Adventure PDF
Adventure PDF
Adventure PDF
dead in thay ™
Cover Illustration
Background
Near the village of Daggerford on the Sword Coast, the
Tyler Jacobson
Red Wizards of Thay have plotted to extend the evil reach
Cartography of their land and its master—the lich lord Szass Tam.
Mike Schley Heeding the call of Sir Isteval, groups of heroes recently
Interior Illustrations struck back against the Thayans by assaulting outposts
Eric Belisle, Sam Carr, Tyler Jacobson, Miles Johnston, supporting a small fortress known as Bloodgate Keep.
and Mark Winters Investigation and interrogation revealed that the Thay-
D&D Brand Team
ans built the keep over a powerful portal with elemental
Nathan Stewart, Liz Schuh, Laura Tommervik, Shelly nodes and ritual humanoid sacrifice fueling its magic.
Mazzanoble, Chris Lindsay, Hilary Ross, John Feil The Bloodgate could allow Thayans to transport forces to
the heart of the Sword Coast, giving the Red Wizards an
Prepress Manager
army with which to overthrow and control the North.
Jefferson Dunlap
Using secret teleportation circle sigil keys provided
Imaging Technician by a renegade Red Wizard, different groups of adven-
Carmen Cheung turers can make a coordinated assault against the
Production Manager elemental nodes powering the Bloodgate and then
Donna Woodcock attack the Bloodgate Nexus itself. The Thayan lich Tarul
Var is the master of Bloodgate Keep, and he is presently
Organized Play
Chris Tulach
Playtesters
André Bégin, Bill Benham, Count Response , Darrin Primmer,
Éric Leroux, Frederica Rose , Gregory L. Harris , James Chacon, Playtest Warning
Karen Primmer , Keoki Young , Kevin Neff , Manon Crevier, Dead in Thay uses material from the D&D Next playtest,
Mélanie Côté, Pierce Gaithe , Shay Rockman, Yan Lacharité which ended in December 2013. This adventure
Dungeons & Dragons, D&D, Forgotten Realms, their respective logos, Dead in
includes all the statistics needed to play the adven-
Thay, all other Wizards of the Coast product names, and their respective logos ture, but be warned: These monsters are not finalized,
are trademarks of Wizards of the Coast LLC in the USA and other countries. and have undergone limited development. As a result,
All Wizards characters and their distinctive likenesses are property of Wizards monsters may vary wildly in difficulty, so consider the
of the Coast LLC. This material is protected under the copyright laws of number of monsters presented in the adventure to be
the United States of America. Any reproduction or unauthorized use of the
guidelines. Dead in Thay is a deadly adventure, but play-
material or artwork contained herein is prohibited without the express written
ers should still have a chance at victory. Adjust difficulty
permission of Wizards of the Coast LLC. Any similarity to actual people,
organizations, places, or events included herein is purely coincidental.
based on the capabilities of your group.
620B11189001 EN
C H A R AC T E R C R EAT I O N
to full power. If he succeeds and the armies of Thay creating laboratories in which the divine power of the
march forth from the keep, the Sword Coast will fall. Chosen can be extracted and funneled into the lich
lord’s phylactery to fuel his pursuit of godhood.
RUNNING SESSIONS
begun. A player can join the adventure at any time.
F Track the Doomvault’s alert level.
Shared Group Combat
For most of the adventure, player character groups are
F Watch to make sure that each session finishes on time. in separate areas, but in a few encounters, the groups
fight alongside one another in shared combat. When
At the end of each session, the coordinator desired, two or more DMs can run a shared combat as a
should: battle on multiple fronts. Players remain at their normal
F Use the stickers that come with the D&D Encounters tables, with enemies attacking the adventurers from dif-
store kit to mark areas on the large poster map that ferent sides. Each DM runs a portion of the monsters. At
were explored during the recent session. the discretion of the DMs, players from different groups
can swap tables, representing the close proximity of the
F Determine from the groups which areas they intend
groups in the shared combat.
to explore in the next session. Ensure that no groups
If having different player groups fighting alongside
plan to enter the same zone.
one another creates headaches for the DMs, the coor-
F Work with DMs to organize the next session. Choose dinator should help to reorganize those sessions along
the starting locations for session 2 from the entry single-table lines.
points. See the “Entry Points” subsection of the
“Doomvault” section. It’s important to choose the
locations now so that each DM can prepare to run
a zone for session 2.
To start each session, each DM should:
At the second-to-last session, the coordinator F Ensure that players understand everything their
should: characters should know about the Doomvault,
F Ensure that all groups are on track to clear the last of including their current goals.
the Temples of Extraction, or that those zones have F Read any introductory or descriptive text for the sector.
already been cleared. Any zones of this area left intact
to this point must be cleared as part of this session. To end each session, each DM should:
F If the adventurers have not yet entered any Temples F Update the event coordinator with lore the group
of Extraction before this session, set up the session gained, developments in the dungeon, and creatures
so that all groups take part in a combined assault the coordinator should add to the Special Encoun-
against this sector. ters table (see page 23).
F Discuss which zone the group plans to enter in the
At the last session, the coordinator should: next session. Share this information with the event
F Help DMs coordinate play across different tables coordinator.
and oversee the tables during the assault on the F Encourage team captains to share information
Phylactery Vault. between groups.
F Help explain tasks that allow the adventurers to
destroy the Phylactery Vault. Team Captains
To help coordinate the combined assault on the Blood-
Dungeon Masters gate Nexus, Isteval lends each group a circlet of limited
Each Dungeon Master runs a table for a group of four telepathy. Isteval’s former adventuring companion
to six players. If you are a DM, before the start of the Imani created the items (which some players may rec-
season, you should be familiar with the D&D Next ognize from Vault of the Dracolich). The circlet allows
rules and this adventure. telepathic communication among characters wearing
Before each session, each DM should: circlets. Each group selects one player who serves as a
F Prepare for the area your group plans to explore team captain and whose character receives the circlet.
(or must explore) in the upcoming session. During each session, the team captain should track
the group’s progress and communicate relevant infor-
F Review the “Dungeon Characteristics” section, mation to the other groups, such as which glyph keys
which covers features common to all areas. have been obtained, what new lore has been uncovered,
requests for assistance or magical resources, and so on.
The players can share information in any way they
prefer, including notes passed among the tables, mes-
saging on mobile devices, and periodic meetings.
SESSION 1
success can be laid at the feet of these two elves. semireality. Protected from death, he will make an offer
Duty bound Elorfindar to the Ardeep Forest. The the heroes of Daggerford might not be able to refuse.
House of Long Silences, a portal nexus that the elves
used to travel to Evermeet, required a guardian. This Shalendra Floshin
forest structure was a relic of ancient elven high magic Shalendra kept many secrets from her brother Darfin.
and a means of accessing an extraplanar nexus con- That humans rule in the North after the fall of elves
nected to elven portals all over the world. became a source of bitterness for her. While in Ever-
Long ago, elves of Elorfindar’s line were gold-elf meet, Shalendra met members of Eldreth Veluuthra,
supremacists. A few decades before Elorfindar died, a centuries-old group of elf supremacists dedicated
this threat rose anew and attempted to gain control of to wiping out humanity and reestablishing the elven
the portal nexus, necessitating its destruction. Upon empires of old.
Elorfindar’s death, Darfin, as the firstborn, inherited Baazka discovered Shalendra as she was investigat-
his father’s estate but not his duty. Until Darfin’s sister ing her father’s work in Ardeep Forest. Drawn to her
Shalendra returned, the House of Long Silences had bitterness and burgeoning evil, he infiltrated her mind.
been quiet for nearly a century. Baazka convinced Shalendra to approach the Red Wiz-
ards and make a deal. They could use the power of the
Baazka the Pit Fiend elemental nodes to reconstruct the nexus in the House
In Ghosts of Dragonspear Castle, a gate to the Nine Hells of Long Silences and thereby gain a means of sending
lay open for some time, spewing devils and smoke. their armies all over the North and beyond.
The heroes who closed the gate could not know it, but Shalendra believed Baazka’s promises to help her
amid the chaos of battle, another threat emerged. This take control of the portal network once the Red Wiz-
invisible presence is the essence of a pit fiend who has ards rebuilt it. In truth, Baazka used Shalendra as
long had designs on the Sword Coast. The devil, named a contingency against what he saw as the inevitable
Baazka, once marshaled armies from Dragonspear treachery of the Red Wizards.
Castle, and it was into his heart that a priest of Tempus Under Baazka’s influence, Shalendra took over
lodged the mighty Illydrael, the sword that served as the Floshin Estate and turned its wards against her kin.
key to closing the gate.
Smote through the heart but not yet dead, Baazka
fled through the gate, the blade of the sword breaking Shalendra Floshin
off in his body. Had the blow killed him in the world,
the devil could have returned after a century to wreak
his revenge. Had it killed him in the Nine Hells, Baazka
would have ceased to exist. Instead, the pit fiend’s black
heart continued to beat around the blade. Fearing
that removing the broken sword would mean his end,
Baazka has struggled along in the Nine Hells, reminded
of his desire for revenge with every painful heartbeat.
Through sympathetic magic, Baazka was unable to
enter Faerûn as long as the gate remained closed by Illy-
drael. Once the gate opened, he could pass through only
in a ghostlike state. In this form, the pit fiend sought
and failed to possess a Red Wizard named Mennek.
The attempt alerted the wizard, who alerted his master,
Szass Tam. Baazka began to work with the Red Wizards
in return for Szass Tam’s promise to free the fiend from
his cursed and pained existence.
It was Baazka, often through Mennek, who helped
the Red Wizards with their designs of the Blood-
gate. He is the one who convinced them to use a site
dedicated to evil and to employ humanoid sacrifice in
powering the portal. He corrupted Shalendra Floshin to
aid the Thayans with an ancient elven portal network.
But he also wove all these schemes as a way to reach his
goal—the removal of the blade of Illydrael.
When the Bloodgate’s power starts to fluctuate and
sacrifices are used to stabilize it, Baazka plans to use that
Red Wizards then began using the estate as a test site Recently, Jekk became embroiled in events around
for bringing monsters and soldiers from Thay. The Daggerford when he went to Firehammer Hold, a
intervention of heroes from Daggerford ultimately dwarven citadel, to investigate the nature of an object
saved her from the dark path she was on. When she he suspected to be a dwarven relic. Duergar loyal to the
recovered, she vowed to fight the Thayans until they Red Wizards captured Jekk, but Isteval guided some of
were no longer a threat to the North. his protégés to rescue the dwarf and free the hold.
Now Jekk wants to pay the Red Wizards back and
Jekk Ironfist protect the Sword Coast.
Jekk Ironfist realized the significance of his last name
only recently. Like his shield dwarf father, he was a Hadarr Karakaya
gladiator in Hillsfar’s arena. His father, Kellack, was Hadarr is a Calishite explorer and cartographer who
known as Killer Ironfist because of his name and adventured with Isteval and Jekk more than a decade
because he fought with a black-iron cestus. ago. Even then, he was known to go “off mission” when
Sir Isteval and the rest of the Company of the Sunlit he saw something worth investigating or plundering. As
Sea freed Jekk from the arena (though it was too late such, he prefers to work alone.
for Kellack). Jekk fought beside them until the group The Calishite is a folk hero around Daggerford. A
disbanded. number of Calishite refugees live in the town, and
With time to contemplate his life, Jekk looked into Hadarr has used his resources to help them however
how his father had come to be a gladiator. Jekk discov- he can. This altruism comes naturally to the wily Cal-
ered that Ironfist wasn’t just a moniker but also the ishite and is one reason he and Isteval get along so well
name of a dwarf clan. Fortuitously, that clan had put despite Hadarr’s impulsiveness. Hadarr is a proverbial
down roots near Daggerford, the home of Isteval. Jekk thief with a heart of gold.
seeks to learn more about his ancestors.
10
E L E M E N TA L N O D E S
seize the elemental key and escape the node through the gate, knows the time limit to escape the node. If an elemen-
which will cause its collapse. When your task is complete, tal key is taken through a node’s gate, then the node
please contact me through your circlet.” automatically collapses at the end of the subsequent
“I wish I could go with you,” says Isteval. “My adventuring round.
days are over, but it gives me hope to see heroes such as you When a node collapses, elementals return to their
taking up the mantle.” home plane. Non-elemental creatures in the node,
Mennek gives an impatient grunt and then speaks words including any Thayan warriors, take 11 (2d10) force
from a scroll. You feel the slight sensation of movement, and damage as they are ejected into the Bloodgate Nexus
the world fades to silvery light. next to the appropriate elemental gate.
When a group emerges in the Bloodgate Nexus
Jekk, Hadarr, Shalendra, Kelson, and Mennek make inform the event coordinator.
up an NPC party.
One Player Group. If only one player character
group is present, the NPC party takes on another ele-
Elemental Creatures
Grues have been attracted to the power and evil in the
mental node.
elemental nodes. They’re not immediately hostile and
Two to Four Groups. If two or more groups of
might listen to attempts to parley, but grues are cun-
players are present, the the NPCs do not aid in collaps-
ning and cruel, always attempting to use such delays in
ing the nodes. When the first player character group
hostilities to their advantage. The grues speak only their
appears in the Bloodgate Nexus, the NPC party arrives
respective dialects of Primordial, so a creature must
shortly after.
speak Primordial or use magic to communicate.
Elementals guard the key chambers. They attack
Elemental Nodes any non-elemental that enters their guarded area.
11
E L E M E N TA L N O D E S
air key—the smooth metal orb perforated with holes. its action to extinguish the flames, which ends this effect.
Lightning arcs toward any non-elemental crea- When the orb is taken, it initiates the node’s collapse.
ture that moves within 20 feet of the pillar. If such a
creature ends its turn within 10 feet of the pillar, the
creature must succeed on a DC 13 Constitution saving
Water Node
throw (with disadvantage if the creature touched the These spherical caverns are filled with liquid air and
pillar that turn) or take 5 (2d4) lightning damage and protected by deadly creatures.
fall prone. Fire Suppression. Fire damage is halved in this
When the orb is taken, it initiates the node’s collapse. node.
Stalagmites. Great stone spires run between the
floors and ceilings of the node.
Fire Node
The fire node is filled with smoke, and it has hot walls W1. Water Nexus
and fissures. Silvery light fades to a blue glow and water that fills a huge,
Hot Surfaces. The walls and magma fissures of the flooded cavern. Looming stalagmites twist up from the
node are searing hot. A creature that touches any such rocky floor.
surface takes 7 (2d6) fire damage. A creature can take
this damage only once per turn. Characters traveling to this node appear in this cham-
Thin Smoke. The smoke lightly obscures the node. ber, emerging from the water gate.
Creatures. Four water grues are here.
F1. Fire Nexus Airy Water. The air in the node is of a strange ele-
A blast of heat replaces the silvery light. Walls of fire encircle mental admixture that allows the Thayans to breathe
the area, but they flicker chaotically, sometimes revealing a within the node, if necessary. Whenever an air-breath-
larger area beyond. That area has rocky surfaces, some of ing creature attempts to breathe in the node, it must
which glow red-hot. make a DC 13 Constitution saving throw. On a success-
ful save, the creature can breathe and needs to make
Characters traveling to this node appear in this cham- no further saving throws for this effect until it leaves
ber, emerging from the fire gate. the node. The creature can also move in the airy water,
Creatures. Four fire grues luxuriate here. including swimming above ground level at its normal
Fire Gate. Flames ring the fire gate, but they flicker speed. A creature that fails the saving throw takes 3
enough to provide occasional openings. A creature pass- (1d6) cold damage, can’t breathe, and can’t attempt to
ing through the ring of flame must succeed on a DC breathe the admixture again until its next turn.
13 Dexterity saving throw or take 7 (2d6) fire damage.
From within the gate, a creature can use an action to W2. Water Key
teleport to the gate of another elemental node or to the A sphere of icy haze completely encloses the top of a stalag-
Bloodgate Nexus. mite sheared off 15 feet above the floor. Visible through the
haze, mystic symbols are carved into the side of this rough
F2. Fire Key dais, whose top is set with a glowing blue orb.
At the center of a curving cavern, an orb the size of a human
fist hangs from a thick black chain. The orb looks like molten Creatures. As soon as intruders arrive here, two
lava, and the chain pulses with volcanic light. A roiling mass water elementals attack.
of fire swirls around the chain, sending burning tendrils whip- Elemental Dais. The dais is the object holding the
ping through the air. water key—a glowing blue orb that seems to be made of
dense water when seen closely or held.
Creatures. As soon as intruders arrive here, two fire The dais is 15 feet from the floor, but the water
elementals attack, attempting to block the characters around it starts to freeze when non-elemental creatures
from seizing the key. approach within 30 feet of it. Any such creature that
Elemental Chain. The chain is the object holding moves more than half its speed on its turn while within
the fire key—the molten orb. 30 feet of the dais, or that touches the dais or the icy
Fire whips toward any non-elemental creature that sphere around it, must succeed on a DC 13 Constitution
moves within 20 feet of the elemental chain. If such a saving throw or take 3 (1d6) cold damage and be forced
creature ends its turn within 10 feet of the pillar, the to acclimate to the airy water again (see area W1).
creature must succeed on a DC 13 Dexterity saving When the orb is taken, it initiates the node’s collapse.
throw or take 3 (1d6) fire damage now and 3 (1d6) fire
13
B LO O D G AT E N EX U S
The earth node is an unstable series of tunnels filled Beneath Bloodgate Keep, elemental power and human-
with shifting soil and dust. oid sacrifice fuel the Bloodgate, a portal to Thay. When
Dust. The dust lightly obscures the node. the characters arrive in this area through the elemental
Shifting Earth. Patches of shifting earth are diffi- gate that corresponds with their node, notify the event
cult terrain for non-earth creatures. coordinator, who should announce the party’s arrival.
Unstable Tunnels. An X marks an unstable tunnel. You can then read the following.
Whenever a non-earth creature enters such an area,
a quake occurs. Any creature within 30 feet of the X You emerge from a swirling gate into an immense oblong
must succeed on a DC 13 Dexterity saving throw or, room with ceilings 40 feet high along the walls, arching to 80
due to falling debris, take 5 (2d4) bludgeoning damage feet high in the center. Four corridors lead off from this cham-
and fall prone. ber. A pulsing sphere of white light blocks each one.
Red Wizards and their servants take up defensive posi-
E1. Earth Nexus tions. Apprentices are stationed at red stone altars set about
Silver light fades to reveal a ring of great uneven stone slabs the chamber atop broad staircases. Humanoids sprawl uncon-
thrust up from the center of a dusty chamber. Most slabs scious on the altars, ready for sacrifice. Thin channels etched
touch the ceiling, and all have gaps between them, revealing a in swirling patterns across the floor are slick with blood that
larger area beyond the ring. flows from the altars to an enormous archway of black stone
in the center. The arch stands 50 feet tall and glows blood-red.
Characters traveling to this node appear in this cham- Standing within that arch is a red-robed lich clutching a
ber, emerging from the earth gate. glowing staff. Energy flows through him as he turns his milky
Creatures. Five earth grues are here. The grues try eyes toward you. To the assembled Thayan forces, the lich
to distract the characters to keep them in the area of shrieks, “Slay them all!”
the earth gate.
Earth Gate. A creature that passes through an Event Coordination
opening between the slabs to enter the gate must suc- The event coordinator controls three aspects of this scene.
ceed on a DC 13 Dexterity saving throw or fall prone Allied NPCs. The allied NPC party that includes
in the space just beyond the gate. From within the gate, Jekk, Hadarr, Shalendra, Kelson, and Mennek arrives
a creature can use an action to teleport to the gate of in the Bloodgate Nexus just after the first player group
another elemental node or to the Bloodgate Nexus. does. If the NPCs were working on collapsing an ele-
mental node, they succeeded, lowering the Bloodgate
E2. Earth Key power (see “Power of the Bloodgate” on page 17). They
A low rise of rocky ground is set with a huge boulder whose attack the general Thayan forces, per the “NPC Versus
cracks and fissures glow with golden light. A prickly orb of NPC” sidebar (see page 16), leaving the player charac-
violet crystal containing a spark of the same golden light has ters to take on more significant tasks.
been driven into the boulder’s upper surface. Sacrifices. For each player group participating in
the session, two altars are active. Pick which altars on
Creatures. As soon as intruders arrive here, two the map are active and assign numbers to them. Each
earth elementals attack, attempting to block the charac- active altar has a sacrificial victim who is attended by
ters from seizing the key. two Thayan apprentices. Inform the DMs which altars
Elemental Boulder. Climbing the boulder requires are active.
a DC 10 Strength (Athletics) check. The key is lodged Tarul Var. When the first group enters the Blood-
15 feet from the ground. The elemental power coursing gate Nexus, roll initiative for Tarul Var, and have that
through the boulder glows strongly as any non-elemen-
tal creature climbs the boulder. Any such creature that
climbs more than 10 feet up the boulder must succeed
on a DC 13 Constitution saving throw. On a failure, Roleplaying Tarul Var
the creature takes 4 (1d6) force damage and is thrown A devious and arrogant mage, Tarul Var knows that
10 feet away from the boulder, taking 1d6 bludgeoning his continued existence hinges on the success of the
damage from the fall. Bloodgate. However, he doesn’t believe he can fail. The
When the orb is taken, it initiates the node’s collapse. lich also thinks all lesser creatures are beneath him.
Roll to determine which Thayan reinforcements appear He berates the characters at every opportunity, and he
at the gate. drives his underlings to cruelty.
15
16
B LO O D G AT E N EX U S
Baazka is banished back to the Nine Hells. Read:
Altars. Red stone slabs render ritually prepared
victims unconscious so they need not be bound. A char-
The pit fiend howls in pain and its spiritual manifestation
acter can take an action to remove a victim from an
crumbles. It snarls, “I will find you and your kin, mortal. I
altar. Freed victims flee to alcoves near the white barri-
will destroy you and all you love.”
ers and play no further part in the adventure.
Tarul Var laughs and says, “Fool! You have just thrown
Bloodgate Arch. The Bloodgate arch is full of
away your best chance to thwart me and close this gate.”
crimson energy. Anyone who succeeds on a DC 15
Intelligence (Arcana) check can tell that spell damage
Power of the Bloodgate. When the first player
should further disrupt the portal’s cohesion. A detect
group enters the Bloodgate Nexus, the Bloodgate has
magic spell reveals the same weakness.
a power of 5 plus the number of player groups partici-
Elemental Gates. Glowing portals set into the walls
pating in the assault. Throughout the assault, the event
connect the Bloodgate Nexus to the elemental nodes.
coordinator tracks the Bloodgate’s current power and
Active gates glow blue (air node), gray (earth node), red
announces changes to it. The Bloodgate Power table
(fire node), or green (water node). If a node has col-
shows events that can change the portal’s power, as well
lapsed, its gate goes dark.
as the amount of change. When the Bloodgate’s power
White Gates. The spheres of white force are white
falls to 0, the portal overloads. Go to “Conclusion.”
gates that prevent all movement through the passages
Bloodgate Power they block.
Event Power
Elemental node collapses –1 Conclusion
Sacrifice succeeds +1 If the session is running short, fighting can continue for
Tarul Var leaves the arch or dies –1 a few rounds. When the event is coming to a close, the
Bloodgate takes spell damage of 15 or more –1 event coordinator should read the following.
Baazka enters the Bloodgate +1
Illydrael banishes Baazka –2 A pulse of eldritch power explodes from the Bloodgate, knock-
Illydrael removed from Baazka –4 ing down everyone in the room. The chamber shudders, and a
shrieking sound suggests that the next wave will be worse.
Creatures
Enemies. Along with the lich Tarul Var and the The characters can telepathically alert Isteval that the
Thayan apprentices performing the sacrifices, present Bloodgate has fallen. If someone does, read:
at the start of this encounter are two Red Wizards, eight
wights, and two darkenbeasts. Isteval responds, “Hold on, friends. Darfin shall now use the
Since the allied NPC party arrives in the Bloodgate nexus to bring you back.”
Nexus at the same time as the first group of player char- Lines of silver light begin to radiate within the crimson
acters, the Thayan forces initially divide between both glow in the Bloodgate arch. Silver lightning arcs across the
enemy groups. The event coordinator may decide to fur- chamber, seeking out you and your allies. The Bloodgate
ther divide the forces as more groups arrive. Nexus starts to fade into silvery luminance.
Reinforcements. Starting the round your player
group arrives in the nexus, each round on initiative After that, or if no one calls for aid from Isteval, read:
count 0, skeletal reinforcements emerge from the
Bloodgate and attack your party. A number of skeletons Unearthly shrieking fills your mind as the Bloodgate sud-
appears equal to half the current power of the Blood- denly pulses again. Red light fills your vision, and as the edges
gate (round down). of your sight blacken, you feel yourself losing consciousness.
Sacrifices. Two altars are active for each player Suddenly, through the telepathic bond of the circlets that
group present in the encounter. The event coordinator your group leaders wear, a woman’s voice rings out. “The nexus
should inform you which altars are active. is collapsing in a cascade, but we can control it! Hold on!”
At the end of the second round after your player An unseen force wrenches your body through space. Then
group arrives in the nexus, roll a d8. If the roll corre- all goes black.
sponds to one of the active altars, then a sacrifice occurs
there. Announce to the event coordinator and the other The session is over. This cliffhanger takes the
DMs that a sacrifice has been made there. If you roll characters to one of the most perilous dungeons on
an inactive altar, no sacrifice happens, so you need Faerûn—the Doomvault of Thay.
not inform the coordinator. If a sacrifice is made, the
remaining apprentices at that altar attack your player
character group.
17
D O O M VA U LT
When the adventurers assaulted the Bloodgate Nexus, Two types of magical gates, white gates and black gates,
a Red Wizard named Syranna, leader of a cell of the secure the Doomvault.
Thayan Resurrection, saw an unusual opportunity. Gate Features. Someone who touches the edge of a
As a skilled conjurer, she was a primary Thayan agent gate’s energy field can assess its nature with a success-
in rebuilding the ancient portal network of which the ful DC 10 Intelligence (Arcana) check. A creature that
Bloodgate was a part. When the Bloodgate failed, Syra- enters a gate’s area without a proper glyph key is pushed
nna used her powers and that of the faltering gate to back 10 feet. The first time a creature does so on a given
save the characters and snatch them away to Thay. She turn, the creature takes 5 (2d4) force damage.
hopes to coax them to assault the Doomvault beneath White Gates. Each of the white gates is a circle of
Thaymount and disrupt Szass Tam’s power. runes and pure quartz fragments set into the floor, fill-
From the second session on, the characters explore ing the passageway with white mist that gives off dim
this dungeon. The following sections describe general light and renders its area heavily obscured. A white gate
parameters for doing so. dulls any sound and scent passing through it as well as
a closed door does. The gate is also a wall of force that
blocks access to those without a glyph key. The gate’s
Dungeon Characteristics blocking power disappears while a properly attuned
The following characteristics are common to all areas glyph key is applied to the gate’s field, so a creature that
of the Doomvault, unless otherwise noted in a specific has an attuned glyph key can hold a white gate open for
description. others to pass through.
Black Gates. Teleportation circles that were part of
Area Divisions the Doomvault’s original construction, black gates con-
The Doomvault is divided into nine sectors that are nect different areas of the complex. Each gate is a circle
labeled on the map: Abyssal Prisons, Blood Pens, Mas- of runes and black onyx fragments set into the floor,
ters’ Domain, Far Realm Cysts, Forests of Slaughter, exuding shadowy energy that looks like curling black
Ooze Grottos, Predator Pools, Golem Laboratories, and smoke. To teleport to a black gate, a creature that has a
Temples of Extraction. Each sector is subdivided into glyph key attuned to the destination gate’s zone enters
four zones, each of which is also labeled on the map. A another black gate while visualizing the desired zone
zone consists of distinct but related rooms, which are or thinking about its name. The gate’s power can also
numbered on the map. be used to create a temporary portal when a properly
Each zone has a specific function or theme that con- attuned glyph key is applied to the gate’s field. There-
nects to the overall theme of its sector. Magical gates fore, a creature that has an attuned glyph key can hold
(see that section) isolate zones. Adventuring groups work a black gate open for others to pass through, but the
their way through the Doomvault zone by zone, explor- key’s holder decides the destination.
ing and clearing one part of the dungeon at a time. Gatehouse. The Red Wizard rebels maintain con-
trol of an unmapped magical gatehouse, wherein the
Dimensional Barriers characters first arrive in Thay. The gatehouse contains
Strong abjuration magic tightly secures the dungeon. several permanent teleportation circles. Syranna can
No spell or trait allows anyone to evade the dungeon’s key these circles to any entry point. Further, any
security. For instance, a mage might use a dimension door creature that possesses a glyph key can use a black
spell to teleport from one part of a zone to another, but
no spell permits teleportation out of the zone in which
the spell was cast. Similarly, a mage might cast a pass-
wall spell to burrow from one area to another. However, Beshaba Shrines
if the tunnel would pass from one zone to another, cir- The Red Wizards of Thay commonly have shrines
cumventing security, the tunnel ends half way between to Beshaba, Maid of Misfortune, outside their ritual
the origin point and the possible exit point. In any case, chambers to ward off unfortunate mistakes. Most white
the caster knows why the spell didn’t work as intended. gates in the Doomvault have such a shrine near them.
Further, an incorporeal or ethereal creature can’t pass A shrine is a red triangle with stylized black antlers
between zones despite the benefit of such a trait. inside it and a stone bowl. Many Red Wizards carry
A detect magic spell can’t penetrate the structure flasks of liquor, and when passing a Beshaba shrine,
of the Doomvault far enough to allow a spellcaster to they sometimes pour the drink into the bowl and burn
sense the dimensional barriers. it in propitiation.
19
gate to teleport from the Doomvault to a permanent between area 4 and area 2, between area 6 and area 8
teleportation circle in the gatehouse. or area 16, and between area 7 and area 12.
Entry Points. DMs and the event coordinator work Touching a glyph key provides a telepathic sense of
together to choose starting locations for the second ses- the name of its zone. Thus, when the characters find
sion from seven entry points in the Doomvault. Black glyph keys, they know which zones the keys are for.
gates in the following areas have entry points labeled on A creature that has an glyph key attuned to a zone
the map: area 1 (Abyssal Prisons), area 23 (Blood Pens), can use that key to attune another key to that zone.
area 33 (Masters’ Domain), area 38 (Far Realm Cysts), Doing so is an action and requires a successful DC 15
area 49 (Forests of Slaughter), area 61 (Ooze Grottos), Intelligence (Arcana) check. A different creature must
and area 77 (Predator Pools). hold each key. If the check fails, both creatures take 2
Glyph Keys. A magic crystal pendant on a bronze (1d4) force damage. If the check fails by 10 or more, the
chain, a glyph key allows creatures to manipulate cer- original glyph key is destroyed.
tain magical gates within the Doomvault. Glyph keys
can be attuned to dungeon zones, allowing a creature Common Features
to safely use a black gate in the attuned zone and move This section details generalities about the Doomvault.
through white gates around that zone. For example, a Descriptions in specific areas take precedence over
glyph key attuned to the Temple of Chaos zone (areas this overview.
4 through 7) allows its user to access the black gate Atmosphere. Abjuration magic keeps the dungeon
in area 7, as well as to pass through the white gates dry and at a comfortable temperature. A detect magic
spell reveals this magic as a faint aura on all the
Doomvault’s surfaces.
Construction. Regular rooms and their features are
Temples of Extraction of worked and finished stone, mostly marble. Caverns
Glyph Keys are rough-hewn stone.
The Temples of Extraction are the site of Szass Tam’s Ceilings rise from 20 feet to vaults of 30 feet.
dark experiments with the Chosen of the gods, and Caverns have natural ceilings roughly 30 feet high.
security there is tighter than anywhere else in the Corridor ceilings are 20 feet high.
Doomvault. Only four glyph keys to this sector, one for Contact Stones. Each zone contains a circle of
each zone, are outside the Temples of Extraction sector. glowing magical glyphs (transmutation) or an object
They are in area 10, area 25, area 31, and area 63. The that has such glyphs. These glyphs allow someone who
adventurers need to find and possibly duplicate these has a glyph key for that zone to contact the gatehouse.
glyph keys to gain access to the temples. The characters can use these points to speak to Syranna
and have her attune glyph keys to the zone where the
contact stone is located.
20
D O O M VA U LT
with steel, and they open easily. Most doors lack latches, vinced to surrender. Under interrogation, however, most
bars, or any built-in means of locking. Those that are of these villains lie or otherwise mislead the characters,
locked require a successful DC 15 Dexterity check to aiming to kill them with misinformation. Thayans who
pick or DC 20 Strength check to force open. escape the characters’ assault and have no other purpose
A successful DC 20 Intelligence (Search) check is either leave the Doomvault through the gatehouse or join
required to find a typical secret door in the Doomvault. patrols in attempts to hunt down the adventurers.
False doors look like normal doors. A character must
succeed on a DC 20 Intelligence (Search) check to tell a
door is false without opening it.
Sessions
Each Doomvault zone is designed to fill a single in-store
Light. Magic orbs of insubstantial light brightly illu-
play session of D&D Encounters. To ensure that all
minate areas that indicate no other lighting conditions.
groups arrive at the last session at the same time, it’s
Read-aloud text assumes that someone can see the
best if a given party explores one zone per session. Here
described area.
are some parameters for playing out each session.
Magical Features. Most magical features in the
dungeon are magic items of a sort. Because of this fact,
the identify spell can be used to discern the nature of Dungeon State
most of these features. Time is the only factor in such This adventure describes each area as it exists when
assessment. the characters first arrive in the Doomvault. As they
Pit Traps. A typical pit trap is under a 5-foot-square explore, they change the dungeon’s state. DMs should
section of floor, which forms a lid hinged on the inner record the state each area is in when the characters
side and lined with lead. A character within 5 feet of leave. At the end of the session, they should inform the
the lid might notice it with a successful DC 20 Wisdom event coordinator of the dungeon state. The event coor-
(Perception) check. A character searching the area dinator will log relevant information and use the large
notices the lid with a successful DC 15 Intelligence poster map and stickers in the D&D Encounters store
(Search) check. The lid can be shimmed to remain kit to track which rooms have been explored.
closed (successful DC 15 Dexterity check to disable).
Otherwise, the lid falls open when a Small or larger Security
creature places weight on it. Security is intended to help keep groups limited to one
A creature that triggers the lid must succeed on a DC zone at a time. The event coordinator (acting as Syranna)
15 Dexterity saving throw or fall 20 feet onto a bed of also uses the security to help keep different adventur-
stone spikes, taking 7 (2d6) bludgeoning damage and ing parties in diverse areas, so the characters can cover
13 (2d12) piercing damage. The pit walls are smooth more ground and find what they need to succeed.
stone. The lid closes magically 5 minutes after being These constraints are not intended to force players to
triggered. The lead on the lid prevents the transmuta- adhere to a timeline or overtly limit their exploration. If
tion magic of a closed trap from being detected. a group fails to finish a zone in one session, exploration
Prisoners. Most humanoid prisoners are terrified can continue at the start of the next session. Likewise, if
and have only enough strength to avoid battle. Prison- a group clears a zone before the end of a given session,
ers do hard labor or end up as food for the dungeon’s the characters can use the remaining time to start on
monsters. They have no glyph keys and can’t leave the the next zone. The important guideline is that players
zone in which they reside without help. If able, freed should average about one zone per session.
prisoners beg for aid in escaping. If given glyph keys,
they make their way to the gatehouse. Use the human
commoner statistics for prisoners if needed.
Resting
The incursion into the Doomvault is a fast-paced assault
Reduced Threat. A reduced-threat monster uses a
in which the characters have little time for typical rests.
normal monster’s statistics, but it has half the normal
Some areas of the dungeon offer access to special magic
hit point maximum and takes a –2 penalty to attack
that allows characters to gain the benefit of a rest.
rolls, checks, saving throws, and saving throw DCs for
The characters also have access to the Seclusion
its abilities. You may also want to reduce the creature
Crypt, an unmapped part of one of the traps Kazit Gul
by at least one size category.
built into the original Doomvault. The crypt isolated
A monster designated as “incomplete,” “young” or
victims in time and space on a demiplane. A square
similar is always a reduced threat. In addition, such
chamber 50 feet on a side and 15 feet high, the crypt
a creature can’t use traits or attacks that require the
is otherwise dark and bare. Time passes within the
monster to be of the size of its normal adult or fully
demiplane, but no time passes in the world.
developed version.
However, the crypt is dangerous because some of
Thayan Foes. Thayan humanoids in the dungeon,
the trap’s magic still functions. This magic causes those
especially Red Wizards, prefer to survive encounters with
21
22
D O O M VA U LT
2d4 Encounter d4 Encounter
2 1 deathlock wight, 2d4 Thayan warriors, 1 2d4 giant crabs*
2d4 prisoners 2 1d4 + 1 kuo-toas
3-4 1d3 deathlock wights, 1d3 Thayan apprentices, 3 1d2 merrows*
2d4 Thayan warriors 4 1 scrag*
5-6 1 Red Wizard, 1d3 Thayan apprentices,
1 dread warriors Golem Laboratories
7-8 1 dread warrior + 2d4 wights d4 Encounter
1 1d3 incomplete flesh golem (reduced threat)
Sector Encounters 2 1 flesh golems
3 1d2 incomplete clay golems (reduced threat)
Unless the dungeon is on high alert 1d2 Thayan
4 1 clay golem
apprentices, and 2d4 Thayan warriors are herding any
monster marked with an asterisk (*) or a monster in any
Temples of Extraction
sector marked with an asterisk.
d4 Encounter
1 1d2 will-o’-wisps
Abyssal Prisons*
2 1d4 + 1 shadows
d4 Encounter
3 1d4 gray oozes
1 1 hezrou (reduced threat)
4 1d2 wraiths
2 2d8 manes
3 2d4 quasits
4 1 vrock (reduced threat) Special Encounters Table
The special encounter table lets an event coordinator or
Blood Pens Dungeon Masters track possible encounters with spe-
d4 Encounter cific NPCs or monsters within the dungeon.
1 2d6 giant centipedes When creatures noted in the text leave their encoun-
2 1d4 giant spiders ter areas to roam the dungeon, they are added to the
3 Thayan patrol special encounters. If necessary, Syranna covertly helps
4 1 shambling mound* such creatures move about the dungeon to add to the
confusion and aid the overall mission. When a DM rolls
Masters’ Domain a special encounter, he or she can choose an encounter
d4 Encounter or roll randomly. If a special encounter is resolved or its
1 1d2 wraiths enemies are slain or captured, the encounter is deleted
2–4 Dread Legion patrol from the table.
If this result is rolled while the table has no possible
Far Realm Cysts* special encounters, then the group has no encounter.
d4 Encounter
1 1 gibbering mouther
2 1 grell
3 1d4 gricks
4 1 otyugh
Forests of Slaughter*
d4 Encounter
1 1d2 barghests
2 1d4 cockatrices
3 1 displacer beast
4 1 troll
Ooze Grottos
d4 Encounter
1 1 black pudding*
2 1 gelatinous cube*
3–4 1d4 + 1 sentient gray oozes
23
24
D O O M VA U LT
Some creatures the characters encounter can divulge These pieces of lore are presented in the order in which
important information about the Doomvault. When they should be revealed:
giving out lore, a DM consults the event coordinator to F The Temples of Extraction are not temples at all but
determine available lore and then chooses the piece research facilities where Szass Tam’s followers
of information revealed, as appropriate to the creature conduct profane magical experiments. Few know
being questioned. DMs can choose to make information the specifics of what happens there.
more specific and useful, but the basics of the lore must
be conveyed. F Mennek Ariz is in the Temples of Extraction.
Each DM informs the event coordinator which F Only black gates allow access to the Temples of
pieces of lore the characters obtained, and coordinator Extraction. Only Szass Tam’s most trusted servants
crosses that item off the list of available lore. have the glyph keys attuned to that sector.
If key pieces of lore are not revealed naturally during F Szass Tam’s latest plan to become a god is his most
play, the event coordinator can use Hadarr to reveal ambitious. He intends to feed the souls of the
that information at the end or start of a session. It’s fun Chosen into his phylactery through the Temples
if Hadarr shows up every once in a while, disguised as of Extraction.
a Red Wizard or another Thayan, laden with scrolls,
maps, or other means of conveying information. F Szass Tam is making sure that his plan will work
by channeling the souls of the Chosen into the
Sectors phylacteries of his underlings, which are stored in
the Phylactery Vault beneath the Doomvault.
These are threats and rumors known to those without
firsthand experience of a sector. Creatures inside a F Disrupting the flow of soul energy into the phylac-
sector are likely to know more: teries should destroy them, dealing an incalculable
blow to Szass Tam’s power.
F In the Abyssal Prisons, the maze of undoing has no
easy exit, but fiends that can climb are said to have
somehow escaped the magic there. Phylactery Vault
These pieces of lore are presented in the order in which
F In the Far Realm Cysts, the creatures of chaos keep they should be revealed:
intruders away from a powerful shrine.
F Beneath the Doomvault, the demilich Kazit Gul
F In the Forests of Slaughter, the most cunning of slumbers in his Phylactery Vault.
hunters seek to steal glyph keys.
F Szass Tam repurposed the Phylactery Vault for his
F In the Forests of Slaughter, magic pools can heal own magical experiments.
creatures that drink from them.
F The phylacteries of the highest-ranking liches in
F In the Golem Laboratories, no Red Wizard will Szass Tam’s service rest in the Phylactery Vault,
enter the glowing green archways. protected by powerful magic. Szass Tam holds the
F In the Masters’ Domain, the Temples of Despair phylacteries there to keep his lackeys in check.
are used for the torture and execution of those who F If enough black gates across the Doomvault are dis-
oppose Szass Tam. rupted, the black gates in the Temples of Extraction
F In the Masters’ Domain, necromancy can be can be forced to connect to the Phylactery Vault.
reshaped to restore life.
F In the Ooze Grottos, the power of the white pillar
can heal or harm.
F In the Predator Pools, the hag seeks allies in her
plot against the naga.
F In the Predator Pools, vats hold power over life.
25
Roleplaying Syranna
Syranna is a rebellion leader who knows that her
life could end at any time. She means to make every
moment count. She doesn’t rest while the adventurers
assault the Doomvault.
Syranna is lawful neutral. She has a sense of righ-
teousness colored by fatalism. Her belief is that death
is better than being raised as another of Szass Tam’s
undead servants. With the characters, she is honest
and forthright, as well as cynical.
Unfortunately for the characters, Syranna isn’t famil-
iar with the inside of the Doomvault. Her position as
overseer of the gatehouse has given her only general
knowledge of the dungeon. She explains that her igno-
rance is an intentional part of the dungeon’s security
structure. If given time, however, she can confirm lore
that the characters learn.
26
ABYSSAL PRISONS
people sought the Doomvault. Eventually, unable to should take on different sections of the dungeon to
fuel his phylactery, Gul became a demilich. Szass make the assault.
Tam discovered the Doomvault and saw the oppor- F Thayans have taken Shalendra Floshin and Kelson
tunity to rebuild and repurpose it. Darktreader prisoner. They are likely dead or within
F The Doomvault is a vast, active complex of labo- the Doomvault.
ratories and menageries dedicated to creating the
monstrous armies with which the Red Wizards plan Once the characters are finished talking, Syranna
to conquer first the North, then all Faerûn. teleports in a map of the dungeon for each party. Give out
The dungeon is divided into sectors dedicated to the player maps if you haven’t already done so. If you’re
creation and control of specific types of monsters. not playing the adventure as part of D&D Encounters,
F Each sector is subdivided into protected zones for you’ll find a copy of the map at the back of this adventure
security, defending against attack from outside and that you can print out. The party can look at the maps
betrayal from within, as well as the escape of con- to determine which entry point it will take. The event
fined creatures. Magical white gates block corridors, coordinator should work to ensure each group enters
preventing physical access between zones. Magical through a different point. Syranna delivers a glyph key
black gates are teleportation circles that connect dif- for the zone that each party will initially assault.
ferent parts of the dungeon. Each group also has its circlet of limited telepathy.
Groups can use these circlets to communicate with
F Magic crystals called glyph keys, when attuned to each other, as well as with Jekk and Hadarr. However,
a zone, allow access to that zone’s gates. Syranna Isteval is now thousands of miles away and beyond the
describes the use of glyph keys, including how to reach of the circlet. The other NPCs, Shalendra Floshin
transfer attunements. She also describes contact and Kelson Darktreader, have been taken prisoner and
stones and how the characters can use them to cannot communicate using the circlets at this time.
contact her directly. Through contact stones, the char-
acters can also gain glyph key attunements for the
zone in which the contact stone is situated. Syranna
can provide each party with one glyph key initially.
A byssal Prisons
Originally an area containing summoning traps, this
F Through their glyph keys, Syranna also grants the sector has been repurposed for confining demons. Thay-
characters access to the Seclusion Crypt. Anyone ans break the will of imprisoned fiends and bind them
who has a glyph key can use a black gate to which into service. Dim light radiates from walls, floors, and
the key is also attuned to teleport from the Doom- ceilings here, a manifestation of the strengthened dimen-
vault to the crypt. sional barriers, which prevent fiends from teleporting or
F The adventurers have three goals. (1) Destroy the summoning other demons within the sector.
Red Wizards monstrous creations and experiments
to end the threat to Faerûn. (2) Gain access to the Fiendish Arena
Phylactery Vault deep beneath the dungeon. (3) In this zone, a vampire named Issem culls the weakest
Destroy the phylacteries within the vault. demons using arena combat. When the demons fight,
F Tarul Var’s quarters lie in the Doomvault. Although the battle can be heard in every chamber in this zone
the lich was defeated, he may have already rematerial- (see “Pit Battle” in area 2 to aid in narrating the noise).
ized thanks to the power of his phylactery. Protected
by his dread warriors, he is a deadly threat. 1. Chandelier Chamber
F Any information on dread warriors from page 22. Scorched and shattered plaster shows faint signs of frescos
that once covered the walls here. A half-dozen ruined chande-
F Szass Tam controls entry to the Phylactery Vault. liers hang from the cracked ceiling. In the northeast corner is
Syranna knows that the vault connects to the greater a circle of runes and black onyx fragments set into the floor,
Doomvault, but the rebels have not yet discovered exuding shadowy energy like curling black smoke.
how to access it.
F The rebels will use their power to stop magical com- Creatures. Two vampire spawn keep watch here,
munications to the outside and contain any enemies along with two wights and two zombies. A quasit
who escape from the Doomvault. They’ll make sure perches invisibly on a chandelier.
that no one outside the dungeon knows of or reacts to Negotiation. Prisoners regularly move through the
what’s happening until the characters succeed. black gate here. The adventurers can bluff their way
through by talking to Eldrath, a female human vampire
spawn that challenges them. If the characters fail to
27
3. Issem’s Vault
Deadly traps, which Issem avoids
while in mist form, protect the
vampire’s sarcophagus.
28
ABYSSAL PRISONS
pit traps. the party discovered and defeated Pencheska, who
Contact Stone. The glyphs on the sarcophagus is a slave to Tarul Var, then she has returned to the
make it a contact stone. Doomvault to await further instructions from the lich.
Treasure. Inside the sarcophagus are three detect She currently wears the guise of Natyssa, an attractive
magic scrolls, two comprehend languages scrolls, one human courtesan and a form she enjoyed using to sow
greater restoration scroll, and a glyph key attuned to this chaos in Daggerford. Two Thayan warriors, who are in
zone. Also inside is a writing kit with fifteen sheets of her thrall, guard her.
parchment. If Pencheska is alerted to the characters approach,
she takes on a form with which the characters are
Temple of Chaos familiar, such as Lady Maldwyn or Shalendra. She
attempts to convince the characters that she’s being
Tarul Var reconfigured this zone for his use.
held prisoner.
Pencheska isn’t pleased with her situation and won’t
4. Mystic Circles directly oppose the characters unless they attack her.
The wood-paneled walls of this long hall are scorched. Cracks She is even willing to provide a piece of lore about the
in the panels reveal bare stone. Three mystic circles have been phylactery vault in the hope that the characters might
scribed in the floor, each edged with rough runes. destroy Tarul Var for good, freeing her to escape the
Doomvault.
Double Doors. These steel double doors are locked If no members of the party helped reveal the succub-
with a key in Tarul Var’s possession. bus’s subterfuge in the previous adventure, then this
Steel Orb. A steel orb is hidden in a recess in the room is vacant.
ceiling 20 feet up. Spotting it requires a DC 20 Wisdom Closets. The sliding wooden doors open to reveal
(Perception) check. The steel orb is part of the mystic closets that contain fine female clothing in numer-
circle trap (see below). ous styles and sizes. The easternmost closet contains
Mystic Circle Trap. The circles are magical
(abjuration) but misleadingly so. A successful DC 15
Pencheska
Intelligence (Arcana) check reveals that hidden among
gibberish runes are warding glyphs that discharge light-
ning. A character who fails this check discerns the false
runes but fails to decipher the glyphs among them.
The trap activates 3 rounds after the first creature
enters the room. (Tarul Var’s steel key disables the trap
for 1 minute when it is used to open the door to area
5.) At the start of the fourth round, and every 2 rounds
thereafter, one circle (chosen randomly) glows white. At
the end of the same round, lightning discharges through
the room from a steel orb in the ceiling. A detect magic
spell reveals its evocation aura. When the lightning
discharges, any creature in the room that fails a DC 10
Dexterity saving throw takes 7 (2d6) lightning damage.
A character who touches the steel orb and succeeds
on a DC 15 Intelligence (Arcana) check can suppress
the orb’s magic, disabling the trap for 1d4 rounds. A
dispel magic spell cast on the orb suppresses the magic
for 1 hour. In both cases, the character doesn’t know
how much time the suppression might last. The circles
continue to glow at random.
5. Succubus Vault
The sweet scent of incense hangs in the hot air of this opulent
chamber. The walls are covered with silk tapestries in green and
yellow, and the floors are spread with cushions. To the south,
two sets of sliding double wooden doors are set in the walls.
29
30
ABYSSAL PRISONS
out assistance, and nothing it does can pass the circle’s party access to his duplicate glyph key and his steel
boundary. All demons besides the manes ask for key (see the “Treasure” section), as well as information
release, promising to attack the Thayan forces. As an (equivalent to two pieces of lore), in exchange for his
action, a character can simply mar the silver bound- freedom and his silence. If the characters let Var go, he
ary of a circle to disrupt the circle’s magic for 1 minute. flees the Doomvault. If the lich is destroyed again and
During that time, a demon within the circle can break doesn’t reappear during this adventure, and he may be
free with a successful DC 15 Wisdom check. If one destroyed permanently if the party succeeds collapsing
demon escapes its circle, each demon in the circle can the phylactery vault.
then leave it if the creature does so immediately. Contact Stone. A circle of glowing glyphs above
A freed demon attacks the nearest creature that Var’s desk in the western section of the room serves as a
isn’t a demon. contact stone.
Dungeon State. If any demon besides the manes Treasure. Tarul Var has a glyph key that is attuned
remains free in this area, all the demons are eventually to this zone and the Temples of Anguish zone (in the
freed from their circles. That fact should be noted as Temples of Extraction sector). He also has an ornate
part of the dungeon state. steel key (worth 5 gp) to the locked doors in area 4.
A search of the desk reveals several drafts of a letter
9. Dead End to Szass Tam in which Var begs for another chance to
A set of double doors is inlaid with brass filigree, marking out bring the Sword Coast under Thayan domination (if the
the shapes of angelic figures. players participated in Scourge of the Sword Coast, this
letter may recount some of the events from that adven-
Advance Warning. A successful DC 15 Intelligence ture). Inside the desk’s several drawers are a potion of
(Search) check made to search the floor reveals that mind reading and duplicates of the glyph key and steel
no creature has entered this side passage in months. key that Var carries.
A character who can track needn’t make a check to The largest drawer is held closed with an arcane lock
search the floor and learn the same information. spell (successful DC 25 Strength check to break). Inside is
If viewed with detect magic, the area also has an aura a gold coffer wrought to look like a sleeping dragon with
of necromancy, which grows stronger to the east. violet garnet eyes (1,000 gp) and a box of black wood with
Stunning Shadow Trap. When the doors are a stylized spiral on it (see the next section). The coffer
opened, roll initiative. Darkness immediately fills the holds 200 pp and a dark river rock (a loadstone).
corridor out to 20 feet from the doors. Any living crea- True Name Box. If detect magic is used on the black
ture that starts its turn in the area must succeed on a box, something within it has a faint aura of evocation
DC 15 Charisma saving throw or take 7 (2d6) necrotic magic. The box contains several pieces of parchment.
damage and become paralyzed until the start of its next The first page stored in the box has runes on it that,
turn, when it must repeat the saving throw. The darkness when read by anyone other than Tarul Var, cause the
remains as long as the doors are open. page to explode. Everyone within 10 feet of the box
must make a DC 15 Dexterity saving throw, which the
10. Tarul Var’s Quarters reader makes with disadvantage. A creature takes 21
(6d6) force damage on a failed saving throw and half on
Tapestries line the walls of these well-appointed living quar-
a successful one. The box and its contents are destroyed
ters. Standing screens divide the space into smaller sections
if the runes go off.
containing couches, tables, and desks.
The runes can be disabled by using dispel magic on
the box or the page, or by making a successful DC 15
Creatures. Tarul Var is here, with four dread war-
Intelligence check to remove the page without inad-
riors as guards. The lich wields a staff of evocation (see
vertently reading the runes and folding the page so the
Appendix 1). Having lost the Bloodgate, Var is confined
runes are no longer visible. Failure on this check indi-
to this area awaiting Szass Tam’s judgment. If Var was
cates that the character reads the runes accidentally,
destroyed, the power channeling through the Phylactery
setting them off.
Vault allowed him a quick rebirth.
The box contains records of true names of minor
The lich attacks immediately, venting his rage on
devils and describes plans to use them in the attack on
those he recognizes from Bloodgate Keep. His guards
the Sword Coast. It also contains historical documents
emerge from various positions to screen him from direct
that indicate Var was searching for the true name
attack. As an action, a dread warrior can cast one of
of Baazka.
Tarul Var’s spells as though the lich had cast it (see the
sidebar on page 22 for more details).
The dread warriors drag any helpless character they
can to the pit in the intersection near this room or to
area 9, where they throw open the doors.
31
32
B LO O D P E N S
creatures.
A) One hezrou The Red Wizards are breeding and raising monsters in
B) Eight quasits their own foul nurseries.
C) Two vrocks
Vermin Halls
Each cell has iron, rune-scribed bars (warded against The vermin-summoning magic of these halls now
demons). Transmutation magic on the bars renders serves the Thayans.
them unbreakable, so a demon can make no attempt
to escape the cell and, indeed, can’t pass any part of its
body through the bars. Further, no sound can pass out
16. Gallery of Swarms
of a cell into the larger room. To free a demon, a char- The Red Wizards no longer use this chamber.
acter must open the lock on the cage door (successful Sounds. A character who listens at the doors and
DC 20 Dexterity check to pick). A freed demon attacks succeeds on a DC 10 Wisdom (Perception) check hears
everyone in the room. distant chittering.
Keys. The Red Wizard has a glyph key attuned to Light. None.
this zone, as well as a ring of keys to the cells.
Dungeon State. If any demon remains free in this The sunken floor of this huge hall is completely covered in
area, all the demons are eventually freed from their cells. dead insects, their dried shells shifting and whispering in a
That fact should be noted as part of the dungeon state. faint breeze. Dozens of demonic faces are carved in the white
marble walls of the chamber, the slight gusts whistling from
each of their open mouths. Down the center of the chamber,
15. Maze of Undoing toward the double doors at the far end, a series of black stone
A long corridor of gray granite runs perpendicular to the platforms are set like oversized stepping stones.
entrance to this area, with six more corridors branching
off from it. Demonic Faces. The mouths of these relief carvings
are also the source of the magical breeze (conjuration).
Teleportation Maze. Powerful conjuration magic Insect Floor. The floor is 2 feet below the level of
(teleportation) infuses the area. It is strongest at trig- the doors and filled completely with dead insects along
ger points numbered 1–20, plus two entry/exit trigger with occasional bones, making it difficult terrain.
points (E), on the map. Any creature that enters a trig- Pit Traps. Hidden beneath the insects and scattered
ger point while not touching the ceiling is teleported across the room are buried pit traps. It is impossible to
to the ceiling of another trigger point (rolled on a d20) notice a pit accidentally; finding one requires a success-
and must succeed on a DC 11 Charisma saving throw ful DC 20 Intelligence (Search) check. Each pit is filled
or take 5 (2d4) psychic damage. Unless the creature with dead insects, so falling into one deals only half
wishes to leave the ceiling, it remains there until the damage. However, someone buried in these husks can’t
end of its next turn. Then it falls. breathe or see.
The entry/exit points also radiate potent abjuration Trapped Platforms. Whenever a creature steps
magic. Until someone utters the proper passphrase, a onto a platform, it must succeed on a DC 10 Charisma
demon in the maze can’t pass through the entry/exit saving throw or a swarm of biting, stinging insects
points. Nothing the demon does can pass the point’s surges from the demonic faces to engulf the target,
boundary. For non-demons, leaving the maze is a dealing 5 (2d4) piercing damage and 5 (2d4) poison
simple matter of doing so along the ceiling. damage, and forcing the character to succeed on a DC
Trapped Glabrezu. A glabrezu is trapped in the 15 Dexterity saving throw or fall in a random direction
maze. When the characters arrive, place the glabrezu at off the platform. The insects die and fall to the floor
a random teleportation trigger point in the maze. Until immediately after their attack.
it sees the characters, it moves through another trig-
ger point on each of its turns. Because of previous torture,
the demon is a reduced threat. In its rage and madness, it
17. Crawling Hall
attempts to move toward characters it can see and attacks Two enormous pillars on the far side of this chamber emit
any creatures it manages to reach. brilliant white light that holds the attention of hundreds of
giant vermin on and around them. Sudden movement marks
isolated fights between spiders and beetles, but most of these
creatures move sluggishly, as if the light has them subdued.
33
34
B LO O D P E N S
the floor, slung between pillars and lashed to the slabs fragments set into the floor, exuding shadowy energy like
of rock blocking the stairs. Any creature that falls curling black smoke. North of it is a glowing circle of glyphs
unconscious while on a bridge has a 50 percent chance on the wall about 3 feet from the floor.
to fall into the pigpen.
Enchanted Pillars. A detect magic spell reveals Aura. A detect magic spell reveals a faint transmuta-
that each pillar radiates an aura of enchantment. Any tion aura on the whole area, which is a simple magical
humanoid that touches a pillar must succeed on a DC effect to control the odor of the butchery.
13 Wisdom saving throw or fall unconscious for 1 Creatures. Twelve Thayan warriors are here, with a
minute. The Thayans marked the pillars as a reminder. wight overseeing them. Eight work to the south, stack-
A dispel magic spell suppresses the magic of the pillars ing butchered pigs along the wall. To the north, four
for 1 minute. more sluice offal, occasionally tossing some toward an
Floating Disk. An opaque, slightly concave, circular otyugh chained to the floor.
plane of force (evocation), 5 feet in diameter, floats on The otyugh can move 40 feet from the northeast
the northern side of the northern bridge to area 20. The corner, as the dotted line on the map shows. It attacks
disk can hold up to 1,000 pounds. It is stationary and any creature it can reach. If it can’t attack, the otyugh
level with the bridge, but it can be mentally directed by uses its turn to attempt a DC 20 Strength check to
anyone who can see it (DC 10 Intelligence) to float to break its chain while its captors are distracted.
the blocked stairway that leads up to the Vermin Halls With its childlike intellect and telepathy, the otyugh
(areas 16–18). broadcasts its desire for more food. The characters are
Pigpens. The pigs are maltreated, hungry, and irri- able to communicate with the creature, and if they offer
tated. They swarm any creature that enters the pen. to feed it, the otyugh ceases attacking for 1 round. Then
Such a creature must succeed on a DC 13 Dexterity the characters must periodically placate it with success-
saving throw at the start of each of its turns or take ful DC 10 Charisma (Persuasion) checks. A character
3 (1d6) bludgeoning damage and 3 (1d6) piercing who frees the otyugh learns that more of its kind are in
damage. Characters who take maximum damage fall the dungeon and receives a general impression of area
prone. Attacks against the pigs have little effect, but an 42. These otyughs hate the Red Wizards.
area spell clears its area of pigs until the end of the cast- Niches. The shallow niches are 3 feet off the floor
er’s next turn. and 5 feet high. Climbing into a niche costs 10 feet of
One pig among the group is much smaller than the movement.
others, and looks especially worse for wear. If a charac- Dungeon State. If the otyugh is given a glyph key to
ter uses detect magic, he or she finds that the pig radiates the Prison of Filth zone and told how to use a black gate,
transmutation magic. The pig is in fact a lightfoot half- it teleports to area 41 and reaches area 42. Its presence
ling named Drevin. He was a minstrel that ran amok of there might change the encounter (see area 42).
a Red Wizard transmuter on the borders of Thay after Contact Stone. The circle of glowing glyphs serves
reciting a biting limerick about the wizards. If freed of as a contact stone.
the polymorph spell (using a dispel magic or the like), he Glyph Keys. The wight has a glyph key attuned to
accompanies the characters until he thinks it is safe this zone and the Prison of Filth zone (areas 41 and 42).
to attempt to escape the Doomvault, at which point he
departs amid promises to write great ballads about the
characters’ exploits.
Hatchery
Thayans hatch the eggs of exotic monsters in this zone,
The enclosed area beneath the walkway is filled with
rearing the young to serve Thay.
sows and piglets. The DC for the Dexterity saving throw
here is only 8.
Glyph Keys. Among them, the Thayans have four 21. Egg Chamber
glyph keys attuned to this zone—two among the appren- The approach to this chamber is notably warm and humid.
tices and two with the deathlock wights.
Heat wafts from this chamber, and steam obscures parts of
20. Abattoir the room. Stone braziers built into the walls burn with orange
flame, as do braziers set across the room. The floor is cov-
If the packs of pigs rush into the room, they move
ered with sand and set with dozens of massive eggs of various
unwittingly toward the warriors, knocking half of them
colors and textures.
prone before retreating to area 19.
Creatures. Two Red Wizards, one dread warrior,
Empty wall niches might once have held works of art, but this
and six skeletons oversee the eggs. The mages send the
broad gallery has been converted to an abattoir, its floor slick
undead forward as a screen and use spells that won’t
with filth and gore.
harm the eggs.
35
36
B LO O D P E N S
must immediately repeat the Dexterity saving throw or relishes the opportunity to fight intruders. However,
become restrained (as above). if reduced to 20 hit points or fewer, he surrenders and
If a round ends in which no creature is restrained, offers two pieces of lore in exchange for his life. He is
all the vines immediately die. The trap then goes dor- also willing to give up his treasure and copies of his
mant for 1 hour. glyph keys, turning over the actual keys only under
Glyph Keys. The wights have glyph keys attuned to severe threat.
this zone. Dungeon State. If Thuria survives an initial
encounter with the player characters, he and any sur-
24. Pale Garden viving allies go on patrol, attacking any intruders in the
The Red Wizards have repurposed this magical garden Doomvault. Tell the event coordinator to add this group
as a food source. The room is filled with dim light. to the special encounters.
Garden Beds. Enchantment magic imbues the
The scent of decaying plants hangs over a vast and verdant garden beds. Any living humanoid that spends more
underground garden. White vines, trembling as if touched than 1 minute here must succeed on a DC 12 Charisma
by an unseen breeze, twine around cracked pillars that glow saving throw or fall unconscious. At the end of each of
slightly with pale light. Between the pillars, ashen flowers, its turns, the creature can repeat the saving throw to
sickly gray shrubs, and giant mushrooms stand in dense end the effect. On any successful save, the creature is
groves around a couple of gravel paths. immune to the effect for 24 hours. The creatures here
Many baskets full of plant matter are stacked on shelves are already immune to this effect.
carved into the wall near the doors. Thuria’s Repose. The middle garden bed among
the three southernmost beds is full of plants shaped
Creatures. Twelve unarmed humanoid skeletons like pieces of furniture. A circular shrub serves as a
wander the area, harvesting plant material in large resting couch, an angular one is solid enough to use as a
baskets. As they tear off growths, a crackling sound desk, and others nearby serve as small chairs.
accompanies an increase in the glow of a nearby pillar, Contact Stone. On the southern wall near Thuria’s
and the harvested plant starts to rapidly regrow. place of repose is a circle of glowing glyphs that serves
The skeletons ignore intruders unless attacked or as a contact stone.
damaged, in which case they all attack trespassers in Treasure. Thuria wears a gold circlet set with
the room. rubies (1,000 gp) and a gold cuff (100 gp). He carries a
Three shambling mounds hide in the groves, ignor- scroll of fly and a potion of healing, as well as glyph keys
ing the skeletons. These mounds are trained to ignore attuned to this zone, the Vermin Halls, the Swine Run,
anyone who remains within 15 feet of the doorways, the Hatchery, and the Temples of Turmoil zone (Tem-
where baskets can be gathered from the shelves. They ples of Extraction sector).
wait to ambush any living creature that draws near. The dread warrior has a +1 longsword and a gold cuff
Dense Garden. Any area within 5 feet of a pillar that matches Thuria’s.
and not shown on the map as a path is difficult terrain. In Thuria’s “desk” are dull records of the important
Pillars. The chamber’s pillars respond to damage to functions in the Blood Pens. Also found within are oil
plant matter in the chamber. At the end of each round of etherealness and a potion of poison disguised as a potion
during which a shambling mound took damage, a dis- of healing. A bundle of entwined branches opens like a
charge of weird energy ripples over the pillars, and coffer to reveal 100 pp and a diamond (1,000 gp).
each creature within 5 feet of a pillar takes 5 (1d10)
lightning damage.
37
38
MASTERS’ DOMAIN
acter who takes an action to make a DC 14 Wisdom
The Red Wizards use the magic of this place to create
check or Charisma check and succeeds can ignore the
zealous followers.
effect for 10 minutes.
Creatures. Shadows swirling around three pil-
lars coalesce into the same number of wraiths after a 29. Conditioning Court
door other than a secret door is opened in this area. A Doors surround a central courtyard here, creating the sense
shadow appears from another pillar each round there- of a monastic sanctuary. Each of the dimly glowing silver pil-
after, until eight undead have appeared. The wraiths do lars supporting the ceiling has a set of chains and manacles.
not leave the room. Undead hang from four of the pillars, their dead eyes open
Pillars of Shadow. The pillars here are imbued with wide as if in a state of intense focus.
necromancy magic. An undead creature that touches
(or passes through) the pillar gains 3 (1d6) temporary Silver Pillars. Exuding enchantment magic that
hit points. A living creature that touches a pillar takes dulls will and perception, the silver pillars cause any
5 (1d10) necrotic damage and 5 (1d10) cold damage. A creature in the courtyard to have disadvantage on
creature can take this damage only once per turn. Wisdom checks and saving throws. Being chained to
Contact Stone. The eastern false door alcove contains the pillars causes hypnotic dreams that, after prolonged
a circle of glowing glyphs that serves as a contact stone. exposure, improve combat skill and imbue most crea-
tures with strong devotion to the Red Wizards.
28. Temple of Blood Four Thayan warriors chained to the pillars are in
an advanced state of subdual. They can be treated as
The coppery scent of blood hangs heavy in the air in this
unconscious. If they are slain, a gong sounds in the
chamber of dark red marble. Pools of blood spread across the
chamber, alerting the inhabitants of the cells.
floor, oozing from the ceiling above the dimly glowing red pil-
Cells. The cells are quarters for Thayans who train
lars and flowing down the columns. Statues of four-armed
and work here. Unless otherwise noted, each cell contains
gargoyles, each with mouths and claws dripping blood, stand
rough cots and footlockers holding worthless personal
in alcoves around the chamber.
possessions. Cells marked with an asterisk are empty.
Combat in the area, or the pillar gong, alerts those
Light. Dim, blood-red light radiates from the pillars
in the cells. One Red Wizard emerges 1 round later,
to fill the area.
and the other comes out during the following round.
Blood. Due to the slick blood on the floor, a crea-
The residents of the other cells take 1d4 + 1 rounds to
ture that moves across the ground at greater than half
respond (roll for each).
its normal speed must succeed on a DC 10 Dexterity
Each cell is occupied as follows.
saving throw or fall prone.
A) Two Red Wizards dwell in this fine chamber. One
Creatures. The blood dripping from two statues
is sleeping. Both have glyph keys attuned to the zone, as
coalesces into the same number of vampiric mists after
well as keys to the C cells. In combat, the wizards open
a door other than a secret door is opened in this area.
the C cells if they can do so without significant risk.
Another mist appears whenever another such door is
B) Three Thayan warriors sleep here.
opened. This process continues until eight undead have
C) The doors to this cell are locked. The four Thayan
manifested.
warriors brood here when they are not shackled to the
Pillars of Blood. If a living humanoid creature
silver pillars.
touches a pillar, the part of its body that touched the
D) This cell contains bunks but is empty.
pillar becomes stuck, and the creature is restrained. At
the start of each of its turns, the restrained creature is
drained of blood and must succeed on a DC 15 Consti- 30. Training Floor
tution saving throw or take 5 (1d10) necrotic damage An arsenal of weapons and armor hangs from the walls in this
and have its hit point maximum reduced by the same broad chamber, the floor of which is stained with blood and
amount until the creature completes a long rest. A black ichor. Between two weapon racks to the east is a glowing
creature can escape the pillar’s hold with a successful circle of glyphs on the wall about 3 feet from the floor.
DC 15 Strength check. Another creature can pull the
victim free with a similar successful check. Creatures. Lahnis, a Red Wizard, directs the brutal
combat training here. Six Thayan warriors engage
a dread warrior and seven skeletons. Lahnis orders
the whole lot to attack intruders; see the “Roleplaying
Lahnis” sidebar. Because they have been engaged in
combat, each creature besides Lahnis starts at half its
hit point maximum.
39
40
41
42
FA R R EA L M C Y S T S
using telepathy to observe the area. Within this room,
the aboleth can use the water globes (see that section) to
move around.
The aboleth’s ordeal in the Doomvault has weakened
it, making it a reduced threat. In addition, its hatred
of the Red Wizards makes the aboleth a potential
ally. With a successful DC 20 Charisma (Persuasion)
check, or another successful and appropriate check, a
character can convince the aboleth to stand down and
negotiate. In exchange for sparing the characters, the
aboleth demands to be freed and given a glyph key.
Pool. Over 350 feet deep, this pool has sheer sides
that drop to its bottom. Creatures that are within 10
feet of the surface are lightly obscured. Those in deeper
water are heavily obscured.
Water Globes. Floating 5 feet above the floor, these
magic water globes (transmutation) are 15 feet in diam-
eter. Red Wizards use them to hold aquatic creatures
for transport through the black gates.
As an action, a creature that is within 5 feet of a
globe and has an Intelligence score of 10 or higher can
take control of the globe by succeeding on a DC 10
Intelligence check. As part of its movement and with
a successful DC 10 Intelligence check, the controller
can direct the globe to move with it, remaining within
5 feet of the controller. A globe’s controller can enter
and leave the globe at will. The controller can maintain
control of the globe while within 100 feet of it. Another
creature that qualifies as a controller can wrest control
of a globe by winning a contest of Intelligence against
the current controller.
A creature that touches a globe without being its con-
troller must succeed on a DC 15 Strength saving throw or
be drawn into the globe and unable to pass back through
its boundary. As an action, a trapped creature can free Compelling Light Trap. Any creature that sees
itself with a successful DC 20 Intelligence check. Also the magical light (illusion) while within this area must
as an action, a globe’s controller can release a trapped succeed on a DC 13 Wisdom saving throw or enter the
creature with a successful DC 10 Intelligence check. cavern and stand there while ignoring all other stimuli.
A creature inside a globe has half cover against effects When an affected creature takes damage, the creature
that originate outside the globe. While inside a globe, a can repeat the saving throw to end the effect. Any living
trapped creature can’t contest for control of the globe. creature that ends its turn in the lighted room takes
Dungeon State. If the adventurers free the aboleth, 10 (3d6) necrotic damage.
tell the event coordinator to add it to the special A dispel magic spell suppresses the effect for 10 min-
encounters. The aboleth attacks anyone it runs across. utes. Any spell that overwhelms or blocks the light also
suppresses it in the spell’s area for the spell’s duration.
37. Compelling Light Glyph Key. The dread warrior has a glyph key
Dim light in the chamber can be seen before the attuned to the Forest of Death zone.
room can.
Faint light pervades the air, shimmering through all the colors
Warren of Eyes
of the rainbow, dimly lighting the walls of this cavern. A few Thaxalia, a beholder, has been summoned and impris-
piles of bones and scraps of old gear litter the floor. oned here. This area has a weird green glow that
provides dim light.
Creatures. The trap here (see below) has affected
six wights and a dread warrior. They attack
if the trap’s effect on them ends.
43
44
FA R R EA L M C Y S T S
picking off Thayan patrols here. Amid the slime are five peevish children. If the characters offer to feed them,
bodies, two wights and three Thayan warriors. the otyughs stop fighting to see if the party is telling
Slime. Covering the rough floor is 1 foot of thick the truth (unless the party has slain one of the young).
slime. Any creature that starts its turn prone in the If the characters have killed one of the young, it takes
slime takes 4 (1d8) poison damage. a successful DC 20 Charisma (Intimidation or Persua-
Glyph Key. One Thayan Warrior has a glyph key sion) check to get the otyughs to stand down.
attuned to this zone. Stench. At the start of each of its turns in this area,
any living creature that is not an otyugh must succeed
Prison of Filth on a DC 12 Constitution saving throw or be overpow-
ered by the stench and have disadvantage on attack
A pack of otyughs has been imprisoned here to repro-
rolls and saving throws. A successful save renders the
duce in the filth.
creature immune to this effect until it has been away
from this area for 5 minutes.
Light. None.
Trash. The waste material in the area is difficult terrain.
Necrotic Essence. If viewed with detect magic, the area
Stalagmites. These 10-foot-diameter spires of rock
also has an aura of necromancy. When living creatures
rise 20 feet above the floor.
regain hit points, they regain only half as many as normal.
Dungeon State. If the otyughs are freed and given
a glyph key, they go to rampaging through the dun-
41. Garbage Transfer geon, devouring anything in their path including Red
This rough-walled cavern contains nothing that should make Wizards. Tell the event coordinator to add them to the
it stink of filth and rot as it does. special encounters.
Shadows curl like smoke from the walls. To the northeast,
similar shadows whorl from a circle of runes and black onyx 43. Summoning Chamber
fragments set into the floor. East of it is a glowing circle of
A blood-red circle is scribed on the floor of this cavern, the
glyphs on the wall about 3 feet from the floor.
twisted runes around its edge pulsing with sickly purple light.
Creatures. Twenty unarmed skeletons stand here,
A successful DC 15 Intelligence (Arcana) check
waiting to cart refuse that arrives from other areas
allows a character to recognize the runes as symbols of
through the black gate. They attack only if attacked.
dangerous magic that can be manipulated to call forth
If a character drops any moderate-sized object
creatures of the Far Realm. The adventurer knows that
in front of the skeletons, as many of them as needed
using the circle is impossible without the proper ritu-
quickly seize the object and carry it into area 42.
als, and that it can be disabled with a successful DC 20
The otyughs are distracted while the skeletons move
Intelligence (Arcana) check to deface key runes. Defac-
through area 42.
ing the runes requires weapons or tools, such as thieves’
Doors. Abjuration magic on these locked doors causes
tools. However, the character is also aware that the pro-
them to open if an animate skeleton touches them.
cess could unleash weird forces.
Contact Stone. The circle of glowing glyphs serves
Each time a character tries to disable the circle but
as a contact stone.
fails, it unleashes a pulse of magical power that forces
Dungeon State. Unless destroyed with radiant
each creature in the area to succeed on a DC 15 Intel-
damage, the skeletons here reassemble within 1 minute
ligence saving throw or suffer a severe break with
of being destroyed. Restored skeletons have no memory
reality. The creature then has disadvantage on all Intel-
of their previous fate, so they attack only if attacked or if
ligence checks, Wisdom checks, and Charisma checks.
they witness other skeletons under attack.
In addition, the creature has disadvantage when roll-
ing initiative and can’t maintain concentration. Remove
42. Otyugh Lair curse, greater restoration, or equivalent magic restores the
Pools and piles of rotting garbage, offal, and filth cover the creature to normal.
rough stone floor of this cavern. The air is heavy with an
unbearable stench. Four stalagmites thrust up from the floor.
Caverns of Chaos
Creatures. Three otyughs and four otyugh young The creatures and power of the Far Realm are held in
hide in the trash here. Unless the dungeon state indi- these unlit caverns.
cates that the otyugh from area 20 is here, the otyughs
attack right away.
45
46
FORESTS OF SLAUGHTER
nizes the traits of hook horrors.
Powerful conjuration magic suffuses the trees in this
Creatures. Four hook horrors hang from the walls here.
zone. When an intruder enters or ends its turn in an area
They have grown lazy and distracted by their imprison-
of trees, the creature must succeed on a DC 15 Wisdom
ment, so characters have advantage on Dexterity (Stealth)
saving throw or, for 1 minute, any damage it deals instead
checks made against the horrors until any character is
causes the target to gain 5 (1d10) temporary hit points.
spotted. The horrors hesitate to attack those dressed like
The creature repeats the saving throw at the end of each of
Thayans but do so if no food is quickly offered.
its turns, ending the effect early on a success.
The horrors fight mostly to defend a mound in the
northwest section of the cavern, which contains their
eggs. A character who can speak Undercommon and 49. Gate Cavern
deal with the hook horrors’ unsophisticated intel- Trees crowd the walls of this turfed cavern. To the southwest
lect can get them to stand down by guaranteeing the the turf gives way to a stone floor, where shadows curl like
eggs’ safety and making a successful DC 20 Charisma smoke from a circle of runes and black onyx fragments. West
(Deception, Intimidation, or Persuasion) check. If the of the circle is a glowing circle of glyphs on the wall about 3
check fails, the horrors try to kill and eat the interlop- feet from the floor.
ers, but the negotiations can be renewed if two or more
horrors are slain. Creatures. A helmed horror and a wight guard this
Contact Stone. A circle of glowing glyphs just north area. The wight has orders to confront anyone who
of the black gate serves as a contact stone. enters without pig carcasses to feed to the zone’s mon-
Dungeon State. The hook horrors recognize a truce sters. If such interlopers can’t provide credible reasons
for only about 10 minutes. At that point, intruders have for their presence, the wight orders the helmed horror
to renegotiate. to attack.
Glyph Key. The wight has a glyph key attuned to
47. Cockatrice Roost this zone.
This treeless section of the cavern is set with natural ledges
and indentations 10 feet from the floor.
47
Forest of Death Two behirs spend their days sleeping, eating, and
attacking each other out of boredom and spite. The
Powerful necromancy magic suffuses the trees in this creatures are asleep or otherwise preoccupied when
zone. When an intruder enters or ends its turn in an the characters come here.
area of trees, the creature must succeed on a DC 15
Constitution saving throw or, for 10 minutes, it can’t
regain hit points. Forest of Weakness
Powerful transmutation magic suffuses trees in this
53. Peryton Roost zone. When an intruder enters or ends its turn in an area
Broad ledges run along the walls of this long cavern, 20 feet of trees, the creature must succeed on a DC 15 Strength
above the floor. saving throw or become paralyzed for 1 minute. The
creature repeats the saving throw at the end of each of its
turns, ending the effect early on a success.
48
O O Z E G R OT TO S
This area resembles a tranquil meadow dotted with a few trees. The Red Wizards use the magic of this sector to breed
and control oozes.
Tracks. The ground seems to be covered with the Ooze Prod. An ooze prod is a quarterstaff that deals
tracks of large deer or elk, but a successful DC 25 Intel- 1d4 force damage instead of its normal damage. The
ligence (Nature) check reveals that these tracks are prod does not suffer damaging effects from oozes (such
those of leucrottas. as from the gray ooze’s dissolve trait). In addition, an
Creatures. Four leucrottas lurk here among the ooze hit by the prod can’t willingly move to a posi-
trees, along with one young leucrotta. They make calls tion where it would end a turn closer to the wielder of
like pained humans, which their handlers normally the prod than where it started. If the prod is used as a
ignore. The creatures gleefully attack anyone they trick. weapon, it breaks the first time a natural 1 is rolled on
an attack roll with it.
58. Pool of Renewal Interactions. Most living Thayans assigned to this
A pool in this cavern glows with pale yellow light. East of the sector hate being here. Thayans who surrender here
pool, the turf gives way to a stone floor, where shadows curl hate the sector so much that they are more inclined to
like smoke from a circle of runes and black onyx fragments. give truthful information about it.
East of the circle is a glowing circle of glyphs on the wall about
3 feet from the floor.
Augmentation Chambers
Pool. The pool’s abjuration magic grants creatures The magic of these chambers allows Thayans to bestow
that drink from it the benefits of a greater restoration or glimmers of intelligence into living oozes, making them
a lesser restoration spell (creature’s choice). A creature obedient and more capable combatants.
can drink from the pool safely only once per week.
The second time the creature drinks in a tenday, its hit 61. Bone Room
point maximum is halved for one tenday (remove curse Cracked and decaying bones are piled throughout this chamber.
removes this effect). The third time the creature drinks In the northwest corner is a circle of runes and black onyx
in a tenday, it suffers the effects of a destruction spell. fragments set into the floor, exuding shadowy energy like
Contact Stone. The circle of glowing glyphs is a curling black smoke.
contact stone.
Creatures. Three sentient ochre jellies (see the “Sen-
59. Choker Grotto tient Oozes” sidebar) and a wight guard this area. The
This big side chamber has a few small copses of trees and wight confronts anyone who enters but stands down if
a few piles of bones. the characters look Thayan and give a credible reason
for being here. Otherwise, the undead attack.
Bones. The gnawed bones of six humans are here. Each Bone Piles. Here lie fragments of bone left from
has crushed neck vertebrae, which someone who succeeds bodies destroyed in attempts to infuse oozes with human-
on a DC 15 Wisdom (Medicine) check can discern. oid intelligence. The piles are 3 feet high. It costs 15 feet of
Creatures. Six chokers live here, two lurking in movement to move 5 feet in a pile. A creature that enters
each of the two treed areas near the pool and two on or starts its turn in a pile takes 4 (1d8) acid damage. A
the walls near the pool. They wait and watch, attacking creature can take this damage only once per turn.
when the characters move within reach, which their
handlers rarely do. The chokers in the trees try to pull
victims into the treed areas.
Sentient Oozes
60. Owlbear Grove One of the many experiments in the Doomvault is to
The trees grow closer together in this cavern, giving it the look infuse oozes with intelligence. The Red Wizards have
of a silent forest. A monstrous owlbear crouches low at a pool met with somne success, though the process requires
of still water, its razor-sharp beak and bright eyes on display the sacrifice of many subjects. These sentient oozes
as its gaze tracks you. are the same as regular versions of the monster except
that they have Intelligence 5, can understand very basic
Two adult owlbears and three young lurk among the Common, and are no longer immune to charm.
trees here. They wait long enough to see if food is being
handed out, and they attack if none seems forthcoming.
The young are hidden, and they join the fight from the
flanks after their parents attack.
49
50
O O Z E G R OT TO S
a vat, it escapes and tries to attack the nearest crea- energy. Any creature that touches it takes 9 (2d8) psy-
tures. However, each ooze has only half its hit points chic damage and is knocked prone. A creature can take
remaining. this damage only once per turn.
51
52
P R E DATO R P O O L S
climbing up the interior walls, but that doesn’t keep to breathe has advantage on the saving throw.
them from striking nearby creatures with their nascent Ooze Pool. Filled with the remains of dead oozes,
pseudopods. Any creature that starts its turn adjacent the pool is 2 feet deep and difficult terrain. A creature
of a spawn pool must succeed on a DC 15 Dexterity that enters the pool or starts its turn there takes 9 (2d8)
saving throw against the lashing tentacles of ooze or acid damage and 9 (2d8) poison damage. A creature
take 7 (2d6) acid damage. If a creature strikes a pool can take this damage only once per round.
with an ooze prod, the pool’s pseudopod attacks are sup- Contact Stone. The circle of glowing glyphs is a
pressed until the end of that creature’s next turn. contact stone.
A creature that enters or starts its turn in a pool Developments. Any noise in this area alerts crea-
takes 9 (2d8) acid damage. A creature can take this tures in areas 72 and 73.
damage only once per turn.
72. Ooze Duel
Culling Pens This cavern bears minor signs of multiple combats.
Young oozes feed on each other in the great pools that
fill these caverns. Creatures. One Red Wizard and two dread war-
riors watch from near the eastern wall as four Thayan
70. Battle Pool warriors battle a gelatinous cube. Two of the four war-
riors have been engulfed, and all are at half hit points
If creatures remain here, those approaching this area
(as is the ooze). The cube treats all creatures in the area
can hear creatures thrashing in liquid.
as enemies.
A jet-black pool that roils like a storm-tossed sea takes up half
this cavern. 73. Jelly Pit
A rough pit takes up half of this cavern.
Creatures. One Red Wizard and two Thayan
apprentices are focused on the black pool with their Creatures. One Red Wizard and two Thayan
ooze prods. When the Thayans leave to deal with the apprentices use ooze prods to keep three young ochre
adventurers, a young black pudding emerges from the jellies in the pit and fighting. When the Thayans start
ooze pool at the start of the second round. Another combat with the characters, each of the three jellies
young pudding emerges at the start of the fourth round, emerges from the pit 1d4 rounds later (roll for each).
and another at the start of the sixth round. The Thayans The oozes see all other creatures as prey.
try to keep the characters between them and the pool, Jelly Pit. Filled with young ochre jellies, living and
since the oozes see all other creatures as prey. dead, the pit is 5 feet deep and difficult terrain. Trans-
Ooze Pool. Filled with black puddings, living and mutation magic on the pit keeps most of the jellies in
dead, the pool is 2 feet deep and difficult terrain. Trans- a torpid state so they react only to stimulation from a
mutation magic on the pool keeps most of the puddings nearby source. A creature that enters or starts its turn in
in a torpid state so they react only to stimulation from the pit takes 9 (2d8) acid damage. A creature can take
a nearby source. A creature that enters or starts its turn this damage only once per turn. In addition, every time
in the pool takes 14 (3d8) acid damage. A creature can a creature moves 5 feet in the pit, the creature is subject
take this damage only once per turn. In addition, every to an opportunity attack from a young ochre jelly.
time a creature moves 5 feet in the pool, the creature
is subject to an opportunity attack from a young black
pudding. Predator Pools
The Red Wizards’ plans involve the disruption and con-
71. Dead Pool trol of the Sword Coast’s trade. To that end, the Thayans
A reeking, acrid pool of slime and sludge fills most of this are spawning an aquatic army.
cavern, leaving only a rocky ledge to both sides. Pools. The saltwater pools in this sector are 50 feet
East of the pool is a glowing circle of glyphs on the wall deep, and the surface of each pool is 1 foot below the
about 3 feet from the floor. surrounding floor. It takes 5 extra feet of movement
to move from a pool onto the floor. Unless otherwise
Noise. Unless areas 72 and 73 have already been noted, transmutation magic in each pool keeps the
cleared, combat noise comes from them. water clean.
Acidic Vapor. The air contains acidic vapors. A The pools also share enchantment magic. Living in
creature that starts its turn here must succeed on a the water causes hypnotic dreams that, after prolonged
DC 10 Constitution saving throw or take 2 (1d4) acid exposure, improve combat skill and imbue most crea-
tures with strong devotion to the Red Wizards.
53
Pools of Devotion
A spirit naga oversees this sector and its creatures.
Gigantic steel bolts have been driven into the stone floor of
this immense area, attached to heavy chains. These trail
down into the water of a vast pool situated between curv-
ing northern and southern staircases that lead up to double
doors. Two enormous globes of blue liquid are suspended in
the air to the east.
Reactions. Creatures in this sector usually hesitate
Creatures. Two juvenile dragon turtles, recently
to attack those who seem to be Thayan but quickly over-
taken from Lake Thaylambar, have been chained here
come this reticence if the characters linger and fail to
while the insidious mind control magic of the pools
act to type. Most aquatic monsters prefer to drag foes
takes effect. They are not yet under the sway of Thay, so
into the water.
they grow agitated when any creature enters this cham-
Water Globes. Floating 5 feet above the floor, these
ber, and they’re likely to attack.
magic water globes (transmutation) are 15 feet in diam-
The dragon turtles want freedom, and they’re small
eter. Red Wizards use them to hold aquatic creatures
enough to use a black gate. Any offer of freedom causes
for transport through the black gates.
a break in hostilities while the creatures listen. If freed,
As an action, a creature that is within 5 feet of a
unless the characters know of the circle in area 82, the
globe and has an Intelligence score of 10 or higher can
dragon turtles go to area 76 and escape through the
take control of the globe by succeeding on a DC 10
gatehouse. Syranna is sure to mention that fact when
Intelligence check. As part of its movement and with
she next speaks to the characters. “Thankfully,” she
a successful DC 10 Intelligence check, the controller
says, “the lakeshore is within sight of the gatehouse.”
54
P R E DATO R P O O L S
overseer of this zone, dwells in area 76. They can be per-
This gruesome zone is packed with the foulest of the
suaded with a successful DC 17 Charisma (Persuasion)
aquatic soldiers. Most of this zone has no light sources.
check to fight the naga if it is lured into this chamber.
Chains. Strong abjuration magic infuses the chains,
which are long enough to allow the dragon turtles free 77. Scrag Pool
run of the chamber. When a dragon turtle moves, any A circular pool in this chamber has foul slime filled with bits
creature within 10 feet of its path must succeed on a of bone along its edge. To the west is a circle of runes and
DC 12 Dexterity saving throw or be knocked prone. black onyx fragments set into the floor, exuding shadowy
The dragon turtles can’t harm or break the binding energy like curling black smoke.
chains. However, the characters can open each of the
two pin locks on each dragon turtle with a successful Creatures. Two scrags, a male and a larger female,
DC 20 Dexterity check or one knock spell. lurk in the pool.
Pool. The floor around the pool is crusted with the
76. Naga’s Den remains of the scrags’ meals. Any creature that fails a
Dexterity saving throw while on the floor in this area
If the spirit naga is still here, anyone who listens at the
falls prone. If the save fails by 5 or more, the creature
entry doors hears a scream of pain.
falls into the pool.
The magical light shimmers off two circular pools in this
chamber. A glowing glyph covers a broad area of the floor in
the south. On the eastern wall between the pools is a glowing
circle of glyphs about 3 feet from the floor. Scrag (Aquatic Troll)
A scrag is an aquatic troll. It has the same statistics as
Creatures. Ihanvas, the spirit naga overseer of a normal troll except that instead of a climb speed, it
this zone, is eating a prisoner. The naga attacks any has a swim speed of 30 feet. A scrag also has the fol-
intruders. Ten prisoners also linger in the pools here. lowing additional trait:
Ihanvas’s Charisma, combined with the magic water, Aquatic. The scrag can breathe underwater, and
has turned them into the naga’s willing devotees. They being underwater imposes no penalty on its attack rolls
defend their master in any battle. or ability checks.
Southern Interior Door. The southern door to area
77 is locked.
Curse Glyph. Ihanvas wants to block direct access
to her lair from area 77, so a magical glyph has been
placed in the area marked on the map. Any creature
78. Undead Pool
that enters the marked area must succeed on a DC 16 The stench of death is overwhelming here. The pool at the
Wisdom saving throw or have disadvantage on attack center of this chamber is a blackened sea of floating corpses.
rolls against the naga, while the naga has advantage on Three enormous globes of blue liquid are suspended in the air
saving throws against the creature’s capabilities. The to the east.
effect is a curse that lasts until Ihanvas dies. West of the pool, just south of a set of double doors, is a
Pools. A lip around the interior edge of each pool pro- glowing circle of glyphs on the wall about 3 feet from the floor.
vides a 5-foot shelf where the water is only 3 feet deep.
Further, a tunnel connects each pool to the other at the Creatures. Eight lacedons here are inactive, appear-
bottom, so the two pools are really one U-shaped structure, ing like corpses in the water until they catch the scent
which Ihanvas can use to move through the room. of living creatures.
Contact Stone. The circle of glowing glyphs is a Pool. The necromancy magic in this pool is intended
contact stone. not to keep it clean but to kill intruders. Any creature
Treasure. Ihanvas carries a glyph key attuned to that makes an attack dealing radiant damage in this
this zone, the Warrior Pools, the Spawn Pools, and the area must succeed on a DC 20 Wisdom saving throw
Blood Pools. The naga also wears a platinum circlet set
with sapphires (1,000 gp) and matching earrings
(500 gp for the pair).
Hidden at the bottom of the pools’ connecting Lacedon (Aquatic Ghoul)
tunnel, Ihanvas’s treasure includes 200 pp, five tour- A lacedon is an aquatic ghoul. It has the same statistics
maline jewels (100 gp each), +1 plate armor and a sealed as a normal ghoul except that it has a swim speed of
ivory case that holds spell scrolls of detect magic (2), 30 feet.
identify (2), restoration (2), and remove curse.
55
P R E DATO R P O O L S
porary truce. She asks them to find and kill Ihanvas, means that these sahuagin make no attempt to call for aid.
because she desires to be the dominant force in this The sahuagin know the hazards of the pillars. They
portion of the dungeon. The hag offers two pieces of are not aware of the secret door.
lore and promises that none of her creatures will leave Paralysis Pillars. The tops of the pillars are even
this sector. She also says that the characters can move with the floor, and so they are 1 foot above the water
freely through this zone once the naga dies. surface. The remnants of an old magical trap (enchant-
Developments. If combat lasts longer than 3 ment) exist in the pillars marked on the map. A creature
rounds, it draws the attention of the creatures in area that ends its turn touching the top of one of those pillars
81. They open the southern doors during the fourth must succeed on a DC 15 Constitution saving throw or
round of combat and attack unless Tanjus orders them become paralyzed for 1 minute. The paralyzed creature
not to. slips into the water and sinks to the bottom of the pool.
North Pool. A magic circle (conjuration) is scribed The creature can repeat the saving throw at the end of
on the bottom of the north pool. It’s a combination sum- each of its turns to end the effect early.
moning circle and teleportation circle, but it’s currently Treasure. The baron wears +1 leather armor (shark
dormant. A spellcaster who succeeds on three DC 20 skin and chitin) and a crownlike helm of ivory, coral,
Intelligence (Arcana) checks can reactivate the circle. leather, and gold (500 gp). He also has a glyph key
The circle then allows teleportation, the character attuned to this zone.
knows, to the deep seafloor off Bezantur, deep in the At the bottom of the pool is a stone coffer that con-
Sea of Fallen Stars. tains a stash of 100 pp and eight large pearls (100 gp). It
Debris Pile. Any creature that starts its turn in this also has a crystal phial that contains a potion of delusion
disgusting pile, which is difficult terrain, must succeed that seems to be a potion of water breathing.
on a DC 10 Constitution saving throw against poison or
become nauseated, having disadvantage on attack rolls 84. Altar Pool
and saving throws until the start of its next turn. All the If the sahuagin are still here, those approaching this
creatures in this zone are immune to this effect. area hear chanting.
Secret Door. The secret door to the north is built
just above the spawn pit’s water. An octagonal pool fills this chamber. A slick of blood darkens
Treasure. Tanjus has a black pearl (500 gp), the water around a stepped stone altar that sits on a broad
a golden gorget set with aquamarines (1,000 gp), and pillar rising from the pool. Smaller pillars are spread around
a staff of charming. She has a glyph key attuned to this the central one. An enormous globe of blue liquid is sus-
zone and the Pools of Devotion. pended in the air to the north.
A successful DC 15 Intelligence (Search) check to
search the debris reveals five potions of water breathing Creatures. Four sahuagin stand and chant with
and two spell scrolls of water walk. a sahuagin priestess on the altar pillar. Another five
Dungeon State. If the adventurers leave Tanjus sahuagin and two hunter sharks dwell in the pool. A
alive and Ihanvas is killed, the hag and her merrows prisoner is bound on the altar.
relocate to area 76. However, no matter what happens, The chanting ritual that precedes the sacrifice takes
Tanjus and her monsters attack any characters who 3 rounds to complete. If the characters deal 20 or more
return to this zone. damage to the priestess in that time, she breaks off the
ritual to lead a counterattack. Otherwise, the prisoner
Blood Pools is slain and thrown to the shark. Any sahuagin on the
The Red Wizards have the allegiance of sahuagin altar then gains the effects of an aid spell and a bless
exiled from Aleaxtis in the Sea of Fallen Stars. Most of spell.
this zone has no light sources. Enmity between the priestess and the baron (area
83) means that these sahuagin make no attempt to call
83. Baron’s Court for aid.
Altar Pillar. The outside area of the pillar rises 1
The pool that takes up most of this circular chamber is filled
foot above the water. The central altar rises 3 feet above
with clear water. Stone pillars rise from the bottom to break
the outside pillar. It takes 5 extra feet of movement to
the surface. Sets of double doors are spaced evenly around the
move from the outside pillar to the top of the altar.
room’s perimeter.
Paralysis Pillars. See area 83.
Prisoner. If the prisoner is saved, he is in the same
Creatures. Six sahuagin swim along the surface
mental state as the prisoners in area 85. He can’t aid
around the edge of the pool, while the sahuagin baron
the adventurers or answer questions.
and two hunter sharks swim deeper down.
Ledge. A 10-foot-high rough ledge separates this
area from area 85.
57
58
G O L E M L A B O R ATO R I E S
mands eight zombies who guard
this chamber while some mem-
bers of their squad recover in the
cages. One deathlock wight and
two wights rest in the cages.
Cages. The bottoms of these
unlocked cages hang 3 feet
above the floor. Necromancy
magic on the cages restores 20
hit points per hour to an undead
creature in a cage. A living crea-
ture in a cage takes the same
amount of necrotic damage each
minute it remains in the cage.
If detect magic is used on the
cages, they also radiate a resid-
ual aura of conjuration. They
used to be the destination for the
teleportation pillars in area 86.
Doors. If the 800-pound
stone block holding these doors
open is removed, they magically
slam shut (abjuration). It takes a
DC 30 Strength check to force
the doors open. A knock spell dis-
rupts the magic briefly, lowering
the Strength check DC to 20 for
1 minute.
Glyph Keys. One wight and
the deathlock wight each have a glyph key attuned to Also present are two incomplete clay golems. The
this zone. The deathlock’s key is also attuned to all the wizards or the cleric can activate a golem by succeeding
zones in the Ooze Grottos. on a DC 15 Intelligence check made as an action.
Clay Pits. These 3-foot-deep pits channel powerful
transmutation magic that converts rock walls and floor
Clay Golem Kilns to clay for use in golem construction. The soft clay is dif-
Red Wizards have repurposed this zone’s magic to the ficult terrain.
creation of clay golems. A creature that starts its turn in a clay pit must suc-
ceed on a DC 15 Strength or Dexterity saving throw
89. Transmutation Pits (creature’s choice) or take 5 (2d4) bludgeoning damage
Two sides of this chamber have collapsed to form shallow, and become restrained in the clay until the start of its
rough-walled pits filled with clay. Near the northern and next turn. A creature can escape the clay by succeed-
southern corners are circles of sigils that glow with red light. ing on the saving throw or by taking an action to make
In the eastern corner is a small array of urns and boxes. a DC 20 Strength check or Dexterity check and suc-
About 3 feet above them on the wall is a glowing circle of glyphs. ceeding. Another creature can try to pull a restrained
creature free by taking an action to do so and succeed-
Creatures. Two Red Wizards work here with a ing on a DC 20 Strength check. A creature that dies
dwarven cleric of Grumbar, a deity associated with cav- while trapped in the clay is transformed into a rough
erns and earth. The dwarf assists in the creation of clay clay statue.
golems, which require divine spellcasting. The dwarf, Teleportation Circles. Set into the floor, these
whose name is Gorvan Ironheart, was recruited by the teleportation circles (conjuration) have been partially
Red Wizards and offered a substantial sum of money disabled. A creature that enters a circle’s area is pushed
for assistance in crafting the golems. If questioned, back 10 feet and knocked prone. The first time a crea-
though, he lies, claiming to be a prisoner of the Red ture does so on a given turn, the creature takes 5 (2d4)
Wizards. If the characters spare him, he will accom- force damage.
pany the party until he sees an opportunity to escape.
59
60
G O L E M L A B O R ATO R I E S
decreases by 2 each time a character in the room enters
a fiendish skull’s mouth. Once the gate reactivates, it Roleplaying Lumalia
also attunes the activator’s glyph key to this zone. Kazit Gul called Lumalia, a servant of Mystra, forth and
bound her in the Doomvault centuries ago. Gul put
Stone Golem Quarries her into stasis and compelled her to slay each time she
Red Wizards have repurposed this zone’s magic to the awoke. She sensed Mystra’s death long ago and gave in
creation of stone golems. to despair. When she awoke this time, she didn’t real-
ize that Gul’s power over her had been broken, but she
feels the celestial spheres shifting. Once she is lucid and
92. Timeless Prison able to talk to the characters, she vows to aid them by
A statue of an angelic female stands on a raised dais at the moving through the Doomvault on her own.
center of this chamber, the walls of which glow dimly with Lumalia decides her first task will be to inflict justice
golden light. Cracked pillars support the crumbling ceiling, upon the Thayans. She is immortal, but her anger and
each carved in its lower portions to resemble a four-armed regret for the time lost during her imprisonment seems
gargoyle shrieking in rage. very human. In the thick of combat, she can become
To the northeast is a circle of runes and black onyx frag- lost in her thirst for vengeance upon the current owners
ments set into the floor, exuding shadowy energy like curling of the Doomvault. Lumalia was neutral good when she
black smoke. was imprisoned, but she is now chaotic good.
Creatures. When any living creature enters this
area, which the Thayans avoid, a four-armed gargoyle
emerges from a random pillar and attacks. At the start
of each round thereafter, another random pillar trans- giving way. Whenever a gargoyle emerges from a pillar,
forms until all six gargoyles have emerged. crumbling stone falls from the ceiling, making the area
With the Red Wizards drawing off the magic in around the pillar difficult terrain. Any creature next
this area to create stone golems, the ceiling is close to to the pillar must succeed on a DC 12 Dexterity saving
throw or take 10 (3d6) bludgeoning damage.
Deva Statue. Anyone who succeeds on a DC 15
Lumalia Intelligence (Religion) check recognizes the statue as
that of an astral deva. This creature is an extraplanar
agent of a good deity.
The last gargoyle to appear uses its initial action to
touch the deva statue, ending the curse holding the
creature in stasis. This astral deva’s name is Lumalia.
When she is freed, the walls shed bright light instead
of dim. The deva shrieks, unable to act until her turn,
when she attacks the nearest creatures. The gargoyles
stay away from her so that she targets the adventurers.
A character who succeeds on a DC 13 Wisdom
(Insight) check understands that the deva is crazed
from captivity. The characters can try to influence her
to direct her attacks only against the gargoyles, but
doing so takes a successful DC 15 Charisma (Persua-
sion) check to calm and refocus her attention.
Dungeon State. The magic of the Doomvault reso-
nates within Lumalia. She needs no glyph key to move
through the magical gates in the dungeon, although
she can’t allow others to do so. If she is free, her reso-
nance creates feedback in the gate system, making it
harder to find intruders in the dungeon. Tell the event
coordinator to subtract 1 from the alert level in the
Doomvault. The coordinator should also add Lumalia
to the special encounters.
61
62
T E M P L E S O F EX T R AC T I O N
ture that enters the pool or starts its turn there takes 35 slain, it rampages like its kin in area 95.
(10d6) fire damage. A creature can take this damage Crucible. A 5-foot-high crucible contains molten
only once per turn. metal. As an action, a creature can attempt to shove
Urns. Two unbroken funeral urns stand in each the crucible over, taking 21 (6d6) fire damage in the
corner shown to have urns on the map. Primordial process. On a successful DC 15 Strength check, the cru-
glyphs on the urns suggest that they are binding ves- cible tips, and on a successful DC 20 Strength check,
sels for efreet, and detect magic reveals that they have the pusher can also push the crucible 5 feet before it
an aura of abjuration. The wax-seal stopper of an urn is tips. Molten metal quickly spreads from the crucible
broken easily, and the urn can be broken like any clay over an area 30 feet by 30 feet in size, including the
vessel of the sort. When broken, an urn releases a gas crucible and the area within 5 feet of it.
that makes any creature within 10 feet of the urn resis- Anyone caught in the area takes 21 (6d6) fire
tant to fire for 1 hour. Each urn is 1 foot tall and weighs damage and must succeed on a DC 15 Constitution
5 pounds. saving throw or fall prone. The floor of the area is cov-
Dungeon State. The magic of the Doomvault ered in molten metal. For 5 rounds, any creature that
resonates within the efreet, who have been here since enters the covered area or starts its turn there takes 10
before the Thayans came to power in the dungeon. (3d6) fire damage. (A creature can take this damage
They need no glyph keys to move through the magical only once per turn.) For 5 rounds after that, the damage
gates in the dungeon but can’t allow others to do so. If is 3 (1d6), and then it drops to none.
freed, the efreet rampage through the dungeon, prefer- Fire Vent. See area 95.
ring Thayan targets. Tell the event coordinator to add Treasure. A search of the molds across the room
them to the special encounters. reveals vials of rare tinctures and admixtures used in
the construction of iron golems. A character who suc-
96. Fire Vortex ceeds on a DC 15 Intelligence (Arcana) check realizes
This rough cavern splits off from the smooth walls of the that these materials, which weigh 30 pounds, are worth
adjacent chamber, its floor covered in a layer of ash. 5,000 gp.
Each Red Wizard has a glyph key attuned to this zone.
Ash. Elemental ash covers the floor to a depth of Contact Stone. The circle of glowing glyphs is a
half a foot, hiding how uneven the floor is. This entire contact stone.
area is difficult terrain.
Cavern Walls. The extremely rough walls make it
possible to climb across the cavern horizontally. Temples of Extraction
Elemental Vortex. When any creature reaches These “temples” are profane laboratories that fuel Szass
the center of the cavern, its walls suddenly erupt in a Tam’s schemes to ascend to godhood. Szass Tam and his
maelstrom of elemental fire for 2d4 rounds. Any crea- closest associates have reshaped this sector’s magic to
ture that starts its turn in the cavern takes 21 (6d6) fire collect the divine essence of the Chosen of various dei-
damage, or half of that on a successful DC 17 Dexterity ties. The Thayan regent believes this essence may be the
saving throw. key to becoming a god.
Creatures. The Thayans here are the most loyal and
97. Golem Forge fanatic servants of Szass Tam. They all know that no
At the center of this fiery hall is a huge crucible that exudes one is authorized in this sector, so the characters have
vapors. Dozens of molds and piles of armor plate are spread out a hard time fooling them. Except for the cowardly Red
before six hulking armored figures that stand along the walls. Wizard Shalok (area 103), the Thayans in this sector
To the southwest is a circle of runes and black onyx frag- are unlikely to surrender and are unwilling to help
ments set into the floor, exuding shadowy energy like curling intruders even at the cost of their lives.
black smoke. To the north of that is a glowing circle of glyphs A Red Wizard in this sector might feign surrender
on the wall about 3 feet from the floor. to put the characters off their guard. For example, a
wizard might fall to his knees. When the characters
Creatures. Two Red Wizards and two Thayan appren- close in, the wizard casts an area spell that includes
tices work on an incomplete iron golem in this area. himself and the party.
Either wizard can activate a golem by succeeding on a If a shrine of binding (see that section) exudes a mag-
DC 15 Intelligence (Arcana) check made as an action. ical effect to which creatures in the room can become
A charmed efreeti (see area 95) boils metal for them inured, the creatures guarding the shrine have already
in the crucible. The efreeti fights for its Thayan friends. become accustomed.
If freed of the charm person spell, it snatches up a fal- Doors. All the doors of this sector are locked.
chion intended for the golems and attacks the Thayans. Random Encounters. No random encounters occur
in the Temples of Extraction.
63
The Chosen
In each area of the Temples of
Extraction, one of the Chosen of
the gods is being drained to grant
power to Szass Tam. Some of these
Chosen would be deadly threats,
64
T E M P L E S O F EX T R AC T I O N
and mentally weakened to the point that they pose no Stripes of red mist appear in the air in this white marble
real danger. The Chosen have no memory of how they chamber, as if someone is whipping the air and it bleeds.
came to be in the Doomvault, so they can offer no infor-
mation about the dungeon. Creatures. A Red Wizard and two Thayan appren-
Many of the helpless Chosen are thoroughly evil, tices work here, guarded by a dread warrior and
and good adventurers might balk at seeing them freed. four wights.
Take advantage of this situation to create opportunities If he is alive, the Red Wizard here is Mennek Ariz.
for interesting interactions. He was betrayed by Baazka and transported back to
If combat statistics become necessary, a helpless the Doomvault, where Red Wizard magic has left him
Chosen is AC 10, has 5 hit points, and makes checks brainwashed and charmed into service. Mennek rec-
and saves with a +0 modifier. If you plan on using this ognizes any adventurers who assaulted the Bloodgate,
adventure in a continuing campaign, killing a helpless shrieking out oaths of vengeance as he attacks. A char-
Chosen can later bring the adventurers into conflict acter who succeeds on a DC 15 Wisdom (Insight) check
with other agents of that Chosen’s deity. can discern that he is not acting of his own volition.
The magic of the Doomvault resonates within the Only magic, such as a dispel magic or a charm person, can
Chosen. A Chosen needs no glyph key to move through break him of the effect. Mennek can reveal two pieces
the magical gates in the dungeon, although the Chosen of lore.
can’t allow others to do the same. Suffering Aura. Whenever a creature in this room
deals damage to another creature, it must make a DC
Temples of Anguish 15 Wisdom saving throw. If the save fails, the attacker
The Chosen of deities known for torment have been takes radiant damage equal to one-quarter of the high-
imprisoned in these chambers. est damage dealt to one target. If the save succeeds, the
attacker instead regains a number of hit points equal to
98. Temple of Poison one-quarter of the highest damage dealt to one target.
The air in this white marble chamber hangs heavy with a Chosen of Ilmater. A lawful good male human
dark mist that burns the eyes. named Kieren is the Chosen of Ilmater. Ilmater is the
To the north is a circle of runes and black onyx fragments Crying God, the god of endurance, suffering, martyr-
set into the floor, exuding shadowy energy like curling dom, and perseverance. It is he who offers succor and
black smoke. calming words to those who are in pain, oppressed, or
in great need.
Creatures. A Red Wizard and two Thayan appren- Treasure. Mennek carries a wand of binding, as well
tices work here, guarded by a helmed horror. as a skeleton key that unlocks the doors of this zone. He
Dark Mist. The shrine exudes mist that makes the also has a glyph key attuned to this zone.
room lightly obscured. Any living creature that starts its
turn in the room must succeed on a DC 15 Constitution 100. Temple of Pain
saving throw against poison or become stunned until the A tangible feeling of unease and discomfort fills the air of
start of its next turn. If the save succeeds, the creature is this scarred marble chamber.
immune to this effect for a day and gains the following
trait. Constructs and undead can’t gain this trait. Creatures. A deathlock wight keeps watch here.
One wraith and four shadows circle around the shrine,
Venomous Touch. When the creature hits with a weapon attack, streaks of crimson trailing from their spectral forms.
that attack also deals 5 (2d4) poison damage. Web of Pain. Whenever a living creature in this
area takes damage, it must succeed on a DC 15 Con-
Chosen of Zehir. The Chosen of Zehir is a male stitution saving throw or, until the end of its next turn,
yuan-ti named Oussa. Zehir is the serpentine god of the creature makes attack rolls, Strength and Dexterity
poison, darkness, and murder. He is a strange god saving throws, and ability checks with disadvantage. In
worshiped primarily by yuan-ti. If Oussa is rescued addition, others make attack rolls against the creature
and then realizes that the adventurers are not Zehir’s with advantage until the end of its next turn.
faithful sent to help him, he uses his unholy power Chosen of Loviatar. A lawful evil female half-elf
to instantly transform into a fully capable giant viper named Irisroth is the Chosen of Loviatar. Loviatar, the
snake and attacks the party. Maiden of Pain, is the goddess of hurt and agony, and the
Glyph Key. The Red Wizard has a glyph key patroness of torturers. Loviatar teaches that the world is
attuned to this zone. filled with pain and torment, and the best that one may
do is to suffer those blows that cannot be avoided, and
deal as much pain back to those who offend.
65
Creatures. A Red Wizard works here, with a wight 103. Temple of Fortune
leading two sentient gray oozes and two sentient ochre A pattern of shadow swirls around a shrine of binding and plays
jellies to guard her. Myrra, the Red Wizard, is espe- out across the white-and-gold marble floor of this hall.
cially cruel and likely to toy with the characters even To the west is a circle of runes and black onyx fragments set
when she is losing. into the floor, exuding shadowy energy like curling black smoke.
Ooze Walls. Once during any creature’s move-
ment within 15 feet of the walls, the creature provokes Creatures. A Red Wizard works here, guarded by
an opportunity attack as if made by a gray ooze with a a flesh golem and a wight. Shalok, the Red Wizard, is a
range of 15 feet. The attack roll is made with advantage. coward. If the fight goes badly for the Thayans, he sur-
Chosen of Ghaunadaur. A sickly and chaotic evil renders. He offers his keys and one piece of lore if the
male drow named Therzt is the Chosen of Ghaunadaur. adventurers let him flee to the gatehouse.
Ghaunadaur is a strange god worshiped primarily by Curse of Fortune. High and low d20 results matter
male drow seeking power outside the confines of a soci- more in this area:
ety dominated by women. Ghaunadaur is a malignant F Whenever a creature rolls a natural 1 on an attack
and unknowable deity that desires living sacrifice and roll, it takes the damage from its attack. A creature
destruction due to monstrous things, particularly oozes. that scores a critical hit can roll the extra damage die
If freed, Therzt babbles about the weakness he dem- twice instead of just once.
onstrated in being captured and declares that he must
die. As an action, Therzt casts Melf ’s acid arrow on him- F If a creature rolls a 1 on a saving throw, the creature
self while screaming his devotion to Ghaunadaur. The suffers the worst possible effect, such as maximum
acid consumes him utterly as unholy energy pulses out damage from a spell. If a creature rolls a 20 on a
to touch the walls, creating two gray oozes at the center saving throw, the creator of the effect that forced the
point of each wall. The oozes treat all creatures remain- saving throw suffers the effect instead.
ing here as prey. F Whenever a creature rolls a 1 on an ability check, it
Keys. The Red Wizard has a skeleton key that suffers the worst possible outcome of the attempted
unlocks the doors of this zone, as well as a glyph key action. Conversely, rolling a 20 on an ability check indi-
attuned to this zone. cates a particularly spectacular and favorable outcome.
66
T E M P L E S O F EX T R AC T I O N
doors of this zone. He also has a glyph key attuned to the fight goes badly, he uses the black gate to flee.
this zone. Curse of Death. Characters have disadvantage on
death saving throws made here.
104. Temple of Savagery Plague Mist. The shrine exudes mist that makes the
This chamber of red marble rings with the dying screams of room lightly obscured. Each creature that starts its turn
humanoids. The sounds arouse feelings of violence. in the cloud must succeed on a DC 15 Constitution
saving throw against poison, or it takes 5 (2d4) poison
Creatures. A Red Wizard has command over two damage and spends its turn retching and reeling. If a
dread warriors here. A shadow lurks at each pillar on creature fails three saving throws against this mist, the
the shrine of binding. creature’s hit point maximum is lowered by the amount
Curse of Bloodlust. In combat, a creature takes 5 of poison damage it takes from the mist. A creature
(2d4) psychic damage if it ends its turn without dealing that succeeds on three saving throws against the mist
damage to another creature. becomes immune until the creature has been out of the
Curse of Betrayal. Any creature that ends its turn mist for 1 hour.
in this area must make a DC 15 Charisma saving Chosen of Yurtrus. A neutral evil male orc named
throw. If the save fails, until the end of the creature’s Bandagh is the Chosen of Yurtrus. Yurtrus is the orc
next turn, for the purpose of opportunity attacks, it deity of disease, decay, rot, and death. Orcs fear Yurtrus
treats all other creatures as enemies and makes every and his priests have protected status in the tribe even
opportunity attack it can. In addition, the creature has though they are often weak or infirm in some way. Ban-
advantage on attack rolls for opportunity attacks. dagh is pockmarked from years of disease, and is in no
Chosen of Bhaal. This altar contains a Chosen of condition to pick a fight if he is freed.
Bhaal. Those who participated in the Murder in Baldur’s Treasure. Thutai wears bracers of defense and has
Gate adventure recognize the Chosen here. If none of scrolls of remove curse and speak with dead. He carries a
the players participated in that adventure, the Chosen skeleton key that unlocks all the doors of this sector. He
of Bhaal here is Torlin Silvershield, formerly a duke of also has a glyph key attuned to each zone in this sector.
Baldur’s Gate. Before this encounter, survey the play-
ers about the outcome of their experience with Murder 106. Temple of the Forest
in Baldur’s Gate, and use whichever character became Bare and gnarled vines thrust from the rough floor of this
the Chosen at the end of the adventure for a majority of green cavern, and roots dangle from the ceiling. The vines
participants. move as if in a breeze, though you feel none.
The Chosen has become a wight. His or her body
was retrieved by the Red Wizards after the events Creatures. A wraith and three will-o’-wisps guard
in Baldur’s Gate and transported back to the Doom- this chamber. The wisps start out invisible.
vault. It hisses an oath to Bhaal and attacks characters Clutching Vines. While on the ground, a creature
who free it, focusing on anyone it recognizes from the that moves more than half its speed or misses with a
Murder in Baldur’s Gate adventure. melee attack causes the branches within 5 feet to elon-
Bhaal is the Lord of Murder, and until the events of gate and grasp. Each creature on the ground in the area
Murder in Baldur’s Gate, was a dead god. He is a patron to must succeed on a DC 15 Strength saving throw or
assassins and murderers. become restrained in the vines. The area becomes dif-
ficult terrain. A restrained creature can take an action
Temples of Nature to make a DC 13 Strength check, freeing itself on a
success.
The power of nature is stripped down to its most
Chosen of Rillifane Rallathil. A neutral good
destructive core in this area.
female wood elf named Eira is the Chosen of Rillifane
Rallathil, the elven god of the woodlands and of the
105. Temple of Plague harmony of nature. He is seen as a calm and steady
A glowing green mist drifts around a shrine of binding in this deity, quite unlike his more mercurial fellow elven
white marble chamber. deities.
To the southwest is a circle of runes and black onyx frag- As part of the experiments in this sector, Eira has
ments set into the floor, exuding shadowy energy like curling been infused with the essence of a Chosen of Talona
black smoke. who was sacrificed. The binding process has left Eira at
half her hit points but otherwise in good shape. She begs
Creatures. A Red Wizard and a deathlock wight to join the adventurers in the fight against the Red Wiz-
work here, guarded by a dread warrior and four zom- ards. If she does, when she enters combat, the Talona
bies. Thutai, the Red Wizard, is the overseer of this side surfaces and contests for control. She argues out
sector. He cares little for his underlings, including them loud with herself, and 50 percent of the time she acts
67
68
69
FINAL SESSION
observe it as each group arrives on a different floor. within can destroy the relics. Disrupting the energy
flow takes intense concentration.
Features It takes three successful DC 15 Intelligence (Arcana
or Religion) checks performed by a character trained in
The maps show how each floor connects to adjacent
Arcana or Religion to disrupt a sepulcher’s protective
floors. Each floor has the following features.
magic and destroy its phylacteries. On each failed check,
Dark Pools. Each dark pool is 1 foot deep and dif-
the character takes force damage equal to the amount by
ficult terrain. Any creature that starts its turn in a dark
which the check failed. The first time a character makes
pool takes 9 (2d8) necrotic damage. A creature in a
this check, he or she realizes that each glyph key he or
dark pool can’t regain hit points.
she possesses grants a +1 bonus to the check.
Pedestals. These 3-foot-high pedestals store radi-
When the group disables its first sepulcher on a side,
ant energy, which is released in the presence of undead
read the text below.
intruders. If an undead creature other than Kazit Gul
ends its turn within 5 feet of a pedestal, the creature
Fountains of shadowy energy burst from the dark pools to
must succeed on a DC 14 Charisma saving throw or
form an inky vortex in the open air at the vault’s center.
take 11 (2d10) radiant damage.
A gleaming black humanoid skull flies out of the vortex.
Rubble Piles. Along the edge of each floor, a pile of
It has a ruby in each of its eye sockets and eight oversized
loose chunks of black marble rises to a height of 3 feet as it
glowing diamonds in place of teeth.
crosses to the adjacent floor. This rubble is difficult terrain.
Sepulchers. The double doors to these tetrahedral
If multiple groups are participating in the event,
pyramids are locked (successful DC 17 Dexterity check
inform the event coordinator, who will communicate
to pick the lock or DC 20 Strength check to burst). If
to the other groups the appearance of the aspect of
either of the two doors on a sepulcher is opened, each
the demilich. As each group opens its first sepulcher,
door on that sepulcher transforms into a four-armed
another aspect of Kazit Gul appears. In this way, each
gargoyle and attacks.
group ends up battling a copy of the creature while
Within each sepulcher is a set of phylacteries.
trying to disable the sepulchers.
See the “Phylacteries” section.
71
72
APPENDIX 2. NPCS
Medium humanoid (human), chaotic good
Armor Class 17 (+1 dragon leather armor)
Eira, Chosen of Rillifane Rallathil Hit Points 41 (7d6 + 14)
Medium humanoid (wood elf), neutral good (evil) Speed 30 ft.
Armor Class 17 (+1 studded dragon leather) Str 11 (+0) Dex 18 (+4) Con 14 (+2)
Hit Points 58 (9d8 + 18) Int 14 (+2) Wis 10 (+0) Cha 16 (+3)
Speed 35 ft. Saving Throws Dexterity +7
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Proficiencies Acrobatics +7, Arcana +5, Deception +9, History
Int 12 (+1) Wis 16 (+3) Cha 16 (+3) +5, Perception +6, Search +8, Stealth +7; navigation tools,
Saving Throws Wis +7, Cha +7; advantage on saving throws thieves tools (+6)
against being charmed Languages Common, Dwarvish, Elvish
Proficiencies Arcana +5, Perception +7, Search +5, Survival +7
Special Senses darkvision 60 ft. Cunning Action. On each of his turns, Hadarr can take a second
Immunities disease, poison, sleep action to disengage, hide, or hustle.
Languages Common, Draconic, Elvish Sneak Attack. When Hadarr attack a creature and hits, he
Spellcasting. Eira is a 9th-level spellcaster who uses Wisdom can deal 2d6 extra damage to that target if he has advantage
as her magic ability (spell save DC 15). She knows the against it or if another enemy of the target is within 5 feet of it
following spells: and is not incapacitated.
Cantrips (At Will)—druidcraft, spare the dying Spellcasting. Hadarr is a 7th-level spellcaster who uses
1st Level (4 Slots)—animal friendship, cure wounds, entangle, Intelligence as his magic ability (spell save DC 13). He knows
healing word the following spells:
2nd Level (3 Slots)—barkskin, calm emotions, lesser Cantrips (At Will)—mage hand*, minor illusion, prestidigitation
restoration, spike growth 1st Level (4 Slots)—cause fear, color spray, comprehend
3rd Level (2 Slots)—call lightning, holy vigor, mass healing word languages, disguise self
Poison Strike (3/Day). When Eira hits with a melee attack, once 2nd Level (2 Slots)—invisibility, suggestion
per turn she can expend a use of this trait to deal 9 (2d8) extra *Hadarr can use mage hand to use tools and skills with which
poison damage to the target she hit. he has proficiency.
Actions Actions
+1 Scimitar—Melee Attack. +7 to hit, reach 5 ft., one creature. Two-Weapon Fighting. Hadarr wields a scimitar in each hand
Hit: 6 (1d6 + 3) slashing damage and 4 (1d8) poison damage and engages in two-weapon fighting.
Melee Attack—Silvered Scimitar. +6 to hit (reach 5 ft.; one
Gorvan Ironheart, Cleric of Grumbar creature); Hit: 7 (1d6 + 4) slashing damage, or 3 (1d6) slashing
Medium humanoid (dwarf), chaotic neutral damage if the hit was with the second of two attacks.
Armor Class 16 (chain mail)
Hit Points 33 (6d8 + 6) Reactions
Speed 25 ft. Evasion. When an attacker Hadarr can see hits him with an
Str 12 (+1) Dex 10 (+0) Con 12 (+1) attack, he can use his reaction to halve the attack’s damage
Int 10 (+0) Wis 16 (+3) Cha 14 (+2) against him.
Special Senses darkvision 60 ft.
Resistances poison
Skills Persuasion +4, Religion +2
Languages Common, Dwarvish
Dwarven Resilience. Gorvan has advantage on saving throws
against poison effects.
Stonecunning. While underground, Gorvan has advantage on
Wisdom (Perception) checks and knows its approximate depth
beneath the surface.
Spellcasting. Gorvan is a 6th-level spellcaster that uses
Wisdom as his magic ability (+6 to hit; spell save DC 14). The
cleric knows the following spells:
Cantrips (At Will)—light, sacred flame, thaumaturgy
1st Level (4 Slots)—cure wounds (or inflict wounds), healing
word, sanctuary
2nd Level (3 Slots)—lesser restoration, spiritual weapon
3rd Level (3 Slots)—mass healing word, prayer
Actions
Mace—Melee Attack. +4 to hit, reach 5 ft., one creature.
Hit: 4 (1d6 + 1) bludgeoning damage.
73
Action Surge (1/rest). Jekk can take an extra action on his turn.
Dwarven Resilience. Jekk has advantage on saving throws
Mennek Ariz
Medium humanoid (human), lawful evil
against poison, and resistance against poison damage.
Armor Class 15 (bracers of defense)
Actions Hit Points 38 (8d6 + 8)
Speed 30 ft.
Multiattack. Jekk makes two melee attacks. If he hasn’t used
Str 9 (–1) Dex 14 (+2) Con 13 (+1)
his whole move for the turn, he can move between attacks.
Int 18 (+4) Wis 16 (+3) Cha 12 (+1)
Melee Attack—+1 Silvered Greataxe. +7 to hit (reach 5 ft.; Saving Throws Intelligence +7, Wisdom +6
one creature); Jekk scores a critical hit on a roll of 19 or 20. Proficiencies Arcana +7, Deception +4, History +7, Insight +6,
Hit: 10 (1d12 + 4) slashing damage. Persuasion +4
Languages Common, Draconic, Elvish, Infernal, Primordial,
Second Wind (1/rest). Jekk takes the dodge action and gains
Thayan
1d10 + 6 temporary hit points for 5 minutes.
Aura of Antipathy. Any creature that can be charmed has
disadvantage on melee attack rolls against Mennek, provided
Kelson Darktreader he is not incapacitated.
Medium humanoid (half-elf), neutral good
Spellcasting. Mennek is an 8th-level spellcaster that uses
Armor Class 18 (+1 mithral scale armor)
Intelligence as his magic ability (spell save DC 15). He has the
Hit Points 72 (9d10 + 18)
following spells prepared:
Speed 30 ft.
Cantrips (At Will)—prestidigitation, ray of frost, shocking grasp
Str 17 (+3) Dex 16 (+3) Con 14 (+2)
1st Level (4 Slots)—cause fear, magic missile, shield
Int 13 (+1) Wis 16 (+3) Cha 11 (+0)
2nd Level (3 Slots)—hold person, mirror image, suggestion
Saving Throws Dexterity +6, Wisdom +6
3rd Level (3 Slots)—dispel magic, lightning bolt
Proficiencies Animal Handling +6, Athletics +6, Insight +6,
4th Level (2 Slots)—confusion
History +4, Perception +6, Medicine +6, Nature +6, Stealth +6,
Survival +6; mounts (land), herbalism kit Actions
Special Senses low-light vision
Melee Attack—+1 Dagger. +6 to hit (reach 5 ft.; one creature).
Languages Common, Dwarvish, Elvish, Goblin, Orc
Hit: 5 (1d4 + 3) piercing damage.
Fey Ancestry. Kelson has advantage on saving throws against
being charmed, and magic cannot put him to sleep. Reactions
Instinctive Charm. When a creature within 50 feet of Mennek
Land’s Stride. Moving through nonmagical difficult terrain
that he can see attacks him, Mennek can use his reaction to
costs Kelson no extra movement.
force the creature, provided it can be charmed, to succeed
Mobility. Any creature that makes an opportunity against on a DC 15 Wisdom saving throw or be unable to choose
Kelson has disadvantage on the attack roll. him as a target.
74
A P P E N D I X 3. M O N S T E R S
Medium humanoid (gold elf), lawful neutral
Armor Class 19 (+1 studded dragon leather armor, shield)
Hit Points 49 (9d8 + 9) Aboleth
Speed 30 ft. Large aberration, lawful evil
Str 14 (+2) Dex 15 (+2) Con 13 (+1) Armor Class 8
Int 17 (+3) Wis 12 (+1) Cha 13 (+1) Hit Points 135 (18d10 + 36)
Saving Throws Constitution +4, Wisdom +4 Speed 10 ft., swim 40 ft.
Special Senses low-light vision Str 21 (+5) Dex 7 (–2) Con 15 (+2)
Proficiencies Arcana +6, Athletics +5, History +6, Insight +4, Int 18 (+4) Wis 11 (+0) Cha 11 (+0)
Persuasion +4; flute, mounts (land), vehicles (land) Saving Throws Int +9, Con +7, Cha +5
Languages Primordial, Sylvan Skills Perception +10
Special Senses darkvision 120 ft.
Action Surge (1/rest). Shalendra can take an extra action on Languages Deep Speech
her turn.
Aquatic. The aboleth can breathe underwater, and being
Fey Ancestry. Shalendra has advantage on saving throws underwater imposes no penalty on its attack rolls or checks.
against being charmed, and magic cannot put her to sleep.
Mucous Cloud. While underwater, the aboleth surrounds itself
Keen Senses. Shalendra has advantage on Wisdom with a 1-foot-thick cloud of mucous. Any living creature that
(Perception) checks. inhales the cloud must succeed on a DC 14 Constitution saving
Spellcasting. Shalendra is a 5th-level spellcaster who uses throw. If the save fails, or if the target forgoes the saving throw,
Intelligence as her magic ability (spell save DC 14). She has the target can breathe underwater (as the water breathing spell)
the following spells prepared: for 1d4 hours, but cannot breathe air for the same duration.
Cantrips (At Will)—minor illusion, prestidigitation, ray of frost, Telepathy. The aboleth can communicate telepathically with any
shocking grasp creature within 100 feet of it that can understand a language.
1st Level (4 Slots)—magic missile, shield, thunderwave
2nd Level (3 Slots)—invisibility, scorching ray Actions
3rd Level (2 Slots)—haste Multiattack. The aboleth makes four tentacle attacks.
Actions Tentacle—Melee Attack. +8 to hit, reach 10 ft., one creature.
Multiattack. Shalendra makes two longsword attacks. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must
If she hasn’t used her whole move for the turn, she can succeed on a DC 14 Constitution saving throw or be cursed.
move between attacks. While cursed, the target cannot regain hit points, and its skin
becomes a translucent, slimy membrane over a period of 1
Melee Attack—+1 Longsword. +6 to hit (reach 5 ft.; one minute. Once the transformation is complete, the target’s
creature); Shalendra scores a critical hit on a roll of 19 or 20. skin must be kept damp with cool water, or the target takes 5
Hit: 7 (1d8 + 3) slashing damage. (1d10) necrotic damage at the end of each of its turns. A lesser
restoration or remove curse spell cast on the target ends the
curse and restores the target’s flesh to normal.
Tail—Melee Attack. +8 to hit, reach 10 ft. one creature. Hit: 15
(3d6 + 5) bludgeoning damage.
Dominate (3/Day). One creature that the aboleth can see
within 30 feet of it must succeed on a DC 14 Wisdom saving
throw or be dominated by the aboleth. While dominated, the
target can’t take reactions, and the aboleth has a telepathic
link to it. Through the link, the aboleth chooses the target’s
actions and where it moves by commanding it telepathically.
The aboleth must be able to take actions to issue telepathic
commands, and if it gives the target no commands, the target
does nothing other than what it needs to survive, such as
moving away from a threat. The aboleth cannot order the
dominated target to do something that is obviously self-
destructive. If the target receives a dispel magic or lesser
restoration spell, or if the target and the aboleth move more
than 1 mile apart, the target is no longer dominated, and the
aboleth’s telepathic link to it is broken.
Mind Probe. The aboleth can probe the mind of any living
creature it can see within 100 feet of it and instantly know
the creature’s deepest desire(s).
75
Hover. The elemental hovers as long as it is alive. Angelic Weapons. While in the living deva’s hands, the deva’s
weapons are magical, deal extra damage, and can deal radiant
Actions damage as noted in the attack.
Slam—Melee Attack. +5 to hit, reach 5 ft., one creature. Hit: 11
Spellcasting. The deva is a 12th-level spellcaster that uses
(2d8 + 2) bludgeoning damage.
Charisma as its spellcasting ability (spell save DC 17, +9 to hit).
Whirlwind. Each creature in the elemental’s space must make It needs to use only somatic and verbal components to cast its
a DC 14 Strength saving throw. On a failure, a target takes 15 spells. The deva knows the following spells:
(3d8 + 2) bludgeoning damage and is flung up 20 feet away At Will—detect good and evil
from the elemental in a random direction and knocked prone. 1/Day Each—commune, raise dead
If a thrown target strikes an object, such as a wall or floor, the
Telepathy. The deva can communicate telepathically with any
target takes 3 (1d6) bludgeoning damage for every 10 feet it
creature within 100 feet of it that can understand a language.
was thrown. If the target is thrown at another creature, that
creature must succeed on a DC 10 Dexterity saving throw or Actions
take the same damage and be knocked prone.
Angelic Mace—Melee Weapon Attack. +8 to hit, reach 5 ft.,
If the saving throw is successful, the target takes half the
one target. Hit: 25 (1d6 + 4 plus 4d8) bludgeoning or radiant
bludgeoning damage and is pushed so that it is no longer in
damage (the deva’s choice).
the elemental’s space.
Lay on Hands (3/Day). The deva touches another creature, and
the creature regains 20 (4d8 + 2) hit points. In addition, the
Air Grue touch removes all diseases, curses, and poisons afflicting the
creature.
Small elemental (air), neutral evil
Armor Class 13 Change Shape. The deva polymorphs into a Medium or
Hit Points 14 (4d6) smaller beast or humanoid, or back into its angelic form. Any
Speed 5 ft., fly 50 ft. change in shape works as if the deva cast the true polymorph
Str 12 (+1) Dex 17 (+3) Con 10 (+0) spell on itself, but instead of the spell’s duration, the deva can
Int 8 (–1) Wis 11 (+0) Cha 8 (–1) remain in the new form indefinitely. If slain, the deva reverts
Special Senses blindsight 15 ft., darkvision 120 ft. to its angelic form.
Immunities poison; dehydration, disease, petrification, poison
effects, sleep, starvation, and suffocation; can’t be paralyzed,
restrained, or knocked prone
Resistances cold, damage from nonmagical weapons
Languages Primordial (Auran)
Against the Wind. Neither wind nor thunder can force
the grue to move.
Move as Wind. The grue is invisible and silent while it is moving.
Actions
Melee Attack—Slam. +4 to hit (reach 5 ft.; one creature).
Hit: 8 (2d4 + 3) slashing damage.
Appearance
The grue is invisible or a cloud of swirling vapor with lashing
tentacles and three glowing red eyes.
76
A P P E N D I X 3. M O N S T E R S
Tiny undead, neutral evil Medium fiend (shapechanger), chaotic evil
Armor Class 20 Armor Class 13
Hit Points 80 (20d4) Hit Points 38 (7d8 + 7)
Speed 0 ft., fly 30 ft. Speed 30 ft. (50 ft. in fiendish wolf form)
Str 1 (–5) Dex 20 (+5) Con 10 (+0) Str 18 (+4) Dex 14 (+2) Con 13 (+1)
Int 20 (+5) Wis 17 (+3) Cha 20 (+5) Int 14 (+2) Wis 11 (+0) Cha 14 (+2)
Saving Throws Int +11, Wis +9, Cha +11 Saving Throws Con +4, Cha +5
Special Senses true seeing 120 ft. Special Senses darkvision 120 ft.
Immunities cold, lightning, necrotic, poison, psychic; Resistances damage from nonmagical weapons
bludgeoning, piercing, and slashing from nonmagical weapons; Languages Abyssal, Goblin
charmed, frightened, intoxicated, paralyzed, prone, stunned,
Pass without Trace. While in fiendish wolf form, the barghest
unconscious; disease, petrification, poison effects, polymorph,
can pass without trace (as the spell) at will.
Turn Undead; any effect targets a creature’s soul; doesn’t
breathe, drink, eat, or sleep Actions
Resistances acid, fire, force, radiant, thunder; bludgeoning,
Bite—Melee Attack (Fiendish Wolf Form Only). +7 to hit, reach 5
piercing, and slashing from magic weapons
ft., one creature. Hit: 13 (2d8 + 4) piercing damage.
Languages —
Claws—Melee Attack (Goblin Form Only). +7 to hit, reach 5 ft.,
Avoidance. If the aspect of Kazit Gul is subjected to an effect
one creature. Hit: 11 (2d6 + 4) slashing damage.
that allows it to make a saving throw to take only half damage,
it instead take no damage if it succeeds on the saving throw, Change Shape. The barghest polymorphs into a Small goblin. It
and only half damage if it fails. statistics do not change except for its size, and any equipment
it carries is not transformed. It reverts to fiendish wolf form
Hover. Even while incapacitated, if it still has hit points, the
when dropped to 0 hit points.
aspect of Kazit Gul continues to hover.
Spellcasting (Goblin Form Only). The barghest is a 7th-level
Telepathy. The aspect of Kazit Gul can communicate telepathically
spellcaster that uses Intelligence as its spellcasting ability
with any creature within 100 feet that understands a language.
(spell save DC 12). It needs to use only somatic and verbal
This telepathy extends into the Ethereal Plane.
components to cast its spells. The barghest knows the
Actions following spells:
At Will—levitate, misdirection
Trap the Soul. The aspect of Kazit Gul chooses one creature
1/Day Each—dimension door
within 30 feet of it that it can see. The creature must make a
DC 14 Wisdom saving throw. On a failure, the creature’s soul Reactions
is trapped inside one of the aspect of Kazit Gul’s eight gems
Devour Body and Soul. When the barghest kills a humanoid
(two in the eyes and six in the jaws), and the creature’s body
creature, it begins gorging on the creature’s body. It feeds
collapses and decays, turning to dust by the start of the aspect
until the end of its next turn, whereupon it also swallows
of Kazit Gul’s next turn. On a success, the creature takes 14
the creature’s soul and traps it in its gullet. If the barghest is
(4d6) necrotic damage, and if this damage reduces the creature
wounded before it can finish gorging, it loses the soul and
to 0 hit points, its soul is trapped as if it failed the saving throw.
gains no benefits.
The aspect of Kazit Gul devours any soul trapped in one of
When the barghest traps a soul, its current and maximum
its gems for 24 hours. The soul is then completely gone.
hit points both increase by 10 for 24 hours. These benefits are
If the aspect of Kazit Gul drops to 0 hit points, it is destroyed
cumulative with multiple gorgings, up to a maximum increase of 60
and turns to powder, leaving behind its eight gems. Crushing a
hit points. After 24 hours, a trapped soul is completely consumed,
gem releases any soul trapped within, which can be seen as a
and the barghest’s maximum hit points decrease by 10.
glow in the gem. However, the soul’s body must be within 10
A creature killed by the barghest cannot be raised from the
feet of the crushed gem and in a condition to return to life, or
dead as long as its soul is trapped in the barghest’s gullet. A
the soul is released into the afterlife.
creature whose soul is completely consumed by the barghest
Legendary Actions cannot be raised or resurrected by any means. If the barghest
dies, any undigested souls in its gullet are released.
The aspect of Kazit Gul gains one legendary actions at the
end of each of its turns. It can take these actions at any time
between then and the start of its next turn, when any untaken
legendary actions are lost. The aspect of Kazit Gul can take its
legendary actions in the following ways, spending the specified
number of actions:
• 1 Action. The aspect of Kazit Gul swirls its dusty remains
around it. Each creature within 10 feet of the aspect of Kazit
Gul, including around a corner, must succeed on a DC 14
Constitution saving throw or be blinded until the end of the
aspect of Kazit Gul’s next turn. A creature that succeeds on
the saving throw is immune to this effect until the end of the
aspect of Kazit Gul’s next turn.
• 1 Action. At the start or end of another creature’s turn, the
aspect of Kazit Gul flies up to half its speed.
77
78
A P P E N D I X 3. M O N S T E R S
Large aberration, lawful evil the beholder’s Charisma. If the beholder wins, it moves the
Armor Class 15 creature up to 30 feet in any direction. In addition, until the
Hit Points 123 (13d10 + 52) start of the beholder’s next turn, the creature is restrained in a
Speed 0 ft., fly 20 ft. telekinetic grip.
Str 10 (+0) Dex 14 (+2) Con 18 (+4) An object weighing 300 pounds or fewer is moved up to 30
Int 17 (+3) Wis 15 (+2) Cha 17 (+3) feet in any direction, unless it is being carried or worn. In that
Saving Throws Int +7, Wis +6, Cha +7 case, the carrier or wearer must contest its Strength against the
Skills Perception +10 beholder’s Charisma. If the beholder wins, the object is moved.
Special Senses darkvision 120 ft. The beholder can also engage in fine manipulation of objects
Immunities cannot be knocked prone with its telekinesis.
Languages Deep Speech, Undercommon 7—Sleep. The creature must succeed on a DC 15 Wisdom saving
Antimagic Cone. The beholder’s central eye has been maimed, throw or fall asleep and remain unconscious for 1 minute, or
so it is unable to use this ability. Healing magic has no effect on until it takes damage or someone takes an action to wake it.
restoring the eye. 8—Petrification. The creature must succeed on a DC 15 Constitution
Hover. Even while incapacitated, if it still has hit points, the saving throw or be restrained and begin to turn to stone. While
beholder continues to hover. restrained in this way, a creature must repeat the saving throw
at the end of each of its turns, becoming permanently petrified
Actions on a failure or ending the effect on a success.
Bite—Melee Attack. +7 to hit, reach 5 ft., one creature. Hit: 5
(2d4) piercing damage.
Black Dragon Wyrmling
Eye Rays. The beholder uses three of the following eye rays, but it Medium dragon, chaotic evil
can use each ray only once on its turn. The beholder shoots each Armor Class 13
ray at a target it can see within 150 feet of it. The target must Hit Points 22 (4d8 + 4)
succeed on a DC 15 Dexterity saving throw to avoid a ray and Speed 30 ft., fly 60 ft., swim 30 ft.
its effect. The beholder can use each ray only once on its turn. Str 15 (+2) Dex 10 (+0) Con 13 (+1)
Int 10 (+0) Wis 11 (+0) Cha 13 (+1)
1—Charm. The creature must succeed on a DC 15 Wisdom
Saving Throws Dex +2, Con +3, Wis +1, Cha +3
saving throw or be charmed by the beholder for 1 hour, or
Skills Perception +4, Stealth +2
until the beholder or one of its allies harms the creature.
Special Senses blindsight 10 ft., darkvision 60 ft.
2—Paralysis. The creature must succeed on a DC 15 Wisdom Immunities acid; doesn’t sleep; can’t be paralyzed
saving throw or be paralyzed for 1 minute. The creature can Languages Draconic
repeat the saving throw at the end of each of its turns, ending
Amphibious. The dragon can breathe air and water.
the effect early on a success.
3—Fear. The creature must succeed on a DC 15 Wisdom Actions
saving throw or be frightened for 1 minute. The creature can Bite—Melee Attack. +5 to hit, reach 5 ft., one creature. Hit: 4
repeat the saving throw at the end of each of its turns, with (1d4 + 2) piercing damage.
disadvantage if the beholder is within line of sight, ending the
Acid Breath (Recharge 6). The dragon breathes acid in a 15-foot
effect early on a success.
line that is 5 feet wide. Each creature in the line must make a
4—Slow. The creature must succeed on a DC 15 Wisdom DC 11 Dexterity saving throw, taking 11 (2d10) acid damage
saving throw or, for 1 minute, its speed is halved. In addition, on a failed save, or half as much damage on a successful one.
the creature takes a –2 penalty to AC and Dexterity saving
throws, and it can either move or take an action on its turn, not
both. The creature can repeat the saving throw at the end of
each of its turns, ending the effect early on a success.
5—Inflict Wounds. The creature must make a DC 15
Constitution saving throw, taking 36 (8d8) necrotic damage on
a failed save, or half as much damage on a successful one.
79
80
A P P E N D I X 3. M O N S T E R S
Small beast, unaligned Medium undead, lawful evil
Armor Class 12 Armor Class 12
Hit Points 13 (3d6 + 3) Hit Points 27 (4d8 + 8)
Speed 20 ft., fly 40 ft. Speed 30 ft.
Str 6 (–2) Dex 14 (+2) Con 12 (+1) Str 12 (+1) Dex 15 (+2) Con 14 (+2)
Int 1 (–5) Wis 13 (+1) Cha 8 (–1) Int 14 (+2) Wis 13 (+1) Cha 14 (+2)
Special Senses darkvision 60 ft. Special Senses darkvision 60 ft.
Languages — Immunities necrotic, poison; can’t be intoxicated or paralyzed,
unconscious; disease, poison effect; doesn’t need to breathe,
Actions drink, eat, or sleep
Bite—Melee Attack. +4 to hit, reach 5 ft., one creature. Hit: 4 Resistances bludgeoning, piercing, and slashing from
(1d4 + 2) piercing damage. nonmagical weapons that aren’t silvered
Languages Common, Infernal
Tail—Melee Attack. +4 to hit, reach 5 ft., one creature. Hit: The
target must succeed on a DC 10 Constitution saving throw Spellcasting. The wight is a 4th-level spellcaster that uses
against petrification. On a failed save, the target begins to Intelligence as its magic ability (spell save DC 12). It knows
turn to stone and is restrained. The target is turned to stone the following spells:
permanently at the end of its next turn unless it uses an action Cantrips (At Will)—eldritch blast, prestidigitation
to make a DC 10 Constitution check and succeeds on the check 1st Level (4 Slots)—cause fear, detect magic, magic missile
2nd Level (3 Slots)—mirror image, misty step
Darkenbeast Actions
Medium monstrosity, neutral evil Energy Drain—Melee Attack. +4 to hit, reach 5 ft., one creature.
Armor Class 12 Hit: 6 (1d8 + 2) necrotic damage, and the creature must
Hit Points 22 (5d8) succeed on a DC 13 Constitution saving throw or its hit point
Speed 10 ft., fly 40 ft. maximum is reduced by an amount equal to the damage taken.
Str 14 (+2) Dex 14 (+2) Con 11 (+0) If this effect reduces a creature’s hit point maximum to 0, the
Int 5 (–3) Wis 11 (+0) Cha 4 (–3) creature dies. This reduction to a creature’s hit point maximum
Skills Perception +2, Stealth +4 lasts until the creature finishes a long rest.
Special Senses darkvision 120 ft. A humanoid creature slain by this attack rises 24 hours later
Immunities can’t be charmed as a zombie under the wight’s control.
Languages understands the languages of its creator but
doesn’t speak
Displacer Beast
Light Vulnerability. While in bright light, the darkenbeast
Large monstrosity, lawful evil
has disadvantage on attack rolls. If exposed to sunlight, the
Armor Class 12
darkenbeast reverts to the animal from which it was created.
Hit Points 51 (6d10 + 18)
Radiant Reversion. If the darkenbeast takes radiant damage, Speed 40 ft.
it must make a Constitution saving throw with a DC equal Str 18 (+4) Dex 15 (+2) Con 16 (+3)
to the amount of radiant damage dealt. If the save fails, the Int 3 (–4) Wis 12 (+1) Cha 8 (–1)
darkenbeast reverts to the animal from which it was created. Special Senses darkvision 60 ft.
Languages —
Actions
Avoidance. If the beast is subjected to an effect that allows it to
Flying Multiattack. While flying, the darkenbeast makes one
make a saving throw to take only half damage, it instead take
bite attack and one claw attack.
no damage if it succeeds on the saving throw, and only half
Bite—Melee Attack. +4 to hit, reach 5 ft., one creature. Hit: 9 damage if it fails.
(2d6 + 2) slashing damage.
Displacement. The beast projects an illusion that makes it
Claws—Melee Attack. +4 to hit, reach 5 ft., one creature. Hit: 7 appear to be standing in a place near its actual location. Attack
(2d4 + 2) slashing damage. rolls made against the beast have disadvantage. If the beast
takes damage, this trait ceases to function until the start of the
Lore beast’s next turn. This trait also ceases to function while the
Darkenbeasts are evil creations of the Red Wizards of Thay. Only beast is incapacitated or has a speed of 0.
the Red Wizards know how to transform common animals into
these fell servitors, and they guard that secret well. Actions
A darkenbeast looks like an emaciated wyvern with black Multiattack. The beast makes two tentacle attacks.
skin. The creature’s eyes glow violet, and its bones are similarly
Tentacle—Melee Attack. : +6 to hit, reach 10 ft., one creature.
luminous enough that they show through the skin. Created by
Hit: 9 (1d10 + 4) bludgeoning damage.
magically altering a normal animal, a given darkenbeast might
have physical vestiges of the animal it once was.
81
Actions
Multiattack. The dread warrior makes two attacks, either with
its battleaxe or its javelin.
Melee Attack—Battleaxe. +6 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) slashing damage.
Melee or Ranged Attack—Javelin. +6 to hit, reach 5 ft. or range
30 ft./120 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.
82
A P P E N D I X 3. M O N S T E R S
Large elemental (fire), lawful evil Gargantuan ooze, unaligned
Armor Class 15 Armor Class 8
Hit Points 150 (12d10 + 84) Hit Points 147 (14d12 + 56)
Speed 40 ft., fly 60 ft. Speed 20 ft., climb 20 ft.
Str 22 (+6) Dex 11 (+0) Con 24 (+7) Str 18 (+4) Dex 7 (–2) Con 18 (+4)
Int 16 (+3) Wis 15 (+2) Cha 16 (+3) Int 1 (–5) Wis 6 (–2) Cha 1 (–5)
Saving Throws Int +7, Wis +6, Cha +7 Special Senses blind, blindsight 60 ft.
Special Senses darkvision 120 ft. Immunities acid, cold, lightning, slashing; blinded, charmed,
Immunities fire frightened, prone, unconscious; effects that require the target
Languages Primordial (Ignan) to see; doesn’t sleep
Languages —
Fiery Demise. When the efreeti dies, it disappears in a flash of
fire and a puff of smoke, leaving behind embers and any gear it Amorphous. The pudding is considered to be squeezing only if
was carrying or wearing. in a space only large enough for a creature three sizes smaller
that it is.
Telepathy. The efreeti can communicate telepathically with any
creature within 100 feet that speaks or understands a language. Corrosion. Any nonmagical metal or wood weapon that hits
the ooze becomes damaged and takes a cumulative –1 penalty
Actions to damage rolls. If a damaged weapon’s penalty drops to –5,
Multiattack. The efreeti makes two scimitar attacks. the weapon is destroyed. Repairing a damaged weapon costs
half its original cost. Nonmagical metal or wood ammunition
Scimitar—Melee Attack. +9 to hit, reach 10 ft., one target. Hit:
that hits the ooze is destroyed.
13 (2d6 + 6) slashing damage and 10 (3d6) fire damage.
If wood or metal object remains in contact with the pudding
Smoke Form (Recharge 6). The efreeti polymorphs into a from the start of one of its turns until the start of its next turn,
10-foot-diameter cloud of smoke. In this form, it cannot take the object takes 24 acid damage.Spider Climb. The pudding
actions and can’t be harmed, but it can pass through the can climb difficult surfaces, including upside down on ceilings,
smallest gaps. The efreeti can use an action to end the effect. without needing to make an ability check.
Reactions
Split. If a pudding that is Medium or larger and has 10 hit
points or more takes lightning or slashing damage, it takes a
reaction to split into two new puddings. Each new pudding
has hit points equal to one-half the original pudding’s,
rounded down. New puddings are one size smaller than the
original pudding.
83
Actions
Touch—Melee Attack. +6 to hit, reach 5 ft., one creature. Hit:
10 (3d6) fire damage, and the target must succeed on a DC
13 Dexterity saving throw or catch fire and take 3 (1d6) fire
damage at the start of each of its turns. A creature can use its
action to extinguish the flames, which ends this effect. Any
event that smothers the fire likewise ends the effect.
84
A P P E N D I X 3. M O N S T E R S
Medium construct, neutral (1d6 + 2) slashing damage.
Armor Class 9 Gore—Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 4
Hit Points 57 (6d8 + 30) (1d4 + 2) bludgeoning damage.
Speed 30 ft.
Str 19 (+4) Dex 9 (–1) Con 20 (+5)
Int 3 (–4) Wis 10 (+0) Cha 1 (–5) Gelatinous Cube
Special Senses darkvision 60 ft. Large ooze, unaligned
Immunities lightning, poison, and psychic damage, as well Armor Class 6
as damage from nonmagical weapons except those made of Hit Points 73 (7d10 + 35)
adamantine; dehydration, disease, petrification, poison effects, Speed 15 ft.
sleep, starvation, and suffocation; can’t be charmed, frightened, Str 14 (+2) Dex 3 (–4) Con 20 (+5)
or paralyzed Int 1 (–5) Wis 10 (+0) Cha 1 (–5)
Languages understands Common Special Senses blind, blindsight 60 ft.
Berserk. While the golem is in combat, roll a d10 at the start Immunities blinded, charmed, frightened, prone, unconscious;
of each of the golem’s turns. If the result is 1, the golem goes effects that require the target to see; doesn’t sleep
berserk until the end of the encounter. On its turn, a berserk Languages —
golem attacks the nearest creature or some object smaller Ooze Cube. The cube takes up its entire 10-foot space. Other
than itself if no creature is within reach, and it deals 5 extra creatures can enter the cube’s space. A creature that enters
bludgeoning damage when it hits with a melee attack. the cube’s space is subjected to the cube’s Engulf and has
The berserk golem’s creator can, if it is within 60 feet of disadvantage on the saving throw.
the golem and can be seen and heard by the golem, calm it by Attacks, spells, and other effects can’t target anything inside
speaking firmly and persuasively, which requires an action and a the cube. An area of effect that includes the cube includes
DC 16 Charisma (Persuasion) check. If the check succeeds, the nothing inside the cube.
golem is no longer berserk, although it may go berserk again. A creature within 5 feet of the cube can take an action to
Lightning Absorption. Whenever the golem would take pull a creature or object out of the cube. Doing so requires a
lightning damage, it instead regains hit points equal to half the successful DC 13 Strength check, and the creature making the
damage dealt. attempt takes 5 (2d4) acid damage.
The cube is large enough to hold only one Large creature or
Magic Resistance. The golem has advantage on saving throws up to four Medium or smaller creatures inside it at a time.
against magical effects.
Transparent. Even when the cube is in plain sight, it takes a
Actions successful DC 15 Wisdom (Perception) check to spot a cube
Multiattack. The golem makes two fist attacks. that has neither moved nor attacked. A creature that tries to
enter the cube ’s space while unaware of the cube is surprised
Fist—Melee Attack. +6 to hit, reach 5 ft., one creature. Hit: 13 by the cube.
(2d8 + 4) bludgeoning damage, or 18 (2d8 + 9) bludgeoning
damage while the golem is berserk. Actions
Pseudopod—Melee Attack. +5 to hit, reach 5 ft., one creature.
Hit: 4 (1d4 + 2) bludgeoning damage plus 2 (1d4) acid damage.
Four-Armed Gargoyle
Medium elemental (earth), lawful evil Engulf. The cube moves up to its speed, and while doing so it
Armor Class 15 can enter Large or smaller creatures’ spaces. If the cube enters
Hit Points 45 (6d8 + 18) a creature’s space, the creature must make a DC 14 Strength
Speed 40 ft., fly 60 ft. saving throw.
Str 16 (+3) Dex 14 (+2) Con 16 (+3) If the saving throw succeeds, the creature can choose to
Int 6 (–2) Wis 11 (+0) Cha 7 (–2) be pushed 5 feet back or, if possible, to the side as the cube
Special Senses darkvision 60 ft. moves. In either case, after the creature moves, it remains
Immunities poison, disease, petrification, poison effects; within 5 feet of the cube. A creature that chooses not to be
doesn’t breathe, drink, eat, or sleep pushed suffers the consequences of a failed saving threw.
Resistances bludgeoning, piercing, and slashing from If the saving throw fails, the cube enters the creature’s
nonmagical weapons that aren’t adamantine space, and the creature takes 5 (2d4) acid damage and
Languages Common, Primordial is inside the cube. While inside the cube, the creature is
restrained and takes 5 (2d4) acid damage at the start of each
False Appearance. The gargoyle resembles an inanimate of the cube’s turns. When the cube moves, it pulls with it any
fiendish statue. A creature that can see the gargoyle and creature inside it, and the creature remains inside the cube.
succeeds on a DC 17 Intelligence (Arcana) check ascertains A creature inside the cube can escape by taking an action to
what the gargoyle really is. make a DC 14 Strength check. On a success, the creature can
move out of the cube.
Actions
Multiattack. The gargoyle makes one bite attack, two claws
attacks, and one gore attack.
Bite—Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing damage.
85
86
A P P E N D I X 3. M O N S T E R S
Small beast, unaligned Medium aberration, neutral
Armor Class 11 Armor Class 9
Hit Points 3 (1d6) Hit Points 67 (9d8 + 27)
Speed 30 ft. Speed 10 ft., swim 20 ft.
Str 8 (–1) Dex 10 (+0) Con 10 (+0) Str 10 (+0) Dex 8 (–1) Con 16 (+3)
Int 1 (–5) Wis 8 (–1) Cha 3 (–4) Int 3 (–4) Wis 10 (+0) Cha 6 (–2)
Special Senses blindsight 30 ft. Special Senses darkvision 60 ft.
Languages — Immunities can’t be knocked prone
Languages —
Illumination. The beetle sheds bright light in a 10-foot radius
and dim light in a 20-foot radius. Aberrant Ground. The ground in a 10-foot radius around the
mouther becomes dough-like and is difficult terrain. Each
Actions creature that starts its turn in the area must succeed on a DC
Bite—Melee Attack. +1 to hit, reach 5 ft., one creature. Hit: 2 10 Strength saving throw or be unable to move until the start
(1d6 – 1) slashing damage. of its next turn.
Gibbering. When agitated or able to see anything edible,
Giant Viper Snake provided it isn’t incapacitated, the mouther babbles constantly
and incoherently. Each creature that starts its turn within
Medium beast, unaligned
10 feet of and able to hear the mouther must succeed on
Armor Class 12
a DC 10 Wisdom saving throw. On a failure, the creature
Hit Points 11 (2d8 + 2)
can’t take reactions until the start of its next turn and rolls
Speed 30 ft., swim 30 ft.
a d8 to determine what it does during its turn. On a 1 to 4,
Str 10 (+0) Dex 15 (+2) Con 13 (+1)
the creature does nothing. On a 5 or 6, the creature takes
Int 2 (–4) Wis 10 (+0) Cha 3 (–4)
no action but uses all its movement to move in a randomly
Skills Perception +2
determined direction. On a 7 or 8, the creature makes a melee
Special Senses blindsight 10 ft.
attack against a randomly determined creature within its reach
Languages —
or, if it can’t make such a melee attack, does nothing.
Actions
Actions
Bite—Melee Weapon Attack. +4 to hit, reach 10 ft., one
Multiattack. The gibbering mouther makes one bite attack
creature. Hit: 5 (2d4) piercing damage, and the creature must
and, if it can, uses its Blinding Spittle.
succeed on a DC 11 Constitution saving throw or take 10
(3d6) poison damage.
Bites. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 10 (3d6) piercing damage, or 21 (6d6) piercing damage
Giant Spider if the creature is prone, and the target must succeed on a DC
12 Strength saving throw or be knocked prone. A creature
Large beast, unaligned
that dies due to this damage has its body destroyed as it is
Armor Class 12
absorbed into the mouther.
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft.
Blinding Spittle (Recharge 5–6). The mouther spits a chemical
Str 14 (+2) Dex 15 (+2) Con 12 (+1)
glob at a point it can see within 15 feet of it. The glob explodes
Int 2 (–4) Wis 11 (+0) Cha 4 (–3)
in a blinding flash of light on impact. Each creature within 5
Skills Stealth +4
feet of the flash must succeed on a DC 15 Wisdom saving
Special Senses blindsight 20 ft., darkvision 60 ft.
throw or be blinded until the end of the mouther’s next turn.
Languages —
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.
Web Walker. The spider ignores movement restrictions due to
webbing.
Actions
Bite—Melee Attack. : +3 to hit, reach 5 ft., one creature. Hit: 6 (1d8
+ 2) piercing damage, and the creature must succeed on a DC
10 Constitution saving throw or take 7 (2d6) poison damage.
Web—Ranged Attack (Recharge 5–6). +4 to hit, range 30 ft./60
ft., one creature. Hit: The creature is restrained by webbing. As
an action, the restrained creature can make a DC 11 Strength
check, escaping from the webbing on a success. The webbing
is an object that can also be attacked (AC 10; immune to
bludgeoning, poison, psychic, and radiant damage; 5 hp),
ending the effect if it is destroyed.
87
88
A P P E N D I X 3. M O N S T E R S
Medium aberration, neutral evil Medium construct, neutral
Armor Class 12 Armor Class 20 (plate, shield)
Hit Points 55 (10d8 + 10) Hit Points 60 (8d8 + 24)
Speed 10 ft., fly 30 ft. Speed 30 ft., fly 30 ft.
Str 15 (+2) Dex 14 (+2) Con 13 (+1) Str 15 (+2) Dex 13 (+1) Con 16 (+3)
Int 12 (+1) Wis 11 (+0) Cha 9 (–1) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)
Skills Stealth +8 Skills Perception +3
Special Senses blind, blindsight 60 ft. Special Senses blindsight 60 ft.
Immunities lightning; blinded, prone; effects that require the Immunities force damage from magic missile spells, necrotic,
target to see poison; blinded, charmed, deafened, frightened, intoxicated,
Languages Grell paralyzed, stunned, unconscious; dehydration, disease, effects
that require the target to see, petrification, poison effects,
Hover. The grell hovers as long as it is alive.
polymorph; doesn’t breathe, drink, eat, or sleep
Actions Resistances cold; bludgeoning, piercing, and slashing from
nonmagical weapons that aren’t adamantine
Multiattack. The grell makes two attacks, one with its tentacles
Languages understsands Common
and one with its beak.
Magic Resistance. The horror has advantage on saving throws
Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one against magical effects.
creature. Hit: 7 (1d10 + 2) piercing damage, and the target
Spell Immunity. The horror is immune to three specific spells
is grappled. Until this grapple ends, the target is restrained,
chosen by its creator. Typical immunities include fireball, heat
and the grell can’t use its tentacles on another target. In
metal, and lightning bolt.
addition, the creature must succeed on a DC 12 Constitution
saving throw or be poisoned for 1 minute and paralyzed while Actions
poisoned in this way. The creature can repeat the saving throw
Multiattack. The helmed horror makes two longsword attacks.
at the end of each of its turns, ending the effect early on a
success. Longsword—Melee Attack. +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) slashing damage.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 7 (2d4 + 2) piercing damage.
Hezrou
Large fiend (demon), chaotic evil
Grick Armor Class 14
Medium monstrosity, neutral Hit Points 85 (9d10 + 36)
Armor Class 12 Speed 30 ft.
Hit Points 9 (2d8) Special Senses darkvision 120 ft.
Speed 30 ft., climb 30 ft. Str 19 (+4) Dex 17 (+3) Con 18 (+4)
Str 14 (+2) Dex 14 (+2) Con 11 (+0) Int 5 (–3) Wis 12 (+1) Cha 13 (+1)
Int 3 (–4) Wis 14 (+2) Cha 5 (–3) Saving Throws Str +7, Con +6, Wis +4, Cha +4
Special Senses darkvision 60 ft. Special Senses darkvision 120 ft.
Resistance bludgeoning, piercing, and slashing damage from Immunities poison; disease, poison effects
nonmagical weapons Resistances cold, fire, lightning; bludgeoning, piercing, and
Languages — slashing from nonmagical weapons
Languages Abyssal
Camouflage. The grick has advantage on Dexterity (Stealth)
checks made to hide in rocky terrain. Stench. Any creature that starts its turn within 10 feet of the
hezrou must succeed on a DC 15 Constitution saving throw
Actions against poison or have disadvantage on attack rolls and ability
Multiattack. The grick makes one tentacle attack, and if that checks until the start of its next turn. On a successful saving throw,
attack hits, one bite attack against the same target. the creature is immune to the hezrou’s Stench for 24 hours.
Tentacles—Melee Attack. +3 to hit, reach 5 ft., one creature. Hit: Magic Resistance. The hezrou has advantage on saving throws
9 (2d6 + 2) slashing damage. against magical effects.
Bite—Melee Attack. +3 to hit, reach 5 ft., one creature. Hit: 5 Telepathy. The hezrou can communicate telepathically with
(1d6 + 2) piercing damage. any creature within 100 feet of it that can understand a
language.
Actions
Multiattack. The hezrou makes one bite attack and two claw
attacks.
Bite—Melee Attack. +8 to hit, reach 5 ft., one creature. Hit: 13
(2d8 + 4) piercing damage.
Claw—Melee Attack. : +8 to hit, reach 5 ft., one creature. Hit: 8
(1d8 + 4) slashing damage.
89
Actions
Bite—Melee Attack. +7 to hit, reach 5 ft., one creature. Hit: 13
(2d8 + 4) piercing damage.
90
A P P E N D I X 3. M O N S T E R S
Huge monstrosity, chaotic evil Medium humanoid (kuo-toa), chaotic evil
Armor Class 15 Armor Class 12 (shield)
Hit Points 172 (15d12 + 75) Hit Points 16 (3d8 + 3)
Speed 5 ft., swim 90 ft. Speed 30 ft., swim 30 ft.
Str 25 (+7) Dex 11 (+0) Con 20 (+5) Str 10 (+0) Dex 10 (+0) Con 12 (+1)
Int 15 (+2) Wis 18 (+4) Cha 18 (+4) Int 9 (–1) Wis 10 (+0) Cha 8 (–1)
Saving Throws Str +12, Con +10, Int +7, Wis +9, Cha +9 Skills Perception +7
Special Senses true seeing120 ft. Special Senses darkvision 120 ft.
Immunities lightning and thunder damage, and damage Immunities poison damage and poison effects; can’t be
from nonmagical weapons; polymorph effects, sleep; can’t be paralyzed
frightened or paralyzed Resistances lightning
Languages understands Thayan Languages Undercommon
Aquatic. The kraken can breathe underwater, and being Light Sensitivity. While in sunlight, the kuo-toa has
underwater imposes no penalty on its attack rolls or ability disadvantage on attack rolls.
checks.
Otherworldly Perception. The kuo-toa can sense the presence
Siege Monster. The kraken deals double damage to objects of invisible and Ethereal creatures within 30 feet of it, but
and structures. cannot pinpoint their exact locations unless they are in motion.
Telepathy. The kraken can communicate telepathically with any Slippery Hide. An unarmored kuo-toa that is grappled gains
creature within 100 feet of it that can understand a language. advantage on checks made to escape. An unarmored kuo-toa
that is restrained gains advantage on checks and saving throws
Actions to end the condition.
Multiattack. The kraken makes three melee attacks, each of
which it can replace with one use of Fling. Actions
Javelin—Melee and Ranged Attack. +2 to hit, reach 5 ft. or
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
range 30 ft/120 ft., one creature. Hit: 3 (1d6) piercing damage.
Hit: 23 (3d8 + 10) piercing damage.
Net. The kuo-toa targets a point in space up to 20 feet away.
Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft., one
Each Large or smaller creature within 5 feet of that point must
target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target
succeed on a DC 10 Dexterity saving throw or be restrained by
is grappled. Until this grapple ends, the target is restrained. The
the net. A creature can break free of the net by using its action
kraken has ten tentacles, each of which can grapple only one
to make a DC 10 Strength check or by dealing 5 slashing
target.
damage to the net.
Fling. One object held or creature grappled by the kraken’s
tentacles is thrown up to 60 feet away from the kraken and Reactions
knocked prone. If a thrown target strikes an object, such as a Sticky Shield. When a creature misses the kuo-toa with
wall or floor, it takes 3 (1d6) bludgeoning damage for every 10 a melee attack, the kuo-toa uses its reaction to catch the
feet it was thrown. If the target is thrown at another creature, attacking weapon with its sticky shield. The attacking creature
that target must succeed on a DC 15 Dexterity saving throw or and the kuo-toa engage in a Strength contest; if the kuo-toa
take the same damage and be knocked prone. wins the contest, the weapon is wrested from its wielder’s grip
and stuck to the kuo-toa’s shield.
Lightning Storm. The kraken creates three bolts of lightning, Pulling a weapon free of the shield requires an action and is
each of which can strike a target within 150 feet of the kraken. resolved as a Strength contest (see above).
A target must make a DC 20 Dexterity saving throw, taking
22 (4d10) lightning damage on a failed save, or half as much
damage on a successful one.
91
92
A P P E N D I X 3. M O N S T E R S
Small fiend (demon), chaotic evil Large ooze, unaligned
Armor Class 11 Armor Class 8
Hit Points 4 (1d6 + 1) Hit Points 45 (6d10 + 12)
Speed 20 ft. Speed 10 ft., climb 10 ft.
Str 10 (+0) Dex 12 (+1) Con 13 (+1) Str 15 (+2) Dex 6 (–2) Con 14 (+2)
Int 3 (–4) Wis 8 (–1) Cha 4 (–3) Int 1 (–5) Wis 6 (–2) Cha 1 (–5)
Immunities poison; charmed, frightened; disease, poison Special Senses blind, blindsight 60 ft.
effects, sleep Immunities lightning, slashing; blinded, charmed, frightened,
Resistances cold, fire, lightning prone, unconscious; effects that require the target to see;
Languages understands Abyssal but doesn’t speak doesn’t sleep
Resistances acid
Actions Languages —
Multiattack. The mane makes one bite attack and one claw
Amorphous. The jelly is considered to be squeezing only if in a
attack.
space only large enough for a creature three sizes smaller that
Bite—Melee Attack. : +2 to hit, reach 5 ft., one creature. Hit: 2 it is.
(1d4) piercing damage.
Spider Climb. The jelly can climb difficult surfaces, including upside
Claws—Melee Attack. +2 to hit, reach 5 ft., one creature. Hit: 2 down on ceilings, without needing to make an ability check.
(1d4) slashing damage.
Actions
Pseudopod—Melee Attack. +5 to hit, reach 5 ft., one creature.
Merrow Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.
Large monstrosity, chaotic evil
Armor Class 13 Reactions
Hit Points 52 (7d10 + 14) Split. If a jelly that is Medium or larger and has 10 hit points or
Speed 10 ft., swim 60 ft. more takes lightning or slashing damage, it takes a reaction to
Str 19 (+4) Dex 10 (+0) Con 14 (+2) split into two new jellies. Each new jelly has hit points equal to
Int 10 (+0) Wis 11 (+0) Cha 11 (+0) one-half the original jelly’s, rounded down. New jellies are one
Special Senses darkvision 60 ft. size smaller than the original jelly.
Languages Giant, Primordial (Aquan)
Aquatic. The merrow can breathe underwater, and being Ogre Zombie
underwater imposes no penalty on its attack rolls or ability checks.
Large undead, neutral evil
Actions Armor Class 9 (hide)
Hit Points 45 (6d10 + 12)
Claws—Melee Attack. +5 to hit, reach 5 ft., one creature.
Speed 30 ft.
Hit: 9 (2d4 + 4) slashing damage.
Str 19 (+4) Dex 6 (–2) Con 15 (+2)
Harpoon—Melee or Ranged Attack. +5 to hit, reach 5 ft. or Int 5 (–3) Wis 6 (–2) Cha 5 (–3)
range 20 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, Special Senses darkvision 60 ft.
and if the target is more than 5 feet away from the merrow, Immunities poison; intoxicated, unconscious; dehydration,
the merrow can pull the target within 5 feet of it if if beats disease, starvation, and suffocation
the target in a Strength contest. Languages understands Common and Giant
Javelin—Melee or Ranged Attack. +5 to hit, reach 5 ft. or range Zombie Fortitude. If the zombie takes damage that reduces it
30 ft./120 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. to 0 hit points, it makes a Constitution saving throw with a DC
equal to 5 + the damage taken. If the saving throw succeeds,
the zombie drops to 1 hit point instead.
Actions
Greatclub—Melee Attack. +5 to hit, reach 5 ft., one creature.
Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin—Ranged Attack. +5 to hit, range 30 ft./120 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage.
93
Orc
Medium humanoid (orc), chaotic evil
Armor Class 12 (hide)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Str 14 (+2) Dex 10 (+0) Con 12 (+1)
Int 7 (–2) Wis 11 (+0) Cha 10 (+0)
Special Senses darkvision 60 ft.
Languages Common, Orc
Relentless. If the orc takes damage that reduces it to 0 hit points,
it makes a Constitution saving throw with a DC equal to 5 + the
damage taken. If the saving throw succeeds, the orc drops to 1
hit point instead. If the orc has only 1 hit point at the end of its
next turn, it drops to 0 hit points.
Actions
Greataxe—Melee Attack. +4 to hit, reach 5 ft., one creature. Hit:
6 (1d8 + 2) slashing damage or, if used in two hands, 7 (1d10
+ 2) slashing damage.
Shortbow—Ranged Attack. +4 to hit, range 30 ft./120 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage.
94
A P P E N D I X 3. M O N S T E R S
Large monstrosity, unaligned Large fiend (devil), lawful evil
Armor Class 12 Armor Class 17
Hit Points 51 (6d10 + 18) Hit Points 199 (19d10 + 95)
Speed 40 ft. Speed 30 ft., fly 90 ft.
Str 20 (+5) Dex 12 (+1) Con 17 (+3) Str 26 (+8) Dex 13 (+1) Con 20 (+5)
Int 3 (–4) Wis 12 (+1) Cha 7 (–2) Int 22 (+6) Wis 18 (+4) Cha 24 (+7)
Skills Perception +4 Saving Throws Dex +7, Con +11, Wis +10
Special Senses darkvision 60 ft. Special Senses true seeing 120 ft.
Languages — Immunities fire, poison; disease, poison effects, sleep
Resistances cold; bludgeoning, piercing, and slashing from
Grappler. Against any creature grappled by it, the owlbear has
nonmagical weapons that aren’t silvered
advantage on attack rolls.
Languages Common, Infernal
Keen Sight and Smell. When using its sense of sight or smell,
Fear Aura. Unless the fiend is incapacitated, any creature
the owlbear has advantage on Wisdom (Perception) checks.
that isn’t the fiend’s ally and starts its turn within 20 feet of
Actions the fiend must succeed on a DC 21 Wisdom saving throw or
be frightened for 1 minute. A creature can repeat the saving
Multiattack. The owlbear makes one claw attack and one
throw at the end of each of its turns, with disadvantage if the
beak attack.
fiend is within line of sight, ending the effect on it early on a
Claws—Melee Attack. +5 to hit, reach 5 ft., one creature. Hit: success. If a creature’s saving throw is successful or the effect
12 (2d6 + 5) slashing damage, and the creature is grappled. ends for it, the creature is immune to the fiend’s Fear Aura for
While grappling in this way, the owlbear can claw only the the next 24 hours.
grappled creature.
Magic Resistance. The fiend has advantage on saving throws
Beak—Melee Attack. +5 to hit, reach 5 ft., one creature. Hit: 9 against magical effects.
(1d8 + 5) piercing damage.
Spellcasting. The fiend is a 19th-level spellcaster that uses
Charisma as its spellcasting ability (spell save DC 21, +13 to
Peryton hit). It needs to use only somatic and verbal components to
cast its spells. The fiend knows the following spells:
Medium monstrosity, chaotic evil
At Will—detect magic, fireball (12d6 fire damage)
Armor Class 11
3/Day Each—wall of fire (10d8 fire damage), mass hold monster
Hit Points 26 (4d8 + 8)
Speed 20 ft., fly 60 ft.
Telepathy. The fiend can communicate telepathically with any
Str 16 (+3) Dex 12 (+1) Con 15 (+2)
creature within 100 feet of it that can understand a language.
Int 9 (–1) Wis 10 (+0) Cha 10 (+0)
Skills Perception +7 Actions
Immunities damage from nonmagical weapons
Multiattack. The fiend makes one bite attack, one claw attack,
Languages understands Common and Elvish
one tail attack, and one mace attack.
Flyby. The peryton doesn’t provoke opportunity attacks when
Bite—Melee Attack. +9 to hit, reach 5 ft., one creature. Hit: 15
it flies out of a hostile creature’s reach.
(2d6 + 8) piercing damage, and the creature must succeed
Keen Sight. When using its sense of sight, the peryton has on a DC 15 Constitution saving throw or take 5 (2d4) poison
advantage on Wisdom (Perception) checks. damage, cumulative with multiple bites, at the start of each
of its turns. While taking this poison damage, the creature has
Actions disadvantage on attack rolls, ability checks, and saving throws,
Claws—Melee Attack. +6 to hit, reach 5 ft., one creature. Hit: and it takes a 15-foot penalty to its speed.
10 (2d6 + 3) piercing damage.
Claw—Melee Attack. +9 to hit, reach 5 ft., one creature. Hit: 12
Gore—Melee Attack. +6 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 8) slashing damage.
(2d6 + 3) piercing damage.
Constricting Tail—Melee Attack. +9 to hit, reach 5 ft., one
Dive. The peryton flies a minimum distance of 30 feet and creature. Hit: 13 (1d10 + 8) bludgeoning damage, and the
makes one claws attack with advantage against a creature at creature is grappled and restrained while grappled. While
a lower altitude. On a hit, the peryton makes one gore attack grappling in this way, the fiend can use its tail attack only on
against the same target. the grappled creature.
Mace—Melee Attack. +11 to hit, reach 10 ft., one creature. Hit:
15 (2d6 + 8) bludgeoning damage.
95
Red Wizard
Medium humanoid (human), lawful evil
Armor Class 11
Hit Points 36 (8d6 + 8)
Speed 30 ft.
Str 9 (–1) Dex 12 (+1) Con 13 (+1)
Int 16 (+3) Wis 12 (+1) Cha 11 (+0)
Saving Throws +3 Int, +3 Wis
Languages Common, Thayan
Spellcasting. The wizard is an 8th-level spellcaster that uses
Intelligence as his magic ability (spell save DC 14). The wizard
has the following spells prepared:
Cantrips (At Will)—chill touch, prestidigitation, ray of frost
1st level (4 Slots)—cause fear, false life, mage armor, magic missile
2nd level (3 Slots)—hold person, invisibility, ray of enfeeblement
3rd level (3 Slots)—animate dead
4th level (2 Slots)—blight
Actions
Dagger—Melee Attack. +4 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage.
96
A P P E N D I X 3. M O N S T E R S
Medium humanoid (human), lawful evil Medium humanoid (human), lawful evil
Armor Class 13 Armor Class 13
Hit Points 35 (6d6 + 12) Hit Points 35 (6d6 + 12)
Speed 30 ft. Speed 30 ft.
Str 9 (–1) Dex 16 (+3) Con 14 (+2) Str 9 (–1) Dex 16 (+3) Con 14 (+2)
Int 18 (+4) Wis 13 (+1) Cha 11 (+0) Int 18 (+4) Wis 13 (+1) Cha 11 (+0)
Saving Throws Int +7, Wis +4 Saving Throws Int +7, Wis +4
Proficiencies Arcana +7, Deception +3, Insight +4, Stealth +6 Proficiencies Arcana +7, Deception +3, Insight +4, Stealth +6
Languages Common, Thayan, Draconic, Infernal, Primordial Languages Common, Thayan, Draconic, Infernal, Primordial
Spellcasting. The wizard is a 6th-level spellcaster who uses Potent Cantrips. When the Red Wizard misses a creature or
Intelligence as his or her magic ability (spell save DC 15). He or that creature succeeds on a saving throw against its evocation
she usually has the following mage spells prepared: cantrip, the creature still takes half the cantrip’s damage (if any)
Cantrips (At Will)— eldritch blast, prestidigitation, shocking grasp but suffers no additional effect.
1st Level (4 Slots)—false life, fog cloud, magic missile
Sculpt Spells. When the Red Wizard casts an evocation spell
2nd Level (3 Slots)—flaming sphere, web
that affects other creatures that it can see, it can choose a
3rd Level (3 Slots)—dispel magic, fireball, misty step
number of them equal to 1 + the spell’s level. The chosen
Actions creatures automatically succeed on their saving throws against
the spell, and they take no damage if they would normally take
Dagger—Melee Attack. +5 to hit, reach 5 ft., one creature.
half damage from it.
Hit: 5 (1d4 + 3) piercing damage.
Spellcasting. The wizard is a 6th-level spellcaster who uses
Benign Transposition. The Red Wizard teleports up to 30 feet
Intelligence as his or her magic ability (spell save DC 15).
to an unoccupied space that it can see. Alternatively, it can
He or she usually has the following mage spells prepared:
choose a space within range that is occupied by a Small or
Cantrips (At Will)—eldritch blast, prestidigitation, shocking grasp
Medium creature. If that creature is willing, both creatures
1st Level (4 Slots)—gust of wind, magic missile, thunderwave
teleport, swapping places. Once it uses this feature, the Red
2nd Level (3 Slots)—invisibility, scorching ray
Wizard can’t use it again until it finishes a long rest or casts a
3rd Level (3 Slots)—dispel magic, fireball
conjuration spell of 1st level or higher.
Actions
Dagger—Melee Attack. +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
Using Red Wizards
The Doomvault holds Red Wizards of the various Red Wizard (Illusionist)
schools of magic. Each Red Wizard is tattooed with Medium humanoid (human), lawful evil
patterns depicting his or her specialty. When the party Armor Class 13
encounters a Red Wizard, you can either use the statis- Hit Points 35 (6d6 + 12)
tics block below if the wizard’s specialty isn’t important, Speed 30 ft.
or you can choose from among the statistics of the Str 9 (–1) Dex 16 (+3) Con 14 (+2)
Int 18 (+4) Wis 13 (+1) Cha 11 (+0)
other Red Wizards presented here.
Saving Throws Int +7, Wis +4
Proficiencies Arcana +7, Deception +3, Insight +4, Stealth +6
Languages Common, Thayan, Draconic, Infernal, Primordial
Spellcasting. The wizard is a 6th-level spellcaster who uses
Intelligence as his or her magic ability (spell save DC 15).
He or she usually has the following mage spells prepared:
Cantrips (At Will)—eldritch blast, minor illusion1,
prestidigitation, shocking grasp
1st Level (4 Slots)—cause fear, color spray, magic missile
2nd Level (3 Slots)—invisibility, phantasmal force, sound burst
3rd Level (3 Slots)—aura of invisibility, fireball
The wizard can use the minor illusion Ghost Sound and Silent
Image effects simultaneously.
Actions
Dagger—Melee Attack. +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d4 + 3) piercing damage.
97
Sahuagin
Red Wizard (Transmuter) Medium humanoid (sahuagin), lawful evil
Medium humanoid (human), lawful evil Armor Class 11
Armor Class 13 Hit Points 13 (3d8)
Hit Points 35 (6d6 + 12) Speed 30 ft., swim 60 ft.
Speed 30 ft. Str 12 (+1) Dex 11 (+0) Con 11 (+0)
Str 9 (–1) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 13 (+1) Cha 9 (–1)
Int 18 (+4) Wis 13 (+1) Cha 11 (+0) Skills Perception +3
Saving Throws Int +7, Wis +4 Special Senses darkvision 60 ft.
Proficiencies Arcana +7, Deception +3, Insight +4, Stealth +6 Languages Infernal, Primordial (Aquan)
Resistances acid, cold, fire, lightning, or thunder, changed
Limited Amphibiousness. The sahuagin can breathe air and
each time the wizard casts a spell
water, but it can go without breathing water for only 4 hours.
Languages Common, Thayan, Draconic, Infernal, Primordial
Shark Telepathy. The sahuagin can communicate simple
Spellcasting. The wizard is a 6th-level spellcaster who uses
concepts and images telepathically with any shark that is
Intelligence as his or her magic ability (spell save DC 15).
within 100 feet of it.
He or she usually has the following mage spells prepared:
Cantrips (At Will)—eldritch blast, mending, prestidigitation, Actions
shocking grasp
Bite—Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 3 (1d4
1st Level (4 Slots)—longstrider, magic missile, shield,
+ 1) piercing damage.
thunderwave
2nd Level (3 Slots)—heat metal, spider climb Claws—Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 4
3rd Level (3 Slots)—fireball, slow (1d6 + 1) slashing damage.
Actions Trident—Melee Attack. +3 to hit, reach 5 ft. or range 20 ft./60
Dagger—Melee Attack. +5 to hit, reach 5 ft., one creature. ft., one target. Hit: 4 (1d6 + 1) piercing damage or, if used in two
Hit: 5 (1d4 + 3) piercing damage. hands to make a melee attack, 5 (1d8 + 1) piercing damage.
98
A P P E N D I X 3. M O N S T E R S
Large humanoid (sahuagin), lawful evil Medium fey, chaotic evil
Armor Class 13 Armor Class 15
Hit Points 67 (9d10 + 18) Hit Points 65 (10d8 + 20)
Speed 30 ft., swim 60 ft. Speed 30 ft., swim 40 ft.
Str 19 (+4) Dex 13 (+1) Con 15 (+2) Str 13 (+1) Dex 15 (+2) Con 15 (+2)
Int 14 (+2) Wis 13 (+1) Cha 17 (+3) Int 12 (+1) Wis 12 (+1) Cha 8 (–1)
Saving Throws Dex +4, Con +5, Int +5, Wis +4 Languages Common, Giant
Skills Perception +5
Amphibious. The hag can breathe air and water.
Special Senses darkvision 60 ft.
Languages Primordial (Aquan), Infernal Horrific Appearance. Any humanoid that starts its turn within
30 feet of the hag and can see the hag’s true form must make
Limited Amphibiousness. The sahuagin can breathe air and
a DC 13 Wisdom saving throw. Unless the target is surprised
water, but it can go without breathing water for only 4 hours.
or the revelation of the hag’s true form is sudden, the target
Shark Telepathy. The sahuagin can communicate simple can instead avert its own eyes. Until the start of its next turn,
concepts and images telepathically with any shark that is a creature that averts its eyes has disadvantage on attack rolls
within 100 feet of it. against the hag. On a failed save, the creature is frightened for
1 minute. A creature can repeat the saving throw at the end of
Actions each of its turns, with disadvantage if the hag is within line of
Multiattack. The sahuagin makes one bite attack and two claw sight, ending the effect on it early on a success. If a creature’s
attacks, or one bite attack and two trident attacks. saving throw is successful or the effect ends for it, the creature is
immune to the hag’s Horrific Appearance for the next 24 hours.
Bite—Melee Attack. +7 to hit, reach 5 ft., one target. Hit: 9 (2d4
+ 4) piercing damage.Claw—Melee Attack. +7 to hit, reach 5 ft., Actions
one target. Hit: 11 (2d6 + 4) slashing damage.
Claws—Melee Attack. +5 to hit, reach 5 ft., one creature. Hit: 8
Trident—Melee or Ranged Attack. +7 to hit, reach 5 ft. or range (2d6 + 1) slashing damage.
20 ft./60 ft., one target. Hit: 11 (2d6 + 4) piercing damage
Death Glare (3/Day). The hag chooses one frightened creature
or, if used in two hands to make a melee attack, 13 (2d8 + 4)
she can see within 30 feet of her, forcing it to gaze upon her
piercing damage.
hideous visage. The target must succeed on a DC 13 Wisdom
saving throw or drop to 0 hit points.
Sahuagin Priestess Illusory Seeming. The hag covers herself and anything she is
Medium humanoid (sahuagin), lawful evil carrying or wearing with an illusion that makes her look like
Armor Class 11 another ugly female creature of her general size and humanoid
Hit Points 27 (6d8) shape. The effect ends if the hag takes a bonus action to end it
Speed 30 ft., swim 60 ft. or if she dies.
Str 12 (+1) Dex 11 (+0) Con 11 (+0) The changes wrought by this effect fail to hold up to
Int 12 (+1) Wis 17 (+3) Cha 13 (+1) physical inspection. For example, the hag could appear to have
Skills Perception +6, Religion +4 no claws, but someone touching her hand might feel the claws.
Special Senses darkvision 60 ft. Otherwise, a creature must take an action to visually inspect
Languages Infernal, Primordial (Aquan) the illusion and succeed on a DC 16 Wisdom (Perception)
check to discern that the hag is disguised.
Limited Amphibiousness. The sahuagin can breathe air and
water, but it can go without breathing water for only 4 hours.
Shark Telepathy. The sahuagin can communicate simple
concepts and images telepathically with any shark that is
within 100 feet of it.
Spellcasting. The sahuagin is a 6th-level spellcaster that uses
Wisdom as its spellcasting ability (spell save DC 14, +6 to hit).
The sahuagin knows the following spells:
1st Level (4 Slots)—bestow curse, jump, inflict wounds
2nd Level (3 Slots)—hold person, spiritual weapon (trident)
3rd Level (3 Slots)—conjure animals (1 hunter shark), mass
healing word
Actions
Bite—Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 3 (1d4
+ 1) piercing damage.
Claws—Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
99
Actions
Multiattack. The mound makes two slam attacks. If both
attacks hit one creature, the creature is grappled, and
restrained and unable to breathe while grappled. In addition,
the creature must succeed on a DC 13 Constitution saving
throw at the start of each of the mound’s turns or take 13 (2d8
+ 4) bludgeoning damage. While grappling in this way, the
mound can’t use its Multiattack.
Slam—Melee Attack. +8 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) bludgeoning damage.
100
A P P E N D I X 3. M O N S T E R S
Large construct, unaligned creature’s saving throw is successful, the creature is immune to
Armor Class 15 the succubus’s Charm for the next 24 hours.
Hit Points 126 (12d10 + 60) Draining Kiss. The succubus kisses a creature charmed by
Speed 20 ft. and within 5 feet of her. The creature must make a DC 15
Str 24 (+7) Dex 9 (–1) Con 20 (+5) Constitution saving throw, taking 31 (5d10 + 4) psychic
Int 3 (–4) Wis 11 (+0) Cha 1 (–5) damage on a failed save, or half as much damage on a
Special Senses darkvision 120 ft. successful one. The creature’s hit point maximum is reduced
Immunities lightning, poison, and psychic damage, as well by an amount equal to the damage taken. If this effect reduces
as damage from nonmagical weapons except those made of a creature’s hit point maximum to 0, the creature dies. This
adamantine; dehydration, disease, petrification, poison effects, reduction to a creature’s hit point maximum lasts until the
sleep, starvation, and suffocation; can’t be charmed, frightened, creature finishes a long rest.
or paralyzed
Languages understands Common
Magic Resistance. The golem has advantage on saving throws Thayan Apprentice
against magical effects. Medium humanoid (human), lawful evil
Armor Class 11
Actions Hit Points 14 (4d6)
Multiattack. The golem makes two fist attacks. Speed 30 ft.
Str 11 (+0) Dex 12 (+1) Con 10 (+0)
Fist—Melee Attack. +7 to hit, reach 5 ft., one creature. Hit: 21 Int 14 (+2) Wis 13 (+1) Cha 11 (+1)
(4d6 + 7) bludgeoning damage. Languages Common, Thayan
Slow (Recharge 5–6). The golem chooses any number of Spellcasting. The apprentice is a 4th-level spellcaster that uses
creatures within 10 feet of it. Each target must succeed on a Intelligence as its magic ability (spell save DC 12). It has the
DC 13 Constitution saving throw or have its speed reduced by following spells prepared:
10 feet for 1 minute. The speed reduction is cumulative with Cantrips (At Will)—prestidigitation, ray of frost, shocking grasp
other effects that reduce the target’s speed. 1st Level (4 Slots)—cause fear, magic missile, shield
2nd Level (3 Slots)—hold person, Melf ’s acid arrow
Succubus Actions
Medium fiend (shapechanger), neutral evil Melee Attack—Dagger. +3 to hit (reach 5 ft.; one creature).
Armor Class 13 Hit: 3 (1d4 + 1) piercing damage.
Hit Points 44 (8d8 + 8)
Speed 30 ft., fly 60 ft.
Str 8 (–1) Dex 17 (+3) Con 13 (+1) Thayan Warrior
Int 18 (+4) Wis 12 (+1) Cha 18 (+4) Medium humanoid (human), lawful evil
Skills Deception +7, Insight +5, Perception +4, Persuasion +7, Armor Class 16 (studded leather, shield)
Stealth +6 Hit Points 19 (3d8 + 6)
Special Senses darkvision 120 ft. Speed 30 ft.
Resistances cold, fire, lightning, poison; bludgeoning, piercing, Str 16 (+3) Dex 13 (+1) Con 14 (+2)
and slashing from nonmagical weapons Int 11 (+0) Wis 11 (+0) Cha 10 (+0)
Immunities disease Languages Common, Thayan
Languages Abyssal, Common, Infernal
Action Surge (1/Day). The warrior can take an extra action on
Telepathy. The succubus can communicate telepathically with its turn.
any creature within 100 feet of her that can understand a
language. If the creature is charmed by the succubus, the range Actions
is 1,000 feet. Melee Attack—Longsword. +5 to hit (reach 5 ft.; one creature).
Hit: 7 (1d8 + 3) slashing damage.
Actions
Claw—Melee Attack. +5 to hit, reach 5 ft., one target. Hit: 10
(2d6 + 3) slashing damage.
Change Shape. The succubus polymorphs into a Small or
Medium humanoid, or back into her fiend form. Among
her statistics, only her size changes, although while in
humanoid form, she can’t fly. Any equipment she carries is not
transformed. If slain, the succubus reverts to her fiend form.
Charm. The succubus chooses one humanoid she can see within
30 feet of her. The creature must succeed on a DC 15 Wisdom
saving throw or be charmed for 1 day, until the succubus dies,
or until the succubus uses this power again. While charmed in
this way, the creature obeys the succubus’s verbal or telepathic
commands. If the charmed creature takes any damage, it can
101
102
A P P E N D I X 3. M O N S T E R S
Medium undead, chaotic evil points.
Armor Class 11 Sunlight Hypersensitivity. If the mist starts its turn in sunlight,
Hit Points 56 (8d8 + 16) it takes 20 radiant damage. While in sunlight, the mist has
Speed 30 ft. disadvantage on attack rolls and ability checks.
Str 14 (+2) Dex 12 (+1) Con 14 (+2)
Int 10 (+0) Wis 10 (+0) Cha 11 (+0) Actions
Saving Throws Dex +6, Wis +3 Blood Drain. The mist enters a living creature’s space. The
Special Senses darkvision 60 ft. creature must succeed on a DC 13 Constitution saving throw.
Damage Resistances necrotic; bludgeoning, piercing, and On a failed save, the creature takes 10 (3d6) necrotic damage,
slashing from nonmagical weapons its hit point maximum is reduced by an amount equal to
Damage Immunities poison the necrotic damage taken, and the mist regains hit points
Condition Immunities poisoned equal to the reduction. This reduction to the creature’s hit
Languages Common point maximum lasts until the creature finishes a long rest. If
this effect reduces a creature’s hit point maximum to 0, the
Regeneration. At the start of its turn, the vampire spawn regains creature dies.
5 (1d10) hit points. If it takes radiant damage, the vampire
spawn’s regeneration does not function on its next turn.
Spider Climb. The vampire spawn can climb on smooth walls Vrock
and upside down on horizontal surfaces. Large fiend (demon), chaotic evil
Armor Class 12
Sunlight Vulnerability. The vampire spawn takes 10 radiant Hit Points 68 (8d10 + 24)
damage each time it starts its turn in direct sunlight. Speed 40 ft., fly 60 ft.
Str 17 (+3) Dex 15 (+2) Con 16 (+3)
Actions Int 8 (–1) Wis 13 (+1) Cha 8 (–1)
Multiattack. The vampire spawn makes two attacks, one with Saving Throws Dex +5, Wis +4, Cha +2
its claws and one with its bite. Special Senses darkvision 120 ft.
Immunities poison; disease, poison effects
Claws—Melee Attack. +5 to hit, reach 5 ft., one creature.
Resistances cold, fire, lightning; bludgeoning, piercing, and
Hit: 9 (2d6 + 2) slashing damage.
slashing from nonmagical weapons
Vampiric Bite—Melee Attack. +5 to hit, reach 5 ft., one creature. Languages Abyssal
Hit: 5 (1d6 + 2) piercing damage and 7 (2d6) necrotic damage,
Telepathy. The vrock can communicate telepathically with any
the target’s hit point maximum is reduced by an amount equal
creature within 100 feet of it that can understand a language.
to the necrotic damage dealt by this attack, and the vampire
regains hit points equal to the amount of necrotic damage dealt. Actions
The reduction to the target’s hit point maximum lasts for
Multiattack. The vrock makes one beak attack and one talon attack.
24 hours. A creature whose hit point maximum is reduced
to 0 by this attack dies. Beak—Melee Attack. +6 to hit, reach 5 ft., one creature. Hit: 8
(2d4 + 3) piercing damage.
Vampiric Mist Talons—Melee Attack. +6 to hit, reach 5 ft., one creature. Hit:
Medium undead, chaotic evil 12 (2d8 + 3) slashing damage.
Armor Class 12 Spores (Recharge 6). The vrock releases poisonous spores in a
Hit Points 40 (9d8) 15-foot-radius sphere centered on itself. This sphere spreads
Speed 0 ft., fly 20 ft. around corners. Each creature in the area must succeed on
Str 2 (–4) Dex 14 (+2) Con 10 (+0) a DC 13 Constitution saving throw or take 5 (1d10) poison
Int 4 (–3) Wis 12 (+1) Cha 10 (+0) damage at the start of each of its turns. A creature can repeat
Saving Throws Wis +5 the saving throw at the end of each of its turns, ending the
Special Senses darkvision 60 ft. effect on it early on a success. Splashing a creature with
Damage Immunities necrotic, poison; bludgeoning, piercing, holy water, or casting a bless or lesser restoration spell on the
and slashing from nonmagical weapons creature, also ends the effect on it.
Condition Immunities charmed, grappled, paralyzed,
poisoned, prone, restrained Stunning Screech (1/Day). The vrock emits a horrific screech.
Languages understands Common Each creature that is not a demon, is within 20 feet of the
vrock, and can hear it must succeed on a DC 13 Constitution
Hover. The mist hovers until it is destroyed. saving throw or be stunned until the end of its next turn and
deafened for 1 minute. While deafened in this way, a creature
Mist Form. The mist can enter a space occupied by an enemy. can repeat the saving throw at the end of each of its turns,
In addition, if air can pass through an opening, the mist can, ending the effect on it early on a success.
but it treats liquids as though they were solid surfaces. The
mist can’t manipulate objects.
Regeneration. At the start of each of its turns, provided it isn’t
in sunlight, the mist regains 5 hit points. If the mist takes
radiant damage, this trait doesn’t function on the mist’s next
103
Actions
Pseudopod—Melee Attack. +7 to hit, reach 5 ft., one creature. Hit:
6 (1d6 + 4) bludgeoning damage plus 7 (2d6) acid damage.
104
A P P E N D I X 3. M O N S T E R S
Medium undead, neutral evil Shock—Melee Attack. +9 to hit, reach 5 ft., one creature. Hit: 9
Armor Class 14 (chain shirt) (2d8) lightning damage.
Hit Points 27 (6d8)
Invisibility. The will-o’-wisp extinguishes its illumination,
Speed 30 ft.
becoming invisible until it attacks or uses Life Drain, or until its
Str 15 (+2) Dex 12 (+1) Con 10 (+0)
concentration ends.
Int 10 (+0) Wis 13 (+1) Cha 15 (+2)
Saving Throws Wis +4 Life Drain. The will-o’-wisp drains the life force of one dying
Skills Perception +4, Stealth +4 creature it can see within 5 feet of it. The creature must
Special Senses darkvision 60 ft. succeed on a DC 12 Constitution saving throw or die. If the
Immunities necrotic, poison; intoxicated, paralyzed, creature dies, the will-o’-wisp regains 5 (1d10) hit points.
unconscious; disease, poison effect; doesn’t need to breathe,
drink, eat, or sleep
Resistances bludgeoning, piercing, and slashing from Wraith
nonmagical weapons that aren’t silvered Medium undead, neutral evil
Languages Common, Thayan Armor Class 13
Hit Points 31 (7d8)
Actions Speed 0 ft., fly 60 ft.
Multiattack. The wight makes two attacks, either with its Str 6 (–2) Dex 16 (+3) Con 11 (+0)
longsword or longbow. It can use Life Drain in place of one Int 12 (+1) Wis 14 (+2) Cha 15 (+2)
other attack. Special Senses darkvision 60 ft.
Immunities necrotic, poison; charmed, grappled, intoxicated,
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
paralyzed, prone, restrained, unconscious; dehydration, disease,
creature. Hit: 9 (2d6 + 2) necrotic damage, and the creature
petrification, poison effects, polymorph; doesn’t breathe, drink,
must succeed on a DC 13 Constitution saving throw or its hit
eat, or sleep
point maximum is reduced by an amount equal to the damage
Resistances acid, cold, fire, lightning, thunder; bludgeoning,
taken. If this effect reduces a creature’s hit point maximum
piercing, and slashing from nonmagical weapons
to 0, the creature dies. This reduction to a creature’s hit point
Languages Common, Infernal
maximum lasts until the creature finishes a long rest.
A humanoid creature slain by this attack rises 24 hours later Incorporeal. The wraith can move through an object or another
as a zombie under the wight’s control. creature, but can’t stop there.
Longsword—Melee Attack. +5 to hit, reach 5 ft., one creature. Light Sensitivity. While in sunlight, the wraith has disadvantage
Hit: 6 (1d8 + 2) slashing damage. on attack rolls, and on Wisdom (Perception) and Intelligence
(Investigation) checks that rely on sight.
Longbow—Ranged Attack. +4 to hit, range 150 ft./600 ft., one
creature. Hit: 5 (1d8 + 1) piercing damage. Actions
Life Drain—Melee Attack. +5 to hit, reach 5 ft., one creature.
Will-o’-Wisp Hit: 15 (3d8 + 2) necrotic damage, and the creature must
succeed on a DC 13 Constitution saving throw or its hit point
Tiny undead, chaotic evil
maximum is reduced by an amount equal to the damage
Armor Class 19
taken. If this effect reduces a creature’s hit point maximum to
Hit Points 22 (9d4)
0, the creature dies, and the wraith can take a bonus action
Speed 0 ft., fly 50 ft.
to use Raise Specter. This reduction to a creature’s hit point
Str 1 (–5) Dex 29 (+9) Con 10 (+0)
maximum lasts until the creature finishes a long rest.
Int 13 (+1) Wis 14 (+2) Cha 11 (+0)
Special Senses darkvision 120 ft.
Immunities lightning, poison; grappled, intoxicated, paralyzed,
prone, restrained, unconscious; spells except for magic missile
and maze; dehydration, disease, petrification, poison effects,
polymorph; doesn’t breathe, drink, eat, or sleep
Resistances acid, cold, fire, necrotic, thunder; bludgeoning,
piercing, and slashing from nonmagical weapons
Languages Common
Illumination. The will-o’-wisp sheds bright light in a 10-foot
radius and dim light in a 20-foot radius. As a bonus action
on its turn, the will-o’-wisp can alter its light from normal
brightness down to dim light in a 5-foot radius.
Incorporeal. When the will-o’-wisp takes damage that is not
force damage or radiant damage, or from an ethereal source,
halve the damage.
105
Yeti
Large monstrosity, neutral
Armor Class 12
Hit Points 51 (6d10 + 18)
Speed 40 ft.
Str 18 (+4) Dex 11 (+0) Con 16 (+3)
Int 8 (–1) Wis 7 (–2) Cha 10 (+0)
Skills Perception +0, Stealth +7
Special Senses darkvision 60 ft.
Immunities cold damage
Languages —
Camouflage. The yeti has advantage on Dexterity (Stealth)
checks made to become hidden in snowy terrain.
Chilling Gaze. A creature that starts its turn within 30 feet
of the yeti and can see it must either avert its eyes or make
a DC 10 Wisdom saving throw against fear (if the target is
surprised, it cannot avert its eyes). A target that averts its eyes
has disadvantage on attack rolls until the start of its next turn.
On a failed save, the target is paralyzed until the start of its
next turn.
Yeti are immune to the effect of their own chilling gaze as
well as the chilling gaze of other yeti.
Actions
Multiattack. The yeti makes two claw attacks.
Claw—Melee Attack. +5 to hit, reach 5 ft., one creature. Hit: 7
(1d6 + 4) slashing damage and 3 (1d6) cold damage.
106
107