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.