Skip to content

Chardalyn Figurehead

RarityNot specified

Description and use

Campaign source: Icewind Dale - Rime of the Frostmaiden, original fifth-edition rules. Campaign-specific mechanics below are separate from the revised core wiki.

This campaign object or grouped equipment reference is documented in the source passages below. Preserve any stated quantity, value, curse, location, or activation condition. Decorative or historical mentions do not automatically constitute available treasure.

Campaign context

Selected passages from the searchable transcription. The linked PDF controls if OCR punctuation differs.

DUERGAR THIEVES If he's still alive, Durth Sunblight, a duergar mind master (see appendix C), leads three duergar named Klaska, Ossyl, and Zublorr to the Town Hall under the cover of night, making their way inside through the north entrance. Barring the characters' intervention, the duergar use their weapons to shatter the chardalyn figurehead in area T6. The guards in area T17 interrupt the duergar but are no match for them. After killing the guards with their war picks, the duergar finish breaking apart the figurehead.

PDF page 69 (printed 68) — source PDF is not included in this player reference.

Demonic Figurehead. Characters familiar with chardalyn can tell that the figurehead is made of the substance. Those who succeed on a DC 20 Intelligence (History) check realize that the figurehead depicts Errtu, a balor demon that terrorized Icewind Dale over a century ago. Characters who grew up in Icewind Dale have advantage on this check. The figurehead is a Large object with AC 13, a damage threshold of 5, 50 hit points, and immunity to poison and psychic damage. It weighs 1,000 pounds.

PDF page 71 (printed 70) — source PDF is not included in this player reference.

A band of adventurers used a telekinesis spell to raise the figurehead from the depths of Lac Dinneshere a few months ago and hauled it to Easthaven, hoping for a reward, What they got was hardly worth the effort, and Speaker Waylen doesn't know what else to do with the figurehead except store it here, out of the public eye. He fears the figurehead is tainted by demonic magic and has warned his staff not to touch it. A detect evil and good spell or similar magic reveals that it's a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes any conflicting personality trait: "I suspect most Ten-Towners are members of a secret cult devoted to the Frostmaiden." This paranoia can be ended on a creature by any spell that removes a curse. Prolonged contact with the figurehead might have other ill effects, at your discretion.

PDF page 71 (printed 70) — source PDF is not included in this player reference.

Source pages

PDF page 68 (printed 67) — source PDF is not included in this player reference. · PDF page 69 (printed 68) — source PDF is not included in this player reference. · PDF page 70 (printed 69) — source PDF is not included in this player reference. · PDF page 71 (printed 70) — source PDF is not included in this player reference. · PDF page 72 (printed 71) — source PDF is not included in this player reference.

Items index · By location · Treasure by location · Campaign overview

Referenced by campaign pages

Duergar Mind Master · Durth Sunblight · Klaska

Import provenance

Source: Icewind Dale - Rime of the Frostmaiden (2020, supplied printing). Retained original campaign rules and page references. Imported from the campaign item record.