TEXT: Behold and Behave
  A Seldom Spring Adventure
  Introduction: A hidden vault awaits daring adventurers, with puzzles, traps, and even
  a few treasures, under the watchful gaze of a diligent beholder overseer.
  An adventure for 4th level characters
  by Barry Dore
  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 Barry Dore and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  1
  
  Behold and Behave
  This beholder was quite talkative, even polite, but made
  it very clear that if we tried to cheat our way past the 
  puzzle, there would be consequences.
  —Dirk Seldom
  Introduction
  This adventure is designed for a party of 4th level 
  characters. It is set in the Forgotten Realms.
  A hidden vault awaits daring adventurers, with puzzles, 
  traps, and even a few treasures, under the watchful gaze
  of a diligent beholder overseer.
  Background
  Raman and Grath Turntide were Illuskan brothers whose 
  daring adventures made them the topic of countless tales. 
  Despite their aptitude for magic, they embodied the 
  mightiest of Northlander heroes in manner and deed.
  Raman, the elder brother, was an eldritch knight. With a 
  strong arm, sharp wit and silver tongue, he was a true 
  leader of men. Fearless in battle and as resourceful as he 
  was brave, he led a seemingly charmed life, blessed with 
  an abundance of glory and riches.
  Grath, on the other hand, was a skilled ranger on the 
  hunter's path. Though never quite a match for his brother 
  when it came to inspiring the men around him, Grath was
  calm and efficient when it came to dispatching foes, 
  overcoming the odds with grim determination when all 
  else failed.
  Following their illustrious adventuring careers, the 
  Turntide brothers channeled their wealth into the 
  construction of a grand vault to memorialize their 
  escapades. This was to be no common memorial for 
  regular folk to enjoy, but a hidden repository of daunting 
  challenges for future heroes to overcome.
  As a final touch, the brothers employed the service of a 
  beholder, and a few of its lesser kin, to oversee the vault 
  through future generations.
  Overview
  The vault remains hidden and under the watchful gaze of 
  the beholder Xynkil, which takes its responsibilities very 
  seriously.
  A series of trapped puzzle rooms stand between visitors 
  and the brothers' treasure vault, as do a variety of minor 
  constructs.
  Though ideally located within the northern Savage Coast 
  region, you can place this vault wherever you prefer.
  Its entrance is magically-barred and concealed. It opens 
  only for the briefest of times, on the rarest of occasions, 
  limiting the opportunity for random monsters and 
  explorers to find their way in.
  Puzzling Your Players
  There are a number of rooms in this dungeon featuring traps 
  that can be overcome with varying degrees of logic and 
  intuition.
  However, taken as individual puzzles, their overall theme 
  may be lost, leading to player confusion and uncertainty.
  Rather than simply provide DC requirements for ability 
  checks to solve these puzzles, I have left this in the hands of 
  you as DM.
  I suggest providing clues to struggling players if they 
  succeed at appropriate ability checks, such as Intelligence 
  (Investigation).
  However, this should be a last resort to avoid frustration.
  Don't deny your players the satisfaction of figuring things 
  out for themselves by reducing mental challenges to a simple
  die roll.
  Adventure Hooks
  This adventure is intended to follow an introduction from
  Dirk Seldom at Seldom Spring (see the following page), 
  but here are just a few alternative options.
  
  The characters discover a treasure map that 
  reveals the location of the vault and a time when 
  it will open.
  
  A wealthy explorer seeks to hire a skilled party 
  of dungeon delvers to assist in a private 
  undertaking. Details about the mission are not 
  forthcoming, but the pay is good.
  
  While traveling in the wilderness, one or more 
  characters begin to feel as if they're being 
  watched. Following, or perhaps fleeing, the 
  source of these feelings will lead the party to the 
  vault entrance.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  2
  
  Seldom Spring Adventures
  This is the forth in a series of loosely connected scenarios, to
  which the party may be introduced by Dirk Seldom, in 
  Seldom Spring.
  Seldom Spring is free to download at 
  https://www.dmsguild.com/product/251013/Seldom-Spring.
  However, each scenario can be played independently of the 
  others and without the use of that document.
  If you plan to incorporate Seldom Spring into your 
  campaign, I recommend allowing your players to read its 
  contents at their leisure, prior to running this adventure.
  The following player introduction is a continuation of the
  Feathered Hat entry found in Seldom Spring.
  Player Introduction
  It's quiet in the Seldom Spring.
  A few other patrons have just headed out to the hot spring, 
  leaving you momentarily alone in the common room.
  Dirk wanders out of the kitchen with a wooden tray and 
  starts gathering empties. But then he pauses, scans the 
  room, and abandons his task to join you at your table.
  There's an excited glint in his eye as he greets you and takes
  a seat.
  “Friends. Have I told you about my old childhood heroes, 
  the Turntide brothers?”
  Not waiting for an answer, he continues without pause.
  “They left behind a secret vault with all of their greatest 
  treasures.”
  “Only a few know where its entrance can be found, and 
  fewer still know when.”
  “Fortunately for you, I know both the time and the place, 
  and the time is now!” he exclaims enthusiastically.
  Finally pausing, he scans your faces, then points to the 
  feathered hat displayed on the wall.
  “I still regret aborting our visit after Hanjo died,” he 
  continues.
  “It was a heavy loss, both emotionally and strategically, so 
  I felt that it was the wrong time to press on.”
  He looks at the hat once more and sighs.
  “It was probably the right decision, but we never got the 
  chance to finish what we started.”
  “Perhaps you'd like to try in our stead.”
  Preparations
  If the characters do indeed wish to explore the Turntide 
  brothers' vault, Dirk will be only too happy to give them
  directions, and to tell them precisely when its entrance 
  will reveal itself.
  He will also be happy to discuss what he knows of the 
  vault itself, but actually remembers very little in terms 
  of specific details, and suspects it will have all changed 
  anyway.
  The one thing he will stress to the characters is that the 
  resident beholder is not to be taken lightly. It will not 
  hesitate to annihilate anyone who it deems to have 
  broken its rules.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  3
  
  The Vault
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  4
  
  1. Entrance
  When the party arrives at the entrance, all they will find
  is solid rock. However, the way forward will reveal 
  itself at the appropriate time.
  If using an alternative adventure hook, this may need to 
  happen immediately, before the characters wander off.
  Where solid rock blocked your path only moments before, a
  passage presents itself in the blink of an eye.
  Without fuss or fanfare, a perfectly formed tunnel has 
  appeared, magically lit and spotlessly clean.
  This passage descends deep into the ground.
  The passage slopes steeply, but not enough to be 
  hazardous to the party.
  There are no guards or traps awaiting the characters, 
  just a long well-lit tunnel.
  Except where otherwise noted, this dungeon is 
  illuminated by magical bright light at all times.
  2. Sand Timer
  The tunnel leads into a plain square chamber, with perfectly
  even walls, floor and ceiling.
  The only fixture in this room is a large ornate sand timer, 
  which releases its first grain upon your arrival.
  It seems that your time here is limited, but what happens 
  when the time runs out is anyone's guess.
  Anyone approaching or attacking the sand timer will 
  discover that it is insubstantial to the touch.
  Whether it is physically incorporeal or purely an 
  illusion, the characters have no way to influence this 
  mysterious timepiece.
  The party has two hours to complete its business and 
  leave the vault before the entire entrance tunnel 
  collapses, trapping the characters inside.
  Characters may attempt a DC 15 Intelligence check to 
  correctly estimate this time limit.
  Provided the characters endeavor to make haste, they 
  should have no trouble taking a single short rest 
  without fear of becoming trapped.
  3. Memorial Chamber
  Two illustrious heroes are embodied in the masterfully 
  carved statues that greet you as you enter this chamber.
  They stand atop a stone plinth, insuring that they tower 
  head and shoulders above you all.
  The plinth bears a brightly polished plaque with an 
  inscription that reads:
  “Raman and Grath Turntide were mighty champions both, 
  battling foes on land and sea. Though Raman always led, 
  Grath was never more than a step behind.”
  It's only when you finally look up toward the ceiling that 
  you spot the five-eyed spherical abomination hovering 
  above you.
  “Hello dearies,” it says warmly, in the unbefitting voice of 
  an elderly woman.
  The party has been greeted by a spectator, who refers to
  itself as Rose.
  It has learned the Common language purely to facilitate 
  its role here; greeting visitors and praising the heroic 
  endeavors of Raman and Grath Turntide.
  If questioned about the heroes, it can impart all of the 
  information contained in this adventure's background.
  It can also explain that the characters will become 
  trapped here if they don't leave before the sand in the 
  timer runs out. However, its perception of time is such 
  that it can't provide specific details.
  Bubble and Squeak
  Rose is accompanied by a pair
  of gazers, which will fly out of
  hiding once introductions have
  been made, or combat has
  begun.
  These gazers have childlike
  mentalities and follow Rose's
  lead. One mimics Rose with an occasional “hello 
  dearies” in a voice befitting a young girl, while the 
  other sounds more like a boy saying “pew pew.”
  Rose refers to this pair as Bubble and Squeak.
  Stat blocks for these beholder-kin are provided on the 
  following page.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  5
  
  Spectator
  Medium aberration, lawful neutral
  Armor Class 14 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0)
  Skills Perception +6
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 16
  Languages Common, Deep Speech, Undercommon, 
  telepathy 120 ft.
  Challenge 3 (700 XP)
  Actions
  Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one 
  target. Hit: 2 (1d6 - 1) piercing damage.
  Eye Rays. The spectator shoots up to two of the 
  following magical eye rays at one or two creatures it 
  can see within 90 feet of it. It can use each ray only 
  once on a turn.
  1. Confusing Ray. The target must succeed on a DC 13 
  Wisdom saving throw, or it can't take reactions until the end 
  of its next turn. On its turn, the target can't move, and it uses 
  its action to make a melee or ranged attack against a randomly
  determined creature within range. If the target can't attack, it 
  does nothing on its turn.
  2. Paralyzing Ray. The target must succeed on a DC 13 
  Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  3. Fear Ray. The target must succeed on a DC 13 Wisdom 
  saving throw or be frightened for 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, with 
  disadvantage if the spectator is visible to the target, ending the
  effect on itself on a success.
  4. Wounding Ray. The target must make a DC 13 
  Constitution saving throw, taking 16 (3d10) necrotic damage 
  on a failed save, or half as much damage on a successful one.
  Create Food and Water. The spectator magically 
  creates enough food and water to sustain itself for 24 
  hours.
  Reactions
  Spell Deflection. If the spectator makes a successful saving 
  throw against a spell, or a spell attack misses it, the spectator 
  can choose another creature (including the spellcaster) it can 
  see within 30 feet of it. The spell targets the chosen creature 
  instead of the spectator. If the spell forced a saving throw, the 
  chosen creature makes its own save. If the spell was an attack,
  the attack roll is rerolled against the chosen creature.
  Gazer (x2)
  Tiny aberration, neutral evil
  Armor Class 13
  Hit Points 13 (3d4 + 6)
  Speed 0 ft., fly 30 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  17 (+3) 14 (+2)
  3 (-4)
  10 (+0)
  7 (-2)
  Saving Throws Wis +2
  Skills Perception +4, Stealth +5
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 14
  Languages -
  Challenge 1/2 (100 XP)
  Aggressive. As a bonus action, the gazer can move up 
  to its speed towards a hostile creature that it can see.
  Mimicry. The gazer can mimic simple sounds of speech
  it has heard, in any language. A creature that hears the 
  sounds can tell they are imitations with a successful DC
  10 Wisdom (Insight) check.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  Eye Rays. The gazer shoots two of the following 
  magical eye rays at random (reroll duplicates), choosing
  one or two targets it can see within 60 feet of it.
  1. Dazing Ray. The targeted creature must succeed on
  a DC 12 Wisdom saving throw or be charmed until the 
  start of the gazer's next turn. While the target is 
  charmed in this way, its speed is halved, and it has 
  disadvantage on attack rolls.
  2. Fear Ray. The targeted creature must succeed on a 
  DC 12 Wisdom saving throw or be frightened until the 
  start of the gazer's next turn.
  3. Frost Ray. The targeted creature must succeed on a
  DC 12 Dexterity saving throw or take 10 (3d6) cold 
  damage.
  4. Telekinetic Ray. If the target is a creature that is 
  Medium or smaller, it must succeed on a DC 12 
  Strength saving throw or be moved up to 30 feet 
  directly away from the gazer.
  If the target is an object weighing 10 pounds or less 
  that isn't being worn or carried, the gazer moves it up to
  30 feet in any direction. The gazer can also exert fine 
  control on objects with this ray, such as manipulating a 
  simple tool or opening a container.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  6
  
  4. The Chimera & Pegasus
  You stand within another square chamber.
  To your left and right, the walls are decorated with 
  elaborate carved relief, each depicting a sailing ship at sea.
  The ship to the your left displays a prominent sail bearing a 
  mighty beast with the heads of a dragon, a lion, and a goat.
  A plaque at its base reads:
  “Raman captained the Chimera. Fearless and resourceful, 
  he was a great leader of men.”
  To your right, the ship's sail is adorned with a majestic 
  winged horse.
  It's plaque reads:
  “Grath took to the seas aboard the Pegasus, leading his 
  men with grim determination.”
  Finally, numerous stone tiles decorate the far wall of the 
  chamber. Each tile bears an image of a single creature.
  The stone tiles form an 8 by 8 grid, as detailed on 
  Handout 1 (see page 14). Give this to the players now.
  Most of these tiles are fixed in place, but those bearing 
  the likeness of a dragon or a horse can be pressed about 
  an inch into the wall. This can be accomplished with 
  mage hand, as well as by more mundane means.
  The way to pass this room is to press the correct dragon 
  tile, which is in the second column from the left, 
  followed by the only horse tile.
  When the correct dragon tile is pressed, it will lock in 
  place with an audible click.
  Note that this dragon tile is located next to a lion tile 
  and a goat tile, in the same order that they appear on the
  chimera. The horse tile represents the pegasus.
  Pressing any other dragon tile will trigger a trap, 
  causing a magical jet of flame to erupt from the 
  chimera's dragon head.
  Each creature in the highlighted area of the map must 
  make a DC 13 Dexterity saving throw, taking 14 (4d6) 
  fire damage on a failed save, or half as much damage on
  a successful one.
  The trap resets automatically, but will only trigger once 
  per round, no matter how many tiles are pressed.
  Pressing the horse tile has no effect unless the correct 
  dragon tile has been pressed beforehand; it will simply 
  spring back into place once pressure is removed.
  Once the correct dragon tile is locked, pressing the 
  horse tile will open the way forward; raising the wall 
  that blocks the passage to the left of the tiles.
  5. The Manticore & Peryton
  Two flying monstrosities manifest within the intricate 
  carved relief that dominates the far wall of this chamber.
  The first, a winged lion with a disturbingly human-like 
  face, brandishes a tail tipped with deadly spikes.
  The second is more akin to a giant eagle, but topped with 
  the head of a stag, complete with menacing antlers.
  An accompanying plaque reads:
  “In their early days, Raman found fame by slaying a 
  marauding Manticore, while Grath dispatched a Peryton to
  make his name known.”
  A careful examination of the manticore will reveal six 
  narrow holes in its body, while a study of the peryton 
  will highlight that its left antler appears to be crooked, 
  as if not fixed in place.
  The way to pass this room is to fill the six holes, which 
  represent wounds, and then pull on the antler, which 
  acts as a lever. This will open the way forward.
  Pulling on the antler before filling the holes will trigger 
  a trap, launching a cone of iron spikes at the party.
  Each creature in the highlighted area of the map must 
  succeed on a DC 13 Dexterity saving throw, or take 10 
  (3d6) piercing damage.
  These spikes are ideal for filling the holes in the 
  manticore's body, but any comparable implements will 
  suffice.
  Should anyone attempt to break the stone spikes from 
  the manticore's tail, they will trigger an additional trap, 
  causing it to unleash a magical roar. This trap can only 
  activate once.
  Each creature in the room must make a DC 15 
  Constitution saving throw, taking 18 (4d8) thunder 
  damage on a failed save, or half as much damage on a 
  successful one.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  7
  
  6. The Witch & Lycanthrope
  Two foul wretches are embodied in the statues that await 
  you in this chamber.
  The first, a hunchbacked crone, leans heavily on a gnarled 
  staff, while a stooping wolf-man lurks beside her.
  An accompanying plaque reads:
  “Raman went on to slay the Witch of Waxenear Swamp, as 
  Grath dispatched the murderous Lycanthrope of Oatsway.”
  Instinctively, you look up to behold a five-eyed ball of rage 
  glaring back at you.
  This spectator is less friendly than the one called Rose, 
  speaking Common in a perpetually angry male voice.
  If pressed for a name, it refers to itself as Thorn. It is 
  disinclined to help and easily provoked into a fight.
  Like Rose, it is accompanied by a pair of gazers. This 
  odd couple share a singular joy in life; mimicking a 
  belching sound they once heard made by a member of 
  Dirk Seldom's party.
  Thorn hasn't given them names, as he doesn't consider 
  them important enough to merit individual recognition.
  These beholder-kin have the same stat blocks as Rose 
  and her companions (see page 6).
  7. The Cyclops & Gorgon
  This square chamber is flanked by more elaborate carving.
  The relief to your left clearly represents a hulking cyclops, 
  as confirmed by the plaque that reads:
  “As Raman's fame grew, he bested the mighty Cyclops of 
  Deepshade Pass.”
  To your right, the carving of a bull seems somewhat out of 
  place, menacing though it appears.
  However, its plaque reads:
  “Not to be outdone, Grath hunted the Gorgon of Old 
  Marrow Hills, claiming its head as a trophy.”
  Characters inspecting these carvings closely will 
  discover that the gorgon's head is loose, as is the eye of 
  the cyclops.
  The way to pass this room is to press the eye of the 
  cyclops, until it locks in place with a click, and then pull
  the gorgon's head forward, as if to remove it. The eye 
  can be moved with mage hand, but the head cannot.
  Pulling on the gorgon's head first will trigger a trap, 
  causing it to emit a foul green magical gas that envelops
  anyone stood directly in front of it.
  Any creature affected must make a DC 13 Constitution 
  saving throw. On a failure, the creature begins to turn to
  stone and is restrained. The restrained creature must 
  repeat the saving throw at the end of its next turn. On a 
  success, the effect ends. On a failure, the creature is 
  petrified.
  It should be made clear to the players that anyone 
  restrained by this gas is fighting to resist its effects, 
  allowing them to make timely use of Bardic Inspiration,
  resistance, or any other appropriate effects they can 
  bring to bear.
  You can allow the party to revive a petrified character 
  by soaking them in water from the fountain in Area 8, 
  should they think to try.
  8. The Drake & Rakshasa
  This room is dominated by a magnificent fountain, with 
  water cascading from the open mouth of a large statue 
  modeled on a dragon. The water falls into a clear pool at its 
  feet. A cat-like humanoid of rakish appearance stands in 
  sculpted splendor astride the dragon's tail.
  An accompanying plaque reads:
  “But few deeds compare to Raman's glorious defeat of the 
  Bearded Drake of Gundarlun, or Grath's victory over the 
  Rakshasa pirate, Aatush the Cruel.”
  The water is clear and fresh, forming a pool about six 
  inches deep.
  Anyone drinking from the pool may immediately regain
  hit points by spending one or more Hit Dice. Each 
  character regains an extra 1d6 hit points the first time 
  they spend one or more Hit Dice in this way.
  Water removed from the pool has no special properties, 
  aside from those detailed in Area 7, but the fountain 
  magically replenishes to maintain its level.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  8
  
  9. Grand Hall
  Blazing torches line the walls of this grand hall.
  Ahead of you, a pattern of decorative tiles form a break in 
  the plain stone floor that is typical of this vault.
  They would surely be the highlight of this room, if not for 
  the floating monstrosity that hovers just beyond.
  This, you have no doubt, is the mythical beholder.
  This beholder is Xynkil, overseer of the vault.
  It is happy to converse with the characters and will 
  openly explain that it is there to punish anyone trying to
  cheat their way past the tile puzzle.
  Its antimagic cone should prevent most methods of 
  bypassing the puzzle in any case, but it will not hesitate 
  to disintegrate anyone who insists on breaking its rules.
  The torches here provide bright light in the absence of 
  magical illumination.
  The Puzzle
  Give the players Handout 2 (see page 14).
  In order to solve this puzzle, the party must utilize the 
  information inscribed on the plaques throughout the 
  preceding chambers.
  Two characters must embody the heroic brothers, 
  stepping in turn to the tiles associated with their deeds.
  The correct tiles are shown below. The character 
  representing Raman takes one step first, then Grath's 
  substitute takes one, and repeat.
  Completing the puzzle correctly disarms all tiles. Until 
  then, an incorrect move triggers one or more traps:
  Each pillar has a blade trap, triggered by anyone taking 
  a wrong move onto a tile adjacent to that pillar and 
  targeting all creatures adjacent to it; attacking with a 
  +10 bonus, inflicting 10 (3d6) slashing damage on a hit.
  Each tile in the 1st, 3rd, and 5th rows trigger a lightning
  arc trap, which targets all creatures on that row; 
  inflicting 21 (6d6) lightning damage, with a DC 17 
  Reflex saving throw for half damage.
  Each tile in the 2nd, and 4th rows trigger a freezing 
  blast trap, which targets all creatures on that row; 
  inflicting 21 (6d6) cold damage, with a DC 17 
  Constitution saving throw for half damage.
  Inscriptions
  Raman and Grath Turntide were mighty champions both, 
  battling foes on land and sea. Though Raman always led, 
  Grath was never more than a step behind.
  Raman captained the Chimera, fearless and resourceful, he 
  was a great leader of men. Grath took to the seas aboard the
  Pegasus, leading his men with grim determination.
  In their early days, Raman found fame by slaying a 
  marauding Manticore, while Grath dispatched a Peryton to 
  make his name known.
  Raman went on to slay the Witch of Waxenear Swamp, as 
  Grath dispatched the murderous Lycanthrope of Oatsway.
  As Raman's fame grew, he bested the mighty Cyclops of 
  Deepshade Pass. Not to be outdone, Grath hunted the 
  Gorgon of Old Marrow Hills, claiming its head as a trophy.
  But few deeds compare to Raman's glorious defeat of the 
  Bearded Drake of Gundarlun, or Grath's victory over the 
  Rakshasa pirate, Aatush the Cruel.
  Lion
  Dragon 5
  Wolf
  Tiger 5
  Horse
  pillar
  Cyclops 4
  Horse
  Bull 4
  Crone
  pillar
  Tiger
  Crone 3
  Dragon
  Wolf 3
  Goat
  pillar
  Lion 2
  Cyclops
  Bull
  Stag 2
  pillar
  Goat 1
  Stag
  Lion
  Horse 1
  Dragon
  Raman (1st) / Grath (2nd)
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  9
  
  Xynkil, Beholder
  Large aberration, lawful evil
  Armor Class 18 (natural armor)
  Hit Points 180 (19d10 + 76)
  Speed 0 ft., fly 20 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0) 14 (+2) 18 (+4) 17 (+3) 15 (+2) 17 (+3)
  Saving Throws Int +8, Wis +7, Cha +8
  Skills Perception +12
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 22
  Languages Common, Deep Speech, Undercommon
  Challenge 13 (10,000 XP)
  Antimagic Cone. The beholder's central eye creates an 
  area of antimagic, as in the antimagic field spell, in a 
  150-foot cone. At the start of each of its turns, the 
  beholder decides which way the cone faces and whether
  the cone is active. The area works against the beholder's
  own eye rays.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 14 (4d6) piercing damage.
  Eye Rays. The beholder shoots three of the following 
  magical eye rays at random (reroll duplicates), choosing
  one to three targets it can see within 120 feet of it.
  1. Charm Ray. The targeted creature must succeed on
  a DC 16 Wisdom saving throw or be charmed by the 
  beholder for 1 hour, or until the beholder harms the 
  creature.
  2. Paralyzing Ray. The targeted creature must 
  succeed on a DC 16 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a 
  DC 16 Wisdom saving throw or be frightened for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  4. Slowing Ray. The targeted creature must succeed 
  on a DC 16 Dexterity saving throw. On a failed save, 
  the target's speed is halved for 1 minute. In addition, the
  creature can't take reactions, and it can take either an 
  action or a bonus action on its turn, not both. The 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a
  DC 16 Constitution saving throw, taking 36 (8d8) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must 
  succeed on a DC 16 Strength saving throw or the 
  beholder moves it up to 30 feet in any direction. It is 
  restrained by the ray's telekinetic grip until the start of 
  the beholder's next turn or until the beholder is 
  incapacitated.
  If the target is an object weighing 300 pounds or less 
  that isn't being worn or carried, it is moved up to 30 feet
  in any direction. The beholder can also exert fine 
  control on objects with this ray, such as manipulating a 
  simple tool or opening a door or container.
  7. Sleep Ray. The targeted creature must make a DC 
  16 Wisdom saving throw or fall asleep and remain 
  unconscious for 1 minute. The target awakens if it takes
  damage or another creature takes an action to wake it. 
  This ray has no effect on constructs or undead.
  8. Petrification Ray. The targeted creature must make
  a DC 16 Dexterity saving throw. On a failed save, the 
  creature begins to turn to stone and is restrained. It must
  repeat the saving throw at the end of its next turn. On a 
  success, the effect ends. On a failure, the creature is 
  petrified until freed by the greater restoration spell or 
  other magic.
  9. Disintegration Ray. If the target is a creature, it 
  must succeed on a DC 16 Dexterity saving throw or 
  take 45 (10d8) force damage. If this damage reduces the
  creature to 0 hit points, its body becomes a pile of fine 
  gray dust.
  If the target is a Large or smaller nonmagical object 
  or creation of magical force, it is disintegrated without a
  saving throw. If the target is a Huge or larger object or 
  creation of magical force, this ray disintegrates a 10-
  foot cube of it.
  10. Death Ray. The targeted creature must succeed on
  a DC 16 Dexterity saving throw or take 55 (10d10) 
  necrotic damage. The target dies if the ray reduces it to 
  0 hit points.
  Legendary Actions
  The beholder can take 3 legendary actions, using the 
  Eye Ray option below. It can take only one legendary 
  action at a time and only at the end of another creature's
  turn. The beholder regains spent legendary actions at 
  the start of its turn.
  Eye Ray. The beholder uses one random eye ray.
  Lair Actions
  Although Xynkil is a long-term resident of this dungeon, this
  is not its lair, so it does not have access to any lair actions.
  Characters who survive long enough may face Xynkil again 
  in the future adventure Xynkil's Vault.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  10
  
  10. Hallway
  This magically illuminated hallway stretches into the 
  distance, seemingly serving no purpose at all.
  Arms and armor adorn the walls of the corridor, though 
  most appear to be more cosmetic than functional.
  Some of these seemingly ornamental items are actually 
  minor constructs.
  Two suits of animated armor and four flying swords 
  will attack the characters as they proceed along the 
  hallway.
  They will strike from both sides, to surrounded the 
  party.
  Animated Armor (x2)
  Medium construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 33 (6d8 + 6)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 13 (+1)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages -
  Challenge 1 (200 XP)
  Antimagic Susceptibility. 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.
  Actions
  Multiattack. The armor makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Flying Sword (x4)
  Small construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 17 (5d6)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 15 (+2) 11 (+0)
  1 (-5)
  5 (-3)
  1 (-5)
  Saving Throws Dex +4
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7
  Languages -
  Challenge 1/4 (50 XP)
  Antimagic Susceptibility. The sword is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the sword must succeed on a Constitution 
  saving throw against the caster's spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the sword remains 
  motionless, it is indistinguishable from a normal sword.
  Actions
  Longsword. Melee Weapon Attack: +3 to hit, reach       
  5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
  11. Champions Arch
  An elaborate archway forms a break in this exceedingly 
  long passage.
  The brothers Raman and Grath are once again immortalized
  in stone, their bodies flanking the corridor while their 
  outstretched arms and weapons form a decorative arch.
  Though this archway may seem a little foreboding, or 
  even threatening, it is actually harmless.
  In this particular representation, Raman bears a shield 
  and holds aloft a longsword, while Grath raises a spear 
  in one hand and carries a handaxe in the other.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  11
  
  12. Vault Approach
  As you finally approach the end of this ridiculous hallway, 
  an imposing suit of armor moves to intercept you, with 
  sword and shield at the ready.
  This is a helmed horror. It will not attack first, unless 
  the PCs attempt to pass it, but it will prepare to fight. If 
  it has its turn before being attacked, it will take the 
  Dodge action.
  Once combat begins, two flying hammers will join it in 
  battle.
  Helmed Horror
  Medium construct, neutral
  Armor Class 20 (plate, shield)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
  Skills Perception +4
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  adamantine weapons
  Damage Immunities force, necrotic, poison
  Condition Immunities blinded, charmed, deafened, 
  frightened, petrified, poisoned, stunned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 14
  Languages understands Common but can't speak
  Challenge 4 (1,100 XP)
  Magic Resistance. The helmed horror has advantage on
  saving throws against spells and other magical effects.
  Spell Immunity. The helmed horror is immune to three 
  spells chosen by its creator: heat metal, moonbeam, 
  witch bolt.
  Actions
  Multiattack. The helmed horror makes two longsword 
  attacks.
  Longsword. Melee Weapon Attack: +6 to hit, reach       
  5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands.
  Flying Hammer (x2)
  Small construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 22 (5d6 + 5)
  Speed 0 ft., fly 50 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 11 (+0) 13 (+1)
  1 (-5)
  5 (-3)
  1 (-5)
  Saving Throws Dex +2
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 7
  Languages -
  Challenge 1/4 (50 XP)
  Antimagic Susceptibility. The hammer is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the hammer must succeed on a 
  Constitution saving throw against the caster's spell save 
  DC or fall unconscious for 1 minute.
  False Appearance. While the hammer remains 
  motionless, it is indistinguishable from a normal 
  hammer.
  Actions
  Warhammer. Melee Weapon Attack: +4 to hit, reach    
  5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
  13. Vault Door
  Finally you have reached the end of the hallway, where a 
  large imposing door awaits you.
  This barrier bears an image of a cloud and three lightning 
  bolts.
  A large iron ring serves as its handle.
  Though heavy, this door can be opened without 
  resorting to strength checks. It is neither locked nor 
  trapped.
  Characters may attempt a DC 15 Intelligence (Religion)
  check to identify the emblem on the door as the holy  
  symbol of Valkur, Northlander god of sailors.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  12
  
  14. The Vault
  The door opens to reveal a magnificent treasure vault, 
  containing a somewhat less magnificent smattering of 
  treasure.
  A floating skull, that sparks like a tiny storm cloud, hovers 
  over the minuscule pile of loot.
  Its eyes are intense spheres of light and they seem to be 
  looking at you.
  The floating skull is all that remains of Raman Turntide,
  and his mind has not fared much better than his body.
  The disappointing pile of loot is all that is left of the 
  brothers' combined fortune after paying for the vault's 
  construction and hiring Xynkil for a ludicrous sum.
  Though prepared to converse with the characters, the 
  skull is quite mad and will attack at the first sign of 
  threatening behavior or any attempt to take its treasure.
  It will rant about its fall from grandeur and the pitiful 
  state it has been reduced to, even as it fights the party.
  Despite its failing sanity, the skull will make intelligent 
  use of its spells, such as including itself in the area of 
  shatter to maximize the number of enemies it can hit, 
  taking advantage of its immunity to the damage.
  Loot
  The following items of value are all that remain of the 
  legendary riches of the Turntide brothers: 7 scrimshaw 
  carvings from Icewind Dale (worth 10gp each), 2 pearls
  (worth 100gp each), 6 spell scrolls (cure wounds, 
  entangle, grease, hunter's mark, mage armor, shield of 
  faith), a cloak of the manta ray, a magical shield (see 
  below), 2 silvered daggers, and a 50 ft. silk rope.
  Raman's Guard
  Armor (shield), (requires attunement)
  This wooden shield bears the holy symbol of Valkur, 
  Northlander god of sailors; a cloud and three lightning 
  bolts.
  While holding this shield, you have resistance to 
  lightning damage, gain advantage on all Dexterity 
  (Acrobatics) checks made aboard a ship, and have a +1 
  bonus to AC. This bonus is in addition to the shield's 
  normal bonus to AC.
  Stormskull
  Tiny undead, neutral evil
  Armor Class 13
  Hit Points 40 (9d4 + 18)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
  Skills Arcana +5, Perception +2
  Damage Resistances cold, fire, necrotic, piercing
  Damage Immunities lightning, poison, thunder
  Condition Immunities charmed, frightened, paralyzed,
  poisoned, prone
  Senses darkvision 60 ft., passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Illumination. The stormskull sheds either dim light in a
  15-foot radius, or bright light in a 15-foot radius and 
  dim light for an additional 15 feet. It can switch 
  between the options as an action.
  Magic Resistance. The stormskull has advantage on 
  saving throws against spells and other magical effects.
  Spellcasting. The stormskull is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It requires no somatic or 
  material components to cast its spells. The stormskull 
  has the following wizard spells prepared:
  Cantrips (at will): shocking grasp
  1st level (3 slots): shield, thunderwave
  2nd level (2 slots): gust of wind, shatter
  3rd level (1 slots): lightning bolt
  Actions
  Shocking Grasp. Melee Spell Attack: +5 to hit with 
  advantage if the target is wearing armor made of metal, 
  reach 5 ft., one target. Hit: 9 (2d8) lightning damage, 
  and the target can't take reactions until the start of its 
  next turn.
  Aftermath
  Xynkil and any other remaining beholder-kin will leave 
  the vault forever if the stormskull is destroyed.
  The party still needs to escape the dungeon. As they are 
  unlikely to have a precise way to gauge the time, feel 
  free to have the sand run out just as they are leaving, 
  causing a shower of rocks to hurry them to the surface.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  13
  
  Handout 1
  Dragon
  Bull
  Wolf
  Crone
  Goat
  Lion
  Dragon
  Wolf
  Goat
  Cyclops
  Tiger
  Lion
  Dragon
  Cyclops
  Tiger
  Stag
  Stag
  Crone
  Bull
  Stag
  Tiger
  Bull
  Lion
  Dragon
  Wolf
  Dragon
  Lion
  Goat
  Wolf
  Lion
  Crone
  Tiger
  Tiger
  Goat
  Stag
  Cyclops
  Dragon
  Stag
  Wolf
  Cyclops
  Crone
  Lion
  Wolf
  Stag
  Bull
  Horse
  Dragon
  Goat
  Bull
  Tiger
  Cyclops
  Crone
  Lion
  Wolf
  Bull
  Lion
  Cyclops
  Wolf
  Dragon
  Bull
  Goat
  Tiger
  Cyclops
  Crone
  Handout 2
  Lion
  Dragon
  Wolf
  Tiger
  Horse
  pillar
  Cyclops
  Horse
  Bull
  Crone
  pillar
  Tiger
  Crone
  Dragon
  Wolf
  Goat
  pillar
  Lion
  Cyclops
  Bull
  Stag
  pillar
  Goat
  Stag
  Lion
  Horse
  Dragon
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Behold and Behave
  14
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Behold and Behave.pdf