The Black Claw | Free 5e and PF2 Villain

The Black Claw | Free 5e and PF2 Villain

Written by Hana the Lorekeeper

The Black Claw is a powerful and well-connected mafia group well-known in the city they inhabit. While they control many illegal activities, they are best known for being loan dealers who make sure their debtors pay one way or another. The Black Claw has paid off or intimidated enough local guards and politicians to maintain control of their domain. They are not oppressive to the city they control, but one can feel their presence. 

If you're looking for other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular villain came from the February 2024 issue of Lair Magazine, Heists & Havoc, where you can find even more to add to your campaign!

The Black Claw - 5e

Kevron Vedinchi, a duergar who crawled out of the underground and carved a spot for herself on the surface, founded the organization two centuries ago. Her son, Petroz Vedinchi, currently runs the Black Claw with a tight fist. Under him are Selam Koalkar, his half-gnoll advisor and bodyguard; Agressore, his weretiger assassin; and Reflek, his kobold spymaster. These three manage the Black Claw’s day-to-day activities and are expected to deal with lesser problems by themselves.

Civilians don’t stand a chance of opposing the Black Claw, and it’s easy to run afoul of their lower-ranked members: these thugs think they’re invincible, and they take offense to the smallest of things, especially when it involves out-of-towners. Parties seeking to dismantle the Black Claw will have a hard struggle ahead of them, as this group has dug itself deep into the city’s foundations. However, if someone can bring enough guards and authoritative figures over to the right side, their position will weaken. Alternatively, taking the leaders out can cause lower members to dissolve into infighting, making taking them out easier.

Campaigns with the Black Claw. Campaigns involving the Black Claws will typically more noir, investigative campaigns. The organization is far-reaching throughout the given city, and they have informants everywhere who are always happy to divulge information for a little coin. This means the characters will likely encounter subterfuge and trickery along the way as word of their dealings reaches the ears of the Black Claw.

Petroz Vedinchi, Boss of the Black Claw

Male duergar, lawful evil

The room is full of smoke, and before you sits a well-dressed dwarf with a cigar between his lips. He regards you with a bored expression then waves a hand dismissively.

Description. Currently in the middle of his second century of life, Petroz Vedinchi (pet-roz ved-in-chee) is a stout, grey-skinned dwarf who always wears well-tailored suits. This juggernaut casts an imposing figure over anyone who works with or opposes him. Although he has many guards and underlings, sometimes he likes to get his hands dirty, whether with fists or his greataxe. He maintains a cordial relationship with his brother Jazolin, who chose not to go into the family business, and has several lovers and no known heir.

Motivation. After inheriting the Black Claw from his mother Kevron, Petroz strove to maintain the organization’s hold in the city and carefully expand their influence elsewhere.

Method. From illegal gambling to loan sharking to drug smuggling, the Black Claw has its hand in many illicit dealings throughout the city. All thieves’ guilds and people of ill repute must pay tribute to the Black Claw to continue their operations.

Means. After inheriting a sizable amount from his mother in addition to the Black Claw ledgers, Petroz is not short of coin to bribe, blackmail, and dispose of those in his way.

Minions. Petroz has three captains under him that manage the various thugs, spies, and bandits that serve the Black Claw throughout the city.

Secret. Although Petroz does not appear to have any children or prodigies, he carefully maintains this illusion to prevent his heir from being taken out. Within the Black Claw’s ranks is a duergar named Fioso who is proving himself capable. Once Fioso rises to a respectable rank, Petroz plans to announce his relation to the young man and name him heir. Only Selam knows of this plan, but there is a chance Reflek can discover and exploit it.

Lair. Petroz lives in a well-built mansion within an affluent neighborhood. Although it may seem modest in comparison to its neighbors, numerous underground rooms and halls dwell beneath the surface. The Black Claw has many safe houses, storehouses, and places of operation throughout the city that have various levels of security.

Petroz Vedinchi, Leader of the Black Claw

Male humanoid (duergar), lawful evil

Armor Class 13 (chain shirt)

Hit Points 120 (16d8 + 48)

Speed 25 ft.

STR

DEX

CON

INT

WIS

CHA

16 (+3)

10 (+0)

17 (+3)

11 (+0)

14 (+2)

16 (+3)

Saving Throws Con +6

Skills Athletics +6, History +3, Insight +5, Intimidation +9

Damage Immunities poison

Condition Immunities charmed, paralyzed, poisoned

Senses darkvision 120 ft., passive Perception 12

Languages Common, Dwarvish, Thieves’ Cant, Undercommon

Challenge 5 (1,800 XP)   Proficiency Bonus +3

Magic Resistance. Petroz has advantage on saving throws against spells and other magical effects.

Danger Sense. Petroz has advantage on Dexterity saving throws against effects that he can see, such as traps and spells.

Sunlight Sensitivity. While in sunlight, Petroz has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Petroz makes two melee attacks. He can also use his telepathic terror, if available.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, or 8 (2d4 + 3) bludgeoning damage when enlarged.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage, or 16 (2d12 + 3) slashing damage while enlarged.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage, or 14 (2d10 + 3) piercing damage while enlarged.

Telepathic Terror (Recharge 4-6). Petroz reaches his mind out to a creature he can see within 30 feet of him and attempts to strike terror into that creature. That creature must make a DC 14 Wisdom saving throw or take 11 (2d10) psychic damage and become frightened of him for one minute. A frightened creature may repeat its saving throw at the end of each of its turns, ending this effect on a success. A creature that succeeds on their saving throw is immune to this effect for 24 hours.

Bonus Actions

Enlarge (1/day): For 1 minute, Petroz magically increases in size, along with anything he is wearing or carrying. While enlarged, Petroz is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Petroz lacks the room to become Large, he attains the maximum size possible in the space available.

Invisibility (1/day). Petroz magically turns invisible until he attacks, casts a spell, or uses his Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Petroz wears or carries also becomes invisible.

The Black Claw - Pathfinder 2

Kevron Vedinchi, a duergar who crawled out of the underground and carved a spot for herself on the surface, founded the organization two centuries ago. Her son, Petroz Vedinchi, currently runs the Black Claw with a tight fist. Under him are Selam Koalkar, his half-gnoll advisor and bodyguard; Agressore, his weretiger assassin; and Reflek, his kobold spymaster. These three manage the Black Claw’s day-to-day activities and are expected to deal with lesser problems by themselves.

Civilians don’t stand a chance of opposing the Black Claw, and it’s easy to run afoul of their lower-ranked members: these thugs think they’re invincible, and they take offense to the smallest of things, especially when it involves out-of-towners. Parties seeking to dismantle the Black Claw will have a hard struggle ahead of them, as this group has dug itself deep into the city’s foundations. However, if someone can bring enough guards and authoritative figures over to the right side, their position will weaken. Alternatively, taking the leaders out can cause lower members to dissolve into infighting, making taking them out easier.

Campaigns with the Black Claw. Campaigns involving the Black Claws will typically more noir, investigative campaigns. The organization is far-reaching throughout the given city, and they have informants everywhere who are always happy to divulge information for a little coin. This means the characters will likely encounter subterfuge and trickery along the way as word of their dealings reaches the ears of the Black Claw.

Petroz Vedinchi, Boss of the Black Claw

Male duergar, lawful evil

The room is full of smoke, and before you sits a well-dressed dwarf with a cigar between his lips. He regards you with a bored expression then waves a hand dismissively.

Description. Currently in the middle of his second century of life, Petroz Vedinchi (pet-roz ved-in-chee) is a stout, grey-skinned dwarf who always wears well-tailored suits. This juggernaut casts an imposing figure over anyone who works with or opposes him. Although he has many guards and underlings, sometimes he likes to get his hands dirty, whether with fists or his greataxe. He maintains a cordial relationship with his brother Jazolin, who chose not to go into the family business, and has several lovers and no known heir.

Motivation. After inheriting the Black Claw from his mother Kevron, Petroz strove to maintain the organization’s hold in the city and carefully expand their influence elsewhere.

Method. From illegal gambling to loan sharking to drug smuggling, the Black Claw has its hand in many illicit dealings throughout the city. All thieves’ guilds and people of ill repute must pay tribute to the Black Claw to continue their operations.

Means. After inheriting a sizable amount from his mother in addition to the Black Claw ledgers, Petroz is not short of coin to bribe, blackmail, and dispose of those in his way.

Minions. Petroz has three captains under him that manage the various thugs, spies, and bandits that serve the Black Claw throughout the city.

Secret. Although Petroz does not appear to have any children or prodigies, he carefully maintains this illusion to prevent his heir from being taken out. Within the Black Claw’s ranks is a duergar named Fioso who is proving himself capable. Once Fioso rises to a respectable rank, Petroz plans to announce his relation to the young man and name him heir. Only Selam knows of this plan, but there is a chance Reflek can discover and exploit it.

Lair. Petroz lives in a well-built mansion within an affluent neighborhood. Although it may seem modest in comparison to its neighbors, numerous underground rooms and halls dwell beneath the surface. The Black Claw has many safe houses, storehouses, and places of operation throughout the city that have various levels of security.

Petroz Vedinchi, Leader of the Black Claw           

Creature 5

Unique, LE, Medium, Duergar, Humanoid

Perception +13; darkvision

Languages Common, Dwarven, Undercommon

Skills Athletics +13, Deception +12, Intimidation +12, Occultism +10, Religion +10, Survival +9

Str +5, Dex +2, Con +5, Int +2, Wis +3, Cha +3

Items chain mail, greataxe, heavy crossbow (10 bolts)

AC 22; Fort +13, Ref +9, Will +13; +2 status to all saves vs. magic, iron mind, and traps

HP 75

Iron Mind Petroz automatically disbelieves all illusions of 1st level or lower.

Light Blindness

Speed 20 feet

Melee [one-action] greataxe +14 (sweep), Damage 1d12+9 slashing

Ranged [one-action] heavy crossbow +13 (range increment 120 feet, reload 2), Damage 1d10+8 piercing

Occult Innate Spells DC 22; 2nd enlarge (self only), invisibility (self only)

Telepathic Terror [two actions] (magical, telepathy, enchantment) Petroz reaches his mind out to a creature he can see within 30 feet of him and attempts to strike terror into that creature. That creature must make a DC 22 basic Will saving throw or take 2d8+7 mental damage and gains frightened 1 (and fleeing 1 on a critical failure).

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February 2024 issue of Lair Magazine, Heists & Havoc
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