TEXT: Lucian's Journal of Adventures
  1
  
  Contents
  2
  3
  4
  5
  6
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  29
  30
  Preface
  Location Stat Block (Template) ......................................................
  Underdark
  Liante Mar ...........................................................................................
  Shadows ..............................................................................................
  Forests
  Moorewoods .....................................................................................
  Spierling Peninsula ........................................................................
  Grasslands
  Bounding Plains ..............................................................................
  Yrvineye .............................................................................................
  Hell
  Hell .....................................................................................................
  The Dawn's Folly .............................................................................
  The Iron Might .................................................................................
  The Skyrender .................................................................................
  The Chromatic Dancer ..................................................................
  Five-Dragon Hydra ..........................................................................
  Platinum Guardians .......................................................................
  Demon Naga and Pseudolith ........................................................
  Things of the World
  Gemstones ........................................................................................
  Various Magical Items ....................................................................
  Blueflame Candlestick ...................................................................
  Preface
  Should my journal fall into the hands of a good and just
  reader, I can ask only that you see to its immediate demise.
  Tear out these pages and scatter them across the many
  planes, lest they become mended and their contents obtained
  by an evil being. For within these pages are secrets of arcana,
  both powerful and perilous.
  This journal contains recounts of my journeys to various
  places, a loose bestiary of the inhabitants of those places, and
  some of my own research findings.
  Credits
  Various pieces of artwork were used in the making of this
  journal.
  Leather Texture: Texture Palace
  Pseudodragon: TomBabbey
  Forest: Brennan Massicotte
  Fantasy Landscape: Azelinus
  Glowing Mushroom: GreenRibena
  Sir Irvine (Yrvineye): Berserk, Kentarou Miura
  Burning Flame: Dark Souls III
  Ruby Gemstone: AngelGanev
  Fire Opal: Jeff Schultz
  Plate Armor: 4SeasonsWinter
  Shadow Monster: JuicySundew
  Emerald Hairpin: PNGTree
  Blueflame Candlestick: /u/aeyana
  Preface | Table of Contents
  2
  
  Location Stat Block (Template)
  Note the lack of detail regarding area layout and
  size. These location stat blocks are meant to
  supplement maps, not to replace them entirely.
  In this journal, I jot down notes about my experiences
  exploring many different places. Shown here is the format I use
  for describing these places. I hope they clear up any confusion
  that may arise from further reading.
  Preface | Location Stat Block (Template)
  3
  Area Name
  Environment Type
  Navigation
  Foraging
  Identification
  Encounter
  DC 10
  DC 10
  DC 10
  DC 10
  Helpful Skills Important checks to watch out for while
  traversing this area
  Visibility Description of the conditions, as well as
  effect on passive Perception
  Helpful Languages usually languages spoken by
  inhabitants of this area
  Challenge Rough difficulty level of an area
  Special Features. Any extenuating area effects or
  special features should be noted here. For example,
  frequent lightning storms or extreme heat or cold.
  Resources
  Plants, Minerals, and Animals. List any plants, minerals,
  or animals that may aid travelers in surviving. Be sure
  to highlight what important appearance, medicinal,
  and behavioral traits of these resources.
  Notable Locations
  Location Name. A brief description of the location, its
  inhabitants, and their culture and behavior.
  Combat Encounters
  For every hour of that passes, make an Encounter
  roll. If the roll equals or exceeds the Encounter DC,
  roll 1d10 and consult this table.
  1d10
  Encounter
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  
  Places
  Underdark
  
  June 16, 411
  I would have never expected that but a few miles from the
  bustling Kinston city there could exist a world as savage and
  unclaimed as the depths of Liante Mar. Our guide, a drow man
  by the name of Chaszmol, warned us earlier of the perils that
  stalk these tunnels. Many of the brash war veterans thought he
  was exaggerating. They were then quickly shown the truth in
  his words. Against all odds, we managed to make our way to
  the outpost, Liante Mar proper, where I am writing this entry.
  The Underdark | Liante Mar
  5
  Liante Mar
  Underdark
  Navigation
  Foraging
  Identification
  Encounter
  DC 15
  DC 20
  DC 15
  DC 12
  Helpful Skills Survival, Perception, Religion
  Visibility Complete darkness, passive Perception -5
  Helpful Languages Undercommon, Elvish
  Challenge 7
  Resources
  Planeshrooms. These bioluminescent mushrooms
  contain a potent hallucinogen. If consumed by a
  creature, they must make a DC 15 Constitution saving
  throw, becoming poisoned for 1d4 hours on a failed
  save. The creature also suffers hallucinations of being on
  one of the four elemental planes for the duration.
  Gemstones. Within the depths of these underdark
  tunnels, occasional deposits of precious arcane
  gemstones can be found.
  Quippers. These feisty fish live in small pools of water
  scattered throughout the underdark. For a starving
  adventurer, they can be fished up and cooked.
  Notable Locations
  The Weaver's Den. The lover's den of a male and female
  Drider, this stretch of tunnels is covered all around with
  thick webs. These webs are considered difficult terrain,
  but can be destroyed with fire or slashing quite easily.
  Setting webs on fire will provoke 1d6 Swarms of
  Spiders, and eventually 4d4 Giant Spiders and the two
  Driders.
  If both Driders are killed, either within the Weaver's Den
  or as random encounters, remove them from the
  Combat Encounters table.
  Liante Mar. A drow trading outpost, Liante Mar contains
  "inns" for travelers to rest at, as well as a drow traders
  selling potions, weapons, rations, and other supplies.
  Take heed of the warning "leave the spiders alone."
  Liante Mar is defended by a 1d6 Drow Elite Warriors,
  1d6 Drow Mages, and 4d6 Drow. They are spread out
  among the camp, and will not attack unless aggravated.
  However, many of the drow may seek to trade or steal.
  Hallowed Tunnel. Within a 30 foot wide branching
  tunnel, there exists a circle, imperceptible by most, that
  is hallowed ground. The hallowed ground serves as a
  barricade against a hoard of Shadows trapped on the
  other side.
  Past the Hallowed Tunnel lies 6d6 Shadows. They fight
  with ambush tactics, and if left long enough can grow to
  ridiculous strength.
  If the hallow spell on the tunnel is dispelled, the
  shadows will begin to roam the underdark.
  Encounters
  For every hour of that passes, make an Encounter roll.
  On a roll of 12 or higher, roll 1d8 and consult this table.
  If the hallow spell on the tunnel has been dispelled, roll
  1d10 instead.
  1d8 (1d10) Encounter
  1
  2d10 Piercers
  2
  2d4 Horror Hooks
  3
  1 Drider + 2d4 Giant Spiders
  4
  1 Roper + 2d4 Swarms of Quippers
  5
  1d6 Ghosts
  6
  1d6 Carrion Crawlers
  7
  1d6 Purple Wormling
  8
  1 Purple Worm
  9
  2d6 Shadows
  10
  4d6 Shadows
  
  Shadows
  Shadows are undead that resemble dark exaggerations of
  humanoid shadows. Born from the basest impulses cast aside
  by good and pious creatures, shadows are creatures highly
  amorphous in nature.
  Amalgamation. The repressed darkness of myriad
  creatures join together into grotesque beings. Shadows seek
  vitaliy as they seek one another, for both will bring them
  heightened strength. Draggting a creature to its demise
  spawns new shadows, while coagulating and melting together
  forms long shadows of increased power.
  Undead Nature. A shadow doesn't require air, food, drink,
  or sleep.
  Strength in Numbers
  Shadows seek the pious living in order to create new shadows
  to haunt the world. It is with these overwhelming numbers
  that shadows hunt. Working together to hunt down their prey,
  shadows in large numbers can easily overwhelm a single
  creature. This in turn leads to the rise of new shadows,
  increasing the group's lethality.
  Amass the Darkness
  Once a large enough group has formed, the shadows will
  begin melding together, fusing into a larger and more
  formidable shadow. These fused shadows are tougher and
  serve as defensive bastions to the weaker shadows. These
  fused shadows represent not the base natures of a single
  creature, but rather the shared dark desires of many.
  Whirlpool of Darkness
  As more and more shadows fuse together, they will eventually
  assume the form of a huge mighty shadow. Once it has
  reached this phase, the shadow gains the ability to suck the
  vitality from everything around it. It is at this point where
  shadows begin to hunt alone. The basest natures and darkest
  desires of the fallen creatures are unrecognizable now, and
  within the shadow rolls the dark sins of many creatures
  merged together.
  Darkest Hour
  If allowed to feed uncontrolled, a massive shadow titan will
  form. This form transcends the power of mere fallen mortals,
  and is composed of the darkness of life itself. Hundreds of
  different tormented souls tumble and weave through the
  hulking form, each screaming out its own dark desires. The
  vitality-draining siphon of the shadow extends, and the titan
  casts an everlasting fog of magical darkness, protecting it
  even from the light of the sun.
  The Underdark | Shadows
  6
  Shadow
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 16 (3d8 + 3)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  6 (-2)
  14 (+2)
  13 (+1)
  6 (-2)
  10 (+0)
  8 (-1)
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning,
  thunder; bludgeoning, piercing, and slashing from
  nonmagical weapons
  Damage Immunities necrotic, poison
  Condition Immunities exhausted, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Amorphous. The Shadow can move through a space
  as narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the
  Shadow can take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, the Shadow has
  disadvantage on attack rolls, ability checks, and
  saving throws.
  Long Shadows. If the Shadow has drained 5 points of
  Strength, it grows into a Shadow Juggernaut. Any
  damage the Shadow has taken carries over to the
  new form.
  Actions
  Strength Drain. Melee Weapon Attack: +4 to hit,
  reach 5 ft., one creature. Hit 9 (2d6 + 2) necrotic
  damage, and the target's Strength score is reduced
  by 1d4. The target dies if this reduces its Strength to
  0. Otherwise, the reduction lasts until it finishes a
  short or long rest.
  If a non-evil humanoid dies from this attack, a new
  Shadow rises from the corpse 1d4 hours later.
  Undead and constructs do not suffer the Strength
  score reduction.
  Fused Shadows. Six Shadows can merge into one
  Shadow Juggernaut. It has hit points equal to the
  sum of the Shadows' remaining hit points, but
  cannot exceed the Shadow Juggernaut's maximum
  hit points. For every point of Strength drained by the
  Shadows, the Shadow Juggernaut gains temporary 5
  hit points.
  
  The Underdark | Shadows
  7
  Shadow Juggernaut
  Large undead, chaotic evil
  Armor Class 13
  Hit Points 60 (7d10 + 21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  6 (-2)
  10 (+0)
  8 (-1)
  Skills Stealth +4 (+7 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  weapons
  Damage Immunities necrotic, poison
  Condition Immunities exhausted, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 5 (1,800 XP)
  Amorphous. The Shadow Juggernaut can move through a
  space as narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the
  Shadow Juggernaut can take the Hide action as a bonus
  action.
  Sunlight Weakness. While in sunlight, the Shadow
  Juggernaut has disadvantage on attack rolls, ability
  checks, and saving throws.
  Long Shadows. If the Shadow Juggernaut has drained 10
  points of Strength, it grows into a Shadow Behemoth.
  Any damage the Shadow Juggernaut has taken carries
  over to the new form.
  Actions
  Multiattack. The Shadow Juggernaut makes two Strength
  Drain attacks.
  Strength Drain. Melee Weapon Attack: +7 to hit, reach 5
  ft., one creature. Hit 12 (2d8 + 3) necrotic damage, and
  the target's Strength score is reduced by 1d4. The target
  dies if this reduces its Strength to 0. Otherwise, the
  reduction lasts until it finishes a short or long rest.
  If a non-evil humanoid dies from this attack, a new
  Shadow rises from the corpse 1d4 hours later. Undead
  and constructs do not suffer the Strength score
  reduction.
  Fused Shadows. Four Shadow Juggernauts can merge
  into one Shadow Behemoth. It has hit points equal to
  the sum of the Shadow Juggernauts' remaining hit
  points, but cannot exceed the Shadow Behemoth's
  maximum hit points. For every point of Strength drained
  by the Shadow Juggernauts, the Shadow Behemoth
  gains 5 temporary hit points.
  Shadow Behemoth
  Huge undead, chaotic evil
  Armor Class 15
  Hit Points 150 (13d12 + 65)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
  20 (+5)
  6 (-2)
  10 (+0)
  8 (-1)
  Skills Stealth +5 (+10 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  weapons
  Damage Immunities necrotic, poison
  Condition Immunities exhausted, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 9 (5,000 XP)
  Amorphous. The Shadow Behemoth can move through a
  space as narrow as 1 inch wide without squeezing.
  Shadow Stealth. While in dim light or darkness, the
  Shadow Behemoth can take the Hide action as a bonus
  action.
  Sunlight Weakness. While in sunlight, the Shadow
  Behemoth has disadvantage on attack rolls, ability
  checks, and saving throws.
  Long Shadows. If the Shadow Behemoth has drained 20
  points of Strength, it grows into a Shadow Titan. Any
  damage the Shadow Behemoth has taken carries over to
  the new form.
  Actions
  Multiattack. The Shadow Behemoth makes two slam
  attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one creature. Hit 14 (2d8 + 5) bludgeoning damage and
  5 (1d8) necrotic damage.
  Strength Siphon (Recharge 5-6). Each creature within 10
  ft. of the Shadow Behemoth makes a DC 18
  Constitution saving throw. On a fail, the creature's
  Strength score is reduced by 1d6. The target dies if this
  reduces its Strength to 0. Otherwise, the reduction lasts
  until it finishes a short or long rest.
  If a non-evil humanoid dies from this attack, a new
  Shadow rises from the corpse immediately. Undead and
  constructs do not suffer the Strength score reduction.
  Fused Shadows. Three Shadow Behemoths can merge
  into one Shadow Titan. It has hit points equal to the sum
  of the Shadow Behemoths' remaining hit points, but
  cannot exceed the Shadow Titan's maximum hit points.
  For every point of Strength drained by the Shadow
  Behemoths, the Shadow Titan gains 5 temporary hit
  points.
  
  The Underdark | Shadows
  8
  Shadow Titan
  Gargantuan undead, chaotic evil
  Armor Class 17
  Hit Points 315 (18d20 + 126)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  8 (-1)
  25 (+7)
  6 (-2)
  10 (+0)
  8 (-1)
  Skills Stealth +5 (+11 in dim light or darkness)
  Damage Vulnerabilities radiant
  Damage Resistances acid, cold, fire, lightning, thunder
  Damage Immunities necrotic, poison; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Condition Immunities exhausted, frightened, grappled,
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 120 ft. (ignores magical darkness),
  passive Perception 10
  Languages —
  Challenge 18 (20,000 XP)
  Amorphous. The Shadow Titan can move through a
  space as narrow as 1 inch wide without squeezing.
  Aura of Shadows. The Shadow Titan emits magical
  darkness around it in for 20 ft., and dim light for another
  20 ft. beyond that.
  Strength Absorption. The Shadow Titan regains 5 hit
  points for every point of Strength it drains.
  Shadow Absorption. The Shadow Titan will gain the
  remaining hit points for each Shadow, Shadow
  Juggernaut, or Shadow Behemoth that merges with it. If
  the Shadow Titan is at its maximum hit points, it will be
  unable to benefit from this feature.
  Magical Weapons. The Shadow Titan's slam and tail
  attacks are considered magical for the purpose of
  overcoming resistances and immunities.
  Legendary Resistance (3/Day). If the Shadow Titan fails a
  saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The Shadow Titan makes three attacks: two
  with its slam and one with its tail.
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one creature. Hit 16 (2d8 + 7) bludgeoning damage and
  9 (2d8) necrotic damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one
  creature. Hit 18 (2d10 + 7) piercing damage and 11
  (2d10) necrotic damage. . If the target is medium or
  smaller, it is grappled (escape DC 21). Until this grapple
  ends, the target is restrained, the Shadow Titan can
  automatically hit the target with its tail, and the Shadow
  Titan can't make tail attacks against other Targets.
  Strength Siphon (Recharge 5-6). Each creature within 20
  ft. of the Shadow Titan makes a DC 21 Constitution
  saving throw. On a fail, the creature's Strength score is
  reduced by 1d6. The target dies if this reduces its
  Strength to 0. Otherwise, the reduction lasts until it
  finishes a short or long rest.
  If a non-evil humanoid dies from this attack, a new
  Shadow rises from the corpse immediately. Undead and
  constructs do not suffer the Strength score reduction.
  Legendary Actions
  The shadow can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. The shadow regains spent
  legendary actions at the start of its turn.
  Shadow Glide. The shadow moves up to half its
  movement without provoking attacks of opportunity.
  Attack. The shadow makes a tail or slam attack.
  Devour (Costs 2 Actions). The shadow pulls in a grappled
  creature. The creature must break the grapple or be
  swallowed by the Shadow Titan.
  A swallowed creature is blinded and restrained, it has
  total cover against attacks and other effects outside the
  Shadow Titan, and it must make a DC 21 Constitution
  saving throw start of each of the Shadow Titan's turns.
  On a fail, the creature's Strength score is reduced by 1.
  If a non-evil humanoid dies from this effect, a new
  Shadow rises from the corpse immediately and fuses
  with the Shadow Titan. The corpse is left behind,
  ejected within 10 ft. of the Shadow Titan. Undead and
  constructs do not suffer the Strength score reduction.
  If the Shadow Titan takes 30 damage or more on a
  single turn from a creature inside it, or takes any amount
  of radiant damage from a creature inside it, the Shadow
  Titan must succeed on a DC 21 Constitution saving
  throw at the end of that turn or eject all swallowed
  creatures, which fall prone in a space within 10 ft. of the
  Shadow Titan.
  
  Running an Encounter
  Presented here are some basic ideas on how to effectively run
  a Shadow encounter. While each campaign is different, and
  each group's playing style will vary, this lays out some basic
  mechanics that could be used in order to provide interesting
  and challenging encounters.
  Low-Tier (Levels 1-4)
  A level 1-4 party should be threatened by an encounter
  consisting of 4-5 basic Shadows. Keeping the number of
  Shadows under 6 means that the party will have some time to
  thin out the numbers before any of the Shadows grows into a
  Shadow Juggernaut. The Shadows' resistance to nonmagical
  weapons may pose problems to low-magic campaigns and
  make the encounter harder to deal with.
  For increased danger and lethality, take advantage of the
  Shadows' natural stealth abilities and lure the party into
  unfavorable terrain, such as tight enclosed spaces with no
  access to light, as the Shadows can move through tight spaces
  with no trouble. This also protects the Shadows from ranged
  attacks, which they have few means of dealing with.
  Furthermore, having the shadows target the single most pious
  or good-aligned character will increase the lethality even
  further, forcing the party on the defensive.
  Middle-Tier (Levels 5-10)
  A level 5-10 party should be able to easily deal with up to 6
  basic Shadows without much trouble. To present a tougher
  challenge, begin the encounter either with 9-12 basic
  shadows, or a fully formed Shadow Juggernaut and 3-5 basic
  Shadows supporting it. This immediately lays out a critical
  target, which the party may focus their fire at, which in turn
  gives the basic Shadows some time to grow.
  Using a Shadow Juggernaut and some basic Shadows
  provides interesting priority decisions: should we get rid of the
  smaller Shadows first while the Shadow Juggernaut smashes
  us, or should we focus-fire the Shadow Juggernaut and risk
  the basic Shadows growing?
  As with the low-tier encounter, the danger of this encounter
  can be increased by taking advantage of the Shadows' natural
  stealth ability. Dark enclosed spaces allow the Shadows to
  move through tight spaces while restricting the party's
  mobility. Again, this protects the Shadows from ranged
  attacks, which they have few means of dealing with.
  Furthermore, having the Shadow Juggernaut target the single
  most pious or good-aligned character will increase the
  lethality even further, forcing the party on the defensive.
  High-Tier (Levels 11-16)
  A level 11-16 party should be able to easily deal with up to 4
  Shadow Juggernauts without much trouble. To present a
  tougher challenge, begin the encounter either with 30-40
  basic Shadows, 6 fully formed Shadow Juggernauts, or a
  single Shadow Behemoth and if possible some easy prey (like
  villagers or low-level mercenaries) to consume. Once the
  Shadow Behemoth utilizes its Strength Siphon, basic
  Shadows will form to support it. This again lays out a critical
  target and forces the party to make a decision.
  Because Shadows' Strength Drain restores after a short or
  long rest, one way of increasing danger is to keep the party
  moving. This can be accomplished quite easily using the basic
  Shadows, especially if the party is in a crypt or otherwise dark
  and enclosed unholy ground. Because the Shadow
  Behemoth's Strength Siphon encompasses the area around it,
  it is preferable to have the party surround the Shadow
  Behemoth, or otherwise stand in a tight formation.
  Top-Tier (Levels 17-20)
  A level 17-20 party should be able to deal with a singe
  Shadow Behemoth, albeit not easily. However, to create a
  spectacular and difficult encounter, begin the encounter with a
  single raging Shadow Behemoth surrounded by plenty of
  weak and easy prey (like villagers or low-level mercenaries) to
  consume. Once killed by the Shadow Behemoth's Strength
  Siphon, these souls will rise as basic Shadows immediately,
  adding both drama and increased challenge to the encounter.
  This increases the encounter difficulty two-fold: by
  providing the Shadow Behemoth with easy targets for
  Strength Siphon, the Shadow Behemoth can grow into a
  Shadow Titan. Meanwhile, the slain villagers also create more
  basic Shadows upon dying, which can aid the Shadow
  Behemoth in combat. This encounter does not necessarily
  have to be run underground or in a crypt setting, as when a
  Shadow Behemoth grows into a Shadow Titan, it loses its
  Sunlight Weakness.
  The Aura of Shadows provides the Shadow Titan some
  protection against ranged attacks, as creatures unable to see
  through the magical darkness will be unable to directly see
  the titan, and therefore attacks at disadvantage.
  Shadow Titan Lair Actions
  If the party chooses to pursue a Shadow Titan back to its
  resting place, they may find themselves within the lair of the
  shadowy beast. These lair actions are provided in order to
  compensate for some of the Shadow Titan's weaknesses, and
  to highlight its strengths.
  The Shadow Titan can use a lair action to harness the
  ambient darkness in its lair. On initiative count 20 (losing all
  initiative ties), the titan can use one of its lair action options,
  or forgo using any of them that round.
  A tremor shakes the lair in a 60-ft. radius around the
  Shadow Titan. Each non-shadow creature on the ground in
  that area must succeed on a DC 15 Dexterity saving throw
  or be knocked prone.
  A burst of dark energy erupts out in a 60-ft. radius around
  the Shadow Titan. Each non-shadow creature must make
  a DC 15 Constitution saving throw. On a fail, the creature's
  Strength score is reduced by 1, and a basic Shadow enemy
  appears behind the creature. It acts on the Shadow Titan's
  initiative.
  A dense vortex of dark energy forms around the Shadow
  Titan, reaching out in a 60-ft. radius. Each non-shadow
  creature must make a DC 15 Strength saving throw. On a
  fail, the creature is pulled 10 ft. towards the Shadow Titan.
  The Underdark | Shadows
  9
  
  Casting Shadows
  In order to create Shadows, many methods can be used.
  Some will feed a Shadow, allowing it to multiply, while others
  will use necromancy in order to draw the dark essense from
  fallen corpse.
  Feeding and Farming
  For many nefarious villains, increasing the size of a Shadow
  army comes as an appealing prospect. Once a single Shadow
  has been obtained, non-evil humanoids (usually innocent
  unsuspecting people) can be corralled into the Shadow's
  clutches. Once they fall victim to Shadow's Strength Drain,
  they will become Shadows as well in 1d4 hours. This method
  can be used to economically raise a large fighting force of
  Shadows, but comes with many dangers and difficulties.
  First, the Shadows act on their own volition, as they are not
  under the command of any control magics.
  Second, the disappearance of many people will likely raise
  suspicion, and perhaps lead to investigation of the Shadow
  farm.
  Third, the creation of new Shadows is slow and arduous, as
  it takes 1d4 hours in order to raise a new Shadow.
  Fourth, a single Shadow must first be obtained in order to
  start the farm. This is regarded by many as one of the most
  difficult steps in the process.
  Necromancy
  Necromancers can channel their arcane energies into raising
  packs of Shadows, either to hunt their enemies or to guard
  their domains. A high level Necromancers can theoretically
  raise an army of Shadows that is permanently under his or
  her control using the Finger of Death spell.
  Animate Dead
  This spell can be used on the remains of a non-evil humanoid.
  The humanoid becomes a Shadow instead of a Zombie or
  Skeleton, and behaves as the spell describes.
  At Higher Levels: When you cast this spell using a spell
  slot of 4th level or higher, you animate or reassert control over
  one additional Shadow for each slot above 3rd.
  Create Undead
  This spell can be used on the remains of up to three non-evil
  humanoids. The humanoids become Shadows instead of
  Ghouls, and behave as the spell describes.
  At Higher Levels: When you cast this spell using a 7th-level
  spell slot, you can animate or reassert control over four
  Shadows. When you cast this spell using an 8th-level spell
  slot, you can animate or reassert control over five Shadows or
  one Shadow Juggernaut. When you cast this spell using a 9th-
  level spell slot, you can animate or reassert control over six
  Shadows or two Shadow Juggernauts.
  Finger of Death
  At Higher Levels: When you cast this spell using a 9th level
  slot, you can instead cause a non-evil humanoid killed by this
  spell to rise at the start of your next turn as a Shadow instead
  of a Zombie. It is permanently under your command, following
  your verbal orders to the best of its ability.
  Summoning
  Interplanar portals are precarious and exceedingly rare. If a
  malevolent entity were to find a portal to the Shadowfell, they
  would be capable of bringing in vast numbers of Shadows and
  unleashing them on the world.
  These Shadow are volatile and dangerous, as they act on
  their own volition, and will seek to hunt down non-evil
  humanoids to bolster their numbers. For those seeking to
  unable to create a Shadow using necromancy, this is an
  alternative way of procuring Shadows for use in raising a
  Shadow army.
  Containment
  Some entities seek to entrap and contain Shadows, either to
  prevent them from wreaking havoc, or in order to save them
  for future use. It was with these goals that the orb of shadow
  was developed.
  Orb of Shadow
  Glass orb, very rare 
  This hollow glass orb is enchanted with powerful abjuration
  magic. Its surface is perfectly smooth, with no openings to the
  hollow inside. The Orb of Shadow can be used to capture and
  contain a shadow type entity.
  In order to contain a Shadow, the holder presents the orb
  toward the target. The Shadow then makes a DC 15 Wisdom
  saving throw. On a failed save it is trapped within the orb. The
  orb can only contain one Shadow at a time.
  As an attack, this orb can be thrown 20 ft., shattering it and
  releasing the trapped shadow.
  Arcane Means
  An orb of shadow is a difficult item to find, and some entities
  may have to resort to other arcane means of sealing the
  darkness.
  The hallow spell can be used to designate a spherical area
  of 60-ft. radius that cannot be entered by undead (among
  other things.) This can potentially be used in conjunction with
  a single entrance cave formation or artificially created
  containment chamber in order to block off the single entrance
  or exit. However, if there is a single 1 inch gap leading outside
  of the containment chamber, the Shadows can use their
  amorphous nature to slip free. Despite its flaws and given the
  right conditions, this method could be used to seal Shadows
  away indefinitely, or at least until the hallow spell is dispelled.
  Similarly, the magic circle spell can be used to designate a
  10-ft. radius by 20-ft. tall cylindrical area that cannot be
  entered by undead (among other things.) This could also be
  used to create a bottleneck, albeit only lasting a limited
  duration (1 hour, adding an extra hour for every higher level
  spell slot.) While not quite as powerful as hallow, this method
  is available to more classes, and can buy time in order to
  figure out a way to defeat the Shadows.
  The Underdark | Shadows
  10
  
  Places
  Forests
  
  August 21, 408
  The journey from Rea Asari to Filenuma was not quite as
  daunting as I had expected, perhaps due in part to the skill of
  our guide. I can't help but feel that there's something I'm
  forgetting though...
  On a completely unrelated note, I seem to have torn a gash
  in my hat while on the road. It must have snagged on a branch
  during our travels.
  Forests | Moorewoods
  12
  Moorewoods
  Forest
  Navigation
  Foraging
  Identification
  Encounter
  DC 20
  DC 10
  DC 12
  DC 17
  Helpful Skills Survival, Perception, Stealth, Nature
  Visibility Heavily wooded, passive Perception -5
  Helpful Languages Elvish, Sylvan
  Challenge 7
  Charm of the Feywild. When attempting to navigate the
  Moorewoods, travelers that do not have fey ancestry
  must make a DC 10 Wisdom saving throw every 24
  hours. On a failed save, they forget the events of the
  past 24 hours, as per the modify memory spell.
  Resources
  Goodberries. Travelers smart enough to look in the right
  places may find bushels of goodberries growing within
  the Moorewoods.
  Notable Locations
  Filenuma. Grown from the trees, Filenuma stands as the
  largest elven city in the land, home to a quarter million
  elves. The verdant city contains inns, taverns,
  woodworkers, enchanters, and various shrines to nature
  gods. There is a distinct lack of smiths and metal
  weaponry within Filenuma. Travelers may be able to sell
  metal weapons for quite a high price.
  Getting to the city is a tremendous task on its own, as
  travelers must brave the chaotic magic of the
  Moorewoods to reach it. Without an elven guide,
  reaching the city is nearly impossible.
  Rea Asari. A seaside elven town just a couple day's travel
  from Filenuma, Rea Asari serves as Filenuma's main
  connection to the outside world. Its location by the
  coast gives it access to ocean trade routes. People from
  all over the world pass through Rea Asari's port, either
  to exchange goods or as a rest stop on a longer journey.
  Rea Asari contains many taverns, as well as a bustling
  marketplace near the docks. Goods from many lands
  come through here.
  Montull, the Great Tree. A gargantuan sentient plant,
  Montull protects the Moorewoods, a vigilant guardian
  against forest intruders. Some animals that dwell near
  Montull's roots become transformed by the tree's
  magic, becoming half-plant half-beast creatures with
  bark skin.
  Encounters
  For every hour of that passes, make an Encounter roll.
  On a roll of 17 or higher, roll 1d10 and consult this
  table.
  1d10
  Encounter
  1
  3d10 Wolves
  2
  2d4 Dire Wolves
  3
  3d6 Blink Dogs
  4
  1d4 Displacer Beasts
  5
  2d6 Will-o'-Wisps
  6
  1d4 Brown Bears
  7
  1 Treant
  8
  1 Dryad + 1 Knight + 3 Wolves
  9
  1 Shambling Mound
  10
  1d6 Phase Spiders
  
  Forests | The Spierling Peninsula
  13
  Spierling Peninsula
  Forest
  Navigation
  Foraging
  Identification
  Encounter
  DC 12
  DC 12
  DC 12
  DC 18
  Helpful Skills Investigation, Arcana
  Visibility Normal
  Helpful Languages Common
  Challenge 4
  Resources
  Broken Weapons and Armor. Among the foliage, travelers
  may stumble across the remains of various combatants,
  some still wearing their arms. The equipment is all
  heavily weathered and rusted, mostly unusable.
  Notable Locations
  Viridi's Hut. A friendly old gnome makes his home here.
  He spends his days idly tinkering with clockwork.
  Archmage's Tower. A hundred feet in diameter and nearly
  two-hundred feet tall, an old stone tower sits just a few
  miles from the coast. The tower is protected by three
  layers of wards: a wall of force, a blade barrier, and finally
  a prismatic wall. The clockwork beasts seem to have no
  problem passing through these wards, however.
  Encounters
  For every hour of that passes, make an Encounter roll.
  On a roll of 18 or higher, roll 1d6 and consult this table.
  1d6
  Encounter
  1
  3d10 Wolves
  2
  1d4 Clockwork Hounds
  3
  1d4 Clockwork Hawks
  4
  1 Hill Giant
  5
  1d4 Brown Bears
  6
  1d6 Giant Spiders
  Clockwork Hound
  Large construct, unaligned
  Armor Class 16 AC (Natural Armor)
  Hit Points 51 (6d10+18)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3) 15 (+2) 16 (+3) 3 (-4) 12 (+1) 7 (-2)
  Damage Immunities psychic, poison, lightning
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses passive Perception 11
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Gemstone Core. The clockwork hound's core is a
  Flake Sapphire, which can be removed with a DC 15
  Dexterity (Sleight of Hand) check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit 10 (2d6 + 3) piercing damage.
  Clockwork Hawk
  Large construct, unaligned
  Armor Class 15 AC (Natural Armor)
  Hit Points 37 (5d10+10)
  Speed 10 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 17 (+3) 14 (+2) 3 (-4) 12 (+1) 7 (-2)
  Damage Immunities psychic, poison, lightning
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, petrified, poisoned
  Senses passive Perception 11
  Languages understands Common but can't speak
  Challenge 1 (200 XP)
  Gemstone Core. The clockwork hawk's core is a Flake
  Sapphire, which can be removed with a DC 15
  Dexterity (Sleight of Hand) check.
  Actions
  Multiattack. The clockwork hawk makes two attack:
  one with its beak and one with its talons.
  Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 6 (1d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 10 (2d6 + 3) slashing damage.
  
  Places
  Grasslands
  
  June 01, 411
  As we prepare to delve into the underdark, my band of merry
  travelers passes through the beautiful golden fields of Kinston's
  Bounding Plains. We were promptly waylaid by a band of goblin
  marauders. As we prepared to fight, black needles flew through
  the sky, felling many of the assailants. The Yrvineye of the
  plains had come to our aid! With their marksman accuracy and
  the might of our guards, we made quick work of the attackers.
  Leading the hunt was a Yrvineye woman by the name
  Umgandor. She offered us rest at their camp, just a few miles
  away, but Lady Stormgale was reluctant to delay our expedition.
  Grasslands | The Bounding Plains
  15
  The Bounding Plains
  Grassland
  Navigation
  Foraging
  Identification
  Encounter
  DC 5
  DC 10
  DC 10
  DC 15
  Helpful Skills Stealth
  Visibility Normal
  Helpful Languages Elvish, Sylvan
  Challenge 5
  Tall Grass. The Bounding Plains is covered with four-foot
  tall golden-yellow grass. This grass can be used by
  travelers and predators alike to hunker down and hide.
  Any creature of size large or smaller can attempt a
  stealth check by falling prone. Creatures of size small or
  tiny do not have to fall prone. This stealth is broken if
  the creature moves at more than half of their movement
  speed.
  Resources
  Hayflowers. Low to the ground, under the cover of the
  long grass, beautiful five-petaled flowers bloom. They
  possess no leaves with which to catch sunlight, instead
  acting as parasites on the tall grass and draining the
  grass's roots for nutrients.
  These flowers can be cut up and used in medicine or
  brewed into tea.
  Notable Locations
  Yrvineye Camp. A collection of tents out on the plains
  serves as home to a tribe of nomadic goat-men
  abominations, the Yrvineye. The sylvan-blooded Yrvineye
  are masters of archery, hunters of the great bounding
  plains. They have deep-seated hatred towards anything
  draconic in nature, and will attack Dragonborn travelers
  on sight.
  The Yrvineye's hunting prowess is the stuff of legends.
  They are the sole reason for the lack of dragons south of
  the Dragon's Spine mountain range.
  Il'Daeus River. The mighty Il'Daeus flows south from the
  Dragon's Spine and brings with it a menagerie of goods
  from the north. The river acts as a means of trade
  between the craftsman dwarves of Dal Valor and the
  plentiful harvest of Kinston. From the south, riverboats
  carry lumber and leathers from the Spierling Peninsula
  up to Kinston.
  During the day, there will be 3d6 fishing boats along
  almost any stretch of the Il'Daeus, and 1d4 riverboats
  traveling up or downstream.
  Encounters
  For every hour of that passes, make an Encounter roll.
  On a roll of 15 or higher, roll 1d10 and consult this
  table.
  1d10
  Encounter
  1
  2d6 Axe Beaks
  2
  1d4 Tigers
  3
  1d6 Boars
  4
  2d4 Cockatrice
  5
  2d6 Scarecrow
  6
  2d6 Bandits
  7
  1 Gorgon
  8
  1d6 Hobgoblin + 3d6 Goblins
  9
  1d4 Ghosts
  10
  1 Stone Golem
  
  Grasslands | Yrvineye
  16
  Yrvineye
  Large monstrosity, chaotic good
  Armor Class 14/16 (Natural Armor/+Shield)
  Hit Points 60 (7d10 + 21)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 10 (+0)
  Skills Athletics +6, Nature +3, Animal Handling +6,
  Perception +9, Survival +6,
  Saving Throws Strength +6, Dexterity +7
  Senses passive Perception 19
  Languages Common, Sylvan, Draconic
  Challenge 4 (1,100 XP)
  Sharpshooter. Attacking at long range doesn't impose
  disadvantage on the Yrvineye's ranged weapon attack
  rolls. Its ranged weapon attacks ignore half cover and
  three-quarters cover.
  Before the Yrvineye makes an attack with a ranged
  weapon, it can choose to take a -5 penalty to the attack
  roll. If the attack hits, it add +10 to the attack's damage.
  Charge. If the Yrvineye moves at least 10 ft. straight
  toward a target and then hits it with a lance attack on
  the same turn, the target takes an extra 7 (1d12)
  piercing damage. If the target is a creature, it must
  succeed on a DC 13 Strength saving throw or be
  pushed up to 10 ft. away and knocked prone.
  Defensive Tactic. Opportunity attacks targeting the
  Yrvineye are made with disadvantage.
  Dragon Slayer. The Yrvineye gain a +4 bonus to damage
  rolls with weapon attacks against dragons. Additionally,
  it has advantage on Wisdom (Survival) checks to track
  track dragons, as well as on Intelligence checks to recall
  information about them.
  Additionally, the Yrvineye has advantage on saving
  throws against the spells and abilities used by a dragons.
  Nomadic. The Yrvineye has advantage on initiative rolls,
  ignores difficult terrain, and during the first turn in
  combat, has advantage on attack rolls against creatures
  that have not yet acted.
  Superiority Dice. The Yrvineye has four superiority dice,
  which are d8's. They can be used for the following
  maneuvers: Trip Attack, Precision Attack, Evasive
  Footwork.
  Colossus Slayer. When the Yrvineye hits a creature with a
  weapon attack, the creature takes an extra 1d8 damage
  if it's below its hit point maximum. It can deal this extra
  damage only once per turn.
  Actions
  Multiattack. The Yrvineye makes two horn bow attacks,
  or two lance attacks and a hoof attack.
  Horn Bow. Ranged Weapon Attack: +9 to hit, range
  1200 ft., one target. Hit 13 (2d8 + 4) piercing damage.
  Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one
  target. Hit 10 (1d12 + 3) piercing damage.
  Disadvantage at 5 ft.
  Hoof. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit 7 (1d6 + 3) bludgeoning damage.
  Don Shield. The Yrvineye equips a wooden shield,
  increasing its armor class by 2.
  
  Places
  Hell
  
  A Demon's Flame
  Inside each fiend lies a fiery core, a physical manifestation of
  their life force. When a fiend dies, it's core will begin to fade,
  with the flames of more powerful fiends lingering the longest.
  The demon generals discovered that by feasting upon the
  demon flames of their enemies, they could increase their own
  powers. Thus began a cycle of kill and be killed, wherein
  powerful demons slew others and then were slain in turn, and
  the power of many fiends were amassed into powerful
  demon's flames.
  Hell | Hell
  18
  Hell
  Hell
  Navigation
  Foraging
  Identification
  Encounter
  DC 20
  DC 25
  DC 20
  DC 8
  Helpful Skills Stealth
  Visibility Dim light, passive Perception -5
  Helpful Languages Infernal, Abyssal
  Challenge 10
  Extreme Heat. Hell is an extremely hot place. Ever hour,
  creatures that are not resistant to fire must make a DC
  10 Constitution saving throw or suffer one point of
  exhaustion.
  Resources
  Gemstones. Within the depths of the infernal cavern,
  occasional deposits of precious arcane gemstones can
  be found.
  Fiend Cores. When a fiend is slain, it leaves behind a
  small burning flame: the core of a fiend. Other fiends
  will actively seek to obtain the cores of downed fiends.
  If a non-fiend consumes enough of these cores, they
  will become fiendish themselves.
  Notable Locations
  Stygia. Home to the Viz Astraea, Stygia is the land where
  the River Styx runs the strongest. It provides a source of
  cursed water to explorers that venture the infernal
  depths. Creatures not native to Hell that drink from the
  River Styx must succeed a DC 12 Constitution saving
  throw or lose all memory of their past life. The land of
  Stygia is patrolled by Demon Naga and the occasional
  Pseudolith.
  Avernus. Home to the Vor Mars, Avernus welcomes all.
  A desolate landscape of crumbled iron towers and worn
  stone structures, daring adventurers may unearth
  powerful fiendish relics within the ruins. The land of
  Avernus it is patrolled by Cambion and Barlgura.
  Phlegethos. Home to the Vor Agganon, Phlegethos is a
  fiery wasteland that surrounds the Vor Agganon's Black
  Iron Keep. The keep is a massive labyrinth that spans not
  only three dimensions, but also passes into other
  planes. The Black Iron Keep is patrolled by Minotaur and
  Gorgon.
  Minauros. Home to the Vor Erodia, Minauros is a bog of
  caustic pollution and poison swamps. Occasionally, a
  humongous Adult Black Dragon can be seen rising from
  the swamps. The land of Minauros is patrolled by Young
  Black Dragon and Five-Dragon Hydra.
  Encounters
  For every hour of that passes, make an Encounter roll.
  On a roll of 8 or higher, roll 1d8 and consult this table.
  If you are near one of the four notable locations, roll
  1d10 instead and choose the monsters that patrol that
  location.
  1d10 Encounter
  1
  1d4 Vrocks
  2
  2d6 Spined Devils
  3
  2d4 Bearded Devils
  4
  1d6 Barghest
  5
  2d6 Hell Hounds
  6
  1 Bone Devil
  7
  1 Chain Devil and 2d4 Imps
  8
  1d3 Shoosuva
  (9) 2d4 Demon Naga / 2d4 Cambion / 2d6 Minotaur
  / 1d6 Young Black Dragon
  (10) 1 Pseudolith and 1d4 Demon Naga / 1d4
  Barlgura / 1d2 Gorgon / 1 Five-Dragon Hydra
  
  Vor Mars, the Dawn's
  Folly
  Vor Mars was a fearsome Balor warrior renown and feared
  for his effectiveness on the battlefield. He earned his title
  slaying a Planetar that ventured into his domain. Following
  this feat, Vor Mars secluded himself from his army, studying
  the fallen Planetar for years. When he emerged, he had
  mastered the innate magic within him.
  When the Order of Bahamut began its crusade against Hell,
  Vor Mars fought alongside the other generals. In the conflict
  he was captured and brought to the surface. However, rather
  than being slain, Vor Mars was sealed under the Platinum
  Temple in the city of Brasshorn. He lay here trapped, his
  power diminished, until a group of adventurers unwittingly
  freed him. Unable to utilize his full potential, Vor Mars
  attempted to flee back to his domain, but was pursued and
  eventually slain.
  Hell | The Dawn's Folly
  19
  Vor Mars
  Large fiend, chaotic evil
  Armor Class 19
  Hit Points 330 (20d20 + 120)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)
  Saving Throws strength +14, constitution +12, wisdom
  +9, charisma +12
  Condition Immunities poisoned
  Immunities fire, poison
  Resistances cold, lightning; bludgeoning, piercing, and
  slashing from non-magical weapons.
  Senses Truesight 120 ft, passive Perception 13
  Languages Demonic, Telepathy 120 ft.
  Challenge 21
  Death Throes. When Vor Mars dies, he explodes, and
  each creature within 30 feet of it must make a DC 20
  Dexterity saving throw, taking 66 (6d20) fire damage on
  a failed save, or half as much damage on a successful
  one. The explosion ignites flammable Objects in that
  area that aren't being worn or carried, and it destroys
  the balor's Weapons.
  Fire Aura. At the start of each of Vor Mars' turns, each
  creature within 5ft. of it takes 10 (3d6) fire damage, and
  flammable objects in the aura that aren't being worn or
  carried ignite. A creature that touches Vor Mars or hits
  him with a melee Attack while within 5 feet of it takes
  10 (3d6) fire damage.
  (
  )
  g
  Magic Resistance. Vor Mars has advantage on saving
  throws against Spells and other magical effects.
  Magic Weapons. Vor Mars' weapon attacks are magical.
  Innate Spellcasting. Vor Mars' spellcasting ability is
  Charisma (spell save DC 20). Vor Mars can innately cast
  the following spell, requiring no material components:
  1/day: Meteor Swarm
  Legendary Resistance (3/Day). If Vor Mars fails a saving
  throw, he can choose to succeed instead.
  Actions
  Multiattack. Vor Mars makes two attacks with his curved
  swords.
  Curved Sword. Melee Weapon Attack: +14 to hit, reach
  5ft., one target. Hit 22 (3d8 + 8) slashing and 14 (3d8)
  fire damage.
  Legendary Actions
  Vor Mars can take 3 Legendary Actions, choosing from
  the options below. Only one legendary action can be
  used at a time, and only at the end of another creature's
  turn. Spent legendary actions are regained at the start of
  each turn.
  Weapon Attack. Vor Mars makes one attacks with his
  curved sword.
  Explosion (Costs 3 Actions). Vor Mars releases a fiery
  explosion. Every creature within a 40ft. radius makes a
  DC 20 Dexterity saving throw. A target takes 66 (6d20)
  fire damage on a failed save, or half as much damage on
  a successful one.
  
  Vor Agganon, the Iron
  Might
  Vor Agganon ruled his troops with an iron fist, earning his
  name as a both a tactical and diciplined general. He fought
  alongside his troops and commanded them effectively in
  battle, distinguishing himself from other Goristro through his
  cunning and tactical prowess.
  When the Order of Bahamut began its crusade against Hell,
  Vor Agganon fought alongside the other generals. He was
  slain by a small band of adventurers bearing the banner of a
  Diamond Hawk, who broke into his fortress and fought him in
  his halls. Isolating him from his soldiers, the adventurers
  managed to subdue him and cut him down, claiming his
  demon flame.
  Hell | The Iron Might
  20
  Vor Agganon
  Large fiend, chaotic evil
  Armor Class 19
  Hit Points 350 (20d20 + 140)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9) 11 (+0) 25 (+7) 16 (+3) 14 (+2) 16 (+3)
  Saving Throws strength +15, dexterity +6, constitution
  +13, wisdom +7
  Condition Immunities poisoned
  Immunities poison
  Resistances cold, fire, lightning; bludgeoning, piercing,
  and slashing from non-magical weapons.
  Senses Truesight 120 ft, passive Perception 17
  Languages Demonic
  Challenge 21
  Siege Monster. Vor Agganon deals double damage to
  structures.
  Magic Resistance. Vor Agganon has advantage on saving
  throws against Spells and other magical effects.
  Magic Weapons. Vor Agganon's weapon attacks are
  magical.
  Battlemaster. Vor Agganon has four combat maneuvers
  and 4d12 superiority dice: menacing attack, distracting
  strike, lunging attack, and sweeping attack.
  Legendary Resistance (3/Day). If Vor Agganon fails a
  saving throw, he can choose to succeed instead.
  g
  Actions
  Multiattack. Vor Agganon makes two attacks with his
  greataxe.
  Greataxe. Melee Weapon Attack: +15 to hit, reach 5ft.,
  one target. Hit 23 (3d8 + 9) slashing and 14 (3d8) fire
  damage. On critical hits with this greataxe, roll triple the
  damage dice instead of double.
  Gore. Melee Weapon Attack: +15 to hit, reach 10ft., one
  target. Hit 48 (7d10 + 9) piercing damage. If Vor
  Agganon moves 15ft. towards the target before goring,
  the target takes an extra 39 (7d10) piercing damage.
  The target must succeed a Strength saving throw or is
  pushed 20ft. and falls prone.
  Legendary Actions
  Vor Agganon can take 3 Legendary Actions, choosing
  from the options below. Only one legendary action can
  be used at a time, and only at the end of another
  creature's turn. Spent legendary actions are regained at
  the start of each turn.
  Meteor Dash (Costs 2 Actions). Vor Agganon turns into a
  fireball and charges in a straight line up to 120ft., 5ft.
  wide. Each creature caught in the charge must make a
  DC 21 Dexterity saving throw. A target takes 33 (6d10)
  fire damage on a failed save, or half as much damage on
  a successful one.
  Charge (Costs 2 Actions). Vor Agganon moves 15 ft and
  makes one gore attack.
  Attack Vor Agganon makes a weapon attack.
  
  Vor Erodia, the
  Beastmaster
  Vor Erodia remained distrustful of other powerful fiends in
  general, and prefered the company of creatures of supposedly
  lesser intellect that he could control. The Pit Fiend survived
  the Order of Bahamut's crusade against hell by hiding behind
  his beasts in a far corner of Hell. Among his beasts, his
  favorite pets was a great black dragon named Khuzal'Khan.
  Vor Erodia, the Skyrender
  Needless to say, Khuzal'Khan did not take kindly to being
  ruled over, much less by such a cowardly Pit Fiend. Biding his
  time, the great black dragon waited until his master's guard
  was down before striking and tearing him to shreds. As the
  Pit Fiend fell, his body crumbled into a pile of ashes upon his
  throne. From within the ashes, Khuzal'Khan plucked the
  flaming core of his old master, claiming the title of Vor Erodia.
  Hell | The Skyrender
  21
  Vor Erodia
  Gargantuan dragon (fiend), chaotic evil
  Armor Class 22
  Hit Points 444 (24d20 + 192)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9) 14 (+2) 26 (+8) 16 (+3) 16 (+3) 20 (+5)
  Saving Throws Dex +9, Con +15, Wis +10, Cha +12
  Condition Immunities poisoned
  Immunities acid, fire, poison
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 26
  Languages Demonic, Common, Draconic, telepathy
  120ft.
  Challenge 24
  Amphibious. Vor Erodia can breath air and water.
  Bloodied Breath. When Vor Erodia drops under half his
  maximum hit points (222) he immediately recharges
  and uses his Acid Breath. If the triggering creature is
  within range the dragon will center the attack on that
  creature.
  Legendary Resistance (3/Day). If Vor Erodia fails a saving
  throw, he can choose to succeed instead.
  Actions
  Multiattack. Vor Erodia can use its Frightful Presence. He
  then makes three attacks: one with his bite and two
  with his claws.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one
  target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8)
  acid damage.
  Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
  one target. Hit: 16 (2d6 + 9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
  target. Hit: 18 (2d8 + 9) bludgeoning damage.
  Acid Spit. Vor Erodia spits a glob of acid at one creature
  within 90 ft. The target must make a DC 23 Dexterity
  saving throw taking 31 (7d8) acid damage on a failure.
  Frightful Presence. Each creature of the Vor Erodia's
  choice that is within 120 feet of him and aware of him
  must succeed on a DC 23 Wisdom saving throw or
  become Frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the creature
  is immune to Vor Erodia's Frightful Presence for the
  next 24 hours.
  Acid Breath (Recharge 5-6). Vor Erodia exhales acid in a
  90-ft line that is 10 feet wide. Each creature in that line
  must make a DC 23 Dexterity saving throw, taking 72
  (16d8) acid damage on a failed save, or half as much
  damage on a successful one.
  Acid Fog (Recharge 4-6). Corrosive fog fills a 25-foot
  radius sphere around Vor Erodia for up to 10 minutes.
  Any creature that enters the area for the first time or
  starts its turn in the area must make a DC 19
  Constitution saving throw, taking 36 (8d8) acid damage
  and being blinded for 1 minute on a failed save, or half
  as much damage and not being blinded on a successful
  one. A creature that is blinded can use its action to wash
  its eyes, if it has access to fresh, clean water, to end the
  effect early.
  Reactions
  Tail Slash. Vor Erodia makes a tail attack against one
  creature that missed him with a melee attack.
  Legendary Actions
  Vor Agganon can take 3 Legendary Actions, choosing
  from the options below. Only one legendary action can
  be used at a time, and only at the end of another
  creature's turn. Spent legendary actions are regained at
  the start of each turn.
  Wing Attack (Costs 3 Actions). Vor Erodia beats his
  wings. Each creature within 15 ft. of the dragon must
  succeed on a DC 23 Dexterity saving throw or take 15
  (2d6 + 8) bludgeoning damage and be knocked prone.
  Vor Erodia can then fly up to half its flying speed.
  Detect. Vor Erodia makes a Wisdom (Perception) check.
  Tail Attack. Vor Erodia makes a tail attack.
  Acid Spit. Vor Erodia uses his acid spit.
  Hellfire Breath (Costs 2 Actions). Vor Erodia exhales
  hellfire in a 60-ft cone. Each creature in that cone must
  make a DC 23 Dexterity saving throw, taking 66 (6d20)
  fire damage on a failed save, or half as much damage on
  a successful one.
  
  Viz Astraea, the Chromatic
  Dancer
  Precious little is known of the mysterious Viz Astraea. A
  marilith of immense power, Viz Astraea rules over Stygia
  through her army of undying Naga.
  In order to pass through her domain unharmed, two
  adventurers struck a bargain with the demon general, gifting
  her the demon flame of the slain Vor Mars.
  Hell | The Chromatic Dancer
  22
  Viz Astraea
  Large, Fiend (Marilith)
  Armor Class 18
  Hit Points 250
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 22 (+6) 22 (+6) 18 (+4) 16 (+3) 22 (+6)
  Saving Throws strength +11, constutition +12, charisma
  +12
  Skills acrobatics +12, arcana +10, deception +12,
  insight +9, intimidation +12, investigation +10,
  performance +12, persuasion +12
  Damage Resistances cold, fire, lightning; bludgeoning,
  piercing, and slashing from non-magical weapons.
  Damage Immunities poison
  Condition Immunities poisoned
  Senses Truesight 120 ft.
  Languages Demonic, Telepathy 120 ft.
  Challenge 21
  Magic Resistance. Viz Astraea has advantage on saving
  throws against Spells and other magical effects.
  Magic Weapons. Viz Astraea's weapon attacks are
  magical.
  Reactive. Vis Astraea can take one reaction on every turn
  in combat.
  Legendary Resistance (3/Day). If Viz Astraea fails a saving
  throw, she can choose to succeed instead.
  Innate Spellcasting. Vis Astraea is an 20th-level
  spellcaster. Its spellcasting ability is Charisma (spell save
  DC 20, 12 to hit with spell attacks). Viz Astraea has the
  following warlock spell prepared:
  5th level (8 slots): Armor of Agathys, Hellish Rebuke,
  Hex, Command, Blindness/Deafness, Enemies
  Abound, Fireball, Counterspell, Lightning Bolt,
  Thunder Step, Dimension Door, Banishment, Wall of
  Fire, Far Step, Scrying, Synaptic Static
  Actions
  Multiattack. Vis Astraea makes six longsword attacks or
  chromatic bolt attacks and one tail attack.
  Longsword. Melee Weapon Attack: +11 to hit, Reach 5
  ft., one target. Hit 13 (2d8 + 4) slashing damage + 2
  (1d4) acid, cold, fire, lightning, poison, or thunder
  damage.
  Chromatic Bolt. Ranged Spell Attack: +12 to hit, Range
  120 ft., one target. Hit 10 (3d6) acid, cold, fire,
  lightning, poison, or thunder damage.
  Tail. Melee Weapon Attack: +11 to hit, Reach 10 ft., one
  target. Hit 15 (2d10 + 4) bludgeoning damage. If the
  target is Medium or smaller, it is grappled (escape DC
  19). Until this grapple ends, the target is restrained, Vis
  Astraea can automatically hit the target with its tail, and
  Vis Astraea can't make tail attacks against other targets.
  Teleport. Vis Astraea magically teleports, along with any
  Equipment she is wearing or carrying, up to 120 feet to
  an unoccupied space she can see.
  Bonus Actions
  Seeking Flame. Vis Astraea creates six balls of demon
  flame, which hover in the air up to 10 feet away from
  her. When a target within 60 feet of an orb moves more
  than 5 feet, a ball will shoot out at them.
  Ranged Spell Attack: +12 to hit, Range 60 ft., one target.
  Hit 10 (1d20) fire damage.
  Reactions
  Parry. Vis Astraea adds 6 to her AC against one melee
  Attack that would hit it. To do so, Vis Astraea must see
  the attacker and be wielding a melee weapon.
  Legendary Actions
  Viz Astraea can take 3 Legendary Actions, choosing
  from the options below. Only one legendary action can
  be used at a time, and only at the end of another
  creature's turn. Spent legendary actions are regained at
  the start of each turn.
  Tail Attack. Viz Astraea makes a tail attack.
  Cast Spell. Viz Astraea casts a spell with a casting time of
  1 action.
  Teleport (Costs 2). Viz Astraea uses her Teleport action.
  
  January ??, 412
  The monster must be the result of some sick experimentation.
  It sends chills down my spine, almost as a harbinger of the
  accursed Tiamat.
  It attacked from under the water, first poking out a single
  head. This both allowed it to scout out the situation and also
  served as bait to lure in any eager dragonslayers. A few of the
  knights fell prey to this hunting tactic, and the hydra's
  remaining heads made quick work of them. It's mobility under
  water is truly terrifying, and drowned a score of our men.
  Optional Rule: Severed Head
  The hydra's severed head may continue to squirm
  around and lash out at those around it. It thrashes
  like a worm and is unable to use its breath attack,
  but still has sharp teeth and a dangerous bite.
  Each severed head has 10 hit points and an
  armor class of 17 as the hydra, but is considered
  prone and unable to get up. They act on the hydra's
  initiative and can make a single bite attack at an
  creature within 5 ft.
  Hell | Five-Dragon Hydra
  23
  Five-Dragon Hydra
  Huge monstrosity (dragon), neutral evil
  Armor Class 17 (Natural Armor)
  Hit Points 243(18d12 + 126)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 14 (+2) 24 (+7) 12 (+1) 10 (+0) 14 (+2)
  Skills Perception +6
  Senses passive Perception 16
  Languages —
  Challenge 18 (20,000 XP)
  Amphibious. The hydra can breathe air and water.
  Multiple Heads. The hydra has five heads. While it has
  more than one head, the hydra has advantage on saving
  throws against being blinded, charmed, deafened,
  frightened, stunned, and knocked unconscious.
  Whenever the hydra takes 25 or more damage in a
  single turn, one of its heads dies. If all its heads die, the
  hydra dies.
  At the end of its turn, it grows two heads for each of its
  heads that died since its last turn, unless it has taken a
  specific type of damage since its last turn: fire for the
  white head, cold for the green head, poison for the blue
  head, lightning for the black head, and acid for the red
  head.
  The hydra regains 10 hit points for each head regrown
  in this way. Each of the new heads is the same color as
  the ones that were removed.
  Reactive Heads. For each head that the hydra has beyond
  one, it gets an extra reaction that can only be used for
  opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its heads
  is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it
  has heads.
  Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one
  target. Hit 12 (1d10 + 6) piercing damage and 6 (1d10)
  fire, cold, lightning, poison, or acid damage, depending
  on which head made the attack.
  Breath Attacks
  The hydra has as many breath attacks as it has heads,
  each with their own individual recharge. If it has a breath
  attack, it may forgo a bite attack in order to make a
  breath attack using that head. The hydra can only make
  one breath attack per turn.
  Black - Acid (Recharge 6). The hydra exhales acid in a 60-
  ft. line that is 5-ft. wide. Each creature in that line must
  make a DC 21 Dexterity saving throw, taking 36 (8d8)
  acid damage on a failed save, or half as much damage
  on a successful one.
  Blue - Lightning (Recharge 6). The hydra exhales lightning
  in a 60-ft. line that is 5-ft. wide. Each creature in that
  line must make a DC 21 Dexterity saving throw, taking
  44 (8d10) lightning damage on a failed save, or half as
  much damage on a successful one.
  White - Cold (Recharge 6). The hydra exhales cold in a
  30-ft. cone. Each creature in that area must make a DC
  21 Constitution saving throw, taking 45 (10d8) cold
  damage on a failed save, or half as much damage on a
  successful one.
  Green - Poison (Recharge 6). The hydra exhales poison in
  a 30-ft. cone. Each creature in that area must make a DC
  21 Constitution saving throw, taking 49 (14d6) poison
  damage on a failed save, or half as much damage on a
  successful one.
  Red - Fire (Recharge 6). The hydra exhales fire in a 30-ft.
  cone. Each creature in that area must make a DC 21
  Dexterity saving throw, taking 56 (16d6) fire damage on
  a failed save, or half as much damage on a successful
  one.
  
  Platinum Guardian Platemail
  Magic armor, requires Attunement.
  Once per day, the wearer of this armor may spend an action
  to cast fly on themselves, sprouting shining mirage dragon
  wings for the duration. The wings emit light as per a light
  spell.
  In order to do this, the wearer must either have an oath to
  Bahamut, or must succeed a DC 15 Intelligence (Religion)
  check each time they attempt to use it. This check can only be
  attempted once per day, and resets at dawn.
  March 14, 411
  The Agu'Shen tribe and their wayward coalition are more skilled
  than I gave them credit for. By partnering with the dwarves of
  Fort Kar'Angron, they've crafted the most brilliant line of
  animated armor I've ever seen.
  The tower's enchanters and the clerics in Valkenhold have
  been working tirelessly to stabilize the various enchantments,
  but today finally saw the success they had all been waiting for:
  The first suit of armor has taken flight! Surely with aerial
  support the tides of battle will turn in our favor. If the current
  production schedule, each company of knights should have six
  of these animated armors at their disposal.
  Hell | Platinum Guardians
  24
  Platinum Guardian
  Medium construct, lawful neutral
  Armor Class 18
  Hit Points 77 (9d8 + 36)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 16 (+3)
  Immunities poison, psychic, radiant
  Condition Immunities blinded, charmed, deafened,
  exhaustion, frightened, paralyzed, petrified,
  poisoned
  Senses Blindsight 60 ft. (blind beyond this radius),
  passive Perception 11
  Languages Understands the Common and Draconic
  but can't speak
  Challenge 4 (1100 XP)
  Antimagic Susceptability. The armor is Incapacitated
  while in the area of an Antimagic Field. If targeted by
  Dispel Magic, the armor must succeed on a
  Constitution saving throw against the caster's spell
  save DC or fall Unconscious for 1 minute.
  False Appearance. While the armor remains
  motionless, it is indistinguishable from a normal suit
  of armor.
  Powerful Build. The armor counts as one size larger
  when determining carrying capacity and weight it
  can lift and drag. The armor can carry 540 lbs and
  can push, drag, or lift 1080 lbs.
  Divine Sense. The armor can detect the presence of
  celestial, fiend, or undead within a 300 foot radius.
  Actions
  Multiattack. The armor makes two greatsword attacks
  or makes one radiant bolt attack.
  Greatsword. Melee Weapon Attack: +6 to hit, reach
  5ft., one target. Hit 10 (2d6 + 3) slashing damage.
  Radiant Bolt. Ranged Spell Attack: +6 to hit, range
  120ft., one target. Hit 14 (4d6) radiant damage.
  
  January ??, 412
  New enemies came upon us today, down here in the sweltering
  heat. Above the waist, beautiful women. Below, the tail of a
  serpent.
  Leading the charge was a four-armed one. She seemed to be
  ascended, at least part ways evolved toward becoming a full
  Marilith. Bahamut protect us if Viz Astraea were to gain another
  such as herself. One Marilith is trouble enough.
  Hell | Demon Naga and Pseudolith
  25
  Demon Naga
  Medium monstrosity (fiend), chaotic evil
  Armor Class 14 (Natural Armor)
  Hit Points 75 (10d10 + 20)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 15 (+2) 14 (+2) 14 (+2) 13 (+1) 14 (+2)
  Immunities poison
  Condition Immunities charmed, poisoned
  Resistances cold, fire, lighting; bludgeoning, piercing,
  and slashing damage from nonmagical weapons
  Senses Darkvision 60 ft, passive Perception 15
  Languages Abyssal, Common
  Challenge 7 (2,900 XP)
  Rejuvenation. If it dies, the naga returns to life in 1d6
  days and regains all its hit points. Only a wish spell can
  prevent this trait from functioning.
  Spellcasting. The naga is a 5th-level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 13, +5
  to hit with spell attacks), and it needs only verbal
  components to cast its spells. It has the following
  Wizard spells prepared:
  • Cantrips (at will): Shocking Grasp, Minor Illusion, Ray of
  Frost 
  • 1st level (4 slots): Charm Person, Levitate, Shield 
  • 2nd level (3 slots): Shatter, Hold Person 
  • 3rd level (2 slots): Stinking Cloud, Fireball
  Actions
  Multiattack. The naga makes two longsword attacks or
  one bite attack.
  Longsword. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 7 (1d8 + 3) slashing damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one
  target. Hit 6 (1d6 + 3) piercing damage, and the target
  must make a DC 13 Constitution saving throw, taking
  31 (7d8) poison damage on a failed save, or half as
  much damage on a successful one.
  Pseudolith
  Medium monstrosity (fiend), chaotic evil
  Armor Class 16 (Natural Armor)
  Hit Points 128 (15d10 + 20)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 17 (+3) 16 (+3) 16 (+3) 15 (+2) 16 (+3)
  Immunities poison
  Condition Immunities charmed, poisoned
  Resistances cold, fire, lighting; bludgeoning, piercing,
  and slashing damage from nonmagical weapons
  Senses Darkvision 60 ft, passive Perception 15
  Languages Abyssal, Common
  Challenge 10 (5,900 XP)
  Rejuvenation. If it dies, the pseudolith returns to life in
  1d6 days and regains all its hit points. Only a wish spell
  can prevent this trait from functioning.
  Improved Reaction. The pseudolith can take two
  reaction.
  Spellcasting. The pseudolith is a 10th-level spellcaster.
  Its spellcasting ability is Intelligence (spell save DC 16,
  +8 to hit with spell attacks), and it needs only verbal
  components to cast its spells. It has the following
  Wizard spells prepared:
  • Cantrips (at will): Shocking Grasp, Fire Bolt, Ray of Frost 
  • 1st level (4 slots): Charm Person, Levitate, Shield 
  • 2nd level (3 slots): Detect Thoughts, Hold Person,
  Shatter 
  • 3rd level (3 slots): Lightning Bolt, Stinking Cloud, Fly 
  • 4th level (3 slots): Blight, Dimension Door 
  • 5th level (2 slots): Dominate Person, Hold Monster
  Actions
  Multiattack. The pseudolith makes three longsword
  attacks and one bite attack.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5ft.,
  one target. Hit 8 (1d8 + 4) slashing damage.
  Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one
  target. Hit 7 (1d6 + 4) piercing damage, and the target
  must make a DC 15 Constitution saving throw, taking
  31 (7d8) poison damage on a failed save, or half as
  much damage on a successful one.
  
  Things
  of the World
  26
  
  Gemstones
  The gleam of shimmering coins and ornate trinkets dazzle our
  brave adventurers as they stumble into the dragon's lair.
  Contained inside, a vast fortune on the scale of a small
  kingdom's treasury. One gleam in particular catches the
  rogue's eye: a brilliant gemstone, deep blue in color and
  iridescent in the light. Gingerly reaching down, he plucks the
  stone from amidst the mound of gold.
  Natural Resource
  Gem are often used as a light-weight way of transporting
  wealth, and can be used by some arcane practitioners as
  catalysts for their spells. In this compendium, alternative uses
  for gems are described, in order to grant players and DM's
  alike more freedom in designing and customizing items.
  Setting a Gem
  In order to harness the energy of a gem, the gem must be
  inserted into socketed weapon or armor. Bejeweling weapons
  or armor is a three-step process. Most craftsmen can only
  modify weapons or set of armor to hold one gem at a time.
  Socketing
  In order to add a socket to an item, a smith must modify the
  weapon or armor to receive the gem. The smith can make a
  DC 15 smith's tools (Dexterity) check in order to create the
  socket. Creating a socket takes roughly half an hour for a
  smith.
  Setting
  In order to place a gem into socketed weapon or armor, a
  jeweler must carefully secure the stone. The jeweler can make
  a DC 15 jeweler's tools (Dexterity) check in order to bejewel
  the desired object. Setting a gem takes roughly half an hour
  for a jeweler.
  Enchanting
  In order to harness the gem's magical abilities, an enchanter
  must imbue the gem with power. The enchanter can make an
  Arcana (Intelligence) check in order to enchant the gem. The
  DC of this check depends on the quality of gem, and is equal
  to the saving throw DC listed in the Quality of Gem table.
  Enchanting a gem requires a total of 24 hours of work, which
  need not be consecutive, spent carefully imbuing the gem with
  the requisite magical energies.
  Carried Gems
  A creature can only safely carry a number of gems equal to
  their proficiency bonus. If a creature exceeds that number of
  gems, they must make an Intelligence (Arcana) check every
  time they expend a charge. The DC for this check is equal to
  10 + the number of gems carried. On a failed check, one of the
  gems at random explodes.
  Volatile Nature
  The magic abilities of enchanted gems is volatile and
  dangerous. If a gem is ever cracked or shattered, it will
  forcefully release its enchantment, creating an explosion of
  raw elemental power around it.
  When shattered, a gem will create a spherical explosion
  with varying diameter based on the gem's quality. All creatures
  caught within the blast make a saving throw, the type of which
  depends on type of gem. On a failed save, they take damage
  equal to the gem's remaining charges times the gem's dice
  type of the gem's damage type.
  Gems may be thrown as an improvised weapon with range
  20/60, dealing 1d4 bludgeoning damage on a hit, or with a
  sling for a longer range. A creature that has been hit by the
  gem makes the saving throw for the explosion at
  disadvantage.
  Gem Type
  Not all gems are created equal. Gems of different minerals
  possess differing elemental affinities, affecting their abilities.
  Types of Gem
  Gem
  Damage
  Saving Throw
  Onyx
  Necrotic
  Constitution
  Ruby
  Fire
  Dexterity
  Amber
  Lightning
  Dexterity
  Topaz
  Radiant
  Constitution
  Emerald
  Poison
  Constitution
  Opal
  Cold
  Dexterity
  Amethyst
  Psychic
  Wisdom
  Sapphire
  Force
  ––––
  Gem Quality
  Gems are divided into five different levels of quality: shard,
  minor, plain, major, and flawless. A gem shard is merely a chip
  or flake, and can contain little magical energy, while a flawless
  gem displays structural beauty and brilliance.
  Each gem contains a certain number of charges, which are
  restored at dawn.
  Quality of Gem
  Quality
  Rarity
  Charges Dice Save DC
  Value
  Shard
  Common
  2
  d4
  9
  100 GP
  Minor
  Uncommon
  3
  d6
  12
  500 GP
  Plain
  Rare
  4
  d8
  15
  2500 GP
  Major
  Very Rare
  5
  d10
  18
  12500 GP
  Flawless
  Legendary
  6
  d12
  21
  62500 GP
  Things | Gemstones
  27
  
  Weapons
  When you hit a creature with a socketed weapon, you can
  expend a charge to deal an additional 1d4 to 1d12 damage of
  gem's damage type.
  Sapphires. When you make an attack with a sapphire
  socketed weapon, you can expend a charge to gain a 1d4 to
  1d12 bonus to hit.
  See the Quality of Gem table for dice size and number of
  charges.
  Armor
  When you are hit by an attack while wearing socketed armor,
  you can choose to expend charges as a reaction to taking
  damage of the gem's damage type. You reduce the incoming
  damage by 1d4 to 1d12 for each charge expended.
  Sapphires. When you are hit by an attack while wearing
  sapphire socketed armor, you can expend charges as a
  reaction to being hit. You gain a 1d4 to 1d12 bonus to armor
  class against the triggering attack for each charge expended,
  possibly causing the attack to miss.
  See the Quality of Gem table for dice size and number of
  charges.
  Ammunition
  Socketed ammunition can be used to launch a gem great
  distances, utilizing their volatile nature as a weapon.
  When a gem is shattered, each creature in a certain radius
  must make a saving throw. The type and DC of this saving
  throw depends on the gem's quality and type. This radius is
  equal to 5 feet for each charge remaining within the gem. A
  target takes 1d4 to 1d12 damage of the gem's damage type for
  each charge remaining on a failed save, or half as much
  damage on a successful one.
  Sapphires. When a sapphire is shattered, the gem
  produces a glowing dart of magical force for every charge
  remaining. Each dart hits a random creature within a certain
  radius. This radius is equal to 10 feet for each charge
  remaining within the gem. A target takes 1d4+1 to 1d12+5
  force damage for each dart that targets it, unless they are
  under the effects of shield.
  See the Quality of Gem table for dice size and number of
  charges.
  Flawless Gems
  Flawless gems all provide a passive +1 damage of their
  respective type when socketed in weapons, and resistance to
  their respective type when socketed in armor.
  Flawless sapphires instead provide a passive +1 to attack
  when socketed in weapons, and a +1 to armor class when
  socketed in armor.
  Arcane Secrets
  Each flawless gem also comes with its own additional arcane
  secret. Their charges can be used in the following ways.
  Onyx. While this gem has unused charges, you are under
  the effects of the death ward spell. Each time the spell is
  ended, a charge is consumed from the gem. If this consumes
  the gem's last charge, the gem crumbles to dust.
  Ruby. You can use an action to speak the hold forth the
  ruby, targeting a creature that you can see within 60 feet of
  you. If the target is native to a plane of existence other than
  the one you're on, the target must succeed on a DC 21
  Wisdom saving throw or be trapped in the gem. If the target
  has been trapped by the gem before, it has advantage on the
  saving throw. Once trapped, a creature remains in the gem
  until released. The gem can hold only one creature at a time. A
  creature trapped in the gem doesn't need to breathe, eat, or
  drink and doesn't age.
  You can use an action to hold forth the ruby and release the
  creature the gem contains. The creature is friendly to you and
  your companions for 1 hour and obeys your commands for
  that duration. If you give no commands or give it a command
  that is likely to result in its death, it defends itself but
  otherwise takes no actions. At the end of the duration, the
  creature acts in accordance with its normal disposition and
  alignment.
  An identify spell reveals that a creature is inside the gem,
  but the only way to determine the type of creature is to release
  the creature. A newly discovered ruby might already contain a
  creature chosen by the DM or determined randomly.
  Amber. You can expend 4 charges to cast giant insect. The
  amber contains within it either 1d10 centipedes, 1d3 spiders,
  1d5 wasps, or one scorpion, which become transformed into
  their giant versions by the spell.
  Topaz. You can expend charges from the gem as an action
  to recover hit points. For each charge expended, you regain hit
  points equal to one hit dice (including constitution modifier).
  This does not expend any of your hit dice.
  Emerald. You can expend 3 charges to cast haste.
  Opal. You can expend 2 charges to cast lesser restoration, 3
  charges to cast remove curse, or 5 charges to cast greater
  restoration.
  Amethyst. You can expend charges from the gem as an
  action to recover one expended spell slot. The level of the slot
  recovered is equal to the number of charges expended.
  Sapphire. This gem can store one level of spell for each of
  its unused charges. For each level of spell stored, one of the
  gem's charges is used for storing the spell. While holding this
  gem, you can cast any spell stored in it. The spell uses the slot
  level, spell save DC, spell attack bonus, and spellcasting ability
  of the original caster, but is otherwise treated as if you cast
  the spell. The spell cast from the gem is no longer stored in it,
  and the charges freed and expended.
  Things | Gemstones
  28
  
  Various Magical Items
  Dwarven Forge Gauntlets
  Medium Armor, Uncommon
  These steel gauntlets are inset with flakes of ruby in their
  palms. While wearing these gloves, you can handle scalding
  hot items (such as white-hot metals from a forge, or objects
  under the effects of heat metal) without harm to your hands.
  As an action, you can cast burning hands at its lowest level,
  with a spell save DC of 12. Once these gauntlets have been
  used this way, it must be left in a roaring fire for one hour, or
  targeted by the Heat Metal spell, before it can be used again.
  Boots of Frost
  Boots, Uncommon
  These grey-leather boots are trimmed with wolf's pelt, and
  laced across the front with brown leather cord. Woven into the
  cord on each boot is a small flake of Opal. It has 5 charges.
  While wearing these boots, you can expend a charge as part
  of your movement to come under the effects of the Water
  Walk spell until the end of your next turn. Water under your
  feet freezes, forming temporary sheets of ice that thaw as you
  step away from them.
  As a reaction to being knocked prone or pushed back, you
  can expend a charge from these boots to resist the effect.
  The boots regain 1d4+1 expended charges daily at dawn.
  Nettle's Thorn
  Dart, Uncommon
  This golden hairpin, crafted with a flower motif, is topped
  with a stunning emerald. An seemingly innocuous ornament,
  the hairpin can also be used as a poison dart, and has been
  used through the ages by various assassins. Hidden in the
  center of the long straight shaft runs a coaxial tube, which
  serves to deliver the venom to its unsuspecting victims.
  The hairpin's emerald will shine faintly in the presence of
  poison. When dipped into food or drink, the user can depress
  a thorn on the side to absorb any poisons that may be present.
  This simultaneously purifies the food or drink and charges the
  hairpin with poison for later use. The charged hairpin can be
  dipped into food or drink with the thorn depressed in order to
  inject the poison into it.
  While charged, the user gains a +1 bonus to attack and
  damage rolls made with this magic dart. On a hit, the poison
  is injected into the target.
  Stoneghost Crossbow
  Heavy Crossbow, Rare. Requires Attunement
  This magic crossbow was commissioned by a notorious
  dwarven assassin. It bears across its face the words in
  dwarvish "There is nowhere to hide."
  Crossbow bolts fired from this weapon can pass through up
  to 10 feet of solid stone as if it were air.
  This crossbow was often used in conjunction with Gossip
  Crossbow Bolts
  Gossip Crossbow Bolt
  Crossbow Bolt, Uncommon
  These magic crossbow bolts were the favored ammuntion
  of a notorious dwarven assassin. They produce a low,
  unintelligible murmuring sound when they strike. They also
  give the user tremorsense with a radius of 30 feet centered on
  the point where they land. This tremorsense lasts for 1
  minute, or until the bolt is removed from its point of impact.
  Onced used this way, the bolt loses its magical properties,
  becoming a mundane crossbow bolt.
  Silvertongue
  Dagger, Rare. Requires Attunement by a Rogue or Bard
  This silvered kris dagger grants its users with particular
  quickness of tongue. While attuned to this dagger, you gain a
  +2 bonus on charisma checks that involve speech.
  Attumement by a Rogue. When you inflicts damage with
  Sneak Attack on your turn with this dagger, you can choose to
  forgo one of the damage dice in order to inspire one creature
  other than yourself within 60 feet of you who can hear you.
  That creature gains one Bardic Inspiration die, a d6. You can
  use this feature a number of times equal to your Charisma
  modifier (a minimum of once). You regain any expended uses
  when you finish a long rest.
  Attunement by a Bard. Once per turn, you can deal an
  extra 1d6 damage to one creature you hit with an attack using
  this dagger if there is another a creature that has one of your
  Bardic Inspiration die is within 5 feet of the target. The
  inspired creature must not be incapacitated, and you must not
  have disadvantage on the attack roll in order to deal this extra
  damage.
  Blink Knife
  Dagger, Uncommon. Requires Attunement
  This magic dagger cuts through space itself and lets the
  user warp around. As a bonus action, you can teleport to the
  location of this magical knife, with your hand on the knife's
  handle. This can be done up to a range of 500 ft, and ignores
  walls and solid objects. Any effect that would prevent
  teleportation will also prevent this effect from working.
  Things | Various Magical Items
  
  Blueflame Candlestick
  Wondrous Item, Artifact, (requires attunement)
  This brass candlestick holds a white wax candle, atop
  which burns a magical blue flame. The flame cannot be
  quenched in water nor suffocated by lack of air, and waxes
  and wanes almost as if breathing. This candlestick can be
  used as a spellcasting focus. While holding this candlestick,
  you gain a +1 bonus to spell attack rolls and to the saving
  throw DCs of spells that deal fire damage.
  While attuned to the candlestick, all fire damage you do
  takes on the blue flame appearance, ignores resistance to fire
  damage, and treats immunity to fire damage as vulnerability
  instead.
  As a bonus action while holding the candlestick, you can
  cause the candle's flame to take on the shape of any melee
  weapon that does not have the two-handed property. Attacks
  made with this weapon have a +1 bonus to attack and damage
  rolls, and deal fire damage instead of their normal damage
  type.
  Sentience. The Blueflame Candlestick is a sentient true
  neutral object with an Intelligence of 19, a Wisdom of 16, and
  a Charisma of 16. It has hearing and darkvision out to a range
  of 120 feet. While attuned to this item, it speaks to you
  telepathically. It has an unquenchable thirst for knowledge,
  and will implore you to bring it to new places and show it new
  things. The sentience also harbors a hatred of all things
  fiendish.
  Blueflame Sensor. The Blueflame Candlestick can create a
  blue flare in an unoccupied space it can see within 120 feet of
  its main form. Anyone who touches the sensor takes 1d4 fire
  damage. The Blueflame Candlestick can have more than 1
  sensor, and can see and hear as if it were in its place.
  The Blueflame Candlestick controls these sensors, and will
  be reluctant to snuff any of its sensors unless absolutely
  necessary. It may choose to divulge information discovered
  from these sensors to you if it chooses, but you are unable to
  control or see through the sensors.
  Fuel the Flames. Whenever you kill a creature with fire,
  the Blueflame Candlestick gains one point of nourishment.
  When you take a long rest, the candlestick loses a point of
  nourishment for each sensor it currently has. If the
  candlestick does not have enough nourishment to sustain all
  its sensors, it can attempt to steal life from you. Make a DC 18
  Constitution saving throw. On a failed save, you regain 1 less
  hit dice when you complete the long rest, and the Blueflame
  Candlestick gains one point of nourishment. It can attempt
  this a number of times equal to your level. If it does not have
  enough nourishment for its sensors, it must snuff out sensors
  until it can nourish all of them.
  The Blueflame Candlestick
  Originally an archmage of a renown wizard's tower, the
  sentience that inhabits the Blueflame Candlestick fell victim to
  the beguiling words of a devil, who tricked the mage into
  binding their own soul to the candlestick. Over the decades,
  the mage grew resentful towards fiends, and channeled this
  resentment into the flame, dying it blue. The vengeful blue
  flames burn creatures of fire with increased intensity.
  Things | Blueflame Candlestick
  30
  
  Dare
  To
  Explore
  Korinth
  I hope this letter finds you well. Have you ever
  pondered the fragility of life; how a single slip-up,
  a drop of venom, an unfortunate laceration...
  could end it all? I find myself mulling over this
  subject endlessly as I prepare for my upcoming
  journey.
  If I don't return from this mission, would you
  please send my best wishes to the others from
  the tower? Tell them to never stop their pursuit
  of truth.
  Your friend,
  Lucian
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Lucian's Journal of Adventures.pdf