Yesterday's notes:
15. The Obscene Tapestry depicts Seclaidra rather than Malcanthet.
The Shadowy Tapestry shows the somatic components to the following spells, with the following Int (Arcana) DCs to discern what they are:
Lorloveim’s shadowy transformation (DC 18),
wall of shadows (DC 16),
project image (DC 18), and
shadow magic (DC 15). (Except for
project image, these spells are detailed in the Spellbinder.)
The Partially Damaged Tapestry requires a DC 20 Wis (Insight) check to discern that the patterns might show eye movement.
The Tattered, Stained Tapestry shows the same image; a DC 20 Int (History) check allows a creature to realize that the bright light suggests a massive magical weapon detonating, possibly one from the Delphinate.
17. The note’s address is in Varelose, rather than Greyhawk.
22. The
Terrible Iron Golem uses the following stat block. In evaluating its CR, increase its effective damage per round by 25% to account for its petrifying whip attack.
Terrible Iron Golem
Large Construct, unaligned
Armor Class 22 (natural armor)
Hit Points 252 (24d10+120)
Speed 30 ft.
STR 28 (+9), DEX 9 (-1), CON 20 (+5),
INT 3 (-4), WIS 11 (+0), CHA 1 (-5)
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing that isn’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creators but can’t speak
Challenge 19 (22,000 xp)
Prof +6
Fire Absorption. Whenever the golem would take fire damage, it instead regains that many hit points.
Immutable Form. The golem is immue to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage onsaves against spells and magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
ACTIONS
Multiattack. The golem makes one attack each with its Longsword and Whip.
Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 18 (2d8+9) slashing plus 22 (4d10) poison damage, and the target gains ongoing 4d10 poison damage (DC 19 Con save ends).
Whip. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 14 (2d4+9) slashing damage, and the target must make a DC 19 Con save or be restrained as it begins to turn to stone. At the end of its next turn, the creature repeats the save, ending the effect on a success or becoming petrified on a failure.
Poison Breath (recharge 6). The golem exhales poisonous gas in a 15’ cone. Each creature in the cone must make a DC 19 Con save, taking 45 (10d8) poison damage on a failed save or half as much on a success. A creature that fails its save by 5 or more is also incapacitated until the end of its next turn.
The two weapons held by the other two statues are a
construct bane dagger and a
construct bane longsword.
Bane Weapon
Weapon (any), rare
A weapon of this sort gives you a +1 bonus to hit and damage. However, it is keyed to one creature type, against which its bonus rises to +3.
Roll 1d20 to determine the creature type the weapon is keyed to.
1d20 - Keyed to...
1-2 Aberrations
3-4 Beasts
5 Celestials
6 Constructs
7 Dragons
8 Elementals
9 Fey
10-11 Fiends
12 Giants
13-14 Humanoids
15-16 Monstrosities
17 Oozes
18 Plants
19-20 Undead
22E. This secret door can be found with a DC 25 Int (Investigation) check.
TOMORAST’S HOLD
Typical Oak and Iron Door: AC 15, hp 80; immune to poison and psychic, damage threshold 10; Str check, DC 25, to force open. Where appropriate, locks require a DC 20 check to open.
Typical Masonry Wall: AC 18, hp 90, immune to poison and psychic, damage threshold 15; Str check, DC 30, to break; climb DC 15.
Replace all references to Malcanthet with Seclaidra.
23. Use the following stat block for the tyrg guardian here. Eli has performed eldritch experiments on it to grow it and enhance it to this state.
Tyrg Guardian
Huge Monstrosity, always neutral
Armor Class 21 (natural armor and eldritch enhancements)
Hit Points 230 (20d12+100)
Speed 50 ft.
STR 25 (+7), DEX 17 (+3), CON 20 (+5),
INT 2 (-4), WIS 12 (+1), CHA 10 (+0)
Skills Perception +11, Stealth +13
Senses darkvision 60 ft., passive Perception 21
Languages -
Challenge 13 (10,000 xp)
Prof +5
ACTIONS
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 29 (4d10+7) piercing damage. If the target is incapacitated, the attack does an extra 45 (10d8) damage.
Stunning Howl (recharge 6). The tyrg emits a supernaturally loud howl that can be heard for miles outdoors. Each creature within 50’ must make a DC 18 Con save, taking 45 (10d8) psychic damage and being stunnned until the end of the tyrg’s next turn on a failure, or taking half damage only on a success.
BONUS ACTIONS
Spring (recharge 5-6). The tyrg guardian Dashes or Disengages.
25. 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 veteran slayer uses the Veteran stat block with the following changes.
- It has 117 (18d8+36) hit points.
- Its Strength is 20 (+5).
- Its trained skills are Athletics +8, Intimidation +3, and Perception +3.
- Its passive Perception is 13.
- Its Longsword is +8 to hit and does 14 (2d8+5) slashing damage, or 16 (2d10+5) slashing damage if wielded in both hands.
- Its Shortsword is +8 to hit and does 12 (2d6+5) piercing damage.
- Its Heavy Crossbow is +4 to hit.
- Its Challenge Rating is 6 (2,300 xp).
- Its proficiency bonus is +3.
The slayer has the following additional Trait.
- Brute. The slayer deals one extra die of damage with melee attacks (included above).
The slayer has the following additional Action option.
- Slayer's Strike (recharge 5-6). The slayer makes one melee weapon attack. If it hits, the attack deals an extra 36 (8d8) damage.
26. Resisting the effects of sleeping in the room requires a Wis save, DC 13 + the character’s Cha modifier.
Note that in 5e, spells on the Astral Plane are not quickened.
The spirits of the cultists manifest as
devourer dream haunters. Use the
devourer (MMM) stat block with the following changes:
- They have 126 hp (12d10+60).
- Their Claw attack is +9 to hit and deals 12 (2d6+5) slashing plus 10 (3d6) necrotic damage.
- The save DCs of their abilities decreases by 1.
- Their CR is 10 (5,900 xp).
- Their proficiency bonus is +4.