the Jester
Legend
(My conversion of Polar Ray is posted upthread somewhere.)
119. The secret door to the north can be found with a DC 25 Int (Investigation) check.
120. The runes of protection from fire can be identified with a DC 20 Int (Arcana) check.
Lead-Lined Iron Door: AC 18, hp 60; immune to poison and psychic, damage threshold 10; Str (Athletics) check, DC 30 (or DC 28 if the lead lining is removed), to force open.
Use the 2024 mummy lord stat block with the following changes.
Maurid Chimera
Huge Monstrosity, always chaotic evil
Armor Class 20 (natural armor)
Hit Points 310 (27d12+135)
Speed 30 ft., fly 60 ft.
STR 25 (+7), DEX 11 (+0), CON 21 (+5),
INT 4 (-4), WIS 13 (+1), CHA 10 (+0)
Skills Perception +6
Condition Immunities charmed, frightened
Senses darkvision ft., passive Perception 16
Languages understands Draconic but can’t speak
Challenge 15 (13,000 xp) Prof +5
ACTIONS
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Ram. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12+7) bludgeoning damage, and if the target is Large or smaller, it falls prone.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6+7) piercing damage, and if the target is Large or smaller, it falls prone.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) piercing damage, and if the target is Large or smaller, it falls prone.
Fire Breath (recharge 5-6). The chimera breathes a 30’ cone of fire. Each creature in the cone must make a DC 18 Dex save, taking 45 (10d8) fire damage on a failure or half that on a success.
122. The secret door can be found with a DC 20 Int (Investigation) check.
123. A non-Maurid creature that touches the Id Core must make a DC 21 Wis save, taking 55 (10d10) psychic damage on a failure or half that on a success. A creature that fails by 5 or more is also incapacitated for 1 minute (save ends).
A creature that falls to 0 hit points from this damage dies and is reborn as a Maurid version of itself. The new version is chaotic evil and likely attacks its former allies.
Use the following stat block for Afelbain. Note that his equipment is real, unlike that borne by most Maurids.
Afelbain
Medium Undead, neutral evil
Armor Class 22
Hit Points 195 (30d8+60)
Speed 40 ft., fly 70 ft.
STR 12 (+1), DEX 15 (+2), CON 15 (+2),
INT 24 (+7), WIS 17 (+3), CHA 18 (+4)
Saving Throws Str +7, Dex +8, Con +8, Int +13, Wis +9, Cha +10
Skills Arcana +19, Deception +10, History +13, Insight +9, Investigation +13, Perception +9, Religion +13
Damage Immunities fire, psychic; slashing
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 19
Languages Common, Abyssal, Draconic, Giant, Infernal
Challenge 20 (25,000 xp) Prof +6
Maurid Lord. Maurid creatures obey Afelbain’s commands at all times.
Regeneration. Afelbain regains 20 hit points at the start of each of his turns.
Rejuvenation. If Afelbain is reduced to 0 hit points, he becomes immaterial for 24 hours. During this time he can’t affect or be affected by anything.
Shadowy Defense. Undead have disadvantage on attacks against Afelbain.
Special Equipment. Afelbain wears bracers of armor and a headband of insight. He bears the Staff of Shadow Maiming and his diary.
ACTIONS
Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
If the target is Undead, it takes an additional 7 (2d6) force damage.
If the target is a shadow, slow shadow, or native of the Shadowfell, it takes an additional 16 (3d10) radiant damage and must make a DC 15 Con save or be incapacitated until the end of Afelbain’s next turn. It then repeats the save, being reduced to 0 hit points if it fails.
Necrotic Burst. Afelbain targets up to three creatures he can see within 60’. Each target must make a DC 21 Con save, taking 22 (4d10) necrotic damage on a failure or half that on a success.
Spellcasting. Afelbain casts one of the following spells, using Intelligence as the spellcasting ability (save DC 21 or 22 for Necromancy spells, +13 to hit), requiring no material components.
At Will- detect magic, light, mage hand, prestidigitation, shocking grasp.
3/day- blindness/deafness, invisibility, magic missile, suggestion.
2/day- confusion, detect thoughts, disintegrate, dispel magic.
1/day- Abi-Dalzim’s horrid wilting, bestow curse, chain lightning, feeblemind, finger of death, polar ray.
Create Maurid (1/day). Afelbin creats a random Maurid creature. Roll on the wandering monster chart to see what. The created Maurid appears in an unoccupied space Afelbain can see within 90’.
Dematerialize (recharge 6). Afelbain becomes immaterial. He regains all his hit points, all conditions and ongoing effects on him end, and his possessions drop onto the floor. While in this immaterial form, he can’t take affect other creatures or objects in any way, and he is immune to all damage and effects except for force damage. At the start of his next turn, he rematerializes in a place of his choice within area 123.
REACTIONS
Counterspell (5<strong>th</strong> level spell) (3/day). When Afelbain sees a spell being cast within 60’, he counters the spell if the spell is 5th level or lower. Otherwise, he makes an Int check with a DC of 10 + the spell’s level, and if it succeeds, the spell is countered.
Shield (1st level spell) (5/day). When an attack hits Afelbain or it is targeted by magic missile, he creates a shield of force that grants him a +5 bonus to AC and immunity to magic missiles until the end of his next turn.
See area 112 for stats for the troll rangers.
See Appendix 2 for the dread wraiths.
Development: If Afelbain’s physical manifestation is destroyed, touching the Id Core deals only16 (3d10) psychic damage.
124. The statues of Yeenoghu can be identified with a DC 15 Int (Religion) check. Identifying the statue of Doresain requires a DC 20 Int (Religion) check.
Treasure: Replace the philosopher’s stone with a talisman of Zagy.
Recognizing the runes on the scythe requires a DC 25 Int (Arcana) check.
Dread Wraith
Medium Undead, always chaotic evil
Armor Class 20
Hit Points 169 (26d8+52)
Speed Fly 60 ft.
STR 6 (-2), DEX 22 (+6), CON 14 (+2),
INT 17 (+3), WIS 18 (+4), CHA 18 (+4)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piecing, and slashing that isn’t magic
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal, Draconic
Challenge 11 (x xp) Prof +4
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attacks and checks.
ACTIONS
Multiattack. The wraith makes two Life Drain attacks.
Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (6d8+6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken.
Create Specter. The wraith targets a Humanoid corpse within 10’ that has been dead for no longer than 1 minute. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than 12 specters under its control at one time.
Cloak of Dodging
Wondrous item, very rare
This cloak has 3 charges. When an attack hits you, you can use your reaction to spend 1 charge to instead make that attack miss you. The cloak regains 1d3 charges each morning at dawn. If you remove the cloak while it has no charges, it unravels and is destroyed.
Headband of Insight
Wondrous item, uncommon
While you wear this headband, you are proficient in Insight.
Staff of Shadow Maiming
Staff, artifact (requires attunement)
This is a staff covered with ancient necromantic symbols. One end bears an ornate “Y” sigil, while the other bears a stylized glyph shaped like a gnoll’s face.
You get +3 to hit and damage with this staff. It does an extra 7 (2d6) force damage to undead.
In addition, while you wield it, celestials, fey, fiends, and undead can’t charm or frighten you, and they have disadvantage on attacks against you. Any shadow, slow shadow, or creature that is from the Shadowfell that is hit by the staff takes an additional 16 (3d10) radiant damage and must make a DC 15 Con save or be incapacitated until the end of your next turn. It then repeats the save, being reduced to 0 hit points if it fails.
Finally, if you use it as a focus when casting a Necromancy spell, the spell’s DC increases by 1.
Talisman of Zagy
Wondrous item, legendary (requires attunement)
This talisman appears to be a nicely-polished stone. When you attune to it, you must make a Charisma check. If you roll a 10 or lower, the talisman acts as a lodestone. If you roll an 11 to 20, the talisman remains for 5d6 hours or until you make a wish upon it, whichever happens first, then disappears. If you roll a 21 or better, the talisman remains with you for 1 month per point of Charisma you have. It will grant you one wish for every six months (or fraction thereof) that it stays with you. In addition, it grows warm and throbs whenever you come within 20' of a mechanical or magical trap (if you aren't holding it, you are not aware of this).
Regardless of the talisman’s reaction to you, when the talisman vanishes, it leaves a 10,000 gp diamond in its stead.
119. The secret door to the north can be found with a DC 25 Int (Investigation) check.
120. The runes of protection from fire can be identified with a DC 20 Int (Arcana) check.
Lead-Lined Iron Door: AC 18, hp 60; immune to poison and psychic, damage threshold 10; Str (Athletics) check, DC 30 (or DC 28 if the lead lining is removed), to force open.
Use the 2024 mummy lord stat block with the following changes.
- Because of their rings, the mummy lords don’t have vulnerability to fire.
- Each has the following reaction option:
- Cloak of Dodging (3/day): When an attack hits the mummy, it instead misses.
- Each wears a ring of fire resistance and a cloak of dodging.
Maurid Chimera
Huge Monstrosity, always chaotic evil
Armor Class 20 (natural armor)
Hit Points 310 (27d12+135)
Speed 30 ft., fly 60 ft.
STR 25 (+7), DEX 11 (+0), CON 21 (+5),
INT 4 (-4), WIS 13 (+1), CHA 10 (+0)
Skills Perception +6
Condition Immunities charmed, frightened
Senses darkvision ft., passive Perception 16
Languages understands Draconic but can’t speak
Challenge 15 (13,000 xp) Prof +5
ACTIONS
Multiattack. The chimera makes one Ram attack, one Bite attack, and one Claw attack. It can replace the Claw attack with a use of Fire Breath if available.
Ram. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (2d12+7) bludgeoning damage, and if the target is Large or smaller, it falls prone.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6+7) piercing damage, and if the target is Large or smaller, it falls prone.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6+7) piercing damage, and if the target is Large or smaller, it falls prone.
Fire Breath (recharge 5-6). The chimera breathes a 30’ cone of fire. Each creature in the cone must make a DC 18 Dex save, taking 45 (10d8) fire damage on a failure or half that on a success.
122. The secret door can be found with a DC 20 Int (Investigation) check.
123. A non-Maurid creature that touches the Id Core must make a DC 21 Wis save, taking 55 (10d10) psychic damage on a failure or half that on a success. A creature that fails by 5 or more is also incapacitated for 1 minute (save ends).
A creature that falls to 0 hit points from this damage dies and is reborn as a Maurid version of itself. The new version is chaotic evil and likely attacks its former allies.
Use the following stat block for Afelbain. Note that his equipment is real, unlike that borne by most Maurids.
Afelbain
Medium Undead, neutral evil
Armor Class 22
Hit Points 195 (30d8+60)
Speed 40 ft., fly 70 ft.
STR 12 (+1), DEX 15 (+2), CON 15 (+2),
INT 24 (+7), WIS 17 (+3), CHA 18 (+4)
Saving Throws Str +7, Dex +8, Con +8, Int +13, Wis +9, Cha +10
Skills Arcana +19, Deception +10, History +13, Insight +9, Investigation +13, Perception +9, Religion +13
Damage Immunities fire, psychic; slashing
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 19
Languages Common, Abyssal, Draconic, Giant, Infernal
Challenge 20 (25,000 xp) Prof +6
Maurid Lord. Maurid creatures obey Afelbain’s commands at all times.
Regeneration. Afelbain regains 20 hit points at the start of each of his turns.
Rejuvenation. If Afelbain is reduced to 0 hit points, he becomes immaterial for 24 hours. During this time he can’t affect or be affected by anything.
Shadowy Defense. Undead have disadvantage on attacks against Afelbain.
Special Equipment. Afelbain wears bracers of armor and a headband of insight. He bears the Staff of Shadow Maiming and his diary.
ACTIONS
Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
If the target is Undead, it takes an additional 7 (2d6) force damage.
If the target is a shadow, slow shadow, or native of the Shadowfell, it takes an additional 16 (3d10) radiant damage and must make a DC 15 Con save or be incapacitated until the end of Afelbain’s next turn. It then repeats the save, being reduced to 0 hit points if it fails.
Necrotic Burst. Afelbain targets up to three creatures he can see within 60’. Each target must make a DC 21 Con save, taking 22 (4d10) necrotic damage on a failure or half that on a success.
Spellcasting. Afelbain casts one of the following spells, using Intelligence as the spellcasting ability (save DC 21 or 22 for Necromancy spells, +13 to hit), requiring no material components.
At Will- detect magic, light, mage hand, prestidigitation, shocking grasp.
3/day- blindness/deafness, invisibility, magic missile, suggestion.
2/day- confusion, detect thoughts, disintegrate, dispel magic.
1/day- Abi-Dalzim’s horrid wilting, bestow curse, chain lightning, feeblemind, finger of death, polar ray.
Create Maurid (1/day). Afelbin creats a random Maurid creature. Roll on the wandering monster chart to see what. The created Maurid appears in an unoccupied space Afelbain can see within 90’.
Dematerialize (recharge 6). Afelbain becomes immaterial. He regains all his hit points, all conditions and ongoing effects on him end, and his possessions drop onto the floor. While in this immaterial form, he can’t take affect other creatures or objects in any way, and he is immune to all damage and effects except for force damage. At the start of his next turn, he rematerializes in a place of his choice within area 123.
REACTIONS
Counterspell (5<strong>th</strong> level spell) (3/day). When Afelbain sees a spell being cast within 60’, he counters the spell if the spell is 5th level or lower. Otherwise, he makes an Int check with a DC of 10 + the spell’s level, and if it succeeds, the spell is countered.
Shield (1st level spell) (5/day). When an attack hits Afelbain or it is targeted by magic missile, he creates a shield of force that grants him a +5 bonus to AC and immunity to magic missiles until the end of his next turn.
See area 112 for stats for the troll rangers.
See Appendix 2 for the dread wraiths.
Development: If Afelbain’s physical manifestation is destroyed, touching the Id Core deals only16 (3d10) psychic damage.
124. The statues of Yeenoghu can be identified with a DC 15 Int (Religion) check. Identifying the statue of Doresain requires a DC 20 Int (Religion) check.
Treasure: Replace the philosopher’s stone with a talisman of Zagy.
Recognizing the runes on the scythe requires a DC 25 Int (Arcana) check.
Dread Wraith
Medium Undead, always chaotic evil
Armor Class 20
Hit Points 169 (26d8+52)
Speed Fly 60 ft.
STR 6 (-2), DEX 22 (+6), CON 14 (+2),
INT 17 (+3), WIS 18 (+4), CHA 18 (+4)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piecing, and slashing that isn’t magic
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 14
Languages Common, Abyssal, Draconic
Challenge 11 (x xp) Prof +4
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attacks and checks.
ACTIONS
Multiattack. The wraith makes two Life Drain attacks.
Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 33 (6d8+6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken.
Create Specter. The wraith targets a Humanoid corpse within 10’ that has been dead for no longer than 1 minute. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than 12 specters under its control at one time.
Cloak of Dodging
Wondrous item, very rare
This cloak has 3 charges. When an attack hits you, you can use your reaction to spend 1 charge to instead make that attack miss you. The cloak regains 1d3 charges each morning at dawn. If you remove the cloak while it has no charges, it unravels and is destroyed.
Headband of Insight
Wondrous item, uncommon
While you wear this headband, you are proficient in Insight.
Staff of Shadow Maiming
Staff, artifact (requires attunement)
This is a staff covered with ancient necromantic symbols. One end bears an ornate “Y” sigil, while the other bears a stylized glyph shaped like a gnoll’s face.
You get +3 to hit and damage with this staff. It does an extra 7 (2d6) force damage to undead.
In addition, while you wield it, celestials, fey, fiends, and undead can’t charm or frighten you, and they have disadvantage on attacks against you. Any shadow, slow shadow, or creature that is from the Shadowfell that is hit by the staff takes an additional 16 (3d10) radiant damage and must make a DC 15 Con save or be incapacitated until the end of your next turn. It then repeats the save, being reduced to 0 hit points if it fails.
Finally, if you use it as a focus when casting a Necromancy spell, the spell’s DC increases by 1.
Talisman of Zagy
Wondrous item, legendary (requires attunement)
This talisman appears to be a nicely-polished stone. When you attune to it, you must make a Charisma check. If you roll a 10 or lower, the talisman acts as a lodestone. If you roll an 11 to 20, the talisman remains for 5d6 hours or until you make a wish upon it, whichever happens first, then disappears. If you roll a 21 or better, the talisman remains with you for 1 month per point of Charisma you have. It will grant you one wish for every six months (or fraction thereof) that it stays with you. In addition, it grows warm and throbs whenever you come within 20' of a mechanical or magical trap (if you aren't holding it, you are not aware of this).
Regardless of the talisman’s reaction to you, when the talisman vanishes, it leaves a 10,000 gp diamond in its stead.







