A named threat of Cathedral Level 1, encountered rarely and never in numbers - real Dungeons & Dragons statistics, no auto-computed shortcuts.
| Level | Known / Prepared |
|---|---|
| 1 | Ray of Enfeeblement |
| 2 | Blindness and Deafness |
| 3 | Vampiric Touch |
| 4 | Enervation |
| 9 | Ruin |
Layered on top of the module's own combat AI, which still picks targets and positioning. The fight below moves through real hit-point-gated phases; every save DC and attack bonus computes from the stat block above at runtime.
His first target becomes his Mark for the fight, and every blow that lands on them sinks the hex a little deeper - Spellcraft and Concentration both fraying under it.
Only the Mark's own magic ever backfires - anyone else can cast freely, but the one he's hexed pays for every spell with a little of their own mind.
A pulse of curse-fire spreads a lesser hex to everyone nearby, not just the one he's chosen.
His granted Epic Spell drains his Mark for a share of their own remaining life, scaled by every hex he's ever laid on them, then a curse-fed surge of his own that never fades.
CR 21 is set against Cathedral Level 1's own real ambient ceiling, not auto-computed from level alone - a genuine Hexblade 21 build at 21 total levels.
Hit points (230) follow this project's own average-hit-dice convention, and every save/attack bonus derives from the ability scores above at runtime - nothing here is hardcoded past the phase gates themselves.
Boss-flagged (bypasses the drop-rate roll, two loot-generation passes) and gated to a single spawn - only one Ossian Marrow is ever up in Cathedral Level 1 at a time.
Ossian Marrow's iron sigil. A plot artifact carrying the final echo of his hex. cl1c_oss_art