you down, I will. Otherwise, knock it off. (DC 10)
  • [OATH OF THE CROWN] [INTIMIDATION] You are leaders - stop bickering like spoilt children. (DC 5 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] STOP OR I'LL BASH YOUR SKULLS TOGETHER MYSELF. (DC 5 Advantage Icon.png)
  • [HALF-ORC] [INTIMIDATION] Want me to knock you both out? Or would you prefer to skip the broken bones and just calm down? (DC 5)

Any of the above: Gale approves +8 Karlach approves +1 Shadowheart approves +1 Wyll approves +1

  • Stand back and watch. Shadowheart approves +1
  • [STRENGTH] Take a swing at the tiefling. (DC 17) Karlach disapproves -1 Laezel approves +1 Wyll disapproves -1
  • [STRENGTH] Aim a blow at the human, trying to knock him flat on his back. (DC 15) Karlach approves +1 Laezel approves +1 Wyll approves +1

After the argument between Aradin Aradin and Zevlor, the party can offer to speak with Kagha Kagha.

[3]
  • I'll see what I can do. Astarion disapproves -1 Gale approves +1 Karlach approves +1 Lae'zel disapproves -1 Wyll approves +5
  • I'm sorry. I've got my own problems. Karlach disapproves -1 Laezel approves +1 Shadowheart approves +1 Wyll disapproves -1

If the player character resolves the conflict with Kagha but the Goblin leaders remain, they can offer to infiltrate the Goblin Camp.

[4]
  • Kill the goblin horde's leaders? I'll see what I can do. Astarion disapproves -1 Gale approves +1 Karlach approves +5 Wyll approves +5

Speak with Dead[edit section | visual editor]

Zevlor's corpse can be communed with using Speak with Dead Speak with Dead.

If killed during raid on grove:

[5]
  • Who are you?
    • Zevlor
      Zevlor... Hellrider... but cast out...
  • Where are you from?
    • Zevlor
      Elturel... city on the river... terrible times...
      • What happened in Elturel?
        • Zevlor
          Dragged... to the Hells. They blamed... us. Fools.
  • What should the tieflings do now that you're dead?
    • Zevlor
      Finish... the plan. Go... where... they belong...
  • Did you have any secrets?
    • Zevlor
      Plenty... to have... none... to tell...

If killed in the Tadpoling Centre:

[6]
  • What happened to you?
    • Zevlor
      Blessed... by the Chosen...
      • Where are these Chosen now?
        • Zevlor
          Down... in the dark... down... down...
  • Who put you in that pod?
    • Zevlor
      The Absolute's... Chosen... an offering...
      • Where are these Chosen now?
        • Zevlor
          Down... in the dark... down... down...
  • Why did you surrender your people to the cult?
    • Zevlor
      Her voice... Absolute... promised...
      • What happened after you surrendered?
        • Zevlor
          Moonrise... granted audience... the others...
          • Zevlor
            What... happened to... others...?
      • What did the voice of the Absolute promise you?
        • Zevlor
          To be... paladin again... protect... my people...
          • Zevlor
            My... people... where are... my people...?
      • Many of your people died. Because of you.
        • Zevlor
          No... we are... sainted... safe... home...

Related quests[edit section | visual editor]

Related literature[edit section | visual editor]

Gallery[edit section | visual editor]

Notes and references[edit section | visual editor]