TEXT: 1 
  THE SEWN SISTERS 
  Into the Ethereal Plane
  An adventure for 10th-level characters for your Tomb of Annihilation 
  campaign during the Tomb of the Nine Gods.. 
  
  2 
  THE SEWN SISTERS 
  INTO THE ETHEREAL PLANE 
  By Daniel Scheltema 
  Roleplay for the Company of the Yellow Banner included with 
  permission from Will Doyle 
  Cover art by Erin Z. Anderson (erinzandersonillustration.com) 
  All other illustrations provided by DMs Guild Creator Resources 
  An adventure for 10th-level characters for your Tomb of Annihilation 
  campaign during the Tomb of the Nine Gods. 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks 
  of Wizards of the Coast in the USA and other countries. 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2019 by Daniel Scheltema and published under the Community 
  Content Agreement for Dungeon Masters Guild.
  
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  The Sewn Sisters 
  If the characters manage to open all five 
  keyholes and have the requisite skeleton keys in 
  their possession, the Sewn Sisters emerge from 
  the Border Ethereal and attack them. The hags’ 
  goal is to seize one or more of the skeleton 
  keys, thus preventing the characters from 
  reaching the Soulmonger. If the hags obtain a 
  skeleton key, they cackle as they return to the 
  Border Ethereal. 
  The characters must find a way into the 
  Ethereal Plane and find the Sewn Sisters. Each 
  level of the Tomb of the Nine Gods poses its 
  own unique challenges. 
  Adventure Overview 
  Level 6.  Once the characters have all the 
  skeleton keys, open all the keyholes, and head 
  back to area 71 the Sewn Sisters appear into the 
  Material Plane from the Border Ethereal. They 
  use essence of ether to attempt to knock up to 
  three characters unconscious to easily steal at 
  least one skeleton key. Within an hour, ether 
  scarabs will run into the room fleeing a 
  dharculus. The dharculus attacks the caged 
  clone if it is still there, or one of the characters. 
  Level 5. Covered in webs a phase spider brood 
  mother calls this level home. She has demands 
  for the characters to grant them safe passage. 
  Level 4. Three wraiths originating from 
  Kubazan’s Tomb wander this level. If the 
  characters have already defeated them then 
  2d4+5 specters, raised by the wraiths from 
  dead adventurers, wander this level. 
  Level 3. Unable to complete their goal of 
  resurrecting the Starfallen, the Company of the 
  Yellow Banner became ghosts. They wander 
  this level looking for the Ghost Lantern. Seward 
  died on this level, but his body and Ghost 
  Lantern were carried to level 2. 
  Level 2. The Sewn Sisters have been giving the 
  brains of clones to a brain collector. It currently 
  has eleven brains; its goal is to complete its 
  collection of twelve.  
  Level 1. The Sewn Sisters will do their last stand 
  here against the characters. The tomb is 
  considered their lair and one is a grandmother 
  night hag (night hag coven with lair actions). 
  Each Sewn Sister has a yeth hound with familiar 
  humanoid faces. A red ethergaunt will appear 
  afterwards to speak with the characters. 
  Enhancing the Tomb of 
  Annihilation-Random 
  Encounters
   
  Night Hag Sample Collection. One of the Sewn 
  Sisters stalks the party while staying in the 
  Border Ethereal. During the party’s next long 
  rest, the night hag materializes and snatches 
  some blood or hair from a random character 
  before returning to the Ethereal Plane. 
  
  4 
   
  Night hag Manipulation. During the party’s 
  next long rest, one of the Sewn Sisters 
  nightmare haunts a random character 
  appearing in the form of a known nonplayer 
  character. 
  Night Hag Deal. The next time a character drops 
  to 0 Hit Points the night hag appears in their 
  mind to make a deal. The night hag will restore 
  them to 1 Hit Point, saving their life, if they 
  swear on their mortal soul that they will return 
  a favor when the time comes. If the character 
  reneges on the agreement they contract slimy 
  doom, as though he or she had failed a saving 
  throw against the contagion spell. If the night 
  hag has not received a favor by the time the 
  characters are in the Tomb of the Nine Gods, 
  the night hag asks for the character to give her 
  a skeleton key.  
  King of Feather’s droppings (near or within 
  Omu). Characters discover droppings where the 
  horn of Rue, a member of the Company of the 
  Yellow Banner, can be found. 
   
  Dead Clone. While a character (or nonplayer 
  character) is not with the rest of the group, the 
  group finds a body of the character. The Sewn 
  Sisters made a clone of this character. The 
  majority of the clones are not exact copies and 
  have deformities. This time though, it is an 
  exact copy, so instead of eating this clone they 
  decided to put the body in the paths of the 
  characters to try to cause distress amongst the 
  group. The group may suspect a doppelganger 
  has replaced the character. 
  The Beginning of the 
  Adventure 
  Once the characters open all five keyholes and 
  head back into area 71 with all five skeleton 
  keys the Sewn Sisters appear into the Material 
  Plane from the Border Ethereal. 
  Read or paraphrase: 
  As you approach the door three hideous 
  elderly woman materialize in your way. They 
  wear what appear to be rags and their skin 
  has a purple hue. One has tarnished gold 
  coins covering her eyes and ants crawl across 
  her face. Another has a string of chattering 
  children teeth around her neck and a peg leg. 
  The third has a leather sack sewn over her 
  head. Each one has a hand held out in front 
  of them with their palm up, a powder can be 
  seen in all their palms. Two quickly blow the 
  powder towards your faces. The woman with 
  a leather sack covering her face has a terrier 
  crawl out the bottom of the sack and blow 
  the powder.  
   
  Essence of Ether (inhaled poison). A creature 
  subjected to this poison must succeed on a DC 
  15 Constitution saving throw or become 
  poisoned for 8 hours. The poisoned creature is 
  unconscious. The creature wakes up if it takes 
  damage or if another creature takes an action 
  to shake it awake. 
  
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  Enhancing the Tomb of 
  the Nine Gods 
  Modified Spells Extended and Modified. 
  Etherealness (modified)-The caster enters the 
  Border Ethereal and can move through surfaces 
  or doors in the tomb but cannot exit the tomb. 
  The outermost perimeter walls and doors 
  cannot be moved through. For example, the 
  caster cannot move through the floor of level 6 
  or the ceiling of level 1.  
  See Invisibility (extended)-An adventurer will 
  see into the Ethereal Plane, seeing the spider 
  webs (if on level 5), and possibly creatures that 
  dwell on each level. 
  True Seeing (extended)-Same as see invisibility. 
  Night Hag Coven Regional Effects. The Sewn 
  Sisters have called the Tomb of the Nine Gods 
  their home and lair for some time. The regional 
  effects, normally ranging 1 mile are contained 
  within the tomb. During any short or long rest 
  inside the tomb the characters experience one 
  or more of these effects: 
  -Shadows seem abnormally gaunt and 
  sometimes move on their own as though alive. 
  -Creatures are transported to a harmless but 
  eerie demiplane filled with shadowy forms, 
  waxy corpses, and cackling. The creatures are 
  trapped there for a minute or two, and then 
  returned to the place where they vanished 
  from. 
  -Intelligent creatures see hallucinations of dead 
  friends, family members, and even themselves 
  littering the hag’s realm. Any attempt to 
  interact with a hallucinatory image causes it to 
  disappear.  
   
  Wandering Phase Spiders. During a short or 
  long rest there is a chance of 2d4 phase spiders 
  coming into the Material Plane. One of them is 
  under the control of the phase spider brood 
  mother using the Dominate Monster spell. She 
  speaks through the spider in Undercommon 
  demanding the characters to find and bring her 
  the Navel of the Moon. 
  Level 1 Yeth Hounds. The characters may see 
  the yeth hounds wandering this level, but the 
  hounds do not give the characters much 
  attention. The hounds will not attack creatures 
  on the Material Plane. The characters may 
  believe they are hallucinations caused by the 
  night hag coven regional effects. 
  Level 3 Ghosts. The characters may see the 
  ghosts of the Company of the Yellow Banner 
  wandering this level. The ghosts do not interact 
  with the creatures in the Material Plane and 
  seem to be searching for something. The tomb 
  often makes them relive their deaths, which 
  characters may observe. The characters may 
  believe they are hallucinations caused by the 
  night hag coven effects. 
  
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  Level 4 Specters. The characters may see many 
  specters wandering this level, but they do not 
  interact with creatures on the Material Plane. 
  Again, the characters may believe they are 
  hallucinations caused by the night hag coven 
  effects. 
  Level 5 Aboleth Roleplay. When speaking with 
  the characters, the aboleth speaks about 
  “mother”. The aboleth knows about the brood 
  mother that inhabits the same level in the 
  Ethereal Plane and may tell the characters that 
  mother doesn’t come out often. 
  Replacing Dead 
  Characters within the 
  Tomb Extended 
  Bottled (area 23). The stoppered bottle 
  contains both the dao and a character. The 
  character has been trapped with Kreshma for 
  centuries and has been driven mad. 
  Constant Death (area 49). The character has 
  been trapped inside the sphere of annihilation 
  for years, being constantly killed by two bodaks. 
  Imprisoned (area 50). The character has been 
  imprisoned for years in the mirror of life 
  trapping. 
  Constant Running (area 55). The character has 
  been trapped inside the maze running from the 
  minotaur within. Not noticing the keys and not 
  having the strength to climb out, they have 
  been running for over a year. 
  Constant Battle (area 60). The character has 
  been trapped inside a wardrobe fighting every 
  day to the death for over a year. 
  The Offer from Withers. After a death of a 
  character inside the tomb Withers will approach 
  the group. He will say he is impressed with the 
  group and wants to help. He offers to make the 
  dead character into a flesh golem. He only 
  needs their head, as he almost has one 
  completed. He has learned how to give the 
  golem sentience and the conscious of their 
  former selves. He feigns that this is to help the 
  group when truly he will be the master of the 
  golem. If he needs to take care of the group 
  himself, he will use the character against the 
  group. 
  Sentient Flesh Golem Playable Race: 
  Golems are made from humble 
  materials—clay, flesh and bones, iron, or 
  stone—but they possess astonishing power and 
  durability. A golem normally has no ambitions, 
  needs no sustenance, feels no pain, and knows 
  no remorse. An unstoppable juggernaut, it 
  exists to follow its creator’s orders, and it 
  protects or attacks as that creator demands. 
  A flesh golem is a grisly assortment 
  of humanoid body parts stitched and bolted 
  together into a muscled brute imbued with 
  formidable strength. Its brain is capable of 
  simple reason, though its thoughts are no more 
  sophisticated than those of a young child. The 
  golem’s muscle tissue responds to the power of 
  lightning, invigorating the creature with vitality 
  and strength. Powerful enchantments protect 
  the golem’s skin, deflecting spells and all but 
  the most potent weapons. 
  A flesh golem lurches with a stiff-
  jointed gait, as if not in complete control of its 
  body. Its dead flesh isn’t an ideal container for 
  an elemental spirit, which sometimes howls 
  incoherently to vent its outrage. If the spirit 
  breaks free of its creator’s will, the golem goes 
  berserk until calmed, or until its shell of flesh is 
  destroyed or completely healed. 
  Sentient Flesh Golem Traits: 
  Ability Score Increase: Your Strength score 
  increases by 2, and your Constitution increases 
  by 1. 
  
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  Age: Sentient flesh golems are ageless 
  guardians and guard sacred sites, tombs, and 
  treasure vaults long after the deaths of their 
  creators, carrying out their appointed tasks for 
  all eternity. 
  Alignment: Despite their appearance, most 
  flesh golems take comfort in order and 
  discipline, tending toward law and neutrality. 
  Some though have absorbed the morality of the 
  beings with which they served. 
  Size: Most flesh golems stand between 5 and 6 
  ½ feet tall. Weight and build depend on how 
  many bodies were needed and which races 
  were used to create the flesh golem. Your size is 
  Medium. 
  Speed: Your base walking speed is 30 feet. 
  Construct: Your creature type is construct 
  rather than humanoid. 
  Darkvision: You have superior vision in dark and 
  dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
  Golem Resilience: You were created to have 
  remarkable fortitude, represented by the 
  following benefits: You have advantage on 
  saving throws against being poisoned, and you 
  have resistance to poison damage. You are 
  immune to disease. You don’t need to eat, 
  drink, or breathe. You don’t need to sleep and 
  don’t suffer the effects of exhaustion due to 
  lack of rest, and magic can’t put you to sleep. 
  Sentry’s Rest: When you take a long rest, you 
  must spend at least six hours in an inactive, 
  motionless state, rather than sleeping. In this 
  state, you appear inert, but it doesn’t render 
  you unconscious, and you can see and hear as 
  normal. 
  Aversion to Fire: If you take fire damage, you 
  have disadvantage on attack rolls and ability 
  checks until the end of your next turn. 
  Immutable Form: You are immune to any spell 
  or effect that would alter your form. 
  Blind Obedience: When your creator or 
  possessor is on hand to command you, you 
  perform flawlessly. A sentient flesh golem can 
  act freely only when their creator is elsewhere 
  but is never truly free until their creator dies or 
  releases them. 
  Language: A sentient flesh golem can speak, 
  read, and write Common and one additional 
  language of its creator. 
  Travelling to the Border 
  Ethereal 
  Characters may have access to spells 
  such as etherealness or plane shift. Casting 
  plane shift to enter the Border Ethereal and 
  remaining inside the tomb does not cause the 
  caster to appear in area 57. If the characters do 
  not have access to these spells, there are other 
  ways to enter the Border Ethereal within the 
  Tomb of the Nine Gods. 
  Strawbundle’s Charm (area 71). While you have 
  Strawbundle in your possession, this charm 
  allows you to cast the etherealness spell as an 
  action, no components required. After it is used 
  three times, the charm vanishes. 
  Kreshma al-Wazir’s Promise (area 23). The dao, 
  Kreshma, first promises the characters riches in 
  return for freedom, but if pressed for more will 
  take the characters anywhere in the multiverse. 
  Once freed, Kreshma will take the players into 
  the Border Ethereal if they wish it. Since players 
  remain inside the tomb, they will not be 
  transported to area 57. Kreshma, though, will 
  
  8 
   
  then cast plane shift on herself and wind up in 
  area 57. 
  Mirror Tomb (area 19). The halfway point of 
  the circular corridor, directly “opposite” the 
  intersection, is an invisible planar gate that 
  cannot be detected with magic. Instead of any 
  creature passing through the gate emerging 
  into a parallel reality (as written), a player 
  emerges in the Ethereal Plane. 
  Maze (area 55). The walls of the maze can be 
  climbed with a successful DC 20 Strength 
  (Athletics) check. Any character who climbs to 
  the top of the walls or flies beyond them is 
  expelled from the maze, taking 22 (5d8) force 
  damage and instead of reappearing in an 
  unoccupied space on the Material Plane (as 
  written), they reappear in the Border Ethereal. 
  Dharculus (area 71). If the characters spend an 
  hour or longer in area 71 a dharculus has been 
  feeding on the clones that the night hags 
  neglect. Tentacles appear in the Material Plane. 
  Characters can be grappled and pulled into the 
  Ethereal Plane. 
  Ether Scarabs (area 71). When the dharculus 
  attacks, ether scarabs scatter into the room 
  from the Ethereal Plane. Killing an ether scarab 
  creates a temporary portal into the Ethereal 
  Plane. 
  Phase Spiders. If the characters have the Navel 
  of the Moon, a phase spider controlled by the 
  phase spider brood mother may approach the 
  characters telling the character to come to level 
  5. There the brood mother will offer to phase 
  shift the characters into the Border Ethereal in 
  exchange for the Navel of the Moon. 
   
  Stepping into the 
  Border Ethereal 
  The Ethereal Plane is a Transitive Plane, 
  existing adjacent to the Material Plane and 
  connects the Material Plane to all the Inner 
  Planes. It is mostly a featureless realm that 
  serves primarily to travel from one plane to 
  another. It is a misty, foggy dimension 
  described as a great ocean. The Border 
  Ethereal, the “shores” of the ocean, overlaps 
  the Material Plane and the Inner Planes. The 
  non-Border region is called the Deep Ethereal, 
  only dimly seeing into the adjacent plane. 
  In the overlapping Border Ethereal it is 
  possible to exist in two planes simultaneously, 
  both the Border Ethereal and the adjacent 
  plane. When travelling to the Broder Ethereal 
  both the traveler and all their possessions are 
  converted to Ethereal equivalents allowing free 
  movement (with some exceptions) in any 
  direction through matter of the adjacent plane. 
  A traveler can breathe the ethereal air, cannot 
  drown in an ethereal lake, or be crushed by an 
  ethereal rock. Living things radiate an aura 
  preventing passage into their interior, so one 
  could not materialize inside a living thing. 
  Attempted to do so shunts one to the nearest 
  unoccupied space and results in force damage. 
  One cannot also move through dense metals 
  like gold or lead, and some magic can prevent 
  passage. 
  
  9 
   
  Traits of the Ethereal Plane: 
  No Gravity: One moves by a force of will, no 
  true up or down, objects do not fall that are 
  dropped. Cannot fall in the Ethereal Plane. 
  Time: Time slows down in the Deep Ethereal, 
  but it is the same as the Material Plane in the 
  Border Ethereal. 
  Magic: Magic works normally. Force effects can 
  extend from the Material Plane into the Border 
  Ethereal. 
  Movement: One can move in any direction. 
  Moving up or down, every foot of movement 
  costs an extra foot. 
  Vision: If focusing, one can see and hear the 
  plane adjacent, but everything looks gray. One 
  cannot see anything more than 60 feet away.  
  The Border Ethereal in 
  the Tomb of the Nine 
  Gods 
  When the characters find a way to the Ethereal 
  Plane read or paraphrase: 
  There’s a bright flash of turquoise and in an 
  instant, you seem to appear in the same 
  space, but oddly different. Everything around 
  you now seems blurred and gray. Where 
  once you saw walls and details, it now 
  appears you’re in a large empty room. You 
  feel weightless. There’s a mustiness smell to 
  the air and an eerie silence. 
   
  Map of each Level. Each level of the Tomb of 
  the Nine Gods can be considered a large 
  “empty” room. Only the outside walls, ceilings, 
  and floors easily perceived. Characters must 
  focus to see any details of the Material Plane. 
  When characters move around each level do 
  not be concerned about the walls, doors, etc. 
  within the Material Plane. Not only do 
  characters traverse through them easily, they 
  also see through almost everything that is 
  within the Material Plane.  
  Travel. Adventurers travel as if they cast the 
  etherealness spell. They can move through all 
  walls and doors besides the outermost 
  perimeter of the tomb (for example the floor of 
  level 6 or ceiling of level 1). They also cannot 
  pass through the wall of force in area 39. They 
  cannot interact with anything, besides the 
  phantom lever in area 73 and the maze in area 
  55. No traps are set off by the players and 
  nothing, besides creatures within the Ethereal 
  Plane, see the adventurers. 
  Withers. Withers uses the scrying pool in area 
  25 to watch the tomb. He can see through a 
  flesh golem’s eyes into the Ethereal Plane as if 
  casting a see invisibility spell. A DC 15 Wisdom 
  (Perception) check may notice a flesh golem 
  following the group. The flesh golem has no 
  way to attack the adventurers. Withers realizes 
  how close the adventurers are to opening the 
  skeleton gate and will use the control gem to 
  send the gray slaad from area 24, if still alive. 
  The gray slaad while cast plane shift to enter 
  the Ethereal Plane, retaining its invisibility, and 
  attack the adventurers. 
   
  
  10 
   
  Level 6 
  If the characters spend an hour or longer on 
  level 6 read or paraphrase: 
  Tiny, foot-long, rips in the space above the 
  floor begin to appear. What appear to be 
  beetles about a foot-tall crawl through the 
  tears with large mandibles and tentacles for 
  legs. Intricate orange and yellow designs 
  cover its elytra. They scurry quickly as if 
  running from something. Almost immediately 
  after the beetles materialize six large floating 
  eel-like creatures with no eyes appear in the 
  room. The tentacle creatures end in maws 
  with jagged teeth. 
   
  Dharculus Attack. If the characters spend an 
  hour or more in this level 2d4+2 ether scarabs 
  appear in area 71. They appear to be running 
  away from something. Shortly after appearing, 
  tentacles or eel-like creatures appear to 
  consume the clone, if still in their cage, or 
  attacks the characters. 
   
  Dharculus Behavior. The dharculus has six 
  tentacles that in end mouths filled with sharp 
  teeth that it uses to hunt prey in the Material 
  Plane. It has five additional tentacles that end in 
  eyes that remain in the Border Ethereal. Its 
  body is cylindrical with a large maw, that also 
  stays in the Border Ethereal. The dharculus 
  attempts to pull one character into the Ethereal 
  Plane to consume them. If the dharculus loses 
  four or more of its mouth tentacles without 
  pulling a character into the Ethereal Plane, it 
  will retreat. If it successfully pulls a character 
  into the Ethereal Plane it will remove its 
  tentacles from the Material Plane and attempt 
  to kill its prey to consume them, attacking them 
  with both its tentacles and large maw on its 
  body. 
   
  Level 5 
  This level is covered from floor to ceiling in 
  spider webs. These webs were not here while 
  on the Material Plane. You get an uneasy 
  feeling that you’re being watched. 
   
  Web. Most spiders weave thick, sticky webs 
  across passages to snare prey, but the Ethereal 
  Plane has little life. The phase spider brood 
  mother made these webs as an alarm system 
  for intruders. These web-filled areas are difficult 
  terrain. Moreover, a creature entering a 
  webbed area for the first time on a turn or 
  starting its turn there must succeed on a DC 12 
  Dexterity saving throw or become restrained in 
  
  11 
   
  the webs. A restrained creature can use its 
  action to try to escape, doing so with a 
  successful DC 12 Strength (Athletics) or 
  Dexterity (Acrobatics) check. Each 10-foot cube 
  of giant webs has AC 10, 15 hit points, 
  vulnerability to fire, and immunity to 
  bludgeoning, piercing, and psychic damage. 
  Phase Spider Brood Mother Demands. The 
  phase spider brood mother lives on this level. 
  She was put inside the tomb by Acererak so that 
  her phase spiders will help clean up bodies that 
  the tomb dwarves miss. She is stuck in the tomb 
  and wishes to leave. She believes the Navel of 
  the Moon will provide her the way out of the 
  tomb. She believes it is a spider egg that she 
  can hatch; the hatchling will then lead her out 
  of the tomb. If the characters give her the Navel 
  of the Moon, she will leave them alone and may 
  be willing to provide information about what 
  lies on the levels above. She will not join the 
  adventurers though. If the characters have the 
  Navel of the Moon but won’t give it to her she’ll 
  fight to the death for it. If they don’t have it, 
  she’ll demand that the adventurers go find it for 
  safe passage. 
   
  Level 4 
  This level seems empty and an unnerving 
  silence fills the air. As you look around the 
  shadows seem to move unnaturally. 
   
  Undead Spirits. Three wraiths originating from 
  Kubazan’s Tomb wander this level and attack 
  the adventurers on sight. If the characters have 
  already defeated them then 2d4 + 5 specters, 
  raised by the wraiths from dead adventurers, 
  wander this level. The specters also attack on 
  sight.
   
   
  
  12 
   
  Level 3  
  Something seems oddly more peaceful on 
  this level. That feeling of being watched 
  dissipates.  
   
   
  Unfinished Business. The ghosts of the 
  Company of the Yellow Banner wander this 
  level. They ask the adventurers for both the 
  Ghost Lantern and Eye of Zaltec. If the 
  adventurers have either item and refuse to give 
  it to them, they’ll attack as a last resort. 
  Otherwise the Company of the Yellow Banner 
  requests for them to bring the items to them if 
  they find either. They know little about the 
  other levels. 
  The Company of the Yellow 
  Banner 
  The Company of the Yellow Banner is Will 
  Doyle’s real life 4th edition D&D campaign 
  group. All roleplay mentioned below are 
  quotes from Will Doyle on how they are 
  roleplayed by the players. 
   
  The Company of the Yellow Banner is an 
  adventuring group that ventured to Omu and 
  died within the tomb (or just before it). The 
  bodies of each can provide clues to the traps 
  within. Their ghosts now wander in the Ethereal 
  Plane trapped inside the tomb, never finishing 
  their goal. 
   
  The group traveled to the Tomb of the 
  Nine Gods before the death curse to try to 
  resurrect a spirit, the Starfallen, using the Eye of 
  Zaltec, said to be within the tomb. The 
  Starfallen is within the Ghost Lantern. She was a 
  moon elf warlock that was killed 1,000 years 
  ago by a fomorian giant.  
   
  The Company arrived in Chult at 
  Kitcher’s Inlet. They followed the River Olung to 
  Lake Lao. The Company made it to Omu and 
  searched for the puzzle cubes. One member, 
  Rue, was eaten by the King of Feathers. They 
  were captured by Ras Nsi, stripped of their 
  weapons, and thrown into the tomb as 
  sacrifices to Acererak. Within the tomb, they 
  got split up while fighting a four-armed 
  gargoyle. 
  Members of the Company of the Yellow 
  Banner: 
  Lord Brixton (Male Human Knight of Cormyr): 
  Leader of the group and carries the Yellow 
  Banner (all others wear a torn strip of the flag 
  around their bicep). Has a magic sword that lets 
  one speak Draconic. He died from poisonous 
  gas when trapped in area 63. He also wrote the 
  journal handout 13. Roleplay: He is a “soppy 
  goody goody”. 
  Bravus Boulderborn (Male Gold Dwarf Cleric of 
  Moradin): He wears a turban, wields a shield, 
  and dons chainmail. He was eaten alive by 
  locusts after setting off a trap when stepping on 
  a pressure plate in area 35b. Roleplay: “He is 
  proud, loyal, and impeccably well-groomed”.  
  
  13 
   
  Seward (Male Human Chondathan Ranger): He 
  is turned into a tomb dwarf (a flesh golem with 
  plate armor, AC 17) in area 27. He carried the 
  Ghost Lantern that has the spirit Starfallen. 
  Roleplay: “Impulsive, but fearful of the gods”. 
  Sephirius “Seph” Stormclaw (Male Dragonborn 
  Paladin of Bahamut): Wields a +1 yklwa and an 
  ivory backscratcher. Died in a rotating crawlway 
  in area 32. Roleplay: “Pure dragonborn 
  attitude”. 
  Devlin Bashir (Male Human Calishite Wizard): 
  Carries a cursed staff that was slowly turning 
  him into a goat. He drank a potion to keep the 
  transformation at bay. He was killed by tomb 
  dwarves in area 19. Roleplay: “Has a habit of 
  panicking when thing go south”. 
  Rue (Female Human Druid): In Omu she 
  awakened a lizard and gave it to Bravus. Bravus 
  used the lizard to set off traps in the tomb. She 
  was killed and eaten by the King of Feathers. 
  Adventurers can find her mangled horn inside 
  droppings left by the King of Feathers. She is 
  who Lord Brixton wrote to in handout 13. 
  Roleplay: “Little lost child”. 
  Biff Longsteel (Human adventurer but replaced 
  by a doppelganger named Pox): Trapped in the 
  mirror in area 50. He joined the group inside 
  the tomb. Pox spied on the Yellow Banner while 
  adventuring through Omu and learned about 
  the Eye of Zaltec. Motivated by greed, he 
  decided to tail them and steal the relic from 
  them when they recovered it. When Ras Nsi 
  threw the Banner into the tomb, Pox managed 
  to slip inside and present himself as the trapped 
  adventurer “Biff”. Sephirius came to suspect 
  that there was something odd about their new 
  companion, and in private floated the theory 
  that he could be a doppelganger. Before they 
  could act on it, the Banner was separated by 
  the battle with the four-armed gargoyle. 
  The Starfallen: The Starfallen is a title, every 
  few hundred years a female moon elf fey 
  warlock is born as the new Starfallen and 
  entrusted with a great and world changing 
  destiny-to stop a cataclysm, unseat a tyrant, 
  etc. This Starfallen is a wild, moon elf orphan 
  called “Dia”. However, she died long before her 
  destiny could be fulfilled, killed by a fomorian 
  giant. Her soul is trapped in the Ghost Lantern.   
  She is a female moon elf warlock prophesized 
  to save the world. The Company was searching 
  for the Eye of Zaltec, a Maztican jewel that was 
  fabled to raise the ancient dead with its powers 
  alone. They hoped to raise the Starfallen. 
  Level 2 
  A huge creature rushes you as soon as you 
  emerge into this level as if it knew you were 
  coming.  It has a yellow-orange bloated body 
  and dozens of short writhing tentacles. It 
  scuttles towards you on six crablike legs. Four 
  yellow, bulging eyes and a tooth-filled maw 
  are set in its bulbous head. You can see 
  twelve lumps on its head with all, but one 
  housing a brain. Two large crablike hands 
  snap as it approaches you. 
   
  Brain Collector’s Collection. The Sewn Sisters 
  have been giving the brain collector brains from 
  some of the clones, intentionally leaving it one 
  short of twelve. The brain collector 
  immediately attacks the adventurers. It only 
  wants one more brain, completing its collection 
  of twelve, then it will attempt to go to the Deep 
  Ethereal. Since it cannot collect more than 
  twelve brains it has no reason to keep fighting.  
   
  
  14 
   
  Level 1 
  As you emerge into this level you can see the 
  three elderly women flying on brooms. Mad 
  cackling echoes the room. Three hounds 
  slowly approach you with misshaped faces. 
  As they get closer you realize their faces are 
  humanoid, and they look familiar. 
   
  Yeth Hounds. Each Sewn Sister has a yeth 
  hound. They were created by the Sewn Sisters 
  using samples from the current or past 
  characters. Their human-like faces have an 
  obvious resemblance of the characters of your 
  choosing. They stand 5 feet tall at the shoulder 
  and weigh around 400 pounds. The Sewn Sisters 
  created them in the Material Plane, then forced 
  them into the sunlight banishing them into the 
  Ethereal Plane. They have been commanded to 
  remain in the Border Ethereal. 
  Grandmother Night Hag Lair Actions. One of 
  the Sewn Sisters is a grandmother. On initiative 
  count 20 (losing initiative ties), she can take a 
  lair action to cause one of the following: 
  -One creature the hag can see within 120 feet 
  of her must succeed on a DC 15 Charisma saving 
  throw or be banished to a prison demiplane. To 
  escape, the creature must use its action to 
  make a Charisma check contested by the hag’s. 
  If the creature wins, it escapes the demiplane. 
  Otherwise, the effect ends on initiative count 
  20 on the next round. When the effect ends, 
  the creature reappears in the space it left or in 
  the nearest unoccupied space if that one is 
  occupied. 
  -The hag targets up to three creatures that she 
  can see within 60 feet of her. Each target must 
  succeed on a DC 15 Constitution saving throw 
  or be flung up to 30 feet through the air. A 
  creature that strikes a solid object or is released 
  in midair takes 1d6 bludgeoning damage for 
  every 10 feet moved or fallen. Note: There is no 
  gravity in the Border Ethereal and most objects 
  the characters can pass through harmlessly. On 
  level 1, though, the ceiling cannot be passed 
  through and therefore if thrown into the ceiling 
  they will take the appropriate damage. 
  Acererak’s Gift-Black Key. The Sewn Sisters 
  share a charm of nine lives. When any Sewn 
  Sister drops to 0 hit points as a result of taking 
  damage, they can choose to drop to 1 hit point 
  instead. Once used nine times in total by any of 
  the Sewn Sisters, the charm goes away. 
  Flyby. The Sewn Sisters use their brooms to 
  travel across Chult quickly while in the Border 
  Ethereal. The Sewn Sisters do not provoke 
  opportunity attacks when flying out of an 
  enemy’s reach with their brooms of flying. 
  Broom of Flying (wondrous item, uncommon). 
  This wooden broom, which weighs 3 pounds, 
  functions like a mundane broom until you stand 
  astride it and speak its command word. It then 
  hovers beneath you and can be ridden in the 
  air. It has a flying speed of 50 feet. It can carry 
  up to 400 pounds, but its flying speed becomes 
  30 feet while carrying over 200 pounds. The 
  broom stops hovering when you land. 
  You can send the broom to travel alone to a 
  destination within 1 mile of you if you speak the 
  command word, name the location, and are 
  familiar with that place. The broom comes back 
  to you when you speak another command 
  word, provided that the broom is still within 1 
  mile of you. 
  Red Ethergaunt. Once the Sewn Sisters are 
  defeated a red ethergaunt appears to the 
  adventurers and offers a way back to the 
  Material Plane. It communicates in Common by 
  writing, it cannot speak it without using an 
  enslaved cohort. It carries an Ethergaunt Device 
  of Plane Shift that it’ll use to cast plane shift for 
  the characters. It will then return to the 
  Ethereal Plane. The ethergaunts reproduce 
  asexually once in a lifetime, making the death 
  curse a concern. This ethergaunt is a scout and 
  
  15 
   
  has been sent to investigate the death curse, 
  leading it to the tomb. It has been watching the 
  group for some time. Since ethergaunts live for 
  1,000 years, even though the death curse is a 
  concern, it is currently a low concern. The red 
  ethergaunt will not fight alongside the 
  characters (unless a character dies then the red 
  ethergaunt playable race guide below can be 
  used). 
   
  The Ethergaunts: 
  Travelers to the Ethereal Plane report 
  vast fields of nothingness, roiling fog cloaking a 
  barren landscape. Sometimes, however, they 
  come upon fantastic stone pyramids or 
  cyclopean menhirs topped with flashing magical 
  flames, relics of an ancient race. Knowledgeable 
  scholars refer to the fearsome creators of these 
  structures as ethergaunts, after their 
  emaciated, delicate frames. An advanced 
  culture that abandoned the Material Plane 
  more than 10,000 years ago, the ethergaunts 
  are finally coming back.  
  Adult ethergaunts stand 8 feet tall and 
  resemble extraordinarily thin humanoids. An 
  ethergaunt’s long, thin arms reach to mid-calf; 
  each hand has three agile fingers and a thumb. 
  An inhuman face caps a short neck that 
  protrudes from the center of the creature’s 
  chest, giving the ethergaunt a somewhat 
  stooped appearance. Because few creatures 
  can gaze upon an ethergaunt’s face without 
  taking severe damage to their psyches, the 
  creatures have developed bisected masks that 
  serve to give them a somewhat humanlike 
  appearance. Dozens of colorful, prehensile 
  tendrils emerge from behind the mask like a 
  mane of thick, fleshy hair. The faceplate 
  resembles a featureless porcelain visage, and 
  the mask’s color reveals the ethergaunt’s role in 
  the creatures’ pragmatic society. Red 
  ethergaunts serve the race as scientists and 
  explorers. White ethergaunts manage the reds’ 
  affairs and form the primary government of the 
  race. The dreaded black ethergaunts control the 
  entire society of ethergaunts; fewer than one 
  hundred blacks are thought to exist. Other 
  colors and roles may exist.  
  Ethergaunts have a great disdain for the 
  creatures that have inhabited “their world” 
  since their ancient departure. They have 
  progressed technologically and philosophically 
  to a point where they consider most inhabitants 
  of the Material Plane no more relevant than 
  insects. While they see themselves as beyond 
  good and evil in the classic sense, they are not 
  pleased at the current infestation of their old 
  home, and have set upon the most devastating 
  extermination in history.  
  Ethergaunts communicate with each 
  other by wriggling their head tendrils, which 
  transmits a psychic “soundprint” identifiable as 
  language to other ethergaunts within normal 
  hearing range. They occasionally communicate 
  with members of Material Plane races by 
  revealing their true faces to one of the 
  creature’s cohorts and using that dominated 
  ally as a psychic puppet-envoy. In such 
  communications, the ethergaunts refer to 
  themselves as the khen-zai. Ethergaunts can 
  hear normally, despite the fact that they cannot 
  speak. 
  
  16 
   
   Ethergaunts communicate with each 
  other using their own language, Khen-Zai, which 
  cannot be learned by those who lack their 
  unique anatomy. Most know a smattering of 
  other languages—usually tongues plucked from 
  the minds of enslaved envoys. Common 
  additional languages include Common, 
  Draconic, Dwarven, and Elven. 
  Ethergaunt society serves the dual goals 
  of philosophical progress and self-preservation. 
  The khen-zai define progress as the culling of 
  emotion in order to approach perfect 
  rationality. They define self-preservation as the 
  removal of any threat to their carefully 
  developed objective philosophy. The 
  inhabitants of the Material Plane threaten both 
  philosophy and preservation, and hence must 
  be destroyed.  
  Rigidly stratified through an immutable 
  caste system, an ethergaunt’s role in society is 
  largely defined by the actions (or lack thereof ) 
  of its predecessors. The khen-zai long ago 
  eliminated irrational ambition by ensuring that 
  no ethergaunt can ever achieve a greater 
  status. Once during its lifetime, however, an 
  ethergaunt can produce a young khen-zai 
  through asexual reproduction. The child’s caste, 
  and hence the color it will bear upon its 
  faceplate for its entire life, is decided before it is 
  born by a cadre of black ethergaunts who weigh 
  the achievements of the child’s ancestors 
  before assigning the child’s caste.  
  Ethergaunts gather in small 
  communities known as enclaves, usually 
  situated around a large central pyramid that 
  serves as a center of learning for the entire 
  community. The largest such settlements boast 
  as many as ten black ethergaunts, fifty white 
  ethergaunts, and as many as five hundred reds. 
  Red Ethergaunt Characters:  
  By far the most frequently encountered 
  caste of ethergaunts, reds serve the race as 
  scouts, trackers, and low-level diplomats 
  (particularly when diplomacy in fact means 
  exterminating natives to send a political 
  message). Though they hold an arrogant 
  opinion of their own importance in relation to 
  the current residents of the Material Plane, reds 
  fully understand their role as the rank and file 
  of the ether legions. The fact that ethergaunt 
  grunts generally are more brilliant than the 
  brightest human mages reveals much regarding 
  khen-zai perspective.  
  Slightly shorter and bulkier than their 
  superiors, red ethergaunts sport a crimson 
  faceplate that marks them as creatures who 
  have yet to purge the fires of passion from their 
  rational minds. Accordingly, many of the more 
  powerful reds view the struggle against the 
  Material Plane races as a battle of the cultured 
  against ravenous barbarians. 
  Ethergaunts sometimes become rogues 
  or fighters, but their favored class is wizard. 
  Clerics, druids, paladins, and members of any 
  other class that involves channeling devotional 
  energy or divine magic are not only unknown 
  among ethergaunt society, but are severely 
  persecuted as contrary to the khen-zai way of 
  life. Such characters would be considered 
  traitors to their race, especially if they 
  associated with Material Plane creatures. 
  Red Ethergaunt Playable Race: 
   
  If a character dies during this adventure 
  the red ethergaunt can be used to create a 
  replacement character: 
  Red Ethergaunt Traits: 
  Ability Score Increase: Your Intelligence score 
  increases by 2, and your Dexterity increases by 
  1. 
  Age: Red ethergaunts mature slower than 
  humans, reaching maturity around age 100. 
  Their life span is significantly long, living to 
  1,000 or older. 
  
  17 
   
  Alignment: Red ethergaunts usually attempt to 
  be devoid of emotion and see other races as 
  vermin. They are typically neutral evil and care 
  little for the law or chaos. 
  Size: Red ethergaunts are typically 8 feet tall but 
  are emaciated looking. Your size is Medium. 
  Speed: Your base walking speed is 30 feet. 
  Aberration: Your creature type is aberration 
  rather than humanoid. 
  Magic Resistance: You have an advantage on 
  saving throws which are against spells and 
  other magical effects. 
  Darkvision: You have superior vision in dark and 
  dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
  Ethergaunt Weapon Training: You have 
  proficiency with the etherblade. 
  Enslave: You can cast charm person as a 1st-level 
  spell once with this trait and regain the ability 
  to do so when you finish a long rest. When you 
  reach level 7, you can cast charm monster as a 
  4th-level spell once with this trait and regain the 
  ability to do so when you finish a long rest. 
  When you reach level 9, you can cast dominate 
  person as a 5th-level spell once with this trait 
  and regain the ability to do so when you finish a 
  long rest. When you reach level 15, you can cast 
  dominate monster as an 8th-level spell once with 
  this trait and regain the ability to do so when 
  you finish a long rest. Intelligence is your 
  spellcasting ability for these spells. 
  Stupefying Gaze:  You can open and close your 
  vertically bisected mask as an action, revealing 
  a horrifically alien morass of facial organs and 
  orifices. Anyone within 30 feet of an ethergaunt 
  with an open mask who meets the creature’s 
  gaze must succeed on a Wisdom saving throw 
  against a DC equal to 8 + your proficiency bonus 
  + your Intelligence modifier, or gains 
  disadvantage on all Charisma, Intelligence, and 
  Wisdom saves for 1 minute. A creature that 
  successfully saves against this effect cannot be 
  affected by the same ethergaunt’s stupefying 
  gaze for 24 hours. Ethergaunts are immune to 
  their own gaze attacks and to those of others of 
  their kind. 
  Language: Red ethergaunts can speak, read and 
  write Khen-zai. You can read and write in 
  Common, but to speak you must you an 
  enslaved cohort.  
  Red Ethergaunt Magic Items:  
  Ethergaunts have developed several 
  technological marvels. Because the race shuns 
  art or pleasure, most such devices facilitate one 
  of two activities: genocide or the eradication of 
  religious devotion. Though the features of these 
  objects resemble those of magic items, the 
  objects are in fact technological and are not 
  affected by spells such as antimagic field. Only 
  ethergaunts have the knowledge and skill to 
  build or maintain these devices. 
  Etherblade (heavy martial finesse melee and 
  ranged weapon, 18 lb). Resembling a short 
  glaive topped with a hollow barrel, this favored 
  weapon of the ethergaunts can fire a ray of 
  force as a ranged attack for 1d6 points of force 
  damage. The etherblade ray has a range of 
  40/80 and is considered heavy. The weapon can 
  fire 50 times before it is exhausted. It cannot be 
  recharged. 
  An etherblade can be used as a two-
  handed weapon in melee combat to deal 1d10 
  points of slashing damage. A fully charged 
  etherblade has a market price of 800 gp. 
  Doubt Bomb (inhaled poison). This small 
  ceramic sphere contains a chemical mixture 
  intended to overstimulate the “doubt centers” 
  in the brain. The bomb can be thrown as a 
  grenadelike weapon. A thrown bomb shatters 
  
  18 
   
  on impact, creating a cloud of poisonous gas in 
  a 10-foot spread. A creature subjected to this 
  poison must succeed on a DC 13 Constitution 
  saving throw or take 10 (3d6) psychic damage 
  and must repeat the saving throw at the start of 
  each of its turns. On each successive failed save, 
  the character takes 3 (1d6) psychic damage. 
  After three successful saves, the poison ends. 
  Ethergaunts are immune to the effects of doubt 
  bombs. A doubt bomb has a market price of 
  1,000 gp. 
  Ethergaunt Device of Plane Shift-wondrous 
  item, rare (requires attunement). This 
  handheld technological device has 3 charges. 
  While in your possession, you can use an action 
  and expend 1 charge to cast the plane shift spell 
  from it. The device regains 1d3 expended 
  charges daily at dawn. 
  Conclusion 
  Another bright flash of turquoise and in an 
  instant, you seem to appear in the same 
  space. Your eyes sting as they adjust back to 
  natural light. You once again feel the weight 
  of your equipment. Even within the tomb the 
  air seems refreshing as you inhale a deep 
  breath.  
   
   
   
  
  19 
   
  Appendix A. 
  Monsters 
  Brain Collector 
  Huge aberration, chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 162 (13d12 + 78) 
  Speed 50 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
       20 (+5)     15 (+2)      16 (+3)     20 (+5)    14 (+2)      18 (+4) 
   
   
  Skills Arcana +9, Insight +6, Perception +6, 
  Stealth +6 
  Damage Resistance bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, 
  poisoned   
  Senses truesight 120 ft., passive Perception 
  16 
  Languages Abyssal, Common, Deep Speech, 
  Undercommon, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
   
  Magic Resistance. The brain collector has 
  advantage on saving throws against spells 
  and other magical effects. 
  Innate Spellcasting (Psionics). The brain 
  collector’s innate spellcasting ability is 
  Intelligence (spell save DC 16, +9 to hit with 
  spell attacks). It can innately cast the 
  following spells, requiring no spell 
  components: 
  -At will: detect magic, detect thoughts, 
  dispel magic 
  -1/day each: counterspell, dimension door, 
  dominate person, phase shift (self only) 
   
   
   
  Actions 
  Multiattack. The brain collector makes 
  three attacks: one with its bite and two with 
  its claws. 
  Bite. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one creature. Hit: 16 (2d10 + 5) 
  piercing damage plus 18 (4d8) poison 
  damage. The target must make a DC 16 
  Constitution saving throw. On a failed save 
  the target takes the poison damage, or half 
  as much damage on a successful one. If the 
  poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way. 
  Claw. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one creature. Hit: 12 (2d6 + 5) 
  slashing damage  
  Extract Brain. Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one incapacitated 
  humanoid. Hit: Target takes 55 (10d10) 
  piercing damage. If this damage reduces the 
  target to 0 hit points, the brain collector 
  kills the target by extracting and collecting 
  its brain. 
  Mind Blast (Recharge 5-6). The brain 
  collector magically emits psychic energy in a 
  60-foot cone. Each creature in the area 
  must succeed a DC 16 Intelligence saving 
  throw or take 55 (10d10) psychic damage 
  and be stunned 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. 
   
  Dharculus 
  Huge aberration, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 172 (15d12 + 75) 
  Speed 0 ft, fly 30 ft. (hover) 
   
  STR          DEX          CON          INT          WIS          CHA 
       20 (+5)     12 (+1)     20 (+5)       2 (-4)       10 (+0)      7 (-2) 
  
  20 
   
   
   
  Skills Perception +6 
  Senses darkvision 60 ft., passive Perception 
  16 
  Challenge 8 (3,900 XP) 
   
  Dualplane. The dharculus can move any 
  number of its six mouthed tentacles in and 
  out of the Material Plane as a bonus action. 
  The dharculus always keeps its body and 
  five eye tentacles in the Ethereal Plane, 
  making it difficult to target.  Any creature in 
  the Material Plane that cannot see into the 
  Ethereal Plane has disadvantage on attacks 
  against the dharculus.  
  Multiple Mouthed Tentacles. The dharculus 
  has six mouthed tentacles. Whenever the 
  dharculus takes 25 or more damage in a 
  single turn, one of its tentacles becomes 
  unusable.  
  Reactive Mouthed Tentacles. For each 
  mouthed tentacle the dharculus has beyond 
  one, it gets an extra reaction that can be 
  used only for opportunity attacks. 
   
  Actions 
  Multiattack. The dharculus makes as many 
  mouthed tentacle bite atttacks as it has 
  mouthed tentacles. Additionaly, if its target 
  is in the Ethereal Plane it can make one 
  maw bite attack.  
  Mouthed Tentacle Bite. Melee Weapon 
  Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 10 (1d10 + 5) piercing damage. If three 
  or more tentacles hit successfully in a single 
  round and the target is a Large or smaller 
  creature, it is grappled (escape DC 17). Until 
  this grapple ends, the target is restrained, 
  and the dharculus can’t bite another target 
  with those tentacles. 
  Maw Bite. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 +3) 
  piercing damage. 
  Pull into the Ethereal Plane. The dharculus 
  makes one mouthed tentacle bite attack 
  against a Large or smaller target it is 
  grappling. If the attack hits, the target is 
  pulled into the Ethereal Plane. The 
  dharculus can immediately make a maw 
  bite attack against the creature. 
   
  Doppelganger 
  Medium monstrosity (shapechanger), 
  neutral 
   
  Armor Class 14 
  Hit Points 52 (8d8 +16) 
  Speed 30 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
        11 (+0)     18 (+4)     14 (+2)     11 (+0)     12 (+1)     14 (+2) 
   
   
  Skills Deception +6, Insight +3 
  Condition Immunities charmed 
  Senses darkvision 60 ft., passive Perception 
  11 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Shapechanger. The doppelganger can use 
  its action to polymorph into a Small or 
  Medium humanoid it has seen, or back into 
  its true form. Its statistics, other than its 
  size, are the same in each form. Any 
  equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it 
  dies. 
  Ambusher. The doppelganger has 
  advantage on attack rolls against any 
  creature it has surprised. 
  Surprise Attack. If the doppelganger 
  surprises a creature and hits it with an 
  attack during the first round of combat, the 
  target takes an extra 10 (3d6) damage from 
  the attack. 
   
  
  21 
   
  Actions 
  Multiattack. The doppelganger makes two 
  melee attacks. 
  Slam. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 +4) 
  bludgeoning damage. 
  Read Thoughts. The doppelganger 
  magically reads the surface thoughts of one 
  creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or 
  dirt, 2 feet of stone, 2 inches of metal, or a 
  thin sheet of lead blocks it. While the target 
  is in range, the doppelganger can continue 
  reading its thoughts, as long as the 
  doppelganger’s concentration isn’t broken 
  (as if concentrating on a spell). While 
  reading the target’s mind, the doppelganger 
  has advantage on Wisdom (Insight) and 
  Charisma (Deception, Intimidation, and 
  Persuasion) checks against the target. 
   
  Ether Scarab 
  Tiny aberration, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 4 (1d6 + 1) 
  Speed 30 ft., fly 5 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
          8 (-1)      10 (+0)      12 (+1)      1 (-5)        7 (-2)         3 (-4) 
   
   
  Senses darkvision 60 ft., passive Perception 
  8 
  Challenge 1/8 (25 XP) 
   
  Wounding. At the start of a wounded 
  creature’s turn resulting from an ethereal 
  scarab bite attack, it takes 1d4 necrotic 
  damage for each time it has been wounded 
  by the scarab. It can then make a DC 15 
  Constitution saving throw, ending the effect 
  of all such wounds on itself on a success. 
  Alternatively, the wounded creature, or a 
  creature within 5 feet of it, can use an 
  action to make a DC 15 Wisdom (Medicine) 
  check, ending the effect of such wounds on 
  it on a success.  
  Planar Rip. By ripping at the planar fabric 
  with its mandibles, an ether scarab can 
  create a two-way portal between its own 
  plane and another (usually the Material 
  Plane). This hole between the planes 
  appears tiny, but it can accommodate any 
  Large or smaller creature traveling in either 
  direction. A planar rip closes in 1d4 + 1 
  rounds. 
  Death Burst. An ether scarab that dies on 
  the Material Plane explodes harmlessly, 
  causing a planar rip between the Material 
  Plane and the Ethereal Plane. This hole in 
  the planar fabric lasts 1d4 + 1 rounds. The 
  tear is only about a foot-long opening, but if 
  a Large or smaller creature touches it they 
  are immediately transported into the 
  Ethereal Plane as if the etherealness spell 
  was cast on them. 
   
  Actions 
  Bite. Melee Weapon Attack: +1 to hit, reach 
  5 ft., one creature. Hit: 2 (1d6 -1) slashing 
  damage. 
   
  Flesh Golem 
  Medium construct, neutral 
   
  Armor Class 9 (17 with plate armor) 
  Hit Points 93 (11d8 + 44) 
  Speed 30 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
       19 (+4)       9 (-1)        18 (+4)      6 (-2)       10 (+0)      5 (-3) 
   
   
  Damage Immunities lightning, poison; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t adamantine 
  
  22 
   
  Condition Immunities charmed, 
  exhaustion, frightened, paralyzed, petrified, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 
  10 
  Languages Understands the language of its 
  creator but can’t speak 
  Challenge 5 (1,800 XP) 
   
  Berserk. Whenever the golem starts its turn 
  with 40 hit points or fewer, roll a d6. On a 6, 
  the golem goes berserk. On each of its turns 
  while berserk, the golem attacks the 
  nearest creature it can see. If no creature is 
  near enough to move to and attack, the 
  golem attacks an object, with preference 
  for an object smaller than itself. Once the 
  golem goes berserk, it continues to do so 
  until it is destroyed or regains all its hit 
  points. 
  The golem’s creator, if within 60 feet of the 
  berserk golem, can try to calm it be 
  speaking firmly and persuasively. The golem 
  must be able to hear its creator, who must 
  take an action to make a DC 15 Charisma 
  (Persuasion) check. If the check succeeds, 
  the golem ceases being berserk. If it takes 
  damage while still at 40 hit points or fewer, 
  the golem might go berserk again. 
  Aversion of Fire. If the golem takes fire 
  damage, it has disadvantage on attack rolls 
  and ability checks until the end of its turn. 
  Immutable Form. The golem is immune to 
  any spell or effect that would alter its form. 
  Lightning Absorption. Whenever the golem 
  is subjected to lightning damage, it takes no 
  damage and instead regains a number of hit 
  points equal to the lightning damage dealt. 
  Magic Resistance. The golem has 
  advantage on saving throws against spells 
  and other magical effects. 
  Magic Weapons. The golem’s weapon 
  attacks are magical.  
   
  Actions 
  Multiattack. The golem makes two slam 
  attacks. 
  Slam. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one creature. Hit: 13 (2d8 + 4) 
  bludgeoning damage. 
   
  Ghost 
  Medium undead, any alignment 
   
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. (hover) 
   
  STR          DEX          CON          INT          WIS          CHA 
         7 (-2)       13 (+1)     10 (+0)     10 (+0)    12 (+1)      17 (+3) 
   
   
  Damage Resistance acid, fire, lightning, 
  thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, 
  exhaustion, frightened, grappled, paralyze, 
  petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 
  11 
  Languages Any languages it knew in life 
  Challenge 4 (1,100 XP) 
   
  Ethereal Sight. The ghost can see 60 ft. into 
  the Ethereal Plane when it is on the 
  Material Plane, and vice versa. 
  Incorporeal Movement. The ghost can 
  move through other creatures and objects 
  as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside 
  an object. 
   
  Actions 
  Withering Touch. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 17 (4d6 + 
  3) necrotic damage. 
  
  23 
   
  Etherealness. The ghost enters the Ethereal 
  Plane from the Material Plane, or vice 
  versa. It is visible on the Material Plane 
  while it is in the Border Ethereal, and vice 
  versa, yet it can’t affect or be affected by 
  anything on the other plane. 
  Horrifying Visage. Each non-undead 
  creature within 60 ft. of the ghost that can 
  see it must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. 
  If the save fails by 5 or more, the target also 
  ages 1d4 x 10 years. A frightened target can 
  repeat the saving throw at the end of each 
  of its turns, ending the frightened condition 
  on itself on a success. If a target’s saving 
  throw is successful or the effect ends for it, 
  the target is immune to this ghost’s 
  Horrifying Visage for the next 24 hours. The 
  aging effect can be reversed with a greater 
  restoration spell, but only within 24 hours 
  of it occurring. 
  Possession (Recharge 6). One humanoid 
  that the ghost can see within 5 ft. of it must 
  succeed on a DC 13 Charisma saving throw 
  or be possessed by the ghost; the ghost 
  then disappears, and the target is 
  incapacitated and loses control of its body. 
  The ghost now controls the body but 
  doesn’t deprive the target of awareness. 
  The ghost can’t be targeted by any attack, 
  spell, or other effect, except ones that turn 
  undead, and it retains its alignment, 
  Intelligence, Wisdom, Charisma, and 
  immunity to being charmed and frightened. 
  It otherwise uses the possessed target’s 
  statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or 
  proficiencies. The possession lasts until the 
  body drops to 0 hit points, the ghost ends it 
  as a bonus action, or the ghost is turned or 
  forced out by an effect like the dispel evil 
  and good spell. When the possession ends, 
  the ghost reappears in an unoccupied space 
  within 5 ft. of the body. The target is 
  immune to this ghost’s Possession for 24 
  hours after succeeding on the saving throw 
  or after the possession ends. 
   
  Gray Slaad 
  Medium aberration (shapechanger), chaotic 
  neutral 
   
  Armor Class 18 (natural armor) 
  Hit Points 127 (17d8 + 51) 
  Speed 30 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
       17 (+3)     17 (+3)     16 (+3)      13 (+1)      8 (-1)       14 (+2) 
   
   
  Skills Arcana +5, Perception +6 
  Damage Resistance acid, cold, fire, 
  lightning, thunder 
  Senses blindsight 60 ft., darkvision 60 ft., 
  passive Perception 16 
  Languages Slaad, telepathy 60 ft. 
  Challenge 9 (5,000 XP) 
    
  Shapechanger. The slaad can use its action 
  to polymorph into a Small or Medium 
  humanoid, or back into its true form. Its 
  statistics, other than its size, are the same 
  in each form. Any equipment it is wearing 
  or carrying isn’t transformed. It reverts to 
  its true form if it dies. 
  Innate Spellcasting. The slaad’s innate 
  spellcasting ability is Charisma (spell save 
  DC 14). The slaad can innately cast the 
  following spells, requiring no material 
  components: 
  -At will: detect magic, detect thoughts, 
  invisibility (self only), mage hand, major 
  image 
  -2/day each: fear, fly, fireball, tongues 
  -1/day: plane shift (self only) 
  Magic Resistance. The slaad has advantage 
  on saving throws against spells and other 
  magical effects. 
  
  24 
   
  Magic Weapons. The slaad’s weapon 
  attacks are magical. 
  Regeneration. The slaad regains 10 hit 
  points at the start of its turn if it has a least 
  1 hit point.  
   
  Actions 
  Multiattack. The slaad makes three attacks: 
  one with its bite and two with its claws or 
  greatsword. 
  Bite (Slaad Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) piercing damage. 
  Claws (Slaad Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 
  8 (1d10 + 3) slashing damage. 
  Greatsword. Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 10 (2d6 +3) 
  slashing damage. 
   
  Night Hag 
  Medium fiend, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
       18 (+4)     15 (+2)     16 (+3)      16 (+3)    14 (+2)    16 (+3) 
   
   
  Skills Deception +7, Insight +6, Perception 
  +6, Stealth +6 
  Damage Resistance cold, fire; bludgeoning, 
  piercing, and slashing from nonmagical 
  attacks not made with silvered weapons 
  Condition Immunities charmed 
  Senses darkvision 120 ft., passive 
  Perception 16 
  Languages Abyssal, Common, Infernal, 
  Primordial 
  Challenge 5 (1,800 XP) 
   
  Innate Spellcasting. The hag’s innate 
  spellcasting ability is Charisma (spell save 
  DC 14, +6 to hit with spell attacks). She can 
  innately cast the following spells, requiring 
  no material components: 
  -At will: detect magic, magic missile 
  -2/day each: plane shift (self only), ray of 
  enfeeblement, sleep 
  Magic Resistance. The hag has advantage 
  on saving throws against spells and other 
  magical effects. 
  Shared Spellcasting (Coven Only). While all 
  three members of a hag coven are within 30 
  feet of one another, they can each cast the 
  following spells from the wizard’s spell list 
  but must share the spell slots among 
  themselves: 
  -1st level (4 slots): identify, ray of sickness 
  -2nd level (3 slots): hold person, locate 
  object 
  -3rd level (3 slots): bestow curse, 
  counterspell, lightning bolt 
  -4th level (3 slots): phantasmal kill, 
  polymorph 
  -5th level (2 slots): contact other plane, 
  scrying 
  -6th level (1 slot): eye bite 
  For casting these spells, each hag is a 12th-
  level spellcaster that uses Intelligence as 
  her spellcasting ability. The night hag’s spell 
  save DC is 15, and the spell attack bonus is 
  +7 for these spells 
   
  Actions 
  Claws (Hag Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) slashing damage. 
  Change Shape. The hag magically 
  polymorphs into a Small or Medium female 
  humanoid, or back into her true form. Her 
  statistics are the same in each form. Any 
  equipment she is wearing or carrying isn’t 
  transformed. She reverts to her true form if 
  she dies. 
  Etherealness. The hag magically enters the 
  Ethereal Plane from the Material Plane, or 
  
  25 
   
  vice versa. To do so, the hag must have a 
  heartstone in her possession. 
  Nightmare Haunting (1/Day). While on the 
  Ethereal Plane, the hag magically touches a 
  sleeping humanoid on the Material Plane. A 
  protection from evil and good spell cast on 
  the target prevents this contact, as does a 
  magic circle. As long as the contact persists, 
  the target has dreadful visions. If these 
  visions last for at least 1 hour, target gains 
  no benefit from its rest, and its hit point 
  maximum is reduced by 5 (1d10). If this 
  effect reduces the target’s hit point 
  maximum to 0, the target dies, and if the 
  target was evil, the soul is trapped in the 
  hag’s soul bag. The reduction to the target’s 
  hit point maximum lasts until removed by 
  the greater restoration spell or similar 
  magic. 
   
  Phase Spider 
  Large monstrosity, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 32 (5d10 + 5) 
  Speed 30 ft., climb 30 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
       15 (+2)     15 (+2)     12 (+1)       6 (-2)      10 (+0)       6 (-2) 
   
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 
  10 
  Challenge 3 (700 XP) 
   
  Ethereal Jaunt. As a bonus action, the 
  spider can magically shift from Material 
  Plane to the Ethereal Plane, or vice versa. 
  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 caused by webbing. 
   
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 7 (1d10 + 2) piercing 
  damage plus 18 (4d8) poison damage. The 
  target must make a DC 11 Constitution 
  saving throw. On a failed save the target 
  takes the poison damage, or half as much 
  damage on a successful one. If the poison 
  damage reduces the target to 0 hit points, 
  the target is stable but poisoned for 1 hour, 
  even after regaining hit points, and is 
  paralyzed while poisoned in this way. 
   
  Phase Spider Brood Mother 
  Huge monstrosity, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 126 (11d12 + 55) 
  Speed 40 ft., climb 40 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
       18 (+4)     18 (+4)     12 (+1)       8 (-1)      10 (+0)       6 (-2) 
   
   
  Skills Stealth +8 
  Senses blindsight 20 ft., darkvision 60 ft., 
  passive Perception 10 
  Languages Undercommon 
  Challenge 8 (3,900 XP) 
   
  Ethereal Jaunt. As a bonus action, the 
  brood mother can magically shift from 
  Material Plane to the Ethereal Plane, or vice 
  versa. 
  Innate Spellcasting. The brood mother’s 
  innate Spellcasting Ability is Wisdom (spell 
  save DC 15). The brood mother can innately 
  cast the following Spells, requiring no 
  components: 
  2/day: dominate monster 
  1/day: plane shift 
  Legendary Resistance (3/Day). If the brood 
  mother fails a saving throw, it can choose to 
  succeed instead. 
  
  26 
   
  Spider Climb. The brood mother can climb 
  difficult surfaces, including upside down on 
  ceilings, without needing to make an ability 
  check. 
  Web Sense. While in contact with a web, 
  the brood mother knows the exact location 
  of any other creature in contact with the 
  same web. 
  Web Walker. The spider ignores movement 
  restrictions caused by webbing. 
   
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one creature. Hit: 14 (2d10 + 4) 
  piercing damage plus 36 (8d8) poison 
  damage. The target must make a DC 15 
  Constitution saving throw. On a failed save 
  the target takes the poison damage, or half 
  as much damage on a successful one. If the 
  poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way. 
  Web (Recharge 5-6). Melee Weapon Attack: 
  +6 to hit, reach 30/60 ft., one creature. Hit: 
  The target is restrained by webbing. As an 
  action, the restrained target can make a DC 
  15 Strength check, bursting the webbing on 
  a success. The webbing can also be attacked 
  and destroyed (AC 10; hp 5; vulnerability to 
  fire damage; immunity to bludgeoning, 
  poison, and psychic damage). 
  Summon Offspring (1/Day). The brood 
  mother lets out a loud screech calling 1d4 + 
  1 phase spiders. The called creatures arrive 
  in 1d4 rounds, acting as allies of the brood 
  mother and obeying its spoken commands. 
  The phase spiders remain for 1 hour, until 
  the brood mother dies (they scurry off if she 
  dies), or until the brood mother dismisses 
  them as a bonus action.   
   
   
   
  Legendary Actions 
  The brood mother 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 brood mother 
  regains spent legendary actions at the start 
  of her turn. 
   
  Move. The brood mother moves up to her 
  speed without provoking opportunity 
  attacks. 
  Bite (Costs 2 Actions). The brood mother 
  makes one bite attack. 
   
  Red Ethergaunt 
  Medium aberration, neutral evil 
   
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
  STR          DEX          CON          INT          WIS          CHA 
         9 (-1)       14 (+2)     11 (+0)     18 (+4)    12 (+1)    11 (+0) 
   
   
  Saving Throws Intelligence +7, Wisdom +4 
  Skills Arcana +7, History +7 
  Senses darkvision 60 ft., tremorsense 30 ft., 
  passive Perception 11 
  Languages Khen-zai. Understands Common 
  and can read and write in Common, but to 
  speak it must use an enslaved cohort. 
  Challenge 6 (2,300 XP) 
   
  Spellcasting. The red ethergaunt is a 9th-
  level spellcaster. Its spellcasting ability is 
  Intelligence (spell save 15, +7 to hit with 
  spell attacks). The red ethergaunt has the 
  following spells prepared: 
  -Cantrips (at will): fire bolt, light, mage 
  hand, prestidigitation 
  -1st level (4 slots): detect magic, mage 
  armor, magic missile, shield 
  
  27 
   
  -2nd level (3 slots): invisibility, misty step, 
  suggestion 
  -3rd level (3 slots): counterspell, fireball, fly 
  -4th level (3 slots): greater invisibility, ice 
  storm 
  -5th level (1 slot): cone of cold 
  Limited Magic Immunity. The red 
  ethergaunt can’t be affected or detected by 
  spells of 2nd level or lower unless it wishes 
  to be. It has advantage against all other 
  spells and magical effects. 
  Stupefying Gaze. A red ethergaunt can open 
  and close its vertically bisected mask as a bonus 
  action, revealing a horrifically alien morass of 
  facial organs and orifices. Anyone within 30 feet 
  of an ethergaunt with an open mask who meets 
  the creature’s gaze must succeed on a DC 15 
  Wisdom saving throw or gains disadvantage on 
  all Charisma, Intelligence, and Wisdom saves for 
  1 minute. A creature that successfully saves 
  against this effect cannot be affected by the 
  same ethergaunt’s stupefying gaze for 24 hours. 
  Ethergaunts are immune to their own gaze 
  attacks and to those of others of their kind. 
   
  Actions 
  Etherblade (Melee). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 
  + 2) slashing damage. 
  Ethereblade (Ranged). Ranged Weapon 
  Attack: +5 to hit, reach 40/80 ft., one 
  target. Hit: 6 (1d6 + 2) force damage. 
  Enslave (3/day). The red ethergaunt targets 
  one creature it can see within 30 feet of it. 
  The target must succeed on a DC 15 
  Wisdom saving throw or be magically 
  Charmed by the red ethergaunt until the 
  red ethergaunt dies or until it is on a 
  different plane of existence from the target. 
  The Charmed target is under the red 
  ethergaunt’s control and can’t take 
  reactions, and the red ethergaunt and the 
  target communicate telepathically with 
  each other over any distance. Whenever 
  the Charmed target takes damage, the 
  target can repeat the saving throw. On a 
  success, the effect ends. No more than once 
  every 24 hours, the target can also repeat 
  the saving throw when it is at least 1 mile 
  away from the red ethergaunt. 
   
  Specter 
  Medium undead, chaotic evil 
   
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   
  STR          DEX          CON          INT          WIS          CHA 
         1 (-5)       14 (+2)      11 (+0)    10 (+0)     10 (+0)      11 (+0) 
   
   
  Damage Resistances acid, cold, fire, 
  lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, 
  exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 
  10 
  Languages Understands all languages it 
  knew in life but can’t speak 
  Challenge 1 (200 XP) 
   
  Incorporeal Movement. The specter can 
  move through other creatures and objects 
  as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside 
  an object. 
  Sunlight Sensitivity. While in sunlight, the 
  specter has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that 
  rely on sight. 
   
   
   
  
  28 
   
  Actions 
  Life Drain. Melee Spell Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 10 (3d6) 
  necrotic damage. The target must succeed 
  on a DC 10 Constitution saving throw or its 
  hit point maximum is reduced by an 
  amount equal to the damage taken. This 
  reduction lasts until the creature finishes a 
  long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
   
  Wraith 
  Medium undead, neutral evil 
   
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
   
  STR          DEX          CON          INT          WIS          CHA 
         6 (-2)       16 (+3)      16 (+3)    12 (+1)     14 (+2)     15 (+2) 
   
   
  Damage Resistances acid, cold, fire, 
  lightning, thunder; bludgeoning, piercing, 
  and slashing from nonmagical attacks not 
  made with silvered weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, 
  exhaustion, grappled, paralyzed, petrified, 
  poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 
  12 
  Languages The languages it knew in life 
  Challenge 5 (1,800 XP) 
   
  Incorporeal Movement. The wraith can 
  move through other creatures and objects 
  as if they were difficult terrain. It takes 5 
  (1d10) force damage if it ends its turn inside 
  an object. 
  Sunlight Sensitivity. While in sunlight, the 
  specter has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that 
  rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one creature. Hit: 21 (4d8 +3) 
  necrotic damage. The target must succeed 
  on a DC 14 Constitution saving throw or its 
  hit point maximum is reduced by an 
  amount equal to the damage taken. This 
  reduction lasts until the creature finishes a 
  long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
  Create Specter. The wraith targets a 
  humanoid within 10 feet of it that has been 
  dead for no longer than 1 minute and died 
  violently. The target’s spirit rises as a 
  specter in the space of its corpse or in the 
  nearest unoccupied space. The specter is 
  under the wraith’s control. The wraith can 
  have no more than seven specters under its 
  control at one time.  
   
  Yeth Hound 
  Large fey, neutral evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 51 (6d10 + 18) 
  Speed 40 ft., fly 40 ft. (hover) 
   
  STR          DEX          CON          INT          WIS          CHA 
       18 (+4)     17 (+3)     16 (+3)       5 (-3)      12 (+1)       7 (-2) 
   
   
  Damage Immunities bludgeoning, piercing, 
  and slashing from nonmagical attacks not 
  made with silvered weapons 
  Condition Immunities charmed, 
  exhaustion, frightened 
  Senses darkvision 60 ft., passive Perception 
  11 
  Languages understands Common, Elvish, 
  and Sylvan but can’t speak 
  Challenge 4 (1,100 XP) 
   
  
  29 
   
  Keen Hearing and Smell. The yeth hound 
  has advantage on Wisdom (Perception) 
  checks that rely on hearing or smell. 
  Sunlight Banishment. If the yeth hound 
  starts its turn in sunlight, it is transported to 
  the Ethereal Plane. While sunlight shines on 
  the spot from which it vanished, the hound 
  must remain in the Deep Ethereal. After 
  sunset, it returns to the Border Ethereal at 
  the same spot, whereupon it typically sets 
  out to find its pack or its master. The hound 
  is visible on the Material Plane while it is in 
  the Border Ethereal, and vice versa, but it 
  can’t affect or be affected by anything on 
  the other plane. Once it is adjacent to its 
  master or a pack mate that is on the 
  Material Plane, a yeth hound in the Border 
  Ethereal can return to the Material Plane as 
  an action. 
  Telepathic Bond. While the yeth hound is 
  on the same plane of existence as its 
  master, it can magically convey what it 
  senses to its master, and the two can 
  communicate telepathically with each 
  other. 
   
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage, plus 14 (4d6) psychic damage if 
  the target is frightened. 
  Baleful Baying. The yeth hound bays 
  magically. Every enemy within 300 feet of 
  the hound that can hear it must succeed on 
  a DC 13 Wisdom saving throw or be 
  frightened until the end of the hound’s next 
  turn or until the hound is incapacitated. A 
  frightened target that starts its turn within 
  30 feet of the hound must use all its 
  movement on that turn to get as far from 
  the hound as possible, must finish the move 
  before taking an action, and must take the 
  most direct route, even if hazards lie that 
  way. A target that successfully saves is 
  immune to the baying of all yeth hounds for 
  the next 24 hours. 
   
   
   
  
  30 
   
  Flesh Golem Player Handout 
   
  Ability Score Increase: Your Strength score 
  increases by 2, and your Constitution increases 
  by 1. 
  Age: Sentient flesh golems are ageless 
  guardians and guard sacred sites, tombs, and 
  treasure vaults long after the deaths of their 
  creators, carrying out their appointed tasks for 
  all eternity. 
  Alignment: Despite their appearance, most 
  flesh golems take comfort in order and 
  discipline, tending toward law and neutrality. 
  Some though have absorbed the morality of the 
  beings with which they served. 
  Size: Most flesh golems stand between 5 and 6 
  ½ feet tall. Weight and build depend on how 
  many bodies were needed and which races 
  were used to create the flesh golem. Your size is 
  Medium. 
  Speed: Your base walking speed is 30 feet. 
  Construct: Your creature type is construct 
  rather than humanoid. 
  Darkvision: You have superior vision in dark and 
  dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
  Golem Resilience: You were created to have 
  remarkable fortitude, represented by the 
  following benefits: You have advantage on 
  saving throws against being poisoned, and you 
  have resistance to poison damage. You are 
  immune to disease. You don’t need to eat, 
  drink, or breathe. You don’t need to sleep and 
  don’t suffer the effects of exhaustion due to 
  lack of rest, and magic can’t put you to sleep. 
  Sentry’s Rest: When you take a long rest, you 
  must spend at least six hours in an inactive, 
  motionless state, rather than sleeping. In this 
  state, you appear inert, but it doesn’t render 
  you unconscious, and you can see and hear as 
  normal. 
  Aversion to Fire: If you take fire damage, you 
  have disadvantage on attack rolls and ability 
  checks until the end of your next turn. 
  Immutable Form: You are immune to any spell 
  or effect that would alter your form. 
  Language: A sentient flesh golem can speak, 
  read, and write Common and one additional 
  language of its creator. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  31 
   
  Flesh Golem Full Player Handout 
   
  Ability Score Increase: Your Strength score 
  increases by 2, and your Constitution increases 
  by 1. 
  Age: Sentient flesh golems are ageless 
  guardians and guard sacred sites, tombs, and 
  treasure vaults long after the deaths of their 
  creators, carrying out their appointed tasks for 
  all eternity. 
  Alignment: Despite their appearance, most 
  flesh golems take comfort in order and 
  discipline, tending toward law and neutrality. 
  Some though have absorbed the morality of the 
  beings with which they served. 
  Size: Most flesh golems stand between 5 and 6 
  ½ feet tall. Weight and build depend on how 
  many bodies were needed and which races 
  were used to create the flesh golem. Your size is 
  Medium. 
  Speed: Your base walking speed is 30 feet. 
  Construct: Your creature type is construct 
  rather than humanoid. 
  Darkvision: You have superior vision in dark and 
  dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
  Golem Resilience: You were created to have 
  remarkable fortitude, represented by the 
  following benefits: You have advantage on 
  saving throws against being poisoned, and you 
  have resistance to poison damage. You are 
  immune to disease. You don’t need to eat, 
  drink, or breathe. You don’t need to sleep and 
  don’t suffer the effects of exhaustion due to 
  lack of rest, and magic can’t put you to sleep. 
  Sentry’s Rest: When you take a long rest, you 
  must spend at least six hours in an inactive, 
  motionless state, rather than sleeping. In this 
  state, you appear inert, but it doesn’t render 
  you unconscious, and you can see and hear as 
  normal. 
  Aversion to Fire: If you take fire damage, you 
  have disadvantage on attack rolls and ability 
  checks until the end of your next turn. 
  Immutable Form: You are immune to any spell 
  or effect that would alter your form. 
  Blind Obedience: When your creator or 
  possessor is on hand to command you, you 
  perform flawlessly. A sentient flesh golem can 
  act freely only when their creator is elsewhere 
  but is never truly free until their creator dies or 
  releases them. 
  Language: A sentient flesh golem can speak, 
  read, and write Common and one additional 
  language of its creator. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  32 
   
  Red Ethergaunt Player Handout 
   
  Ability Score Increase: Your Intelligence score 
  increases by 2, and your Dexterity increases by 
  1. 
  Age: Red ethergaunts mature slower than 
  humans, reaching maturity around age 100. 
  Their life span is significantly long, living to 
  1,000 or older. 
  Alignment: Red ethergaunts usually attempt to 
  be devoid of emotion and see other races as 
  vermin. They are typically neutral evil and care 
  little for the law or chaos. 
  Size: Red ethergaunts are typically 8 feet tall but 
  are emaciated looking. Your size is Medium. 
  Speed: Your base walking speed is 30 feet. 
  Aberration: Your creature type is aberration 
  rather than humanoid. 
  Magic Resistance: You have an advantage on 
  saving throws which are against spells and 
  other magical effects. 
  Darkvision: You have superior vision in dark and 
  dim conditions. You can see in dim light within 
  60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
  Ethergaunt Weapon Training: You have 
  proficiency with the etherblade. 
  Enslave: You can cast charm person as a 1st-level 
  spell once with this trait and regain the ability 
  to do so when you finish a long rest. When you 
  reach level 7, you can cast charm monster as a 
  4th-level spell once with this trait and regain the 
  ability to do so when you finish a long rest. 
  When you reach level 9, you can cast dominate 
  person as a 5th-level spell once with this trait 
  and regain the ability to do so when you finish a 
  long rest. When you reach level 15, you can cast 
  dominate monster as an 8th-level spell once with 
  this trait and regain the ability to do so when 
  you finish a long rest. Intelligence is your 
  spellcasting ability for these spells. 
  Stupefying Gaze:  You can open and close your 
  vertically bisected mask as an action, revealing 
  a horrifically alien morass of facial organs and 
  orifices. Anyone within 30 feet of an ethergaunt 
  with an open mask who meets the creature’s 
  gaze must succeed on a Wisdom saving throw 
  against a DC equal to 8 + your proficiency bonus 
  + your Intelligence modifier, or gains 
  disadvantage on all Charisma, Intelligence, and 
  Wisdom saves for 1 minute. A creature that 
  successfully saves against this effect cannot be 
  affected by the same ethergaunt’s stupefying 
  gaze for 24 hours. Ethergaunts are immune to 
  their own gaze attacks and to those of others of 
  their kind. 
  Language: Red ethergaunts can speak, read and 
  write Khen-zai. You can read and write in 
  Common, but to speak you must you an 
  enslaved cohort.  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Sewn Sisters Into the Ethereal Plane.pdf