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  2 | Savage Encounters: Villains & Lairs IV  
  Table of Contents 
   
  Villains & Lairs IV 
  The Dead, Damned, & Decaying 
   
  a Savage Encounters supplement 
  Version 1.0 
  Page Background: 
  Darrin Scott (inspired by Dungeons & Dragons products) 
   
   
  Cover Artist: 
   
   Luiz Prado 
  https://savedra.deviantart.com/ 
   
  Cartography 
  Dyson Logos, Elven Tower, Jean Lorber 
   
  Editing:  
   
  Joshua Barbeau, Hiten Dave, Jeff C. Stevens, Alan Tucker 
   
   
  Artists: 
  Jacob Blackmon, Bartek Blaszczec, Claudio Casini, Gary Dupuis, Eric Lofgren,  
  Bret Neufeld, Jayaraj Paul, Purple Duck Games, Dean Spencer, Peter Temesi, Wizards of the Coast 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 
  31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  All other original material in this work is copyright [2019] by Jeff C. Stevens and published under the Community Content 
  Agreement for Dungeon Masters Guild  
  
   
   
  3 | Savage Encounters: Villains & Lairs IV  
  Table of Contents 
   
  Table of Contents 
  Villain (* -villain includes a lair) 
  CR 
  Author 
  Page 
  The Lonely Soul Tavern  
  - 
  Jeff C. Stevens 
  5 
  Alsaynne Dubeau  
  21 
  Jessica Marcrum 
  14 
  Bezuul 
  18 
  Andy Dempz 
  17 
  Bondhunters 
  10 
  Jessica Ross 
  20 
  The Bonesinger 
  1 
  Jen Vaughn 
  23 
  Brynhilda Kholar*  
  6 
  Justin Handlin 
  25 
  Cindel "Rot Monster" Marello  
  9 
  Matthew Whitby 
  33 
  Deadmoon Rise*  
  15 
  Oliver Clegg 
  36 
  The Doctor* 
  8 
  Celeste Conowitch 
  42 
  Doxius Orbater*  
  22 
  R P Davis 
  50 
  The Drowned Lord  
  5 
  Fil Kearney 
  55 
  Ephram Periwinkle  
  1/4 
  Alan Tucker 
  58 
  Fabius, the Bard-Eater*  
  3 
  Jean Lorber 
  60 
  Graven Bloodstone  
  6 
  Stacey Allan 
  69 
  The Green Eater 
  7 
  Beth Ball 
  72 
  Gruund, The Tattered One  
  12 
  Mike Nagle 
  75 
  Gully-Dur  
  4 
  George Sutherland 
  77 
  Hann Duig*  
  21 
  Ciaran O'Halloran 
  79 
  Hidden Mantra  
  9 
  Noah Grand 
  89 
  Iptarenides, The Forgotten*  
  21 
  Elven Tower 
  91 
  Kiranil Vornisk  
  5 
  Mellanie Black 
  99 
  Lady Dorenia de Lucca  
  15 
  Anne Gregersen 
  101 
  Lotho GoodBurrow  
  3 
  Aaron M Lopez 
  104 
  Melchour Lograine, The Dark Teacher  
  7 
  Kim Frandsen 
  107 
  Mourning Maggie 
  4 
  Sean Murphy 
  110 
  The Murmuro 
  3 
  Cameron Ackerson 
  112 
  Polly Halftitch  
  4 
  Zac Goins 
  115 
  Rajul Mayit - The Dead Man*  
  13 
  GM Lent 
  118 
  The Ravenous  
  20 
  Micah Watt 
  125 
  Runespeaker 
  18 
  Zeke Gonzalez 
  128 
  Sal'Gollas, The Courier  
  10 
  Magic Goblin 
  130 
  Sarinox Recnamoracen, The Second*  
  12 
  Tony Petrecca 
  132 
  Scythe 
  5 
  Massimo Tartaro 
  138 
  The Seventh  
  8 
  Alan Fehr 
  140 
  Sir Wallace Van Hyden  
  10 
  Keer Ruiz 
  143 
  Stagmomantis  
  11 
  Sven Truckenbrodt 
  146 
  Ulgro the Whisperer  
  14 
  Seth J. Albano 
  149 
  Ul'rodden Dreamslayer*  
  13 
  Alan Tucker 
  155 
  Umbrolo, Canon of Shame  
  6 
  Ryan FitzGerald 
  158 
  Virgil the Accursed  
  9 
  Darren Kenny 
  160 
  Xiphek  
  5 
  Maxine Henry 
  162 
  Zuusk the Cold 
  6 
  GM Lent 
  165 
  
   
   
  4 | Savage Encounters: Villains & Lairs IV  
  Table of Contents 
   
  About this Supplement 
  The Villains & Lairs supplements have been very 
  successful. Thank you for your support with 
  these projects! 
   
  When thinking about the next V&L supplement, 
  I decided that a book of undead and fiendish 
  NPCs would go over well. Based on the NPCs 
  the writers created I don’t think I was wrong. 
  There are a lot of fantastic and inspiring NPCs in 
  this supplement. 
   
  I hope you enjoy what the writers have created. 
  I know I have! 
   
  Now – go play D&D! 
  - 
  Jeff C. Stevens 
  Questions or Concerns? 
  Happen to find an error? Have a villain CR 
  question? If so, you can message me on Twitter 
  (@jcorvinstevens) or send me an email: 
  jeff@jeffstevensgames.com 
  The Art 
  All of the images in this supplement come from 
  stock art purchased from DriveThrueRPG. Each 
  artist is credited in each of the villains in which 
  their work appears. 
  ● Some artwork © 2015 Dean Spencer, 
  used with permission. All rights reserved. 
  ● Daniel Comerci – danielcomerci.com 
  ● Some artwork © 2015 Eric Lofgren, used 
  with permission. All rights reserved. 
  ● Dyson Logos – maps can be found here. 
  APL 
  APL refers to the Average Party Level. To 
  calculate the APL, sum all the levels of the 
  characters and then divide by the number of 
  characters. 
   
   
   
  Using this Content 
  Official Wizards of the Coast books referenced: 
   
  MM = 5th edition Monster Manual 
  PHB = 5th edition Player’s Handbook 
  DMG = 5th edition Dungeon Master’s Guide 
  VGtM = Volo’s Guide to Monsters 
  MToF = Mordenkainen’s Tome of Foes 
   
  Unless otherwise noted, assume all NPCs have 
  the stats of a commoner (MM, p 345). 
  Adjusting the Villains 
  Although a stat block for most of the villains is 
  included, you may wish to adjust them to make 
  them fit in your own campaign. You could 
  accomplish this by increasing the hit points of 
  the villain, raising their Armor Class, or by 
  adding feats or special traits. The latter can be 
  found in Chapter 9: Dungeon Master’s 
  Workshop of the Dungeons Master’s Guide 
  (page 280). 
  Don’t have the originals? 
  Haven’t purchased the other Villains & Lairs 
  supplements? Click on the image to be taken to 
  the product page! 
   
    
     
   
   
  
   
   
  5 | Savage Encounters: Villains & Lairs IV  
  Table of Contents 
   
   
  The Lonely Soul Tavern 
  By: Jeff C. Stevens 
  Art: Luiz Prado 
  Map: Jean Lorber 
   
  The entry describes the tavern setting on the 
  cover of this supplement. 
   
  Nestled in a dark alleyway, or behind a secret 
  entrance, or in a decrepit, old ruin, you’ll find 
  the Lonely Soul Tavern—neutral ground where 
  adventurers and evil creatures comingle. No 
  fighting or magic can occur while within the 
  tavern, though other business may transpire. To 
  break that rule means one-on-one combat or a 
  spin of the Wheel of Punishment.  
  Background 
  Lonely Soul Tavern was created many years ago 
  by a drow necromancer named Bal’daher’e. She 
  was a little different than most necromancers in 
  that she cared for her minions and creations. 
  She felt sad when they were left alone, lost in 
  the chaos that must be filling their undead 
  minds. So, she created Lonely Soul Tavern. 
   
  While in the tavern, the undead may fraternize 
  with one another, share stories, or hire 
  adventurers. Most undead have seen a lot of 
  things, and many hold secrets of lost fortunes, 
  hidden altars, or other fantastic things. Some 
  even want to acquire wealth themselves, 
  hoping to procure healing magic to return them 
  to their natural form—to be resurrected from 
  this life of bone, drooping skin, or decay.  
  Speaking Dead 
  While in the tavern, most undead have the 
  ability to speak Common, even if they don’t 
  have the ability to speak. This effect ends when 
  the creature leaves the tavern. In addition, all 
  creatures in the tavern have a Wisdom and 
  Intelligence of at least 10.  
   
   
  Occupants of the Lonely 
  Soul 
  The following NPCs are always found within the 
  Lonely Soul Tavern: 
   
  Angelica. A four-armed flesh golem (CR 5; MM, 
  p 169) wearing a lovely fitted dress. Aside from 
  her extra appendages and rotting flesh, which 
  she covers heavily with jasmine-scented oil, 
  she’s an attractive woman in undead terms with 
  a Charisma of 14. She is the tavernkeep, main 
  tender of the bar, and the one to speak to when 
  inquiring about a room. 
   
  Angelica was placed her by Bal’daher’e, and 
  cursed to never leave the tavern. She’s okay 
  with this. She knows what happens when 
  undead leave the tavern. She’s seen and heard 
  a lot during her century in the tavern and may 
  have information to share with inquiring 
  adventurers. 
   
  Happy. A green-glowing, halfling skeleton (CR 
  ¼; MM, p 272 with the Lucky trait). Happy is, 
  well, happy. Though he has no facial tissue or 
  muscles with which to smile, Happy smiles. The 
  halfling was a prankster in real life, often hiding 
  under tables to tie someone’s laces together, 
  adding a dash of hot sauce to another’s drink or 
  meal, or placing a tack in someone’s chair as 
  they began to sit. Never any vicious tricks, but 
  little pranks. Happy continues these actions in 
  his undeath. 
   
  Happy can’t speak but he can understand 
  Common, Halfling, and Elvish. He communicates 
  by writing in the air, his green glow lingers for a 
  few seconds, like a sparkling firework when 
  waved about in the dark.  
   
  If asked about his green glow, he writes, “It’s a 
  prank gone wrong that I’d rather not talk 
  about.” This prank was the end of Happy, which 
  is why he glows now. 
   
  
   
   
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  Meadstein. Meadstein is a naked human ghast 
  (CR 2; MM, p 148). While in the tavern, he loses 
  his stench trait. Meadstein sees no need for 
  clothing or armor. He’s been here nearly as long 
  as Angelica and his true name is forgotten. He 
  now goes by his nickname Meadstein as he is 
  always seen chugging a magical, ever-filled stein 
  of mead, even though the liquid pours over his 
  jawless mouth, down his chest, and onto the 
  floor. If you don’t want your boots covered in 
  mead, you don’t want to be near Meadstein 
  when he drinks. 
   
  Persimmons. A zombie (CR ¼; MM, p 316) 
  wearing a dirty and tattered white dress. Her 
  left eye dangles from its socket and her blonde 
  hair is a birds’ nest, literally adorned with a 
  robin’s nest and three pale-blue eggs.  
   
  Before her passing, Persimmons was a lovely 
  young woman who often flirted with strangers. 
  She still does. 
   
  The Masses. Six human skeleton heads rest in a 
  hanging candelabra near the wanted posters. 
  The Masses know the history of the wanted, but 
  don’t share the information freely. Good, lively 
  entertainment is scarce in the tavern, so they 
  request a joke, dance, song, or story in 
  exchange for information. They’re a bit crass, 
  often use foul language, make rude jokes, and 
  laugh in unison. 
   
  Bulgrat. A brutish tiefling with deep red skin, 
  cloven hooves, and wicked, black horns. Unlike 
  most of the patrons in the tavern, Bulgrat is still 
  alive. It’s just that he looks so much like an 
  actual demon that no one in the living world 
  wants to befriend him. He finds company and 
  acceptance here and is more than happy to chat 
  with living adventurers. He may even join the 
  party for a brief time is asked. 
   
   
   
   
   
  The Wheel of Punishment 
  The Lonely Soul Tavern is a safe place for the 
  living and undead. Occasionally, however, 
  tempers can get the best of anyone and scuffles 
  break out. When this occurs, the tavern 
  bouncers, three vampire spawn (CR 5; MM, p 
  298) named Boom, Shaka, and Laka, manifest in 
  the tavern, apprehend those engaged in the 
  scuffle, and drag them to the Wheel of 
  Punishment, located on the wall near the bar. 
  Each of the accused must spin the wheel and 
  complete their punishment. 
   
  Scuffles between individuals may be resolved as 
  one-on-one combat in the fighting pit. 
  Otherwise, each creature spins the wheel and 
  accepts its own punishment.  
   
  To represent the spinning of the wheel, roll a d6 
  and consult the table below: 
  d6 
  Punishment 
  Definition 
  1 
  Smack Down  
  The individual must battle a clay 
  golem (CR 9; MM, p 168) in the 
  fighting pit. 
  2 
  Cute & Cuddly 
  The individual is placed in a held 
  state for 2d4 hours, teleported to 
  the fighting pit, and covered with 
  50 kittens which manifest out of 
  thin air. 
  3 
  Cage Match 
  The individual must battle 12 
  skeletons (CR ¼; MM, p 272) in the 
  fighting pit. 
  4 
  Ghoul Time 
  The creature becomes a ghoul (CR 
  1; MM, p 148) for 6d6 hours, 
  retaining their INT and WIS scores. 
  5 
  Forget About 
  It 
  The creature forgets everything 
  that occurred within the last 2d10 
  hours. 
  6 
  Better Off 
  Dead 
  A virus is magically implanted in the 
  creature, who suffers the poisoned 
  condition for 2d4 hours while they 
  battle intestinal issues. An undead 
  creature with this punishment is 
  granted life for the time but suffers 
  the same effect.  
  
   
   
  7 | Savage Encounters: Villains & Lairs IV  
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  Rooms & Food & Drink 
  A modest room with a full-size straw bed can be 
  rented for 5 sp per day. Food, though 
  occasionally not palatable by the living (i.e. 
  rotting corpses or carcasses) is offered at the 
  rate of 3 sp. 
   
  An assortment of beverages is available. When 
  the Lonely Soul Tavern was created, the casks 
  were imbued with magic, making them never-
  ending sources of refreshment. As such, all 
  beverages cost 1 sp. 
   
  Area 1) The Cemetery Gate 
  From the outside, the Lonely Soul Tavern 
  appears as an old cemetery with a 6-foot-tall 
  wrought iron fence. An unlocked archway gate, 
  with a rusty and corroded sign that reads Lonely 
  Soul Cemetery hanging above it, is used to enter 
  the tavern. 
   
  Opening the gate reveals the true exterior of 
  this area. When opened, a creature standing in 
  the gateway sees several large buildings, 
  instead of the old cemetery.  
   
  Read or summarize: 
  After opening the gate, the landscape 
  changes. No longer do you see an old, 
  unkempt cemetery. Instead, a large building 
  stands only 15 feet from you. An alleyway, 
  lined with black roses and tangled vines, 
  separates it from a narrower structure to the 
  right.  
  A sign dangles above the alley’s entrance, 
  reading This Way to the Lonely Soul Tavern. 
  Around the Building 
  The area outside the buildings is covered in 
  black rose bushes and tangled vines.  
   
   
   
   
  Arriving Customers 
  Adventures who wait too long to enter the 
  tavern may encounter an undead customer, 
  which ignores them and enters the tavern. 
  Area 2 Main Lobby 
  As the party enter Area 1, read or summarize: 
  The door opens to a large room filled with 
  dim blue and green light. A chandelier 
  containing skulls hangs in the center. Several 
  round tables and chairs are placed in front of 
  a glowing blue fireplace, and four longer 
  tables with benches occupy the center. 
   
  Patrons fill the tavern, though, many appear 
  to have recently risen from the grave.   
  Several undead patrons chat with one another, 
  telling stories of failed turnings and near 
  undeath escapes. 
   
  The blue fire emanating from the fireplace 
  creates a soothing heat, one that warms deep 
  and to the bones.  
  Area 3 Kitchen 
  The kitchen is filled with rancid meat, grubs, 
  worms, pickled eyes, and a humanoid limb or 
  two. Another blue fireplace is in this room, next 
  to which is a large cask filled with cured meats 
  for the living who happen to enter the 
  establishment. 
  Area 4 The Bar 
  Either Jasmine or one of her skeleton wait staff 
  tend the bar. The skeletons understand 
  Common and Elvish, but they can’t talk. Instead, 
  they chatter their teeth and use body language 
  and head movement to speak with customers. 
   
  An assortment of beverages is available. When 
  the Lonely Soul Tavern was created, the casks 
  were imbued with magic, making them never-
  ending sources of refreshment. As such, all 
  beverages cost 1 sp. 
  
   
   
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  Bounties 
  Several Wanted signs (see Bounties) and a large 
  wheel (see Wheel of Punishment) hang on the 
  west wall. 
  Chandelier of Skulls 
  A chandelier made of bones and filled with 
  skulls hangs in front of the bar and Wanted wall 
  (see The Masses). 
  Area 5 Portals 
  Each of the colored portals leads to a different 
  area or realm. Many of the undead use these 
  portals to quickly reach the tavern. The portals 
  may open wherever you wish, giving you an 
  easy way to incorporate some of the suggested 
  villain quests. 
  Area 6 Privy 
  Three chairs, each with a chamber pot attached 
  to the underside, are located in small rooms 
  with doors that open inward. These restrooms 
  are seldom used by the undead. Though, 
  Handersnatch the Zombie likes to sit in one of 
  the stalls while reading his old, crumpled copy 
  of the vintage basic Dungeons & Dragons book. 
  If interrupted, he moans and kicks the door 
  closed. 
  Area 7 Sleeping Areas 
  Each of these rooms contain a small bed fitted 
  with moldy and dusty blankets, a chamber pot, 
  and a nightstand. Each room sleeps two 
  Medium-sized creatures comfortably. 
   
  Sigwerth the Attendant 
  A ghoul (CR 1; MM, p 148) named Sigwerth 
  moans while roaming these halls. He’s the 
  steward of the sleeping areas, in charge of 
  making certain guests have what they need for 
  a happy and pleasant stay. He carries small bars 
  of soap and fresh towels, repeatedly handing 
  them to passersby whenever he sees them. 
  Sigwerth is also in charge of emptying the 
  chamber pots, which he does whenever he 
  likes. 
  7A: Gambling Dead 
  The undead seldom sleep. On occasion, several 
  undead and fiends use these rooms to play 
  games of chance: cards, dice, or pull the limb 
  from the zombie. 
  7B: Storage Closet 
  The mixed scents of rotting meat and lavender 
  seep from below this small storage closet’s 
  door.  
   
  Inside are extra towels, bed linens, chamber 
  pots, and scented hand soaps. Hidden behind a 
  stack of towels is Sigwerth’s snack—a decaying 
  humanoid arm. 
  7C: Ivette Belladonna 
  This room is lined with tall shelves, each 
  stocked with a variety of card and board games. 
  An undead elf mage (CR 6; MM, p 347), Ivette 
  Belladonna, sits at a small, circular table, 
  waiting for someone to play a game with her. 
  She’s been waiting for a very long time. 
   
  If a creature agrees to play a game with her, 
  Ivette goes to the shelves and selects a game. 
  This can be any game that you have available to 
  you. 
   
  If a creature plays a game with Ivette, she 
  reaches into her bag of holding and gives them 
  an uncommon magic item, potion, scroll, or a 
  small purple bag of 25 gp. If a creature wins the 
  game, she gives them two of these items. 
  7D: Ingrid Rabbitfoot 
  An old, wrinkly human woman (druid; CR 2; 
  MM, p 346) lives in this room. Ingrid Rabbitfoot 
  lost her eyesight years ago. Age can do that to a 
  person. She’s found tending an empty copper 
  birdcage. Ingrid’s bird, a robin whose song 
  sounded more like a sneeze, flew away several 
  years ago. She keeps the cage neat and proper, 
  hoping her bird Gesundheit returns. The fact is, 
  Segwirth snatched the bird in the middle of the 
  night many years ago, while exchanging 
  chamber pots. 
   
  
   
   
  9 | Savage Encounters: Villains & Lairs IV  
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  Ingrid desperately wants a bird—her druid 
  nature misses taking care of a creature. If the 
  party find her a new bird, she’ll reward them 
  with a wand of web, which she keeps hidden 
  under her mattress.  
  Area 8 Fighting Pit 
  Bleachers line this large 10-foot-deep pit. A 
  small pool, resembling mud, can be seen in the 
  middle of the pit.  
   
  This is the fighting pit. Though killing is against 
  the rules of the establishment, nonlethal 
  fighting isn’t. This pit is used to settle wagers, 
  prove who is better, resolve disputes, and host 
  punishments for those who don’t follow the 
  rules (see Wheel of Punishment). 
  Fighting Pit Damage 
  Any creature in the establishment may 
  challenge another, and bets may be placed. 
  While in the fighting pit, magic makes all 
  damage nonlethal and counters any attempt at 
  turning undead. A creature attempting to leave 
  this plane of existence is instead teleported to 
  the ceiling, falls 30 feet, suffers 3d6 
  bludgeoning damage, and lands prone, unless it 
  has a means to avoid the damage.
  The Mud Pool 
  The mud pool is a chaotic variable which no 
  creature controls. When combat beings in the 
  fighting pit, the mud pool decides what it will 
  become. Roll a d6 and consult the following 
  table: 
   
  d6  
  Mud Pit Outcome 
  1 
  The mud pool becomes a Roper (CR 5; MM, 
  p 261), attacking any creature within range. 
  2 
  The mud pool transforms into a 15-foot 
  spherical mass of spider webs. The mass has 
  the properties of the web spell. 
  3 
  The mud pool transforms into a black 
  pudding (CR 4; MM, p 241), attacking any 
  creature within range. 
  4 
  The mud pool transforms into a 15-foot-tall 
  marble boulder. 
  5 
  The mud pool transforms into a lava pool, 
  spewing chunks of molten debris into the 
  air. At the end of each creature’s turn, roll a 
  d6. On a result of 5 or 6, each creature must 
  succeed on a DC 12 Dexterity saving throw 
  or suffer 3 (1d6) fire damage as it is struck 
  by molten debris. 
  6 
  The mud pool transforms into a clay golem 
  (CR 9; MM, p 168), which bumbles around 
  the pit attacking at random. At the start of 
  its turn, roll a d6. On a 1-3, the golem 
  focuses its attention on any undead in the 
  pit. On a result of 4-6, the golem focuses its 
  attention on any living creature in the pit. 
   
  After the battle concludes, the golem crawls 
  back to its point of origin and reverts to the 
  mud pool. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  11 | Savage Encounters: Villains & Lairs IV  
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  Bounties 
  Several portraits are attached to a notice board. Each of these individuals is wanted for some reason or 
  another. Any undead patron of the tavern may have a bounty on one or more of these wanted criminals. 
   
  Jala’mar. A human paladin (blackguard; VGtM; CR 8, p 211) of Ilmater. He’s a crass and 
  arrogant man, who boasts about his undead slaying. He’s often found in taverns, 
  surrounded by onlookers who listen to his stories of grand battles with the damned and 
  undead. 
   
  Joliet. A half-elf war priest (CR 9; VGtM, p 218) of Lathander. This goody-two-
  shoes of a holy person has sent many an undead friend of the tavern to their 
  eternal rest.  
   
   
  Toll’do. Once an evil master thief (CR 5; VGtM, p 216), Toll’do found religion and 
  now hunts the undead, using his thief abilities to sneak up on them. Toll’do and 
  his holy dagger, known as the Tooth of Helm, are feared throughout the undead 
  community.   
   
   
  Abraham. A human priest (CR 2; MM, p 348) who has vowed to rid the world of 
  undead scum. His holy book, which he calls Suffering, has smacked more than one 
  undead creature to eternal death. 
   
   
   
   
  Porg. An elf paladin of Ilmater. Porg and his sacred hammer have defiled more 
  than their fair share of ghasts, ghouls, and zombies. Someone needs to put a stop 
  to his madness. 
   
   
   
  
   
   
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  Bulgrat 
  Large humanoid (tiefling), neutral evil 
  Armor Class 14 (natural armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  10 (+0) 
  Skills Perception +7 
  Damage Resistances fire 
  Senses darkvision 60 ft., passive Perception 17 
  Languages Common, Infernal 
  Challenge 3 (700 XP) 
   
  Charge. If Bulgrat moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
   
  Innate Spellcasting. Bulgrat’s innate spellcasting 
  ability is Charisma (spell Save DC 14). He can innately 
  cast the following spells, requiring no components: 
   
  At will: thaumaturgy 
  1/day each: darkness, hellish rebuke (2nd level) 
   
  Reckless. At the start of his turn, Bulgrat can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 17 (2d12 + 4) slashing damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage. 
   
   
   
   
  Suffering 
  Wondrous Item, rare (requires attunement by a cleric 
  or paladin) 
   
  An ancient leather-bound tome. The interior pages 
  are filled with illuminated script in Celestial. 
   
  This magical book functions as a club. In addition, 
  you gain a +1 bonus to attack and damage rolls 
  made with this weapon.  
   
  While wielding it, you can use a bonus action to cast 
  one of the following spells:  
   
  1/day: searing smite, thunderous smite 
   
  In addition, while attuned to the book, you can read, 
  write, and understand Celestial. 
   
  Tooth of Helm 
  Weapon (dagger), rare 
   
  An unpolished dagger made of dingy iron. 
   
  You gain a +1 bonus to attack and damage rolls 
  made with this weapon. On a hit with this weapon, 
  the target takes an additional 1d6 radiant damage. 
   
  Eater of the Undead. Against undead enemies, the 
  dagger’s bonus to attack and damage rolls increases 
  to +2, and the extra radiant damage to 2d6.  
   
  
   
   
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  The Lonely Soul Tavern
   
   
  
   
   
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  Alsaynne Dubeau 
  By: Jessica Marcrum 
  Artist: Purple Duck Games: Gary Dupuis 
   
  Alsaynne Dubeau is a Cleric of Life who refused to 
  die when her time came. Relying on her holy book 
  Service as a kill list, she continues to reap souls for 
  the greater glory of her god.  
  Background 
  Alsaynne Dubeau was once a human Cleric of Life 
  who grew bitter with the way most of her fellow 
  mortals wasted their short lives on what she 
  considered pointless activities instead of devout 
  worship. She became obsessed with the idea of 
  extending life of the deserving and her research led 
  her to transform herself into a lich. Seeing this as 
  the one true way to worship her deity indefinitely, 
  she rejoiced at having found the key to 
  immortality.  
   
  Around the time that Alsaynne created and hid her 
  phylactery, she noticed that names began to 
  appear in her holy book weekly. Those named in 
  her book were always in dire need of help. 
  Alsaynne viewed them as those who had carelessly 
  wasted the gift of life and saw it as her solemn 
  duty to reap them. She now relies on her book as a 
  hit list and is vigilant in her work. Her deity is 
  furious.  
   
  Ever cautious of causing too much pain to those 
  she reaps, Alsaynne has a weapon of her own 
  devising, which she calls Faith, that helps those 
  struck with it learn to accept their fate. She takes 
  no pleasure in her work, viewing it as a 
  continuation of the vow she made when she first 
  became a cleric. She has given up asking why her 
  deity has stopped answering her prayers, now 
  taking it as confirmation that her actions are 
  correct. After all, if she were in the wrong, her 
  deity would certainly tell her to stop, wouldn’t 
  they? 
   
   
      
  Current Motives 
  Alsaynne Dubeau moves throughout the world to 
  reap the names that appear weekly in her holy 
  book. She is intent on finding her targets and killing 
  them before the next group of names appears. 
  Having a backlog is terribly inconvenient. 
   
  Alsaynne can be used as an NPC as follows: 
   
  ● A Villain. She appears when the party is in 
  great danger and tries to reap them. 
  ● A Quest Target. Alsaynne’s deity is 
  infuriated by her actions and may ask the 
  party to stage an intervention.  
  ● A Healer. Alsaynne only kills those on her 
  list and is still a powerful Life Cleric. She 
  may be called upon to heal those in need, 
  provided they are worthy. 
  
   
   
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  ● A Travel Guide. Alsaynne is always on the 
  move. If adventurers prove their worth to 
  her, she may allow them to travel with her 
  as she goes to reap her next victim. 
  ● A Religious Leader. Alsaynne may share 
  her love of her deity in an unusual way, but 
  she is deeply devoted to her faith and 
  eager to spread the gospel. She attempts 
  to convert any undergoing a crisis of faith.  
   
  Long Term Motives 
  Alsaynne plans to serve her deity in this fashion for 
  the rest of eternity, but she does grow weary of 
  travel. She would like to find a way to make the 
  unworthy appear in her home, instead of having to 
  travel so much. In the meantime, she is learning 
  teleportation magic.   
  Flaws 
  To the outside world, Alsaynne is utterly convinced 
  that she is right and cannot be dissuaded. Deep 
  down, she worries that she is angering her deity by 
  killing instead of preserving life. She is terrified that 
  she has strayed far from the path, but feels it is too 
  late to change her ways.  
   
  Alsaynne on the Move 
  Alsaynne travels to the location of the names in 
  her book and can therefore be found anywhere, 
  though always when the target is in great need.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Faith 
  Weapon (Pike), very rare 
   
  The pike glows with an almost soothing energy, as if to 
  tell a supplicant that the end of their suffering is nigh. 
   
  You gain a +2 bonus to attack and damage rolls made 
  with this magical weapon. 
   
  On a successful hit, the target must succeed on a DC 14 
  Wisdom saving throw. On a failed save, roll a d6 an 
  consult the below table. The target losses 1 point from 
  that ability score. 
   
  1-2: Intelligence 
  3-4: Wisdom 
  5-6: Charisma 
   
  1 lost point can be restored by a long rest, greater 
  restoration, heal, or wish. A combination of these may 
  be required if more than 1 point was lost. 
   
   
  Service 
  Wondrous Item, very rare (requires attunement by a 
  cleric) 
   
  The ancient leather-bound parchment is filled with 
  crossed out names, yet more appear every week.  
   
  Alsaynne’s holy book is filled with prayers, psalms, and 
  songs that eventually give way to a long list of crossed 
  out names. New names of people in need appear 
  weekly.  
   
   
   
  
   
   
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  Alsaynne Dubeau 
  Medium undead, lawful evil 
  Armor Class 17 (natural armor) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  16 (+3) 16 (+3) 
  20 (+5) 14 (+2) 16 (+3) 
  Saving Throws Con +10, Int +10, Wis +9 
  Skills Arcana +18, History +12, Insight +9, Religion +18, 
  Perception +9 
  Damage Resistance cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhausted, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Celestial, Dwarvish, Elvish, Gnomish, 
  Orcish 
  Challenge 21 (33,000 XP)  
   
  Legendary Resistance (3/Day). If Alsaynne fails a saving throw, 
  she can choose to succeed instead. 
   
  Preserve Life: As an action, Alsaynne can choose any creatures 
  within 30 feet of her and divide 90 hit points among them. This 
  feature can restore a creature to no more than half of its hit 
  point maximum.  
   
  Blessed Healer. When Alsaynne casts a spell of 1st level or 
  higher that restores hit points to a creature, she regains hit 
  points equal to 2+ the spell’s level. 
   
  Divine Strike. Once on each of her turns when she hits a 
  creature with a weapon attack, Alsaynne can cause the attack 
  to deal an extra 9 (2d8) radiant damage to the target. 
   
  Spellcasting. Alsaynne is an 18th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 20, +12 to hit 
  with spell attacks). She has the following cleric and wizard 
  spells prepared:  
   
  Cantrips (at will): mage hand, prestidigitation, ray of frost  
  1st level (4 slots): bless, cure wounds, detect magic, magic 
  missile, shield, thunderwave  
  2nd level (3 slots): calm emotions, detect thoughts, invisibility, 
  mirror image  
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball, lesser restoration, spiritual weapon  
  4th level (3 slots): blight, dimension door  
  5th level (3 slots): beacon of hope, cloudkill, revivify, scrying  
  6th level (1 slot): disintegrate, globe of invulnerability  
  7th level (1 slot): death ward, finger of death, guardian of 
  faith, plane shift  
  8th level (1 slot): dominate monster, power word stun  
  9th level (1 slot): mass cure wounds, power word kill, raise 
  dead 
   
  Supreme Healing. Alsaynne uses the highest number possible 
  for each die when restoring hit points with spells.   
   
  Turn Resistance. Alsaynne has advantage on saving throws 
  against any effect that turns undead. 
  Actions 
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) cold damage. The target must 
  succeed on a DC 18 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 
   
  Faith – Pike +2. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 21 (2d10 + 10) piercing damage. Upon being 
  hit by Faith, the target’s Intelligence, Charisma, and Wisdom is 
  reduced by 1.  
  Legendary Actions 
  Alsaynne 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. 
  Alsaynne regains spent legendary actions at the start of her 
  turn. 
   
  Cantrip. Alsaynne casts a cantrip. 
   
  Paralyzing Touch (Costs 2 Actions) Alsaynne uses her 
  Paralyzing Touch. 
   
  Disrupt Life (Costs 3 Actions). Each non-undead creature 
  within 20 feet of Alsaynne must make a DC 18 Constitution 
  saving throw against this magic, taking 21 (6d6) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
  
   
   
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  Bezuul 
  By: Andy Dempz 
  Artist: Claudio Casini 
   
  A middle manager and petty leader of the least 
  of Hell’s legions. Obsequious and arrogant, 
  displeasing and dangerous. 
  Background 
  The bureaucracy of Hell has a reputation as a 
  cruelly effective meritocracy, where the worthless 
  exist as shapeless lemures or slothful nupperibos 
  until one shows enough promise to be promoted. 
  This system is supposed to ensure that its upper 
  ranks are filled with the strong, the devious, and 
  those who understand the value of order and 
  domination. But not every devil is fit to rise up the 
  ranks. Some, like Bezuul, are promoted to the 
  limits of their ability and ambition, and there they 
  remain, seething with resentment as others pass 
  them by. 
   
  Bezuul is an amnizu, the leaders of the infernal 
  legions and those responsible for molding the 
  newly arrived lemures and finding potential among 
  them. But Bezuul prefers the company of the 
  nupperibos and bears some physical similarity to 
  those pathetic souls who exist only as shuffling 
  hordes of mindless appetites. Bezuul has found his 
  ideal niche with them, bullying the simple 
  creatures and feeding his own ego with delusions 
  of what a grand legion he commands.  
   
  As in his former life, he resents his superiors but 
  lacks both the talent and motivation to rise any 
  higher in the hierarchy. Despite this, or contrary to 
  it, he thinks he deserves better while viciously 
  defending his position from other desirous devils. 
  He fawns on those above him in the infernal ranks 
  and spits on those below him, all while privately 
  maintaining an acrid hatred for those that rise 
  above him.  
   
   
   
  Current Motives 
  Bezuul commands a vast horde of nupperibos, 
  herding them into battle on the plains of Avernus.  
   
  Bezuul can be used as an NPC as follows: 
   
  ● An Enemy Commander. The adventurers’ 
  path may be blocked by Bezuul’s horde 
  and they need to either defeat or 
  negotiate with him to get past. 
  ● An Informant. Bezuul resents his peers and 
  superiors and will share information about 
  them if he thinks the characters might use 
  it in a way that would benefit him. 
  ● A Giver of Questionable Aid. Bezuul may 
  be inclined to sweeten any deals made by 
  providing an item that is beneficial at first 
  but detrimental in the end like flies in the 
  ointment. 
  ● A Provider of Unpleasant Sanctuary. 
  Bezuul receives few regular visitors and 
  may provide respite from the harsh 
  
   
   
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  environs of the Hells to a party of 
  adventurers who can carry out tasks for 
  him (and who can tolerate the nupperibos 
  and flies). He is particularly interested in 
  damning information on his rivals. 
   
  Long Term Motives 
  Bezuul lacks the real ability and ambition needed 
  to move up in the hierarchy of Hell. He dreams of 
  it, but he lacks the will to put his desires into 
  action. 
  He wants the respect of his peers and superiors, 
  but it isn’t likely to come as long as his 
  commanding role is limited to directing a tide of 
  nupperibo bodies. 
   
  Flaws 
  Bezuul’s vanity and bloated sense of self-
  importance make him vulnerable to flattery. He 
  can easily be misled by someone he thinks he’ll be 
  able to take advantage of.  
  If he realizes he has been tricked and used, his rage 
  and embarrassment may compound his condition 
  by continuing the sequence of poor decisions.  
   
  Flies in The Ointment 
  Wondrous item, rare 
   
  This black and red tin, 3 inches in diameter, contains 1d4 
  + 1 doses of a thick mixture that smells faintly of rotting 
  meat. The tin and its contents weigh 1/2 pound. 
   
  As an action, one dose of the ointment can be 
  swallowed or applied to the skin. The creature that 
  receives it regains 2d8 + 2 hit points, ceases to be 
  poisoned, and is cured of any disease. 
   
  When the last dose is used, swarming, biting flies fill a 
  20-foot-radius sphere centered on the user. The sphere 
  spreads around corners. The sphere remains for the 
  duration, and its area is lightly obscured. The sphere''s 
  area is difficult terrain. 
   
  When the area appears, each creature in it must make a 
  DC 15 Constitution saving throw. A creature takes 4d10 
  piercing damage on a failed save, or half as much 
  damage on a successful one. A creature must also make 
  this saving throw when it enters the spell''s area for the 
  first time on a turn or ends its turn there. 
   
   
   
   
   
  
   
   
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  Bezuul 
  Medium fiend (devil), lawful evil 
  Armor Class 21 (Natural Armor) 
  Hit Points 202 (27d8 + 81) 
  Speed 30 ft, 40 ft. fly. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  13 (+1) 16 (+3) 
  20 (+5) 12 (+1) 18 (+4) 
  Saving Throws Dex +7, Con +9, Wis +7, Cha +10  
  Skills Perception +7 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered 
  Damage Immunities fire, poison 
  Condition Immunities charmed, poisoned 
  Senses Darkvision 120 ft., passive Perception 17 
  Languages Common, Infernal, telepathy 500 ft. 
  Challenge 18 (20,000 XP) 
   
  Cloud of Vermin. Any creature, other than a devil,  
  that starts its turn within 20 feet of Bezuul must  
  make a DC 11 Constitution saving throw. A creature  
  within the areas of Bezuul and one or more  
  nupperibos makes the saving throw with  
  disadvantage. On a failure, the creature takes 2  
  (1d4) piercing damage. 
   
  Devil's Sight. Magical darkness doesn’t impede the 
  Bezuul’s darkvision. 
  Hunger-Driven. In the Nine Hells, Bezuul and the 
  nupperibos can flawlessly track any creature that has 
  taken damage from Bezuul’s Cloud of Vermin within the 
  previous 24 hours. 
  Innate Spellcasting. Bezuul’s innate spellcasting ability 
  is Intelligence (spell save 19, +11 to hit with spell 
  attacks). Bezuul can innately cast the following spells, 
  requiring no material components: 
  At will: charm person, command 
  3/day each: dominate person, stinking cloud 
  1/day each: dominate monster, maze 
  Magic Resistance. Bezuul has advantage on saving 
  throws against spells and other magical effects. 
   
   
  Actions 
  Multiattack. The Bezuul uses Poison Mind. It also makes 
  two attacks: one with its flail and one with its Disruptive 
  Touch. 
  Taskmaster Flail. Melee Weapon Attack: +10 to hit, 
  reach 10 ft., one target. Hit: 8 (2d4 + 2) bludgeoning 
  damage plus 33 (6d10) force damage. 
  Disruptive Touch. Melee Spell Attack: +11 to hit, reach 5 
  ft., one target. Hit: 44 (8d10) necrotic damage. 
  Poison Mind. Bezuul targets one or two creatures that it 
  can see within 60 feet of it. Each target must succeed on 
  a DC 19 Wisdom saving throw or take 26 (4d12) necrotic 
  damage and be blinded until the start of the Bezuul’s 
  next turn. 
  Forgetfulness (Recharge 6). Bezuul targets one creature 
  it can see within 60 feet of it. That creature must 
  succeed on a DC 18 Intelligence saving throw or become 
  stunned for 1 minute. A stunned creature repeats the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If the target is stunned for 
  the full minute, it forgets everything it sensed, 
  experienced, and learned during the last 5 hours. 
  Reactions 
  Instinctive Charm. When a creature within 60 feet of 
  Bezuul makes an attack roll against it, and another 
  creature is within the attack’s range, the attacker must 
  make a DC 19 Wisdom saving throw. On a failed save, 
  the attacker must target the creature that is closest to 
  it, not including Bezuul or itself. If multiple creatures are 
  closest, the attacker chooses which one to target. If the 
  saving throw is successful, the attacker is immune to the 
  Bezuul’s Instinctive Charm for 24 hours. 
   
   
  
   
   
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  Bondhunters 
  By: Jessica Ross 
  Art provided by Wizards of the Coast 
   
  Your word is your bond, and a broken bond is a 
  death sentence.  
  Background 
  Bondhunters begin unlife in one of two ways: 
  either a creature who obsessively sought out 
  bonds and never broke one in life, or they were a 
  liar and fiend who constantly broke promises, and 
  were killed for their lies. However a creature 
  becomes a Bondhunter, they have a singular focus: 
  to ensure any bond made is kept, no matter the 
  cost.  
   
   While many Bondhunters can be assuaged simply 
  by someone fulfilling their contract, some lies and 
  broken promises are too big to be forgiven. If a 
  broken promise is big enough, a Bondhunter may 
  attempt to kill the one who broke their word and 
  turn them into a Bondhunter as punishment.  
   
   When a Bondhunter acts as a witness to a 
  promise, they use a piece of their rope to bind the 
  promise makers while they make their agreement. 
  The Bondhunter then carries that rope with them, 
  and if the promise is broken, they use that rope to 
  garrote the offending party. If a Bondhunter kills 
  someone in this way, their spirit is trapped in the 
  rope and they become a Bondhunter, continuing 
  the cycle.  
    
  Current Motives 
  Bondhunters seek to create and fulfill bonds. They 
  do not make promises they can’t keep, and they 
  can be convinced to seek out those who don’t keep 
  their word to punish them. 
   
  Bondhunters can be used as an NPC as follows: 
   
  ● An Assassin or Bounty Hunter. If 
  Bondhunters know of someone who broke 
  a promise, they hunt them down. Someone 
  who knows of a Bondhunter’s motivations 
  could trick or manipulate someone into 
  making an unkeepable promise and then 
  send a Bondhunter after them as an 
  unwitting assassin. 
  ● A Deal Broker or Consultant. Due to their 
  unwavering loyalty to kept promises and 
  thoughtful consideration of deals, 
  Bondhunters make excellent consultants 
  when someone wants to make a deal. They 
  see through loopholes and lies and narrow 
  in on the heart of a contract, attempting to 
  make it as fair and attainable as possible 
  for all parties involved.  
  ● An Informant. Bondhunters’ only concern 
  is that all promises made are kept. If a 
  promise is within their power to keep, they 
  have no qualms about making a deal with 
  
   
   
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  anyone who asks. Likewise, unless an 
  agreement specifies it can’t be revealed, a 
  Bondhunter may make a deal with 
  someone else to reveal the details of 
  another. As such, these damned spirits can 
  be useful informants—as long as someone 
  asks the right questions. 
  ● A Quest Giver. Though Bondhunters care 
  about all bonds—from the most extreme 
  broken promise to the smallest twisted 
  word—they don’t always have time to seek 
  out every creature who breaks a bond. 
  When this happens, a Bondhunter might 
  ask someone else who has proven 
  themselves worthy of the task to seek out 
  a bond-breaker and punish them 
  accordingly. 
   
  Long Term Motives 
  Any creature whose spirit becomes a Bondhunter 
  seeks first to ensure everyone fulfils their bonds, 
  but they also want to be put to rest. They must 
  make and fulfill bonds or be the arbiter of kept 
  promises in their unlife, and the number of bonds 
  they must keep depends on how they became a 
  Bondhunter.  
   A Bondhunter who obsessively kept their word in 
  life doesn’t typically have broken promises left 
  unfulfilled after death, so they must simply ensure 
  others keep their word. Making and keeping more 
  promises helps them accomplish this more quickly, 
  but since they were already so dedicated to 
  keeping their word in life, they would likewise be 
  careful about the promises they make as 
  Bondhunter. They must fulfill 1d100 x 100 bonds to 
  move on. 
   A Bondhunter who broke their word in life and 
  became a Bondhunter as a punishment (or because 
  another Bondhunter killed them and turned them 
  into one) must fulfill 1d100 x 1000 bonds to be put 
  to rest. If they break a promise or bond as 
  Bondhunter, 1d100 new bonds are added to this 
  debt. 
  Flaws 
  While Bondhunters are typically impassive and 
  level-headed when making deals, their focus can 
  become single-minded and all-consuming when 
  someone breaks their word. When a Bondhunter 
  zeroes in on a liar, they are sometimes reckless in 
  their pursuit. They would never attempt to make a 
  deal while in this state, but they might unwittingly 
  break a deal already made if it gets in the way of 
  their target. If this happens, they become 
  desperate to make up for their broken deal and 
  might be manipulated into making an unfavorable 
  promise in this state. 
   
  Bonded Rope 
  Weapon (whip) +2, very rare (requires attunement) 
   
  The Bondhunter uses the tendrils of rope making up its 
  own form as weapons. 
   
  You gain a +2 to attack and damage rolls made with this 
  magic weapon.  
   
  The whip has 5 charges. While attuned to it, you may 
  use an action and expend one or more of its charges to:  
   
  ● Cast bane (1 charge).  
  ● Cast zone of truth (2 charges). 
  ● Cast hold person (2 charges). 
   
  The rope regains all expended charges when you finish a 
  long rest. Any rope used to make up a Bondhunter’s 
  body can be used as Bonded Rope. 
   
  If someone binds their hands to someone else’s with 
  Bonded Rope while making a deal or promise, they 
  become an immediate target of Bondhunters upon 
  breaking their word.  
   
   
   
  
   
   
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  Bondhunters 
  Large undead, lawful neutral 
  Armor Class 17 (Natural Armor) 
  Hit Points 161 (14d10 + 84) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  16 (+3) 17 (+3) 
  19 (+4) 19 (+4) 17 (+3) 
  Saving Throws Cha +8, Int +9,  
  Skills Insight +9, Intimidation +8, Investigation +9, Perception 
  +9, Persuasion +8 
  Damage Resistances bludgeoning, necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, poisoned, prone 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Any languages it knew in life 
  Challenge 10 (5,900 XP) 
   
  Broken Bonds (3/Day). As a bonus action after a successful 
  attack with its Bonded Rope, a Bondhunter can wrap their 
  rope around a target, requiring them to make a DC 15 Wisdom 
  saving throw. On a failed save, the target takes 2d6 psychic 
  damage for the lies they’ve told. 
   
  Magic Resistance. The Bondhunter has advantage on saving 
  throws against spells and other magical effects. 
   
  Undead Nature. The Bondhunter doesn’t require air, food, 
  drink, or sleep. 
  Actions 
  Multiattack. Bondhunters make three attacks with their 
  Bonded Ropes. 
   
  Bonded Rope +2. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 8 (1d4 + 5) slashing damage, plus 7 (2d6) 
  slashing damage on a critical hit. 
   
  Reactions 
  Compelled Culpability. If a Bondhunter takes psychic damage, 
  it reacts by swiping out with its ropes. Everyone within 20 ft. 
  must make a DC 16 Dex saving throw. On a save, they take 8 
  (1d4 + 6) slashing damage as the ropes whip by them. On a 
  fail, the rope grabs them and they are restrained until the start 
  of the Bondhunter’s next turn. While they are restrained by 
  the Bonded Rope, the voices of everyone they’ve ever lied to 
  echo in their mind. The target must make a DC 18 Wisdom 
  saving throw. They take 3d6 psychic damage on a failed save 
  and become frightened of the Bondhunter. On a successful 
  save, they take half as much damage and do not become 
  frightened. 
   
   
  Legendary Actions 
  Bondettes (3/Day). A Bondhunter can release a rope from its 
  body to create a smaller version of itself to do its bidding. 
  Bondettes use the stats of ghouls with the addition of Undead 
  Fortitude, and they use the bonded rope as their weapons. 
  Bondettes attempt to grapple targets who have less than half 
  of their health for their Bondhunter to deal with at their 
  discretion.   
   
  Word as Bond (1/Day). When a Bondhunter finds someone 
  who has broken their word, they want to punish this person, 
  potentially killing them to make them into a new Bondhunter. 
  When a Bondhunter reduces a target’s HP to 0 and that target 
  has broken a promise or told a serious lie, the Bondhunter 
  wraps their body in Bonded Ropes. If they fail their death 
  saving throws, they are reborn as a Bondhunter.  
   
   
  
   
   
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  The Bonesinger 
  By: Jen Vaughn 
  Art provided by Wizards of the Coast 
   
  Bonesinger is a bard so powerful in life that 
  Death made them to continue playing after death, 
  using their own body parts to string their violin. 
  Background 
  Once a lively apprentice to a violin maker, 
  Bonesinger learned the ins and outs of music and 
  fine instrument craftsmanship. He started playing 
  in the shop, testing out the quality of the strings 
  before giving the instruments to their forever 
  homes. Bonesinger’s true talents began to shine 
  and soon people were commissioning him to make 
  songs for their special occasions and play concerts. 
  He traveled the world on a bit of bowed wood and 
  catgut string until one day, he played for the 
  biggest patron of them all.  
   
  Dispater of the second level of the Nine Hells was 
  so charmed by the violin maker’s music that he 
  made a deal with him. If Bonesinger worked for 
  Dispater, he could play music forever and no one 
  would ever forget his melodic melodies. The violin 
  maker agreed, not realizing the costs. Dispater 
  immediately took his life and used his body parts 
  to form an arcane musical instrument. Dispater 
  placed the violin, Curtain’s Call, in the violin 
  maker’s still-warm, boned hands, snapping him 
  back to life. 
   
  As part of their bargain, Bonesinger reaves souls 
  for Dispater. Some young, some old, some poor, 
  some rich. It’s the old rich people or military 
  people Bonesinger has a hard time getting access 
  to.  If persuaded, he can travel inside someone’s 
  bones - disappearing and reappearing once his 
  violin is played.  
   
  Creatures Bonesinger has targeted often get a song 
  stuck in their head for days. They feel an oncoming 
  storm of some kind as each beat brings them closer 
  to their death.  
   
  Bonesinger has no home or base of operations. His 
  one other passion or luxury is wearing the finest 
  silk pantaloons and well-made shoes. Should a 
  creature wish to find him on purpose, they can 
  roughly estimate when he will come back to town 
  based on an order of one of the apparel items.  
  Current Motives 
  Bonesinger uses music as necromantic energy. If a 
  song is ever stuck in your head, it means he can see 
  
   
   
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  you and is walking closer... closer... closer still. He 
  is contracted by Death to reave souls but being a 
  living skeleton, it’s hard to sneak up on heavily-
  guarded targets. He can travel inside someone 
  else’s bones once they play a note on Curtain’s 
  Call, his arcane violin. The bone conduction of 
  music is his front door. The players could make a 
  deal with him to help gain access to a target in 
  exchange for not taking their souls or information. 
   
  Bonesinger can be used as an NPC as follows: 
   
  ● A Source of Information. He knows a 
  certain amount of info and shares it with 
  you for the price of traveling inside you. 
  ● A Quest Giver. Trouble knows trouble and 
  he can tell you what problems he’s seen in 
  the local area. He’s happy to have you save 
  people so that he can target them later, 
  souls reaved by clumsy hands are not 
  worth as much as his artfully procured 
  souls. 
  ● A Villain. Bonesinger targets a character, 
  who hears a song in their dreams, then 
  waking life, maybe during battles. The 
  music becomes louder the closer 
  Bonesinger is, until it is a deafening roar. 
  There is a way to delay the Bonesinger and 
  it is to teach him a song he does not know. 
   
  Long Term Motives 
  He is contracted by Dispater to reave souls for the 
  rest of time. Bonesinger believes that if he can 
  learn every song to ever have existed that maybe 
  he can play himself back to a fleshy existence.  
  Flaws 
  Bonesinger covets fine silk trousers or 
  knickerbockers, they are one of the few things that 
  makes him still feel alive. He has an ongoing 
  agreement with local tailors and can be relatively 
  found based on their next order. A fine pocket 
  square, pashmina, or ascot can also distract him. 
   
   
  Curtain’s Call 
  Wondrous item (violin), common 
   
  A shimmering purple glow pulses from the violin 
  whenever a string is played or plucked. In the 
  Bonesinger’s unfleshed hands, it is capable of many 
  terrible things. In a living creature’s hands, it is a skilled 
  bardic tool. 
   
  Death and Dispater are behind many musical numbers 
  and enhanced this instrument to ensure others may 
  meet their end sooner rather than later. As an action, 
  you may give up to two creatures advantage on their 
  next attack roll by playing a jaunty tune. 
   
  Once this ability is used, it can’t be used again until the 
  next dawn. 
   
  Bonesinger 
  Medium undead, lawful evil 
  Armor Class 11 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  14 (+2) 14 (+2) 
  12 (+1) 14 (+2) 12 (+1) 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Skills Performance +8, Intimidation +5, Persuasion +5 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Elvish, Abyssal 
  Challenge 1 (200 XP) 
   
  Magic Resistance. The Bonesinger has advantage on saving 
  throws against spells and other magical effects. 
   
  Regeneration. The Bonesinger regains 5 hit points at the start 
  of each of its turns. 
   
  Undead Nature. The Bonesinger doesn’t require air, 
  food, drink, or sleep. 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) piercing damage.  
   
  Violin Curtain’s Call. As an action, the Bonesinger plays a tune 
  on its violin. Any creature within 60 feet of the Bonesinger that 
  can hear must succeed on a DC 12 Wisdom saving throw or be 
  restrained for one minute. 
   
   
  
   
   
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  Brynhilda Kholar  
  By: Justin Handlin of Crit Academy 
  Artist: Dean Spencer 
   
  Brynhilda is a powerful eldritch warrior whose 
  defense is neigh impossible to overcome. Using 
  magical barriers to defend against attack and 
  turning enemy magical attacks into her own. 
   
  Background 
  Brynhilda was once a beautiful noblewoman of 
  House Kholar. She was quiet, reserved, calm, 
  collected, and secretive. If it wasn’t for her mastery 
  of mixing magic and blade, she would have easily 
  been overlooked by many. She would often tend to 
  slink into the background and do whatever she 
  could to keep from drawing too much attention to 
  herself. Of course, this was difficult when sparring 
  on the practice fields, as she nearly became a 
  different person when engaged in battle. A thrill 
  would rush through her during the fight and cause 
  her blood to boil with excitement. 
   
  When Brynhilda was of age, her pre-arranged 
  marriage to Hjalmar Kholar forced her to put her 
  dreams of becoming an adventurer down forever. 
  She instead became a housewife with two lovely 
  children: her eldest daughter Ingrid, and son Oddir 
  who was two years Ingrid’s junior. During their 
  youth they started to develop skills of their own, 
  Ingrid learning the arts of the weave, and Oddir 
  becoming a skillful swordsman. 
   
  As the children began to grow and Hjalmar was 
  away more often on business, Brynhilda spent 
  much of her time training her children in the arts of 
  magic and swordsmanship. She considered time 
  spent sparring and training her children to be some 
  of the best moments of her life. Unfortunately, this 
  was not to last. 
   
  Hjalmar slowly became more agitated, angry, and 
  brooding when he would return from his business 
  trips. Brynhilda never fully understood why, as her 
  husband preferred to not share their business 
  dealings with her. He often said, “House business is 
  not of import to the Lady of the house.” This left 
  her in the dark on a good many things. He slowly 
  began to delve into drinking, which led to him 
  becoming violent and angry, often injuring the 
  house servants. 
   
  Upon one especially violent alcoholic rage, 
  Brynhilda stepped in and pleaded for Hjalmar to 
  stop his violence toward the servants. This 
  infuriated him. Shortly after returning from a day 
  out with her daughter to find one of the slaves 
  beaten to death, she drew the line, threatening to 
  report him to the local High Lord if he continued to 
  do this, which would result in lashings and 
  imprisonment.  
   
  All was quiet while Hjalmar was gone. Late one 
  night when the moon was high, some intruders 
  snuck into the family’s manor while they slept. A 
  disturbance awoke Brynhilda and she dashed from 
  her bed, seeking out her children. She found them 
  safe, sleeping in their beds. The sound of a struggle 
  drew her to the kitchen area where she stumbled 
  upon several intruders who had just slain one of 
  the servants who happened by. She swiftly kicked 
  her body into motion, almost on its own accord. A 
  quick scuffle back and forth, but they were no 
  
   
   
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  match for her. Fighting them off with a small 
  kitchen knife, she was able to quickly slay one of 
  them as the other intruder escaped.  
   
  The following morning, she strode to the rooms of 
  the children to wake them, only to find them dead. 
  No visible wounds to be seen. Something had 
  taken the children in the night. Brynhilda was 
  crushed. Tears rolling down her cheeks, confused 
  as to what could have happened, she reached out 
  to a temple priest and discovered that the children 
  had been poisoned. Unsure why, she decided to 
  devote herself to finding her children’s murderer 
  and the reason why they did such a horrible thing. 
   
  Her investigation led her to a terrifying truth. Her 
  husband had run the house into so much debt, the 
  only thing of value they had was their manor, and 
  the children’s stored inheritance from Brynhilda’s 
  family. She discovered that the death of the 
  children was the result of a plot by her husband 
  and some debtors to gain access to the children’s 
  stored wealth. Believing that if they were out of 
  the picture, he would just claim their inheritance to 
  solve their debt problems. 
   
  Brynhilda was furious. She quickly slew her 
  husband and went on a search for the others 
  responsible for her children’s death. Unable to find 
  the ones responsible, after many years of 
  searching, she did the only thing a loving mother 
  could do. She reached out to a higher power that 
  would help buy her the time she needed. She 
  made a deal with a powerful demon to extend her 
  life so that she could get revenge on those who 
  harmed her children. Unfortunately, the deal was 
  twisted by the demon, binding her to her lands. As 
  the years passed, she continued to age, until her 
  flesh and organs all rotted and fell from her body, 
  leaving only her skeletal form.   
   
   
   
   
   
   
  Current Motives 
  Brynhilda protects her children’s tomb and their 
  inheritance from any and all who would attempt to 
  pilfer from it. 
   
  Brynhilda can be used as an NPC as follows: 
   
  ● A Source of Information. During her 
  investigation, she was able to gather plenty 
  of information on different unscrupulous 
  groups in the area, including what she has 
  learned of the Zhentarim. 
  ● A Quest Giver. She’s seeking out anyone 
  who can help bring those responsible for 
  her children’s murder to justice and break 
  the seal that binds her to the Tomb of the 
  Stolen (see below). 
  ● A Trader. Brynhilda has gathered many 
  items from slain grave robbers and 
  adventurers alike. She is all too happy to 
  barter with it in order to avoid a fight if 
  possible. 
  ● A Villain. If the characters venture into 
  Brynhilda’s lair seeking out treasure or an 
  item contained within her children’s 
  inheritance, she attempts to slay them 
  while crying out the evil of what they do, 
  “Hasn’t enough been taken from them?”  
   
  Long Term Motives 
  Brynhilda continues to seek out vengeance against 
  those who stole her children from her. She hopes 
  that once this is done, she can be buried and left to 
  rest in peace alongside them. 
  Flaws 
  Brynhilda is a very lonely person, as she has been 
  bound to the tomb for over a century. She is often 
  only visited by those who seek to steal her treasure 
  or destroy her. Because of this, when she happens 
  upon those who seek not to fight and pilfer, but 
  talk, she tends to ramble on. This makes her very 
  susceptible to deceptive tactics, especially if one 
  appeals to comradery and family. 
   
  
   
   
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  Brynhilda Kholar 
  Medium undead, chaotic good 
  Armor Class 16 (armor scraps) 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  18 (+4) 16 (+2) 
  17 (+3) 12 (+1) 15 (+2) 
  Saving Throws Int +6, Con +5 
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Skills Athletics +6 Intimidation +3, Perception +6, Persuasion 
  +5 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common 
  Challenge 6 (2,300 XP) 
   
  Innate Spellcasting. Brynhilda’s innate spellcasting ability is 
  Intelligence (spell save DC 14). Brynhilda can innately cast the 
  following spells, requiring no material components  
   
  2/day each: absorb elements (XGtE), mirror image, misty step, 
  shield 
   
  Legendary Resistance (1/day). If Brynhilda fails a saving 
  throw, she can choose to succeed instead. 
   
  Magic Resistance. Brynhilda has advantage on saving throws 
  against spells and other magical effects. 
   
  Actions 
  Multiattack. Brynhilda makes two attacks with any 
  combination of her Mage Slayer or her Repelling Blast. 
   
  Mage Slayer (Longsword). Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one creature. Hit: 13 (2d6 + 3) slashing damage. 
   
  Repelling Blast. Ranged Spell Attack: +5 to hit, range 120 ft., 
  one target. Hit: 10 (3d6) force damage, and the target is 
  pushed up to 10 feet away from Brynhilda in a straight line. 
   
  Legendary Actions 
  Brynhilda can take 2 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. 
  Brynhilda regains spent legendary actions at the start of her 
  turn. 
   
  Pushing Attack. Brynhilda attacks once with the Mage Slayer. 
  On a hit, the creature must succeed on a DC 15 Strength 
  saving throw or be pushed up to 15 feet away from Brynhilda. 
   
  Repelling Blast. Brynhilda makes one attack with Repelling 
  Blast. 
   
   
  Mage Slayer 
  Weapon (longsword), rare, requires attunement 
   
  A near invisible, magical energy ripples across the entire 
  length of this blade, much like the air above an open 
  flame. 
   
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. 
   
  When you attack with this weapon, you ignore any 
  bonus to AC granted to the target by spells (such as 
  barkskin, mage armor, haste, or shield) or similar 
  effects.  
   
   
   
  
   
   
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  Tomb of the Stolen 
  By Justin Handlin of Crit Academy 
  Map: Dyson Logos 
   
  Tomb of the Stolen is a short lair adventure 
  designed for five characters between 5-8th-level.  
  Background 
  The Kholars’ manor was designed with a basement 
  crypt to store passing family members. This 
  allowed them to pay respects as often as they 
  wished. Unfortunately, the children were the first 
  to be buried here by Brynhilda. After slaying her 
  husband who had assassins sent in to claim their 
  lives, she decided to burn his body, not allowing 
  him to rest alongside them. After her 
  transformation from the demon’s twisted pact, the 
  tomb of her children has been her prison ever 
  since.  
   
  Over the years, many have entered the Tomb of 
  the Stolen. Some seeking riches, others out to slay 
  the undead creature that makes the tomb her 
  home. Because of this, she has set up traps and 
  allowed other creatures of nightmare to inhabit 
  the area, so long as they don’t attempt to 
  desecrate her children’s tomb or steal their 
  inheritance. 
  Plot Hook 
  The story and lore surrounding the tragedy that 
  befell the Kholar family a century ago is familiar to 
  most of the locals in the area. Not only for the 
  heinous act of the father, but of the lengths that 
  the house mistress went to avenge her fallen 
  children and protect their inheritance. 
   
  This leads many treasure hunters down into the 
  tomb to find the Kholar inheritance. Additionally, it 
  is known that many would-be adventurers have 
  attempted to seek out the inheritance but never 
  returned. This may lead some to believe that 
  whatever valuables they were carrying may still be 
  there. 
  Other adventurers may decide to seek out a much 
  more righteous cause, seeking to slay the undead 
  monstrosity that is said to reside there. 
   
  Alternatively, a character with the Criminal Contact 
  background feature may have heard from a reliable 
  and trustworthy source that the undead creature 
  that inhabits the tomb has a valuable item for 
  trade. Unfortunately, it’s unclear what the item is. 
   
  Descending into the Tomb 
  As the party approaches the mine, read or 
  summarize:  
  As you descend the rough stone stairs, the sound 
  of a moving stream echoes off the finely carved 
  cave walls. You also hear the sound of dozens of 
  voices crying out in a shrill wail in the darkness. 
  General Features of the Crypt 
   Terrain. Stone, dirt, and loose gravel. Ceiling reaches 
  60 feet up. 
   Weather. The air in the tomb is cool. 
   Light. The tomb is dark, save for any light source the 
  adventurers bring with them.  
   
  Smells and Sounds. An acrid, burning smell permeates 
  the air (brimstone). The placid gurgling of the Lethe 
  stream echoes through the mine. 
   
   
  
   
   
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  Area 1 – Feasting Chamber 
  As the party enters Area 1, read or summarize: 
  The crypt opens at the bottom of the stairs 
  revealing a high conical-shaped cave. It appears 
  as if the tomb was carved out of an existing 
  cavern. A set of stairs to the left rises high with 
  several landings before stopping at a doorway 
  just before reaching the top of the cavern-like 
  tomb.  
    Just behind the cobblestone stairs is a small 
  rising ramp. The main center of the chamber is 
  filled with a small, shallow pool flowing in from 
  a crevice under the stairway and out through a 
  small pathway in the cavern wall to the north. 
   Just beyond the pool, the source of the shrill 
  wailing becomes apparent: a large, deformed, 
  amorphous mass of mouths and eyes. Several of 
  its mouths lurch forward and attach to the 
  ground as it pulls itself forward. 
  The center of this room has a small pool of water 
  that appears to be running out from underneath a 
  large set of stairs that lead to another level along 
  the cave wall. The water contains two sapper fish 
  (see sidebar). If killed, the sapper fish are replaced 
  by two more from upstream after 10 minutes. The 
  source of the shrill voices is a gibbering mouther 
  (CR 2; MM, p 157). 
  Sapper Fish  
  The sapper fish has the statistics of a quipper (MM p. 
  335) with the following additional trait: 
   
  Sap Strength. A creature hit by the sapper fish’s bite has 
  its stamina sapped and they begin to experience high 
  levels of fatigue. The target must succeed a DC 13 
  Constitution saving throw or suffer one level of 
  exhaustion. 
   
  Area 2 – False Crypt 
  As the party enter Area 2, read or summarize: 
  A large broken urn sits atop a pedestal at the 
  end of the room. A collection of small ornate 
  metal boxes and jewels are collected around its 
  base. 
  This room was created to entice would-be grave 
  robbers into entering and unleashing a trap (see 
  “Sleep of Ages” below) to punish them for their 
  thievery. If the trap is activated, the gibbering 
  mouther from Area 1 arrives and takes its time 
  devouring them.  
  Sleep of Ages 
  Simple trap (Levels 5-- 10, dangerous threat)  
  When a sleep of ages trap activates, a pressure plate 
  unleashes a spell that threatens to send intruders into a 
  deep slumber.  
   Trigger. Stepping on a pressure plate triggers this trap. 
   Effect. When activated, this trap casts a sleep spell 
  centered on the pressure plate, using a 5th-level spell 
  slot. 
   Countermeasures. A successful DC 18 Wisdom 
  (Perception) check reveals the pressure plate. A 
  successful DC 18 Intelligence (Arcana) check made 
  within 5 feet of the pressure plate disables the trap, and 
  a check with a total of 10 or lower triggers it. A 
  successful dispel magic (DC 17) cast on the pressure 
  plate destroys the trap. 
   
  Treasure 
  The Urn itself is ornate with intricate carvings on it 
  and is worth 200 gp. The area is littered with five 
  diamonds worth 50 gp each, a pearl worth 500 gp, 
  and a small collection of a various gems worth 175 
  gp altogether. 
   
   
   
   
   
   
   
  
   
   
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  Area 3 - Shriekers 
  As the party enters Area 3, read or summarize: 
  A loud, ear-piercing screech shakes the cavern. 
  At the end of the small incline, two human-sized 
  purple mushrooms can be seen. The source of 
  the screech appears to be emanating from the 
  mushrooms. A large split in the wall forms a 
  cave entrance with scattered remains of 
  humanoid bones, various weapons, and armor. 
  This area has a shrieker (CR 0; MM, p 138) and a gas 
  spore (CR ½; MM, p 138) that have been placed as 
  an alarm system to warn Brynhilda of intruders. A 
  successful DC 15 Intelligence (Nature) check reveals 
  that the mushrooms are different. If the check 
  succeeds by 5 or higher, they can identify them.  
   
  The cave entrance is the resting place of the 
  gibbering mouther found in Area 1. The mouther 
  tends to make its way back here while devouring its 
  enemies, often leaving behind their basic 
  equipment (see PHB ch. 5).  
  Treasure 
  Populate the area with as much or as little basic 
  equipment as you want. The area also contains two 
  potions of greater healing. 
  Area 4 - Stairs 
  As the party enters Area 4, read or summarize: 
  A large switch-back style set of ascending stairs 
  carved into the rocky cavern wall leads up to a 
  small doorway about 40 feet up from the floor of 
  the cavern. 
  The stairs are carved out of the cavern’s rocky wall 
  and have worn over the years. The lack of a 
  handrail makes it a dangerous place. If battle 
  breaks out, Brynhilda favors battle from its top, 
  using it as a tool to funnel her enemies into one-
  on-one combat and knock them off when they get 
  too close. She does her best to knock the players 
  down onto the gas spore in Area 3. At the first 
  landing of the stairs, all creatures are visible to the 
  shrieker in Area 3, which then uses its Shriek 
  reaction.  
   
  If the characters begin to make their way to the 
  top and overpower Brynhilda, she rushes into Area 
  6 and activates the cube of force (DMG p. 159) 
  there. Specifically, she activates the cube’s third 
  face, which prevents living creatures from passing 
  through the barrier while she attacks with her 
  Repelling Blast from inside.  
  Area 5 - Brynhilda’s Quarters 
  As the party enters Area 5, read or summarize: 
  A single straw bed sits up against the wall. A 
  worn, tattered blanket with a family crest lies 
  atop it. Alongside the bed is a damaged and 
  dusty table with a single picture frame resting 
  upon it.  
  This area where Brynhilda lives and rests while 
  protecting her children and their inheritance. With 
  a successful DC 10 Wisdom (Perception) check a 
  character can see that the picture on the table is of 
  a beautiful young Brynhilda and her children, all 
  three in a loving embrace with wide smiles upon 
  their faces. Another door leads out of the room 
  into Area 6. 
   
  The dusty table has a hidden compartment that 
  can be found with a successful DC 20 Intelligence 
  (Investigation) check. The hidden compartment 
  contains a writ of land ownership for a 1-square-
  mile area around the tomb. 
   
   
   
   
   
   
   
   
  
   
   
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  Area 6 - Crypt  
  As the party enters Area 6, read or summarize: 
  This room appears to have significantly less dust 
  and dirt when compared to the rest of the tomb 
  cavern. In each far corner of the room rests a 
  small stone sarcophagus, each decorated with 
  intricate gold and silver filigree designs. Atop a 
  small pedestal sits a metallic cube about an inch 
  across. Each face has a distinct marking on it. 
  This room is the resting place of Brynhilda’s 
  children and their inheritance, both of which she 
  protects from any threats until she can’t fight 
  anymore. The inheritance of the children is a cube 
  of force (DMG p. 159) that can form invisible 
  magical barriers. 
   
  A successful DC 18 Intelligence (Arcana) check 
  reveals the magic item as the cube of force, as well 
  as the fact that each of its barriers’ effects are 
  limited to a duration of 1 minute. The cube’s magic 
  can also be suppressed for 10 minutes by a dispel 
  magic spell paired with a successful DC 18 
  Intelligence (Arcana) check. 
  Conclusion 
  If the characters decide to defeat all the creatures 
  and collect the rewards that lay within, they are 
  also given the title “Night’s Bane” from a local 
  noble, as well as a 500 gp reward. 
   
       If the characters meet with Brynhilda and learn 
  the truth of her fate and that of her children, they 
  may choose to seek out the murderers, an 
  investigation that can lead to members of the dark 
  faction, the Zhentarim.  
   
       If the characters take a completely different 
  approach and end up befriending Brynhilda, she 
  could make for an interesting recurring NPC in your 
  campaign. If this happens, or they return with 
  proof they have dealt with the Zhentarim, she 
  offers them a writ of land ownership (see Area 5). 
   
   
   
   
  
   
   
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  Tomb of the Stolen 
   
   
  
   
   
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  Cindle “Rot Monster” Marello 
  By: Matthew Whitby 
  Artist: Gary Dupuis: Purple Duck Games 
   
  Once a proud cleric, tempted into receiving a 
  powerful curse that rendered Cindle Marello to rot 
  forever more. Determined to persevere no matter 
  what. 
  Background 
  Cindle Marello was a proud cleric of Ilmater, the 
  god of suffering, martyrdom, and perseverance, 
  renowned for his compassion and endurance. 
  Endurance is a trait that Cindle has needed, having 
  lived far from an easy life after losing her family to 
  endless raids of goblins, gnolls, and other feral 
  beasts. 
   
  Joining a chapel of Ilmater gave reason to her 
  suffering; it was a part of life, and her endurance 
  would be rewarded. Cindle thrived within her faith, 
  becoming an exemplar pupil and a beacon of 
  perseverance.  
   
  She was sent out to aid those in far lands, healing 
  the wounded and freeing those who were 
  oppressed. One fateful expedition had Cindle 
  clashing with cultists of Zuggtmoy, the Lady of Rot 
  and Decay. The resulting conflict left Cindle 
  marked, a fungal infection that caused her body to 
  distort and rot from her bones. 
   
  Nothing she could do could ease the pain, but as a 
  follower of Ilmater she found a way to survive. 
  However, when trying to return to her chapel, 
  Cindle was shunned and exiled. 
   
  Feeling abandoned by her faith, and from all 
  civilization, she became a recluse, rotting 
  forevermore as she suffers, becoming the “rot 
  monster” everyone called her. 
   
  Current Motives 
  Cindle Marello wants nothing more than to live a 
  life free of her curse, but as every attempt has 
  been futile, she’ll settle for a life of without being 
  burdened. 
   
  Cindle “Rot Monster” Marello can be used as an 
  NPC as follows: 
   
  ● A Hermit. Years of eternal rotting forced 
  Cindle to live out in the wilderness, in a hut 
  of her own making, away from civilized life. 
  People might just stumble across her home 
  by accident. 
  ● A Prisoner. Misunderstood and looking as 
  she does, many are quick to call Cindle a 
  monster and capture her. The adventurers 
  might find Cindle contained within a cell. 
  ● A Wise Sage. Rumors speak of a monster 
  that is both incredibly wise and an expert 
  of demonology. Cindle is that wise sage, 
  trading knowledge for items that might aid 
  her. 
   
  
   
   
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  Long Term Motives 
  Ultimately, Cindle wishes to find some way in 
  which to remove the “Blessing of Zuggtmoy,” to 
  cease the endless rot by any means necessary. 
  She also feels abandoned by Ilmater (despite this 
  being untrue) but still seeks answers from the deity 
  she once worshipped. 
  Flaws 
  A life of doing what she thought was right, and the 
  one mistake that cost her everything, has left 
  Cindle incredibly bitter. Having seen the powers of 
  both Gods and of demons, she is convinced that 
  both condemned her equally.  
  As a result, Cindle is far from good company. She is 
  rude, irritable, and angry. She believes that even 
  though her rot is on the outside, everyone has 
  some form of rot in their soul. She’ll live up to her 
  nickname of “Rot Monster,” just to keep people 
  away. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Cindle “Rot Monster” Marello 
  Medium humanoid (human), chaotic neutral 
  Armor Class 10 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  10 (+0) 14 (+2) 
  11 (+0) 17 (+3) 12 (+1) 
  Saving Throws Con +6, Wis +7 
  Skills Intimidation +9, Religion +4, Medicine +7 
  Senses passive Perception 13 
  Languages Common, Elvish 
  Challenge 9 (5,000 XP) 
   
  Zuggtmoy’s Blessing. Cindle suffers 9 necrotic damage at the 
  start of her turn. Shedding a lump of rotten skin in an 
  unoccupied space within 5 feet of her. A creature that who 
  touches the shed skin must succeed on a DC 14 Constitution 
  saving throw or become poisoned and suffer 3 (1d6) necrotic 
  damage at the start of its turn until cured. 
   
  Endless Endurance. Cindle regains 10 hit points at the start of 
  her turn. If she takes acid or fire damage this trait doesn’t 
  function at the start of her next turn. If she starts her turn at 0 
  hit points, this trait does not function.  
   
  Spellcasting. Cindle is a 9th-level spellcaster. Her spellcasting 
  ability is Wisdom (spell save DC 15, +7 to hit with spell 
  attacks). She has the following cleric spells prepared: 
   
  Cantrips (at will): light, mending, sacred flame, spare the dying 
  1st level (4 slots): divine favor, guiding bolt, healing word, 
  shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, prayer of 
  healing, silence, spiritual weapon 
  3rd level (3 slots): crusader’s mantle, dispel magic, revivify, 
  spirit guardians, water walk 
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith, stoneskin 
  5th level (1 slots): flame strike, mass cure wounds, hold 
  monster 
  Actions 
  Multiattack. Cindle makes two melee attacks. 
   
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges after a Short or Long Rest). Cindle 
  grants a +10 bonus to an attack roll made by herself or 
  another creature within 30 feet of her. Cindle can make this 
  choice after the roll is made but before it hits or misses. 
   
   
  Gloves of Ilmater 
  Wonderous item, very rare (requires attunement) 
   
  A pair of white gloves with blood red cord tied around 
  the wrists. 
   
  While wearing the gloves, you gain the following 
  benefits: 
   
  ● As an action, you can touch a creature and draw from 
  a pool of 25 hit points to restore a number of hit 
  points to that creature, up to the maximum amount 
  remaining in the pool. As a result, you lose the 
  number of hit points restored. 
  ● Alternatively, you can expend 5 hit points from the 
  pool to cure the target of one disease or neutralize 
  one poison affecting it. You can cure multiple 
  diseases and neutralize multiple poisons with a 
  single use, expending hit points separately for each 
  one. As a result, you gain the disease or poisoned 
  cured this way. 
   
  The pool of hit points replenishes when you complete a 
  long rest. 
   
   
   
  Endless Endurance 
  Wonderous item, rare (requires attunement) 
   
  A spiked chain neckless, painfully tight around the neck. 
   
  While wearing the neckless, you regain 10 hit points at 
  the start of your turn. If you take acid or fire damage, 
  this trait doesn’t function at the start of your next turn. 
  If you start your turn at 0 hit points, this trait does not 
  function. 
   
   
   
  
   
   
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  Deadmoon Rise 
  By Oliver Clegg 
  Art provided by Wizards of the Coast 
  Map: Dyson Logos 
   
  Deadmoon Rise is a short lair adventure designed 
  for five characters of 20th level. 
  Background 
  One dark night in the distant past, a star fell from 
  the sky and buried itself deep in the earth. The star 
  contained a herald of an elder evil, Atropus, the 
  World Born Dead. The shard was a scout – an 
  atropal - sent to slumber at the core of the world 
  and awaken when the earth was ripe for 
  harvesting. As the centuries passed, civilizations 
  noted the strange happenings in the area, and built 
  a standing circle over it to ward off fell magic. 
  Curious souls delved deep in search of starmetal, 
  but failed to find the source of the magic, 
  eventually retiring and falling to dust, as all mortals 
  eventually must.  
   
  Now, long since the stone circle has been lost to 
  memory, the atropal has awakened. And it sings 
  into the night for its master to join it.  
  Plot Hook 
  The stone circle at Deadmoon Rise has begun to 
  sing. Early investigations have discovered that 
  approaching the circle is lethal to the unprepared, 
  and calls for help have been sent to anyone with 
  the knowledge or experience to assist.  
  Song of the Atropal 
  Creatures that come within 1 mile of Deadmoon 
  Rise can hear the keening song of the Atropal. 
  Creatures that come within 100 feet of Deadmoon 
  rise take 1 necrotic damage at the start of their 
  turn. Teleportation magic or abilities targeting (or 
  used within) Deadmoon Rise always suffer a 
  mishap as if they had cast a teleport spell and 
  rolled a ‘Mishap’ on the associated table.  
  Spell and abilities that restore hit points do not 
  function whilst inside Deadmoon Rise. Creatures 
  cannot rest inside Deadmoon Rise. Divine 
  Intervention and Channel Divinity abilities do not 
  function inside Deadmoon Rise – the influence of 
  the World Born Dead is sufficient even at this early 
  stage to sever the link between deities and their 
  servants. Casters who are affected by this caveat 
  are aware of it as soon as they approach the lair.  
   
  
   
   
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  Approaching Deadmoon Rise 
  As the party approaches the lair, read the 
  following:  
  Through the howling on the wind, you see the stone 
  circle that marks the entrance to Deadmoon Rise. The 
  earth here is blackened and lifeless – a powerful 
  sense of evil beckons you closer.  Between the 
  stones, a steep slope leads downwards into the dark.  
  The area around the stones is littered with the 
  skeletons of villagers and travelers who came to 
  investigate the noise and disintegrated before they 
  got through the stones (see A Seal Broken and 
  Twisted). The spiral stair leading to Area 1 is unlit, 
  with no handholds. 
  General Features 
   Terrain. Carved stone warped in fractal spiral patterns 
   Light. It is pitch black inside the mine.  
   Smells and Sounds. An acrid, burning smell permeates 
  the air (brimstone). The placid gurgling of the Lethe 
  stream echoes through the mine. 
  A Seal Broken and Twisted  
  The stone circle at Deadmoon Rise was once a 
  powerful protection, but now works to the ends of 
  the atropal.  The entrance to the caves is buried in 
  the earth, and the ring of stone is impassable as if 
  the gaps between the stones were filled with a wall 
  of force. Destroying any of the stones (AC 15, 25 hit 
  points) ends this effect, but causes each stone still 
  standing to unleash a psychic scream spell in a 15-
  foot radius centered on itself.  
  Area 1 – Sands of Mortality 
  As the party enter Area 1, read or summarize: 
  The singing is louder now, and rings in your ears like 
  mortality itself come to claim you. The sands of time 
  slip away with the song, carrying you ever closer to 
  death.  
  Creatures in Areas 1 onwards age one year for 
  every five minutes spent inside Darkmoon Rise. 
  Creatures being aged in this way can feel the life 
  potential draining from them.  
  Clinging Grasp of Time 
  Characters that move into this room find 
  themselves assailed with illusory memories of their 
  lives and people they love, all of whom beg them 
  to turn back before they perish. The illusory 
  memories cannot leave Area 1, but they appeal to 
  their charges each time characters return here. 
  Through the Hourglass 
  The floor of this area is quicksand (DMG, p110) 
  which stretches endlessly down below the floor of 
  Deadmoon Rise. Creatures in the quicksand age at 
  a rate of 1 year each round.  
  Area 2 – The Moonlure Murals 
  As the party enter Area 2, read or summarize: 
  The walls of this long room are riddled with spirals 
  eating into themselves, criss-crossing into other 
  worlds, vistas of darkness and the sound of 
  crunching, wasting, biting euphoria. Can you hear it? 
  The song calls him across time and space. He comes.  
  Six Murals for A Requiem 
  The walls of this room twist and groan to the song 
  of the Atropal. The stone here is flexible obsidian 
  and can be manipulated as if it were soft earth as 
  long as it remains within 1 mile of the atropal. 
  Every round, new and disturbing images appear 
  graven into the walls, twisting and devouring each 
  other. They are nonsense, but hypnotic. Each 
  alcove in this room contains a Moonlure Mural 
  trap.   
  Moonlure Mural Trap 
  Simple trap (Levels 16-20, deadly threat)  
  This trap is a dangerous side effect of the atropal’s 
  magic.  
   Trigger. A living creature enters the room. After 
  approximately 6 seconds pass, the trap triggers. 
   Effect. The room is suddenly affected by a sympathy 
  spell (DC27) which attracts targets towards the mural, 
  where they remain gawking indefinitely. The sympathy 
  effect cannot be dispelled.  
  
   
   
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  The Smile of a Dead God 
  The characters are not the only creatures that have 
  answered the call of the Atropal. Hidden in the 
  shadows of the room, a nightwalker (CR 20; MToF, 
  p 216) newly arrived from the negative energy 
  plane haunts the edges of the mural. It attacks 
  characters that enter the room after 1 round has 
  passed. It attacks silently, and a smile is etched into 
  the shadows of its face.  
  Area 3 – Maze of Dark Mirrors 
  As the party enter Area 3, read or summarize: 
  The dark stone corridors wend and wind, 
  treading back in on themselves like the tapestry 
  of existence snarled. Your reflection glimmers 
  on the black stone, and echoes of your life drift 
  by you, treading the same paths to nothing over 
  and over until they fall to dust. 
  The Mirror Maze 
  This close to the atropal, the world is fractured and 
  broken. A creature moving through this area must 
  spend 4 feet of movement for every 1 it moves. For 
  every 5 feet a creature moves in this area, they 
  leave a phantasmal echo of themselves behind, 
  which copies their movements exactly before 
  leaving its own copy behind and so on ad infinitum. 
  Every time a creature attempts to move through 
  the mirror maze, they must succeed on a DC 23 
  Wisdom saving throw or fall under the influence of 
  a confusion spell until the end of their next turn.  
  Reflections on Death 
  The atropal calls through time and space to the 
  outer reaches of reality, where an elder evil lurks. 
  For a brief moment, the reflective stone of the 
  mirror maze flickers, revealing the horror that is 
  Atropus, the World Born Dead, as it turns its face 
  towards creation.  
   
   
   
   
  The Grinning Face of Death 
  Complex trap (Levels 15-20, deadly threat)  
  The merest touch of Atropos’ presence is anathema to 
  the living. Everywhere, the mirrored stone reflects the 
  face of death, far away amongst the stars.  
   Trigger. A living creature enters the winding stone 
  maze. The trap triggers immediately throughout the 
  entire cave network.           
   Initiative. The Grinning Face of Death acts on Initiative 
  counts 25, 15, 5 and 0.                                                                         
   Active Elements. The turning face of Atropus brings the 
  negative energy plane coterminous with the material 
  plane over four stages.  
  New Moon (Initiative 25). The entirety of Deadmoon 
  Rise falls under the effects of a Symbol (Death) spell 
  (DC20). Living creatures gain an immediate sense that 
  they are about to die. 
  Waxing Crescent (Initiative 15). Creatures that can see 
  any of the mirrored stone must succeed on a DC20 
  Charisma saving throw or be Stunned until the end of 
  their next turn. 
  Waxing Gibbous (Initiative 5). The entirety of 
  Deadmoon Rise is blanketed by magical darkness.  
  Full Moon. (Initiative 0). The negative energy plane 
  becomes coterminous for a brief moment. Any creature 
  on the material plane and inside Deadmoon Rise when 
  this occurs is slain. Creatures immune to necrotic 
  damage are unaffected. 
     Constant Elements. The New Moon damages creatures 
  each round, and the darkness of the Waxing Gibbous 
  renews itself. 
  New Moon. Creatures take 1 necrotic damage at the 
  start of their turn.  
  Waxing Gibbous. The darkness renews itself at the start 
  of each character’s turn and extinguishes light sources in 
  the area.  
   Countermeasures. Some aspects of the trap can be 
  ameliorated by particular measures. 
  The Power of Dirt. Creatures can dirty the rocks or 
  otherwise obscure the sight of Atropos. If a creature 
  manages to completely block all of the mirrored rock in 
  sight of them, they are unaffected by the trap until they 
  come once more into sight of an active section of rock. 
  Shattering the rock has no effect on the trap. 
  Antimagic. A creature inside an antimagic field is takes 
  half-damage from New Moon.  
  Wish. A successful casting of the wish spell can end this 
  trap and de-activate the mirrored coating of the walls.  
   
  Screaming Faces from Beyond the Wall 
  
   
   
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  The Mirror Maze is a host to all those dark secrets 
  that wander the space between stars. Each time a 
  character moves 5 feet through the Mirror Maze, a 
  wraith (CR 5; MM, p 302) appears somewhere in 
  Darkmoon Rise and begins hunting down life 
  forms.  
  Area 4 – The Descent 
  As the party enter Area 4, read or summarize: 
  The madness of the hall of black mirrors ends as 
  abruptly as it began. A staircase leads down into 
  the dark. Each step bears an eternity of sorrow, 
  and the song that brought you here echoes ever 
  louder from down below.  
  Staircase to Oblivion 
  A creature that sets foot on the staircase 
  immediately becomes the target of a maze spell, in 
  which they are shifted to a bizarre and nonsensical 
  version of Darkmoon Rise empty of their allies. This 
  mirror dimension is identical at face value but 
  bears several alarming aesthetic traits. 
  1. The character’s allies are absent, even 
  when trapped in their own versions of the 
  maze spell within Darkmoon Rise. Each 
  instance of the maze is separate from the 
  others.  
  2. The Song of the Atropal can still be heard 
  inside the maze, with all the associated 
  effects. 
  3. The staircase extends infinitely in either 
  direction, stretching to darkness.  
  4. A character that drops to 0 hit points inside 
  one of the maze dimensions is consumed 
  by the negative energy plane and 
  destroyed.  
  Stairception 
  Staircase to Oblivion triggers whenever a character 
  sets foot on a new stair, and each maze has the 
  ability to manifest a demiplane nested in the one 
  below, and so on. This can lead to an endlessly 
  nested series of demiplanes, each ‘level’ leading to 
  a lower one and so on. The possibility of being 
  forever trapped in the endless void of the Staircase 
  to Oblivion until the Song of the Atropal wears 
  them away to dust is a bleak but notable 
  contingency you should be prepared for.  
  The Witch of the Ways 
  A green hag (CR3; MM, p 177) called Nanny 
  Nightslugger lives on the Staircase to Oblivion. 
  Precisely how she does this without falling to 
  pieces is unclear to any but her and her Weird 
  Magic, but she’s always looking for an opportunity 
  to bargain.  
   
  Nanny’s Bargain. The hag is quite comfortable in 
  her position, but resents the intrusion of  
  adventurers into the plane she calls home. She 
  pretends to accept magical items in exchange for 
  using her magic to help the party escape. She then 
  cackles and flees into the stair network with her 
  prizes without helping one bit, tempting characters 
  to chase her.  
  Area 5 – Void of Silent Screaming 
  As the party enter Area 5, read or summarize: 
  This large chamber is draped in shadow, and 
  dominated by a sallow, gigantic corpse that 
  festers with dark magic and the promise of 
  eternal quiet. It shrieks endlessly with a mouth 
  that lolls open, tongue flapping around wicked 
  teeth that each chitter secret lies from your 
  childhood. Each word is poison, and a promise, 
  and a call to something greater.  
  The Atropal 
  The atropal known as the Harbinger of Atropus is 
  singing its silent, hysterical, noisy paean across the 
  cosmos from this chamber. It attacks anyone who 
  enters the room with ill-disguised glee, pleased to 
  offer the destruction of little mortal fleshbags to 
  the World Born Dead as a sacrifice.  
   
   
   
  
   
   
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  The Face of Evil 
  The Song of the Atropal is particularly pernicious 
  here. Characters that can hear the music at the 
  start of their turn take 5 necrotic damage at the 
  start of their turn, in addition to any damage 
  incurred from proximity to the atropal itself.  
  Fighting the Atropal 
  The adventurers are likely weakened by the time 
  they arrive in the atropal’s chamber. It spares no 
  effort in finishing them off, focusing first on 
  characters with the most vitality remaining to 
  drain. It babbles obscene nonsense the entire time, 
  and attempts to reason with it meet with nothing 
  but insane laughter and continued crooning. 
  Slaying the Harbinger 
  As the party defeat the atropal, read or summarize: 
  The atropal shudders and collapses in on itself 
  like a dying star. It jerks about like a marionette 
  caught in a storm, and writhes about in agony, 
  shrinking to a tiny dot of black energy that 
  pulses quietly for a small moment. Then it 
  pulses again.   
  The death of the atropal results in a small tear 
  between the material plane and the negative 
  energy plane, triggering a Negative Energy Breach. 
  Conclusion 
  The breach continues to expand until it is stopped, 
  and if the adventurers take the death of the 
  atropal as a sign to utilise their new ability to 
  teleport away, they may find that the problem 
  quickly becomes too large to handle.  
  The World Born Dead senses the death of its 
  seneschal, and turns its malevolent gaze towards 
  the realm on which it was destroyed. Perhaps the 
  atropal sang for long enough that the World Born 
  Dead was able locate it. Perhaps the World Born 
  Dead is out there, searching. Either way, the events 
  at Deadmoon Rise are unlikely to leave the world 
  unaffected.  
   
  Negative Energy Breach 
  Complex trap (Levels 15-20, deadly threat)  
  The breach to the negative energy plane is incredibly 
  dangerous. A single touch can obliterate the living and 
  consume their remains entirely.   
   Trigger. The atropal is slain.            
   Initiative. The Negative Energy breach acts on 
  Initiative counts 25 and 5.                                                                         
   Active Elements. The breach advances in size.   
  Expand (Initiative 25). The breach increases in size by 5 
  feet in all directions.  
  Inorexable Pull (Initiative 5). Creatures within 100 feet 
  of the breach must succeed on a DC 20 Strength saving 
  throw or be pulled 5 feet towards the breach and 
  knocked prone. 
     Constant Elements. The breach is death to any who 
  come into contact with it, and is difficult to escape from.  
  Expand. A creature that comes into contact with the 
  breach is eradicated from existence. 
  Inorexable Pull. Deadmoon Rise is difficult terrain for all 
  creatures.   
   Countermeasures. Some aspects of the trap can be 
  ameliorated by particular measures. 
   
  Healing the Breach. A wish spell has a 50% chance of 
  heal the breach instantaneously. Otherwise the breach 
  can be closed with three successful DC 25 Intelligence 
  (Arcana) checks. Each check requires an action. A 
  creature must be within 10 feet of the breach to 
  attempt such an action and only one creature can work 
  on this task at once. Once a creature attempts a check 
  for this purpose, no other character can do so until the 
  end of that creature’s next turn.  
   
   
  
   
   
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  Deadmoon Rise  
   
  
   
   
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  The Doctor 
  By: Celeste Conowitch 
  Artist: Wizards of the Coast 
   
  The Doctor is a being from an entirely different 
  world. They landed here seeking a cure to save a 
  dying race. But time and self-experimentation 
  have diverted the Doctor from their noble 
  purpose. 
  Background 
  The Doctor hails from a world far beyond the stars 
  of the material realm. They began as one of an 
  entire race like themselves, a people that prized 
  diplomacy, exploration, and most of all: scientific 
  progress.  
   
  The people beyond the stars were living and 
  thriving for centuries, exploring the corners of the 
  material plane until a ship returned to port one 
  day. The crew had all perished, save for one noble 
  pilot who charted the vessel home to warn the 
  planet of a terrible being that lurked in the dark 
  reaches of space. With a dying breath, the pilot 
  spoke of an unstoppable sickness that had slain the 
  crew. 
   
  Rapidly, the people of that land began to grow sick 
  and die. There was nothing in all their medical 
  science that could halt the progress of this arcane 
  plague. So, the leaders of the world formed a crew 
  of their best and brightest. They tasked this crew 
  to leave their world and find a cure to save their 
  dying people.  
   
  The Doctor was appointed lead surgeon and 
  xenobiologist. Within days of launch, crew 
  members began to show symptoms of the disease. 
  The Doctor discovered that the only way to stave 
  off the illness was to replace the failing tissues and 
  organs of the body with other healthy specimens. 
  But by the time the Doctor reached this 
  breakthrough, the rest of the crew was on death’s 
  door. 
   
  With a vital mission to protect, the Doctor put a 
  merciful end to the rest of the crew, grafting the 
  healthy parts into themselves piece by piece. 
   
  Unable to fly the ship alone, the vessel, and the 
  Doctor with it, crashed to the nearest planet. 
  Stranded on an unfamiliar world, and with no more 
  materials to stave off the disease, the Doctor 
  began to improvise. 
   
  The Doctor has been luring and dissecting 
  creatures of this land for so long they have 
  forgotten their original purpose and name. Their 
  mad science, and the organs of their victims, 
  continues to keep the Doctor animate, but even 
  this undead amalgamation is wracked by the 
  effects of the incurable disease. The Doctor 
  
   
   
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  remains tethered to the crashed vessel and its 
  machines until it can find a specimen with organs 
  resistant to its alien disease.  
  Current Motives 
  The Doctor is currently trying to examine, dissect, 
  and integrate as many species from the material 
  plane as they can access. They fill their sleepless 
  hours developing new ways to attract victims, new 
  methods to preserve them, and puzzling over a 
  cure for their own condition.  
   
  The Doctor can be used as an NPC as follows: 
   
  ● A Healer. The Doctor has accumulated 
  many lifetimes worth of medical and 
  scientific knowledge. While they do not 
  know the cure to help themselves, they 
  either know or can discover the cure for 
  any bodily illness. 
  ● A Quest Giver. The Doctor is tethered to 
  their crashed vessel and may seek the aid 
  of adventurers to bring them new 
  specimens to experiment upon. In this 
  scenario, the Doctor has already dissected 
  all the races that match the party’s 
  composition and has no scientific 
  motivation to harm them. 
  ● A Villain. The Doctor needs new specimens 
  and the party are lured to the sunken 
  vessel. The Doctor uses mystery and 
  intrigue to trap the party on the sunken 
  vessel, try to incapacitate them, and then 
  dissect them for parts for their own 
  preservation. 
   
  Long Term Motives 
  The Doctor seeks a way to cure the disease that 
  inevitably causes their body to deteriorate. They 
  are committed to finding the cure through pure 
  science and keep themselves alive by whatever 
  means necessary until this goal is achieved. 
   
   
  Flaws 
  The Doctor admires pure scientific reason above all 
  other things. This worship of logic causes them to 
  justify a great deal of pain, suffering, and 
  questionable moral practices. Regardless of the 
  harm they inflict, the Doctor faithfully believes that 
  they are working for the greater good of societal 
  progress.  
   
  Solution Propulsion Mechanism 
  Wondrous Item, legendary (requires attunement by a 
  character with a minimum INT score of 18) 
   
  The Solution Propulsion Mechanism is a complicated 
  series of tubes and pistons welded together to create a 
  high-speed launch apparatus. A rotating chamber of 
  syringes, each filled with a different deadly concoction 
  fuels this bizarre weapon.  
   
  It is a weapon of the Doctor’s own design, allowing 
  them to fire syringes filled with deadly solutions at their 
  prey. For mechanical purposes, these solutions function 
  as spells being cast.  
   
  The Solution Propulsion Mechanism can be wielded as a 
  magical crossbow that grants a +2 bonus to attack and 
  damage rolls. On a hit, the target suffers 1d6 points of 
  piercing damage and one of the solution effects chosen 
  by you. 
   
  The Mechanism has 20 charges for the following 
  properties. The Mechanism regains a charge for every 
  hour spent brewing new solution with Alchemist’s 
  Supplies. 
   
  Solutions. On a successful hit with the Mechanism, you 
  can expend 1 or more of its charges to cast one of the 
  following spells from it, using your spell save DC and 
  spell attack bonus:  
   
  bane (1 charge) 
  cause fear (1 charge) 
  contagion (5 charges) 
  disintegrate (10 charges)  
  hold monster (6 charges) 
  inflict wounds (3rd-level version, 4 charges) 
  phantasmal killer (5 charges) 
  ray of enfeeblement (2 charges) 
  
   
   
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  The Doctor 
  Medium undead, neutral evil 
  Armor Class 14 
  Hit Points 71 (3d8 + 13) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  18 (+4) 13 (+1) 
  20 (+4) 11 (+0) 13 (+1) 
  Skills Intimidation +5, Medicine +8, Persuasion +5 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, telepathy 120 ft. 
  Challenge 8 (2,900 XP) 
   
  Magic Resistance. The Doctor has advantage on saving throws 
  against spells and other magical effects. 
   
  Undead Nature. The Doctor doesn’t require air, food, drink, or 
  sleep. 
   
  Solution Propulsion Mechanism. This weapon of The Doctor’s 
  own invention allows them to fire syringes loaded with 
  different solutions. For the purposes of combat, treat the use 
  of these solutions as spellcasting. 
   
  When using the Mechanism, The Doctor is considered a 12th-
  level spellcaster. Their spellcasting ability is Intelligence (spell 
  save DC 17, +8 to hit with spell attacks).  
  Actions 
  Solution Propulsion Mechanism. Ranged Weapon Attack: +8 
  to hit, range 30/90 ft., one creature. Hit: 7 (1d6 + 4) piercing 
  damage. 
   
  Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage. If the target is a living 
  creature, it must succeed on a DC 13 Constitution saving throw 
  of 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. 
   
   
   
  
   
   
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  Crash Site 
  By Celeste Conowitch 
  Map: Jean Lorber 
   
  Crash Site is a short lair adventure designed for five 
  characters of 6th to 8th level. Scaling instructions 
  are included to run the adventure for characters 
  from 5th to 9th level 
  Background 
  Decades ago, a ship from beyond the stars crashed 
  to earth. The crew of this vessel perished, ravaged 
  by a fatal disease for which there was no 
  discoverable cure. Only one survivor remained, the 
  ship’s Doctor, who swore to keep themselves alive 
  by whatever means necessary until they could 
  discover the cure.  
   
  The Doctor has perpetuated their survival by 
  grafting the organs and parts of other species into 
  their own flesh, slipping quietly into undeath. The 
  Doctor, in their single-minded pursuit of the cure, 
  has forgotten their name and original purpose but 
  knows that they must draw fresh specimens to 
  their ship, in hopes of discovering a being resilient 
  to the disease. 
  Plot Hook 
  Avery Chestnut, the leader of a roaming band of 
  bards arrives in town seeking aid from a group of 
  capable adventurers. Two of their number 
  disappeared from camp without a trace two moons 
  ago. Eerie colored lights and sounds have been 
  observed coming from the swamp near the bardic 
  camp, and Avery fears some magical fiend has 
  captured her harpist Luanne and her drum player 
  Rosco.  
   
  If the adventurers travel into the swamp and 
  discover the fates of her missing performers, she 
  offers a substantial reward. (The exact reward is 
  left to the DM’s discretion, but the troupe has 
  about 500 gp to offer from their coffers.) 
   
  Traversing the Swamp 
  The swamp next to the bardic camp is large, full of 
  gnarled brambles, twisted trees, and poisonous 
  water. Navigating the swamp during the day 
  requires a successful DC 15 Wisdom (Survival) 
  check. Attempting to locate the missing bards at 
  night is much easier, the flashing lights that emit 
  from the crashed ship reduce this check to a DC 12 
  Wisdom (Survival). Failed checks result in 6 hours 
  of searching without locating the crash site.  
   
  Aside from the unpleasant terrain, the swamp is 
  quite safe. The more intelligent predators have 
  long since fled the area, fearing The Doctor will 
  abduct and dissect them. 
  Approaching the Crash Site 
  As the party approaches the crash site, read or 
  summarize:  
  The flash of light on metal catches your eye as 
  your party steps through the trees. A giant disk 
  lays half submerged in the water, stuck up at an 
  odd angle. The disk’s surface is covered in 
  bizarre symbols and flashing orbs. A glass dome 
  crowns the center of the disk, but its contents 
  are completely obscured by algae and swamp 
  muck. 
  This is the crash site of a ship from beyond the 
  stars. The entrance is submerged in the murky 
  swamp water. A character who looks under the 
  water easily spots the entry doors, which are 
  illuminated in blinking red lights. 
   
  The metal of the ship is slick with slime, any 
  attempts to climb on its surface require a 
  successful DC 12 Strength (Athletics) check. A 
  failed check causes the climber to slip into the 
  murky swamp water, attracting the ire of a swarm 
  of quippers (CR 1; MM, p 338). 
   
  If a character successfully climbs the ship, and 
  wipes away the grime, they can peer through the 
  glass into the command center (area 2). 
  
   
   
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  General Features 
   Terrain. The walls and floor of the ship’s interior are 
  made of metal that resembles steel. 
   Weather. The insulated nature of the hull keeps the 
  ship’s atmosphere dry and cool. 
   Light. Unless otherwise noted, the ship is lit by dull 
  multicolored panels, providing dim light. 
   Smells and Sounds. The smell of rot and swamp algae 
  fills the ship. The whole place is permeated by a low 
  hum. 
   
  Area 1: Decontamination 
  Chamber 
  As the party enter Area 1, read or summarize: 
  You emerge from the pool of water into a 
  cramped chamber set at an angle. Across from 
  you are a set of double doors. Suddenly, you are 
  blasted with a puff of air and the smell of rot 
  fills the tiny room. 
  This room is the ship’s decontamination bay. Once, 
  the panels sprayed a cleaning agent. They have 
  since failed to function, and now spray fetid swamp 
  water.  
  Area 2: Command Center 
  As the party enter Area 2, read or summarize: 
  This circular room is filled with scattered chairs 
  and more panels covered in alien sigils and 
  flashing lights. There is a circular platform in the 
  center of the chamber. The ceiling is the slime 
  covered glass dome you observed from outside. 
  This room served as the ship’s control room and 
  engineering center. Ship functions have fallen into 
  complete disrepair and no amount of button 
  pushing allows the ship to move. 
   
  In the center of this room is a round platform with 
  rails and a red control button. There are no other 
  doors in this room. 
   
  Treasure 
  Scattered about this room are a collection of 
  crystals that resemble quartz. The total value of 
  these crystals is 90 gp. 
  Area 3: Lift Apparatus  
  As the party enter Area 3, read or summarize: 
  This round platform is lined with guard rails and 
  a small safety gate. It has a control panel with a 
  single red flashing button. 
  This platform serves as the way to travel between 
  floors of the ship. The mechanism can carry the 
  party to the 1st Basement level floor then it 
  malfunctions, turning the lift into a trap. 
  ‘Lift on The Fritz’ Trap 
  Simple trap (Levels 11-16, moderate threat)  
  This trap activates whenever the unmaintained 
  machinery of the lift is activated. 
   Trigger. The lift is used to travel 15 ft. between one 
  floor of the ship to the next. 
   Effect. A creature standing on the lift platform must 
  make a DC 14 Dexterity saving throw to exit the 
  platform in time or take 12 (4d6) lightning damage and 
  be stunned. A stunned creature can attempt the same 
  save at the end of each round to end the condition. 
   The platform continues this damage each round until 
  all the characters weight has been removed from it.   
  Area 4: Galley 
  As the party enter Area 4, read or summarize: 
  The stench of rot is overwhelming in this room. 
  Long banquet tables are arranged in the center. 
  A tiled counter fills the back wall; it is covered 
  in neat stacks of plates, and contains many 
  cabinets. 
  This room served as the crew’s galley. The cabinets 
  are crammed full of molded provisions which are 
  the source of the stench. A black pudding (CR 4; 
  MM, p 241) is growing in one of the cabinets and, if 
  disturbed, attacks the party.  
   
  
   
   
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  Two sliding doors lead out of this room. One door 
  is impossible to open, something heavy having 
  blocked the other side, and a pool of water is 
  slowly leaking into the galley. The other sliding 
  door mechanism has failed, but a character can pry 
  it open with a successful DC 10 Strength (Athletics) 
  check. 
  Treasure 
  In the same cabinet as the black pudding is a tin 
  containing seven beads of nourishment. 
  Area 5: Sleeping Quarters 
  As the party enter Area 5, read or summarize: 
  Neat rows of bunk beds and footlockers fill this 
  room. This room could sleep twelve. A large 
  cartoon poster adorned with a red planet and 
  unreadable glyphs hangs on one wall. All the 
  beds have been made. 
  These are the sleeping quarters that were used by 
  the crew. The Doctor has maintained the room and 
  organized the crew’s personal effects into the 
  footlockers. 
   
  The wall opposite the entry holds another door 
  that must be forced open with a successful DC 10 
  Strength (Athletics) check. The sound of flowing 
  water can be heard from this side of the door. 
   
  Treasure 
  In the foot lockers, amidst the clothing and paper 
  effects that have begun to rot, there are a 
  collection of decorative pins made from various 
  precious metals. This pin collection is worth a total 
  of 150 gp. 
   
   
   
   
   
  Area 6: Hydroponics Bay 
  As the party enter Area 6, read or summarize: 
  A blast of humid air hits your face as the door 
  opens. Every inch of this room is covered in thick 
  green vines. In the very center hangs a metal 
  apparatus, from which a constant stream of 
  water pours, falling onto a heap of plant 
  material. 
  This room used to be the Hydroponics Bay, where 
  the crew grew and cultivated their food. It has now 
  become the lair of a shambling mound (CR 5; MM, 
  p 270). 
   
  On the wall opposite to the entryway is a set of 
  doors completely blocked by vines (the same door 
  observed in area 4). The hatch that leads to the 
  second basement level of the ship is located 
  underneath the shambling mound’s center mass.  
   
  If the mound is defeated, the vines filling the room 
  begin to wither, revealing the hatch. 
  Features of the Room 
  The floor of this room is covered by a layer of filmy 
  water. This water conceals the twisted mess of 
  vines on the floor, and the whole chamber is 
  difficult terrain. 
  Treasure 
  The apparatus hanging in the room’s center is a 
  decanter of endless water. 
  Scaling the Battle 
  APL 6-7: Add two vine blights (CR 1/2; MM, p 32) to the 
  fight. 
  APL  8: Add three vine blights to the fight. 
   
   
   
  
   
   
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  Area 7: Laboratory 
  When the party enters the passageway outside of 
  Area 7, read or summarize: 
  This room is filled with strange smells and 
  sounds. Rainbow liquids bubble over burning 
  flames, glassware sits upon long metal tables, 
  and a floor to ceiling storage vessel dominates 
  one corner of the room. 
  This laboratory belongs to The Doctor. This is 
  where they brew their weaponized solutions and 
  search for a cure to their affliction. 
  There is only one set of double doors leading out of 
  this room. The Doctor has preserved the door’s 
  mechanism and it opens normally. 
  The large storage container is where the Doctor 
  keeps their samples. 
   
  If the party opens the storage doors read or 
  summarize: 
  Curls of cold mist fall over you as you open the 
  heavy metal doors. Glass jars filled with 
  different humanoid body parts crowd the 
  shelves, all of them are meticulously labeled 
  with the alien symbols you have seen 
  throughout the ship. 
  Treasure 
  A test tube rack on one of the counters holds 3 
  potions of greater healing and 1 potion of growth. 
   
   
   
   
   
   
   
   
  Area 8: Surgery 
  When the party enters the passageway outside of 
  Area 7, read or summarize: 
  White light sears your vision as you pass into 
  this room. Shockingly bright overhead lamps 
  illuminate two painfully polished steel slabs 
  upon which lay two humanoid bodies of 
  differing sizes. A figure with rubbery grey skin, 
  dressed in a pristine white coat, removes their 
  hands from the smaller body’s splayed rib cage 
  and looks at you inquisitively. 
  This is the Doctor’s surgery, where they perform 
  dissections and self-repairs. 
   
  The Doctor currently has all the body parts they 
  need and is not interested in fighting unless the 
  party is hostile towards them. They would prefer to 
  be left alone to continue their research.  
   
  The two bodies on the table are the missing 
  halfling harpist Luanne and the furbolg drummer 
  Rosco. They were abducted by the Doctor because 
  of their interesting racial features.  
   
  If the party initiates combat with the Doctor, the 
  two corpses rise as zombies (CR 1/4; MM, p 316) to 
  defend the Doctor.  
   
  Treasure 
  If the Doctor is slain once and for all, the party may 
  take their solution propulsion mechanism, there is 
  also a magical scalpel that functions as a dagger 
  +1. Lastly, there are also the components to 
  assemble a full set of alchemist’s supplies. 
  Conclusion 
  Avery is horrified to learn of the fate of her 
  performers but is grateful to the party and pays 
  them as promised. 
   
  In short order, arcane specialists arrive to examine 
  the ship and its disturbing implications. 
  
   
   
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  Doxius Orbater 
  By: R P Davis 
  Artist: Purple Duck Games: Gary Dupuis 
   
       Doxius Orbater is a thoroughly mad artificer who 
  transformed himself into a pseudo-lich so he could 
  explore the multiverse and continue his alchemical 
  experiments. Now he un-lives in his specially-
  designed laboratory which spins through the 
  skies—or the Astral Plane—until it lands 
  somewhere the characters care about and 
  creatures created from junk start spilling out and 
  killing people… 
   
  Background 
  It has been more than a thousand years since 
  Doxius drew breath. It no longer remembers when 
  it wore flesh, considering it a momentary 
  weakness.  
   
  Doxius began studying ways to extend life using 
  magic early. It spent the largest portion of its 
  mortal life integrating alchemy and necromancy, 
  twisting each to enhance the other. Power came 
  naturally, especially when breakthroughs began to 
  happen in the laboratory; other mortals flocked to 
  graft their flesh to mechanical constructs powered 
  by alchemical reactions. 
   
  A century passed. Doxius's clients amassed more 
  and more money and power, thanks to their 
  longevity, and began to savagely oppress the less 
  fortunate. Doxius couldn't care less, spending more 
  and more time in the laboratory, perfecting 
  longevity techniques.  
   
  In time, the revolution came. 
   
  Doxius was able to escape the slaughter by 
  animating its laboratory and taking flight to 
  another continent. The alchemist's hybrid clients 
  were not so well-prepared—or fortunate. The reek 
  of their burning stained the skies for weeks. 
   
  Hidden atop a lonely mountain far from its old 
  haunts, Doxius put the finishing touches on his 
  immortality technique. What remained of Doxius's 
  organic body was submerged in an alchemical 
  soup, itself contained in a crystal jar animated by 
  an adamantine construct apparatus capable of 
  casting spells and performing the most delicate 
  experiments, as well as impressive combat power.  
   
  Now fully immortal, Doxius caused its servants to 
  carve a new laboratory out of the strange metallic 
  ore on which the old laboratory landed. Once it 
  was free from the mountainside, Doxius saw the 
  new laboratory's shape and was pleased, for it was 
  in the shape of a human skull. Cackling, the 
  alchemist engaged a complex mechanical engine—
  
   
   
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  which powers the laboratory even now—and took 
  to the heavens.  
   
  Current Motives 
  Doxius requires vast quantities of sentient-
  humanoid spinal fluid to power the laboratory's 
  alchemical processes. In order to harvest this fuel, 
  Doxius has depopulated several planets. Once it 
  lands on a world, animated metal amalgamations 
  emerge from the Sky-Iron Skull and seek out 
  sentient humanoids, harvesting slaves for their 
  master.  
    
  Doxius can be used as an NPC as follows: 
   
  ● A Savior. Doxius knows how to grant 
  eternal life and will grant it to you—for a 
  price. 
  ● A Quest Giver. Doxius doesn't care what 
  kind of sentient humanoid powers its 
  machines. Orcs and goblins work just as 
  well as elves and humans. 
  ● A Sage. Doxius can recall virtually any 
  alchemical formula a character can 
  imagine, and is willing to share that 
  knowledge—again, for a price. 
  ● 
  A Villain. The Sky-Iron Skull has landed 
  near the heroes' area of operation. 
  Intelligent creatures are being harvested. 
  Doxius has coerced the local ruler into 
  feeding its alchemical machines in return 
  for extending the ruler's life. 
   
  Long Term Motives 
  Doxius's goal is to subvert as many civilizations as 
  possible, in order to always have a readily-available 
  supply of "fuel.” It finds its construct servants to be 
  infinitely preferable to short-lived mortals. It seeks 
  to infuse mortal life-forces into mechanical bodies. 
   
   
   
   
  Flaws 
  Doxius is arrogant and susceptible to flattery. If 
  someone sufficiently praises its genius, the 
  mechano-lich tends to overlook any threat it might 
  pose. In addition, it assumes that no living creature 
  could rival its intellect; it dismisses mere mortals as 
  impossibly stupid. It's possible for a clever hero to 
  get into Doxius's inner circle through clever flattery 
  and acting stupid.  
   
  Secondly, Doxius thinks its mechanical body is 
  invulnerable. The body is indeed almost impossible 
  to damage. However, it not only consumes 
  alchemical fuel at a prodigious rate, it also relies on 
  the assistance of mechanical constructs for 
  maintenance and repair. Doxius can never spend 
  more than a few days outside the Sky-Iron Skull.  
   
  In addition, the crystal jar which contains its 
  organic remains is relatively fragile, though it is 
  surpassingly difficult to target it. When a critical hit 
  is scored against Doxius with a weapon attack, the 
  player who rolled the critical hit should roll another 
  d20. On a second natural 20, the crystal jar 
  shatters, Doxius is reduced to 0 hits points, and its 
  body falls to pieces.  
        
  
   
   
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  Doxius Orbater 
  Large undead, neutral evil 
  Armor Class 22 (natural armor) 
  Hit Points 135 (18d10 + 36) 
  Speed 50 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  14 (+2) 14 (+2) 112 (+1) 14 (+2) 12 (+1) 
  Saving Throws Con +9, Int +8, Wis +9, Cha +8 
  Damage Immunities necrotic, poison, psychic, bludgeoning, 
  piercing, and slashing damage from nonmagical attacks 
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from magical attacks 
  Condition Immunities charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned, prone, stunned 
  Senses truesight 120 ft. 
  Languages Common, Elvish, Sylvan 
  Challenge 22 (41,000 XP) 
  Adamantine Body. Any critical hit against Doxius becomes a 
  normal hit 
  Avoidance. If Doxius is subjected to an effect that allows it to 
  make a saving throw to take only half damage, it instead takes 
  no damage if it succeeds on the saving throw, and only half 
  damage if it fails. 
  Legendary Resistance (3/Day). If Doxius fails a saving throw, it 
  can choose to succeed instead. 
  Turn Immunity. Doxius is immune to effects that turn undead. 
  Actions 
  Multiattack. Doxius can use its Alchemical Jet or Fluid Harvest. 
  It then makes two Battery attacks with its adamantine fists.   
   
  Battery. Melee Weapon Attack: +12to hit, reach 10 ft., one 
  target. Hit: 12 (2d8 + 5) bludgeoning damage. 
    
  Fluid Harvest. Doxius targets up to three creatures that it can 
  see within 10 feet of it. Each target must succeed on a DC 
  17Constitution saving throw or take 21 (6d6) necrotic damage, 
  and Doxius regains hit points equal to the total damage dealt 
  to all targets.  
   
  Alchemical Jet (Recharge 5-6). Doxius emits a lethal cocktail of 
  alchemical fluids. Each creature in a 60‐foot cone must make a 
  DC 17 Constitution saving throw, taking 56 (16d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Legendary Actions 
  Doxius 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. 
  Doxius regains spent legendary actions at the start of its turn. 
  Jets of Flights. Doxius springs upward and flies up to half its 
  speed. Doxius must end this movement on solid ground or fall.  
  Alchemical Exhaust. Doxius's exhaust stacks fill the area 
  around it with toxic, corrosive smoke. Each creature within 20 
  feet of Doxius, including around a corner, must succeed on a 
  DC 17 Constitution saving throw or be blinded and poisoned 
  until the end of Doxius's next turn. A creature that succeeds 
  on the saving throw is immune to this effect until the end of 
  Doxius's next turn. 
  Fluid Harvest (Costs 2 Actions). Each creature within 30 feet of 
  Doxius must make a DC 17 Constitution saving throw. On a 
  failed save, the creature’s hit point maximum is reduced by 10 
  (3d6). If a creature’s hit point maximum is reduced to 0 by this 
  effect, the creature dies. A creature’s hit point maximum can 
  be restored with the greater restoration spell or similar magic. 
  Flurry of Adamantine Blows (Costs 3 Actions).  Doxius makes 
  four Battery attacks against one creature is can see within 10 
  feet of it. 
  
   
   
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  The Sky-Iron Skull 
  Map: Dyson Logos 
   
  Doxius's abode travels from plane to plane and 
  through the stars, thanks to its inherent magic and 
  Doxius's alchemy. Sheets of alchemical crystal 
  cover the eye and nose cavities of the Skull. 
  Features of the Area 
       Light. Every space within the Skull has bright light 
  coming from tubes containing luminescent green gas. 
       Materials. The Skull is made of a dull gray metal with 
  streaks of silvery metal flowing in veins like blood. Each 
  space is crammed with junk, pieces of scrap metal, and 
  alchemical apparatus.  
       Ceilings.15 feet high and each square is 5 feet. 
       Alchemical Servitors. Every minute the intruders 
  spend within the Skull, bits of junk assemble into 
  vaguely humanoid shapes and attack. Treat these 
  shapes as animated armor. Two servitors assemble for 
  every character. Creatures in the company of Doxius 
  aren't attacked, and Doxius can order the servitors to 
  stand down. 
       Out and About. There's a 25% chance that Doxius is 
  'at home.' Otherwise, the lich-alchemist is away, either 
  securing more 'fuel' for the Skull or furthering its 
  nefarious plans. 
  Area 1 
  Approaching the teeth causes one to retract, 
  revealing a staircase spiraling upwards. No 
  servitors attack in the entrance/staircase. 
  Area 2 
  The stairs end in a rectangular room. At one end is 
  a large crystal window which covers the space that 
  might be called the Skull's "nose." When the first 
  hero enters this space, start a timer. The servitors 
  begin their attacks after 1 minute. When you roll 
  initiative, stop the timer. When combat ends, start 
  the timer again and repeat the process until the 
  heroes are slain or Doxius is destroyed. 
   
   
   
  Area 3 
  2d12 Crates are carefully stacked here amid the 
  junk. Each crate contains twelve crystal bottles of 
  glowing green alchemical compound, each of 
  which is a vial of alchemist's fire. The bottles throw 
  dim light for 10 feet. If 'clever' heroes use these as 
  weapons against Doxius or its servitors, rather than 
  deal fire damage the compound instead restores 
  1d4 hit points to a target at the start of each of its 
  turns. Outside the Skull, it's normal alchemist's fire. 
  Area 3a 
  This smaller room is dominated by an apparatus 
  growing out of the Skull's walls. Crystal pipes and 
  coils bubble with glowing green fluid, appearing 
  and disappearing into the walls and the apparatus, 
  which powers the Skull. There's a flexible metal 
  hose with a fitting customized to recharge the 
  fluids in Doxius's adamantine body.  
   
  There's also a crystal jar with a humanoid in it. 
  When it sees the heroes, it scrabbles at the jar and 
  silently screams as though begging for release. The 
  jar's cover is easily removed, and the prisoner 
  rescued. It shares no language with the heroes and 
  is quite mad from having its life-force slowly and 
  excruciatingly drained away to power the Skull. If 
  the heroes have access to a comprehend languages 
  spell or similar magic, amid its ravings they learn 
  the following: 
   
  • 
  Doxius is from a faraway world. 
  • 
  The Skull can't be harmed and siphons life 
  energy from sentient creatures to power 
  itself. 
  • 
  Without the Skull's apparatus, Doxius can't 
  regenerate. 
  • 
  The Skull flies through space, time, and the 
  planes. 
  • 
  The creature is in no condition to help the 
  heroes.  
  Area 4 
  Laboratory. Doxius conducts experiments here. 
  The room is dominated by a long rectangular table 
  
   
   
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  through which flows the 'veins' of silvery metal and 
  from which sprouts several crystal pipes that run 
  up to the ceiling. The silvery metal has also formed 
  shackles which bind the flayed corpse of a 
  humanoid.  
  Area 5 
  Inner Sanctum. If Doxius is at home, this is where 
  it'll be found. The room is remarkably tidy, the only 
  furnishing a metal chair from which sprout several 
  flexible metal hoses. Like Area 3a, Doxius 
  replenishes its precious alchemical fluids here, a 
  process which takes a long rest. 
  Area 6 
  Observation Platform. When the Skull is flying, 
  whether through sky, space, or the planes, Doxius 
  controls it from here. When the Skull is at rest, the 
  trap door is another way an intruder can gain 
  access. Doxius doesn't bother to lock it, secure in 
  the knowledge the Skull's infinite servitors can deal 
  with anyone foolhardy enough to enter. 
   
  
   
   
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  The Drowned Lord 
  By: Fil Kearney 
  Art provided by Wizards of the Coast 
   
       The cursed spirit of a privateer rules the deep 
  sea with legions of undead at its command. 
  Background 
  Local history recalls when neighboring coastal 
  nations waged war over disputed trade routes.  
  The Lord of a small fief at the border between 
  nations had been called to serve as Captain of a 
  naval ship. When the nations truced, the Lord’s fief 
  had been surrendered to the enemy nation, leaving 
  the Captain and crew without a home to return to.   
   
  The Captain Lord defected and continued to raid 
  the enemy nation’s merchant ships, hunted by 
  both nations as one of several renegade ships 
  displaced by the treaty.  
   
  In an effort to unite the pirates, the Captain Lord 
  made a pact with the Great Old One That Sleeps 
  Beneath the Waves. Through the power of this 
  pact, the Lord gathered the stray ships into a fleet 
  and seized the waterways of both nations.   
   
  At the height of the Captain Lord’s power, both 
  nations launched fleets to destroy the united pirate 
  ships.  As the ships swarmed in assault, the sea 
  turned to storm and all three fleets were 
  swallowed by the depths, drowning thousands in 
  sacrifice to the Great Old One That Sleeps Beneath 
  the Waves. 
   
  Ever since, the souls of the dead drift through the 
  currents, still led by their Drowned Lord to slay 
  their enemies from both nations. Ships at sea are 
  lost to sudden storms, losing their entire crew to 
  the Drowned as the undead attack from the 
  cresting waves crashing across the tossed ship 
  decks.   
   
  Now missing ships can be found drifting 
  abandoned, luring scavengers to risk the storms for 
  abandoned salvage.  
   
  Current Motives 
  The Drowned Lord has been raiding coastal 
  communities to add more minions to its legion of 
  the Drowned.  Each town slain emboldens the 
  Drowned Lord to raid the next until an army of 
  undead swarm the sea. 
   
  The Drowned Lord is likely to be encountered 
  during one of these activities: 
   
  • 
  Collecting Souls. The Drowned Lord and its 
  minions will always attack vessels at sea to 
  slay the crew and raise them as servants to 
  the Drowned Lord. 
  
   
   
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  • 
  Vengeance. The Drowned Lord is still 
  waging war against the nations of its past. 
  Any ship or coastal village that can be 
  reached will be attacked.  
  • 
  Drawn to Storms. The Drowned Lord and 
  its minions come to the surface of the 
  water during storms. The power of the Old 
  One lingers within the undead, and that 
  power can be felt most during storms. 
   
  Long Term Motives 
  The Drowned Lord still seeks to destroy the nations 
  that once hunted the renegade sailors.  When the 
  fleets of its enemy are finally exhausted, the dead 
  will come ashore and drive the people away from 
  the waters, lest they be killed and join the 
  Drowned.   
   
  The Drowned Lord seeks atonement from its 
  patron. The Great Old One That Sleeps Beneath the 
  Waves no longer hears the silent pleading of the 
  Drowned Lord.  Any opportunity to reunite with its 
  Patron will become an immediate priority. 
  Flaws 
  The Drowned Lord is lonely and can be persuaded 
  with promises to reunite it with the Great Old One 
  That Sleeps Beneath the Waves. 
   
   
   
   
   
   
   
   
   
   
   
  Tactics and Encounter Ideas 
  • 
  During a storm at sea, The Drowned Lord 
  and its minions rides the waves crashing 
  across the deck of a ship to attack any 
  brave sailor steering the ship. If not killed 
  by the attacks, the force of the waves 
  knock targets into the water to drown.  
  • 
  The Drowned Lord rises through the hull 
  beneath water to invade the lower decks 
  of a ship with its minions, attempting to 
  catch the crew by surprise. If the 
  encounter occurs at night, the ambushers 
  attempt to kill the crew in their sleep. 
  Those that die and rise as drowned 
  specters themselves (see stat block) to kill 
  those still alive. Once all are slain, the 
  Drowned return to the sea, leaving the ship 
  as a derelict.  
  • 
  The Drowned Lord and its minions drift 
  ashore at night to plague coastal 
  communities. They float into the homes of 
  the living to Life Drain and Drown them in 
  Silence as they sleep, attempting to raise 
  more drowned specters who join the 
  massacre.  
  
   
   
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  The Drowned Lord 
  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 Resistance 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 
  Senses darkvision 60 ft., passive Perception 12 
  Languages the languages it new in life 
  Challenge 5 (1,800 XP) 
   
  Incorporeal Movement. The Drowned Lord 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.  
   
  Water-bound. While on land, the Drowned Lord has 
  disadvantage on attack rolls and can’t use reactions.   
   
  Actions 
  Multiattack. The drowned Lord makes one attack with 
  its Life Drain and uses Drown in Silence.  
   
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (3d6 + 1) 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 target 
  finishes a long rest. The target dies if this affect reduces 
  its hit point maximum to 0.  
   
  Drown in Silence. The Drowned Lord targets up to three 
  creatures within 10 feet of it that have reduced hit point 
  maximums from the Drowned Lord’s Life Drain. The 
  target becomes incapacitated while violently vomiting 
  sea water and begins drowning. The target can attempt 
  on DC 14 Constitution saving throw at the end of each of 
  its turns, removing the incapacitated condition on a 
  success.  
   
  Raise Drowned Specter. The Drowned Lord targets a 
  humanoid within 10 feet of it that it has killed. The 
  target’s spirit rises as a drowned specter in the space of 
  its corpse or in the nearest unoccupied space. The new 
  drowned specter has the same statistics as The 
  Drowned Lord and is under its creator’s control. The 
  Drowned Lord has no limit to how many Drowned 
  Specters it can control. A drowned specter can also raise 
  other drowned specters with this trait, but a drowned 
  specter can have no more than seven other drowned 
  specters under its control. 
   
   
  
   
   
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  Ephram Periwinkle 
  By: Alan Tucker 
  Artist: Dean Spencer 
   
  Bards from the College of Lore have a thirst for 
  knowledge…but what happens when the rest of 
  their party doesn’t share in it? 
  Background 
  Ephram Periwinkle’s love of trivia and knowledge 
  in general led him to the Bardic College of Lore in 
  his youth. He became a spinner of tall tales and 
  gained a bit of renown—though mostly for his 
  inability to not share all the knowledge he acquired 
  during his travels rather than his story-telling 
  prowess.  
   
  One day, Ephram and his companions stumbled 
  upon the lair of a powerful necromancer and fell to 
  the dark wizard’s magics. Ephram’s talents, 
  however, amused the necromancer and he decided 
  to grant the curse of unlife to the ebullient bard. 
  The skeletal Ephram has guarded an important 
  door in the wizard’s dungeon for many, many years 
  in an unorthodox manner.  
   
  Upon encountering Ephram within his cage, the 
  skeletal head perks up and says, “To unlock this 
  door, you must answer these riddles, four!” If 
  asked, Ephram recites the first riddle, but won’t 
  wait for an answer, instead regaling the party with 
  trivial knowledge about anything that pops into his 
  head. 
   
  The cage does not have any visible means of 
  getting inside. There is no door and no lock. It was 
  evidently constructed around Ephram’s body. DMs 
  can use the stats for a normal skeleton (CR ¼; MM, 
  p 272) for Ephram. 
   
   
   
   
   
   
  The Riddles 
  1) “What has a head and a tail, can flip but 
  has no legs?” Answer: A coin. 
   
  Additional commentary from Ephram: “Speaking 
  of tails, did you know the tail of a red dragon can 
  grow up to 30 feet long? And their teeth can pierce 
  stone and even metal! That’s how they can eat 
  armored knights who try to slay them…” 
   
  2) “I can build castles, I can stop a flood, I can 
  show the time flow, I can make people 
  blind, I can make others see. What am I?” 
  Answer: Sand 
   
  
   
   
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  Additional commentary from Ephram: “Have you 
  ever been to [a king in your campaign]’s castle? I 
  have and let me tell you it is a sight to behold! 
  There are hundreds of people there who do 
  nothing but tend the lush gardens and…” 
    
  3) “Names give power, Magic to control. But 
  what is broken, by naming it?” Answer: 
  Silence 
   
  Additional commentary from Ephram: “You know, 
  the study of magic has been going on for 
  thousands of years. The greatest practitioner of 
  magic was…” 
    
  4) “You keep it, but it never ages. Once 
  shared it is gone forever.” Answer: Secret 
   
  Additional commentary from Ephram: “Speaking 
  of age, did you know the oldest creature in the 
  realms is actually a tree? The druids call it 
  ‘Gnarlwood’ and it lives in the…” 
   
  If the party manages to fight through all of 
  Ephram’s prattling and give him the correct 
  answers, he looks surprised as an ancient, rusted 
  key materializes in his bony hand. “No one has ever 
  stayed to listen to all the riddles before. I can’t 
  imagine why! I’m sure there are riches beyond 
  compare beyond the door. That reminds me, did 
  you know the richest man to ever live was…” 
   
  Current Motives 
  Ephram Periwinkle simply wants to impart his vast 
  store of useless knowledge on anyone who will 
  listen. He is only vaguely aware of his predicament 
  and state of undeath. 
   
  Ephram can be used as an NPC as follows: 
   
  ● A Source of Information. Though his 
  information may be outdated, Ephram is 
  nothing but a font of endless trivia about 
  the land and its inhabitants—if the party 
  can pluck the wheat from the chaff of his 
  nonsense, that is! 
  ● An Amusing Sidebar to an Otherwise Dark 
  Adventure. Comic relief is an important 
  part of any story. Use Ephram to dispense 
  important bits of lore about your world in 
  an amusing way.  
   
  Long Term Motives 
  Ephram simply wants an audience to impart his 
  wealth of knowledge to. He will beg and plead with 
  the party to stay and allow him to entertain them 
  with stories.  
  Flaws 
  This should be obvious by now. 
   
  
   
   
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  Fabius, the Bard-Eater 
  By: Jean Lorber 
  Art provided by Wizards of the Coast 
  Map: Jean Lorber 
   
       This undead narcissist must consume the souls 
  of successful bards or other performers in order to 
  survive.  He has attracted past victims by staging 
  shows at his tavern, killing the performer 
  afterwards.  But his next show is rumored to be 
  terrible, which could force him to take desperate 
  measures. 
                                                                                                                                                                                                                                                       
  “Wow, that bard is really captivating my audience.  
  His soul is going to taste great…” 
  Background 
  During his adventuring career, the narcissistic bard 
  Fabius achieved a measure of fame. Stories and 
  songs were written about his exploits, including the 
  popular: ‘Nine Trolls Were Nothing to Me’ and ‘The 
  Handsome Savior of Phandalin’.   
   
  Upon retiring, he opened a tavern which featured 
  only songs and plays dedicated to his exploits.  This 
  echo chamber for his ego turned him into a raging 
  narcissist and eventually took a dark turn; he 
  turned to necromancy to extend his precious life. 
   
  He acquired a dark ritual and sacrificed an adoring 
  fan to begin it. But Fabius was overconfident-he 
  botched the ritual which began to melt his body.  
  In a panic, he sealed himself using the closest 
  objects within reach: loose scrolls and magic items 
  from around the chamber. His body now gone, he 
  is an animate collection of wrappings and 
  parchment. 
   
  For all the flaws in its execution, the ritual did 
  create a perverse way for Fabius to extend his life: 
  kill a performer suffused with positive energy from 
  a crowd.  Such a murder grants him another few 
  months of existence.  Without this boost, he 
  withers and dies.   
   
  Too creepy to be seen now, Fabius secretly runs his 
  operation from a lair under his tavern. His psyche 
  has been eroding, slowly sliding towards undead 
  fixations and musings.  He is no longer able to truly 
  conceive of, let alone create, songs and plays that 
  normal audiences would enjoy. His latest love song 
  was a creepy flop entitled ‘I held her beating heart 
  in my hands’.  Audiences are also tiring of hearing 
  about Fabius’s past adventures. The buzz around 
  town is that his next show is going to be terrible. 
  For Fabius, bad reviews could mean death. 
  Current Motives 
  It’s been a while since Fabius last killed a 
  performer, and he is furiously preparing for a show 
  (see ‘A Typical Show’). He has enslaved several 
  writers who have been charged with creating new 
  hits about him.  The terrified bards labor away in 
  Fabius’s lair, hoping that their work appeals to 
  their insane captor.  Fabius has hired an unwitting 
  
   
   
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  troupe to perform the new show. If it is a success, 
  the lead performer goes missing just afterwards. 
  Long Term Motives 
  Fabius wants to stop worrying about his (un)life 
  ending every few months. He’s looking for a more 
  powerful necromantic ritual to stabilize him, and 
  without intervention from the adventurers, he 
  soon finds it! 
   
  In this new ritual, Fabius siphons the life force of 
  the entire crowd, as well as the performing bard, 
  killing them all (see ‘The Big Show’).  Once it is 
  complete, Fabius turns his recently deceased 
  audience into a singing undead force and begins a 
  reign of terror. His goal: for everyone in town to 
  know his name and fear it! 
  Utility 
  Fabius is best suited for an urban setting where a 
  multitude of taverns and bards would be present.  
  He can be used as an NPC as follows: 
  • 
  A Secretly Crazed Patron. A bard could be 
  recruited by Fabius’s “talent scout”, 
  looking for a headliner (aka victim) for the 
  next show.  The scout seems a little fishy, 
  but the pay is good!   If the bard performs 
  well, Fabius tries to kill them after the 
  show. 
  • 
  Source of an Unknown Sickness.  The 
  adventurers hear that the region’s bards 
  seem to be suffering from a wasting 
  disease, called The Bard Eater.  An 
  investigation reveals that untalented bards 
  have been sickened while the better 
  performers…are nowhere to be found.  
  Music critics have also suffered similar 
  symptoms.  Their only common bad review 
  was Fabius’s show. 
  • 
  Kidnapper at Large.  The adventurers 
  could be approached by the family of a 
  young bard.  They fear he’s been 
  kidnapped…or worse.  The last they saw of 
  him, he was practicing for a new job, 
  singing about a washed-up old bard named 
  Fabius. 
  • 
  A Fun Diversion Turned Deathtrap.  The 
  adventurers may simply be in the audience 
  during Fabius’s Big Show.  Sensing the 
  necromantic thrall placed on the audience, 
  they could seek out Fabius’s lair and stop 
  him before the ritual is complete. 
  Flaws 
  Fabius is vain and very sensitive about his legacy.  
  He is subject to flattery and can be distracted if 
  asked to talk about himself or his past deeds. 
   
  To power his life-sustaining necromancy, he 
  desperately needs good performances. He 
  hesitates to kill any adventurer that could 
  potentially perform at that level, choosing instead 
  to capture and retrain them. 
   
   
  
   
   
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  Fabius the Bard-eater 
  Medium undead, chaotic evil 
   
  Armor Class 13 
  Hit Points 52 (8d8+16) 
  Speed 25 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  12 (+1) 14 (+2) 
  12 (+1) 
  8 (-1) 
  16 (+3) 
  Skills Intimidation +6, Performance +5, Persuasion -1 
  Senses passive Perception 9 
  Damage immunities necrotic 
  Damage vulnerabilities fire 
  Languages Common, Elven, Dwarven, Abyssal 
  Challenge 3 (700 XP) 
   
  After Show Kiss. Fabius drains the life from a target, as 
  per the spell vampiric touch. This power is available to 
  Fabius only if the target has succeeded on a DC 15 
  Performance check within the last hour. 
   
  Body parts. Fabius’s body consists of countless layers of 
  scrolls and papers, mixed with a few magic items (see 
  Equipment below).  Pulling an item off Fabius does no 
  damage to him and requires a successful DC 14 Strength 
  (Athletics) check. If a creature rips off an outer layer of 
  paper, roll a d6 and consult the table below to 
  determine its nature. 
   
  Roll 
  Scroll contents 
  1 
  A fragment of some dumb song 
  2 
  A dictated list of Fabius’s major 
  accomplishments 
  3 
  A list of cult members (cult is DMs choice) 
  4 
  A partial map to a dragon’s hoard  
  5 
  A scroll of faerie fire 
  6 
  A scroll of hypnotic pattern 
   
  Paper-thin. As an Action, Fabius can move through an 
  opening as narrow as 1 inch-wide without squeezing.  
  Worn items larger than the opening fall off him at the 
  opening. 
   
  Spellcasting. Fabius is a 5th level spellcaster.  His 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). 
   
   
   
   
   
  Cantrips: blade ward, vicious mockery, chill touch 
  1st Level (4 slots): disguise self, Tasha’s hideous 
  laughter, thunderwave, command (from wand) 
  2nd Level (2 slots): crown of madness, hold person (from 
  wand) 
  3rd Level (1 slot): bestow curse 
  Actions 
  Multiattack.  Fabius can make 2 Claw attacks. 
   
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d10 + 3) slashing damage. 
  Equipment 
  Helm of teleportation, wand of binding, wand of fear 
   
   
   
   
  Flayess, necromancer’s apprentice 
  Medium undead, chaotic evil 
   
  Armor Class 12 (leather armor) 
  Hit Points 34 (6d8+6) 
  Speed 25 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   8 (-1) 
  12 (+1) 12 (+1) 
  14 (+2) 10 (+0) 12 (+1) 
  Skills Deception +3, Religion +4 
  Senses passive Perception 10 
  Languages Common, Abyssal 
  Challenge 1 (200 XP) 
   
  Spellcasting. Flayess is a 3rd level spellcaster.  Her 
  spellcasting ability is Intelligence (spell save DC 12, +4 to 
  hit with spell attacks). 
   
  Cantrips: chill touch 
  1st Level (2 slots): Inflict wounds, ray of sickness 
  2nd Level (1 slot): Ray of enfeeblement 
  Actions 
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 3 (d4+1) piercing damage. 
   
  
   
   
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  Swarm of Skeletal Flying Fish 
  Medium swarm of tiny undead, unaligned 
   
  Armor Class 12 
  Hit Points 28 (8d8-8) 
  Speed swim 20 ft., fly 15 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  16 (+3) 
  9 (-1) 
  1 (-5) 
  7 (-2) 
  2 (-4) 
  Damage Resistance piercing, slashing 
  Senses passive Perception 15 
  Challenge 1 (200 XP) 
   
  Pool-bound.  The swarm can only fly up to 30 feet away 
  from the pool. 
   
  Blood Frenzy. The swarm has advantage on melee 
  attack rolls against any creature that doesn't have all its 
  hit points. 
   
  Swarm. The swarm can occupy another creature's space 
  and vice versa, and the swarm can move through any 
  opening large enough for single, Tiny skeleton. The 
  swarm can't regain hit points or gain temporary hit 
  points. 
  Actions 
  Bite (swarm has more than half HP). Melee Weapon 
  Attack: +5 to hit, reach 0 ft., one creature in the swarm's 
  space. Hit: 12 (4d6) piercing damage. 
   
  Bite (swarm has half HP or less). Melee Weapon Attack: 
  +5 to hit, reach 0 ft., one creature in the swarm's space. 
  Hit: 6 (2d6) piercing damage. 
   
  Undead Giant Beetle 
  Medium undead, unaligned 
   
  Armor Class 13 (natural armor) 
  Hit Points 10 (4d6-4) 
  Speed 20 ft., fly 20 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+1) 
  14 (+2) 
  9 (-1) 
  2 (-4) 
  7 (-2) 
  2 (-4) 
  Damage Resistance piercing, slashing 
  Senses passive Perception 8 
  Challenge 1/8 (200 XP) 
   
  Distracting Flutter. The beetle lands on the face of a 
  target, flapping its wings and sticking its legs in the 
  targets mouth.  The target has Disadvantage on all 
  attack rolls and saving throws until it is killed or 
  removed with a successful DC 12 Strength (Athletics) 
  check. 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 1 (1d4-1) piercing damage. 
   
   
   
  
   
   
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  The Bard’s Delight 
  Fabius’s lair is in two main sections: his tavern and 
  a secret set of chambers beneath it. 
   
  The Bard’s Delight Tavern and Playhouse 
  The tavern exists to enable good performances, 
  which Fabius then uses to fuel his unlife.  
  Entertainment ranges from music to theatrical 
  productions, always upbeat, crowd-pleasing 
  numbers about Fabius’s past exploits. The cheery, 
  poppy music will sound extra creepy as the PCs 
  delve under the tavern, uncovering the horror 
  below. 
   
  A half-elf woman named Flayess (see stat block) 
  manages the business for Fabius. She is a 
  necromancer adept, loyal to Fabius. She dresses in 
  practical maroon silks and smells strongly of 
  incense.   
   
  During the day, Flayess handles affairs in her office 
  (Area 1D) but also runs errands like buying ritual 
  components. She also serves as his talent scout, 
  looking for bards to be their next victim. During a 
  show, she greets the regular customers, then 
  quietly slips away to the ritual room (Area 6) to 
  assist Fabius. 
  A Typical Show 
  The establishment puts on one show a week which 
  might or might not be good enough to feed Fabius 
  via his initial necromantic ritual. Fabius himself 
  watches each show (using disguise self), ready to 
  pounce if it is good enough. To determine each 
  show’s success, roll a Charisma (Performance) 
  Check for the performing bard on stage (+2 bonus).   
   
  If the result is 14 or less, the audience doesn’t love 
  the performance and Fabius’s ritual isn’t energized 
  (see Area 6 for details). A disappointed Fabius 
  doesn’t kill the performer, but he does kick them 
  out while punitively casting ray of sickness on 
  them.   
   
  If the result is 15 or higher, the audience’s delight 
  imbues Fabius’s ritual with energy! Fabius must 
  now kill the performing bard in order to consume 
  the energy. The adventurers might witness a 
  disguised Fabius push through the audience to the 
  secret door in Area 1B, then to the ritual room 
  (Area 6).  Note that the audience themselves do 
  not suffer any ill effects from this version of the 
  ritual. 
  The Big Show 
  If Fabius’s new, more deadly necromantic ritual is 
  completed, he spends most of his money to stage a 
  3-act musical to bring in a big crowd. This version 
  of the ritual seeks only to consume an audience’s 
  lifeforce, ensnaring them via the performance.   
   
  Once the musical begins, the ritual is triggered, 
  targeting the audience (commoners). Each person 
  that can hear the performance is the target of 
  charm person (2nd level, save DC 13).  Assume 2/3 
  of audience fails their saving throw.  Any target 
  that fails seems hypnotized by the show, turns very 
  pale, and is unaware of their surroundings.  The 
  target also loses 2 hit points. The target can repeat 
  the saving throw after each act (note that a 
  commoner has only 4 hit points).  The performers 
  are unaffected (Fabius needs them to finish the 
  show). 
   
  As long as the performance is ongoing, the ritual’s 
  effects are active. Ending the performance ends all 
  the effects, but also causes each target to take an 
  additional 4 necrotic damage; most audience 
  members would be killed.  Any adventurer 
  attempting to end the performance should first be 
  made aware of these potentially deadly effects.   
   
  After 3 acts, the audience is all dead, Fabius’s ritual 
  is complete: his lifeforce is stable now (his hit 
  points double). He crashes up through the stage 
  trapdoor, laughing. He animates several of the 
  audience who dance a grim macabre around him. 
  Fabius then takes his new, undead troupe to a 
  nearby alehouse, to slaughter all within. 
  
   
   
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  There are two ways to defeat Fabius and keep the 
  audience alive:   
   
  • 
  Find and break the ritual circle in Area 6 
  before the 2nd act begins (20 minutes).  
  Fabius, Flayess, and the fish are be 
  waiting. 
  • 
  Overpower Fabius’s ritual using another 
  performance: a BATTLE OF THE BANDS!  
  If the adventurers can improvise any sort 
  of entertainment (song, dance, act, 
  acrobatics) and succeed on a DC 15 
  group Charisma (Performance) check, 
  then the audience is gently detached 
  from Fabius’s ritual. Allow for 
  enthusiastic roleplaying to suffice for the 
  check! An enraged Fabius then bursts 
  through the floor and attacks the 
  adventurers. 
  1a) Stage and Main Hall 
  As the party enters Area 1A, read the following: 
  A large stage overtakes the space inside this 
  cozy, festive tavern hall. Musicians are warming 
  up on stage, the scenery from past productions 
  behind them. Patrons are tucking into 
  sumptuous dishes like roast duck and honey-
  glazed owlbear steaks. 
   
  A large, raised stage is the central feature of the 
  main room. Moveable canvas frames are painted 
  with background scenery and any number of props 
  are in place. A handful of musicians provide the 
  show’s score. 
   
  To put the crowd in a good mood, the tavern 
  serves excellent fare at very reasonable prices.  
  During a show, free drinks are given out and 
  beautiful people (hired models) mingle with the 
  audience, exclaiming how wonderful the show is.   
   
  A curtain separates the stage from backstage.  
  There is a trapdoor in the middle of the stage, used 
  by Fabius to send his bard victim directly to the 
  necromantic ritual circle. The trapdoor is 
  noticeable with a successful DC 17 Intelligence 
  (Investigation) check on the stage. 
   
  A clue that all is not right is a frightened-looking 
  scribe named Mitella (commoner) in the audience. 
  She has been charged by Fabius to note the 
  audience’s reactions to certain songs, scenes or 
  jokes. If the show isn’t going well, Mitella is 
  terrified of reporting back to Fabius. A successful 
  DC 12 Charisma (Intimidation) or DC 14 Charisma 
  (Persuasion) check causes her to reveal her job.  
  She’s only met Fabius in the shadowy backstage 
  and doesn’t know his true nature.  She doesn’t 
  know about the secret door either. 
  1b) Backstage 
  This space is cluttered with all the accoutrements 
  needed for a show: costumes, prop weapons, and 
  smaller pieces of unused scenery. The northeast 
  corner of the room also hides a secret door; a 
  successful DC 15 Wisdom (Perception) or 
  Intelligence (Investigation) reveals its presence.   
   
  During shows, a bored thug (CR ½; MM, p 350) 
  named Grits guards the door, posing as an extra or 
  stagehand (he knows nothing about musical 
  theatre). 
  1c) Kitchen 
  A dozen cooks and wait staff (commoners) handle 
  the food service side of the operation. Anyone 
  entering the kitchen is promptly shouted at by the 
  head chef; a furious, mustachioed halfling named 
  Gustoffle Herringbone. None of the staff know of 
  Fabius’s true nature. With a 5 gp bribe, any of the 
  wait staff nervously relate that “something creepy” 
  is going on in the back rooms. 
  1d) Tavern Office 
  Flayess’ office is unremarkable, with a desk and 
  sleeping quarters. A search of her desk reveals a 
  purse with 40 gp and a ledger.  Inside the ledger is 
  a sketch of a necromantic ritual, identifiable as 
  such to anyone succeeding on a DC 10 Intelligence 
  (Arcana) check. Around the corner is a small, 
  locked safe which holds 500 gp. The lock can be 
  opened with a successful DC 18 Dexterity check 
  
   
   
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  using thieves’ tools, or the key which Flayess 
  carries in her pocket. 
  1e) Privy 
  This is a well-maintained bathroom with an elderly 
  gnome attendant, name Pippy, who is polite and 
  discreet. 
  1f) Storeroom 
  This room holds foodstuffs (sacks of flour, barrels 
  of pickles) as well as spare furniture and parts. 
  2.  Trapped hallway 
  Read or summarize: 
  Rough-hewn steps descend into the gloom 
  below. A long hallway is dimly lit by candles on 
  the walls.  The faint sound of splashing water 
  echoes off the walls. 
  Fabius constructed a hazard here that his minions 
  know how to circumvent.  A constructed pond at 
  the end of the hallway is filled with black water and 
  is home to a swarm of skeletal flying fish (see stat 
  block) audibly splashing around.  The fish fly out 
  and attack anyone entering the room, unless they 
  are first given a special food, located in an alcove 
  next to the stairs. The food has a foul odor, 
  noticeable with a DC 8 Wisdom (Perception) check. 
   
  Scraps of parchment litter the hallway. Any 
  inspection reveals that they are drafts of music or 
  plays. These are a captive bard’s older drafts, 
  which Fabius edited and rejected. Two exchanges 
  are clues to the dynamics at play here: 
   
  • 
  “What if I write an edgy ballad about you 
  as a complicated, complex hero?  I’m tired 
  of writing empty crowd-pleasers.” The 
  editorial note in response, written in 
  blood: “What if…I killed you?   Your idea is 
  terrible. Crowd-pleasers is what I need!” 
  • 
  “I think a second hero, a sidekick of course, 
  would go over well.” The editorial 
  response: “I will literally kick your sides 
  open.  Only one hero and that’s ME!” 
  3. Alcove and Hallway 
  Read or summarize: 
  Tall shelves stuffed with books and loose 
  parchment line the walls of this hallway.  A 
  small alcove is located further ahead on the left. 
   
  The bookshelves are filled with collections of songs 
  and plays from around Faerun, most in poor 
  condition. In combat, Fabius uses his Paper Thin 
  feature to slip behind the shelves, granting him 
  half-cover while casting spells. A shelf can be 
  pulled over with a successful DC 12 Strength 
  (Athletics) check. 
   
  The alcove contains a bowl of treats for the skeletal 
  fish as well as a dormant minotaur skeleton (CR 2; 
  MM, p 273), hidden under a heavy blanket. The 
  skeleton attacks at Fabius’s or Flayess’s command 
  or if any outsider’s spell is cast within 15 feet of it. 
  4. Writing room   
  Read or summarize: 
  This rock-walled chamber is a jail cell: a wall of 
  iron bars across the entrance, an iron door 
  secured with a padlock, and empty shackles 
  hanging from the far wall.  A halfling sits at a 
  crude desk, head held in hands.  A large, dead 
  beetle sits at his feet, surrounded by crumpled 
  balls of paper. 
  The halfling is a captive bard (CR 2; VGtM, p 211) 
  named Reeb Janglehat. Fabius hired him last year 
  to write new, crowd-pleasing stories and songs 
  about him. Reeb turned out a hit song or two but 
  has been suffering writer’s block for a while now.  
  With Fabius as a boss, that could be deadly. Reeb is 
  imprisoned here but bought himself some time by 
  tricking two other singers into Fabius’s lair.  Fabius 
  keeps them as scribes in his studio. 
   
  Reeb is currently locked in this room until he 
  produces a new song for Fabius to review. The 
  padlock can be picked with a successful DC 15 
  Dextiery check using thieves’ tools or unlocked 
  
   
   
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  with the key in Fabius’s studio desk. Reeb 
  communicates with Fabius using a giant undead 
  beetle (see stat block) at his feet: he pins a draft 
  scroll to the beetle’s carapace, and it trundles over 
  to Fabius’s studio. 
   
  Reeb tells the adventurers about Fabius’s history, 
  while lying about his own role in capturing the 
  other bards. He attacks along with Fabius, if so 
  commanded. But, with shaming role-playing and a 
  successful DC 12 Charisma (Persuasion) check, 
  Reeb fights alongside the adventurers. 
  5. Fabius’s studio 
  Read or summarize: 
  The short hallway ends at a door, slightly ajar.  
  The hallway before the door widens and a heavy 
  curtain stretches across an alcove to the left. 
  The curtained-off alcove is where Fabius practices 
  scenes, containing stage props and costumes. Four 
  skeletons (CR ¼; MM, p 272) lay inert here but 
  animate if Fabius is attacked.  
   
  Once inside the room, read the following: 
  Inside the chamber, a long red carpet leads to an 
  ornate desk, cluttered with stage props and 
  scrolls. Behind the desk is a large banner, the 
  faded marquee sign of an old Waterdavian 
  theatre production. Two desks sit off to the side, 
  occupied by manacled humans, who are busy 
  copying something into ledgers. 
  When not in his ritual room or watching the show 
  upstairs, Fabius is here, vainly attempting to 
  develop new songs and shows about himself. He 
  paces back and forth behind his desk, spitting out 
  creepy, nonsensical lyrics and ideas, expecting two 
  exhausted, captive bards (commoners) to catch 
  every syllable. 
   
  So focused is Fabius that his passive Perception is 6 
  and he only notices fighting if it happens within 
  five feet of his studio door. The scribes notice 
  snooping adventurers first, and silently beg them 
  for help! If alone, they relate that Fabius is undead, 
  crazy, and wants to kill a bard. 
   
  Examining Fabius’s desk reveals his theatrical past 
  and a clue to his oversized ego; old playbills and 
  letters from adoring fans are visible.  It also holds 
  50 gp, the key to padlocked door at Area 5, and a 
  packet of dust of dryness.  A helm of teleportation 
  sits in the clutter (unless Fabius dons it before a 
  fight). 
  6. Necromantic ritual room 
  Read or summarize: 
  A heavy, wooden door is covered in chalk 
  scrawls.  A skull is embedded in the wood at eye 
  level. 
  The door to this room is unlocked but guarded by a 
  skull embedded in the wood (1HP, use bard ability 
  scores and skills). The skull requires any person 
  besides Fabius to match its off-key singing before 
  opening; a successful DC 8 Charisma (Performance) 
  check or actual player singing will suffice. Without 
  this, she emits a wail that draws Fabius’s attention 
  wherever he is.   
   
  Once the PCs can see the interior of the room, 
  describe it as follows: 
  A 20-foot-wide circle has been etched into the 
  floor of this rock-walled chamber. The circle has 
  been chalked and is filled with hand-drawn 
  arcane runes and script.  Several broken 
  instruments line the walls, along with skulls 
  wearing fanciful hats.   
  Fabius has constructed his necromantic ritual here, 
  directly under the stage. The skulls lining the room 
  are grisly trophies from his past victims. 
  The ritual may be his initial version (see A Typical 
  Show) or his upgraded one (see The Big Show). In 
  either case, the ritual circle serves as a 
  necromantic funnel, sending energy or lifeforce 
  from the tavern above into the circle’s runes. To 
  release the energy and replenish his own lifeforce, 
  Fabius must kill the performer responsible for 
  generating the energy. 
  
   
   
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  To destroy the ritual, the circle (which is carved 
  into the stone floor) must be altered; a successful 
  DC 8 Intelligence (Arcana) check reveals this fact.  
  Altering the chalk runes and glyphs once the ritual 
  is active has no effect. With relevant tools (e.g. 
  mason’s tools) or appropriate edged weapons, a 
  creature may sufficiently etch the floor with 2 
  actions. Altering the circle triggers a glyph of 
  warding, causing 11 (2d10) necrotic damage to 
  anyone in the room. The glyph is visible with a 
  successful DC 14 Intelligence (Investigation) check. 
   
  The Aftermath 
  With Fabius gone, the tavern and playhouse need 
  new management.  I hear there’s good money in 
  show business. 
   
   
  
   
   
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  Graven Bloodstone 
  By: Stacey Allan 
  Artist: Dean Spencer 
   
  For six millennia, Graven Bloodstone’s spirit has 
  been restless. A dwarven warlord from a forgotten 
  time, Bloodstone was betrayed and entombed in 
  the vaults of a keep built on the ruins of his own 
  kingdom. Now he has arisen to savagely plunder 
  castles across the Dessarin Valley, hell-bent on 
  unearthing his closest comrades from their graves.   
  Background 
  Graven Bloodstone led the militia under Torhild 
  Flametongue, founder of the ancient dwarven city 
  of Besilmer: an aboveground settlement, built in 
  the Dessarin Valley nearly six thousand years ago. 
  Besilmer endured constant raids from trolls and 
  giants in its three-hundred-year existence. When 
  Torhild was killed by the hill giant Cromsag, the 
  impulsive Graven Bloodstone declared himself 
  warlord and gathered his five closest comrades as 
  his council. Besilmer, however, was falling; its clans 
  were in disarray, and Graven’s hard-nosed 
  leadership earned him enemies within his own 
  ranks. Many dwarves wished to abandon the city 
  and flee south but Graven dealt harsh punishments 
  to any would-be dissenters. He and his council 
  were betrayed by a cabal of Besilmer elders and 
  captured by Cromsag and his motley horde of 
  trolls, orcs, and goblins. Besilmer fell and the giant 
  kept Bloodstone alive to see the city crumble. 
   
  Cromsag built a keep atop the rubble of Besilmer’s 
  great hall and buried Graven Bloodstone alive in 
  the building’s keystone. The same fate was meted 
  out to the five members of his council, in five 
  different keeps across the Dessarin Valley and 
  beyond. But Graven’s soul didn’t pass quietly into 
  the afterlife: his vengeful spirit haunted the 
  chambers of Cromsag’s keep, eventually driving its 
  inhabitants mad. In their hysteria, they turned on 
  one another and the halls ran slick with their 
  blood. Cromsag died in the vaults of the keep, 
  clawing at the keystone under which Bloodstone 
  was buried. 
   
  Bloodstone has haunted Cromsag’s keep for nearly 
  six thousand years and his madness has amplified 
  with the passing of time. Now, as a revenant, he’s 
  claimed the keep’s forgotten riches and the magic 
  weapon used to bury him: the entombing 
  greataxe. 
   
  Current Motives 
  Two gods vie for Bloodstone’s soul - Dumathoin, 
  the dwarven god of buried secrets, and Bhaal, the 
  evil god of murder. Bloodstone is unaware of this 
  cosmic feud and has just one driving purpose: 
  unearth the five comrades he knew in life from 
  their unbefitting tombs.  
   
  Graven has long brooded on Besilmer’s fate, and 
  his wrath is mighty. With just one year to complete 
  his mission, he’s hired a company of mercenaries, 
  the ‘Bloodstones’, to aid him on his raids, paying 
  them with coin from Cromsag’s vault. The 
  mercenaries consist of thugs (CR ½; MM, p 350) 
  and veterans (CR 3; MM, p 350). Their numbers 
  fluctuate due to Bloodstone’s inclination to murder 
  anyone who irks him; betrayal, theft, 
  
   
   
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  incompetence, or simply not laughing at one of his 
  jokes can stoke his fury. Bloodstone stops at 
  nothing to exhume his allies, and mercilessly slays 
  anyone who stands in his way.  
   
  Graven Bloodstone can be used as an NPC as 
  follows: 
   
  ● A Source of Information. He was alive in a 
  forgotten time and can recall knowledge 
  which predates many historical tomes. He 
  can be persuaded to share this 
  information, if the mood takes him. 
  Dwelling too long on the past, however, 
  soon reminds him of Besilmer’s collapse, 
  and his mood can quickly sour.  
  ● An Employer. He may hire the characters 
  to exhume one of his comrades from a 
  well-defended castle.  
  ● An Adversary. He plunders a keep and 
  murders someone the characters know: or 
  he intends to plunder a keep with which 
  the characters have close ties. 
  ● An Ally. If the characters need to infiltrate 
  one of the castles on Bloodstone’s list, he 
  may be persuaded to work alongside them. 
  ● A Quest. The five castles on Bloodstone’s 
  list can be located anywhere in the 
  Dessarin Valley and surrounding area. They 
  could be inhabited or in ruins. Characters 
  may wish to help him uncover the bodies 
  he seeks, or they may want to put a stop to 
  his barbaric plundering. The latter requires 
  a wish spell to stop his soul rejuvenating 
  inside another body, if he’s slain. Either 
  way, anyone involved with his mission 
  draws the attention of the gods Dumathoin 
  and Bhaal. 
   
   
   
   
   
   
   
   
  Long Term Motives 
  Graven has developed a taste for bloodshed and 
  doesn’t want to pass quietly into the afterlife once 
  his quest is complete. Upon exhuming his 
  comrades, he wishes to offer his soul and those of 
  his comrades to any god who will listen, in return 
  for eternal life. 
  Flaws 
  Graven has a volatile temper, and he governs his 
  mercenaries with an iron fist, entombing any who 
  betray or displease him in the earth with the flat of 
  his entombing greataxe. The ground where he sets 
  up camp is soon peppered with the tops of heads 
  poking out of the dirt - skulls cracked, and in 
  varying states of decay. 
  He’s also emotionally unstable, making him prone 
  to fits of extreme melancholy and exuberant 
  laughter. Whilst he relishes the chance to avenge 
  his comrades, he doesn’t know which divine power 
  has given him this opportunity, nor why they 
  waited so long to do so; these questions vex him 
  greatly. 
  
   
   
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  Graven Bloodstone 
  Medium undead, neutral 
  Armor Class 17 (half plate) 
  Hit Points 153 (18d8 + 72) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  14 (+2) 18 (+4) 
  13 (+1) 16 (+3) 18 (+4) 
  Saving Throws Str +7, Con +7, Wis +6, Cha +7 
  Damage Resistances necrotic, psychic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned 
  Senses darkvision 60ft., passive Perception 13 
  Languages Common, Dwarven 
  Challenge 6 (2,300 XP) 
   
  Divine Justice. Bloodstone always knows the direction and 
  distance between himself and the corpses he seeks, and no 
  magic can hide them. He retrieves them one at a time. If 
  Bloodstone’s body is destroyed, his soul flies forth to inhabit 
  the corpse of one of his five fallen comrades; he then resumes 
  his quest for the remaining bodies. 
   
  Limited Rejuvenation. When Bloodstone’s body is destroyed, 
  his soul lingers. After 24 hours, his soul inhabits and animates 
  the corpse of one of his five fallen comrades, and he regains all 
  his hit points. If none of his comrades’ bodies remain on this 
  plane of existence, his soul fades to the afterlife. While the 
  soul is bodiless, a wish spell can be used to force the soul to go 
  to the afterlife and not return. 
   
  Profane Purpose. Bloodstone has only one year to unearth his 
  five fallen comrades. If he fails to retrieve them before his 
  time runs out, he crumbles to dust and his soul fades to the 
  afterlife. He may seek allies to help him fulfill his quest. 
   
  Regeneration. Bloodstone regains 10 hit points at the start of 
  his turn. If he takes fire or radiant damage, this trait doesn’t 
  function at the start of his next turn. Bloodstone’s body is 
  destroyed only if he starts his turn with 0 hit points and 
  doesn’t regenerate. 
   
  Turn Immunity. Bloodstone is immune to effects that turn 
  undead. 
  Actions 
  Multiattack. Bloodstone makes two melee attacks. 
   
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage. If combat is taking 
  place in a location containing a buried comrade, the target 
  takes an extra 13 (2d12) slashing damage.  
   
  Vengeful Glare. When Bloodstone is raiding a location 
  containing a buried comrade, he may target one creature 
  within 30 feet of him who opposes his mission. The target 
  must make a DC 15 Wisdom saving throw. On a failure, the 
  target is paralyzed until Bloodstone deals damage to it, or until 
  the end of Bloodstone’s next turn. When the paralysis ends, 
  the target is frightened of Bloodstone for 1 minute. The 
  frightened target can repeat the saving throw at the end of 
  each of its turns, with disadvantage if it can see Bloodstone, 
  ending the frightened condition on itself on a success. 
   
  Fighting Graven Bloodstone   
  Graven Bloodstone is a modified revenant (MM, p 
  259.) Instead of hunting adversaries, he seeks the 
  bodies of his fallen comrades. 
   
  Entombing Greataxe 
  Weapon (greataxe), rare 
     
  The twin heads of this plain, unadorned weapon are 
  chipped and stained with blood. It served as a handaxe 
  when wielded by the hill giant, Cromsak. 
   
  Once per day, when this weapon is used to deal damage 
  to a Large or smaller target, the wielder may choose to 
  entomb the target. The target must make a DC 15 
  Constitution saving throw or be entombed in the ground 
  beneath them. While entombed, the target is 
  restrained, blinded, and begins to suffocate. On its turn, 
  an entombed creature can use its action to make a DC 
  20 Strength (Athletics) check to break free, clawing out 
  of their tomb on a success. 
   
  
   
   
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   The Green Eater 
  By: Beth Ball 
  Artist: Gary Dupuis: Purple Duck Games 
   
  An undead plant that retains the desires of its 
  former life of movement and the thrill of combat. 
  Its psyche is fractured, and it exists to grow and 
  devour. 
  Background 
  Benedikt Taliver broke the paladin oath that had 
  bound him to the magic of the Ancient Gods. What 
  he thought would bring about a release from 
  mental strain, however, served only to further 
  corrupt his mind. He fled into the woods, seeking 
  peace, and was never seen again.  
   
  The old growth forest where he sought sanctuary 
  responded to the anger of the Gods. Game 
  vanished from the trails Benedikt wandered, and 
  berries turned to poison in his mouth. He died 
  inside the confines of the forest, and it consumed 
  his life energy.  
   
  An angry spirit remained in the corpse’s wake; it 
  was divided between its hatred of the natural 
  deities who had formerly bound it and self-loathing 
  for breaking the oath in the first place.  
   
  The internal division manifested outwardly. The 
  crumpled pile of bones reknit in the twisted 
  semblance of a skeleton as vines reassembled the 
  body to fit inside the armor. Once more given 
  form, the knight returned. Traces of magic the 
  paladin had previously possessed trickled through 
  reconstructed fingers, only now, they bore the 
  power of undeath.   
   
  Like most vines, the Green Eater seeks to expand 
  and grow. It prefers to devour natural energy from 
  a living being, though it can survive through 
  photosynthesis alone. The Green Eater gained its 
  name from its ability to track and devour magical 
  energy, especially from nature-based casters.  
   
  Current Motives 
  The Green Eater has a special hatred of those who 
  wield natural magic and any who have an easy 
  allegiance with their deities. The creature’s internal 
  war leaves it undecided as to whether it wants to 
  save others from the fate it has suffered or if it 
  wants to find another way to punish the gods and 
  those who blindly follow them. Either way, the 
  undead vines and armored skeletal body long to 
  consume. 
   
   
  
   
   
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  The Green Eater can be used as an NPC as follows: 
   
  ● A Hunter. The Green Eater may have been 
  summoned to track down a nature-based 
  caster in the party, one of their allies such 
  as a Warlock of the Archfey, or a mystical 
  fey being, like a nymph or dryad.  
  ● A Guardian. A powerful fey or dark druid 
  might woo the Green Eater to their 
  control, especially with the promise of a 
  return to power. Adventurers would find a 
  disguised, vine-covered corpse waiting on 
  the edge of a sacred grove or mystical 
  spring and choose whether or not to heed 
  the warning the bones proclaim.  
  ● A Blight. The Green Eater would be 
  pleased to join alongside a lich, 
  necromancer, or urban official who wished 
  to bring about an end to a natural 
  environment or troublesome group 
  seeking to protect a forest, park, or other 
  green space. 
  Long Term Motives 
  On some days, the Green Eater has particularly 
  poignant memories of its life before, even the 
  shadowy recollections of a home, friends, and 
  family. These flashes have built on one another to 
  create an underlying desire to uncover the 
  creature’s own past. Even when the Green Eater 
  cannot remember anything of its former life, this 
  passive longing and need to wander remains 
  beneath the surface of its actions. 
  However, undeath and the sapping of magical 
  energy left traces on its psyche; the Green Eater 
  longs for power, and it is here that its short and 
  long-term goals align. The creature believes that if 
  it’s able to consume enough magical energy, 
  especially the evergreen magic it once knew, it can 
  regain control over its fate. 
   
   
   
  Flaws 
  The Green Eater has a special weakness for the 
  truly innocent. The remaining shell of Benedikt 
  recalls only its final days in the forest as the former 
  paladin slowly starved to death. It does not—and 
  likely will not—remember, but Benedikt had a 
  younger sister he was fond of. Sasha took up her 
  brother’s sword after he had gone to continue her 
  brother’s work. 
   
  Ring of Mount Summoning 
  Wondrous item, very rare (requires attunement) 
   
  A pale grey ring carved from an elk’s antlers. 
   
  While wearing this ring, you gain the ability to summon 
  a mount once per day. When you summon the mount, it 
  appears in an unoccupied space within 60 feet. The 
  mount remains for 8 hours, until it dies, or until you 
  dismiss it as an action. The mount uses the stat block of 
  an elk (MM, p 322) with these changes: it is a plant 
  instead of a beast, it has an Intelligence of 6, and it 
  understands Sylvan but can’t speak. While attuned to 
  the ring and within 1 mile of the mount, you can 
  communicate with it telepathically.  
   
   
  
   
   
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  The Green Eater 
  Medium undead (plant), neutral evil 
  Armor Class 18 (plate) 
  Hit Points 122 (15d10 + 40) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  8 (-1) 
  18 (+4) 
  7 (-2) 
  10 (+0) 15 (+2) 
  Saving Throws Wis +3, Cha +5 
  Skills Athletics +7, Stealth +2 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Elvish, Sylvan 
  Challenge 7 (2,900 XP) 
   
  False Appearance. When the Green Eater remains motionless, 
  it is indistinguishable from an armored corpse covered in 
  vines.  
   
  Regeneration. The Green Eater regains 10 hit points at the 
  start of its turn if it has at least 1 hit point. 
   
  Ring of Mount Summoning. The Green Eater wears this 
  magical ring carved from the antlers of an elk. The ring allows 
  the Green Eater to magically summon a mount, which appears 
  in an unoccupied space within 60 feet of the Green Eater. The 
  mount remains for 8 hours, until it dies, or the Green Eater 
  dismisses it as an action. The mount uses the stat block of an 
  elk (MM, p 322) with these changes: it is a plant instead of a 
  beast, it has an Intelligence of 6, and it understand Sylvan but 
  can’t speak. While attuned to the ring and within 1 mile of the 
  mount, the Green Eater can communicate with it 
  telepathically.  
   
  Spellcasting. The Green Eater is a 10th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 to hit with 
  spell attacks). It has the following paladin spells prepared: 
   
  1st level (4 slots): command, ensnaring strike, thunderous 
  smite 
  2nd level (3 slots): branding smite, misty step 
  3rd level (2 slots): blinding smite, elemental weapon 
  Actions 
  Multiattack. The Green Eater makes two longsword attacks. 
   
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing 
  damage if used with two hands. 
   
  Blighting Smite. The Green Eater extends its hand toward any 
  creature it can see within 30 feet. Necromantic energy washes 
  over the creature, draining moisture and vitality from it. The 
  target must succeed on a DC 13 Constitution saving throw. The 
  target takes 22 (5d8) necrotic damage on a failed save, or half 
  as much damage on a successful one. The Green Eater cannot 
  affect other undead or constructs with this effect.  
   
  If the Green Eater targets a plant creature or a magical plant, it 
  makes the saving throw with disadvantage, and the spell deals 
  maximum damage to it.  
   
  If the Green Eater targets a nonmagical plant that isn’t a 
  creature, such as a tree or a shrub, it doesn’t make a saving 
  throw; it simply withers and dies.  
  Reactions 
  Vengeful Vine. If the Green Eater is damaged by a creature it 
  can see within 60 feet, it can point its finger and surround the 
  attacker in a writing mass of thorny vines. The target must 
  succeed on a DC 13 Strength saving throw or be restrained by 
  the magical vines until the end of the Green Eater’s next turn. 
  It takes 2d6 piercing damage on a failed save, or half as much 
  damage on a successful one. A Large or larger creature has 
  advantage on the saving throw.   
   
  A creature restrained by the vines or one that can touch the 
  creature can use its action to make a DC 13 Strength check. On 
  a success, the target is freed. 
   
   
   
  
   
   
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  Gruund, The Tattered One 
  By: Mike Nagle 
  Art provided by Wizards of the Coast 
   
  Denied a worthy or honorable death, the Tattered 
  One seeks to gain his own revenge on those that 
  caused his early demise. 
   
  Background 
  Centuries ago, in a far-off land, Gruund was a 
  mighty warrior. He felled all in his path and was an 
  almost unstoppable force of rage and destruction. 
  Acting as the vanguard for his lord, Gruund 
  brought civilizations to their knees and plundered 
  cities across the world. No mortal could best 
  Gruund in combat. By the customs of his 
  homeland, Gruund would earn his way into the 
  halls of his forefathers upon his death for leading a 
  noble, warrior’s life. 
   
  However, in the dead of night, while warring in a 
  far-off land, foul deeds were set in place. The 
  armies of Gruund’s homeland were on a mighty 
  crusade to push back their rival neighbors and had 
  set camp to rest. Assassins made their way in 
  under cover of dark. Sent by a rival warrior in the 
  camp, the assassins murdered Gruund in his bed, 
  while he slept. 
   
  The next day, his body was buried haphazardly 
  behind a small hill and the army moved on. Two 
  nights later the sightings began. Scouts on the edge 
  of camp claimed to have seen a ghostly specter 
  moving through the treeline. A pale figure covered 
  in what looked like a tattered burial shroud stalked 
  any patrol that left the camp. Over time, more and 
  more warriors went missing or were found dead in 
  their beds. 
   
  Only when consulting the sages, did the camp 
  followers learn the truth. Denied the worthy 
  afterlife he had earned, Gruund’s spirit was 
  condemned to wander the world, searching for 
  those who had wronged him to deliver his 
  vengeance. 
   
  Current Motives 
  Gruund, the Tattered One, only seeks justice for 
  what was done to him and to see his revenge 
  brought through to its conclusion. 
   
  The Tattered One, or one of his lesser forms, can 
  be used as an NPC as follows: 
   
  ● A Monstrous Foe. Adventurers may 
  encounter The Tattered One while moving 
  through graveyards or even when 
  stumbling upon a roadside grave. 
  
   
   
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  ● A Target. Through any number of 
  circumstances, adventurers may be called 
  upon to eliminate the Tattered One who 
  could be hunting the party's benefactor.  
  ● A Secret Benefactor. The Tattered One 
  may try to hire the players to do their work 
  for them. 
   
  Long Term Motives 
  Gruund, the Tattered One only has one singular 
  motive, to gain back his honor and make his way to 
  the afterlife by seeking revenge on the one who 
  denied him a worthy death. 
   
  Flaws 
  Due to The Tattered One’s inability to move on, he 
  finds himself hellbent on finding "justice" in any 
  way possible. He’s become caught in a never-
  ending quest to hunt down and kill any who were 
  connected to the one who wronged him at the end 
  of his life. 
   
  Gruund, the Tattered One 
  Large undead, chaotic evil 
   
  Armor Class 16 (Natural Armor) 
  Hit Points 127 (17d10 + 34) 
  Speed 0 ft., 40 ft. (hover) 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (+0) 
  Damage Resistances cold, necrotic; bludgeoning, 
  piercing, and slashing damage from nonmagical 
  attacks. 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Abyssal 
  Challenge 12 (8,400 XP) 
   
  Rejuvenation. While Gruund’s remains are still in his 
  grave, he cannot be fully restored or killed. Gruund 
  gains a new body every 1d10 hours, with all his hit 
  points. The new body appears within 1 mile of Gruund’s 
  grave. 
   
  Shadow Stealth. While in dim light or darkness, Gruund 
  can take the Hide action as a bonus action. 
  Actions 
  Multiattack. Gruund makes two piercing claw attacks. 
   
  Piercing Claw. Melee Weapon Attack: +8 to hit, 
  reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing 
  damage. If the target is a creature, Gruund can pull 
  the target up to 10 feet toward itself, and the target 
  is grappled (escape DC 14). Gruund, the Tattered 
  One has two claws. While a claw grapples a target, 
  the claw can attack only that target.  
   
  Shadow Jump. If Gruund is in dim light or darkness, 
  each creature of the Gruund’s choice within 5 feet 
  of it must succeed on a DC 14 Constitution saving 
  throw or take 34 (5d12 + 2) necrotic damage. 
  Gruund then magically teleports up to 60 feet to an 
  unoccupied space it can see. It can bring one 
  creature it’s grappling, teleporting that creature to 
  an unoccupied space it can see within 5 feet of its 
  destination. The destination spaces of this 
  teleportation must be in dim light or darkness. 
   
   
  
   
   
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  Gully-Dur 
  By: George Sutherland Howard 
  Art provided by Wizards of the Coast 
   
  Very few remember the mage who scoured the 
  lands long ago to create an army of the undead. 
  The battlefields have grown in, the villages rebuilt, 
  the trees regrown. But the earth? The earth 
  remembers. This earth remembers. 
   
  Background 
  For most, The March of Ten Thousand Who Should 
  Be Dead is a tale told to children to frighten them 
  into picking up their toys and helping clean the 
  dishes. It’s a story of evil wizardry and a terrifying 
  display of necromantic power that left entire 
  villages empty of life, and there are as many 
  versions as there are tellers. Whatever truth and 
  history remain to it are obscured many times over 
  by the shroud of myth. 
   
  But Gully-Dur, which sprung from the pain of the 
  land in that necromancer’s wake, is no myth. No 
  bedtime stories are told about Gully-Dur, only 
  hushed warnings and locked doors.  
   
  Gully-Dur lurks in the moors that retook the 
  villages, behind the trees that grow up through 
  rotting floors, among the shrubs sprouting from 
  rooftops of decaying thatch. Gully-Dur is the life 
  that springs anew from the bones that once dwelt 
  there, bound and warped forever by the sorrow of 
  the land itself.  
   
  Gully-Dur is memory. Gully-Dur is hurt. Gully-Dur is 
  angry.  
   
  Current Motives 
  A creature of instinct and pain, Gully-Dur is only 
  half-aware of the reality around it. It lashes out at 
  intelligent creatures that it runs across, and 
  actively hunts those who set foot in the old ruins 
  from whence it came. Animals and plant creatures, 
  or characters in animal form, will have an easier 
  time approaching Gully-Dur, who seems to take 
  comfort in the regrowth of natural life in the area. 
   
  Gully-Dur can be used as an NPC as follows: 
   
  ● An Unseen Terror. Gully-Dur may have set 
  its malevolent sights on one or more of the 
  characters, and now stalks them through 
  the wild. 
  ● A Curse to Break. The characters, 
  especially druids and those concerned with 
  the natural order, may seek to break the 
  curse that animates Gully-Dur.  
  ● A Source of Information. Gully-Dur’s 
  physical form is made of dead and living 
  material from the area, and its thoughts 
  and memories are similarly derived. 
  Characters in animal form may be able to 
  commune with the creature using a speak 
  with plants spell, gaining useful (if garbled) 
  knowledge about the local land. 
   
  
   
   
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  Long Term Motives 
  Gully-Dur seeks solitude, alone with its own 
  collective horror and trauma, emotions that it will 
  always feel and never own. It only tolerates the 
  presence of small animals. The curse that binds 
  together its form can be permanently broken by 
  showing it an incredibly beautiful view of the 
  natural landscape, therefore letting it know that 
  the growing world survives.  
  Flaws 
  Gully-Dur hates intelligent humanoids like the 
  necromancer responsible for the devastation that 
  created it, and utterly despises arcane spellcasters, 
  especially those who meddle with life and death. 
  The presence of such a caster is enough to send it 
  into a blind rage, stopping at nothing to grind its 
  target into a bloody pulp.  
     
  Heart of Gully-Dur 
  Wondrous item, uncommon (requires attunement) 
   
  A smooth river stone with a dark crack running across its 
  surface, found at the center of Gully-Dur’s “body” after 
  the curse that binds the monster is broken.  
   
  While this item is on your person, you gain a +1 bonus 
  to saving throws. Additionally, the stone’s power allows 
  you to connect with small-sized or tiny animals, granting 
  you advantage to Wisdom (Animal Handling) ability 
  checks. 
   
  Curse. This stone is cursed, and becoming attuned to 
  it extends the curse to you. Your dreams are darkened 
  with inexplainable torment and trauma, and you exude 
  an aura of feral fear. You have disadvantage on 
  Charisma checks to persuade intelligent creatures that 
  are not beasts or sway them to your cause.  
  If this curse is broken, the creature attuned to it 
  suffers 1d6 psychic damage. The item then splits along 
  the crack that mars its surface and loses all magic 
  properties.  
   
  Gully-Dur 
  Large elemental, chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 9 (-1) 17 (+3) 5 (-3) 11 (+0) 6 (-2) 
  Damage Resistances necrotic 
  Skills Perception +4 
  Senses tremorsense 60 ft., passive Perception 14 
  Languages -- 
  Challenge 4 (1,100 XP) 
   
  Wave of Pain (1/Day). At the start of a round, if Gully-
  Dur suffered damage in the previous round, all creatures 
  within 60 feet of it must succeed on a DC 14 Wisdom 
  saving throw or be frightened of Gully-Dur for 1 minute. 
  A creature may repeat this saving throw at the end of 
  each of its turns, ending the effect on a success.  
   
  Nature’s Trauma. If Gully-Dur is slain, its spirit returns 
  to the land that originally birthed it, where it reforms 
  within seven days.  
   
  Rage of Memory. When Gully-Dur makes an attack 
  against a spellcaster or a creature that has previously 
  dealt magical necrotic damage to it, it makes the attack 
  roll with advantage, and all attacks that target Gully-Dur 
  until the start of its next turn are made with advantage.  
  Actions 
  Multiattack. Gully-Dur makes one attack with its stony 
  fist and one attack with its slam.  
   
  Stony Fist. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
   
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d4 + 5) piercing damage, and the target 
  must succeed on a DC 12 Strength saving throw or be 
  grappled by Gully-Dur, as the target is pulled into the 
  boneyard that is the Gully-Dur’s physical form. While 
  grappled in this way, the target is restrained and suffers 
  1d4 piercing damage at the start of each of its turns. 
  When the target suffers this damage, Gully-Dur regains 
  an equal amount of hit points. The Gully-Dur can only 
  grapple one living target at a time in this way. The target 
  can free itself by succeeding on a DC 12 Strength 
  (Athletics) check, made using its action. 
  
   
   
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  Hann Duig, the Ogre-Lich 
  By: Ciaran O’Halloran 
  Art provided by Wizards of the Coast 
   
  The arch-mage Gheras was destroyed on the 
  verge of becoming a lich.  Deprived of a host, his 
  screaming soul leapt into the first vessel it could 
  find: the corpse of Duig, his ogre Lieutenant, who 
  was slain defending his master. The resulting 
  abomination shook into unlife as Gheras took 
  command of the body. And so, Hann Duig, the Ogre 
  Lich—the scourge of the mountains, the walking 
  corpse, he-who-watches and the merchant of 
  souls—was created. The scheming intellect of the 
  archmage and the primal rage of the ogre are 
  locked together through unlife and rage against the 
  living and the good. 
  Background 
   Gheras was born to a shopkeeper and her 
  husband. From an early age he exhibited a flair for 
  illusions—he would entertain customers with card 
  tricks and sudden flames. He quickly garnered the 
  attention of the local magic school. Approaching 
  his parents, Hekter the Good offered to sponsor 
  the boy’s studies and guide his protege.  
   
  Gheras held a secret: his parents were cultists of 
  Orcus. They met beneath the shop as the young 
  boy watched the door. With an eye on the dark 
  rituals below and the street outside, he soon 
  understood how easily evil was hidden and the 
  power of secrets. 
   
  Having betrayed Hekter, Gheras was expelled from 
  the school. At the same time, his parent’s shop was 
  burnt to the ground in a suspected case of arson. In 
  the turmoil, Gheras was never punished for his 
  crime, and soon reappeared in charge of his 
  parents’ shop. Hidden from public knowledge, he 
  had installed himself as leader of the cult, playing 
  on the rumors that he had killed his parents 
  himself. 
   
  Gheras would have been content to slowly amass 
  power under the illusion of urbanity. But Orcus’ 
  demand for sacrifice drove the cult to ever more 
  public abductions and murders, and when he was 
  uncovered, he razed the neighbourhood in a 
  display of power before fleeing to the mountains. 
   
  He quickly learned to dominate the monstrous 
  humanoid tribes, and installed the most fearsome 
  of them, Duig, the Ogre chieftain, as his lieutenant. 
  Last seen over a hundred years ago, locked in his 
  tower and protected by powerful allies, he 
  communed with Orcus and learned the secrets of 
  eternal un-life. A band of adventurers was enlisted 
  to track him down before he could complete his 
  transformation, and they nearly succeeded. 
   
  In Gheras’s tower resides the Ogre-Lich. Half-blind, 
  he lies in darkness, surrounded by filth and the 
  
   
   
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  remains of slaughtered animals. Barely capable of 
  movement and shunning the sunlight, he runs a 
  network of mercenaries and traders in dark goods. 
  The memories of Duig give him access to the 
  monstrous humanoid tribes and their knowledge of 
  dark secrets, forbidden treasures and unholy sites. 
  No one knows the extent of his schemes, but he 
  has been known to enlist mercenaries to fetch 
  bizarre artifacts and buried treasures. 
   
  Hann-Duig provides a stabilizing presence among 
  the monstrous humanoid tribes of the mountains. 
  Worshipped by them as a demi-god, he holds their 
  chieftains in fear and rewards them with favor. His 
  wealth of knowledge and formidable magical 
  powers make him respected and feared in the 
  surrounding nations. And finally, his ability to enlist 
  squads of loyal and disciplined mercenaries make 
  him a very useful resource to rulers with 
  questionable morals. 
    
  Current Motives 
  Hann Duig is driven by two powerful compulsions: 
  that of the long-mad Gheras, questing for hidden 
  truths, and the bestial appetite of Duig, ravaged by 
  hunger and an urge for brutish power. He 
  cultivates allies wherever he can and is a source of 
  knowledge for all. 
   
  Hann Duig can be used as an NPC as follows: 
   
  ● Mercenaries. Hann Duig can resource all 
  kind of monstrous humanoids as combat 
  mercenaries. Fearful of his wrath, they are 
  always disciplined. 
  ● A Quest Giver. Gheras’s work is 
  incomplete. He scans the mountains for 
  traces of magic power and lost artifacts. He 
  pays highly to those he sends out to track 
  and retrieve such objects. 
  ● A Source of Information. Uniquely, Hann 
  Duig has contacts and access within every 
  organized monstrous humanoid tribe of 
  the mountains. He can sponsor others to 
  meet powerful chieftains. He never accepts 
  payment, but an oath to return the favor.  
  ● Contract Killer. Hann Duig is regularly 
  enlisted to kill targets on behalf of 
  powerful enemies. The party may find 
  humanoids who attack them bear his seal 
  or contract. 
   
  Long Term Motives 
  Unknown to himself, Haan Duig is creating an 
  avatar for Orcus to use to command armies of 
  humanoids and descend from the mountain. 
  However, it appears he is happy to act as a go-
  between for now. His ability to communicate 
  between monstrous humanoid and human nations 
  have made him an unexpected keeper of peace. 
  Flaws 
   
  Hann-Duig has the appetite and urges of an ogre. 
  His greed can cause him to be overcome by 
  bloodlust where, in unholy rampage, he destroys 
  everything in sight.  
   
   
  Orcus Drum 
   
  Drum (musical instrument), very rare (requires 
  attunement) 
   
  A narrow-based conga drum with a patch of hair left on 
  the skin.  
   
  The Orcus Drum looks like a primitive drum, adorned 
  with tiny animal skull fetishes. The skin looks like that of 
  a humanoid and the base is carved from some kind of 
  bone. Playing it has no magical effects except when 
  dead bodies are present. Using an action, the caster can 
  create the following effects depending on how many 
  corpses are available: 
   
  ● 
  One corpse - create a zombie  
  ● 
  Four corpses - summon 2 ghasts, 
  ● 
  Six corpses - cast danse macabre (XGtE) 
   
  The bodies are consumed by the use of the power. 
   
   
  
   
   
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  Hann Duig, Ogre Lich 
  Large undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 175 (22d10 + 52) 
  Speed 15 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 8 (+1) 16 (+3) 20 (+5) 14 (+2) 16 (+3) 
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +19, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhausted, frightened, 
  paralyzed, poisoned 
  Senses blindsight 60 ft., passive Perception 18 
  Languages Common, Abyssal, Deep Speech, Draconic, 
  Goblin, Infernal, Ogre 
  Challenge 21 (33,000 XP) 
   
  Legendary Resistance (3/Day). If Hann Duig fails a 
  saving throw, hr can choose to succeed instead. 
   
  Rejuvenation. If he has a phylactery and is destroyed, 
  Hann Duig gains a new body in 1d10 days, regaining all 
  its hit points and becoming active again. The new body 
  appears within 5 feet of the phylactery. 
   
  Spellcasting. Hann Duig is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 20, +12 
  to hit with spell attacks). Hann Duig has the following 
  wizard spells prepared: 
   
  Cantrips (at will): mage hand, prestidigitation, ray of 
  frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): acid arrow, detect thoughts, 
  invisibility, mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel 
  magic, fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill 
   
  Turn Resistance. Hann Duig has advantage on saving 
  throws against any effect that turns undead. 
  Amorphous. 
  Actions 
  Multiattack. Hann Duig makes two slam attacks, or one 
  slam attack and one bite attack. 
   
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage plus 5 
  (1d10) necrotic damage. On a successful hit, the target 
  must succeed on a DC15 Strength savings throw or be 
  knocked prone. 
   
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) piercing damage and the target 
  is grappled (escape DC 15). Until the grapple ends, the 
  target is restrained and has disadvantage on Strength 
  checks and Strength saving throws, and Hann Duig can’t 
  use his bite attack on another target. 
  Legendary Actions 
  Hann Duig 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. Hann Duig regains spent legendary 
  actions at the start of its turn. 
   
  Cantrip. Hann Duig casts a cantrip. 
   
  Frightening Gaze (Costs 2 Actions). Hann Duig fixes his 
  gaze on one creature he can see within 10 feet of him. 
  The target must succeed on a DC 18 Wisdom saving 
  throw against this magic or become frightened for 1 
  minute. The frightened target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. If a target's saving throw is 
  successful or the effect ends for it, the target is immune 
  to Hann Duig's gaze for the next 24 hours. 
   
  Disrupt Life (Costs 3 Actions). Each non-undead 
  creature within 20 feet of Hann Duig must make a DC 18 
  Constitution saving throw against this magic, taking 21 
  (6d6) necrotic damage on a failed save, or half as much 
  damage on a successful one. 
   
   
   
   
  
   
   
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  Tower of Gheras 
  By Ciaran O’Halloran 
  Map: Dyson Logos 
   
  Estimated run-time: 90 to 120 minutes 
  Tower of Gheras is a short lair adventure designed 
  for five characters of 5th to 6thth level. 
  Background 
  Worshipped and feared, Haan Duig, referred to as 
  the mountain master, he who watches, the walking 
  corpse, and the Ogre-Lich, holds great power over 
  the humanoid tribes of the mountains. 
  Although a mage of great skill and an undead being 
  of great power, Haan Duig’s true might comes from 
  his Crystal Ball of Telepathy. He demands a 
  possession or piece of flesh from those who want 
  information. Afterward, he can communicate with 
  his subjects and see through their eyes. He has 
  contacts among all the major humanoid tribes, and 
  uses suggestion to distort their thinking and carry 
  out his bidding. 
  The nations beyond the mountains understand his 
  control of the tribes within. They see how he has 
  forged alliances that keep the peace, and have it in 
  their interest to keep him neutral in their affairs. 
  Plot Hook 
  There are a variety of reasons a party may seek an 
  audience with Haan-Duig. Perhaps they are looking 
  for information about the powerful humanoid 
  warlords. They could be trying to gather an 
  unconventional squad of mercenary fighters, 
  maybe on behalf of a local lord. Or they could be 
  seeking information about Orcus or the rite of 
  lichdom itself.  
  It is unlikely anyone would want to destroy him—
  he is far too useful alive. 
   
   
   
  Approaching the Tower 
  As the party approaches the tower, read or 
  summarize:  
  The mountain pass winds its way between slabs 
  of granite. Following a shepherd’s path, a stony 
  ridge sharpens to a series of bluffs. At the crest 
  of the highest bluff stands a featureless tower. 
  The grey sky sinks and darkens around the 
  tower’s silhouette, the stone cylinder standing 
  sheer between mountain peaks. From the 
  clouds, black wings flap and a figure settles on 
  the battlement rim. 
  Nesting on roof are two Vrocks (CR 6; MM, p 64). 
  They keep watch for Haan-Duig and warn him of 
  approaching travelers. From their vantage point, 
  they see anything approaching the tower directly. 
  The Vrocks use telepathy on the weakest looking 
  party member to find what they are looking for. If 
  the response is hostile, they fly close enough to use 
  their piercing shriek. After this, they swoop and use 
  claw attacks before retreating to the air. They 
  repeat this until the party retreats or they are slain. 
  A rudimentary search reveals tracks towards a path 
  in a fissure between the bluffs. Crude wooden 
  handrails support the steepest sections, making 
  climbing the path slow but sure. When the party 
  reach the top, read the following: 
  A grassy plain gently slopes up toward the 
  tower’s entrance. On the field below, plumes of 
  smoke rise from campfires and the rattle of 
  drums punctuates the air. A dozen campsites are 
  scattered across the field, where all manner of 
  humanoids are dancing, breaking bread, and 
  conversing.   
  There are always 40 to 50 humanoids camped in 
  front of the tower. These are petitioners—they 
  have come to look for Haan-Duig’s favor or 
  guidance. Most of them are goblin, ogre, and orc 
  tribal shamans or champions. 
  The humanoids are indifferent to the party’s 
  presence as they are not attacking them and share 
  a common purpose, they can be approached. 
  
   
   
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  Anyone who wants to see Haan-Duig simply needs 
  to enter the tower and speak to him. Those who 
  have been before say that Haan-Duig is in the 
  basement and the entrance is sealed by magic. 
  Area 1 
  Features of the Tower: 
   When Gheras built the tower, he appointed it with 
  fine finishes and art objects Since he became the Ogre-
  Lich, much of this has been worn by the passage of time. 
  The tower has been used as a waiting area for the 
  humanoids who seeks his patronage and bears the 
  marks of those visitors.  
   Walls. Exterior walls of the tower are exposed stone. 
  The interior of the walls are lined with wooden paneling. 
  Tapestries and paintings line the walls depicting 
  aristocratic humans at leisure—hunting, riding, feasting. 
  Low couches and tables are strewn around the rooms, 
  many of them broken, the stuffing removed and 
  tattered. 
   Light. Crude torches hang from walls and give a dim 
  light throughout. The smoke from these lingers in the 
  air, causing a mild irritation to the eyes. 
   
  As the party enter Area 1, read or summarize: 
  The double oak door is open—one of the doors 
  seems loose on its hinges. The carpet in the 
  entrance is worn, in places revealing the stone 
  floor underneath. Advancing through the 
  entrance reveals a circular corridor wrapped 
  around the stone core of the tower. There are 
  doors to small antechambers lining the tower’s 
  external wall, and open spaces at each end of 
  the corridor. Snorts and sporadic bursts of rough 
  laughter come from the western side.  
  1A) Antechambers 
  These antechambers are used by petitioners who 
  have been asked to stay in the tower for a lengthy 
  period of time. They served the same function 
  during the Wizard Gheras’s time, where they were 
  richly appointed with comfortable beds, wardrobes 
  and desks. They are now well worn and in states of 
  disrepair with remnants of campfires and straw 
  bedding strewn about and hammocks hang across 
  the rooms. 
  1B) West Chamber 
  Five Gnoll Pack Lords (CR 2; MM, p 163) are 
  surrounding a bound and blindfolded halfling. They 
  are rolling dice and playing a version of blind man’s 
  bluff. The shaking halfling carries a plume of 
  horse’s hair with a pin in the end. After rolling, the 
  gnolls either steer him towards a tapestry on the 
  wall or their own rear ends. They occasionally pull 
  a rope tight along the ground to trip or lash a whip 
  to steer him. They laugh uproariously when he falls 
  or collides with something. 
  The Gnolls have come to petition Haan-Duig. They 
  offer him their services in return for his favor. They 
  do not instinctively attack but defend themselves. 
  Being treated as savage or monstrous will enrage 
  them. 
  Sheppy Borsaid - NPC 
  The halfling captive is a shepherd from the nearby 
  mountains. The Gnolls ate his sheep and kidnapped 
  him for their amusement. They intend to offer him 
  to Haan-Duig for use as a servant. A DC 15 
  Persuasion (Charisma) check convinces them to let 
  him go for a ransom of 100 gp or a useful magic 
  item. They won’t accept items found in the tower. 
  Sheppy uses the statistics of a Scout (CR ½; MM, p 
  349) and is currently at half his hit point maximum 
  (8). 
  1C) North Chamber 
  A broken table takes up space in the center of the 
  room. There are footprints on the surface. The 
  external door is closed and barred from the inside. 
  The door in the west wall has planks of wood 
  across it nailed into its frame. 
  Treasure 
  A search of the antechamber reveals a bag with 
  150 gp and two large rubies worth 50 gp each. 
  
   
   
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  Two of the paintings on the walls could be rescued 
  and sold for 100 gp each. The remaining paintings 
  and tapestries are too damaged to be sold. 
  Furnishings include silver candle holders, pewter 
  tankards, small statues and ornaments worth 100-
  150 gp if sold collectively.  
   
  Area 2 
  As the party enter Area 2, read or summarize: 
  This well-appointed room is lined with low 
  settees and tables. The warm light from the 
  torches illuminates faces and limbs from the 
  paintings hanging opposite. The air hangs with a 
  musty odor. 
  This is a drawing room. Closer examination of the 
  paintings reveals an element of macabre to each 
  tapestry: a skull, a pool of blood, or a body hanging 
  from a noose in the background. 
  A low table is set with crystal glasses and a 
  decanter. It is filled with rancid wine. Low settees 
  line the external wall. 
  The door to the downward stairs is barred and 
  sealed by magic. In the center is an iron handle, 
  crafted as the nose ring through the septum of a 
  grinning ogre’s face. This can be pulled open when 
  the phrase “Through undeath rolls the Ogre’s 
  wrath, while wizards seek secrets lost” in Abyssal. 
  The Vrocks and Pincher both know the phrase. 
  The door in the north is barred from the other side. 
  The door to the stairwell opens easily. 
  Treasure 
  The crystal decanter and glasses are worth 75 gp, 
  and each painting sells for 150 gp. 
   
   
   
   
   
  Area 3 
  This area covers the stairwell and the rooms that 
  accompany it. When the party advances to the first 
  level stairs or the spiral staircase above, read the 
  following. 
  The stairs are covered with green carpet, damp 
  and heavy with stains. The stone encasing the 
  stairwell is cold. With no evident light source, 
  they lead to darkness. 
  3A) First Level Room 
  Behind this door are brooms, dustpans and 
  buckets. Along the walls are rolled up carpets and 
  crates containing a total of 200 torches. Hiding 
  within is an imp (CR 1; MM, p 76) called Pincher. It 
  is his job to keep the torches lit and relay 
  communication between those in the tower. He 
  can tell the party about the gnolls and the 
  deranged bugbear in the basement. He tells them 
  the Vrocks are the only ones allowed to relay the 
  password to the basement, and does not give it up 
  himself. 
  3B) Second Level Room 
  This is Pincher’s residence. He has a perch that 
  looks like it was designed for a large bird. There is a 
  high shelf with books for his size, written in 
  Abyssal. The walls are covered in demonic symbols, 
  pentagrams and summoning circles. 
  3C) Third Level Room 
  The windows on this floor look out over the 
  mountainous countryside and the humanoid camps 
  on the field below. The room is luxurious and 
  contains two gilded and velvet cushioned thrones 
  in front of each window. Gheras could look out 
  from here to command the assembled masses 
  below. If a party member lingers here for too long, 
  a shout goes up from the crowd. On a stand 
  between the windows is an empty circular brace. It 
  looks like it could be used to hold a globe or 
  sphere.  
   
  
   
   
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  Area 4 
  As the party enter Area 4, read or summarize: 
  The floor at the foot of the ladder is wet with 
  rain. Its rungs are streaked with white from the 
  birds who nest inside this level. They flutter 
  away when approached. 
  The wooden roof is strewn with debris and 
  hunks of rotten meat. There are corpses of 
  humanoids among the detritus and crows peck 
  through the remains. Perched on the 
  battlements opposite creep two vulturous 
  creatures with stony beaks and black leather 
  flaps beneath their wretched arms. One of them 
  extends a thin neck and lets out a croak.  
  The Vrocks make telepathic contact with the party 
  member with the lowest Wisdom score. They want 
  to know why they are here. If engaged in combat, 
  they use their Piercing Shriek and fly out of reach. 
  The hordes below will quickly realize something is 
  wrong and send champions to their defense. 
  The Vrocks will give the password to the magic 
  door to party members they believe will be most 
  susceptible to Haan Duig’s suggestions, and most 
  useful as his eyes and ears on the wider world. 
  They may try to barter for their own advantage and 
  ask a favor from the heroes in return. This will 
  likely result in yielding a soul to them. 
  Treasure 
  On one of the corpses is a necklace with a large 
  fang amulet that works as an amulet of protection, 
  as well as a spell scroll of animate dead, and a +2 
  scimitar. The Vrocks are not interested in these 
  items but may use them to barter. At your choice, 
  there may also be a scroll case containing a roll of 
  parchment with the phrase used to open the door. 
  Hazard. The battlements are low. Anyone pushed 
  or slammed against them must succeed a DC12 
  Dexterity (Acrobatics) check to avoid falling 80 
  feet to the ground below. 
  DM’s Note. It should not be too difficult to gain the 
  password from the Vrocks for parties that will be useful 
  to Haan-Duig. They will use all their cunning to avoid 
  engaging the party directly. If one is isolated from the 
  other and promised a return favor, it will tell the party 
  the phrase before leaving the tower and returning to 
  the abyss. The DM can choose what terrible favor it will 
  call on in the future.  
  Area 5 
  Area 5 consists of three adjoining rooms. This is the 
  meeting place for Haan-Duig. As they descend the 
  stairs read the following: 
  The stairs open into a room with bare stone 
  walls and floor. On the wall opposite, a velvet 
  drape hangs from a pole fastened high up the 
  wall. In front floats a globe of flesh blinking 
  over a huge central eyeball, flanked by two 
  twitching stalks with smaller eyes on each end. 
  Along the floor in front of the curtain lies a row 
  of gold plates. 
  Fla’ha 
  Fla’ha is a spectator (CR 3; MM, p 30) created by 
  Haan-Duig as the custodian of the mirror behind 
  the curtain, his communication portal. He asks the 
  party if they seek an audience with his master. 
  They will be granted one if they can defeat his 
  champions. He indicates the door next to him. 
  5A) The Mirror 
  Parting the curtains reveals a large rectangular 
  glass in a silver frame. Rather than reflecting the 
  room, only darkness can be seen beyond. Party 
  members who keep looking slowly see a swathe of 
  grey flesh appear in the darkness as their light 
  source filters through to Haan-Guig. This is part of 
  his fleshy body, the dead flesh grey in dim light. It 
  moves slightly as he speaks. This is as much of his 
  form as he ever reveals. 
  The audience proceeds according to the needs of 
  the party. If he is displeased with them, he cuts off 
  contact and Fla’ha attacks, supported by his 
  
   
   
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  master’s magic. The creatures in the adjoining 
  room also join the fray.  
  Any favor or information is given in return for a 
  pledge from the party. This may be a specific favor, 
  or one promised in the future. They must give 
  some of their own flesh or blood to seal the 
  promise. Fla’ha will administer this, asking each 
  hero to leave their bond in a separate gold plate. 
  5B) Waiting Room 
  This room is a well-appointed waiting room, with 
  tables and seating for seven people. There are 
  cabinets lined with oddities and petrified rare 
  creatures, however, when the heroes enter, the 
  room is completely dark. Haan-Duig sends his 
  suitors to fight the five Shadows (CR ½; MM, p 269) 
  that lurk here to earn his favor. He does this to 
  weaken them as much as possible before granting 
  an audience. Once they have drained their victims, 
  Haan-Duig will be ready to speak. 
   
  Also in the room is Radalanta, a Bugbear Chieftain 
  (CR 3; MM, p 33). Raladanta was sent by his tribe 
  to gain Haan-Duig’s favor. Unfortunately, the 
  shadows found much greater pleasure in torturing 
  him. He now thinks he is undead and has become 
  the Master himself. He wields a morningstar with 
  the same properties as a Mace of Terror (DMG, p 
  180). He is scared of the shadows, and every so 
  often takes a swing at them until the whispers 
  subside. 
   
  Radalanta’s is the first voice heard by heroes who 
  enter the room. From the darkness, he demands 
  they prostrate themselves before him, the lord of 
  shadow, and master of undeath. The shadows 
  flicker and move around the room—even in 
  darkness, the party are aware of their presence. 
  After a few moments, Radalanta loses his nerve 
  and commands the ‘dark ones’ to leave him. The 
  heroes can decide what approach to take: 
  engaging Radalanta, the shadows, or both. 
  The secret door in this room leads into an empty 
  room with a door (Area 5C). Behind this are the 
  stairs that access Haan-Duig’s lair below. 
  Area 6 
  As the party enters Area 6, read or summarize: 
  This square room has bare stone walls and floor. 
  The northern section of the wall has collapsed, 
  the wall has been removed to reveal darkness 
  behind. A door with a barred window is in the 
  southern part of the wall. There is an inscription 
  beneath the opening.  
  The opening leads to a wide tunnel dug from the 
  earth. It branches into two wider tunnels that lead 
  to Haan-Dug’s lair itself. 
  6A) False Library 
  The inscription reads “Library - Enter One at a 
  Time” in common. When pushed, the door swings 
  open by itself. As soon as one person enters, it 
  slams shut, magically locking itself. It can only be 
  opened by casting a knock spell, or by attacking it. 
  The door has an AC 15 and 50 hit points, with 
  resistance to piercing damage. 
  6B) Library 
  Lined with bookshelves, this library contains 
  Gheras’s extensive collection of books. Searching 
  here for thirty minutes reveals volumes on 
  necromancy, guides to the Abyss and its denizens, 
  information on the Blood War, a catalogue of cults 
  that worship Orcus, and guides to rituals to please 
  him, and any other information the DM feels 
  appropriate. 
  With a successful DC 12 Intelligence (Investigation) 
  or (Arcana) check, a character who spends two 
  hours searching the library can find scrolls 
  containing the spells bestow curse, clairvoyance, 
  speak with dead, create undead, and planar ally. 
  A DC 18 Intelligence (Arcana) check reveals there 
  is probably enough information within these 
  volumes to research the method and materials 
  needed to obtain lichdom, if the library can be 
  accessed for a minimum of six months. 
  
   
   
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  6C) Guards & Secrets 
  In the southwestern corner of the room, standing 
  on a plinth, are two helmed horrors (CR 4; MM, p 
  183). They wield glaives, which they hold crossed 
  at the shaft. They attack anyone who enters the 
  room that they do not recognize. Behind the plinth 
  is a secret door in the wood paneling that lines the 
  walls and leads to the lab. 
  Read or summarize: 
  Knuckles make a hollow knock when rapped on 
  the wall behind the plinth. By pushing the 
  corners gently, the panel starts to come loose. In 
  the room beyond is a long table running nearly 
  the entire length of the room. Shelving and 
  drawers line the walls. There are jars, glass 
  flasks, and tools strewn across the table. Along 
  the shelves are bunches of herbs, desiccated 
  animal parts, and wooden boxes. 
  This is Gheras’s laboratory. There is not much of 
  use—the ingredients have long since dried or 
  rotted—but material components for some of his 
  more powerful spells may be found. The door in 
  the southwestern corner is made of iron and 
  sealed with a magic lock. It is also double bolted 
  from the inside. A successful DC 10 Wisdom 
  (Investigation) check reveals the door cannot be 
  opened without using a code. 
  Above the door frame is a combination lock which 
  releases both the bolts and the magic. It currently 
  reads 999. The number needed to open it is 666. 
  Only Haan-Duig himself knows the combination. 
  6D) The Vault 
  This contains the treasure accumulated during the 
  archmage’s life, as well as that given to him in 
  tribute by the tribes seeking his favor. There are 
  gems, jewels and gold here totaling 50,000 gp in 
  value. Most importantly, in a sealed box under one 
  of the floor stones is the lich’s phylactery. To 
  determine the remaining contents of the vault, roll 
  on the Magic Item tables in the DMG; four times 
  on Magic Item table D, twice on table F and once 
  each on table G and H. 
  Area 9 
  The smell of rotten meat lingers in this tunnel. 
  The heat rises as the path descends down 
  natural steps that open to a wide cavern. The 
  ground is covered in debris and rats sniff in and 
  out of the rubbish. Partly submerged lie folds of 
  flabby grey skin. A head stirs and half-dead eyes 
  scan the darkness. Wide hands clench as the 
  creature uses its balled fists to pull its corpse-
  like body upright. Struggling to control its black 
  tongue, the figure sneers and croaks a 
  command.  
  “Speak.” 
  Waiting for response, its eyes roll and its head 
  hangs loosely from his neck.   
   
  Haan-Duig will likely be expecting the characters. If 
  they have fought their way to him, he will attack, 
  having cast mirror image before playing his Orcus’ 
  Drum and Pipes of the Sewers in preparation. If he 
  senses he may lose the battle, he casts invisibility 
  and planar shift to escape to the Abyss, where he 
  regroups and works with his allies to hunt the 
  heroes. 
  Treasure 
  On the other side of the lair is his Crystal Ball of 
  Telepathy. He uses this to control those who have 
  given him an offering. Haan-Duig carries Pipes of 
  the Sewers (DMG pg. 185) and his Orcus’ Drum. 
  Conclusion 
  Killing Haan-Duig will have major and long-lasting 
  consequences. His true power comes from the 
  strength of allegiances he has built—throughout 
  both human and monstrous humanoid lands. The 
  heads of his killers would be much sought after.  
  Haan-Duig is a survivor and a pragmatist. He is 
  good to his word and makes follows through on his 
  promises. He could be an extremely useful ally in 
  the future. 
  
   
   
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  It is likely that he will be able to communicate 
  telepathically with one or more members of the 
  party after this encounter. Use this to the heroes’ 
  advantage, until they are put in a situation where 
  their loyalty to him is tested. If they betray him, 
  make sure they are perpetually looking over their 
  shoulder—humanoids they encounter could have 
  scrolls containing orders to kill them, for example. 
  They should realize that he will always be 
  watching. 
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Hidden Mantra 
  By: Noah Grand 
  Artist: Gary Dupuis: Purple Duck Games 
   
  A yugoloth happy to infiltrate kingdoms and get 
  information from anyone, as long as their superiors 
  get paid for “services rendered.” 
  Background 
  Hidden Mantra was formed as an arcanaloth’s 
  experiment to combine a yugoloth with an ooze. 
  Most lower yugoloths specialize in hand-to-hand 
  combat, while imps and other devils monopolize 
  the information brokerage of the lower planes. An 
  ooze-like body allows for new business for 
  yugoloths.  
   
  The arcanaloth made deals with devils, diviners, 
  and mind flayers to learn how to infuse a blob body 
  with intelligence and divination magic. In 
  exchange, the newly created fiend would spy on 
  these clients’ enemies. 
   
  After ten years of service, the young blob-like 
  yugoloth looked for their master to ask Did I do a 
  good job? But the arcanaloth was nowhere to be 
  found—some heroes had banished him back to his 
  home plane. All alone in a strange world, the young 
  yugoloth panicked and dominated a member of the 
  thieves’ guild. Now, using the humanoid moniker 
  Hidden Mantra, the yugoloth is happy to work for 
  praise and the knowledge that they won’t be 
  abandoned again. 
   
  Leaders of the thieves’ guild openly welcomed 
  Hidden Mantra. Few know they welcomed a 
  yugoloth, and those who know don’t care. Hidden 
  Mantra can’t carry or spend coin, so the guild gets 
  all the profit and plausible deniability. Ironically, 
  the yugoloth’s main moral code is to “extract fair 
  payment for services rendered.” Half the gold up 
  front, half on delivery of information. 
   
   
   
   
   
   
   
   
   
   
   
  Current Motives 
  Hidden Mantra delights in seeing the look on 
  victims’ faces once they realize their secrets have 
  been stolen. Every yugoloth wants payment of 
  some sort—this yugoloth wants emotional payoffs 
  instead of tangible goods. A client’s sense of giving 
  up something dear to them to hire Hidden Mantra 
  is more valuable than gold. 
   
  For now, Hidden Mantra is happy to keep working 
  for the thieves’ guild. Leadership is stable enough. 
  After being abandoned once, they value stable 
  employment over anything that might resemble 
  “career advancement.” 
   
  Hidden Mantra can be used as an NPC as follows: 
   
  ● A Spy. Hidden Mantra may have been 
  contracted to steal information from the 
  party, particularly if they have achieved 
  notoriety and a permanent base to target 
  with divination magic. 
  ● A Rival. Adventurers and Hidden Mantra 
  could target the same person or group. The 
  yugoloth always prioritizes information 
  gathering and is happy to forge temporary 
  alliances to further their ends. 
  ● An Informant. When someone works for 
  evil as often as Hidden Mantra does, they 
  meet clients who refuse to pay when the 
  job is done. These former clients tend to 
  have their secrets sold to the nearest 
  heroic adventurer! 
  
   
   
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  Long Term Motives 
  Hidden Mantra enjoys long-term infiltration 
  missions. It helps the thieves’ guild to have an 
  employee with no other ties to this plane of 
  existence. However, the yugoloth harbors deep-
  seated doubts about whether humanoid masters 
  would eventually betray a fiend to save themselves 
  when a group of heroes comes calling. If an easy 
  opportunity presents itself, Hidden Mantra would 
  ally itself to a fiendish master. 
  Flaws 
  Hidden Mantra loves to admire their handiwork, 
  lingering near the scene of their crime after getting 
  the secrets they were hired to obtain. Even after a 
  wizard saw Hidden Mantra’s clairvoyance sensor 
  and dispelled it, the obsessive yugoloth simply 
  recast the spell. After all, humanoids never suspect 
  that the ooze did the crime! 
  The yugoloth can be a shrewd interrogator, but 
  they avoid speaking as much as possible. 
  Humanoids tend to behave differently once they 
  hear words coming from an ooze body! 
  Unified Mind 
  Wondrous item, very rare (requires attunement by a 
  spellcaster) 
   
  This ceramic medallion is carved to resemble a 
  humanoid brain. 
   
  While attuned to this medallion, you are immune to the 
  charmed and frightened condition. You are also immune 
  to magic that can read thoughts and cannot be targeted 
  by divination magic. 
   
  The medallion has 3 charges. While attuned to it, you 
  may use an action and expend one of its charges to:  
   
  ● Cast calm emotions (1 charge), using your spellcasting 
  modifier for the spell save DC. 
  ● Cast sending (1 charge). 
   
  The medallion regains all expended charges when you 
  finish a long rest. 
  Hidden Mantra 
  Medium fiend (yugoloth), neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 115 (13d8 + 52) 
  Speed 20 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1) 
  16 (+3) 19 (+4) 
  16 (+3) 19 (+4) 18 (+4) 
  Saving Throws Wis +8, Cha +8 
  Skills Deception +8, Insight +8, Investigation +7, Perception +8, 
  Stealth +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities acid, poison 
  Condition Immunities charmed, frightened, poisoned, prone 
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 
  18 
  Languages Common, Abyssal, Deep Speech, Draconic, Infernal, 
  Thieves’ Cant; telepathy 60 ft. 
  Challenge 9 (5,000 XP) 
   
  Amorphous. Hidden Mantra can move through a space as 
  narrow as 1 inch wide without squeezing. 
   
  False Appearance. While Hidden Mantra remains motionless, 
  it is indistinguishable from an oily pool or wet rock. 
   
  Innate Spellcasting. Hidden Mantra's innate spellcasting 
  ability is Charisma (spell save DC 16). It can innately cast the 
  following spells, requiring no material components: 
  ● 
  At will: clairvoyance, detect thoughts, hold person, 
  sending 
  ● 
  3/day each: dimension door, dominate person, fear, 
  hold monster, locate object, locate person, telekinesis 
   
  Magic Resistance. Hidden Mantra has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. Hidden Mantra’s pseudopod attacks are 
  magical. 
  Actions 
  Multiattack. Hidden Mantra makes two attacks with their 
  pseudopods. 
   
  Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (4d6 + 3) necrotic damage plus 7 (2d6) psychic 
  damage. 
  
   
   
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  Iptarenides, the Forgotten 
  By: Elven Tower 
  Artist: Daniel Comerci 
   
  A powerful undead figure with an unclear past 
  who longs to retrieve its most important 
  possession. 
  Background 
  Iptarenides is a mysterious undead figure who 
  spends most of his time trying to find out about his 
  past and to unravel the secrets of his identity. 
  Iptarenides is a lich. To some, lichdom is the 
  pinnacle of the arcane. A feat reserved to the most 
  powerful wizards. Iptarenides achieved this state a 
  long time ago but he remembers nothing of this 
  period of his existence. 
   
  He woke up one day in his library and found 
  himself in an undead body and with arcane abilities 
  beyond the imagination of mortals. The library was 
  only one room within a great structure removed 
  from the Material Plane. It sat in a small 
  demiplane, isolated from reality. 
   
  With seemingly unlimited time, Iptarenides started 
  to read everything in the library to find out who 
  and what he was. Many of the tomes, he learned, 
  were written by himself. They held the secrets for 
  immortal life and contained detailed descriptions 
  of rituals and magic formulae. 
    
  Before long, Iptarenides had a plausible hypothesis 
  for what had happened. The problem was his 
  phylactery—it was missing. He never wrote down 
  its location. At some point during his previous life, 
  something must have prevented him from feeding 
  mortal souls to the phylactery. That caused him to 
  degenerate into a demilich and forget all his 
  memories. 
    
  Since he returned to lich form, however, it meant 
  someone fed a soul to the phylactery recently. The 
  phylactery remains missing and may even be in 
  someone else's hands.  
  Iptarenides went to the extreme of destroying his 
  physical body with magic to reappear next to the 
  phylactery but something prevented that from 
  happening. His body reformed in the place it was 
  destroyed. 
    
  Iptarenides cannot recall his objectives or goals in 
  the past, but he knows that his personality is 
  different now. The person who wrote all those 
  tomes appears to be a very different person. His 
  past self was evil, deranged, and ruthless. 
  Iptarenides does not identify with that description 
  anymore. He is now on a journey of discovery. 
    
  Iptarenides owns a strange artifact, a magical orb 
  that can store spells for use at a later time. The 
  object is sentient and can communicate 
  telepathically with him. At times, it appears the orb 
  knows about Iptarenides' past but it never reveals 
  too much. Iptarenides is suspicious of the orb, but 
  has no way to force it to reveal its secrets. His past 
  
   
   
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  self stored a wish spell in the orb, but now he 
  thinks it is a trap. The orb utters cryptic messages 
  into his mind to goad him into using it but he has 
  denied it every time. 
   
  Current Motives 
  Iptarenides has learned how to travel back to the 
  Material Plane and has shared the runes for the 
  teleportation circle in his lair to a few scribes and 
  wizards. 
   
  Iptarenides can be used as an NPC as follows: 
   
  ● A Companion. Iptarenides wants to 
  experience the world he does not 
  remember anymore. He may be willing to 
  accompany an adventuring party into a lost 
  temple or dungeon. Iptarenides still feels 
  the thirst for knowledge. 
  ● A Savior. Iptarenides' library features many 
  unique books and scrolls the PCs may be 
  looking for. Iptarenides may oppose this 
  visit and attack the PCs or offer them a 
  deal instead. 
  ● A Patron. Iptarenides becomes more 
  powerful as he remembers his abilities bit 
  by bit. He is starting to hire mercenaries for 
  odd jobs. His objective is to create a guild 
  of mercenaries to create a small military 
  force. 
  ● A Treasure Hunter. If Iptarenides learns of 
  a possible clue to the location of his 
  phylactery, he hires adventurers to retrieve 
  it. He does not go himself out of fear; if 
  another person owns it, they may use it to 
  control the lich himself.   
   
   
   
   
   
   
   
   
   
  Long Term Motives 
  Iptarenides has two long term objectives. The first 
  one is to retrieve his phylactery. He knows that his 
  position is weak as long as he does not know 
  where it is or who possesses it. 
   
  His second objective is to find out about his own 
  past. His library has no conclusive information on 
  this subject. Iptarenides needs to cross-reference 
  information in other libraries to find out who he 
  was. His present name, Iptarenides, is one he 
  chose recently. His past self was so secretive he 
  never wrote his name in any book in the library. 
   
  Flaws 
  Iptarenides fears the degenerating process that will 
  inevitably turn his body to dust and transform him 
  into a demilich once more. He knows his time is 
  limited unless a new mortal soul is fed to his 
  phylactery again. His remaining time, a lifetime for 
  a human, is only a moment for a lich. 
   
  Secret 
  Iptarenides was a powerful lich thousands of years 
  ago. His phylactery was stolen by an enemy who 
  placed it inside a magical container that prevented 
  teleportation or detection. In time, the lich knew 
  he would succumb to becoming a demilich so he 
  made one last desperate move. With a wish spell, 
  he protected his conscience and memories in his 
  magical orb. After that, the body of the lich 
  degenerated into oblivion. He hoped that, in the 
  future, a soul would be fed into the phylactery and 
  his physical body would reform. It was only a 
  matter of time before the new lich, now called 
  Iptarenides, used the orb and released the wish 
  spell. Regardless of what he wishes for, it is a trap. 
  The spell is designed to return the great lich's 
  memories and conscience back to the new lich 
  body. If this happens, Iptarenides’s new memories 
  and personality are erased and replaced. 
   
   
  
   
   
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  Iptarenides 
  Medium undead, lawful evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  16 (+3) 16 (+3) 
  20 (+5) 14 (+2) 16 (+3) 
  Saving Throws Con +10, Int +12, Wis +9 
  Skills Arcana +19, History +12, Insight +9, Perception +9 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing damage from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Draconic, Abyssal, Infernal, Elvish 
  Challenge 21 (33,000 XP) 
   
  Legendary Resistance (2/Day). If the lich fails a saving throw, 
  it can choose to succeed instead. 
  Rejuvenation. When destroyed, Iptarenides gains a new body 
  in 1d10 days, regaining all its hit points and becoming active 
  again. The new body appears within 5 feet of the place it was 
  destroyed. 
  Spellcasting. The lich is an 18th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 20, +12 to hit 
  with spell attacks). The lich has the following wizard spells 
  prepared: 
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): detect magic, magic missile, shield, 
  thunderwave 
  2nd level (3 slots): acid arrow, detect thoughts, invisibility, 
  mirror image 
  3rd level (3 slots): animate dead, counterspell, dispel magic, 
  fireball 
  4th level (3 slots): blight, dimension door 
  5th level (3 slots): cloudkill, scrying 
  6th level (1 slot): disintegrate, globe of invulnerability 
   
  Limited Spell Usage. Iptarenides has access to spells up to 
  level 6. If Iptarenides regains control of his phylactery he 
  recovers the ability to cast spells up to level 9. 
  7th level (1 slot): finger of death, plane shift 
  8th level (1 slot): dominate monster, power word stun 
  9th level (1 slot): power word kill 
  Turn Resistance. The lich has advantage on saving throws 
  against any effect that turns undead. 
   
  Actions 
  Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) cold damage. The target must 
  succeed on a DC 18 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. 
  Legendary Actions 
  The lich 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 
  lich regains spent legendary actions at the start of its turn. 
  Cantrip. The lich casts a cantrip. 
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch. 
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on 
  one creature it can see within 10 feet of it. The target must 
  succeed on a DC 18 Wisdom saving throw against this magic or 
  become frightened for 1 minute. The frightened target can 
  repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a target's saving throw is 
  successful or the effect ends for it, the target is immune to the 
  lich's gaze for the next 24 hours. 
  Disrupt Life (Costs 3 Actions). Each non-undead creature 
  within 20 feet of the lich must make a DC 18 Constitution 
  saving throw against this magic, taking 21 (6d6) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  Orb of Remembrance 
  Wondrous Item (orb), unique (requires attunement) 
   
  A dark crystal orb that appears to hold the night sky 
  inside. 
   
  The user gains a +1 to spell attack and damage rolls 
  when the orb of remembrance is their spell focus. 
  The orb can store one spell of any level at a time. To 
  store a spell, the caster must spend the spell slot. To 
  cast a spell stored in the orb, the caster must spend an 
  action. 
   
  The orb currently stores a trap version of the wish spell 
  as detailed in the "Secret" section. 
   
   
   
  
   
   
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  Iptarenides's Tower 
  Map: Elven Tower 
   
  Iptarenides's Tower is a short lair adventure 
  designed for five characters of 7th level. Scaling 
  instructions are included to run the adventure for 
  characters from 5th to 9th level. 
  Background 
  Iptarenides used to be a powerful undead overlord 
  eons ago. At some point, he lost his phylactery and, 
  without a way to feed it souls, he succumbed into a 
  demilich state for a large period of time. One day, 
  whoever owned the phylactery fed it a soul and 
  Iptarenides came back to himself. He has limited 
  power and time to find out where the phylactery is 
  (more info about this in the Iptarenides entry). 
   Iptarenides's Tower is located in a demiplane. 
  The only means to access it is with teleportation 
  magic or a magic portal attuned to it. 
  Plot Hooks 
  1) Some villagers and city folk have gone missing 
  during the past year. Local authorities have linked 
  the disappearances to an obscure figure known as 
  Iptarenides. These crimes went ignored for a time, 
  but the duke has now offered a reward of 3,000 gp 
  because his son was kidnapped a few days ago. 
  Adventurers of favorable reputation can accept 
  this mission. 
   
  2) An important piece of information, a tome of 
  knowledge, a scroll, or a magic spell, can only be 
  found in Iptarenides' library. In their search, a 
  reputable scholar informs the party that only the 
  dreaded lich possesses such an object of interest. If 
  the party is to recover such an object, they must 
  face the lich or negotiate.  
  Reaching Iptarenides's Tower 
  The tower can only be accessed with teleportation 
  magic or a magic portal. Such a spell or device 
  must feature the unique runes associated with 
  Iptarenides's demiplane. The party may obtain the 
  rune sequence for the spell or portal from an old 
  library or scholar. Iptarenides has revealed this 
  information to some scholars in the Material Plane 
  in his search for his lost phylactery. A portal door in 
  Sigil, the City of Doors, is a good alternative too. 
   
  Regardless of the travel method, the adventurers 
  find themselves opening the entrance door in Area 
  1. 
  General Features 
  Terrain. Although the tower is old and the stone 
  shows cracks in its walls, the structure is strong and 
  very clean. The first floor of the tower is warm, 
  thanks to the burning braziers. The second floor is 
  colder; the third floor even more so. Entering the 
  third floor causes an uneasy feeling due to all the 
  cruel and inhumane experiments that have been 
  held there in the distant past. The top of the tower 
  is the coldest place of all. The atmosphere is heavy, 
  and evil is palpable.   
        
  Light. Magic torches in sconces light the whole 
  tower. They all feature continual flame spells.  
    
  Secret Doors. A successful DC 20 Wisdom 
  (Perception) check reveals any secret doors. 
  Checks must be rolled individually every time a 
  player desires to look for secret entrances or traps. 
  The check result is limited to the room or area the 
  player is in. 
  Area 1 
  As the party enter Area 1, read or summarize: 
  The power of magic has brought you to a white 
  wooden door that leads to a lobby of sorts. To 
  the right and left, two human-sized statues flank 
  the room. The statues appear to be armor-clad 
  skeletons with burning red eyes. 
   
   
  
   
   
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  Area 2 
  As the party enter Area 2, read or summarize: 
  The room features a luxurious throne flanked by 
  two braziers by the north wall. Three lavish 
  carpets decorate the floors in this room. It looks 
  regal and resembles a lord's audience chamber. 
  A successful DC 10 Intelligence (Investigation) 
  check reveals a secret compartment under the 
  throne's left arm with a switch inside. The switch 
  opens the secret door to Area 5. 
  If Iptarenides is absent, then two wraiths (CR 5; 
  MM, p 302) emerge from the walls and greet the 
  visitors with violence. 
  Scaling the Battle 
  APL 5-6: Remove one wraith 
  APL 9-10: Add one wraith 
  Treasure 
  Each wraith drops an emerald worth 100 gp. 
  Area 3 
  As the party enter Area 3, read or summarize: 
  Two wooden tables, containing raw ingredients 
  and kitchen utensils, line the walls of the room. 
  Two large pig carcasses hang from the ceiling in 
  the middle of the room. 
  There is nothing of value in this location. 
  Area 4 
  As the party enter Area 4, read or summarize: 
  A dining table by the east side of the room and a 
  piano across from it. The piano appears to be 
  very old; the marble on the keys looks worn and 
  grey. 
  Iptarenides has a weakness for music and plays the 
  piano often. The door on the north wall leads to a 
  short hallway and another door. The second door is 
  magical and similar in properties to the entrance in 
  Area 1. The only difference is that it can only be 
  used to exit the demiplane but not enter it. 
  A successful DC 14 Wisdom (Perception) check 
  reveals sliding marks on the floor and the location 
  of a secret door panel. A character can slide this 
  panel as an action. It leads to the waste shaft from 
  Area 9. A successful DC 17 Intelligence (Arcana) 
  check reveals that the erosion marks on the shaft's 
  walls have an alchemic origin. 
  Area 5 
  As the party enter Area 5, read or summarize: 
  A wooden torture table, a side table with torture 
  implements, and two iron bar cages furnish this 
  chamber. Five people in several stages of 
  physical and mental torture look up from the 
  cages; a glint of hope in their eyes. 
  Some of the missing townsfolk are in the cages. 
  They are under severe mental trauma and have 4 
  levels of exhaustion. If the adventurers try to leave 
  the tower after releasing any prisoner, they find 
  out that all magic doors are deactivated, and a 
  magical effect prevents all kinds of teleportation 
  magic. They must face the lich before leaving. 
  Infinite Stairs 
  The south door leads to a magical set of 
  descending stairs. These stairs lead nowhere as 
  they are infinite.  
  Treasure 
  There is a +2 dagger on the side table. 
  Area 6 
  As the party enter Area 6, read or summarize: 
  The chamber appears to be a small museum. A 
  large statue in the form of a stone giant 
  dominates the room. Two glass-covered tables 
  showcase a variety of weapons and objects. The 
  south wall is flanked by two smaller statues 
  identical to the ones in the lobby. 
  If a character breaks the glass or attempts to 
  tamper with the table's contents, the three statues 
  in the room start moving and attack. 
  
   
   
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  A successful DC 17 Wisdom (Perception) check 
  reveals a panel on the wall which hides a switch. 
  The switch causes a section of the wall to recede 
  and reveal a hidden passage to Area 8. 
  The large statue is an earth elemental (CR 5; 
  MM, p 124), and the smaller ones are gargoyles 
  (CR 4; MM, p 140). 
  Scaling the Battle 
  APL 5-6: Remove one gargoyle 
  APL 9-10: Add two gargoyles 
  Treasure 
  A +1 longsword, a wand of fireballs, and a wand of 
  magic missile rest inside the glass cases. 
  Area 7 
  As the party enter Area 7, read or summarize: 
  Bookcases from floor to ceiling cover most 
  walls. The room appears to be 40-feet-tall. 
  There are two reading tables with a few opened 
  tomes on them. The air smells dusty and moldy. 
  Iptarenides's collection is impressive. The value of 
  the whole library, if it could be sold, would ascend 
  to 50,000 gp. There are all kinds of tomes in this 
  library.  
  Upon opening any book in the library, the user 
  must say the command word "arlura". Failing to do 
  this activates a trap. A magical effect akin to the 
  animate object spell animates 10 books which 
  attack any visitors. Defeating the books may render 
  some of them useless. Removing any book from 
  the library prevents this magical effect. 
  Scaling the Battle 
  ● Levels 5-6: Remove three animated books 
  ● Levels 9-10: Add three animated books 
  Treasure 
  The spellbooks in this library contain all the spells 
  listed in Iptarenides’s stat block. 
   
   
  Area 8 
  As the party enter Area 8, read or summarize: 
  Here is a large bedroom with luxury furniture, 
  expensive sheets, a bookcase, and a desk. The 
  bed looks messy. The documents on the desk 
  appear to be magical formulae and a list of 
  material components. 
  When reviewing the documents on the desk, a 
  successful DC 18 Intelligence (Arcana) check 
  reveals that Iptarenides is trying to find a way to 
  bypass teleportation-preventing magic. He is yet to 
  be successful. 
  The room is not empty, two invisible stalkers (CR 
  6; MM, p 192) hide by the south corners of the 
  room. They attack when approached. 
  Scaling the Battle 
  APL 5-6: Remove one invisible stalker 
  APL 9-10: Add one invisible stalker 
  Area 9 
  As the party enter Area 9, read or summarize: 
  This room features a torture table, an arcane 
  device, and two tables with specialized alchemy 
  equipment. The table bears several chemical 
  burn marks. The floor is stained with strange 
  colors and is eroded in places. There is a waste 
  shaft by the northwest corner. The pungent acrid 
  smell of the room makes your eyes water and 
  blink. 
  Any creature who enters the room must make a 
  successful DC 14 Constitution saving throw to 
  avoid becoming poisoned for an hour from the 
  strong chemical smell. 
  The table by the east wall features a complicated 
  arrangement of laboratory equipment with an 
  ongoing experiment. Tampering with the 
  experiment in any way causes an explosion in the 
  room. Creatures inside the room must make a 
  successful DC 17 Dexterity saving throw, taking 12 
  (4d6) acid damage on a failed save, or half as much 
  damage on a successful one. 
  
   
   
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  Treasure 
  Two potions of healing sit on the alchemy table. 
  Area 10 
  As the party enter Area 10, read or summarize: 
  The entrance to the room is on a higher level, 
  20-feet from the floor, and consists of a ledge 
  that surrounds the room. Two mirrors across 
  from each other decorate the walls. 
   A short set of stairs on the south side of the 
  room descends to a pool of crystal-clear water in 
  the middle. The water appears to move in 
  strange ways, as if the waves on the surface 
  fight each other. 
  The mirrors reflect the room but not people 
  standing in front of them. The west mirror turns 
  into a magic portal to Area 11 if the command 
  phrase "Halla Jabur" is spoken. This information is 
  available in the library with a successful DC 18 
  Intelligence (Investigation) check. 
  The pool of water houses a water elemental (CR 5; 
  MM, p 125) that attacks anyone who is not the lich. 
  The two statues (gargoyles, CR 4; MM, p 140) on 
  the ledge join the battle in the second turn. 
  Scaling the Battle 
  APL 5-6: Remove one gargoyle 
  APL 9-10: Add one water elemental 
  Area 11 
  As the party enter Area 11, read or summarize: 
  The vault features three wooden chests, two 
  tables, and a burlap sack on the floor 
  overflowing with gold coins. 
   A gold goblet rests on a pedestal in the middle 
  of the room. 
  The golden goblet is trapped with a glyph of 
  warding spell. It contains a spell glyph with a true 
  polymorph spell. If a creature touches the goblet, 
  they must make a DC 18 Wisdom saving throw to 
  avoid transforming into a toad. If the creature 
  remains like this for an hour, the transformation 
  becomes permanent. 
  Treasure 
  Collectively, the room contains 2000 gp, 10 
  emeralds (50gp each), 5 diamonds (300gp each), a 
  wand of wonder, a +1 shortsword, and a staff of 
  the magi. 
  Area 12 
  As the party enter Area 12, read or summarize: 
  A magic circle dominates the center of the room. 
  It looks complicated and intricate and appears to 
  be sculpted on the floor itself. A blue vapor 
  radiates from it in intervals. Four large braziers 
  surround the circle. To the south, a stone 
  pedestal overlooks the ritual site. A hooded 
  figure turns as they interrupt the ongoing magic 
  ritual. 
  The hooded figure is the lich, Iptarenides. He is 
  testing some theories described in the documents       
  in Area 8. Iptarenides is annoyed that a group of 
  visitors have gone through his home and perhaps 
  taken a few things. The only way to exit the tower 
  is by either killing the lich or negotiating with him. 
  Iptarenides does not have the time to earn more 
  enemies or fight and would rather agree to some 
  terms. The lich might even offer the party to let 
  them go if they return the favor in some other way. 
  Iptarenides is limited and has a few changes to his 
  stat block. Please refer to his villain entry in this 
  supplement. 
  Conclusion 
  After defeating or coming to terms with 
  Iptarenides, the magic that prevents teleportation 
  lifts and the party is free to use spells or the 
  entrance door to return to their world. 
   
   
   
   
  
   
   
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  Iptarenides's Tower 
   
   
   
   
  
   
   
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  Kiranil Vornisk 
  By: Mellanie Black 
  Art provided by Wizards of the Coast 
   
  A revenant assassin bound by the will of a 
  twisted lich. Kiranil Vornisk is on his thirteenth 
  body, but neither death nor his countless 
  mutations has hindered his deadly stealth. 
  Background 
  In life, Kiranil Vornisk was an elite elven assassin, 
  trusted by nobility and crime lords alike to ‘take 
  care of business’ without too much mess, fuss or 
  difficult questions. He prided himself on his agility, 
  his integrity, and his devotion to his craft. He 
  seldom asked his employer’s reasons for the hit 
  and would take no instructions as to his methods. 
   
  Eventually, other, cheaper assassins moved in 
  taking the reckless instruction of vengeful clients 
  whom Kiranil had turned away. This led to messy 
  murder scenes, lower rates, and an influx of 
  copycat mercenaries hoping to make some gold. 
  However, their lack of attention to detail got them 
  caught, and drew unwanted attention to Kiranil’s 
  profession. His clients grew skittish and his 
  livelihood was at stake. 
   
  And so, he started The Black Knife, an assassin’s 
  guild designed to train his inept competition, take 
  a cut of their takings, and rebuild his tarnished 
  reputation. 
   
  The Black Knife became renowned across 
  continents, drawing more unusual, more 
  prestigious, and more dangerous work. Kiranil 
  himself took a job with a mysterious figure known 
  only as Yxlan. Long ago, Yxlan had been a wizard, 
  but she had extended her life to unnatural lengths 
  by becoming a Lich. 
   
  For a time Kiranil and Yxlan had a profitable 
  agreement, but long life made Yxlan paranoid and 
  jealous, and when she saw that Kiranil still worked  
  for others, she could not abide it and murdered 
  him herself. 
   
  Rather than granting him the peace of oblivion, 
  the gift that he had given to thousands in his time, 
  Yxlan raised Kiranil as her very own Revenant, 
  sent to dispose of those who may pose a threat to 
  her vast web of schemes and plans.  
   
  Unlike other Revenants, when Kiranil’s body fails, 
  Yxlan gifts him another, stranger and more 
  twisted.  
   
  Current Motives 
  Kiranil Vornisk still relishes the satisfaction of a 
  job done and has lost none of his knack for a swift 
  death. His primary motivation is to keep 
  whichever body Yxlan has given him in working 
  order so that his dignity may stay intact. 
   
  Kiranil Vornisk can be used as an NPC as follows: 
   
  ● An Assassin. Kiranil is still a capable 
  assassin. If the adventurers somehow 
  disrupt one of Yxlan’s plans, or otherwise 
  arouse her suspicion, Kiranil’s knives are 
  not far away. 
  ● A Petitioner. If the adventurers’ renown 
  grows great, it may be that Kiranil 
  petitions them in secret to free him from 
  his ties to Yxlan. After decades in Yxlan’s 
  
   
   
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  services, he seeks the peace of oblivion. 
  Kiranil has a secret stash of valuables and 
  magic items that he uses to reward those 
  who aid him. 
  ● A Missing Legend. The Black Knife still 
  exists, and the disappearance of its 
  founder is still a sore point, almost a 
  century later. Some prominent members 
  have heard word that a deadly assassin 
  bearing some resemblance to Kiranil 
  Vornisk is in the wizard Yxlan’s service.  
   
  Long Term Motives 
  Kiranil ultimately seeks death above all else, but 
  he’d be most satisfied to salvage some dignity or 
  seize vengeance by taking Yxlan with him. 
  In what daydreams revenants may have, Kiranil 
  harbors a secret desire to clear his name by telling 
  the truth of his disappearance to The Black Knife. 
  He’d use a band of assassins trained under his 
  mark to send Yxlan and her deplorable web of 
  plotting into oblivion. Use the Master Thief 
  (VGtM, p 216) and Assassin (MM, p 343) stat 
  blocks to represent members of The Black Knife. 
  Flaws 
  Kiranil Vornisk is occasionally overcome with 
  despair about his long string of mutilated bodies, 
  and otherwise desperate situation. This despair 
  can make him reckless. In those moments it 
  doesn’t matter if he is seen, or if a kill is easily 
  traced. In this mindset he would sooner die at the 
  brutish clubs of some small town’s watch than live 
  another moment under the thumb of a scheming 
  manipulator. 
  If he is not indulging in these occasional fits of 
  despair, Kiranil goes to the other extreme. 
  Arrogant in his abilities beyond measure, he 
  seldom listens to advice from those he considers 
  beneath his level, which is everybody. 
   
   
   
  Creep 
  Weapon (dagger), very rare (requires attunement) 
   
  An ornate, ebony-handled dagger. Its blade is deep 
  black, rumored to be forged with shadow. 
   
  You gain a +2 to attack and damage rolls made with 
  this magic weapon.  
   
  The dagger has 1 charge. As a bonus action, you can 
  utter a command word and expend 1 charge to either: 
   
  ● Cast the darkness spell, centered on yourself.  
  ● Cast invisibility on yourself. 
   
  The dagger regains 1 charge daily at dawn. 
   
  Poisons 
  Kiranil Vornisk carries at least three of the following 
  poisons on his person at any one time (see DMG p. 258 
  for descriptions).  
   
  Midnight Tears 
  Assassin’s Blood 
  Torpor 
  Malice 
  Drow Poison 
   
  Karanil Vornisk’s Statistics  
  Kiranil Vornisk uses the statistics of a revenant (CR 5; 
  MM, p 259) with the following changes: 
   
  • Innate Spellcasting (1/day). Kiranil can cast the 
  dimension door spell once per day, without any 
  components. Charisma is his spellcasting ability for 
  it.  
  • Special Equipment. Kiranil wears a ring of protection. 
  While wearing the ring, he gains a +1 bonus to AC 
  and saving throws.  
   
  He can use his Vengeful Glare ability against any 
  creature, instead of only a creature against which he 
  has sworn vengeance.  
   
   
  
   
   
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  Lady Dorenia de Lucca 
  By: Anne Gregersen 
  Art provided by Wizards of the Coast 
   
  “It is the unfortunate truth that most of my kin are 
  so utterly pleased with their power and cleverness 
  that they do not take the proper precautions 
  during their nightly… escapades. They get sloppy. 
  Make mistakes. Not I, my dear. No, I did not get to 
  where I am today by making mistakes.  
  But speaking of mistakes… I am so very pleased 
  you agreed to join me for dinner.” 
       Few understand the concept of camouflage as 
  well as Lady Dorenia de Lucca. Though she doesn’t 
  skulk in the night or stalk amongst shadows like 
  other predators of her kind, she has become an 
  expert at concealing her vile, undead nature 
  behind a mask of extraordinary beauty and gallant 
  manners.  
  Background 
  In life, Dorenia still possessed the extraordinary 
  beauty that continue to characterize her. She was 
  a talented dancer and singer, entrancing all who 
  watched her perform. She lived for the attention 
  given to her during these performances, using her 
  beauty and charisma to manipulate her patrons 
  into gifting her coin and fine jewelry.  
  But the life of an entertainer was not enough for 
  Dorenia. She dreamt of a life at court, of ruling 
  over people that had to scrape and bow when she 
  approached. Her dislike for her station was 
  obvious, and it made her personality ugly to many 
  of those who had considered her beautiful.  
  One of her patrons, a elvish male named Aurelius, 
  saw her hunger for power and grew infatuated 
  with her persistence. He saw how she employed 
  every dirty trick in the book to influence the few 
  nobles who came to see her perform. How she 
  spun them like fine yarn, seeding ideas in their 
  minds that benefitted no one but Dorenia.   
  Tall and dark, Aurelia seemed like a character out 
  of prophecy, and though Dorenia was not one to 
  be fooled easily, even the strongest of minds can 
  fall victim to the powers of a vampire. Dorenia 
  remembers little from the night she was turned. 
  Nothing except red and pain. Clawing at dark 
  earth that was wet from rain and worms. She 
  remembers the panic and the fear and the hunger 
  most of all, as she ascended from her freshly dug 
  grave, now made a spawn of the vampire Aurelius 
  de Lucca.  
  She spent years in his service, killing who he told 
  her to kill and sparing who he told her to spare. 
  She was powerless against his words, as many had 
  been before her. After many years serving the 
  vampire Aurelius, he ordered her to feed on his 
  own blood, thus granting Dorenia her freedom 
  once again. Aurelius, in his arrogance, had 
  assumed the young vampire would be grateful for 
  the gift he had given her, that she would thank 
  him and continue to be his loyal servant. But 
  
   
   
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  Dorenia had other plans, and she wasted no time 
  acting them out. Barely had she been given 
  autonomy of herself again before she fell on the 
  creature that killed her, fangs and claws piercing 
  his flesh and tearing him into smaller and smaller 
  pieces until only mist remained.  
  Since then, Dorenia has made many appearances 
  at various courts around the realm where she 
  attempts to curry favor with the nobility. Her lust 
  for power and dislike of servitude has made it a 
  sworn goal of hers to achieve dominion over 
  others, and she’s found that doing it through 
  infiltrating the higher classes to be both an 
  effective and increasingly entertaining endeavor. 
  Her dream of governing over others remains as 
  strong as ever, and her vampiric powers makes 
  the journey towards a royal title both bloody and 
  beautiful.   
  Current Motives 
  Dorenia’s position at court is not particularly 
  strong, as she has no legal claim to power through 
  her bloodline or her name. As a result, she is very 
  attentive to keep up appearances around the 
  nobility especially.  
  Dorenia can be used as an NPC as follows: 
   
  • 
  An Ally. Though she can be evil and cruel, 
  Dorenia is of a much more practical 
  mindset than most others of her kind. If 
  presented with an offer by someone she 
  doesn’t consider a threat to her cover, she 
  is more than willing to engage in 
  conversation with them.  
  • 
  An Employer. Dorenia understands that 
  knowing the secrets of her fellows is a 
  necessary part of the game played at 
  court. She also understands that poking 
  around for these secrets herself would be 
  foolish. 
  • 
  An Informant. As her position at court is 
  only ever as strong as her will, Dorenia is 
  acutely aware of what’s happening among 
  the nobility. This information might be 
  divulged to an attentive ear, provided that 
  Dorenia doesn’t consider them a 
  threat…or a treat. 
  Long Term Motives 
  Dorenia’s need for control stems from a 
  unwavering fear of being powerless once again. 
  She seeks to become a proper nobel Lady, to 
  preside over a large fief, region, or even realm if it 
  were possible. She longs to submit others to the 
  pain she felt at the hands of her vampire master. 
  She knows not if Aurelius still lives, but if he does 
  she will harness whatever power she can to hunt 
  him down and erase him from the world.  
  Flaws 
  Dorenia is incredibly vain and seeks to eliminate 
  anyone who challenges her beauty. She does not 
  take kindly to people ignoring her advances in 
  favor of others, and beautiful, young women are 
  known to mysteriously disappear if they reside at 
  court for too long.  
  She also cannot stand to not be treated with 
  respect. If someone looks down at her because of 
  her station, her past, her name, or her lack of 
  noble blood, she reacts with anger and cruelty. 
  Likewise, if she suspects anyone has found out her 
  vampiric nature, Dorenia will do whatever it takes 
  to silence them. 
  Tactics 
  Dorenia uses her spells to appear as living as 
  possible whilst among other people. During the 
  day, she uses the spell mislead to have an illusory 
  decoy appear in the sunlight to dissuade any 
  rumors about her state. She also uses her alluring 
  beauty to manipulate those around her.  
   
  In combat, Dorenia does her best to overwhelm a 
  singular foe, ideally killing them if she can. If she is 
  ever at risk of dying, she uses dimension door to 
  teleport away from the area.  
   
  
   
   
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  Lady Dorenia de Lucca 
  Medium undead, neutral evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 187 (22d8 + 88) 
  Speed 40 ft.  
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  18 (+4) 
  19 (+4) 
  17 (+3) 
  14 (+2) 
  20 (+5) 
  Saving Throws Dex +9, Wis +7, Cha +10 
  Skills Deception +10, Intimidation +10, Perception +7, 
  Persuasion +10, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Common, Elvish, Dwarvish 
  Challenge 15 (13,000 XP) 
   
  Shapechanger. Please refer to the 5th edition Monster 
  Manual (MM, p 297). 
   
  Aura of Beauty. A creature that starts its turn within 10 feet 
  of Dorenia or enters the area for the first time, must succeed 
  on a DC 17 Wisdom saving throw or become charmed by 
  Dorenia until the beginning of its next turn. 
   
  Legendary Resistances (3/Day). If Dorenia fails a saving 
  throw, she can choose to succeed instead.  
   
  Misty Escape. When she drops to 0 hit points outside its 
  resting place, Dorenia transforms into a cloud of mist (as in 
  the shapechanger trait) instead of falling unconscious. 
  While she has 0 hit points in mist form, she can’t revert to 
  her vampire form, and she must reach her resting place with 
  2 hours or be destroyed. Once in her resting place, she 
  reverts to her vampire form. She is then paralyzed until she 
  regains at least 1 hit point. After spending one hour in her 
  resting place, she regains 1 hit point.  
   
  Regeneration. Dorenia regains 10 hit points at the start of 
  her turn if it has at least 1 hit point and isn’t in sunlight or 
  running water. If she takes radiant damage or damage from 
  holy water, this trait doesn’t function at the start of her next 
  turn. 
   
  Spellcasting. Dorenia is a 9th level spellcaster. Her 
  spellcasting ability is Intelligence. (spell save DC 16, +8 to hit 
  with spell attacks). She has the following wizard spells 
  prepared.  
   
  Cantrips (at will): chill touch, friends, message, 
  prestidigitation 
  1st level (4 slots): charm person, disguise self, feather fall, 
  sleep 
  2nd level (3 slots): darkness, hold person, mirror image, 
  suggestion 
  3rd level (3 slots): counterspell, fly 
  4th level (3 slots): dimension door 
  5th level (1 slot): mislead 
   
  Spider Climb. Dorenia can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check. 
   
  Vampire Weaknesses. Please refer to the 5th edition Monster 
  Manual (MM, p 297). 
   
  Actions 
  Multiattack. Dorenia makes three attacks, only one of which 
  can be a bite attack. 
   
  Unarmed Strike (Vampire Form Only). Melee Weapon 
  Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) 
  bludgeoning damage. Instead of dealing damage, Dorenia can 
  grapple the target (escape DC 18). 
   
  Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 
  to hit, reach 5 ft., one willing creature, or a creature that is 
  grappled by Dorenia, incapacitated, or restrained. Hit: 7 (1d6 
  + 4) piercing damage plus 14 (4d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount equal to 
  the necrotic damage taken, and Dorenia regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under Dorenia’s control. 
   
  Legendary Actions 
  Can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time, and 
  only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.  
   
  Move. Dorenia moves up to her speed without provoking 
  opportunity attacks.  
   
  Unarmed Strike. Dorenia makes one unarmed strike.  
   
  Bite (Costs 2 Actions). Dorenia makes one bite attack.  
   
   
  
   
   
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  Lotho GoodBurrow 
  By Aaron M Lopez 
  Artist: Dean Spencer 
   
  Lotho GoodBurrow is an undead creature who 
  wanders the farmlands. Once he was bent on 
  revenge, but now he kills any he finds. 
   
  Background 
  Lotho GoodBurrow spent his life outside 
  Neverwinter on the land of Lord Alain Robinet. He 
  was just a simple farmer who loved tilling the 
  earth and gathering its bounty each season. He 
  lived with his wife and two children, each of 
  whom shared his love for the land.  
   
  To Lotho’s dismay, the landowner was a cruel 
  tyrant taking much of what Lotho’s harvest barely 
  leaving enough for him and his family to survive. 
  On a year when Lotho could not pay his taxes due 
  to a poor growing season, Lord Robinet 
  dispatched a garrison of soldiers to his home 
  where he watched with joy as his men 
  slaughtered Lotho’s family while forcing him to 
  watch, securely bound to a tree. Lotho’s heart 
  broke as he watched his wife, and children draw 
  their last breath, which caused his death.  
   
  Unfortunately, Lotho’s anguish and anger 
  prevented him from actually dying. Instead, he 
  crossed into the realm of the undead where after 
  ten years under the earth, he rose again found a 
  pitchfork in the ruin of his farm and vowed to 
  exact revenge on the one who killed his family.  
   
  One evening, while awaiting an opportunity to 
  enter the lord’s fortress, Lotho witnessed a clan of 
  hill giants come from the nearby mountains and 
  attack Robinet’s castle. The soldiers of the castle 
  were caught unprepared, and most were quickly 
  killed or incapacitated. Following the attack, the 
  walls of the castle lay in ruin, and the giants 
  returned to the mountains. 
   
  With the guards eliminated and the castle virtually 
  undefended, Lotho made his way inside where he 
  found the lord bowing over a fallen woman. 
  Lotho’s wrath was full, and he took the pitchfork 
  and plunged the points through the unsuspecting 
  man. The blow was fatal, and death was 
  instantaneous, and Lotho cried out in anguish and 
  joy knowing that he had gained his revenge. After 
  slaying Lord Robinet, Lotho returned to his 
  farmstead where he hoped to be able to find 
  peace, but instead, found that he continued to 
  exist. 
   
  For years, Lotho remained at his farmstead, 
  attacking only those who entered what was once 
  his home. Occasionally he met with defeat, only 
  to rise again one year later at his decaying home. 
  When permanent rest did not come, he became 
  jealous of creatures who could die and lashed out 
  at anything that he could find. Jealousy turned to 
  rage. Rage turned to hate. Lotho no longer 
  believes in permanent death. He believes he is 
  doomed to walk the earth for all eternity. 
   
   
   
   
  
   
   
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  Current Motives 
  Lotho GoodBurrow has grown to detest the living 
  and all that is good. He is drawn to the living and 
  will thus seek them out and attack furiously with 
  no provocation.  
   
  Lotho can be used as an NPC as follows: 
   
  • 
  The Unknown Killer. Someone or some 
  “thing” is killing random people in the 
  countryside, and the local populace would 
  like the party to investigate.  
  • 
  Return to Rest. A local cleric would like to 
  end the curse on Lotho so he can finally 
  rest in peace. He can be laid to rest at the 
  ruins of his farmstead, or a temple.  
  • 
  Lifting the Curse. The son of Lord Alain 
  Robinet has asked for help in redeeming 
  his family from the curse which is keeping 
  Lotho alive.  
  Long Term Motives 
  Lotho GoodBurrow has no long-term motives. He 
  walks the land seeking to kill any living creature 
  he encounters.  
   
  Flaws 
  Because of Lotho’s hatred for the living, he blindly 
  attacks the first creature he encounters and 
  focuses solely on them. 
   
  Pitchfork of Mourning 
  Wondrous item, rare (requires attunement) 
   
  Weight: 4lbs  
  Damage: 1d6 Piercing 
  Range: 20/60, Versatile 1d8 
   
   
  Enchanted/Cursed 
  Once attuned, the Pitchfork of Mourning cannot be 
  unattuned until targeted by the remove curse spell.  
    
  After being thrown, the Pitchfork of Mourning returns 
  to you at the start of your next turn, hovering “point 
  up” within arm’s reach. You may use a free action to 
  grab the pitchfork. 
    
  The Pitchfork of Mourning releases an audible moan 
  when entering the presence of the living (30-foot 
  range), giving the bearer and any near them 
  disadvantage on stealth checks 
   
  Wail of Mourning (1/day):  This wail does not affect 
  constructs and undead. All other creatures within a 30-
  foot radius of the pitchfork that can hear must make a 
  DC 13 Constitution saving throw. On a failed save, a 
  creature takes 6 (2d6) psychic damage, or half as much 
  on a successful save. 
  After casting Remove Curse upon the Pitchfork of 
  Mourning, it becomes a +1 Pitchfork 
   
   
  
   
   
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  Lotho Goodburrow 
  Medium undead (human), neutral evil 
   
  Armor Class 12 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   9 (-1) 14 (+2) 12 (+1) 16 (+3) 11 (+0) 16 (+3) 
  Saving Throws Wisdom +2, Charisma +5 
  Damage Vulnerabilities bludgeoning 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing and slashing from nonmagical 
  attacks that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Lotho can understand but cannot speak 
  Common, Halfling 
  Challenge 3 (700 XP) 
   
  Cunning Action. Lotho can take a bonus action on each 
  of his turns in combat. This action can be used only to 
  take the Dash, Disengage, or Hide action. 
   
  Sunlight Sensitivity. While in sunlight, Lotho has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Eternal Resurrection: If Lotho is killed, he rises again in 
  1 year unless someone performs a ritual of 
  consecration on his remains after his death.  
  Actions 
  Pitchfork. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6+2) piercing or 5 (1d8+2) piercing 
  damage if used with two hands. 
   
  Pitchfork. Ranged Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage 
   
  Wail of Mourning (1/day). Lotho releases a mournful 
  wail from his pitchfork. This wail has no effect on 
  constructs and undead. All other creatures within 30 
  feet of her that can hear her must make a DC 13 
  Constitution saving throw. On a failure, a creature 
  takes 6 (2d6) psychic damage or half as much on a 
  success. 
   
   
  
   
   
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  Melchior Lograine, The Dark 
  Teacher 
  By: Kim Frandsen 
  Art provided by Wizards of the Coast 
   
  A failed lich, who seeks to increase his power at 
  the expense of his students. 
  Background 
  Melchior Lograine was a powerful spellcaster a 
  few decades ago. A well-known researcher, but 
  also a man to be feared, as he did not suffer 
  others to interfere in his plans, plans that spanned 
  centuries, as he had designs on becoming 
  immortal. 
   
  Eventually, he reached a point where he had to 
  face his own mortality. He started working on his 
  plans for becoming a lich, but he had to rush as he 
  had become deathly ill. Eventually, he drank the 
  potion, and it did not go as expected. 
   
  He had made a catastrophic mistake in his haste 
  and something went horribly wrong. He failed to 
  attain lichdom, lost most of his magical power as 
  well as the ability to learn new spells or gain 
  power, and was reduced to a unique form of 
  wight – one which he calls a spellwight. 
  He has retained his memories of his former life 
  and ability to cast spells, but everything he does 
  now requires the sacrifice of life essence 
  harvested from others. Still, the vaunted power 
  increase eludes him. 
   
  Now, he uses his magical knowledge to teach, 
  drawing power-hungry students to his side and 
  using them as much as they use him, each student 
  trying to learn as much from Melchior as they can, 
  before he drains them completely. Most fail to 
  learn in time, but those who survive become his 
  most devoted underlings. 
   
   
   
  Current Motives 
  Melchior strives towards making himself stronger, 
  gathering and teaching students to that end, using 
  them for resources. 
   
  The Dark Teacher can be used as an NPC as 
  follows: 
   
  ● A Teacher. Melchior is extremely 
  intelligent and capable, and able to teach 
  others his spells. He gathers young 
  students to himself to teach and convert 
  to be his servants. Those who fail make 
  for good zombies. 
  ● An Undead Master. Melchior can control 
  an unlimited number of zombies, if they 
  have been created by his life drain ability. 
  
   
   
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  He is slowly building a zombie horde that 
  can help him conquer any land or city that 
  he needs. 
  ● A Researcher. Melchior is continually 
  experimenting with new ways to apply 
  magic. His notes and research could be 
  invaluable. He is particularly skilled in the 
  arts of necromancy and enchantment and 
  could hold some of the secrets to 
  immortality for ambitious adventurers. 
   
  Long Term Motives 
  Melchior wants to climb the pinnacle of power 
  once more and become a true lich. He recognizes 
  that some of his power is unique, and he’s 
  determined to keep that power once he ascends 
  again. 
  He has plans for a grand ritual, one that requires 
  the sacrifice of hundreds, if not thousands of 
  intelligent people, and he is using his graduated 
  students – at least those still in his service – to 
  convert more people to his cause, deluding them 
  into thinking that he is there to save them, and 
  grant them safe passage into the afterlife. Instead, 
  he plans on taking their souls, and destroying 
  them all, to finally power his ascent into lichdom. 
  Flaws 
  Melchior is unable to learn new spells or increase 
  his current power level. He knows and resents 
  that fact and is always looking for ways to get 
  around it. He is willing to do anything to fix this 
  problem, and he becomes extremely reckless 
  whenever such a goal is in sight. 
   
   
  
   
   
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  Melchior Lograine, The Dark Teacher 
  Medium undead, neutral evil 
  Armor Class 15 (mage armor) 
  Hit Points 75 (10d8 +30) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (0) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 15 (+2) 
  Saving Throws Con +6, Int +7 
  Skills Arcana +12, Insight +5, Perception +5 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks not made with 
  silvered weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses dakvision (60 ft.), passive Perception 15 
  Languages Common, Deep Speech, Draconic, Elven, 
  Infernal 
  Challenge 7 (2,900 XP) 
   
  False Phylactery. Whenever Melchior uses his Life 
  Drain ability, the hit points lost by the target is 
  transferred to his phylactery, which can hold 75 hit 
  point. If Melchior is destroyed while it has 25 hit points 
  or more, he is restored in a new body in 1d10 days, 
  regaining all his hit points and becoming active again. 
  The new body appears within 5 feet of his phylactery. If 
  it has less than 25 hit points, he dies as normal. 
   
  Spellcasting. Melchior is a 6th-level spellcaster. His 
  spellcasting ability is Intelligence (spell save DC 15, + 7 
  to hit with spell attacks). Unlike normal wizards, he 
  does not need to prepare spells, instead, spending hit 
  points from his False Phylactery to power his spells. 
   
  Cantrips: 1 hit point 
  1st level: 3 hit points 
  2nd-level: 5 hit points 
  3rd-level: 10 hit points 
   
  Melchior knows all the wizard spells within the Player’s 
  Handbook and can use any of these by expending the 
  needed hit points. 
   
  Sunlight Sensitivity. While in sunlight, Melchior has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
  Paralyzing Touch. Melee Spell Attack. +6 to hit, reach 5 
  ft., one creature. Hit 6 (1d6+3) cold damage. The target 
  must succeed on a DC 15 Constitution saving throw or 
  be paralyzed until the end of their next turn.  
   
  Life Drain. Ranged Spell Attack: +6 to hit, range 60 ft., 
  one creature. Hit 6 (1d6+3) necrotic damage.  The 
  target must succeed on a DC 15 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. 
   
  A humanoid slain by this attack rises 24 hours later as a 
  zombie under Melchior’s control, unless the humanoid 
  is restored to life or its body is destroyed. Melchior has 
  no limit on the amount of zombies under his control. 
   
   
  
   
   
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  Mourning Maggie 
  By: Sean Murphy 
  Artist: Bartek Blaszczec 
   
       Mourning Maggie is known by many names. A 
  mindful mother who warns wayward travelers of 
  dangers ahead, or a vengeful elf spirit seeking to 
  torment and punish those foolish enough not to 
  flee from her crying eyes. 
  Background 
  In life, Maggie was an ordinary eleven mother, 
  caring for her two children in a rural fishing town. 
  Her husband was lost to the seas when the 
  children were quite young, and Maggie was left to 
  raise them alone. 
   
  Growing up, Maggie told tales of their heroic 
  father out on the seas battling sea monsters and 
  getting into all sorts of mishaps and adventures. 
  These stories sparked an interest for the water in 
  the children which sadly resulted in their demise. 
  One evening, unbeknownst to Maggie the 
  children embarked on their own quest out to sea. 
  All that returned was the washed-up wreckage of 
  their stolen rowboat.  
   
  From then on, Maggie became a daily sight at the 
  village pier, weeping for her lost children and 
  hoping for their safe return. One day she no 
  longer appeared. Some town folk say she died of a 
  broken heart; others say she threw herself into 
  the sea. But all agreed she truly died the day she 
  lost her children. 
   
  Rumors and whispers surfaced quickly after her 
  death: tales of a shrouded figure haunting the 
  piers, warning sailors and children from the seas 
  on stormy nights. Most locals saw it as an omen 
  and heeded the warnings and few boats sailed 
  when the mournful mother was heard weeping. 
   
  Any sailor or outsider foolish enough to ignore the 
  cries incurred the wrath of Maggie. Their exit from 
  the harbor was met with an unnatural screeching 
  wail and once the ship passed out of view it was 
  never be seen again. 
   
  These sightings of Moaning Maggie are not 
  restricted to the pier of this fishing village, many 
  brave adventurers claim they’ve heard the 
  howling of Mourning Maggie. Others pray to this 
  mindful mother and ask her for protection from 
  evil. 
  Current Motives 
  Maggie roams the lands seeking out wayward 
  children and heroes alike to protect them from 
  lurking dangers. Appearing to those nearing a 
  time of peril, she aims to stop those mischievous 
  misadventures before they turn deadly. 
   
  Maggie can be used as an NPC as follows: 
   
  • A Warning. DM’s can use Mourning Maggie to 
  scare fledgling adventures away from areas 
  within the campaign they feel is too dangerous 
  for them to go just yet. 
  
   
   
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  • A Test. Maggie is non-aggressive to those she 
  appears in front of, gently sobbing in her 
  attempt to prevent misfortune. If her warnings 
  are ignored her sobbing grows louder and 
  eventually turns to screams, as she unleashes 
  her wail and attacks the party. The DM can scale 
  Maggie’s AC and HP to truly test the 
  adventurers. 
  • A Side Quest. Returning the remains of Maggie’s 
  lost children to her final resting place could be 
  asked of the adventurers. Doing so would 
  appease her spirit and she could rest. 
  Long Term Motives 
  Maggie’s long-term motives are to be reunited 
  with her children, which the PCs can achieve by 
  completing the side quest of finding the children’s 
  remains. Barring this, Maggie’s soul continues to 
  roam the realm warning of impending doom. 
  Flaws 
  Mourning Maggie does not attack smaller 
  humanoids. Her wail and horrifying visage still 
  affect these characters, but she does not actively 
  harm them with her corrupting touch. Some 
  believe this is Maggie’s remaining maternal 
  instinct kicking in. 
   
  Mourning Maggie has a fear of water and the sea. 
  She does not pursue any creatures over a body of 
  water and flees if attacked with any water-based 
  magic.  
   
  A Mothers Love 
  Wondrous item, rare (requires attunement) 
   
  This magic ring warns you of danger. While wearing 
  and attuned to this ring, you have advantage on 
  initiative rolls once per long rest. In addition, you can’t 
  be surprised. The ring magically awakens you if you are 
  sleeping naturally when combat begins. 
   
  Curse: Like Maggie you now bear the weight of a 
  mother’s love and can no longer attack creatures 
  smaller than you. If you do, you take 1d4 psychic 
  damage on each successful attack.  
  Mourning Maggie 
  Medium undead, Chaotic neutral 
  Armor Class 12 
  Hit Points 58 (13d8) 
  Speed 40 ft. (hover), walk 0 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   1 (-5) 
  14 (+2) 10 (+0) 
  12 (+1) 11 (+0) 17 (+3) 
  Saving Throws Wis +2, Cha +5 
  Damage Resistances acid, fire, lighting, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  items. 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 60ft., passive Perception 10 
  Languages Common, Elvish 
  Challenge 4 (1,100 XP) 
   
  Detect Life. The banshee can magically sense the 
  presence of creatures up to 5 miles away that aren’t 
  undead or constructs. She knows the general direction 
  they’re in but not their exact locations. 
   
  Incorporeal Movement. The banshee can move 
  through other creatures and objects as if they were 
  difficult terrain. She takes 5 (1d10) force damage if she 
  ends her turn inside an object. 
  Actions 
  Corrupting Touch. Melee Spell attack: +4 to hit, reach 
  5ft., one target. Hit: 12 (3d6 + 2) necrotic damage. 
   
  Horrifying Visage. Each non-undead creature within 60 
  feet of Maggie that can see her must succeed on a DC 
  13 Wisdom saving throw or be frightened for 1 minute. 
  A frightened target can repeat the saving throws at the 
  end of its turn, with disadvantage if Maggie is within 
  line of sight, ending the effect itself on a success. If the 
  saving throw is successful or the effect ends for it, the 
  target is immune to the Maggie’s Horrifying Visage for 
  the next 24 hours. 
   
  Wail (1/Day). Maggie releases a mournful wail, 
  provided she isn’t in sunlight. This wail has no effect on 
  constructs or undead. All other creatures within 30 feet 
  of her that can hear her must make a DC 13 
  Constitution saving throw. On a failure, a creature 
  drops to 0 hit points. On a success, a creature takes 10 
  (3d6) psychic damage. 
  
   
   
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  The Murmuro 
  By: Cameron Ackerson 
  Artist: Bartek Blaszczec 
   
  Claudia, once a beautiful and compassionate 
  woman, is now cursed with undeath. She does not 
  wish to harm others – aside from gaining 
  retribution on her husband. 
  Background 
  Claudia Susurro served as a nurse in the war that 
  nearly sundered her city state. She had a true 
  passion for others and was deemed a talented 
  and worthy healer. It was during this time she met 
  her husband, Commander Timothy Hastings, a 
  stalwart soldier, injured in the line of duty. His life 
  was considered over after receiving a near-fatal 
  wound during a battle; however, Claudia did not 
  give up on him. After several arduous weeks of 
  fighting for his life, Timothy survived and felt 
  forever indebted to Claudia. The young couple 
  quickly fell in love and were married. 
   
  The newlywed, Claudia Hastings, soon became a 
  woman of finer things. Little did she know, 
  Timothy was the son of a high-ranking political 
  figure in a nearby town. After the war, Timothy 
  entered his hat into the political ring and 
  gradually rose through the ranks to the city state’s 
  Baron. Unfortunately, Timothy fell into the same 
  bureaucratic footsteps as his father, becoming 
  more concerned with profits than the welfare of 
  the people–leaving hundreds of people to struggle 
  and starve. 
   
  Claudia remained by his side. She always held on 
  to the memory of the man she fell in love with, 
  but the two fell into separate existences. The 
  growing separation was exacerbated by Claudia’s 
  inability to bear children. All her life she yearned 
  to be a mother, but after surviving a strange fever 
  subsequent to the war, she was left unable to 
  conceive. People speculated the fever was caused 
  from her constantly being surrounded by death 
  and decay during the war, but she only knew she 
  was happy to be alive.  
   
  The fever resulted in the Baron pulling further 
  away from her and he sought comfort in the arms 
  of others. As a result, his lineage continued, but 
  not with Claudia—their relationship a mere 
  skeleton of what it once was.  
   
  Since Claudia was wed to the lead official of her 
  city-state, she served as a governess. Her passion 
  lay not in idly standing by her husband, but in 
  teaching children. If she could not bear her own, 
  she could still help with the rearing other others. 
  For years and years, she taught the ill-mannered, 
  ill-behaved children of lesser fortune within her 
  city-state. Her husband often chastised her for 
  routinely bringing the filthy urchin into his home, 
  but she did not care. 
   
  Claudia carried on teaching the orphaned boys 
  and girls until one day, the fever she contracted 
  returned. She had narrowly survived the time 
  before due to the intense treatment of her fellow 
  nurses; this time, however, her resentful husband 
  did not grant her the same niceties.  
   
  Claudia fell increasingly ill and without proper 
  care, she moved on to her next life. It was the 
  
   
   
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  compression of hundreds of pounds of earth and 
  the taste of dirt that she awoke to, now a servant 
  of undeath—doomed to forever seeking revenge 
  on her husband and the loving embrace of a child 
  of her own. 
   
  Current Motives 
  Claudia holds a special, dark place in her heart for 
  her lost husband. Seeing him for what he truly is, 
  she wishes him to join her in the afterlife. Only 
  then can her soul be put to rest. 
   
  Claudia can be used as an NPC as follows: 
   
  ● A Source of Information. During her time 
  as the Baron’s wife, she stayed informed 
  about her husband’s comings and goings–
  including those of other prominent 
  political figures  
  ● A Network Coordinator. She closely 
  observed the business of her husband for 
  decades. She can grant code words for 
  access into the local Harper’s or thieves 
  guild. 
  ● A Teacher. Claudia has a gift for teaching. 
  A character spending 8 hours studying 
  with her gains proficiency with an 
  herbalist kit and learns how to create a 
  healing potion. 
  ● A Vengeance Seeker. Claudia wishes to 
  see her husband, the Baron, exposed and 
  killed. In fear of hurting others, she does 
  not accompany adventurers, however she 
  does have a reward for them if they fulfill 
  her desire–the reward is greater if they 
  bring him back alive. 
   
  Long Term Motives 
  Though Claudia wishes to see her husband dead, 
  in truth she just wants to hear the laughter of 
  children once again. Due to her current state, she 
  knows that this is highly unlikely, but she still 
  holds on to hope. 
  Although, in undeath, she lost her ability to heal 
  others, she still possesses some arcane abilities. 
  She has learned to cast spells that keep people 
  away from her final resting place which has 
  earned her the nickname The Murmuro, or the 
  one who whispers. 
  If there is a way for adventures to cure her or lead 
  her to a new existence, she would be eternally 
  grateful. 
  Flaws 
  Claudia is a flesh-eating ghoul and she knows it. 
  Due to this, she often scares away people who 
  come to her cemetery, in fear of harming them. 
  The cemetery where she resides has been 
  deemed as cursed and it is forbidden to enter. 
  Here she lives alone, constantly craving to re-
  enter society but growing more callous and 
  envious of the living with each passing day.  
   
   
   
  
   
   
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  Claudia “The Mumuro” 
  Medium undead, chaotic good 
   
  Armor Class 12 
  Hit Points 28 (7d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (-2) 
  10 (+0) 
  15 (+2) 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
   
  Innate Spellcasting. Claudia’s innate spellcasting ability 
  is Charisma (spell save DC 12). She can innately cast the 
  following spells, requiring no material components: 
   
  At will: message, thaumaturgy 
  1/day each: command, dissonant whispers 
   
  Actions 
  Multiattack. Claudia makes two attacks, one with her 
  bite and one with her claws. 
   
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. The bite of 
  Claudia inflicts a terrible disease, deteriorating health 
  and agility within a day. On a successful hit, the 
  creature must succeed on a DC 12 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction can 
  only be restored by a lesser restoration spell or similar 
  effect. 
   
  A humanoid slain by this attack rises 24 hours later as a 
  ghoul under Claudia's control, unless the humanoid is 
  restored to life or its body is destroyed. Claudia can 
  have no more than 4 ghouls under her control at one 
  time. 
   
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is 
  a creature other than an elf or undead, it must succeed 
  on a DC 10 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. 
   
   
  
   
   
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  Polly Halftitch 
  By: Zac Goins 
  Artist: Jayaraj Paul: Purple Duck Games 
   
       An undead hag just hoping to rebuild her 
  family. Adventurers often come equipped with the 
  best bits, though Polly isn’t picky. She walks about 
  the wildlands clothed in a black pudding. 
   
  Background 
  Polly was a lower-noble who became the fixation 
  of a local prince named Caverlen. The couple 
  came together in secret tristes for several years, 
  until Caverlen was set to marry a lady of higher 
  stance and take the throne. The separation from 
  Polly was unavoidable; however, an unexpected 
  pregnancy complicated matters to a potentially 
  tedious degree. Caverlen’s family suspected the 
  pregnancy was perhaps more than an accident 
  and was instead Polly’s attempt to ascend to 
  royalty herself. 
    
  To be rid of the problem entirely, the Caverlen’s 
  family planted evidence, hired witnesses, and 
  called Polly out as a witch, something they knew 
  would ruin her reputation and result in 
  banishment. Little did they know that the 
  accusation of witchcraft bared had hit the mark.  
   
  Polly was cast out just weeks before she was to 
  give birth and was sent to live out the rest of her 
  days in the wildlands. Unfortunately, those days 
  were few as she died in childbirth. Her family 
  spent weeks looking for her to no avail. Eventually 
  they called the search off, for fear of being 
  branded witches themselves by the nobility.  
   
  The arcane bits she had dabbled in roared to life 
  during her last moments, turning the witch into an 
  undead hag. Most of her mind is gone, and what 
  remains views reality through a warped lens. She 
  still resides within the wildlands and has made the 
  area even more unsafe to those who would pass 
  through. 
   
  Those that wish to converse with Polly will find 
  that her addled mind recalls events of the distant 
  past with more clarity than those of the day 
  before.  
   
  Somewhere along the way, her undead form 
  became the host to a symbiotic relationship with 
  a black pudding (CR 4; MM, p 240). The ooze 
  coats her and is often mistaken for part of her 
  form. Any magical illusion that she projects over 
  her body conceals the pudding as well. The 
  creature does not consume Polly, so long as she 
  allows it to feast on whatever she slays. During 
  combat, the ooze may detach from its host in 
  order to attack combatants outright.  
   
   
   
   
   
   
  
   
   
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  Current Motives 
  At the moment, Polly’s singular desire is a 
  distorted mindset of what she valued while living. 
  Polly is always on the lookout for body parts that 
  she can harvest to graft onto her constructed 
  child. 
   
  Polly can be used as an NPC as follows: 
   
  • 
  A Resource. Polly has slain many 
  travelers. It is possible that an NPC the 
  party is looking for can be found rotting in 
  a pile of castoff bits along with any gear 
  they would have been carrying. 
  • 
  A Quest Giver. To those that have the 
  stomach and the patience for it, Polly 
  could offer a reward for those characters 
  that would help her find the remaining 
  parts for her child and help stitch it 
  together.  
  • 
  A Villian. Polly represents a legitimate 
  threat to those that need to travel 
  through the wildlands. A local sheriff or 
  noble may offer a bounty on her head.  
   
  Long Term Motives 
  In undeath Polly has a one-track mind. It is 
  unknown what her mind will turn to once she has 
  completed her child to her own satisfaction. It is 
  possible the child will never be such completed; 
  however, it is also possible that eventually her 
  eyes will turn back to those that cast her out and 
  she will begin hunting down Caverlen and his 
  family.  
   
   
   
   
   
   
   
   
   
   
   
  Flaws 
  Polly has a several flaws: her “child”, the intensity 
  of her desire to harvest, and her reputation.  
   
  Destroying the flesh golem (CR 5; MM, p 169) 
  “child” found within her lair devastates the 
  undead woman. She becomes more feral at that 
  point, losing her Harvest the Bits reaction. 
   
  Assuming that her creation is still intact, she is 
  driven by a compulsion to harvest and add to the 
  construct. Any downed creature that she deems 
  worthy becomes her entire focus until she has 
  collected what is needed.  
   
  Finally, the hag has developed a dark reputation 
  in the area and has become an increasing source 
  of frustration for the local authorities. Caverlen 
  himself still sits on the throne and there may 
  come a time when he wants all memory of his 
  discarded past erased for good.  
   
   
   
  
   
   
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  Polly Halftitch 
  Medium undead (hag), chaotic evil 
  Armor Class 17 (natural armor) 
  Hit Points 97 (13d8 + 39) 
  Speed 30 ft., 20 ft climb (if covered in ooze) 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 14 (+2) 
  Skills Arcana +2, Insight +4, Perception +4, Stealth +3 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Abyssal 
  Challenge 4 (1,100 XP) 
   
  Spider Climb. While clothed in the ooze, Polly has a 
  climb speed of 20 ft and can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.  
   
  Sunlight Sensitivity. While in sunlight, the undead hag 
  has disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight.  
   
  Turn Immunity. Polly is immune to effects that turn 
  undead.  
  Actions 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8+4) slashing damage plus 4 (1d6) 
  necrotic damage.  
   
  Illusory Appearance. Polly covers herself and anything 
  she is wearing or carrying with a magical illusion that 
  makes her look like she did while living. The illusion 
  ends if she takes a bonus action to end it or if she dies.  
   
  The changes wrought by this effect fail to hold up to 
  physical inspection. For example, the undead hag could 
  appear to have smooth skin, but someone touching her 
  would feel her rotting flesh. Otherwise, a creature 
  must take an action to visually inspect the illusion and 
  succeed on a DC 20 intelligence (Investigation) check to 
  discern that she is disguised.  
   
  Vomit Ichor (Recharge 5-6). Polly vomits debris and 
  rotting intestines from her corpse, attempting to coat 
  an adventurer. Target one creature she can see within 
  15 feet. That creature must succeed on a DC 13 
  Constitution saving throw or take 22 (5d8) poison 
  damage and become poisoned. On a successful save, 
  the target takes half damage and is not poisoned. The 
  target can repeat it’s save at the end of each of its 
  turns.  
  Reactions 
  Harvest the Bits. If a creature drops to 0 hit points, 
  Polly can move up to half her speed to the creature and 
  make an attack roll. On a successful hit, the creature 
  fails a death save and Polly removes an appendage or 
  extremity of the DMs choosing. On a critical hit, the 
  creature fails two death saves. If this kills the creature, 
  she will instead harvest the head. 
   
   
  
   
   
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  Rajul Mayit – “The Dead Man” 
  By: GM Lent 
  Art provided by Wizards of the Coast 
   
  Its true name long lost to time, the horrific being 
  known as the “Dead Man” may be dead, but it’s 
  certainly not a man in the normal sense. The 
  desiccated, severed head of some forgotten 
  species of giant, Rajul Mayit brims with psychic 
  malice.  
  Background 
  The origins of the undead horror known as Rajul 
  Mayit are murky; it may well be that even Mayit 
  no longer remembers its former self. The facts as 
  they stand are thus: The Dead Man is the severed 
  head of a giant. Somehow – through luck, skill, or 
  sheer force of personality, the head survived its 
  dismemberment and has since become a 
  powerful manipulator of psychic energy and 
  psionics. 
   
  Baldur’s Gate has no shortage of crime lords or 
  criminal masterminds, but Rajul Mayit is clever 
  enough to avoid direct conflicts with its many 
  powerful enemies. The Dead Man resides in a 
  crumbling tower crafted to look like a colossal 
  hand, but the tower shifts its position daily and 
  unpredictably. For this reason, only those 
  specifically invited are able to easily find and enter 
  the Dead Man’s lair, and the woe betide the 
  uninvited guest!  
   
  Current Motives 
  Rajul Mayit has no use for wealth but recognizes 
  and appreciates the power that wealth brings. The 
  Dead Man’s true thirst is for psychic energy, off 
  which it feeds.  
   
  Over the course of its long life (and unlife!) Rajul 
  Mayit has amassed a large collection of historical 
  texts and documents as well as myriad 
  experiences, and it uses these resources to lure 
  academics, magicians, and storytellers alike into 
  its clutches. Such characters enter willingly, and 
  most are content to trade a bit of their psychic 
  essence to attain the knowledge they seek.  
   
  Some researchers actually seem to enjoy the 
  slight psychic drain, and return repeatedly, 
  sometimes inventing study needs in order to 
  experience the visceral satisfaction they gain from 
  having portions of their essence drained away.  
   
  
   
   
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  Potential ways Rajul Mayit can be used in a 
  campaign include: 
   
  • 
  A Source of Information. Rajul Mayit 
  knows a great many things, and its long 
  memory, undeath, and experience mean 
  that it can also view things from 
  perspectives shorter-lived (or still-living!) 
  creatures might not. 
  • 
  A Master Villain. Rajul Mayit has long-
  boiling plans and plans within plans, and 
  has no problem manipulating both allies 
  and enemies as pawns in the overall 
  scheme. As such, the Dead Man considers 
  nothing truly its friend and nothing truly 
  its foe; every piece has its use, and every 
  piece has its place. 
  • 
  A Patron or Ally. Despite its power (and 
  arrogance), Rajul Mayit is very limited in 
  terms of where it can travel and whom it 
  can trust. In addition, the Dead Man 
  knows its best course of action is to 
  remain unknown to the Watch, the 
  Flaming Fist, the Council of Four, the 
  Lord’s Alliance, and the various other 
  organizations of the Baldurian underbelly. 
  As such, Rajul Mayit finds itself in need of 
  less attention-grabbing associates, and is 
  willing to pay good coin for those who 
  perform well and keep the Dead Man’s 
  secrets.    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Long Term Motives 
  Rajul Mayit maintains a colony of insectoid drones 
  that feed off psychic energy in the citadel. These 
  “psychic drones” remain in constant mental 
  contact with the Dead Man and obey its every 
  whim.  
   
  Eventually, once its drone army is large enough, 
  Rajul Mayit intends to launch an attack upon the 
  intelligentsia of Baldur’s Gate, collecting their 
  research and ultimately their psychic essences.   
   
  The Dead Man is still experimenting with the 
  psychic drones and plans to begin making larger 
  and more powerful varieties – drones that can 
  store their victims’ psychic power for Rajul Mayit 
  to feast upon at its leisure. So far there has been 
  one successful experiment on this front, and one 
  Advanced Psychic Drone lives in the hive with its 
  lesser cousins.    
   
  Flaws 
  Rajul Mayit’s main weakness is its insatiable 
  curiosity; the Dead Man’s hunger for knowledge is 
  almost equal to its hunger for pure psychic 
  energy. Rajul Mayit has a formidable intellect and 
  is difficult to outsmart, but clever adversaries can 
  turn the creature’s fondness for knowledge – 
  especially arcane and unusual trivia – to their 
  advantage.      
   
   
   
  
   
   
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  Rajul Mayit – “The Dead Man” 
  Large undead, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 172 (23d10 + 46) 
  Speed 10 ft., fly 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 7 (-2) 15 (+2) 22 (+6) 16 (+3) 19 (+4) 
  Saving Throws Int +11, Cha +9 
  Skills Arcana +11, Intimidation +9, Perception +8, 
  Persuasion +9 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison, psychic  
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses passive Perception 18 
  Languages Common, Draconic, Giant 
  Challenge 13 (10,000 XP) 
   
  Awakened mind. Rajul Mayit can communicate 
  telepathically with any creature it can see within 90 
  feet of it. Rajul Mayit doesn't need to share a language 
  with the creature for it to understand its telepathic 
  utterances, but the creature must be able to 
  understand at least one language. 
   
  Magic Resistance. Rajul Mayit has advantage on saving 
  throws against spells and other magical effects. 
   
  Probing Telepathy. If a creature communicates 
  telepathically with Rajul Mayit, Rajul Mayit learns the 
  creature's greatest desires if Rajul Mayit can see the 
  creature. 
   
  Turn Resistance. Rajul Mayit has advantage on saving 
  throws against any effect that turns undead. 
   
  Innate Spellcasting. Rajul Mayit’s innate spellcasting 
  ability is Charisma (spell save DC 17. It can innately cast 
  the following spells, requiring only verbal components: 
   
  At will: mage hand, prestidigitation 
  3/day each: command, dissonant whispers, grease, 
  identify, suggestion, unseen servant  
  1/day each: dominate monster, modify memory  
   
   
  Actions 
  Multiattack. Rajul Mayit makes three attacks with its 
  tentacles. 
   
  Tentacle. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target, or a creature that is grappled by Rajul 
  Mayit, incapacitated, or restrained. Hit: 9 (2d8) 
  bludgeoning damage plus 18 (4d8) psychic damage. If 
  the target is Medium or smaller, it is grappled (escape 
  DC 17 and must succeed on a DC 17 Intelligence saving 
  throw or be stunned until this grapple ends. The 
  target's hit point maximum is reduced by an amount 
  equal to the psychic damage taken, and Rajul Mayit 
  regains hit points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The target dies 
  if this effect reduces its hit point maximum to 0. Rajul 
  Mayit can choose to have a humanoid slain in this 
  manner become a psychic drone under Rajul Mayit’s 
  control. 
   
   
  
   
   
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  The Hand of Whispers 
  Map: Dyson Logos 
   
  The Dead Man’s citadel is known as the Hand of 
  Whispers, and is constructed to resemble an 
  enormous, disembodied hand thrusting up from 
  the ground.  
   
  Unless otherwise indicated, all surfaces are 
  smooth, cut stone, doors are made of stone and 
  swing on oiled hinges, and ceilings are 15 feet 
  high.  
   
  The Hand of Whispers is protected at all times by 
  a nondetection spell.  
   
  1. Entry 
  A creature that enters the Hand of Whispers 
  uninvited is assaulted by a psychic projection of 
  their deepest fear. The target must make a DC 16 
  Wisdom saving throw. On a failed save, the target 
  becomes frightened for 1 minute. At the end of 
  each of the target's turns before the effect ends, 
  the target must succeed on a DC 16 Wisdom 
  saving throw or take 6d10 psychic damage. On a 
  successful save, the effect ends.  
   
  2. Storage 
  This room was once used as an armory but is now 
  empty. 
   
  3., 4., 9. Vertical Passage 
  In times past, a ladder mounted to the wall 
  allowed creatures to climb from the first floor all 
  the way up to the third. The ladder has long since 
  been destroyed, and the openings are now 
  covered by illusions that make the ceiling look 
  solid. A creature who succeeds on a DC 18 
  Wisdom (Perception) check or pokes an object up 
  through the opening can tell it is an illusion, and a 
  creature who succeeds on a DC 16 Strength 
  (Athletics) check can easily climb up using the 
  ladder’s remains. 
   
  These three chambers are now home to a colony 
  of three giant spiders (CR 1; MM p. 328) and one 
  phase spider (CR 3; MM p. 334). The rooms are 
  filled with webs, often containing victims of the 
  spiders and the psychic drones (see below). 
  The doors separating rooms 4, 5, 6, and 7 have 
  been modified with small 12-inch-diameter holes 
  near their tops, allowing the psychic drones to 
  freely move between them. 
   
  5. Waiting Room 
  Characters awaiting a meeting with Rajul Mayit 
  are instructed to await the Dead Man’s pleasure 
  in this room. Barren and windowless, the chamber 
  contains hard wooden stools and nothing else. 
   
  There are 1d8 psychic drones hover around the 
  ceiling of this chamber at all times, in constant 
  mental contact with Rajul Mayit.  
   
  6. Audience Chamber  
  Benches along the walls of this room seat as many 
  as eight Medium creatures. The walls are 
  decorated with patterns intended to reduce the 
  mental facilities of visitors. Any non-undead 
  creature with an Intelligence score higher than 3 
  has disadvantage on Intelligence, Wisdom, and 
  Charisma checks and saving throws while within 
  this chamber. 
   
  7. Psychic Drone Hive   
  The walls and ceiling in this room are covered in 
  thick, waxy sheets of resin that house the psychic 
  drone colony. Any creature of Medium size or 
  larger must squeeze to fit through or actively 
  destroy the resin folds, treating these areas as 
  difficult terrain. 
   
  8. Decoy Treasury            
  The door to this room is psychically locked. 
  Unlocking it requires the will of Rajul Mayit or a 
  successful casting of dispel magic (DC 16). The 
  
   
   
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  door can be broken inward by a character who 
  succeeds on a DC 17 Strength (Athletics) check. 
   
  The treasury mostly contains nonmagical history 
  tomes and ledgers detailing perfectly legal 
  transactions with different merchants over the 
  years. 
   
  10.  Isolation Tower       
  Rajul Mayit uses this space as a mediation 
  chamber. The walls are covered in cabalistic, 
  abstract scrawls and artwork, and the ceiling 
  rises to a rounded peak over 20 feet high.   
   
  11. Rajul Mayit’s Quarters 
  Though it needs neither sleep nor sustenance, 
  Rajul Mayit requires space to rest and rejuvenate 
  itself.  
   
  A character who succeeds on a DC 18 Intelligence 
  (Investigation) check locates the lever that opens 
  the secret door into Area 13. The lever is hidden 
  from view entirely in a cleverly carved recess in 
  the stone 10 feet above the chamber floor. A 
  creature who touches the lever must succeed on a 
  DC 15 Charisma saving throw or be cursed with 
  psychic rot. The affected target is plagued by 
  waking nightmares, can't regain hit points, and its 
  hit point maximum decreases by 10 (3d6) for 
  every 24 hours that elapse. If the curse reduces 
  the target's hit point maximum to 0, the target 
  dies, and its brain is destroyed and turns to dust. 
  The effect lasts until removed by remove curse or 
  similar magic. 
   
  12. Treasury 
  The lock to this room’s door can be opened by 
  Rajul Mayit’s mental command or by a character 
  who succeeds on a DC 18 Charisma check while 
  concentrating upon it (as though concentrating on 
  a spell). 
   
  The treasury’s contents are left to the Dungeon 
  Master to determine and could include any 
  special documentation, coinage, quest item, or 
  magic item necessary for the campaign. At the 
  least, the hoard should include 2d4 art objects 
  worth 250 gp each, 1d4 rare magic items, and one 
  very rare magic item. 
   
  A character who removes an item from the 
  treasury without Rajul Mayit’s permission must 
  succeed on a DC 18 Charisma saving throw or 
  contract one Long-Term Madness effect. If the 
  save fails by 5 or more, the character also 
  contracts one Indefinite madness effect (see DMG 
  p. 260). These effects can be removed by Rajul 
  Mayit at any time as long as the victim is within 
  100 feet. 
   
  13. Vertical Passage 2     
  Like the other vertical passage, the old ladder that 
  once allowed easy access to the upper levels has 
  long since disintegrated. The DC to climb the 
  passage is the same as the ones in Areas 3, 4, and 
  9. However, the surrounding walls have been 
  coated with a thick layer of slime and any creature 
  attempting to climb the walls has disadvantage on 
  ability checks made to do so. 
   
  14. Holding Cell  
  Rajul Mayit sometimes uses this chamber as a 
  prison cell, but typically it remains empty. 
   
  15. Observation Chamber 
  This topmost room serves as a convenient means 
  to spy on the surrounding city and lands without 
  being seen.  
   
  
   
   
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  Psychic Drone 
  Tiny monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 30 ft. 
     STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  4 (−3) 
  16 (+3) 11 (+0) 2 (−4) 8 (−1) 
  6 (−2) 
  Senses darkvision 60 ft., passive Perception 9 
  Languages -- 
  Challenge 1/8 (25 XP) 
  Actions 
  Psychic Drain. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and 
  the psychic drone attaches to the target. While 
  attached, the psychic drone doesn't attack. Instead, at 
  the start of each of the psychic drone's turns, the 
  target loses 5 (1d4 + 3) hit points due to cognitive 
  decay. 
   
  The psychic drone can detach itself by spending 5 feet 
  of its movement. It does so after it drains 10 hit points 
  from the target or the target dies. A creature, including 
  the target, can use its action to detach the psychic 
  drone. 
   
  Psychic Drone, Advanced 
  Small monstrosity, unaligned 
   
  Armor Class 16 (natural armor) 
  Hit Points 27 (6d6 + 6) 
  Speed 10 ft., fly 40 ft. 
     STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (−2) 
  18 (+4) 13 (+1) 5 (−3) 10 (+0) 6 (−2) 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Common but cannot speak 
  Challenge 1 (100 XP) 
   
  Store Psychic Essence. The advanced psychic drone can 
  store up to its hit point maximum in psychic energy 
  drained from its prey. This psychic energy can be 
  transferred to another creature if that creature 
  establishes a telepathic link with the advanced psychic 
  drone while within 10 feet of it. The creature must 
  concentrate (as if concentrating on a spell) in order to 
  make the transfer and is able to transfer one hit point 
  worth of energy every five minutes.  
   
  The psychic energy deteriorates quickly. After one 
  hour, half the stored energy has dissipated and is lost, 
  and after that 2 hit points worth of energy dissipates 
  per hour. Regardless of the original total, any psychic 
  energy not transferred within 24 hours is lost.    
  Actions 
  Psychic Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and 
  the psychic drone attaches to the target. While 
  attached, the psychic drone doesn't attack. Instead, at 
  the start of each of the psychic drone's turns, the 
  target loses 7 (1d6 + 4) hit points due to cognitive 
  decay. 
   
  The psychic drone can detach itself by spending 5 feet 
  of its movement. It does so after it drains 10 hit points 
  from the target or the target dies. A creature, including 
  the target, can use its action to detach the psychic 
  drone. 
   
  
   
   
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  The Hand of Whispers 
   
   
  
   
   
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  The Ravenous 
  By: Micah Watt 
  Art provided by Wizards of the Coast 
   
  “Existence is pain unending… I live to consume 
  all, even myself… I am…ravenous!” 
  The Ravenous is a unique nightwalker, a 
  terrifying creature of negative energy, once 
  undead but now no longer entirely…anything. 
  Its connection to the Shadowfell consumes not 
  only living creatures it encounters, but its very 
  own life source. The Ravenous is a creature 
  living on borrowed time, literally.   
  Background 
  Not too long ago, the Ravenous was much like 
  any other nightwalker, a barely sentient 
  devourer of the living, stalking the Shadowfell 
  for life energy to leach. 
  A chance encounter with a band of foolish 
  adventurers granted it release to the prime 
  world, and a convenient meal, until one – a 
  cleric – sought divine intercession in the form of 
  a summoned Planetar. 
  The battle was brief and brutal, with the 
  Ravenous devouring the angel. Alas this 
  commenced a form of evolution within the 
  creature, taking on some of the traits of its 
  celestial meal. No longer was it entirely undead, 
  or immune to its own negative energy abilities. 
  Immediately its aura began to consume its 
  newly acquired life force.  
  However, along with the detriment came new 
  abilities, including intelligence, and the 
  Ravenous condensed its aura into an inert, 
  metal-like exoskeleton. Shorter now, and far 
  denser than before, it lost the ability to fly, but 
  gained the abilities to communicate 
  telepathically, detect falsehoods and – most 
  importantly – a vastly improved intellect and 
  cunning. Still ferociously dangerous, it 
  tempered its destructive instincts with a 
  detached logical perspective.    
  Current Motives 
  The Ravenous is newly awakened to its 
  existence beyond a pure instinctual predator. It 
  seeks to understand this strange evolution, and 
  find a way to exist with a dangerously 
  contradictory nature – that of both life and 
  unlife. 
   
  The Ravenous seeks to find a way to protect 
  itself from its own powers. While almost all of 
  its abilities cause it pain and a small amount of 
  damage, its Finger of Doom permanently drains 
  its life. It does not know if the angel’s stolen life 
  force is a permanent change, or if its state is still 
  in flux. For the first time, the Ravenous knows 
  the fear of mortality, and will do almost 
  anything to avoid this fate.  
   
  The Ravenous can be used as an NPC as follows: 
   
  ● A Strange Scholar in a Strange Place. 
  The Ravenous seeks to understand its 
  
   
   
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  new existence and seeks knowledge 
  from any source it can access – as most 
  civilized locales would not permit a 
  nightwalker among then, the Ravenous 
  seeks out lost vaults or libraries, or 
  mythical oracles or auguries. The 
  Heroes may simply encounter the 
  Ravenous sifting through an ancient 
  dungeon or ruin they are exploring. 
  ● An Employer.  The Ravenous might 
  approach amenable heroes with an 
  offer of employment. The heroes can 
  enter places it cannot, or may have 
  capabilities it lacks. It may hire the 
  heroes to access a local city or church 
  library, or obtain objects from 
  merchants or criminal gangs. Anywhere 
  the Ravenous cannot go, it will need 
  hirelings to go in its stead. 
  ● A Rival. Adventurers may find The 
  Ravenous in competition with them for 
  a treasure, relic, tome or scrap of a 
  map, particularly if such an item 
  pertains to negative energy resistance 
  or life preservation.  
  ● An Enemy. The Ravenous still desires to 
  consume the life energy of living 
  creatures. Even its new nature and will 
  can’t hold is baser instincts at bay 
  forever…  
   
  Long Term Motives 
  The Ravenous is still coming to terms with its 
  new state, and its short term goals take 
  precedence over all, as it is slowly consuming 
  itself. 
  It has no plans beyond self-preservation at this 
  time. 
  Flaws 
  The Ravenous presents as much a risk to itself 
  as any other creatures. While it does not fully 
  understand its new nature, it does perceive its 
  own mortality. For the first time in its existence 
  it can die, and it fears death. While it reacts 
  poorly to direct threats, astute heroes can 
  leverage this fear with subtle manipulation and 
  promises of information or aid they may, even 
  temporarily assuage its fears of the ever 
  present spectre of mortality.    
  Additionally, The Ravenous still struggles with 
  its new sense of self, and its baser, destructive 
  instincts are still present, threatening to 
  overwhelm its self-control. It can be goaded or 
  tempted into attacking living creatures, and 
  clever heroes might use this to expose the 
  nightwalker if they so desire. 
  Treasure 
  While the Ravenous has little use for treasure, it 
  is very aware of the usefulness of coin. Its 
  delves into lost crypts seeking knowledge or 
  magic to protect itself have proven ineffective 
  to date, but have yielded an impressive treasury 
  of gold and jewels, which it has secreted away 
  in several hidden caches. It can access these 
  troves as needed to pay or reward creatures for 
  service or information.      
  Tactics 
  Despite the damage it suffers using its abilities, 
  The Ravenous doesn’t shrink away from 
  combat. Quite the opposite, it relishes it, 
  indulging its powerful destructive instincts that 
  it normally must suppress. The Ravenous will be 
  very cautious in using its Finger of Doom ability, 
  knowing each use brings it closer to oblivion. 
  If brought to below half hit points it seeks to 
  position itself for escape, and if brought below 
  ¼ hit points it tries to surrender, bargaining 
  with treasure or service to be spared. Such a 
  surrender would be humiliating for the 
  Ravenous, and it harbors an implacable grudge 
  for anyone that forces an outcome. If the 
  Ravenous ever finds a way to sufficiently 
  protect itself from death, those that humiliated 
  it are the first to feel its full, terrifying wrath.       
  
   
   
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  The Ravenous 
  Large undead fiend, lawful evil 
   
  Armor Class 19 (natural armor)  
  Hit Points 270 (22d10 + 154) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   22 (+6) 
  18 (+4) 
  24 (+7) 
  16 (+3) 
  12 (+1) 18 (+4) 
  Saving Throws Con +13 
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing and slashing from 
  non-magical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 120ft., passive Perception 11 
  Languages Telepathy 120 ft. 
  Challenge 20 (25,000 XP) 
   
  Annihilating Aura. The Ravenous may trigger or end 
  its aura as a bonus action. Any creature that starts its 
  turn within 30 feet of The Ravenous must succeed 
  on a DC 21 Constitution saving throw or take 14 
  (4d6) necrotic damage and grant the nightwalker 
  advantage on attack rolls against it until the start of 
  the creature's next turn. Undead are immune to this 
  aura, but the Ravenous is not. While the aura is 
  active it also must save or take damage. 
   
  Divine Awareness. The Ravenous knows if it hears a 
  lie 
   
  Life Eater. A creature reduced to 0 hit points from 
  damage dealt by the Ravenous dies and can't be 
  revived by any means short of a wish spell. If The 
  Ravenous dies as a result of damage or hit point 
  reduction from its own abilities it is annihilated. 
   
  Magic Weapons. The Ravenous’ Necrotic Claws are 
  considered magical for the purposes of overcoming 
  damage resistance.  
   
  Undead Nature. The Ravenous doesn’t require air, 
  food, drink or sleep. 
   
  Actions 
  Multiattack. The Ravenous uses Necrotic Claws 
  twice, or it uses Necrotic Claws and Finger of Doom. 
   
  Necrotic Claws. Melee Weapon Attack: +12 to hit, 
  reach 15ft., one target. Hit: 15 (2d8 +6) slashing 
  damage, plus 18 (4d8) necrotic damage. The target 
  must succeed on a DC 21 Constitution saving throw 
  or its hit point maximum is reduced by an amount 
  equal to the necrotic damage taken. This reduction 
  lasts until the target finishes a long rest. Each 
  successful strike deals 1 point of necrotic damage to 
  the Ravenous 
   
  Finger of Doom (Recharge 6). The Ravenous points 
  at one creature it can see within 300 feet of it. The 
  target must succeed on a DC 21 Wisdom saving 
  throw or take 26 (4d12) necrotic damage and 
  become frightened until the end of the nightwalker's 
  next turn. While frightened in this way, the creature 
  is also paralyzed. If a target's saving throw is 
  successful, the target is immune to the nightwalker's 
  Finger of Doom for the next 24 hours. Whenever The 
  Ravenous uses this ability its maximum hit point 
  total is reduced by one. This reduction is permanent. 
   
   
  
   
   
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  Runespeaker 
  By: Zeke Gonzalez 
  Art provided by Wizards of the Coast 
   
  Once the most devoted librarian her 
  civilization had ever known, The Runespeaker 
  became obsessed with protecting the arcane 
  knowledge of her people. Her obsession led her 
  to guard that knowledge long after the 
  destruction of her civilization and the death of 
  her physical form. 
  Background 
  In life, the Runespeaker was an eladrin elf 
  named Daenys Dewstrider who was raised in an 
  ancient civilization of great arcane prowess. 
  However, while all her peers showed an 
  aptitude for magic, Daenys found herself 
  struggling to perform even the simplest 
  cantrips.  
    
  Discouraged by her failures, she locked herself 
  in the library and read stories of mundane 
  heroes to comfort herself. A kindly librarian 
  recognized her plight and gave her 
  responsibilities at the library befitting her 
  nonmagical talents. Once Daenys had accepted 
  that she did not need powers to contribute to 
  the civilization she loved, she was happy.  
    
  Daenys grew older and replaced her mentor as 
  the chief curator of the library. Despite the fact 
  that she was not an arcanist herself, she was 
  the most knowledgeable of the librarians and 
  familiar with every spell in the archives. 
    
  Soon after Daenys’ promotion, a great 
  cataclysm struck the civilization and killed 
  everyone capable of casting spells--everyone 
  but Daenys. Left to wander the empty streets of 
  her home, Daenys came to find that the 
  cataclysm left her capable of channeling the 
  magic she had lived her entire life without. 
    
  She has since continued to devote herself to 
  using her magic to protect the knowledge of her 
  lost people: all that she has to remember them 
  by. In time, she came to realize that if she were 
  to continue to protect her books at the Ancient 
  Archives, she would need to leave behind her 
  living body and become a lich. 
    
  Daenys protected the books within her sanctum 
  until she was tricked by a group of greedy tomb 
  robbers. Some were able to escape the Ancient 
  Archives with books in tow, telling ghost stories 
  about the evil undead creature they 
  encountered in the ruins, dubbing her the 
  Runespeaker. She and her minions stalk those 
  tomb raiders, desperate to reclaim the 
  knowledge of her people. 
   
  Current Motives 
  The Runespeaker will not be at peace until she 
  has collected the twenty-seven missing tomes 
  from the Ancient Archives. She utilizes the 
  power of the Ioun Stone of Discovery (see 
  sidebar), which always orbits her skull, to aid in 
  this effort. 
  
   
   
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  The Runespeaker can be used as an NPC in the 
  following ways: 
   
  ● A Pursuer. The adventurers have 
  recently acquired a spellbook or tome 
  that came from the Ancient Archives. 
  The Runespeaker will stop at nothing to 
  get it back. 
  ● A Sage. The adventurers seek forbidden 
  knowledge available at the Ancient 
  Archives. If they reclaim one of the 
  Runespeaker’s missing books, she will 
  grant them the knowledge they seek. 
  ● A Lawyer. The Runespeaker is an expert 
  wordsmith who can negotiate infernal 
  contracts for an adventuring party that 
  ingratiates themselves with her. 
   
  Long Term Motives 
  Once she has reclaimed all her tomes, the 
  Runespeaker aims to make the Ancient Archive 
  as inaccessible as possible by sinking it beneath 
  the sea. 
  Flaws 
  The Runespeaker fears the loss of her books, 
  which is all she has left of her people. She is so 
  petrified of damaging books that she prefers to 
  utilize more devious and subtle methods of 
  reclaiming them. She conjures small devils to 
  secret away her books from thieves and uses 
  enchantment magic to persuade tomb robbers 
  to return her tomes. Should anyone realize how 
  personal the value of her books is to her, it 
  could leave her quite vulnerable. 
   Even when forced to use violent methods, she 
  avoids using any magic likely to damage books 
  held by her adversaries. She will only employ 
  intelligent minions and insists that they do the 
  same, which greatly limits their offensive 
  capabilities.   
   
   
  Ioun Stone of Discovery 
  Wondrous item, legendary (requires attunement) 
   
  A pale lavender sphere marbled with veins of deep 
  blue. 
   
  When you use an action to toss this stone into the 
  air, the stone orbits your head at a distance of 1d3 
  feet and confers the its benefits to you. Thereafter, 
  another creature must use an action to grasp or net 
  the stone to separate it from you, either by making a 
  successful Attack roll against AC 24 or a successful 
  DC 24 Dexterity (Acrobatics) check. You can use an 
  action to seize and stow the stone, ending its effect. 
   
  A stone has AC 24, 10 hit points, and resistance to all 
  damage. It is considered to be an object that is being 
  worn while it orbits your head.  
   
  While this Ioun stone orbits your head, you gain the 
  following benefits:  
   
  ● You can use your reaction to cancel a spell of 4th 
  level or lower cast by a creature you can see and 
  targeting only you. This property of the Ioun 
  stone can’t be used again until the next dawn. 
  ● This item has 7 charges. While this Ioun stone 
  orbits your head, you can use an action to 
  expend one or more charges to cast one of the 
  following spells from it: comprehend languages 
  (1 charge), locate object (2 charges), 
  clairvoyance (3 charges), arcane eye (4 charges), 
  locate creature (5 charges). The Ioun stone 
  regains 1d6 + 1 expended charges daily at dawn. 
  If you expend the Ioun stone’s last charge, roll a 
  d20. On a 1, the Ioun stone crumbles into dust 
  and is destroyed. 
   
  The Runespeaker’s Statistics  
  The Runespeaker uses the statistics of a trap soul 
  variant demilich (use the Trap Soul variant; MM, p 
  49) with the following changes: 
   
  ● Special Equipment. The Runespeaker is attuned to 
  the Ioun Stone of Discovery. 
   
   
  
   
   
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  Sal’Gollas, the Courier 
  By: Magic Goblin 
  Artist: Gary Dupuis: Purple Duck Games 
   
  Sal’Gollas was once a human who sold their 
  soul to a powerful devil for a prize. The deal 
  wasn’t in their favor, and now they must deliver 
  and retrieve things for their hellish overlord.  
  Background 
  Sal’Gollas has forgotten their mortal name, 
  begrudgingly tasked with delivering whatever it 
  is their master needs for all eternity across the 
  Material and other planes. Sal’Gollas is 
  constantly on the move, rarely staying in one 
  place for long due to their devilish appearance.  
   
  Centuries have passed since the deal was 
  brokered, and Sal’Gollas has started to be 
  spoken of in legend and nightmarish stories. 
  Referred to as the Courier, a devil who takes 
  what they want and destroys what is in their 
  way. While partly truth, Sal’Gollas does not do 
  what they do for themselves, and would rather 
  be dancing at the inn than stealing the heads of 
  the fellow patrons. 
   
  The Courier delivers and retrieves items from 
  around the world for their master, often at the 
  behest of some mortal who also made a foolish 
  deal. Many people, from kings to peasants, 
  have entered into a dark contract with this 
  infernal patron, and Sal’Gollas is the one sent to 
  handle the specifics. 
   
  The devil appearing at one’s home is often seen 
  as the beginning of a wonderful deal with the 
  mortal, but often ends with Sal’Gollas stuffing 
  another severed head into their cloth sack. 
   
  Current Motives 
  Sal’Gollas seeks to complete their deliveries and 
  rest whenever possible. Their mortal desires 
  have not been sated by their immortal body, 
  and they enjoy good food, strong drink, and 
  merry revels. 
   
  Sal’Gollas can be used as an NPC as follows: 
   
  ● A Repossessor. One of the adventurers 
  has something belonging to Sal’Gollas’ 
  master, and the powerful devil wants it 
  back. 
  ● A Soul Stealer. A friend or companion 
  of the adventurers’ made a deal, and 
  the terms were not met in time. 
  Sal’Gollas is sent to retrieve their soul 
  and their head – forcefully. 
  ● An Unlikely Ally. The party has come 
  across Sal’Gollas and their master, and 
  the courier sees them as his way out of 
  his deal. They can offer assistance 
  whenever they subtly can, in the hopes 
  that their master can be defeated. 
  
   
   
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  Long Term Motives 
  Sal’Gollas wants to be free of their contract and 
  live the rest of their eternity in peace and 
  revelry. 
  Flaws 
  Sal’Gollas does not enjoy their work and does 
  whatever they can to get out of or delay a job 
  without angering their master. The revelries of 
  mortals are a strong desire of theirs, and 
  whenever possible Sal’Gollas joins in. This can 
  be used to distract the devil, keeping their 
  target safe a little longer. 
  Sal’Gollas also despises their master, and can be 
  turned against them if offered a better deal. 
      
  Soul Sack 
  Wondrous Item, very rare (requires attunement) 
   
  A dirty and old cloth sack that appears to have no 
  other properties. 
   
  The bag drains the soul from any creature whose 
  head is placed inside, whether severed or still 
  attached. 
   
  While attuned to it, the wielder of the bag can 
  attempt a grapple check to place it around a 
  creature’s head. If successful, for every round the 
  bag covers them, the creature takes 3d6 necrotic 
  damage and the wielder gains 1d6 temporary hit 
  points. If a creature dies from this damage, its soul is 
  stored in the sack and it can only be restored to life 
  by a true resurrection or a wish spell. 
  Sal’Gollas, the Courier 
  Medium fiend (devil), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 98 (13d8 + 39) 
  Speed 40 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   17 (+3) 20 (+5) 16 (+2) 10 (+0) 12 (+1) 16 (+3) 
  Saving Throws Dex +9, Con +6, Cha +7 
  Skills Athletics +7, Intimidation +7, Perception +5, 
  Stealth +9 
  Damage Resistances acid, cold; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren't silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned,  
  Senses darkvision 120 ft., passive Perception 15 
  Languages Common, Infernal 
  Challenge 10 (5,900 XP) 
   
  Avoidance. If Sal’Gollash is subjected to an effect 
  that allows it to make a saving throw to only take 
  half damage, it instead takes no damage if it 
  succeeds on the saving throw, and only half damage 
  if it fails 
   
  Grappler. Sal’Gollash always fights with the magical 
  soul sack, and has turned it into a deadly weapon. 
  They gain advantage on attack rolls against a 
  creature they are grappling. 
   
  Magic Resistance. Sal’Gollas has advantage on 
  saving throws against spells and other magical 
  effects. 
  Actions 
  Multiattack. Sal’Gollas makes two attacks with their 
  claws and one grapple attack with the Soul Sack. 
   
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 10 (2d4 + 5) slashing damage. 
   
  Soul Sack Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (3d6) necrotic damage, and 
  the target is grappled and blinded by the sack placed 
  over their head. If a creature is grappled by the soul 
  sack, Sal’Gollas may not make another Soul Sack 
  attack unless they release the grapple. The target 
  may attempt to escape the grapple as normal. 
   
  
   
   
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  Sarinox Recnamoracren, The 
  Second 
  By: Tony Petrecca 
  Artist: Dean Spencer 
  Cartography: Dyson Logos 
   
  A powerful necromantic experiment gone 
  horribly, horribly right.  
   
  Background 
  People speak in hushed whispers of the Archmage 
  Accertep and his mystical experiments. Such 
  experiments, it is said, are often left to prowl the 
  world.  
   
  In one such experiment, he aided the great 
  dragon Sarinox Recnamoracren in her quest for 
  eternal life, using an army of kobolds and terrible 
  sacrifices in a dark ritual to create a dracolich. 
  Unfortunately, the ritual was interrupted by a 
  group of meddling adventurers, who slew a 
  weakened, undead Sarinox. Fortunately, Accertep 
  escaped with Sarinox’s fully functional phylactery.  
   
  Recently, locals grew concerned that the old 
  abandoned Bald Hill Tower had become occupied 
  by a band of bugbears, allied with a young red 
  dragon. A bounty was placed upon the dragon, 
  and Accertep, curious to see if a young dragon 
  could serve as a dracolich’s receptacle, dispatched 
  a band of bounty hunters to answer the poor 
  locals’ call. Posing as heroic adventurers, Marisa’s 
  Blades slew the bugbear and dragon, and the 
  locals rejoiced, unaware of Accertep’ s 
  involvement.  
   
  Accertep visited the dragon’s corpse, and, with 
  the help of several self-sacrificing, fanatical 
  cultists, imbued it with Sarinox’s essence. To his 
  surprise, the dracolich arose from a burst of 
  necromantic energy so powerful it raised the 
  bugbears as well. Accertep departed, pleased. 
   
   
  Current Motives 
  This Sarinox came to be only six months ago. 
  Initially grateful to the Archmage for prolonging 
  her existence, she has since become increasingly 
  angered that she was manifested into such a weak 
  physical form. 
   
  Dissatisfied with her power, and her hoard, she 
  dispatches her undead allies about the 
  countryside to gather wealth and information, 
  and is particularly interested in ways to make her 
  physical form stronger. 
   
  Sarinox can be used as an NPC as follows: 
   
  ● A Quest Giver. Seeking magic to enhance 
  her form, Sarinox has recently learned of 
  a legendary cache of Ioun Stones and 
  needs adventurers to secure the stones 
  for her. Sarinox might utilize an agent to 
  make arrangements with unsuspecting 
  
   
   
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  adventurers, or might deal with 
  unscrupulous adventurers directly.  
  ● A Collector. Should her agents learn that 
  the PCs were in possession of items that 
  interested her, Sarinox might seek to 
  acquire such items, either through offers 
  of commerce, or by luring adventurers to 
  her lair and taking what she likes by 
  force… Or both. Why not both? Yes, both. 
  ● A Villain. Sarinox seeks wealth and 
  power, and dispatches undead allies to 
  raid the countryside for both. Needless to 
  say, locals in the countryside are 
  displeased.  
   
  Long Term Motives 
  Sarinox has no intention of spending eternity in 
  this meager form. She retains much of her 
  previous form’s long-term memories, which 
  includes knowledge of many of the greater 
  dragons of the world. She seeks the corpse of an 
  adult or ancient dragon so she can take a new, 
  more powerful form.   
  Flaws 
  Sarinox is arrogant and overconfident. She is 
  bound to lure the wrong group of adventurers to 
  her lair someday, which may well lead to her 
  downfall. Of course, her phylactery, kept well 
  hidden by Accertep, is nowhere to be found, so 
  she’ll be back…
  Sarinox Recnamoracren, the Second 
  Large undead (dragon), chaotic evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 20 (+5) 
  Saving Throws Dex +4, Con +9, Wis +4, Cha +9 
  Skills Perception +8, Stealth +4 
  Damage Immunities fire, poison 
  Condition Immunities charmed, frightened, paralyzed, 
  or poisoned, exhaustion. 
  Senses blindsight, 30 ft., darkvision 120 ft., passive 
  Perception 18 
  Languages Common, Draconic 
  Challenge 12 (8400 XP) 
   
  Magic Resistance. Sarinox has advantage on saving 
  throws against spells and other magical effects.  
   
  Innate Spellcasting. Sarinox’s spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks). 
  Sarinox can innately cast the following spells, requiring 
  no material components: 
   
  1/day each: counterspell, hellish rebuke, major image, 
  shield. 
   
  Actions 
  Multiattack. Sarinox makes three attacks, one with her 
  bite and two with her claws. 
   
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage. 
   
  Fire Breath (Recharge 5-6). Melee Weapon Attack: 
  Sarinox exhales fire in a 15-foot cone. Each creature in 
  that area must make a DC 13 Dexterity saving throw, 
  taking 24 (7d6) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
   
  
   
   
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  Bald Hill Tower 
  Map: Dyson Logos 
   
  Bald Hill Tower is ancient, its origin lost to time. 
  Rumors persist that a cult of Orcus worshippers 
  once occupied the tower. More recently, a young 
  red dragon and its bugbear cohorts have called 
  the tower home.  
   
  Approaching the Lair 
  The tower could be placed in any hilly or forested 
  area as suits the needs of the DM. Trackers who 
  succeed on a DC 18 Wisdom (Survival) check spot 
  the tracks of large-footed bipeds (bugbears) 
  moving toward and away from the tower’s 
  vicinity. A successful DC 15 Wisdom (Perception) 
  check within 50 feet of the tower reveals several 
  circular areas of matted grass around the tower. A 
  closer DC 18 Intelligence (Investigation) check 
  reveals the grasses to have been blown down in 
  tight circular patterns, as if by whirlwind.  
   
  Scaling the encounters 
  As written, a frontal assault on a prepared Bald 
  Hill Tower is a very challenging encounter for a 
  party of 5 level 13 pcs. DMs should adjust the 
  number of air elementals and wights in the lair to 
  fine tune the challenge with that in mind.  
  Area 1 – Tower Top 
  The roof of the tower has been gone for ages, and 
  the parapets crumble in places, but the upper 
  floor is sturdy. Arrow slits provide a view of the 
  surrounding area and three quarters cover for 
  archers within.  
  Accertep bound an Air Elemental Myrmidon (CR 
  7; MToF, p 202) named Russell to the tower for a 
  year and a day as a gift to Sarinox, and he guards 
  the tower dutifully from its top. As payment for 
  the service, Accertep provided Russell with two 
  powerful items, the Crown of Air, and an 
  Elemental Lightning Bow. 
   
  Russell’s Stat Block Changes 
  Russell uses the statistics of the Air Elemental 
  Myrmidon with the following changes: 
   
  Multiattack. The myrmidon makes three flail attacks or 
  three bow attacks. 
   
  Elemental Lightning Bow. Ranged Weapon Attack: +6 
  to hit, range 150/600 ft., one target. Hit 7 (1d8+3) 
  piercing damage plus 7 (2d6) lightning damage. 
   
  Summon Air Elementals As a bonus action, Russell can 
  activate the Crown of Air to summon up to 3 Air 
  Elementals per day as if he had cast conjure 
  elementals. Russell cannot use this ability again until he 
  completes a long rest. 
   
  Russell greets uninvited guests to the tower from 
  behind an arrow slit, with an echoing yet 
  unenthused command in common. 
  “Leave, now, or be doomed.” 
  Should the order be ignored, he begins attacking 
  with his bow, targeting the lightest armored 
  opponent he can see with everything he’s got, 
  including his lightning strike. Russel hopes to kill 
  the target and force a retreat. The thunder of the 
  lightning strike makes enough noise to alert 
  Sarinox, below. 
  However, Russell is inquisitive and bored. Should 
  PCs attempt to interact without advancing, he 
  might engage in conversation. A successful DC 12 
  Charisma (Persuasion) check draws Russell into a 
  friendly bit of small talk, with Russell asking about 
  the world beyond his narrow limit, but he still will 
  not allow anyone to approach the tower. 
  Creatures who persist in attempting trespass are 
  politely asked once to halt by a friendly Russell, 
  prior to being lightning struck. 
  Should opponents appear at all overpowering, 
  and certainly should an opponent somehow 
  surprise him in his tower top, Russell uses bonus 
  actions to summon 1-3 Air Elementals (CR 5; MM, 
  p 124). The elementals target lightly armored 
  creatures with their Whirlwind ability, hoping to 
  
   
   
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  throw the lightly armored creatures into slower 
  moving, heavily armored opponents. 
   A ladder and hole in the floor provide egress to 
  Area 2.  
  Area 2 – Tower Main Floor 
  A ladder provides access from the ground to the 
  landing eight feet above. Any door that might 
  have once blocked the entrance has rotted off 
  long ago. An unremarkable stone room awaits 
  beyond, with a surprisingly sturdy, locked oak 
  door in the southern wall. A successful DC 15 
  Dexterity check with Thieves Tools is required to 
  pick the lock, or a successful DC 20 Strength check 
  will force the door open.  
  A successful DC 15 Wisdom (Survival) check 
  reveals the tracks of large-footed bipeds 
  frequently moving from the entrance to the door. 
  A trapdoor in the floor to the south provides 
  egress to Area 3. 
  Area 3 – Tower Basement 
  A ladder provides access through the trap door 
  from area 2 to area 3. A successful DC 15 
  Intelligence (Investigation) or DC 15 Wisdom 
  (Perception) check in the area reveals the secret 
  door to the north. A narrow stone stairway 
  descends behind the secret door. A successful DC 
  15 Wisdom (Survival) check reveals the tracks of 
  large-footed bipeds frequently moving along 
  these stairs. 
  Area 4 – Dungeon Entrance 
  Stairs from Area 3 lead to a long, large hall of 
  roughhewn stone walls. A rocky ledge ten feet off 
  the ground to the south provides access to a dark 
  tunnel that leads to area 6, while an eerie red 
  glow can be seen far to the east. A narrow stone 
  hall leads north. 
  A successful DC 15 Wisdom (Survival) check 
  reveals the tracks of large-footed bipeds 
  frequently moving from the stairs to the temple 
  area to the east. 
  Prepared, Sarinox hides with advantage in the 
  dark tunnel to the south. A successful DC 23 
  Wisdom (Perception) check is required to spot 
  the dracolich hiding in the darkness, where she 
  spies upon intruders, awaiting her moment to 
  pounce.  She hopes her spell draws intruders into 
  the temple area so she can attack from the rear. 
  To the east, Sarinox has cast major image, 
  projecting an image of herself upon the dais 
  inviting intruders into the temple.  
  Area 5 – Dungeon Temple 
  The ceiling is forty feet high in this large, ancient 
  stone-carved chamber. Five alcoves hold archers, 
  ten feet above the floor.  
   
  When the party enter this area, read or 
  summarize: 
  A dais to the east holds a large red dragon. 
  Behind the dragon, an altar sits before a statue 
  of a bloated, goat-headed fiend.  Similar 
  statues flank the temple’s entrance, while large 
  black and red tapestries, depicting a wicked 
  horned ram’s head, line the rear walls.  
  The dragon speaks, “Welcome, visitors, welcome! 
  Do please come in. Come marvel at my 
  greatness.” 
   
  This is an illusion, a major image projection of 
  Sarinox cast and controlled by Sarinox. Creatures 
  who actively suspect the presence of an illusion 
  must make a successful DC 17 Intelligence 
  (Investigation) or Wisdom (Perception) check to 
  see through the illusion.  
  The image of Sarinox will engage in boastful 
  conversation, hoping to draw intruders further 
  into the temple area. The real Sarinox intends to 
  attack from the shadows of Area 4 when the 
  moment is right. 
  Five tall and lanky, large-footed wights (CR 3; 
  MM, p. 300) occupy the ten-foot-high alcoves 
  surrounding the temple. These are the 
  
   
   
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  reanimated undead bugbears. They hold their 
  weapons until Sarinox attacks, or they are 
  attacked, and then they unleash with their bows. 
  They leave their perches and pursue as needed. 
  Area 6 – Lair of the Dracolich 
  This central chamber serves as the dragon’s lair 
  and hoard. From this chamber Sarinox is mobile, 
  able to confront intruders at either end of the 
  temple.  
  Crates to the north contain furs, exotic fabrics, 
  kegs of ale, and casks of wine. A large black and 
  red tapestry conceals the dragon’s bed of coins 
  and treasure to the south.  
  Treasure 
  12,550 gp, 1,800 pp, adamantine half plate, 
  animated shield, and a robe of stars. 
  Area 7 – Bugbear Quarters 
  These chambers are the sleeping quarters of the 
  bugbear clan. Now used by wights, the beds smell 
  of rot and death. The footlockers contain smelly 
  clothes, trinkets, and some coins.  
   
  Treasure 
  12 pp, 42 gp, 148 sp, 225 cp.  
  Area 8 – Eastern Office 
  This furnished room was used by the bugbear 
  chieftain. It contains a rotting bed, footlocker, 
  table with stools, and a desk. A tunnel leads to a 
  concealed exit hundreds of yards to the east.
   
   
  Crown of Air 
  Wondrous Item, very rare (requires attunement) 
   
  This mithril crown gleams with airy energy.   
   
  While wearing this crown, you can use a bonus action 
  to cast conjure elemental, conjuring air elementals 
  only. The elementals thus conjured remain for one 
  hour, and require no concentration to control. Once 
  you have used this function three times in a day, you 
  cannot use it again until sunrise the following day. 
   
   
   
  Elemental Lightning Bow 
  Weapon (bow), very rare (requires attunement) 
   
  This lightning shaped bow crackles with energy.   
   
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. 
   
  When you hit with an attack using this longbow the 
  target takes an extra 2d6 lightning damage. 
   
   
  
   
   
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  Bald Hill Tower  
   
  
   
   
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  Scythe  
  By: Massimo Tartaro 
  Artist: Purple Duck Game: Gary Dupuis 
   
       The slow decadence of a man who never had 
  anything and yet lost everything. 
   
  Background 
  The real name of Scythe has been lost to time, 
  along with his mind. He grew up a soldier, after 
  his village was conquered by another kingdom. 
  Scythe was ripped from his home and family to 
  a life of war. Though young, he understood his 
  fate and embraced it, hoping one day to come 
  back to his family with honor and gold. 
   
  As a foreign soldier, he served as cannon fodder 
  in many battles. He earned no home, no 
  rewards, no satisfaction—only terrible wounds, 
  but his dream gave him the strength to live. 
  Sometimes, however, luck can turn. During one 
  of his many battles, Scythe saved the life of 
  Louis Leeford, a young noble, who in turn 
  promoted and transferred Scythe to his manor, 
  where Scythe worked as a bodyguard. 
   
  Louis, along with his wife and children, became 
  a surrogate family for Scythe. In time, he felt 
  himself responsible, useful, but mostly, 
  appreciated. He spent months protecting the 
  noble family while exploring a secret 
  relationship with the noble’s youngest 
  daughter. When the noble learned of this 
  relationship, he punished Scythe by transferring 
  him to a giant prison where he guarded the cells 
  of vicious cutthroats and dirty thieves. 
   
  Prisons are filled with agony, torment, and 
  violence. Scythe’s anger grew as did a desire for 
  revenge. As a soldier and guard, he had fought, 
  suffered, and nearly died for others. But for 
  what? All he wanted was a bit of gratitude and 
  love. Then, a young man who reminded Scythe 
  of himself was imprisoned. Soon after, Scythe 
  decided to free the young man and return to 
  Louis’s estate to rob his gold and flee. The plan 
  failed and Scythe returned to the prison as an 
  inmate—jailed and tortured for life. 
   
  He suffered the worst tortures for months, 
  losing his mind and sense of time in addition to 
  his hands and skin. When extreme suffering, 
  blood, and night meet, a dark creature might be 
  formed. An otherworldly creature exploited 
  Scythe's despair, and that night a pact was 
  made. A vampiric mist (CR 3; MToF, p 246) from 
  the Shadowfell gave Scythe the power to break 
  his chains in return for blood to satisfy its 
  hunger. 
   
  Current Motives 
  Scythe wanders the world raiding prisons and 
  feeding the mist by indiscriminately killing 
  guards and prisoners alike. Sometimes he lives 
  in a prison for a while before moving to another 
  one. 
   
   
   
   
  
   
   
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  Scythe can be used as an NPC as follows: 
   
  ● A Contractor. He’s willing to spare the 
  characters’ lives if they bring him other 
  people to kill. 
  ● A Target. A high rank of the army or a 
  noble is willing to pay the party to kill 
  Scythe who currently resides in a local 
  prison. 
  ● A Puppet. After midnight, the vampiric 
  mist shows itself to claim collected 
  blood. Scythe fights to protect it, but if 
  the mist dies, Scythe will be free from 
  the pact and his madness could be 
  healed. If the mist dies, Scythe loses the 
  Vitality Pool, Life Sense, Shadow Pact, 
  frightened immunity, darkvision, and 
  Share the Pain traits, along with the 
  extra necrotic damage made with his 
  scythes. 
   
  Long Term Motives 
  Even through his madness, Scythe clings to his 
  past. He is grateful to this entity, but he also 
  feels hate and regret for what he has done. The 
  mist is the only thing who understands him, 
  causing Scythe internal conflict regarding his 
  feelings toward the creature. 
  Flaws 
  Scythe is a tormented man who is in constant 
  conflict with himself.  Whenever his vitality pool 
  is almost empty, his alignment is chaotic, 
  otherwise his real personality shows up and he 
  becomes the lawful knight he once was. This 
  changing mental status makes him 
  unpredictable and disturbing—his voice can be 
  heard in the prison halls he wanders, muttering 
  illogical arguments to himself.
  Scythe 
  Medium monstrosity, chaotic or lawful evil (read 
  Flaws) 
  Armor Class 12 
  Hit Points 120 (20d8 + 20) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (-1) 
  Saving Throws Str +7, Con +5 
  Skills Athletics +7, Perception +3 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 13,  
  Languages Common 
  Challenge 5 (5,000 XP) 
   
  Vitality Pool. Scythe can store the lifeblood of his 
  enemies, up to a maximum of 30 points of vitality. 
  When he deals necrotic damage, add that amount to 
  this pool.    
   
  Life Sense. Scythe can sense the location of any 
  creature within 60 feet of it, unless that creature's 
  type is construct or undead. 
   
  Shadow Pact. Scythe can spend stored vitality to 
  cast the following spells. To cast a spell he must 
  spend a number of vitality points equal to 10 x spell 
  level. 
  1st level: cause fear, inflict wounds 
  2nd level: hold person, ray of enfeeblement 
  3rd level: vampiric touch 
  Actions 
  Multiattack. Scythe makes three attacks with his 
  scythes. 
   
  Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d4 + 4) slashing damage, plus 5 
  (2d4) necrotic damage if Scythe has at least 1 vitality 
  point in his Vitality Pool. 
  Reactions 
  Share the Pain (3/Day) As a reaction to any damage 
  taken from a melee attack, Scythe unleashes a 
  somber lament that afflicts the attacker. The 
  creature suffers half of the damage it dealt as 
  necrotic damage, the other half is stored in Scythe’s 
  vitality pool. 
  
   
   
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  The Seventh 
  By: Alan Fehr 
  Artist: Purple Duck Games: Gary Dupuis 
   
  A mysterious figure spoken of in hushed 
  tones, living only to serve the Goddess Loviatar. 
  The Seventh is an enforcer and assassin whose 
  constant anguish is only fuel for the fervor in 
  which she hunts her prey.  
  Background 
  The Seventh began her journey as a member of 
  the Cult of Loviatar, Goddess of Pain and 
  Torture. Concealed deep in the bowels of 
  Waterdeep, the longevity of this sect was 
  primarily due to the brilliance and ruthlessness 
  of its leader, a gnome artificer by the name of 
  Lilu Soresprocket. She had a knack for both 
  clockwork and ripping off fingernails, and used 
  these talents to develop a unique torment that 
  also created loyal enforcers. 
   
  Out of countless attempts, only six had been 
  successful, and this loyal cultist would be the 
  seventh. Or, she would cease to exist 
  altogether. 
   
  Skin was slowly ripped and torn, replaced by 
  sheets of steel. Molten spikes were driven 
  straight into bone, organs were replaced by 
  clockwork and a magical steam furnace 
  replaced her heart. Using healing and 
  necromantic arts both, the brain was kept alive 
  and attached to the animated skeleton and 
  nervous system. A complicated potion system 
  was installed under the helmet, ensuring 
  obedience or death, while the searing heat of 
  the furnace caused intense, constant anguish. 
   
  However, unlike the previous six, the Seventh’s 
  mind snapped mere moments before the ritual 
  was completed, reducing her to a gibbering, 
  unhinged wreck. Not willing to give up when so 
  close to success, an enchanter was enlisted to 
  create a unique weapon. This double-edged 
  chain whip was forcibly attuned to the Seventh 
  and had mind-calming effects. The experiment 
  was a success, and the enchanter was never 
  seen again. 
   
  The Seventh, with her new kin, formed the 
  Council of Agonies under the guidance of 
  Overseer Soresprocket. The Council protects 
  the Cult from all threats, external or internal. 
  Due to intensive martial training after their 
  transformation, the Agonies make excellent 
  enforcers, bodyguards, and assassins. They’ve 
  also been known to seek out mercenary or 
  bounty hunter work to fill the Cult’s coffers as 
  necessary. The Seventh, with her whip Fervor, 
  leads with a calculating, intense zealotry.  
   
  If one was to attract the ire of any of the 
  Council of Agonies, pray that any of the other 
  
   
   
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  six respond. The Seventh shows no mercy and 
  no quarter. 
  Current Motives 
  The Seventh lives to serve the Goddess Loviatar 
  and her Cult. This includes performing 
  necessary work as an enforcer, assassin, 
  bodyguard, or even as a bounty-hunter or 
  mercenary if required by the Cult. 
   
  The Seventh can be used as an NPC as follows: 
   
  ● An Assassin. The Seventh may have 
  orders to assassinate an enemy of 
  Loviatar, which would generally be 
  anyone easing pain and suffering. A 
  local cleric or priest, a noble attempting 
  to put an end to poverty, an adventurer 
  or one of the party’s allies or family. 
  ● A Target. A former member of the Cult 
  who wishes to repent realizes they’ve 
  been targeted by the Council - and the 
  Seventh has responded. This individual 
  may reach out for bodyguards or 
  protection from a mysterious attacker - 
  not explaining who this attacker is, as 
  that would mean explaining their 
  checkered past. 
  ● A Quest Giver. The adventurers find 
  The Seventh unconscious, no weapon in 
  sight, or they disarm The Seventh 
  during a battle. Once separated from 
  her weapon, between the contrasting 
  sobbing and hysterical laughter, she 
  explains how she came to be. She asks 
  the party to track down Lilu 
  Soresprocket and put an end to her 
  experiments, as well as the rest of the 
  Council of Agonies.  
  ● A Bounty Hunter. The Seventh may be 
  required by the Cult to take a bounty to 
  fill the Cult’s coffers. She may enlist the 
  aid of a passing band of adventurers if 
  the target is particularly difficult. She 
  may, however, turn on them at the first 
  sign of empathy or attempt to heal the 
  target. Or, a party member may end up 
  with a bounty that The Seventh decides 
  to take. 
  ● A Villain. If the party discovers Cult 
  activities or kills one of the other 
  Council members, they may find 
  themselves being tracked relentlessly 
  by The Seventh. She may take a party 
  member hostage for posturing. She may 
  also lure them to the Cult lair and 
  present them as new experiments for 
  the Overseer. 
   
  Long Term Motives 
  The Seventh, while attuned to her weapon, has 
  no long-term goals but furthering the will of the 
  Goddess Loviatar and her Cult. 
  While disarmed and at least 5 feet away from 
  her weapon, The Seventh’s mind snaps and 
  possesses only the will for vengeance against 
  the Cult and Overseer Soresprocket that turned 
  her into this monstrosity. 
  Flaws 
  The Seventh is a ruthless killing machine, unless 
  she is separated from his weapon. Without the 
  mind calming and altering effects of Fervor, she 
  recalls the anguish by which she was turned 
  into this abomination and turns her calculating 
  will to the destruction of the Cult, especially the 
  Overseer and the other six of the Council. 
   
  Once every 3 days, the steam furnace that 
  replaced her heart must be replenished. While 
  any water will do, opening the steel doors of 
  her chest compartment leaves her vulnerable. 
   
  The potion-injecting system under her helmet 
  must be replenished every month, or her brain 
  succumbs to the heat of the furnace. A massive 
  strike to the head may shatter one or two 
  bottles, causing confusion and temporary 
  blindness. Removing the helmet and the 
  machinery results in immediate death of The 
  Seventh. 
  
   
   
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  Fervor 
  Weapon (two-handed whip), very rare (requires 
  attunement), reach (10 feet) 
   
  A whip made of an enchanted steel chain and two 
  blades on either end. The chain signifies servitude, 
  the whip is a symbol of Loviatar, and the 
  asymmetrical blades are made to leave unique 
  wounds that rip open further and cause intense pain 
  when the blade is removed. 
   
  You gain a +1 to attack and damage rolls made with 
  this magic weapon.  
   
  This weapon does increased damage (2d4) per hit, 
  but does not use the finesse property. 
   
  As a bonus action, you may swing Fervor around and 
  perform a second attack with the other blade. 
   
  While attuned, Fervor generates a constant calm 
  emotions spell that only affects the wielder, which 
  grants the wielder advantage on all charmed and 
  frightened saving throws. 
   
  At dawn daily, the wielder must make a DC 15 
  Wisdom saving throw. On a failure, Fervor erases all 
  memories of anything the wielder did that brought 
  them joy on the previous day. This provides an 
  additional +1 to attack and damage rolls for the day 
  (max +2) but gives disadvantage on all Charisma 
  checks.  
   
   
  Potion Injector 
  This complicated clockwork device injects potions 
  directly into The Seventh’s brain. It could conceivably 
  be used by a living humanoid but would cause a 
  massive amount of pain when equipped and cause 
  instant death on its removal. 
   
  If taken off The Seventh’s head intact, the device 
  contains the following potions: 
   
  Potion of Greater Healing (5) 
  Potion of Fire Giant Strength (3) 
  Potion of Vitality (3) 
  Oil of Etherealness (1) 
  The Seventh 
  Medium construct (undead), lawful evil 
  Armor Class 17 (splint mail) 
  Hit Points 156 (24d8 + 48) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  12 (+1) 14 (+2) 
  14 (+2) 10 (+0) 10 (+0) 
  Saving Throws Str +8, Con +5 
  Damage Immunities poison; piercing, and slashing from 
  nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned 
  Skills Athletics +8, Intimidation +3, Insight +3, Survival +3 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages Common 
  Challenge 8 (3,900 XP) 
   
  Psychic Aversion - If The Seventh takes psychic damage, 
  she has disadvantage on attack rolls and ability checks 
  until the end of her next turn. 
   
  Magic Resistance - The Seventh has advantage on all 
  saving throws against spells and other magical effects. 
   
  Pained Fury. The Seventh can cause an additional 9 (1d6 + 
  5) necrotic damage with her first attack each turn. 
  Actions 
  Multiattack. The Seventh makes three attacks with her 
  whip. 
  Fervor (Whip +1). Melee Weapon Attack: +7 to hit, reach 
  10 ft., one target. Hit: 12 (2d4 + 7) piercing damage 
  Rip & Tear. The Seventh makes a melee weapon attack 
  against a target within range. On a success, the target 
  takes regular weapon damage and becomes wounded. The 
  target takes 1d4 necrotic damage at the beginning of each 
  of their turns for each wound they’ve sustained. This 
  damage can only be regained through a short or long rest, 
  rather than by magic, or any other means. The target can 
  use an Action to make a DC 16 Constitution saving throw. 
  On a success, all wound effects end. Alternatively, the 
  creature or an ally within 5 feet can use an action to make 
  a DC16 Wisdom (Medicine) check, ending the effect of 
  wounds on a success. 
  Potion Injector. The Seventh can use a bonus action to 
  activate her potion injector. One of the following effects 
  may be chosen: 
  • 
  Heal self for 20 hit points (3/day) 
  • 
  Increase strength for an hour to 25, increasing 
  STR modifier to +7. Fervor changes to +9 to hit. 
  Hit 14 (2d4 + 9) piercing damage.  (1/day) 
  • 
  Grant self effects of the etherealness spell 
  (1/day)
  
   
   
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  Sir Wallace Van Hyden 
  By: Keer Ruiz 
  Art provided by Wizards of the Coast 
   
  Sir Wallace Van Hyden is a former paladin 
  who fell victim to the twisted taste of fate. He 
  wanders the earth, roaming, bearing with 
  himself and his memories.  
  Background 
  Sir Wallace Van Hyden was a well-known knight. 
  He always led an honorable life, spreading his 
  values everywhere he went. He was a paladin 
  and behaved as such. Good deeds and prayers 
  were his creed, helping others his daily task.  
   
  He wore his hair down, long black waves shining 
  on the back of his silver-gray armor. Although 
  he was not very bulky or hefty, he was as good 
  a match as any well-skilled fighter. He spent 
  some time all mornings praying and thanking 
  his god for his life, his order, his wife, and his 
  two children.  
   
  His brother, another knight of his order, was Sir 
  Brandon Van Hyden. Both knights were an 
  example of their order, and the brothers led an 
  honorable life, spreading their values 
  everywhere they went.  
   
  Sir Wallace was married to Johanne, a fair and 
  devoted woman. They raised two beautiful 
  boys, and together, held a peaceful, quiet life. 
  One of the best feelings in Sir Wallace’s life was 
  coming back home from a mission (he went 
  away often because his magical and healing 
  abilities were needed some place else). Lance 
  and Bertrand, 6 and 8 years old respectively, 
  ran to his arms screaming of joy. The proud 
  paladin could not help but to shed a tear every 
  single time this happened.  
   
  One day, Sir Wallace was sent away on a 
  mission. He had to leave the country for a 
  couple of months to help a neighbor country 
  that was at war. He was caught in the midst of 
  the conflict and was captured. There was little 
  he could do to escape, so he had to wait for his 
  order to help him, if ever. Weeks and months 
  went by, until the day his order gave him up for 
  dead. He spent a year as a captive of war, 
  eating barely enough to stay alive. The only 
  reason he kept on was his family. He hoped to 
  see his children once again, kiss his wife, he 
  knew his god would never forsake him.   
   
  But fate gave Sir Wallace one of its bitterest 
  servings. The settlement where he was held 
  was recovered; he could at last go home. Little 
  did Sir Wallace know what waited for him. He 
  returned to his house only to find Johanne 
  pregnant with a child who could not be his, and 
  when confronted about the father, her silence 
  was broken by his brother’s arrival.   
   
  Sir Wallace could not handle this. Was his god 
  mocking him? Was this some kind of 
  
   
   
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  punishment? His family was the only thing he 
  endured his captivity for. He felt betrayed, 
  deceived, forsaken by his god. He could not 
  handle the sight of his wife being with his own 
  blood; in a rush of rage and fury, he killed his 
  wife and family before they could explain. He 
  was branded a murderer, he resisted his arrest, 
  and fled the town.  
   
  He could not go anywhere. After weeks of 
  roaming with no place to stay, he realized he 
  had been weak and failed his faith. He felt 
  tainted, and repentance filled his heart. He 
  stopped eating and he could not get any sleep.  
   
  He arrived at the conclusion that he did not 
  have any right to be alive. He hated himself and 
  his god for the horrible fate they brought upon 
  him. Before he could do any attunement for his 
  wicked and heinous actions, he chose a darker 
  path. He drove himself to a cliff and having a 
  last look at the sky, he threw himself into 
  oblivion and ended his own life.  
   
  As a paladin, he had already forgone his rights 
  when he murdered his family, but committing 
  suicide, he went beyond the boundaries of 
  faith. His heart and soul drifted to their darkest 
  side and his body arose as a blasphemy of what 
  it once was. He was punished with eternal life, 
  and an ever-lasting conscience. He now suffers 
  every day as a permanent witness of his crimes, 
  knowing he will never find rest.  
   
  Now his order hunts him. They do not tolerate 
  the fact that one of their own opted for a 
  darker path. Sir Wallace finds himself in a moral 
  dilemma. His will to revendicate himself 
  prevents him from harming his former order, 
  but he cannot let them stop him from finding 
  redemption.  
   
   
   
   
   
   
  Current Motives 
  Sir Wallace’s motivation right now is to find a 
  quest worthy of his god to clean his name so he 
  can be put out of his misery. He has tried 
  several times to end his life, only to find himself 
  conscient and unliving once again.  
   
  Sir Wallace Van Hyden can be used as an NPC as 
  follows: 
   
  ● A Sinner. Sir Wallace knows what he 
  has done. He knows he is responsible 
  for his actions and although he is 
  looking for atonement, he accepts his 
  fate like the knight he was in life.  
  ● A Possible Ally. He considers possible 
  alliances with adventurers that could 
  help him atone. He is looking forward to 
  atoning and finding peace in dying once 
  and for all.  
  ● Pursuer of Good. Even though he knows 
  his deeds were evil, he wants to repent 
  and make up for everything he did.  
  ● An Able Fighter. Sir Wallace is a very 
  skilled fighter and will fight fearlessly if 
  his mission to atone and repent is 
  threatened.  
    
  Long Term Motives 
  Sir Wallace is looking for a real challenge. He 
  wants an exploit so grand and so good that it is 
  enough for his god to forgive him and let him 
  find peace.  
  Flaws 
  Sir Wallace is wary of all people. He does not 
  trust anyone. It is hard to become close with 
  him and gain his trust. He is suspicious of new-
  made friends due to his paranoia of betrayal.  
   
   
   
   
  
   
   
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  Sir Wallace Van Hyden 
  Medium undead, chaotic neutral 
   
  Armor Class 18 (plate) 
  Hit Points 95 (10d8 + 50) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4) 
  Saving Throws Dex +3, Wis +6, Cha +7 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  poisoned 
  Senses darkvision 120 ft., passive Perception 13 
  Languages Abyssal, Common 
  Challenge 10 (5,900 XP) 
   
  Magic Resistance. Sir Wallace has advantage on 
  saving throws against spells and other magical 
  effects.  
   
  Innate Spellcasting. Sir Wallace’s spellcasting ability 
  is Charisma (spell save DC 15, +7 to hit with spell 
  attacks). Sir Wallace can innately cast the following 
  spells, requiring no material components: 
   
  1st level (4 slots): command, compelled duel, searing 
  smite 
  2nd level (3 slots): hold person, magic weapon 
  3rd level (3 slots): dispel magic, elemental weapon 
   
  Actions 
  Multiattack. The death knight makes two longsword 
  attacks.  
   
  Longsword (Sword of Repentance).  Melee Weapon 
  Attack: +9 to hit, reach 5ft., one target. Hit: 9 (1d8 + 
  5) slashing damage plus 4 (1d8) necrotic damage, or 
  10 (1d10 + 5) slashing damage plus 4 (1d8) necrotic 
  damage if used with two hands,  
   
  Reactions 
  Parry. Sir Wallace adds 3 to his AC against one melee 
  attack that would hit it. To do so, he must see the 
  attacker and be wielding a melee weapon. 
   
   
   
   
   
   
   
   
  Sword of Repentance 
  Weapon (Longsword), rare 
   
  The blade of this magical longsword is engraved with 
  holy runes. 
   
  The longsword grants a +1 bonus to attack and 
  damage rolls. In addition, on a successful hit against 
  any non-good aligned creature, the sword deals an 
  additional 1d8 necrotic damage. 
   
  On a successful hit against a good aligned creature, 
  the sword deals no additional necrotic damage. 
  Instead, the runes light up and the sword deals 4 
  (1d8) radiant damage to its wielder. 
   
  The runes on sword can be deciphered with a 
  successful DC 15 Wisdom (Religion) check. On a 
  success, they decipher as the good have no need to 
  repent. 
   
   
  
   
   
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  Stagmomantis 
  By: Sven Truckenbrodt 
  Artist: Jacob Blackmon 
   
  A patient and remorseless hunter, 
  Stagmomantis is called upon when the Nine 
  Hells want someone found and eliminated – 
  quietly. 
   
  Background 
  Stagmomantis was once a mortal creature, a 
  giant mantis stalking the jungles of Chult. Her 
  existence was satisfying, but not exciting. 
  Stagmomantis often followed the lithe panthers 
  with its facet eyes on her hunt – just out of 
  reach – and contemplated how life would be, 
  roaming like they did. So often Stagmomantis 
  longed for prey just out of reach… 
   
  One day, the strangest creature wandered by: 
  red, walking on two legs, horned, and looking 
  down at a collection of dead leaves in its hands. 
  Stagmomantis very much hoped that it would 
  come close… just a bit closer… a bit more… a 
  final stretch… and – strike! The creature did not, 
  however, die immediately – it fought back! 
  Stagmomantis had never felt anything like the 
  rush of that struggle. The thrill soon turned into 
  another unfamiliar emotion, however – despair.  
   
  This tiny thing – it was too powerful! Whatever 
  it was, it wielded powers beyond 
  Stagmomantis’s comprehension. As 
  Stagmomantis lay below it, broken beyond 
  regeneration, its last thoughts were dreams of 
  the lithe panther, roaming far and wide… and 
  then, suddenly, a new light! 
   
  Stagmomantis awoke in a new body, warped by 
  infernal magic – molded from its past form, into 
  the perfect killer. The tiefling warlock 
  Am’mandak who slew Stagmomantis barely 
  survived the encounter and was intrigued by 
  her skill. Her patience and single-minded 
  dedication reminded her of her patron – the 
  Archdevil Dispater. She presented 
  Stagmomantis, and Dispater was pleased – he 
  took this creature into its service by re-
  incarnating it as a new form of devil 
   
  Dispater also gave Stagmomantis her new name 
  and gifted her a sword to wield in his name. 
  This sword, Mandible, would allow her to walk 
  where she never could before – and explore the 
  world like the lithe panther. She has since 
  eagerly taken to this opportunity… 
   
  Current Motives 
  Stagmomantis is a born hunter – and a patient 
  one. The hunt, more than the actual kill, is 
  where she derives pleasure from. She takes any 
  opportunity to stalk an unsuspecting prey when 
  she is not on a mission – for the sheer thrill of it. 
   
  The Hand can be used as an NPC as follows: 
   
  ● A Stalker. Stagmomantis enjoys the 
  hunt even more than the kill and takes 
  
   
   
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  every opportunity to practice her skill 
  while without contract – which might 
  be many weeks. The adventurers might 
  find themselves the mark of 
  Stagmomantis. How long will the stalk 
  go unnoticed? Stagmomantis might be 
  unhappy about being noticed, but she 
  might also be intrigued by the 
  adventurers’ acumen. 
  ● A Hunter. If the adventurers attract the 
  attention of an antagonist in the Nine 
  Hells, or someone sufficiently desperate 
  to enter into a contract with a devil, 
  they may well find themselves the next 
  prey of Stagmomantis. As much as she 
  enjoys the hunt – this is about the kill. 
  ● A Contractor. The adventurers 
  themselves might attempt to contract 
  an assassin, tracker, or hunter for her 
  own purposes. If they enquire with the 
  right (or wrong?) people, they might be 
  pointed, cryptically, to Stagmomantis. 
  Stagmomantis doesn’t shun contracts 
  with mortals – but, as with all devils, 
  her service comes at a price… 
  ● A Trap. An unlucky adventurer may 
  mistake the silent beauty watching 
  them from the corner of a tavern for an 
  easy hook-up without consequences. 
   
  Tactics 
  Stagmomantis is an ambush predator. She 
  typically tries to place herself in the path of her 
  prey, where she remains motionless until the 
  prey is in reach – and deliver a devastating 
  strike once it is! Stagmomantis is supremely 
  patient, stalking a mark for weeks or even 
  months to wait for the prime opportunity to 
  engage. Stagmomantis’s goal is to kill with the 
  first strike. 
   
   
   
   
  Long Term Motives 
  Unlike most devils, Stagmomantis cares little 
  about advancing in the hierarchy of the Nine 
  Hells. She has developed a strange interest in 
  the society of the weird mortal humanoid 
  beings she is often sent to kill, and explores 
  their alien concepts of companionship. 
   
  Flaws 
  Once the hunt has started, Stagmomantis must 
  carry it through to its conclusion. Stagmomantis 
  single-mindedly stalks the same prey for weeks 
  or months. This is the source of her perfection, 
  but it also distracts them from anything else. 
   
  As carefully as Stagmomantis may lay an 
  ambush, her plans do not usually extend 
  beyond the initial strike. Once she has one of 
  her marks in her claws, she slides into the 
  single-minded frenzy of an ambush hunter 
  starving for the kill. She does not split her 
  efforts, or make a tactical retreat, or leave off 
  an unconscious or incapacitated target. If 
  anything, this is a trigger for Stagmomantis to 
  strike harder, until the kill is achieved. 
   
  Stagmomantis has had little to no success in her 
  romantic endeavors among the mortal 
  humanoids. Their ways of courtship are just too 
  alien. Stagmomantis may be able to make 
  herself look like them, using Mandible, but she 
  has not learned to mimic their behavior. Should 
  any opportunity present itself to engage in 
  romance, Stagmomantis takes it – struggling 
  against the black widow-like behavior patterns 
  of her past life as a giant mantis… 
   
   
  
   
   
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  Mandible  
  Weapon (greatsword), very rare (requires 
  attunement) 
   
  A fine but simple greatsword running to a sharp tip. 
   
  You gain a +2 to attack and damage rolls made with 
  this magic weapon.  
   
  The greatsword has 6 charges. While attuned to it, 
  you may use an action to expend one or more of its 
  charges to:  
   
  ● Cast alter self on yourself (2 charges). When cast 
  in this way, you can only use the Change 
  Appearance option of the spell. 
  ● Cast pass without trace (1 charge). 
   
  Mandible regains 1d4 + 2 expended charges daily at 
  dusk. If you expend the last charge, roll a d20. On a 
  1, Mandible gives of a high-pitched whine, folds in 
  on itself, and is destroyed. 
  Stagmomantis 
  Medium fiend (devil), lawful evil 
  Armor Class 18 (natural armor) 
  Hit Points 135 (18d8 + 54) 
  Speed 40 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  18 (+4) 16 (+3) 
  14 (+2) 16 (+3) 12 (+1) 
  Saving Throws Str +8, Con +7, Wis +7 
  Skills Athletics +8, Perception +11, Stealth +12, Survival +7 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 21 
  Languages Infernal, telepathy 120 ft. 
  Challenge 11 (7,200 XP) 
  Devil's Sight. Magical darkness doesn't impede the devil's 
  darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Mantis Agility. Stagmomantis’s reflexes and agility allow 
  them to move with a burst of speed. When she moves on 
  her turn in combat, she can double her speed until the end 
  of the turn. Once she uses this trait, she can't use it again 
  until she moves 0 feet on one of her turns. 
  Ambush Predator. During its first turn, Stagmomantis has 
  advantage on attack rolls against any creature that hasn't 
  taken a turn. Any hit Stagmomantis scores against a 
  surprised creature is a critical hit. 
  Actions 
  Multiattack. The mantis devil makes three attacks, one 
  with its poison tongue, one with its raptorial arms, and 
  one with Mandible (greatsword +2). 
  Poison Tongue. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 8 (1d8 + 4) piercing damage, plus 17 
  (5d6) poison damage, and the target has to succeed on a 
  DC 14 Constitution saving throw or become 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. 
  Raptorial Arms. Melee Weapon Attack: +8 to hit, reach 10 
  ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the 
  target is medium or smaller, it is grappled (escape DC 14) 
  and immediately pulled 5 ft. towards the mantis devil. In 
  addition, at the start of each of the target’s turns, the 
  target takes 13 (2d8 + 4) piercing damage. Until the 
  grapple ends, the mantis devil can’t use its raptorial arms 
  on another target. 
  Mandible (greatsword +2). Melee Weapon Attack: +10 to 
  hit, range 5 ft., one target. Hit: 12 (2d6 + 6) slashing 
  damage.
  
   
   
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  Ulgro the Whisperer 
  By: Seth J. Albano 
  Art provided by Wizards of the Coast 
   
  A mummified ogre warlord whose role in the 
  folklore of an old farming village keeps him 
  preserved as much as the taint of undeath. 
  Background 
  Generations ago, a remarkably intelligent ogre 
  named Ulgro the Reckoner united a dozen 
  tribes of his own people alongside an 
  uncountable mass of goblins. On their way to 
  raze the castle of a nearby duke, the marauding 
  warlord’s forces reduced each structure in their 
  path to fuel and each inhabitant to meat. When 
  one last village remained to feed his troops with 
  before reaching the duke, Ulgro decided he had 
  found the perfect place to set up camp and 
  prepare siege engines for the final push. 
   
  Once he breached the walls of the village, 
  however, Ulgro met with the greatest surprise 
  of his life; an organized resistance of common 
  farmers who, by some miracle, managed to fill 
  the ogre’s heart and belly with spears. Left 
  suddenly leaderless, the amassed army first 
  turned on itself, then retreated when the 
  duke’s knights finally arrived. In celebration of 
  their unlikely victory, the commoners 
  mummified Ulgro and entombed him in their 
  local barrow, hoping to preserve the heroic 
  story for future generations. 
   
  No one alive today remembers when it first 
  happened, but years later it was discovered 
  that, if one whispers to Ulgro in his tomb, the 
  long-dead ogre may whisper back. In fact, it has 
  been said that Ulgro the Whisperer can answer 
  almost any question posed to him. The only 
  tradeoff is that Ulgro’s answers tend to be 
  tinged with malice, and for harder questions he 
  demands a sip of blood. The questioner’s own 
  blood will do, but the blood of another is even 
  better. As such, only the very desperate seek 
  out Ulgro’s advice, and local myths are rife with 
  cautionary tales of his advice turning in on 
  itself. 
   
  But the most depraved folk, so say the darkest 
  legends, can go to Ulgro’s tomb for more than 
  just advice. By slitting a sentient being’s throat 
  and emptying its blood into Ulgro’s mouth, the 
  stories claim that the warlord can be enticed to 
  awaken for one night to perform an evil deed. 
  Most often, this deed entails mass murder.  
   
  Current Motives 
  The stories are only partially true. Ulgro does 
  whisper advice to those who come to him, and 
  he enjoys doing so if only to keep his undying 
  mind stimulated. But the blood he demands 
  doesn’t satisfy the requirements of some dark 
  ritual, it’s just tasty. Ulgro can awaken at any 
  time, he simply chooses not to because it 
  pleases him to manipulate the descendants of 
  his killers. In his tomb alone, he can remain 
  ever-preserved, caught in a unique limbo 
  between monster, mistake, and historical 
  monument. 
   
  
   
   
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  Ulgro the Whisperer can be used as an NPC as 
  follows: 
   
  ● A Patron or Mentor. Ulgro’s undeath is 
  a result of necrotic energy from the 
  Shadowfell pooling inside the village’s 
  barrow. He is powerful enough to serve 
  as a patron for a hexblade warlock, and 
  with his vast knowledge he could also 
  serve as a mentor for a shadow sorcerer 
  or necromancer wizard. He can also hire 
  adventuring parties to undertake quests 
  on his behalf, paying them with buried 
  treasure from his exploits as a warlord 
  which he can point them towards. 
  ● A Nemesis. Ulgro could be the 
  mastermind behind any number of 
  sinister plots, depending on who he 
  whispers to. Characters from the village 
  may have lost friends or family 
  members to one of Ulgro’s rampages 
  and seek to end his reign of terror once 
  and for all. Characters with a religious 
  duty to destroy the undead might be 
  dispatched to destroy Ulgro and purify 
  the barrow’s necrotic taint.  
  ● A Manipulator. Ulgro is willing to give 
  advice to nearly anyone. He may be 
  bitter and maniacal, but his keen 
  intelligence and insight ensures that his 
  advice usually has a certain logic to it. 
  On occasion, it may not even be 
  malicious. After all, trust is the most 
  valuable currency in Ulgro’s schemes. 
   
  Long Term Motives 
  Despite his considerable strength, Ulgro is quite 
  happy with his place in the barrow. Although 
  many years can pass before anybody whispers 
  to him, he knows it’s always just a matter of 
  time. Periods of inactivity are of little 
  consequence to him as he carefully steers 
  angst-ridden teenagers into becoming 
  discontented adults with nothing to lose over 
  the course of decades. 
  Insightful characters may notice that villagers 
  are inclined to speak of Ulgro the Whisperer 
  with a hint of pride in their voice, even when 
  they’re trying to sound frightened. While they 
  don’t exactly relish the company of an ogre 
  mummy in their midst, the old warlord has 
  become such a favorite villain in their fireside 
  stories that most villagers would find 
  themselves befuddled to learn he had been 
  destroyed. If one or more outsiders were 
  among those responsible for destroying Ulgro, 
  the reaction would be a lot worse, and may 
  even result in violence. 
   
  All of this is by design on Ulgro’s part. His 
  vengeful heart no doubt takes pride in all of the 
  souls he’s corrupted and all of the murders he’s 
  either inspired or participated in since his 
  humiliating death generations ago. But Ulgro 
  takes far more pride in the strange affection the 
  village seems to have for him, which in his mind 
  offers him protection and tools he wouldn’t be 
  able to find anywhere else. Indeed, the village’s 
  cherished folktales and the lengths the villagers 
  will go to protect them grant Ulgro the 
  Whisperer the ultimate contingency to back up 
  his many conspiracies. 
  Flaws 
  Although he’s arrogant to a fault and driven by 
  ultimately petty concerns, Ulgro’s genius 
  combined with his unending patience make 
  these difficult qualities to exploit. Even so, Ulgro 
  still has one weakness that, if leveraged against 
  him properly, could destroy him without a fight. 
  Unbeknownst to the mummy, his undead soul is 
  bound to the village that created him. Should 
  he ever travel beyond the village’s boundaries, 
  he would crumble to dust forever. 
   
   
  
   
   
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  Ulgro the Whisperer 
  Large undead, neutral evil 
  Armor Class 11 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 8 (-1) 16 (+3) 18 (+4) 11 (+0) 15 (+2) 
  Saving Throws Wis +5 
  Skills Arcana +9, Deception +7, History +9, 
  Intimidation +7, Religion +9 
  Vulnerabilities Fire 
  Damage Resistance bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Giant, Goblin 
  Challenge 14 (11,500 XP) 
   
  Barrowbound. Ulgro is sustained by energy from the 
  Shadowfell leaking into the village’s barrow, and that 
  energy also tethers him to this location. Should Ulgro 
  travel more than 1 mile beyond the barrow where 
  he was entombed, he instantly turns to dust and is 
  destroyed. Conversely, if Ulgro is ever reduced to 0 
  hit points by damage other than 20 or more points 
  of radiant damage while within 1 mile of the barrow, 
  he turns to dust only reform back in his tomb at 
  midnight 1d10 weeks later. 
   
  Innate Spellcasting. Ulgro’s innate spellcasting 
  ability is Intelligence (spell save DC 18, spell attack 
  +10). Ulgro can innately cast the following spells, 
  requiring no components: 
   
  3/day each: bane, ray of sickness, ray of 
  enfeeblement, animate dead, create undead 
  Actions 
  Multiattack. Ulgro uses his Dreadful Glare and 
  makes two attacks with his hammer of rot. 
   
  Hammer of Rot. Melee Weapon Attack: +11 to hit, 
  reach 10 ft., one target. Hit: 17 (2d10 + 6) 
  bludgeoning damage, plus 10 (3d6) necrotic damage. 
   
  Dreadful Glare. Ulgro the Whisperer targets one 
  creature he can see within 60 ft. of him. If the target 
  can see Ulgro, it must succeed on a DC 15 Wisdom 
  saving throw or become frightened until the end of 
  Ulgro’s next turn. If the target fails this saving throw 
  by 5 or more, it is also paralyzed for the same 
  duration. A target that passes its saving throw is 
  immune to the Dreadful Glare of all mummies (but 
  not Mummy Lords) for the next 24 hours. 
   
  Legendary Actions 
  Ulgro the Whisperer 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. Ulgro 
  regains spent legendary actions at the start of his 
  turn. 
   
  Attack. Ulgro attacks once with his hammer of rot. 
   
  Dreadful Glare. Ulgro uses his Dreadful Glare action 
  on an eligible target. 
   
  Spellcasting. Ulgro casts one of the spells listed in 
  his Innate Spellcasting trait. 
   
  Hammer of Rot 
  Weapon (warhammer), very rare (requires 
  attunement) 
   
  A horrific hammer Ulgro the Whisperer constructed 
  using his own bones. 
   
  You gain a +1 to attack and damage rolls made with 
  this magic weapon. When you hit with this weapon, 
  it deals an extra 1d6 necrotic damage to the target. 
  If wielded by a mummy, it deals an extra 3d6 
  necrotic damage instead. 
   
   
  
   
   
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  Ul’rodden Dreamslayer 
  By: Alan Tucker 
  Art provided by Wizards of the Coast 
   
  Once a renowned drow tracker and bounty 
  hunter, Ul’rodden now plies his trade beyond 
  the realms of men and beasts. 
  Background 
  Ul’rodden Kenthriss was a name uttered with 
  either deep respect or desperate fear by those 
  in the drow community and beyond. His ability 
  to track and apprehend his quarry had no peer. 
  He brought countless fugitives to justice, and 
  hunted an equal number of those who simply 
  crossed paths with someone possessing more 
  gold and power than themselves. Ul’rodden 
  never passed judgement nor offered mercy. He 
  simply took a job and completed it—no 
  questions asked.  
   
  Despite his reputation—or perhaps because of 
  it—Ul’rodden ultimately made an enemy he 
  couldn’t defeat: the archdevil, Hutijin (MToF, p 
  174). To continue his existence, Ul’rodden 
  struck a deal with Hutijin, because the tracker 
  cared for nothing in life besides the hunt. He 
  now serves as Hutijin’s personal seeker—finder 
  of the unfindable. Forsaking his given surname, 
  Ul’roddin has taken the moniker of 
  Dreamslayer.  
   
  His soul forfeit, Ul’rodden’s physical body 
  transitioned to a state of undeath. He most 
  closely resembles a zombie, but with speed and 
  quickness no zombie has ever possessed. His 
  armor, a boon from his master, Hutijin, was 
  crafted from the hide of a barlgura and grants 
  him a few special abilities. An extra-large hell 
  hound (stats below) named Wrath is 
  Ul’rodden’s constant companion. 
   
  Ul’rodden’s seemingly simple lair has the ability 
  to manifest in planes other than the Prime 
  Material, though that is where it was originally 
  based. 
   
  Few know of Hutijin’s master hunter. Fewer still 
  have the means to contact or hire him. 
  Ul’rodden has no need or desire for gold or 
  other material goods. Information is his 
  preferred currency and those who would 
  contract his services better have something he 
  wants. 
   
  Woe be to any who gain Ul’rodden’s, or his 
  master’s, attention. There is nowhere to run or 
  hide where the Dreamslayer will not find you.  
   
  Current Motives 
  Ul’rodden Dreamslayer has only one motive: to 
  hunt. His entire existence revolves around his 
  current target. During the infrequent periods 
  when he has no mark to pursue, he is lost and 
  without purpose. During his life, when these 
  times of inactivity came, he made attempts to 
  interact with society and play at fitting in. 
  Ul’rodden no longer feels pressure to be a part 
  
   
   
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  of the world of drow and men. When he is 
  jobless, he sits in his lair, unmoving, until a 
  quest comes to him—either from his master, or 
  an outside source. 
   
  Ul’rodden can be used as an NPC as follows: 
   
  ● A Source of Information. Ul’rodden has 
  traveled the world and the planes in 
  search of countless marks. Because of 
  this, his mind has become a repository 
  of esoteric facts about any number of 
  people, places, or things. 
  ● A Hired Hand. Few have anything he 
  wants, but if your party has information 
  of a unique nature, Ul’rodden may be 
  engaged to hunt for them. 
  ● A Villain. Pick a character to be a target 
  for the Dreamslayer. Perhaps a 
  powerful enemy from their past has 
  hired Ul’rodden, or they have gained 
  the ire of a notable devil who wishes 
  them captured or eliminated in a quiet 
  way.  
   
   
  Long Term Motives 
  Ul’rodden exists to hunt. There is nothing else 
  of interest to him. The only time he feels alive is 
  when he is in pursuit of a mark.  
  Flaws 
  His unwavering obsession was considered a 
  flaw in life, but his current situation makes it 
  preferable. He is somewhat reluctant to 
  extinguish anything he feels he might be able to 
  exploit as an asset in the future. 
   
   
   
   
   
   
  Armor of the Barlgura 
  leather armor, legendary (requires attunement) 
   
  This armor glistens a midnight blue in the light and is 
  trimmed with tufts of red fur. It was created by the 
  archdevil Hutijin as a gift for Ul’rodden Dreamslayer. 
   
  This armor gives you +2 to your AC and saving throws 
  as well as granting a number of spellcasting abilities, 
  requiring no spellcasting components. The spell save 
  DC is 13 for these abilities. Twice per day you can cast 
  disguise self and invisibility (self only), and once per 
  day you can cast entangle and phantasmal force. 
   
  You also gain the ability to leap like the demon whose 
  skin formed the basis of this armor. Your long jump is 
  40 feet and your high jump is 20 when you have a 
  running start. 
   
   
  
   
   
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  Ul’rodden Dreamslayer 
  Medium undead, lawful evil 
  Armor Class 19 (leather) 
  Hit Points 187 (22d8 + 88) 
  Speed 40 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 22 (+6) 19 (+4) 14 (+2) 17 (+3) 5 (-3) 
  Saving Throws Dex +11, Int +7 
  Skills Acrobatics +11, Investigation +7, Perception 
  +13, Stealth +16, Survival +13 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 120 ft., passive Perception 23 
  Languages Common, Undercommon, Infernal 
  Challenge 13 (10,000 XP) 
   
  Undead Fortitude. If damage reduces Ul’rodden to 0 
  hit points, he must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  Ul’rodden drops to 1 hit point instead.  
   
  Evasion. When Ul’rodden is subjected to an effect 
  that allows him to make a dexterity saving throw to 
  take only half damage, he instead takes no damage 
  on a success and half damage on a failure.  
   
  Sneak Attack. Once per turn, Ul’rodden deals an 
  extra 17 (5d6) when he hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally that isn’t 
  incapacitated and Ul’rodden doesn’t have 
  disadvantage on the attack roll.  
   
  Undead Nature. Ul’rodden doesn’t require air, food, 
  drink, or sleep. 
  Actions 
  Multiattack. Ul’rodden makes four attacks with his 
  bow or longsword. 
   
  Longbow. Ranged Weapon Attack: +12 to hit, range 
  5 ft., one creature. Hit:11 (1d8 + 7) piercing damage.  
   
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one creature. Hit:7 (1d8 + 3) slashing damage.  
   
   
   
   
  Wrath (Hell Hound) 
  Large fiend, lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 102 (12d10 + 36) 
  Speed 30 ft. 
   STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 12 (+1) 17 (+3) 8 (-1) 14 (+2) 6 (-2) 
  Skills Perception +6 
  Damage Immunities Fire 
  Senses Darkvision 60 ft., passive Perception 16 
  Languages Infernal (understands but can’t speak) 
  Challenge 4 (1,100 XP) 
   
  Keen Hearing and Smell. Wrath has advantage on 
  Wisdom (Perception) checks that rely on hearing 
  or smell.  
   
  Pack Tactics. Wrath has advantage on an attack roll 
  against a creature if at least one of his allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
   
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit:9 (1d10 + 4) piercing damage plus 10 
  (3d6) fire damage. 
   
  Fire Breath (Recharge 5-6). Wrath exhales fire in a 
  15-foot cone. Each creature in that area must make 
  a DC 13 Dexterity saving throw, taking 28 (8d6) fire 
  damage on a failed save, or half as much on a 
  successful one. 
   
   
  
   
   
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  Ul’rodden Dreamslayer’s 
  Lair 
  By Alan Tucker 
  Map: Dyson Logos 
   
  Background 
  Ul’rodden Dreamslayer was one of the most 
  accomplished bounty hunters in drow history, 
  yet one day, he met his match in an archdevil 
  named Hutijin. Now, Ul’rodden hunts for Hutijin 
  and his modest lair has become a means of 
  travel between the planes. 
  Approaching the Lair 
  As the party approaches the lair, read or 
  summarize:  
  An inviting, grassy knoll rises before you. A 
  single vibrant tree sits atop it, its leaves 
  rustling in the slight breeze that tickles your 
  cheeks. Beneath the tree, a dark opening 
  beckons, but an imagined whisper of warning 
  gives you pause for a moment. 
   
  A series of steps, rough-hewn from earth and 
  stone lead down about 10 feet into a lightless 
  tunnel. 
  General Features 
   Terrain. Stone, dirt, and loose gravel. 
   Weather. Cool inside, like a cellar or cave. 
   Light. None unless otherwise noted. 
   Smells and Sounds. Small amounts of fine dust 
  and a cool humidity fill the air. Running water can be 
  heard throughout the space. 
  Area 1 
  As the party enters Area 1, read or summarize: 
  About 20 feet in the tunnel splits into two 
  branches. The left appears similar in size to 
  what you’ve been traversing. The right opens 
  up more, but you hear running water coming 
  from both directions. 
  Area 2 
  As the party enters Area 2, read or summarize: 
  The short passage opens into a natural 
  chamber approximately 20 feet wide by 30 
  feet long. To the east, the floor rises a few 
  feet, creating a curved shelf about 5 feet 
  wide and running the length of the room. It 
  rises again before dropping off into the 
  source of the sounds that have grown 
  steadily louder since you entered this small 
  cave system.  
  Don’t Pay the Ferryman 
  The water moving through Ul’rodden’s lair is 
  actually a small tributary to the River Styx. Any 
  creature who touches or drinks from the water 
  must succeed on a DC 19 Wisdom saving throw 
  or become stunned. This effect lasts until a 
  lesser restoration, or similar spell, is cast on the 
  creature. A success means no effect, but a 
  creature must repeat the saving throw each 
  time they touch or drink the water, or every 
  minute they stay in contact with it (e.g. 
  swimming). 
  Prolonged exposure to the waters of the River 
  Styx causes permanent memory loss and even 
  total loss of all mental faculties. 
  Ul’rodden’s cave exists on many planes 
  simultaneously. By concentrating within its 
  confines, he can travel to any of the planes 
  where it has a foothold. The DM can determine 
  the extent of the lair’s reach. 
  From the tall ledge, or the open northern edge 
  of the chamber, characters with darkvision or 
  sufficient light source can get a glimpse of Area 
  5. 
  Area 3 
  As the party enters Area 3, read or summarize: 
  
   
   
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  After a gentle bend to the east, the tunnel is 
  interrupted by a 10-foot-wide creek. Its 
  waters are dark and almost beguiling in the 
  way they flow past. The tunnel continues east 
  on the other side. 
  Those with darkvision, or a superior light 
  source, can see a simple-looking door at the 
  end of the tunnel across the water. See Area 2: 
  Don’t Pay the Ferryman for details about the 
  strange waters. 
  Area 4 
  As the party reaches the door to Area 4, read or 
  summarize: 
  A wooden door bars your passage here. It 
  looks well-maintained and recently used. 
   
  The door is locked with an extremely 
  sophisticated lock requiring a DC 26 Dexterity 
  (Thieves’ Tools) check to unlock. Failure triggers 
  a poison gas trap. Any creatures within 10 feet 
  of the door must succeed on a DC 18 
  Constitution saving throw or take 36 (8d8) 
  poison damage, half on a successful save. The 
  door can be broken by normal physical means, 
  but doing so without disarming the trap triggers 
  the gas and its effects. 
   
  Once inside Area 4, read or summarize: 
  The contents of this roughly 30 foot by 40 
  foot chamber are simple, but tidy. A sturdy 
  desk and chair occupy the eastern wall, along 
  with a bookshelf and two large trunks. Well-
  worn targets hang on the northern wall. 
  Otherwise, the space seems empty. 
   
  There is no bed because Ul’rodden requires no 
  sleep. The only time he really spends in his 
  domicile is when he’s not on a mission, which is 
  rare. Inside one of the trunks is a thick, leather-
  bound journal containing a detailed history of 
  his exploits, written in Undercommon, dating 
  back nearly two hundred years. The DM can use 
  this to plant adventure seeds or provide clues 
  to something the characters are already 
  involved with. 
  Another book is magical and contains writings 
  in Infernal—communications between 
  Ul’rodden and his patron, Hutijin. It has a twin 
  that resides with his master. Anything written in 
  its pages appears in the other book. Within, the 
  characters can find information about 
  Ul’rodden’s targets since becoming an agent for 
  the archdevil. 
  In addition, the characters find a sack with 550 
  gp and 95 pp, and a box with an assortment of 
  potions and/or scrolls (roll 1d4 + 2 times on 
  Magic Item Table D of the DMG, p 145, ignoring 
  rolls over 87). There are also two arrows of 
  slaying: one giant and one dragon. 
  Area 5 
  As the party enters Area 5, read or summarize: 
  At first glance, this chamber appears to be 
  the practice area for a careless fire wizard. 
  Scorch marks darken the walls and floor in 
  numerous places and a large mound of 
  smoldering coals lies in the southern end. 
  Broken and burnt pieces of furniture litter the 
  place, along with a number of gnawed bones. 
   
  This is Wrath’s sleeping area and the large hell 
  hound is not a good housekeeper. Ul’rodden 
  allows his companion to do as he wishes in this 
  chamber in exchange for not setting fire to the 
  rest of the lair. 
  Is Anyone Home? 
  Whether Ul’rodden and Wrath are present 
  when the party comes upon the lair is entirely 
  up to the DM and how you want to use these 
  NPCs in your campaign. If outmatched, 
  Ul’rodden attempts to escape using any means 
  necessary. He knows, if slain, the rest of his 
  existence will be spent in unending torture and 
  agony at the hands of hell and his days of 
  hunting would be over forever. 
  
   
   
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  Ul’rodden Dreamslayer’s Lair 
   
  
   
   
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  Umborlo, Canon of Shame 
  By: Ryan FitzGerald 
  Art provided by Wizards of the Coast 
   
  Umborlo broke his religious vows in the very 
  sanctum of the temple to which he had devoted 
  his life, fatally seduced by a pride that 
  compromised his humility. 
  Background 
  Umborlo rose high through the ranks of the 
  clergy in the service of Helm. Justice and a just 
  guardianship of those who prayed for 
  protection were the principles by which 
  Umborlo lived. 
   
  Umborlo’s resolve was never tested. As he 
  acquired power and status, his heart darkened. 
  First, he expected obedience from the inferior 
  acolytes. Then he grew to demand it. 
   
  It was in this state that he met Istrinda, a 
  novitiate. Her devotion to Helm was pure but 
  Umborlo, blinded by lust and power 
  misinterpreted her joy as love. He turned cruel 
  and forgot his service to Helm in his arrogance. 
   
  One night, he confronted her in the temple. He 
  chastised and mocked her for the weaknesses 
  he perceived. When she corrected him, seeking 
  to assure Umborlo that her devotion to Helm 
  was chaste and steadfast, he heard the truth in 
  her voice and his cheeks burned with shame. He 
  drew his dagger and slew her with a single 
  stroke. As she fell, her blood staining the 
  temple, her innocence fell away and she saw 
  Umborlo as he had truly become — a petty 
  man, corrupted by power, who had turned his 
  back on the first principles of service to Helm. 
  Her dying breath gave power to the curse that 
  fell from her lips. Her blood and Umborlo’s 
  shame fell on him like a cloak of poison. He 
  howled and fled the temple. 
   
  He passed the miserable night paralyzed by 
  pride and shame. When the sun rose, its light 
  burned him and drove him deeper into darker 
  recesses. His madness fueled Istrinda’s curse 
  and the transformation to an avatar of shame 
  was complete. Umborlo was undead. 
   
  Current Motives 
  Umborlo gnashes his teeth and wails, reeling 
  from insensate rage at the injustice he feels was 
  done to him to abject despair at how he 
  allowed himself to fall from grace in the service 
  of a just lord. 
   
  Umborlo can be used as an NPC as follows: 
   
  ● A Corruptor. Umborlo may claim 
  embarrassment at disfigurement to 
  speak from the darkness, begging a 
  party of good-aligned heroes to rob or 
  hurt an innocent who he claims is the 
  source of his wounding. 
  ● A Test. A prelate from a good-aligned 
  temple has learned that Umborlo 
  haunts an unholy place. The prelate 
  
   
   
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  begs the party to reach the goodness 
  she knows still lies inside Umborlo. 
  ● A Vendetta. The family of the slain 
  novitiate demands justice for their 
  murdered daughter. Umborlo the 
  monster cannot be suffered to live, so 
  the party is hired to hunt him down like 
  a beast in its lair and end the travesty of 
  its continued undeath.  
   
  Long Term Motives 
  Umborlo craves redemption but cannot bring 
  himself to beg for forgiveness — not from 
  deities, who he fears, nor from mortals, who he 
  holds in contempt. In self-indulgence and self-
  pity, he haunts defiled places, scuttling from 
  shadow to shadow, hating the judgement that 
  will bear witness to his deeds in the light of day. 
  Flaws 
  Whenever he sees female clerics, Umborlo is 
  reminded of how he saw only Instrinda’s beauty 
  and chastity and violated his vow and both their 
  lives. Persuasion and Intimidation attempts 
  made by female clerics and paladins to hold 
  Umborlo to account for his crime are made at 
  advantage and contested against Umborlo’s 
  Insight.
   
  Sash of Memory  
  Wondrous item, uncommon (requires attunement) 
   
  A black belt of supple leather, edged with fine, 
  scarlet silk. 
   
  In private, Umborlo uses the Sash of Memory to 
  recreate alternate retellings of how his 
  confrontation with Istrinda could have or should 
  have proceeded. Stealthy heroes might observe one 
  of these scenes to gain clues on how to confront 
  Umborlo. 
   
  While wearing this belt, you gain:  
   
  ● Advantage on attempts to disbelieve illusions and 
  phantasms. 
  ● Ability to cast the spell major illusion (3/Day). 
  
   
   
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  Umborlo, Canon of Shame 
  Medium undead (human), lawful evil 
  Armor Class 17 (natural armor) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  15 (+2) 15 (+2) 10 (+0) 17 (+3) 15 (+2) 
  Saving Throws Wis +6, Cha +5 
  Skills Religion +3, Intimidation +5, Perception +6, 
  Persuasion +5 
  Senses passive Perception 16 
  Languages Common, Abyssal 
  Challenge 6 (2,300 XP) 
   
  Cruel Remorse (3/Day). As a bonus action, Umborlo 
  can wail a howl of such pitiable grief that all who 
  hear within 30 feet must make a DC14 Wisdom 
  saving throw or be overcome and suffer the stunned 
  condition until the end of their next turn. 
   
  Caustic Tears. Umborlo endlessly weeps tears that 
  cause 3 (1d6) acid damage against melee attackers 
  within 5 feet of him. 
   
  Sunlight Sensitivity. Umborlo suffers 3 radiant 
  damage when he starts his turn in sunlight. While in 
  sunlight, he has disadvantage on attack rolls and 
  ability checks. 
   
  Summon Thrall (3/Day). Umborlo can summon a 
  Shadow that serves his bidding. The risen shadow 
  attacks the next round on its own initiative count. 
  Actions 
  Unarmed Strike. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing 
  damage, plus 5 (2d4) acid damage. 
   
  Obliged Contrition.  Ranged Spell Attack: +6 to hit, 
  reach 20 ft., one target. Hit: 13 (2d6 + 6) psychic 
  damage. 
   
   
  
   
   
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  Virgil the Accursed 
  By: Darren Kenny 
  Artist: Peter Temesi 
   
       A cycle of life and rebirth, the slow decay of a 
  man’s mind as he drowns in a sea of suffering. 
  Virgil knows little, but when a memory 
  resurfaces his vengeance becomes a deadly 
  torrent of blood and fear. 
  Background 
  Virgil remembers little of his life as a child, 
  knowing only that he once belonged to a noble 
  and devotely religious family. As the years piled 
  on, his memories fragmented, distorted and 
  became an unsolvable puzzle that haunts Virgil.  
   
  Virgil remembers his first death, a brutal human 
  sacrifice to the God of Undeath. After dying, he 
  awoke in the same sacrificial chamber 
  surrounded by the corpses of those who killed 
  him. He drew the dagger from his chest and 
  watched the wound heal. The dagger, Life’s 
  Bane, became a gift from the God of Undeath. 
    
  Virgil has died a dozen times since that day, 
  over the course of an unknown amount of time. 
  Each time he dies, he awakens inside that 
  sacrificial chamber, and each time his mind slips 
  further into madness and despair. With only a 
  loose grip on reality, the next death could sever 
  the last tether between Virgil and his sanity.  
   
  Current Motives 
  Virgil the Accursed seeks individuals, items and 
  places of significance to his past. He seeks a link 
  to his life before the sacrifice.  
    
  Virgil the Accursed can be used as an NPC as 
  follows: 
   
  ● An Assassin. Virgil may have been 
  contracted to kill one of the 
  adventurers, or one of the party’s allies 
  or family members in exchange for 
  information on his past. 
  ● A Target. A noble or some other 
  ranking individual may learn they have 
  become a mark of Virgil the Accursed, 
  or could have previously killed the 
  undying killer. Whether the noble has a 
  family tie to Virgil or not, this link could 
  make him the enemy of the party. 
  ● A Ghost from the Past. A member of 
  the party may have had an encounter 
  with Virgil where they or an ally killed 
  Virgil. He may even be an ancestor of 
  the party member. If the party has any 
  connection to Virgil, he is driven mad by 
  the sight of that person and attempts to 
  kill them.  
   
   
  
   
   
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  Long Term Motives 
  Virgil seeks his history, the life he lost when he 
  was sacrificed to the God of Undeath. 
  Flaws 
  Virgil the Accursed is easily tricked and often 
  believes the lies of others. If a creature 
  pretends to know information of his past, he is 
  likely to believe them.  
  When Virgil the Accursed dies, Life’s Bane turns 
  to ash and he spends 3d10 days regenerating 
  his body. If this half-formed body is set aflame, 
  he is killed forever. If the sacrificial chamber in 
  which he is reborn is burnt to the ground, he 
  can no longer regenerate but if he is not within 
  the temple, he does not die permanently until 
  killed once more. If the temple is destroyed, 
  Life’s Bane turns to ash. 
  If Virgil is reduced to zero hit points by his own 
  dagger, Life’s Bane, he is permanently killed 
  leaving, Life’s Bane behind. 
   
  Life’s Bane 
  Weapon (dagger), unique (requires attunement) 
   
  A dagger shaped like a spine. 
   
  You gain a +2 to attack and damage rolls made with 
  this magic weapon. A creature that is reduced to 0 
  hit points by this weapon is killed (no death saves). 
   
  Life’s Bane has 5 charges. While attuned to it, you 
  can use any of the following powers:  
   
  ● (Reaction, 1 charge) After hitting with Life’s Bane, 
  you can use your reaction to deal 1d12 necrotic 
  damage. You regain the same number of hit 
  points up to your maximum health total. 
  ● (Bonus Action, 2 charges) You can cast hunter’s 
  mark at 3rd level. 
   
  Life’s Bane regains 1d4 + 1 charges daily at dawn. 
   
   
  Virgil the Accursed 
  Medium humanoid (human), chaotic evil 
   
  Armor Class 20 (studded leather armor +1) 
  Hit Points 143 (22d8 + 44) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  20 (+5) 
  14 (+0) 
  10 (+0) 
  10 (+0) 
  10 (+0) 
  Saving Throws Dex +9, Con +6 
  Skills Acrobatics +9, Perception +3, Stealth +9 
  Damage Immunities poison  
  Condition Immunities poisoned  
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Celestial, Abyssal 
  Challenge 9 (5,000 XP) 
   
  Undead Fortitude. If damage reduces Virgil the 
  Accursed to 0 hit points, he must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken. On a success, Virgil the Accursed 
  drops to 1 hit point instead. 
   
  Reaping Blade (3/Day). As a bonus action, Virgil the 
  Accursed can convert his dagger into a curved 
  scythe-like blade. Virgil’s next attack is made against 
  every creature of his choosing within melee range. 
   
  Assassinate. During his first turn, Virgil has 
  advantage on attack rolls against any creature that 
  hasn't taken a turn. Any hit Virgil scores against a 
  surprised creature is a critical hit. 
   
  Sneak Attack. If Virgil the Accursed makes an attack 
  against a creature with advantage, he deals an 
  additional 4d6 damage. 
  Actions 
  Multiattack. Virgil the Accursed makes three attacks 
  with Life’s Bane. 
   
  Life’s Bane. Melee Weapon Attack: +11 to hit, reach 
  5 ft., one target. Hit: 10 (1d4 + 7) piercing damage. 
  Reactions 
  Uncanny Dodge. Virgil the Accursed halves the 
  damage that it takes from an attack that hits him. He 
  must be able to see the attacker. 
   
   
  
   
   
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  Xiphek 
  By: Maxine Henry 
  Art provided by Wizards of the Coast 
   
  Background 
  Early in life, Xiphek was precocious in the arts of 
  war and survival. She grew into a powerful and 
  wily orog of the Northdark, doing jobs for 
  whoever had the need and the method of 
  payment. Her specialization in diversionary and 
  devastating martial techniques gained her 
  renown in orcish circles, even beyond the 
  Underdark. 
  Where the Frozen Sea meets the Far Forest, the 
  orc tribes of Ice Ax and Hoarfrost fought for 
  dominance over what was claimed by each tribe 
  as ancestral lands. Their battles always pitted 
  almost equal forces, and much orc blood was 
  spilled for little gain. 
   
  Hearing tales of Xiphek, representatives of both 
  tribes went in search of the cunning mercenary 
  , each hoping to recruit her to their side. 
  Hoarfrost representatives reached her first, and 
  they contracted a deal, much to the chagrin of 
  Ice Ax. And so, Xiphek fought for Hoarfrost, and 
  the war turned in their favor. 
   
  Desperate, Ice Ax came up with a plan. One of 
  their most powerful shamans attempted to 
  coerce Xiphek’s spirit in the hopes of using her 
  to assassinate the Hoarfrost chieftain. The 
  shaman chose her moment well: the heat of a 
  pitched battle for a valuable river crossing. 
  While Xiphek was directing forces—and 
  distracted from personal defenses—the shaman 
  struck.  
   
  Xiphek’s will was stronger than the shaman’s, 
  and she was able to remain free, but her body 
  was not able to sustain the strain. While 
  Hoarfrost was successful in winning the river 
  ford, they mourned the death of their orog 
  commander. Xiphek’s will was so strong, 
  however, she did not fully die.  
   
  Instead, she lingered in an in-between state, 
  not fully alive, not fully dead, and never at rest.  
  In the time it took for her to gain control of her 
  new state, the two tribes destroyed each other. 
  Now Xiphek roams the northeastern areas of 
  Faerun, the remembrance of her life embodied 
  in the red armor within which she manifests. 
   
  Current Motives 
  Xiphek is drawn to adventurers who have a 
  cause. If their cause is just, she is more likely to 
  help them. If their cause is unjust, she is more 
  likely to betray them. 
  Xiphek is drawn to adventurers who have 
  experienced the pain of betrayal. No matter the 
  source, that fact makes her more sympathetic 
  to their mission. 
   
  Xiphek can be used as: 
   
  
   
   
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  ● A Villain. In her quest for revenge, 
  Xiphek has been known to hunt magic 
  users. No fool, however, she retreats 
  and regroups if outmatched. 
  ● A Bodyguard. Being undead, Xiphek 
  doesn’t need to rest. Her Vengeful 
  Glare ability puts her above most other 
  bodyguards in terms of intimidation. 
  ● A Negotiator. Xiphek understands orc 
  politics and battle tactics. She knows 
  the value of choosing one’s battles, as 
  well as cost-benefit analysis in warfare. 
  Long Term Motives 
  Xiphek wants to be released from the state of 
  undeath she finds herself in. However, she is 
  too proud to throw a fight, and still burns with 
  the need to revenge herself on any and all users 
  of magic. The fact that some magic users have 
  good and constructive aims has become faded 
  in what remains of her mind. 
   
  Flaws 
  Xiphek is not patient and is predisposed against 
  any individual that uses magic. She is outrightly 
  hostile to any individual that uses magic to 
  control another being.
  Xiphek 
  Medium undead, neutral 
  Armor Class 18 (plate) 
  Hit Points 136 (16d8 +64) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4) 
  Saving Throws Str +7, Con +2, Wis +6, Cha +7 
  Skills Intimidation +5, Survival +2 
  Damage Resistances necrotic, psychic, acid 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Orc, Common 
  Challenge 5 (1,800 XP) 
  Armor-Bound. Xiphek is bound to her armor. When she 
  would take damage, the armor takes it instead. 
  Regeneration. Xiphek’s armor regains 10 hit points at the 
  start of her turn. If it takes fire or radiant damage, this trait 
  doesn’t function at the start of her next turn. Xiphek’s 
  armor is destroyed only if she starts her turn with 0 hit 
  points and doesn’t regenerate. 
  Rejuvenation. When Xiphek’s armor is destroyed, her soul 
  lingers. After 24 hours, her distinctive red armor reforms, 
  anchoring her soul to the Material plane, and it regains all 
  her hit points. While her armor is destroyed, a wish spell 
  can be used to force her soul to go to the afterlife and not 
  return. 
  Turn Immunity. Xiphek is immune to effects that turn 
  undead. 
  Vengeful Tracker. Xiphek knows the distance to and 
  direction of any creature against which she seeks revenge, 
  even if the creature and Xiphek are on different planes of 
  existence. If the creature being tracked by Xiphek dies, she 
  knows. 
  Aggressive. As a bonus action, Xiphek can move up to her 
  speed toward a hostile creature she can see.   
  Actions 
  Multiattack. Xiphek makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) slashing damage. 
  Vengeful Glare. Xiphek targets one creature she can see 
  within 30 feet of her and against which she has declared 
  vengeance. The target must make a DC 15 Wisdom saving 
  throw. On a failure, the target is paralyzed until Xiphek 
  deals damage to it, or until the end of Xiphek’s turn. When 
  the paralysis ends, the target is frightened of Xiphek for 1 
  minute. The frightened target can repeat the saving throw 
  at the end of each of its turns, with disadvantage if it can 
  see Xiphek, ending the frightened condition on itself on a 
  success. 
   
  
   
   
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  Zuusk the Cold 
  By: GM Lent 
  Art provided by Wizards of the Coast 
   
  There are two things everyone knows about 
  mind flayers: they prefer eating the brains of 
  sentient creatures and they make bad neighbors 
  because of it. Zussk had a different idea: 
  conquest of the surface world might be made 
  easier by learning to live amongst its denizens.          
  Background 
  Zussk was always an outlier. As a tadpole, it was 
  larger than usual, and fiercer, but never had an 
  interest in cannibalizing its poolmates. While 
  the elders balked a bit at the prospect of placing 
  the tadpole once it matured, they proceeded as 
  usual and during ceremorphosis everything 
  seemed normal. 
  As an adult Zussk performed its duties faithfully 
  and served the Elder Brain like any other mind 
  flayer. Always eager to be of service, Zussk was 
  happy to lead raids and incursions into the 
  overworld, and took a keen scholarly interest in 
  the cultures of the alien food–humans, elves, 
  dwarves, and the like—that inhabited the sunlit 
  lands.  
  Zussk’s betrayal was sudden and, for the hyper-
  intelligent illithid elder brain, embarrassing. 
  One moment, Zussk was performing an 
  extended, dangerous reconnaissance mission, 
  and the next moment it had disappeared 
  entirely. It took years for the illithid colony to 
  learn the truth: Zussk had removed its mind 
  from the collective and was now invisible to 
  them.  
  At first, they believed perhaps Zussk had 
  become an alhoon—an undead mind flayer 
  possessing powerful and forbidden magics—but 
  in fact Zussk had opted to forego eating 
  intelligent brains in order to live peacefully 
  among the overworld creatures. This dietary 
  change had profound effects upon the illithid’s 
  body and psychic abilities. 
  Lacking the enzymes necessary to create the 
  thin layer of psychic mucus that normally 
  maintained its amphibious exterior, Zussk’s skin 
  dried and shriveled upon its bones. To 
  compensate, Zussk created a suit of leather, 
  bone, and steel containing intricate 
  mechanisms that keep its skin hydrated. Now 
  known as a “desiccated” illithid, Zussk lives 
  disguised among the creatures of Baldur’s Gate, 
  ever careful to avoid interactions with its 
  former colony—members of which continually 
  hunt for the rogue former lieutenant.        
  Current Motives 
  Zussk’s primary goal remains and must remain 
  avoidance of other illithids and their allies. 
  Unfortunately, unlike most creatures who try to 
  
   
   
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  avoid mind flayers, Zussk cannot count on help 
  from the surface world, who hesitate to believe      
  Zussk feeds only on the brains of unintelligent 
  animals. In the meantime, Zussk lends its 
  natural propensity for order and discipline to 
  assist scholars in their research.  
   
  Zussk can be used as an NPC as follows: 
   
  ● A Source of Information. Zussk has 
  intimate knowledge of Underdark races 
  and cultures, and feels no particular 
  loyalty to any organization or individual 
  below. With access to the great library 
  of Candlekeep as well as others, Zussk 
  can provide insight and information on 
  many topics. 
   
  ● A Villain. Zussk is no friendlier than 
  other illithids, and no less intelligent. It 
  has no real concern for the lives or 
  petty squabbles of those around it, and 
  if prompted with a tempting enough 
  offer—of wealth, information, or 
  something else of tactical advantage—
  Zussk has no problem betraying or 
  manipulating those who seeks its aid.    
   
  Long Term Motives 
  Zussk cares little for material wealth except as 
  such wealth is useful to achieve other ends. 
  Ultimately, Zussk’s endgame is not substantially 
  different from those of common mind flayers: it 
  seeks to dominate Toril and indeed all worlds. 
  Zussk decided to adapt to overworld living 
  specifically to further this goal, and any who 
  attribute its intelligent-brain-free diet to any 
  other motive will be sorely disappointed.    
  Flaws 
  Zussk is still an illithid, and its arrogance has not 
  diminished since it left its colony. Zussk has a 
  propensity for underestimating any creature 
  that isn’t a mind flayer—a fact that clever PCs 
  can use against Zussk to their advantage.  
  Zussk the Cold 
  Medium aberration, neutral evil 
  Armor Class 12 (hide) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   10 (+0) 
  11 (+0) 15 (+2) 
  19 (+4) 17 (+3) 20 (+5) 
  Skills lnt +7, Wis +6, Cha +8 
  Condition Immunities charmed  
  Senses darkvision 60 ft., passive Perception 16  
  Languages Common, Deep Speech, Undercommon, 
  telepathy 60ft. 
  Challenge 6 (2,300 XP) 
   
  Magic Resistance. Zussk has advantage on saving throws 
  against spells and other magical effects. 
   
  Mind blank. Zussk is immune to psychic damage, any 
  effect that would sense its emotions or read its thoughts, 
  divination spells, and the charmed condition. 
   
  Innate Spellcasting (Psionics). Zussk's innate spellcasting 
  ability is Intelligence (spell save DC 15). It can innately cast 
  the following spells, requiring no components: 
   
  3/day: detect thoughts  
  1/day each: suggestion, levitate, teleport (self only) 
   
  Stench. Any creature other than Zussk that starts its turn 
  within 5 feet of them must succeed on a DC 14 
  Constitution saving throw or be poisoned until the start of 
  the creature's next turn. On a successful saving throw, the 
  creature is immune to Zussk’s stench for 1 hour 
  Actions 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 11 (2d6 + 4) psychic damage. If the target is 
  Medium or smaller, it is grappled (escape DC 15) and must 
  succeed on a DC 15 Intelligence saving throw or be 
  stunned until this grapple ends. 
   
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one incapacitated humanoid grappled by the Zussk. Hit: 
  The target takes 27 (6d8) piercing damage. If this damage 
  reduces the target to 0 hit points, the mind flayer kills the 
  target by extracting and devouring its brain. 
    
  Mind Blast (Recharge 5-6). Zussk magically emits psychic 
  energy in a 30-foot line that is 10 feet wide. Each creature 
  in that line must succeed on a DC 15 Intelligence saving 
  throw or take 44 (8d8 + 8) psychic damage and be stunned 
  until the end of its next turn. 
   
   
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Savage Encounters - Villains & Lairs IV.pdf