D&D General Has anyone converted Maure Castle to 5e?


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Perfect! I was able to export the map page to a JPG file from that document:

OJ_23 57.jpg
 

Awesome, thank you guys!

Here's the next batch of my conversion notes. I'm trying to put in stat blocks from my giant monster docs when I use them (and likewise with magic items and spells), but if I miss any, let me know. That said:

41. Use the following stat block for the Accursed Carpet.

The Accursed Carpet
Gargantuan Construct, neutral
Armor Class 14 (natural armor)
Hit Points 220 (20d20)
Speed 10’, fly 5’

STR 24 (+7), DEX 4 (-3), CON 10 (+0),
INT 1 (-5), WIS 1 (-5), CHA 1 (-5)


Damage Immunities poison, psychic; bludgeoning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., passive Perception 5
Challenge 12 (8,400 xp) Prof +4

False Appearance. If the carpet is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carpet move or act, that creature must succeed on a DC 22 Int (Investigation) check to discern that the carpet is animate.

ACTIONS

Multiattack. The carpet uses Envelope once and Bite three times. Alternatively, it can use Crush once and Bite twice.

Envelope. Melee Weapon Attack: +11 to hit, reach 5 ft., each creature in a 10' cube. Hit: 25 (4d8+7) bludgeoning damage, and the target is grappled by the carpet (escape DC 21). While grappled by it, the target is blinded and restrained and can't attack with a weapon that has the heavy, reach, or two-handed property.

Mass of Bites. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (1d6+7) piercing damage.

Treasure: Make the following adjustments to the listed treasure.
  • Instead of the Lost Temple of Tharizdun, Eli’s journal mentions the Temple of Elemental Evil.
  • The book on the bookstand is an atlas of the Near-Forinthian Region, detailed at the height of the Sword Empire and including maps. Areas marked with an X include the Halls of Light. The maps (from before they were outlawed) makes it incredibly valuable; it is worth 10,000 gp.
43. The drugged incense requires a DC 15 Con save to resist falling into a coma if breathed, or a DC 18 Con save to avoid a coma if eaten. Success indicates euphoria and intoxication; the character loses 1d6 points of Wis, recovered after a long rest, and has a 50% chance to fail to take standard actions.

Failure causes coma as indicated, with a DC 18 Con save to avoid death.

Use the following stat block for Rel.

Rel
Tiny Fiend (Demon, Familiar), chaotic evil
Armor Class 18 (chain shirt and shield)
Hit Points 78 (17d4+34)
Speed 20 ft., burrow 10 ft. (5 ft. through stone)

STR 8 (-1), DEX 17 (+3), CON 15 (+2),
INT 10 (+0), WIS 10 (+0), CHA 10 (+0)


Skills Arcana +4, History +4, Perception +2
Damage Resistances lightning
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10
Languages Common, Abyssal, Gnoll
Challenge 3 (700 xp)Prof +2


Magic Resistance. Rel has advantage on saves against spells and magical effects.

Regeneration. Rel regains 5 hit points at the start of his turn if he has at least 1 hit point.

Special Equipment. Rel wears a pendant of invisibility.

ACTIONS

Tiny Pick. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing plus 3 (1d6) force damage.

REACTIONS

Evasion. When Rel makes a Dex save, if he fails, he takes half damage, and if he succeeds, he takes no damage.

44. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

45. The lock can be picked with a DC 30 Dex (thieves’ tools) check.

46. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

47. Rusted Iron Door: AC 15, hp 80; immune to poison and psychic, damage threshold 10; Str check, DC 21, to force open.

Change the date on the graffiti to “2003 SC”.

48. Within the black smoke, things 5’ away are lightly obscured and anything farther away is heavily obscured.

Use the following stat block for the advanced slow shadows.

Slow Shadow Prowling Death
Large Undead, always chaotic evil
Armor Class 21
Hit Points 209 (22d10+88)
Speed 40 ft.

STR 8 (-1), DEX 22 (+6), CON 18 (+4),
INT 6 (-2), WIS 15 (+2), CHA 13 (+1)


Skills Stealth +10 (+14 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing that isn't magic
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 12
Languages -
Challenge 12 (8,400 xp) Prof +4


Amorphous. The shadow can move through a space as narrow as 1” wide without squeezing.

Haste Vulnerability. If the slow shadow is targeted by a haste spell, it takes 8d6 force damage.

Shadow Stealth. When in dim light or darkness, the slow shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the slow shadow has disadvantage on attack rolls, ability checks and saving throws.

ACTIONS

Drain Speed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) necrotic plus 14 (4d6) cold damage, and the target must succeed on a DC 16 Constitution save or its speed is reduced by 10'. The target dies if this reduces its speed to below 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new slow shadow rises from the corpse 1d4 hours later.

REACTIONS

Bloodied Chill (recharges after a short or long rest). When the shadow becomes bloodied, each enemy within 15’ must make a DC 16 Con save, taking 21 (6d6) cold damage on a failure and half that on a success.

49. Use the following stat block for the trap:

Poison Gas Trap (CR 9): DC 25 Int (Investigation) check to locate, DC 25 Dex (thieves’ tools) check to disable; each creature in the room must make a DC 16 Con save, taking 44 (8d10) poison damage on a failure or half that on a success. A creature that fails also becomes poisoned for 1 hour and unconscious as long as it remains poisoned; after 1 minute, a creature that failed its save must repeat the save, taking 44 (8d10) poison damage on a failure.

50. To enter the Shadow Vault, the following four spells must be cast: Lorloveim’s shadowy transformation, wall of shadows, project image, and shadow magic.

Use the following stat block for the slow shadows.

Slow Shadow Chiller
Medium Undead, always chaotic evil
Armor Class 20
Hit Points 77 (14d8+14)
Speed 40 ft.

STR 6 (-2), DEX 20 (+5), CON 12 (+1),
INT 6 (-2), WIS 10 (+0), CHA 8 (-1)


Skills Stealth +8 (+11 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Immunities cold
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing and slashing that isn't magic
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 7 (2,900 xp) Prof +3


Amorphous. The shadow can move through a space as narrow as 1” wide without squeezing.

Shadow Stealth. When in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the slow shadow has disadvantage on attack rolls, ability checks and saving throws.

ACTIONS

Drain Speed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) necrotic damage, and the target must succeed on a DC 12 Constitution save or its speed is reduced by 10'. The target dies if this reduces its speed to below 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new slow shadow rises from the corpse 1d4 hours later.

BONUS ACTIONS

Freezing Aura. Each creature within 10’ of the slow shadow takes 10 (3d6) cold damage.

When the room is blasted with negative energy, it does 10d6 necrotic damage to each living creature within and heals undead for a like amount. Living creatures can make a DC 16 Dex save for half damage.

Treasure: Change the contents of chest #4 to a potion of growth, a flask of oil of impact, a potion of fortitude, a scroll of enhance ability, a wand of magic missiles, a ring of water walking, a bead of force, slippers of spider climbing, and a tome of clear thought.

Opening chest #5 requires the creation of the adamantine lock and key with some kind of shadow magic. Spells like shadow conjuration and shades, both of which are lost to modern casters, would do the trick, as would some applications of nethermancy, should the party include a nethermancer. Otherwise, a creature can attempt to trick it open with a DC 40 Cha (Arcana) check, but a creature can’t try a second time unless its bonus increases.

51. If a creature metnally contacts Kerzit, it must make a DC 19 Wis save, taking 6d8 psychic damage on a failure.

NEW MAGIC ITEMS

Oil of Impact
Potion, very rare

This thick oil can be applied to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Potion of Fortitude
Potion, rare

When you drink this potion, your Constitution becomes 18 for 1 minute.
 

52. Deciphering Lyral’s shorthand requires a DC 17 Int (Investigation) check.

The safe’s locks each require a DC 30 Dex (thieves’ tools) check to open. Failing one check resets all the locks.

Use the following stat block for Lyral. When assessing her CR, assume that her Commander’s Strike adds 12 to her average damage output per round and that her Rain of Steel damages two creatures per round.

Lyral Zandrill
Medium Humanoid (Human), neutral evil
Armor Class 22 (chain +2 and shield +2)
Hit Points 170 (20d8+80)
Speed 30 ft.

STR 19* (+4), DEX 12 (+1), CON 18 (+4),
INT 14 (+2), WIS 10 (+0), CHA 16 (+3)
*15 (+2) without gauntlets


Saving Throws Str +9, Dex +2, Con +9, Int +3, Wis +5, Cha +4
Skills Athletics +8, Intimidation +7
Senses passive Perception 10
Languages Common, Gnoll
Challenge 12 (8,400 xp) Prof +4

Rain of Steel. While Lyral is armed with her Longsword and not incapacitated, she can choose to do 9 slashing damage to any creature that starts its turn within 5’.

Special Equipment. Lyral wears gauntlets of ogre power, chain mail +2, and an amulet of protection. She bears a shield +2 and wields a longsword +1. She bears two potions of superior healing, 120 pp, and a ring of keys to the doors to areas 41, 47 (but those doors are rusted shut anyway), and 52.

ACTIONS

Multiattack. Lyral makes three Longsword or Light Crossbow attacks, then uses Commander’s Strike.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80’/120’, one target. Hit: 5 (1d8+1) piercing damage.

Commander’s Strike. One creature that can hear or see Lyral within 90’ can use its reaction to make one weapon attack.

Tactical Command (recharges after a short or long rest). Up to three creatures Lyral can see that can see or hear her within 90’ can each use a reaction to shift 10’ to a space within reach of at least one enemy and make one weapon attack.

BONUS ACTIONS

Rend. If Lyral hits the same target with two Longsword attacks, she does an extra 13 (3d8) slashing damage to it. If she hits the same target with three Longsword attacks, she instead does an extra 27 (6d8) slashing damage to it.

REACTIONS

Lucky Shot. When Lyral misses with an attack, she rerolls that attack.

53. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

54. Uncovering the coffer requires a DC 20 Int (Investigation) check.

55. A creature that enters the room must make a DC 18 Wis save or become obsessed with the statue. If any other creatures enter the room, the victim is compelled to attack them. The effect lasts until the victim can’t see the statue or until a dispel magic is cast upon them, treating the effect as a 7th level spell.

A creature touching the statue has its hit points reduced by 6d10 at the end of each of its turns in which the contact persists. A creature obsessed with the statue can make a DC 18 Wis save when this happens; if it succeeds, the obsession ends.

56. Moldy Stone Door: AC 16, hp 60; immune to poison and psychic, damage threshold 10; Str (Athletics) check, DC 18, to force open.

See DMG 105 for details on brown mold.

57. The secret door into this room can be located with a DC 20 Int (Investigation) check.

The effects of the initial Int check made when the Purple Stone delves into the party’s minds are modified as follows:
  • A creature whose check is less than 5 must make a DC 20 Int save or be affected by feeblemind.
  • A creature who gains commune from a DC 15 check need not pay xp to use it.
The stone otherwise has the following stats: AC 16, hp 600, damage threshold 10, immune to poison damage. If threatened, it takes the following action on initiative count 30 each round.

Mass Feeblemind. The Purple Stone targets each creature of its choice within 15’ with a feeblemind spell (DC 20 Int save to resist).

If the Purple Stone is destroyed, award xp as if it were a CR 10 monster (5,900 xp).
 

@the Jester

Dunno if you're already aware of this, but you might be interested in the El Raja Key Archive, which has a couple of Kuntz's original maps of "Maure Castle":

quote: "This is Rob's original hand drawn map of Maure Castle, level four, The Statuary for use in the awesome Maure Castle adventure in Dungeon Magazine #112. Nice piece from the ongoing development and detailing of Maure Castle!"

quote: "This is Rob's Maure Castle Chamber of Antiquities maps and notes. From the celebrated Maure Castle installment Chamber of Antiquities, this is a file photocopy and hand sketched original map with hand written notes regarding the Dragon Eye Ring. These are Rob's original unedited sketches and notes detailing the Chamber of Antiquities that appear in Dungeon #124. Nice treasure from the ongoing development and detailing of Maure Castle!"

Pricey, though, and as far as I can see it only has these four maps on Maure Castle.

Here's the link to the site.
 

41. Use the following stat block for the Accursed Carpet.

The Accursed Carpet
Gargantuan Construct, neutral
Armor Class 14 (natural armor)
Hit Points 220 (20d20)
Speed 10’, fly 5’

STR 24 (+7), DEX 4 (-3), CON 10 (+0),
INT 1 (-5), WIS 1 (-5), CHA 1 (-5)


Damage Immunities poison, psychic; bludgeoning
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious
Senses darkvision 60 ft., passive Perception 5
Challenge 12 (8,400 xp) Prof +4


False Appearance. If the carpet is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the carpet move or act, that creature must succeed on a DC 22 Int (Investigation) check to discern that the carpet is animate.

ACTIONS

Multiattack. The carpet uses Envelope once and Bite three times. Alternatively, it can use Crush once and Bite twice.

Envelope. Melee Weapon Attack: +11 to hit, reach 5 ft., each creature in a 10' cube. Hit: 25 (4d8+7) bludgeoning damage, and the target is grappled by the carpet (escape DC 21). While grappled by it, the target is blinded and restrained and can't attack with a weapon that has the heavy, reach, or two-handed property.

Mass of Bites. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (1d6+7) piercing damage.

Treasure: Make the following adjustments to the listed treasure.
  • Instead of the Lost Temple of Tharizdun, Eli’s journal mentions the Temple of Elemental Evil. It describes how he penetrated deep into its ruins, even managing to pass into the Earth Node in search of evil knowledge and treasures.
  • The book on the bookstand is an atlas of the Near-Forinthian Region, detailed at the height of the Sword Empire and including maps. Areas marked with an X include the Halls of Light. The maps (from before they were outlawed) makes it incredibly valuable; it is worth 10,000 gp.
42. It requires a passive Perception of 20 or higher to notice the peep holes. An active DC 20 Int (Investigation) check will also find them.

43. The drugged incense requires a DC 15 Con save to resist falling into a coma if breathed, or a DC 18 Con save to avoid a coma if eaten. Success indicates euphoria and intoxication; the character loses 1d6 points of Wis, recovered after a long rest, and has a 50% chance to fail to take standard actions.

Failure causes coma as indicated, with a DC 18 Con save to avoid death.

Use the following stat block for Rel.

Rel
Tiny Fiend (Demon, Familiar), chaotic evil
Armor Class 18 (chain shirt and shield)
Hit Points 78 (17d4+34)
Speed 20 ft., burrow 10 ft. (5 ft. through stone)

STR 8 (-1), DEX 17 (+3), CON 15 (+2),
INT 10 (+0), WIS 10 (+0), CHA 10 (+0)


Skills Arcana +4, History +4, Perception +2
Damage Resistances lightning
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10
Languages Common, Abyssal, Gnoll
Challenge 3 (700 xp)Prof +2


Magic Resistance. Rel has advantage on saves against spells and magical effects.

Regeneration. Rel regains 5 hit points at the start of his turn if he has at least 1 hit point.

Special Equipment. Rel wears a pendant of invisibility.

ACTIONS

Tiny Pick. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing plus 3 (1d6) force damage.

REACTIONS

Evasion. When Rel makes a Dex save, if he fails, he takes half damage, and if he succeeds, he takes no damage.

44. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

45. The lock can be picked with a DC 30 Dex (thieves’ tools) check.

46. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

The footlockers mostly contain personal effects, including clothing, a few romance books, cologne, a shaving kit, several mess kits, bits of costume jewelry, some crafting supplies, a makeup kit, seveal small hand mirrors, and even a jeweler’s loup.

47. Rusted Iron Door: AC 15, hp 80; immune to poison and psychic, damage threshold 10; Str check, DC 21, to force open.

The cell is crawling with graffiti, much of which is apparently meaningless raving. These messages include the following in Common:

“Vandreu save them all.. they know not what they anger! Tanilar Kreel, 2003 SC”.
“They took me to the purple stone”
“Let them not give me to Kerzit!”
“Avenge me”
“It wasn’t me, it was the gnolls!”
“Vodare” (A DC 15 Int (History) check reveals that vodare is the name of a highly addictive drug.)
...and a variety of more obscene scrawls.

48. Within the black smoke, things 5’ away are lightly obscured and anything farther away is heavily obscured.

Use the following stat block for the advanced slow shadows.

Slow Shadow Prowling Death
Large Undead, always chaotic evil
Armor Class 21
Hit Points 209 (22d10+88)
Speed 40 ft.

STR 8 (-1), DEX 22 (+6), CON 18 (+4),
INT 6 (-2), WIS 15 (+2), CHA 13 (+1)


Skills Stealth +10 (+14 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing that isn't magic
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 12
Languages -
Challenge 12 (8,400 xp) Prof +4


Amorphous. The shadow can move through a space as narrow as 1” wide without squeezing.

Haste Vulnerability. If the slow shadow is targeted by a haste spell, it takes 8d6 force damage.

Shadow Stealth. When in dim light or darkness, the slow shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the slow shadow has disadvantage on attack rolls, ability checks and saving throws.

ACTIONS

Drain Speed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) necrotic plus 14 (4d6) cold damage, and the target must succeed on a DC 16 Constitution save or its speed is reduced by 10'. The target dies if this reduces its speed to below 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new slow shadow rises from the corpse 1d4 hours later.

REACTIONS

Bloodied Chill (recharges after a short or long rest). When the shadow becomes bloodied, each enemy within 15’ must make a DC 16 Con save, taking 21 (6d6) cold damage on a failure and half that on a success.

49. Use the following stat block for the trap:

Poison Gas Trap (CR 9): DC 25 Int (Investigation) check to locate, DC 25 Dex (thieves’ tools) check to disable; each creature in the room must make a DC 16 Con save, taking 44 (8d10) poison damage on a failure or half that on a success. A creature that fails also becomes poisoned for 1 hour and unconscious as long as it remains poisoned.

After 1 minute, a creature that failed its save must repeat the save, taking 44 (8d10) poison damage on a failure.

50. To enter the Shadow Vault, the following four spells must be cast: Lorloveim’s shadowy transformation, wall of shadows, project image, and shadow magic. See Appendix 3 for details on Lorloveim’s shadowy transformation, wall of shadows, and shadow magic.

When the room is blasted with negative energy, it does 10d6 necrotic damage to each living creature within and heals undead for a like amount. Living creatures can make a DC 16 Dex save for half damage.

Use the following stat block for the slow shadows.

Slow Shadow Chiller
Medium Undead, always chaotic evil
Armor Class 20
Hit Points 77 (14d8+14)
Speed 40 ft.

STR 6 (-2), DEX 20 (+5), CON 12 (+1),
INT 6 (-2), WIS 10 (+0), CHA 8 (-1)


Skills Stealth +8 (+11 in dim light or darkness)
Damage Vulnerabilities radiant
Damage Immunities cold
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing and slashing that isn't magic
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages -
Challenge 7 (2,900 xp) Prof +3


Amorphous. The shadow can move through a space as narrow as 1” wide without squeezing.

Shadow Stealth. When in dim light or darkness, the shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the slow shadow has disadvantage on attack rolls, ability checks and saving throws.

ACTIONS

Drain Speed. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) necrotic damage, and the target must succeed on a DC 12 Constitution save or its speed is reduced by 10'. The target dies if this reduces its speed to below 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new slow shadow rises from the corpse 1d4 hours later.

BONUS ACTIONS

Freezing Aura. Each creature within 10’ of the slow shadow takes 10 (3d6) cold damage.

Treasure: Change the contents of chest #4 to a potion of growth, a flask of oil of impact, a potion of fortitude, a scroll of enhance ability, a wand of magic missiles, a ring of water walking, a bead of force, slippers of spider climbing, and a tome of clear thought.

Opening chest #5 requires the creation of the adamantine lock and key with some kind of shadow magic. Spells like shadow conjuration and shades, both of which are lost to modern casters, would do the trick, as would some applications of nethermancy, should the party include a nethermancer. Otherwise, a creature can attempt to trick it open with a DC 40 Cha (Arcana) check, but a creature can’t try a second time unless its bonus increases.

Finding or recreating shadow conjuration or shades might be the basis of an entire adventure involving seeking lost lore from a place like the Bleak Academy or the Delphinate.

51. If a creature mentally contacts Kerzit, it must make a DC 19 Wis save, taking 6d8 psychic damage on a failure.

52. Deciphering Lyral’s shorthand requires a DC 17 Int (Investigation) check.

The safe’s locks each require a DC 30 Dex (thieves’ tools) check to open. Failing one check resets all the locks.

Use the following stat block for Lyral. When assessing her CR, assume that her Commander’s Strike adds 12 to her average damage output per round and that her Rain of Steel damages two creatures per round.

Lyral Zandrill
Medium Humanoid (Human), neutral evil
Armor Class 22 (chain +2 and shield +2)
Hit Points 170 (20d8+80)
Speed 30 ft.

STR 19* (+4), DEX 12 (+1), CON 18 (+4),
INT 14 (+2), WIS 10 (+0), CHA 16 (+3)
*15 (+2) without gauntlets


Saving Throws Str +9, Dex +2, Con +9, Int +3, Wis +5, Cha +4
Skills Athletics +8, Intimidation +7
Senses passive Perception 10
Languages Common, Gnoll
Challenge 12 (8,400 xp) Prof +4


Rain of Steel. While Lyral is armed with her Longsword and not incapacitated, she can choose to do 9 slashing damage to any creature that starts its turn within 5’.

Special Equipment. Lyral wears gauntlets of ogre power, chain mail +2, and an amulet of protection. She bears a shield +2 and wields a longsword +1. She bears two potions of superior healing, 120 pp, and a ring of keys to the doors to areas 41, 47 (but those doors are rusted shut anyway), and 52.

ACTIONS

Multiattack. Lyral makes three Longsword or Light Crossbow attacks, then uses Commander’s Strike.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80’/120’, one target. Hit: 5 (1d8+1) piercing damage.

Commander’s Strike. One creature that can hear or see Lyral within 90’ can use its reaction to make one weapon attack.

Tactical Command (recharges after a short or long rest). Up to three creatures Lyral can see that can see or hear her within 90’ can each use a reaction to shift 10’ to a space within reach of at least one enemy and make one weapon attack.

BONUS ACTIONS

Rend. If Lyral hits the same target with two Longsword attacks, she does an extra 13 (3d8) slashing damage to it. If she hits the same target with three Longsword attacks, she instead does an extra 27 (6d8) slashing damage to it.

REACTIONS

Lucky Shot. When Lyral misses with an attack, she rerolls that attack.

53. Use the veteran slayer stat block for the Seekers, but add the following items: 2 potions of greater healing, 20 pp, black surcoat with a blazon of a silver sun.

54. Uncovering the coffer requires a DC 20 Int (Investigation) check.

55. A creature that enters the room must make a DC 18 Wis save or become obsessed with the statue. If any other creatures enter the room, the victim is compelled to attack them. The effect lasts until the victim can’t see the statue or until a dispel magic is cast upon them, treating the effect as a 7th level spell.

A creature touching the statue has its hit points reduced by 6d10 at the end of each of its turns in which the contact persists. A creature obsessed with the statue can make a DC 18 Wis save when this happens; if it succeeds, the obsession ends.

56. Moldy Stone Door: AC 16, hp 60; immune to poison and psychic, damage threshold 10; Str (Athletics) check, DC 18, to force open.

See DMG 105 for details on brown mold.

57. The secret door into this room can be located with a DC 20 Int (Investigation) check.

The effects of the initial Int check made when the Purple Stone delves into the party’s minds are modified as follows:
  • A creature whose check is less than 5 must make a DC 20 Int save or be affected by feeblemind.
  • A creature who gains commune from a DC 15 check need not pay xp to use it.
The stone otherwise has the following stats: AC 16, hp 600, damage threshold 10, immune to poison damage. If threatened, it takes the following action on initiative count 30 each round.

Mass Feeblemind. The Purple Stone targets each creature of its choice within 15’ with a feeblemind spell (DC 20 Int save to resist).

If the Purple Stone is destroyed, award xp as if it were a CR 10 monster (5,900 xp).

Amulet of Protection
Wondrous item, uncommon

This amulet gives you a +1 bonus to saving throws.

Oil of Impact
Potion, very rare

This thick oil can be applied to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Pendant of Invisibility
Wondrous Item, rare (requires attunement)

This pendant consists of a diamond set on a silver chain and is worn around the neck. Up to three times per day, you can use it to cast invisibility on yourself.
 

KERZIT’S FANE

Typical Oak and Iron Door: AC 15, hp 80; immune to poison and psychic, damage threshold 10; Str (Athletics) check, DC 25, to force open. Where appropriate, locks require a DC 20 check to open.

Typical Reinforced Masonry Wall: AC 18, hp 180, immune to poison and psychic, damage threshold 15; Str (Athletics) check, DC 35, to break; climb DC 15.

For stats for colchiln demons, see the Appendix.

Colchiln Demon
Small Fiend (Demon, Tanar’ri), always chaotic evil
Armor Class 18 (natural armor)
Hit Points 114 (12d6+72)
Speed 20 ft.

STR 18 (+4), DEX 8 (-1), CON 22 (+6),
INT 8 (-1), WIS 12 (+1), CHA 10 (+0)


Skills Athletics +7, Perception +4, Stealth +2
Damage Resistances acid, cold, fire
Damage Immunities lightning, poison
Condition Immunities frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal
Challenge 7 (2,900 xp)Prof +3

Adamantine Claws. The colchiln’s claws are adamantine and do double damage to objects.

See Invisibility. The colchiln can see invisible creatures and objects.

ACTIONS

Multiattack. The colchiln makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) slashing plus 10 (3d6) poison damage.

Spellcasting. The colchiln casts one of the following spells, using Charisma as the spellcasting ability.

At Will- darkness, jump.

58. The glyph of warding is an explosive runes glyph that does 9d8 thunder damage when triggered (DC 19 Dex save halves).

59. In place of the potion of bull’s strength, the treasure includes a potion of fire giant strength.

61. Use the gnoll demoniac (MM25) stat block for the Claws of Yeenoghu. Remove the magic items listed in the text.

65. Use the following stat block for the advanced clay golem.

Clay Golem Chapel Guardian
Huge Construct (Golem), always neutral
Armor Class 16 (natural armor)
Hit Points 210 (20d12+80)
Speed 20 ft.

STR 23 (+6), DEX 9 (-1), CON 18 (+4),
INT 3 (-4), WIS 8 (-1), CHA 1 (-5)


Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities acid, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Gnoll
Challenge 15 (13,000 xp) Prof +5


Acid Absorption. When the golem would take acid damage, it instead regains hit points equal to the damage dealt.

Berserk. When the golem starts its turn bloodied, roll 1d6. On a 6, it goes berserk, attacking the nearest creature it can see. If no creature is near enough for the golem to move and attack, the golem attacks an object. Once berserk, the golem remains berserk until it is no longer bloodied.

Immutable Form. The golem is immune to any effect that would alter its shape.

Magic Resistance. The golem has advantage on saves against spells and other magical effects.

ACTIONS

Multiattack. The golem makes three Slam attacks, or four if it used Hasten this turn.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) bludgeoning plus 9 (2d8) acid damage, and the target’s maximum hit points decrease by an amount equal to the acid damage taken.

BONUS ACTIONS

Hasten (recharge 5-6). The golem Dashes and Disengages.

66. Use the following stat block for Torakian.

Torakian
Medium Fiend (Gnoll), chaotic evil
Armor Class 17 (breastplate)
Hit Points 204 (24d8+96)
Speed 30 ft.

STR 16 (+3), DEX 16 (+3), CON 18 (+4),
INT 12 (+1), WIS 8 (-1), CHA 18 (+4)


Saving Throws Dex +5, Con +5, Int +5, Wis +3, Cha +8
Skills Deception +8, Intimidation +8, Perception +3, Performance +12, Persuasion +10, Religion +5
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common, Gnoll
Challenge 11 Prof +4


Special Equipment. Torakian wears a mithral breastplate, a circlet of persuasion, a cloak of charisma, spell scroll (mirror image).

ACTIONS

Multiattack. Torakian makes two Abyssal Strike attacks. He can replace one Abyssal Strike with a use of Spellcasting.

Abyssal Strike. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one target. Hit: 25 (6d6+4) poison damage.

Spellcasting. Torakian casts one of the following spells, using Charisma as his spellcasting ability (save DC 16, +8 to hit with spell attacks).

At Will- Prestidigitation, vicious mockery.

2/day- charm person, cure wounds (2d8+4), detect magic.

1/day- Charm monster, confusion, dimension door, dispel magic, hold monster, shout, slow.

BONUS ACTIONS

Inspire Savagery (recharge 5-6). Each ally within 30’ that can hear or see Torakian gains advantage on attacks until the end of its next turn.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 8 (2d4+3) piercing plus 11 (2d10) poison damage.

REACTIONS

Cloak of Charisma (1/day). When Torakian fails a Cha check, he rerolls it. He must accept the result. If the initial check had advantage or disadvantage, so does the reroll.

For stats on the harp of charming, see Appendix 2.

Harp of Charming
Wondrous item, rare (requires attunement by a proficient creature)

If you play this harp for at least ten minutes, you can attempt to weave a suggestion spell into your music. You must make a DC 20 Charisma (harp) check to succeed; if you fail, you cannot attempt to use the harp's power again until you complete a short or long rest.

If you succeed, you can cast suggestion. The spell affects one creature that can hear the music and is within 60' of you if it fails a DC 13 Wisdom saving throw. A listener who has a passive Insight score of at least 15 realizes that you have woven an enchantment with your music, but otherwise, even the affected creature doesn't realize it.

You can attempt to weave a new suggestion into your music every ten minutes until you fail your Charisma (harp) check.

67.-68. Use the gnoll demoniac (MM25) stat block for the Claws of Yeenoghu. Remove the magic items listed in the Claws’ description.

69. It requires a DC 25 Str (Athletics) check to climb the pit.

A creature that reaches into the clog of refuse and rot at the bottom of the pit must make a DC 14 Con save or catch slimy doom. Each time an infected creature finishes a long rest, its hit point maximum is reduced by 2d8, and its hit point maximum can’t rise until the disease is cured. If its hit point maximum falls to 0, the creature dies as its organs liquify. The victim can repeat the save after its hit point maximum falls at the end of each long rest, ending the disease after two successful saves.

71. Discovering the colchilns’ treasure requires a DC 20 Int (Investigation) check. Replace the listed potions with a potion of hill giant strength and a potion of augury.

72. Use the following stat block for the Abyssal greater basilisk. Because of its ability to petrify without using an action, increase its effective damage output by 50% when assessing its Challenge Rating.

Abyssal Greater Basilisk
Large Fiend (Demon), always chaotic evil
Armor Class 20 (natural armor)
Hit Points 189 (18d10+90)
Speed 20 ft.

STR 22 (+6), DEX 8 (-1), CON 21 (+5),
INT 3 (-4), WIS 10 (+0), CHA 15 (+2)



Damage Resistances cold, fire, poison; bludgeoning, piercing, and slashing that isn’t magic

Senses darkvision 60 ft., passive Perception 10

Languages understands Abyssal but can’t speak

Challenge 12 (8,400 xp) Prof +4
-

Petrifying Gaze. When a creature that can see the basilisk's eyes starts its turn within 30 ft. of the basilisk, the basilisk can force it to make a DC 14 Con save if the basilisk isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming pterified on a failure or ending the effect of a success.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the basilisk sees itself reflected on a polished surface within 30 ft. of it and in an area of bright light, the basilisk must make this save.

ACTIONS

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6+6) piercing plus 22 (5d8) poison damage, and if the target is Good, it takes an additional 18 (4d8) necrotic damage.

74. Use the veteran slayer stat block for the cultists, adding 2 potions of greater healing to each cultist’s possessions.

75. Finding the secret door requires a DC 20 Int (Investigation) check.

Silver Door: AC 15, hp 30; immune to poison and psychic, damage threshold 8; Str (Athletics) check, DC 25, to force open.

78. Use the veteran slayer stat block for the cultists, adding 2 potions of greater healing to each cultist’s possessions.

80. The door is locked with both an arcane lock and a mundane lock (DC 20 Dex (thieves’ tools) check to open the mundane lock).

Vodare is a bitter brown powder. When a creature inhales a dose, it gains advantage on saves against effects that include the frightened condition and has disadvantage on Charisma checks for 1d4 hours. However, the powder is highly addictive and requires a DC 13 Wis save to avoid having to have another dose within 4 hours, or the user becomes irritable, cranky, and unhappy and suffers disadvantage on all attacks, saves, and checks until it completes a long rest, whereupon it repeats the save, ending the effect on a success or continuing to suffer on a failure. It remains addicted until it succeeds on the save.
 
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81. Use the following stat block for Shryg. When assessing her CR, increase her effective hps by 10% to account for her Eldritch Deflection reaction option.

Shryg, Eldritch Knight
Medium Humanoid (Human), chaotic evil
Armor Class 24 (Elven chainmail, defensive fighting style, and battlemage stance)
Hit Points 176 (27d8+54)
Speed 30 ft.

STR 12 (+1), DEX 20 (+5), CON 14 (+2),
INT 18 (+4), WIS 18 (+4), CHA 8 (-1)


Saving Throws Str +6, Dex +10, Con +7, Int +9, Wis +9, Cha +4
Skills Arcana +9, Insight +9, Investigation +9
Senses passive Perception 14
Languages Common, Abyssal, Gnoll
Challenge 16 (15,000 xp) Prof +5


Battlemage Stance. While she’s not incapacitated or surprised, Shryg gets a +6 bonus to AC.

Contingency. If Shryg would take fire damage, she is affected by protection from fire.

Special Equipment.
Shryg wears elven chainmail and gloves of quick manipulation. She has a wand of fireballs and a wand of magic missiles, and she wields a pair of matched daggers +2.

ACTIONS

Multiattack. Shryg makes four Dagger melee attacks. Alternatively, she can make two Dagger ranged attacks. In either case, she can use Spellcasting in place of one attack.

Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4+7) piercing damage.

Spellcasting. Shryg casts one of the following spells, using Intelligence as her spellcasting ability (save DC 17, +9 to hit with spell attacks).

At Will- Light, prestidigitation.
1/day- dimension door, gaseous form, rope trick, wall of fire.
2/day- detect magic, hold person, invisibility, lightning bolt, spider climb.

REACTIONS

Eldritch Deflection. When an attack hits her, Shryg gains resistance to the damage of that attack.

Power Sink (2/day). When Shryg sees a spell within 60’ being cast, she counters it unless its caster expends another spell slot of a level no lower than one level lower than the one used to cast it initially.

Shryg’s treasure is locked with both arcane lock and a mundane lock (DC 25 Dex (thieves’ tools) check to open). Her spellbook includes the spells she can cast plus the following: arcane lock, nail in the heel, sending, power sink, contingency.

Gloves of Quick Manipulation
Wondrous item, uncommon (requires attunement)

These magical gloves allow you to interact with the environment for free one extra time per round.

Nail in the Heel
2nd-level transmutation (bard, cleric, paladin, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 60'
Components: V, S, M (a nail)
Duration: 1 minute

Choose up to three creatures you can see in range. Each of those creatures takes 1d8 piercing damage and must make a Constitution save or have its speed reduced by half for the duration.

Power Sink
4th-level abjuration (sorcerer, wizard)
Casting Time: 1 reaction, which you take when you see a creature in range cast a spell
Range: 60'
Components: V, S, M (a chunk of lead)
Duration: Instantaneous

You counter the triggering spell unless its caster expends another spell slot of a level no lower than one level lower than the one used to cast it initially.

83. Use the following stat block for the three torturers. When assessing their CR, assume they use Sadistic Recovery once and increase their effective hit points by 20% because of their Uncanny Dodge reaction option.

Korian, Lesiter, and Drueth
Medium Humanoid (Human), chaotic evil
Armor Class 16 (leather armor)
Hit Points 169 (26d8+52)
Speed 30 ft., climb 30 ft.

STR 12 (+1), DEX 18 (+4), CON 14 (+2),
INT 14 (+2), WIS 8 (-1), CHA 12 (+1)


Saving Throws Str +6, Dex +9, Con +7, Int +7, Wis +4, Cha +6
Skills Deception +6, Intimidation +6, Insight +4, Investigation +7
Senses passive Perception 9
Languages Common, Abyssal, Gnoll
Challenge 15 (13,000 xp)Prof +5


Sneak Attack (1/turn). If the torturer hits a creature that it has advantage against, or if the target has another enemy within 5' of it and that enemy isn’t incapacitated, the torturer can deal an extra 28 (8d6) damage.

Special Equipment. Each of the torturers has 5 doses of serpent venom.

ACTIONS

Multiattack. The torturer makes four Dagger attacks and can move 5’ between each attack.

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) piercing plus 7 (2d6) poison damage, and the target must make a DC 15 Con save or be poisoned for 1 minute (save ends).

BONUS ACTIONS

Cunning Action. The torturer Dashes, Disengages, or Hides.

REACTIONS

Sadistic Recovery. When the torturer bloodies or drops a creature, the torturer regains 40 hit points and makes a save against each ongoing effect it has.

Uncanny Dodge. When an attack hits the torturer, it takes half damage.

The victims here include Rollo, a Seeker guard (use the veteran slayer stat block), Aan’achi, a githyanki priest, and Rexus Kirian, a commoner strapped to the table

84. The treasure here hlds a ring of protection, spell scrolls (cure wounds (4d8) and dimensional anchor), chain mail armor of inspired defense, and a cloak of translocation.

Armor of Inspired Defense
Armor (any), uncommon

While you wear this armor, if you spend your inspiration, even to give it to another creature, you gain resistance to all damage until the end of your next turn.

Cloak of Translocation
Wondrous item, uncommon

When you teleport, you gain a +2 bonus to AC and saves until the end of your next turn.

86. Use the following stat block for the rager varrangoin.

Rager Varrangoin Lurking Guardians
Medium Fiend (Varrangoin), always chaotic evil
Armor Class 17 (natural armor)
Hit Points 120 (16d8+48)
Speed 20 ft., fly 50 ft.

STR 20 (+5), DEX 15 (+2), CON 16 (+3),
INT 13 (+1), WIS 11 (+0), CHA 10 (+0)


Skills Athletics +9, Perception +4, Stealth +6
Damage Resistances acid, cold, fire, lightning
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 14
Languages Varrangoin, Abyssal
Challenge 10 (8,400 xp) Prof +4


Reckless. At the start of its turn, the varrangoin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

ACTIONS

Multiattack. The varrangoin makes two Claw attacks, one Bite attack, and one Tail Sting attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) piercing damage plus 13 (3d8) poison damage, and the target must make a DC 16 Con save or have its speed reduced by 10’ and lose its reaction for 1 minute (save ends).

Spellcasting. The varrangoin casts one of the following spells, using Intelligence as the spellcasting ability.
2/day- Dispel magic.

BONUS ACTIONS

Rend. If the varrangoin hit the same target with both claw attacks this round, it does an extra 10 (3d6) slashing damage to the target.

REACTIONS

Uncanny Dodge. When an attack hits the varrangoin, it takes half damage.

Treasure: The varrangoin’s treasure includes the following magic items: a ring of combat prowess, a set of vambraces of lethality, 4 blocks of incense of meditation, a potion of water breathing, and a potion of agility.

Incense of Meditation
Wondrous item, very rare

This incense is usually found in groups of 2d4 blocks. When you meditate for 1 hour while within 20' of a burning block, any cleric spells you cast until the next time you complete a short or long rest are enhanced. During that time, saving throws against your cleric spells have disadvantage, any healing spell you cast restores the maximum number of hit points, and you have advantage on the spell attacks of your cleric spells.

Potion of Agility
Potion, rare

When you drink this potion, your Dexterity becomes 18 for 1 minute.

Ring of Combat Prowess
Ring, rare (requires attunement)

A magical ring of this type empowers you in combat. It grants you the following benefits.

  • Opportunity attacks against you have disadvantage.
  • You can move through the space of enemies in combat, though you still treat them as difficult terrain and provoke opportunity attacks normally.
  • Once per round on your turn, if you reduce an enemy to 0 hit points with a melee weapon attack, you can apply any damage exceeding what it took to reduce it to 0 hit points to another target within 5' of both you and the original target. You must make another attack roll against the secondary target, and no additional effects apply against it (only the damage that carried over).
Vambraces of Lethality
Wondrous item, uncommon

Crafted from steel and black leather, these vambraces increase the severity of critical hits you inflict with weapon attacks by 1d8.

87. Use the following stat block for the rukarazyll.

Rukarazyll Murderer
Large Plant (Earth), always chaotic evil
Armor Class 16
Hit Points 190 (20d10+80)
Speed 70 ft., climb 50 ft.

STR 6 (-2), DEX 22 (+6), CON 19 (+4),
INT 18 (+4), WIS 17 (+3), CHA 18 (+4)


Skills Deception +9, Insight +8, intimidation +9
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 13
Languages Terran, Common
Challenge 14 (11,500 xp) Prof +5


Evasion. When the rukarazyll makes a Dexterity save for half damage, it takes no damage on a successful save and half damage on a failure.

Smell Goodness. The rukarazyll can smell Good creatures and objects within 30’ and can tell where the smell is coming from.

ACTIONS

Multiattack. The rukarazyll makes four Tendril attacks. It can use Spellcasting to cast a spell it can cast at will in place of one attack.

Tendril. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must make a DC 17 Constitution save or become infected by a rotting fungus that causes ongoing 11 (2d10) necrotic damage (save ends).

If the ongoing necrotic damage reduces a creature to 0 hit points, it dies, and its body transforms into a pile of fungus that lives for 2d6 weeks. The creature can't be returned to life while the fungus lives, but the fungus can be destroyed by dealing 5 cold, fire, poison, or radiant damage to it.

Spit Ooze (recharges on a short or long rest). The rukarazyll spits out a gray ooze in an unoccupied space within 60'.

Wall of Thorns (6th level spell) (1/day). The rukarazyll creates a wall of brush bristling with thorns within 120'. The wall can be up to 60' long, 10' high, and 5' thick or a circle that has a 20' diameter and is up to 20' high and 5' thick. The wall blocks line of sight. It remains as long as the rukarazyll concentrates on it, up to 10 minutes.

When the wall appears, each creature in its area must make a DC 17 Dex save, taking 31 (7d8) piercing damage on a failure or half that on a success. Moving through the wall costs 4' of movement for each foot moved.

The first time a creature enters the wall on a turn or ends its turns there, it must make a DC 17 Dex save, taking 31 (7d8) slashing damage on a failure or half that on a success.

Spellcasting. The rukarazyll casts one of the following spells, using Charisma as the spellcasting ability (save DC 17), requiring no components.
At will- alter self, blur, darkness, detect magic, dimension door, entangle, plant growth
3/day- Polymorph (self only).

88. Use the warlock of the fiend (MMM) stat block for the clerics of Kerzit.

89. Anyone who breathes the smoke must make a DC 12 Con save or become poisoned for 1 minute, whereupon it must repeat the save, continuing the effect for another minute on a failure. A creature that makes its save is immune to this effect for 24 hours.

90. The room is under a profane enchantment that has the following effects.
  • Good creatures have a disadvantage on attacks.
  • Creatures have advantage on saves against effects created by Good creatures.
  • Creatures in the room can’t be charmed or frightened.
  • Summoned creatures can’t physically touch creatures in the room.
  • Undead in the room have advantage on saves against being turned.
  • If an evil creature falls to 0 hit points in the room, it instead falls to 1 hit point. It can’t benefit from this ability again until it completes a long rest.
This encounter potentially includes the following creatures:
  • One nabassu demon (MMM).
  • 12 cultists (use the veteran slayer stat block).
  • 4 or 6 clerics of Kerzit (use the warlock of the fiend (MMM) stat block).
  • 6 Claws of Yeenoghu (use the gnoll demoniac (MM25) stat block).
  • Torakian (see area 66).
  • Lyral Zandrill (see area 52).
  • Shryg (see area 81).
  • Yug-Anark (see area 36).
Ad Hoc XP Award: When awarding xp for this room, give an extra 20% due to the evil enchantment on the chamber.

96. The dagger is a feykiller dagger.

Feykiller
Weapon (any), very rare (requires attunement)

This cold iron weapon has a +2 bonus to hit and damage. If you hit a fey with it, you deal an extra 1d10 damage. Moreover, as long as you remain attuned to this weapon, fey cannot magically charm you or put you to sleep.

98. Use the following stat block for Kerzit.

Kerzit the Guardian
Large Fiend (Demon, Tanar’ri), chaotic evil
Armor Class 18 (natural armor)
Hit Points 252 (24d10+120)
Speed 30 ft.

STR 24 (+7), DEX 16 (+3), CON 20 (+5),
INT 14 (+2), WIS 22 (+6), CHA 24 (+7)


Saving Throws Dex +x, Int +x, Wis +x, Cha +x
Skills Arcana +6, Athletics +13, Intimidation +13, Perception +12
Damage Resistances acid, cold; bludgeoning, piercing, and slashing that isn’t magic
Damage Immunities fire, lightning, poison
Condition Immunities poisoned
Senses darkvision 120 ft., truesight 60 ft., passive Perception 22
Languages Abyssal, telepathy 100’
Challenge 18 (20,000 xp) Prof +6


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

Magic Weapons. Kerzit’s weapon attacks are magical.

Awful Aura. Within 10’ of Kerzit, radiant damage does half damage, and Good creatures have disadavantage on saves.

ACTIONS

Multiattack. Kerzit makes one Bite attack, two Tentacle attacks, and two Claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8+7) piercing plus 10 (3d6) poison damage, and the target must succeed on a DC 21 Con save or be poisoned for 1 minute (save ends).

Tentacle. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 11 (1d8+7) bludgeoning damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (1d10+7) slashing damage, plus ongoing 4 (1d8) necrotic damage (DC 21 Con save ends). While the target is taking this ongoing damage, it can’t regain hit points, but the effect ends early if the target would regain hit points.

If Kerzit hits the same target with both Claws on the same turn, it does an extra 16 (3d10) slashing damage.

Awful Blast. Kerzit fills a 30’ cube with unholy energy. Each creature in the area must make a DC 21 Wis save, taking 45 (10d8) psychic damage and being poisoned for 1 minute on a failure or taking half damage only on a success.

Spellcasting. Kerzit casts one of the following spells, using Charisma as the spellcasting ability (save DC 21), requiring no components.

At will- darkness, detect magic, telekinesis.
1/day- greater teleport, heal, weird.

BONUS ACTIONS

Teleport (recharge 4-6). Kerzit teleports up to 120’ to a space it can see.

Treasure: See Appendix 2 for details on the Tome of the Black Heart.


Tome of the Black Heart
Wondrous iitem, artifact

This book was written by several evil magi, whose lived thousands of years ago in the original Delphinate. Its subsequent history is unknown until it fell into Eli Tomorast’s hands.

The book is written in Abyssal, but its words are couched in arcane metaphor and deep theory; only a creature capable of casting 6th level spells can comprehend it or make use of its powers. The book is filled with vile rituals.

Pages 1-12 describe the calling of the guardian demon Kerzit, requiring 10,000 gp in crushed black pearls, the sacrifice of an intelligent Humanoid, and two weeks of preparation and meditation. Appropriate vestments must be worn (see area 96), and the words, “Kerzit the mighty! Kerzit the strong! Kerzit the guardian! Kerzit!! Kerzit!! Kerzit!!” must be chanted. This chant protects the conjurer from Kerzit’s attacks. This ritual requires 10 minutes, at the end of which time Kerzit appear in a burst of putrescent black smoke. He is immediately bound to the area in which he was summoned, which can be as large as a 1,000’ cube. Until this ritual is performed correctly, the other rituals in the tome won’t function.

Pages 13-50 record the history of the tome. Tomorast has faithfully updated it.

Pages 51-120 describe the making of a special iron golem identical to the one found in area 22. Assembling the body requires six months of intensive work and 200,000 gp in raw materials and arcane components. The ritual that animates it can be performed but once a year.

Pages 121-200 describe the construction of the Dagger Obelisk. This takes three months and requires 30,000 gp in religious components. The ritualist or their assistants must cast teleport and plant growth and crush a 5,000 gp sapphire. Once complete, the Dagger Obelisk functions as a +3 dagger. Its primary function is, when thrust into fertile ground up to its hilt, the dagger causes a green, spiraling, 30’ by 8’ plant stalk that rises in front of the user. This is a portal to the Lost City of the Elders, and creating it destroys the dagger.

Pages 201-268 cover the names of four spirits that can provide information about other planes. The book doesn’t allow their summoning, but if a spell that contacts, calls, or summons one of these creatures is used while the caster uses the tome as a focus, that spell is upcast three levels for free and the entities have disadvantage on any applicable saves.

Rar-Tum is a spirit of the Elemental Chaos, appearing as an admixture of all four classical elements.

Kesh-Gurh is a spirit of the Para-Elemental Planes, appearing as flowing dust filled with ice, heat, and vapor.

Sha-Dun is a spirit of the Shadowfell, appearing as a 10’ high shadow.

Mezzik is a spirit of the Demiplane of Knowledge Concerning the Abyss and Carceri. It is an imp with the ability to shapechange into a vrock once per day.
 

THE STATUARY

BEFORE RUNNING THIS LEVEL: Make copies of the handouts on pg 89 of Dungeon 112.

Typical Iron Door: AC 18, hp 120; immune to poison and psychic, damage threshold 12; Str (Athletics) check, DC 30, to force open.

Typical Masonry Wall: AC 18, hp 90, immune to poison and psychic, damage threshold 15; Str (Athletics) check, DC 30, to break; climb DC 15.

Guardian Shields: These work basically as described. The save DC is 21.

The weakness effect forces each creature within 60’ to make a Con save or lose 3d6 points of Str. This can be recovered normally.

99. A DC 10 Wis (Survival) check will discern the details about the tracks. Following them through area 100 requires a DC 20 Wis (Survival) check.

100. For every hour spent examining the pillars, a creature can make a DC 25 Int (Investigation) or a DC 30 Int (Arcana) check to find one of the pieces of information listed.

The winged figure symbol is instead linked to Seclaidra.

101. Discovering the secret doors requires a DC 25 Int (Investigation) check. The stairs up lead to area 1 of the Chamber of Antiquities (Dungeon 124).

103. The secret door requires a DC 25 Int (Investigation) check to find.

104. Modify the effects of touching the three headed statue as follows:

C: The creature’s current and maximum hps rise by 10 for 8 hours. It also gets a +1 bonus to its save DCs and attack rolls for 8 hours.

D: The creature gets +1 on saves until it completes a long rest.

Use the archmage (MM24) stat block for Nahguud, noting that he is also a Maurid (which doesn’t change his stat block but does affect how he interacts with the rest of the level). To his stat block, add diary fragment 1.

Trap: The trap on the stairs can be found with a DC 25 Int (Investigation) check and disabled with a DC 30 Dex (thieves’ tools) check.

See Appendix 2 for the Eye of the Elder.

Eye of the Elder
Wondrous item, artifact (requires attunement)

The Eye of the Elder is an ancient artifact that looks like a green crystal ball. It radiates green light equal to a candle. Its history is obscure and is said to be tied to gods now forgotten.

The Eye of the Elder functions as a crystal ball that imparts see invisibility, detect thoughts, telepathy, and true seeing to the wielder while scrying with it. While its owner sleeps, a large white eye shot through with yellow roams within the crystal, stopping at times to gaze upon the sleeper if he is nearby.

The owner must make a DC 20 Wis save each month or spend 1d4 days in a “forever search”. The scryer has no idea what he seeks, but the compulsion to scry upon things seemingly unrelated is so strong that they continue to use the Eye for 1d4 days without sleep, food, or drink.

Once per month, the owner may attempt to make a DC 25 Int (Arcana) check while scrying with the Eye. Success imparts two command words in the user’s mind. After a word is used, it is lost and can’t be regained for a month, when the owner can attempt another Int (Arcana) check. The two words, and their effects, are:
  • Maw (Form): The user can spontaneously cast any Transmutation spell they know (if a spontaneous caster) or have prepared. The spell has double the normal duration.
  • Kus (Power): The user can cause a spell they cast to have two of the following modifications.
    • If it targets a number of creatures, it targets one extra creature.
    • Its range is doubled.
    • Its duration is doubled.
    • Its damage increases by 2 points per die.
    • If it requires concentration, it lasts one round after your concentration ends.
    • Its save DC increases by 1.
    • You have advantage on any spellcasting ability checks called for by the spell.
105. Statue set A- the second statue’s secret compartment can be found with a DC 15 Int (Investigation) check.

Statue set B- the second statue’s secret compartment can be found with a DC 17 Int (Investigation) check.

Statue st E- the first statue’s secret compartment can bbe found with a DC 12 Int (Investigation) check.

Use the following stat block for the yuan-ti anathema.

Yuan-Ti Anathema Ambusher
Huge Monstrosity, neutral evil
Armor Class 21 (natural armor)
Hit Points 284 (27d12+100)
Speed 40 ft., climb 40 ft., swim 40 ft.

STR 23 (+6), DEX 13 (+1), CON 19 (+4),
INT 19 (+4), WIS 17 (+3), CHA 20 (+5)


Skills Perception +11, Stealth +5
Damage Resistances acid, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 21
Languages Abyssal, Common, Draconic, Yuan-Ti
Challenge 18 (20,000 xp) Prof +6


Fantastic Ambusher. The anathema has advantage on initiative rolls. If it hits a creature that hasn’t yet taken its first turn, it deals an extra 13 (3d8) damage with each attack.

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

Ophidiophobia Aura. Any creature of the yuan-ti’s choice other than a snake or yuan-ti that starts its turn within 30’ must make a DC 17 Wis save or become frightened of snakes and yuan-ti (save ends). If the target makes its save or the effect ends for it, the target is immune to this anathema’s aura for 24 hours.

Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

ACTIONS

Multiattack. The anathema makes two Claw attacks and one Flurry of Bites attack.

Claw (anathema form only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (2d6+6) slashing plus 11 (2d10) acid damage.

Flurry of Bites (anathema form only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (6d6+6) slashing plus 28 (8d6) poison damage.

Constrict (snake form only). Melee Weapon Attack: +12 to hit, reach 15 ft., one Large or smaller creature. Hit: 33 (5d10+6) bludgeoning plus 21 (6d6) acid damage, and the target is grappled (escape DC 18). While grappled, the target is restrained, and it takes 33 (5d10+6) bludgeoning plus 21 (6d6) acid damage at the start of each of its turns. The anathema can constrict only one creature at a time.

Spellcasting (anathema form only). The anthema casts one of the following spells, using Charisma as the spellcasting ability (save DC 19):

At will- animal friendship (snakes only).

3/day- darkness, entangle, fear, polymorph, suggestion.

BONUS ACTIONS

Change Shape. The anathema changes into a Huge constrictor or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

106. If a creature steps on the moon portion of the fresco is stepped on, a DC 10 Wis (Perception) check detects the grinding noise.

107. Use the lich (MM14) stat block of Aeltoqq with the following changes.
  • His Hit Points are 77 (14d8+14).
  • His ability scores are Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha is 20 (+5).
  • His save bonuses are Con +6, Int+7, Wis +7.
  • His skill bonuses are Arcana +13, Deception +9, History +7, Insight +7, Perception +7, Persuasion +9.
  • His save DCs are 18.
  • He has no 8th or 9th level spell slots or spells prepared.
  • His proficiency bonus is +5.
  • He is CR 16 (15,000 xp).
  • His lair action that calls forth the spirits of the dead does only 26 (5d8+4) necrotic damage.
  • He has two scrolls that each allow him to summon one bebelith demon. (These are Maurid items.)
108. A DC 10 Int (Arcana) check reveals the glyphs as symbols representing fortification.

Treasury Room Door: AC 18, hp 120; immune to poison and psychic, damage threshold 12; Str (Athletics) check, DC 35, to force open; DC 30 Dex (thieves’ tools) check to open the lock.

Treasure: The chest is bolted to the ground; DC 25 Str (Athletics) check to break it free. Swap the listed scrolls for spell scrolls of summon monster, polar ray, and transfix.

109. The yellow orb reduces the target’s maximum hit points by 22 (4d10), recovering after a long rest.

110. Use the following stat block for the Evil Face.

The Evil Face
Large Construct (Maurid), chaotic evil
Armor Class 18 (natural armor)
Hit Points 156 (24d10+24)
Speed 0 ft.

STR 22 (+6), DEX 1 (-5), CON 13 (+1),
INT 20 (+5), WIS 16 (+3), CHA 24 (+7)


Skills Deception +12, History +10, Insight +8, Intimidation +12, Perception +8, Persuasion +12
Damage Resistances bludgeoning, piercing, and slashing that isn’t adamantine or magic
Damage Immunities acid, cold, fire
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 18
Languages Common, Abyssal, Draconic, Infernal, Terran
Challenge 13 (10,000 xp) Prof +5


ACTIONS

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6+6) piercing damage.

Fire Breath (recharge 5-6). The face exhales a 50’ cone of fire. Each creature in the cone must make a DC 14 Dex save, taking 55 (10d10) fire damage on a failure or half that on a success.

Poison Breath (recharge 5-6). The face exhales a 50’ cone of gas. Each creature in the cone must make a DC 14 Con save, taking 55 (10d10) poison damage on a failure or half that on a success.

BONUS ACTIONS

Change Shape. The face changes its visage into that of Aeltoqq, Afelbain, a red dragon, a green dragon, Roweenah, a gnome, an elf, an orc, a troll, or a skeleton. When it does so, it regains 24 (5d8+2) hit points.

111. Use the sword saint stat block for the ancient mercenaries.

112. Use the following stat block for the trolls.

Troll Archer
Large Giant (Maurid), chaotic evil
Armor Class 18 (natural armor)
Hit Points 189 (18d10+90)
Speed 30 ft.

STR 18 (+4), DEX 18 (+4), CON 20 (+5),
INT 7 (-2), WIS 13 (+1), CHA 7 (-2)


Saving Throws Int +2, Wis +5, Cha +2
Skills Athletics +8, Perception +5, Stealth +8, Survival +5
Senses darkvision 60 ft., passive Perception x
Languages Giant
Challenge 12 (8,400 xp) Prof +4


Regeneration. The troll regains 10 hit points at the start of its turn. If it takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn at 0 hit points and doesn't regenerate.

ACTIONS

Multiattack. The troll makes one Bite and two Claw attacks or three Longbow attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

Longbow. Ranged Weapon Attack: +8 to hit, range 150’/600’, one target. Hit: 13 (2d8+4) piercing plus 3 (1d6) poison damage.

BONUS ACTIONS

Hunter’s Mark (3/day). The troll marks one creature it can see within 90’. For as long as it concentrates, up to 1 hour, the troll does an extra 10 (3d6) damage when it hits the target, and it has advantage on checks to perceive or track the target.

REACTIONS

Disrupting Shot (1/day). When a creature the troll can see makes an attack, the troll makes one Longbow attack against that creature. If the troll hits, in addition to dealing normal damage, the triggering attack has disadvantage.
 

115. A DC 20 Int (Investigation) check uncovers the folio.

If the liquid inside the vat is exposed to fire or lightning, it explodes, doing 20d6 fire damage to everything in the room. Each creature in the room can make a DC 18 Dex save, taking half damage on a success.

Crystal Vat: AC 10, hp 30, immune to poison and psychic damage, vulnerable to thunder damage.

Use the following stat block for the two-headed giant.

Two-Headed Giant
Huge Giant, chaotic evil
Armor Class 17 (natural armor)
Hit Points 212 (17d12+102)
Speed 30 ft.

STR 25 (+7), DEX 9 (-1), CON 23 (+6),
INT 10 (+0), WIS 14 (+2), CHA 13 (+1)


Saving Throws Dex +4, Con +11, Cha +6
Skills Athletics +12, Perception +7
Damage Immunities cold, fire
Senses darkvision 60 ft., passive Perception 17
Languages Giant
Challenge 13 (10,000 xp) Prof +5


Two Heads. The giant has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

ACTIONS

Multiattack. The giant makes four Giant Club attacks.

Giant Club. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) bludgeoning plus 5 (1d10) fire damage.

Fire Breath (recharge 5-6, maximum of 5/day): The giant breaths fire in a 20’ cone. Each creature in the area must make a DC 17 Dex save, taking 35 (10d6) fire damage on a failure or half that on a success.

Frost Breath (recharge 5-6, maximum of 5/day): The giant breaths frost in a 20’ cone. Each creature in the area must make a DC 17 Dex save, taking 35 (10d6) cold damage on a failure or half that on a success.

REACTIONS
Catch Missile. If a missile larger than a spear, such as a giant’s rock or a siege weapon’s ammuntion, would hit the giant, the giant catches the weapon, taking no damage.

Treasure: See Appendix 2 for Afelbain’s Gems.

116. Finding the box in the corner requires a DC 25 Int (Investigation) check.

The elixer of dragonbreath allows the drinker to breathe a 40’ cone of fire that does 8d6 fire damage. Each creature in the cone can make a DC 17 Dex save, taking half damage on a success.

The elixir of superheroism grants the drinker a permanent +1 bonus to its proficiency bonus.

117. The carvings on the walls depict the Delphinate.

Use the following stat blocks for Eli Tomorast, Nornuk, and Vlarda.

When assessing Nornuk’s challenge rating, increase his hit points by 25% to account for his Uncanny Dodge reaction.

Eli Tomorast
MedIum Humanoid (Human), chaotic evil
Armor Class 22 (mage armor plus fiendish claws)
Hit Points 161 (17d8+85)
Speed 30 ft.

STR 16 (+3), DEX 19 (+4), CON 20 (+5),
INT 22 (+6), WIS 16 (+3), CHA 13 (+1)


Saving Throws Str +9, Dex +10, Int +12, Wis +9, Cha +7
Skills Arcana +18, Investigation +12
Senses darkvision 60 ft., passive Perception 13
Languages Understands all languages due to permanent comprehend languages; speaks Common, Abyssal, Draconic, Gnoll, Undercommon
Challenge 17 (18,000 xp) Prof +6


Arcane Sight. Eli can see magic within 90’ and automatically knows what school (if any) it is from. He can also see a glowing aura around any creature that can cast a spell within 90’, even if it is out of spell slots or otherwise unable to cast at the moment.

Contingency. If Eli is subjected to a hostle enchantment, transmutation, a curse, or petrification, a limited wish ends the effect.

Fiendish Claws. Eli’s hands have been replaced by demonic claws. While he’s not incapacitated, he gains a +5 bonus to AC.

Special Equipment. Eli wears a ring of wizardry and boots of speed. He bears a Heward’s handy haversack, a total of 14 spell scrolls (tongues, teleport, illusory wall, geas, and 10 scrolls of identify), and 4 potions of supreme healing.

ACTIONS

Multiattack. Eli makes three Fiendish Claw attacks. He can replace one attack with a use of Spellcasting or with drinking a potion.

Fiendish Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d12+3) slashing damage plus 16 (3d10) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken.

If Eli hits the same target with two Claw attacks on the same turn, the target must make a DC 19 Con save, becoming paralyzed for 1 minute (save ends) on a failure.

Spellcasting. Eli casts one of the following spells, using Intelligence as the spellcasting ability (save DC 20, +12 to hit with spell attacks).

At Will- Light, mage hand, prestidigitation.

5
/day- magic missile.

2/day- confusion, dimension door, dispel magic, expeditious retreat, feather fall, fireball, fly, invisibility, knock, lightning bolt, major image, mirror image, web.

1/day- a score of eyes, banishment (3 creatures), charm monster, disintegrate, lightning bolt (7th level; 12d6), path of ruin, polar ray, time stop, wall of force, wall of shadows, wall of ice.

BONUS ACTIONS

Boots of Speed. Eli clicks his heels together. For up to 10 minutes, his speed doubles and opportunity attacks made against him have disadvantage.

Clasp Hands. Eli clasps his demonic hands, gaining an additional +5 to AC until the start of his next turn. During this time, he can’t cast spells with somatic components.

Snap. Eli snaps the fingers on his left hand. For as long as he concentrates, up to 1 minute, he has advantage on ranged spell attacks.

Whoa There! While benefitting from his boots of speed, Eli clicks his heels together to end the effect, preserving the remaining duration until he uses them again.

REACTIONS

Counterspell (3/day) (4<strong>th</strong> level spell). When Eli sees a spell being cast within 60’, he counters the spell if the spell is 4th level or lower. Otherwise, Eli makes an Int check with a DC of 10 + the spell’s level, and if it succeeds, the spell is countered.

Nornuk
Medium Humanoid (Human), chaotic neutral
Armor Class 21 (studded +3)
Hit Points 77 (14d8+14)
Speed 30 ft.

STR 13 (+1), DEX 22 (+6), CON 13 (+1),
INT 14 (+2), WIS 12 (+1), CHA 8 (-1)


Saving Throws Str +6, Dex +11, Con +5, Int +7, Wis +6, Cha +4
Skills Acrobatics +11, Athletics +6, Invstigation +7, Perception +6, Sleight of Hand +11
Senses passive Perception 16
Languages Common, Abyssal, Draconic
Challenge 14 (11,500 xp)Prof +5


Evasion. If Nornuk is subjected to an effect that allows him to make a Dex save for half damage, he instead takes no damage on a successful save or half damage on a failure, provided he isn't incapacitated.

Sneak Attack (1/turn). If Nornuk hits a creature that he has advantage against, or if the target has another enemy within 5' of it and that enemy isn’t incapacitated, Nornuk can deal an extra 24 (7d6) damage.

Special Equipment. Nornuk wears studded leather +3 and boots of elvenkind. He wields a witchslayer rapier. He carries 2 potions of superior healing.

ACTIONS

Multiattack. Nornuk makes three attacks. He can drink a potion in place of one attack.

Witchslayer Rapier. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) piercing damage plus 7 (2d6) psychic damage if the target can cast a spell.

Shortbow. Ranged Weapon Attack: +11 to hit, range 80’/320’, one target. Hit: 9 (1d6+6) piercing damage.

BONUS ACTIONS

Cunning Action. Nornuk Dashes, Disengages, or Hides.

REACTIONS

Uncanny Dodge. When an attack hits Nornuk, that attack does half damage.

Vlarda
Medium Humanoid (Human), chaotic neutral
Armor Class 25 (plate +3 and shield +2)
Hit Points 119 (14d8+56)
Speed 30 ft.

STR 20 (+5), DEX 10 (+0), CON 19 (+4),
INT 8 (-1), WIS 12 (+1), CHA 13 (+1)


Saving Throws Str +10, Dex +5, Con +9, Int +4, Wis +5, Cha +5
Skills Intimidation +6
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 14 (11,500 xp) Prof +5


Ebon Curse. Chaotic Evil creatures automatically succeed on Investigation or Perception checks to find or notice Vlarda.

Striding and Springing. Vlarda can jump three times the normal distance and her speed isn’t reduced if she is encumbered or wearing heavy armor.

Special Equipment. Vlarda wears full plate +3, a shield +2, a ring of mystic defiance, boots of striding and springing, and an amulet of health. She carries 3 potions of supreme healing.

ACTIONS

Multiattack. Vlarda makes three attacks. She can drink a potion in place of one attack.

Sword of the Ebon Flame. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing plus 4 (1d8) fire damage, plus 3 (1d6) psychic damage if the target is Good, plus 3 (1d6) psychic damage if the target is Lawful.

In addition, a hit creature must make a DC 17 Wis save or catch fire, taking ongoing 1d8 fire damage (save ends). This fire can only be extinguished if the target makes its save or with a dispel magic or quench.

Longbow. Ranged Weapon Attack:
+5 to hit, range 150’/600’, one target. Hit: 4 (1d8 piercing damage.

BONUS ACTIONS

Second Wind (1/day). Vlarda regains 40 hit points.

REACTIONS

Mystic Defiance (3/day). WhenVlarda takes damage from a spell, she reduces that damage by 10.

Ring of Wizardry
Ring, legendary (requires attunement by a bard, sorcerer or wizard)

While you wear this ring, each time you complete a long rest, you gain one additional spell slot of each level available to you. If the ring is removed, you immediately lose one unexpended spell slot of each level for which you have one.

Sword of the Ebon Flame
Weapon, artifact (requires attunement)

Black flames flicker along the face and edge of this longsword, but give off no heat. These flames are as much spiritual as physical, and burn even underwater.

This weapon is +3 to hit and damage. While you bear it, you gain darkvision 60’. If you already have darkvision, its range increases by 60’.

When you hit with the blade, you do an extra 1d8 fire damage, and the target must make a DC 17 Wis save or catch fire, taking ongoing 1d8 fire damage (save ends). These flames can’t be extinguished nonmagically if the target doesn’t make its save. A dispel magic or quench will extinguish them.

If you hit a Good creature with this blade, you do an extra 1d6 psychic damage. Likewise, if you hit a Lawful creature, you do an extra 1d6 psychic damage.

Any attack made against a Chaotic Evil target with this weapon has disadvantage, and such a creature automatically succeeds on Perception and Investigation checks to notice or find you.

Witchslayer Weapon
Weapon (any), very rare (requires attunement)

This +2 weapon deals an extra 2d6 psychic damage whenever it hits a creature that can cast a spell.

A Score of Eyes
9th-level divination (wizard) (ritual)
Casting Time: 1 action
Range: See text
Components: V, S, M (a handful of clear crystal spheres)
Duration: Concentration, up to 24 hours

You create up to 20 scrying sensors in any location or locations you are familiar with or can describe, as long as those locations are on the same plane as you. You can choose to look and listen through any number of the sensors at the same time, but the more you watch through at the same time, the harder it is to catch details from each one.

While the spell lasts, you can use a bonus action to move any one sensor up to 30' to a point you can see through that sensor.

Path of Ruin
7th-level illusion (bard, sorcerer, warlock, wizard)
Casting Time: 1 action
Range: 120'
Components: V, S, M (a caltrop)
Duration: Concentration, up to 10 minutes

When you cast this spell, choose up to six creatures you can see in range. Each target must make an Intelligence save; if it fails, you alter its perceptions so that it believes that wherever it moves, dangerous hazards and traps afflict it. Once per turn when the target moves at least 5', it suffers 4d8 psychic damage. In addition, when an affected creature moves, you can use your reaction to force it to spend an extra 1' of movement for every foot it travels by making it believe that the terrain is more difficult to traverse.

At the end of each of its turns, an affected creature repeats the save, ending the effect after it succeeds twice.

Polar Ray
8th-level evocation (druid, sorcerer, wizard)
Casting Time: 1 action
Range: 60'
Components: V, S, M (a white ceramic cone or prism)
Duration: Instantaneous

You fire a ray of freezing cold blue-white energy at a target within range. Make a ranged spell attack roll. If you hit, the target takes 15d10 cold damage.

Quench
3rd-level transmutation (druid)
Casting Time: 1 action
Range: 200'
Components: V, S
Duration: Instantaneous or 1 hour (see text).

Often used to fight forest fires, quench extinguishes all nonmagical fires in a 50' cube in range. Any magical fires are also extinguished if they are created by a spell or equivalent of 5th level or lower. You can make a Wisdom check with a DC equal to 10 + the spell's level to dispel higher level fire effects.

A creature composed at least partially of fire in the area must succeed on a Constitution save, suffering 6d6 damage on a failure or half that on a success.

Alternatively, you can target the spell on a single magic item you can see that produces flames, such as a wand of fireballs or a flame tongue sword. All fire-based abilities of that item are suppressed for 1 hour.

At Higher Levels: If you cast this spell using a slot of 4th or higher level, for each slot level above 3rd, the range increases by 40', the cube's size increases by 10', the spell automatically extinguishes magical fires created by a spell one level higher and damage to fire creatures increases by 1d6.
 

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