TEXT: THE LICH-QUEEN’S
  BEGOTTEN
  
  THE LICH-QUEEN'S 
  BEGOTTEN
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  An Adventure for Three to Seven 11th to 16th Level Characters
  Optimized For: APL 13
  Credits
  Adventure Designer: M.T. Black
  Editor: Ginny Loveday
  Project Management: James Introcaso, Shawn Merwin
  Special Thanks: Chris Lindsay, D&D Adventurer's 
  League staff, and the DM's Guild Adepts
  Layout and Graphic Design: Rich Lescouflair
  Cover Art: Zoltan Boros
  Interior Artists: Aleski Briclot, Sidharth Chaturvedi, 
  Jon Hodgson, Daniel Landerman, Olly Lawson, Ben 
  Wooten. Additional art provided by Wizards of the 
  Coast and used with consent.
  
  2
  Introduction
  Welcome to The Lich-Queen’s Begotten, a D&D adventure.
  This adventure is designed for three to seven 11th-15th 
  level characters and is optimized for five characters with 
  an average party level (APL) of 13. Characters outside this 
  level range cannot participate in this adventure.
  Adventure Overview
  The adventure is broken down into five chapters:
  Chapter 1: Body of Evil. The adventurers learn of a plot 
  by the Lich-Queen that could threaten the multiverse.
  Chapter 2: City of Death. They infiltrate Tu’narath and 
  learn about Titans End.
  Chapter 3: Voyage into the Void. The adventurers 
  cross the astral void, facing great danger.
  Chapter 4: Titans End. They arrive at Titans End and 
  encounter difficult opposition.
  Chapter 5: The Begotten. The adventurers find the 
  Lich-Queen’s Begotten and must make a difficult choice.
  Adjusting This Adventure
  This adventure provides suggested adjustments for 
  smaller or larger groups, characters of higher or lower 
  levels, and characters that are otherwise a bit more 
  powerful than the adventure is optimized for. You’re 
  not bound to these adjustments; they’re here for your 
  convenience.
  To figure out whether you should consider adjusting the 
  adventure, add up the total levels of all the characters and 
  divide the total by the number of characters (rounding .5 
  or greater up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the adventure, consult 
  the following table.
  Determining Party Strength
  Party Composition
  Strength
  3-4 characters
   APL less than Very weak
  3-4 characters
   APL equivalent Weak
  3-4 characters
   APL greater than Average
  5 characters
   APL less than Weak
  5 characters
   APL equivalent Average
  5 characters
   APL greater than Strong
  6-7 characters
   APL less than Average
  6-7 characters
   APL equivalent Strong
  6-7 characters
   APL greater than Very strong
  Please note that the strength of tier three parties can 
  vary enormously depending upon the magic items they 
  possess. If the party is finding the recommended combats 
  too easy, increase the party strength by one or two 
  degrees.
  
  3
  The proper use of power is to curb the improp-
  er use of power.
  —The sayings of Menyar-Ag
  Illithid Incursion
  The adventure begins in any city in Faerûn. The party is 
  out walking through the city streets.
  Read the following:
  It is dusk, and the city is wet and murky. The sodden 
  streets are quiet, with the evening shadows slowly 
  creeping up the drab walls. Dark figures loom up ahead, 
  wearing shiny black cloaks and deep, faceless cowls.
  Tell us where the gith is, and you shall live.
  The voice is low and toneless. It is heard with the 
  mind rather than the ear. 
  Tell us where the gith is, and you shall live.
  The voice is more insistent this time, and the cloaked 
  figures shuffle in a way that is both impatient and 
  menacing.
  What do you do?
  Developments and Tactics
  There are three mind flayers confronting the party, with 
  their leader communicating via telepathy. Regardless of 
  what the adventurers do, the mental voice next says:
  Keep the weak one alive for interrogation. Kill the others.
  Three halfling veterans emerge from the shadows. These 
  poor wretches were members of the Kneehigh Knights 
  mercenary company but have been mentally enslaved by 
  the mind flayers. 
  The halflings charge and fight ferociously to the death. 
  The mind flayers attack using their Mind Blast whenever 
  possible. If they are losing the battle, they plane shift away.
  Treasure. The mind flayers each have a purse; between 
  them, they have 290 gp, 130 ep, and 170 sp. Divide this 
  by however many mind flayers the party kills or captures. 
  The veterans have no money.
  Adjusting this EncountEr
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove a mind flayer and a veteran.
  • Weak: no adjustment. 
  • Strong: add a veteran.
  • Very Strong: add a mind flayer.  
  The Lady from Limbo 
  A few moments after the fight ends, a githzerai zerth 
  hurries toward the party. She has deep yellow skin, 
  braided hair, and is wearing a brown leather surcoat over 
  dark shirt and trousers. 
  She glances at the bodies, then says to the adventurers:
  “That was probably my fault. I think they’ve been 
  tracking me since I shifted into your world. Nice work, 
  though—what they say about you is clearly true! 
  I suspect the city watch will be along soon. If we can 
  find somewhere a little safer and more private, I will 
  explain everything.”
  Background
  The githzerai won’t answer any questions until they 
  have moved off the streets. Once they have done so, she 
  introduces herself as Janara of Arsanith. She says, “First, 
  what do you know of the githzerai/githyanki conflict?”
  If the adventurers are not familiar with this story, 
  Janara gives them a very brief overview (see chapter 4 of 
  Mordenkainen’s Tome of Foes for more details). 
  Chapter 1:
  Body of Evil
  
  4
  rolEplAying jAnArA
  Janara is a githzerai zerth and a favored servant of 
  Menyar-Ag. She comes from the strange monastery of 
  Arsanith in Limbo. 
  • Ideal: Courage. I can face anything in the multiverse if I 
  can master my fear. 
  • Bond: I am the chosen of Menyar-Ag, and he has my 
  utter devotion. 
  • Trait: I often quote a saying of Menyar-Ag during a 
  crisis.
  • Flaw: I enjoy violence rather more than is appropriate 
  for a githzerai monk. 
  In combat she avoids the front line, preferring to flank 
  the enemy with her melee attacks. If a fight is going 
  very poorly, she attempts to plane shift away the most 
  dangerous foe.
  thE sAyings of MEnyAr-Ag
  Menyar-Ag is the leader of the githzerai and reputed to 
  be one of the wisest beings in the multiverse. He is often 
  quoted by his followers, sometimes to the annoyance of 
  their companions. Some of his most famous sayings are:
  • Wisdom and understanding are better than gold and 
  silver.
  • Love all, but trust only a few.
  • If a thing is worth doing, do it with all your heart.
  • Be modest in speech but excel in actions.
  • It is easy to hate, but it is difficult to love.
  • There is nothing permanent except change.
  • If you cannot do great things, do small things in a great 
  way.
  • Honesty is the first chapter in the book of wisdom.
  • The enlightened speak because they have something to 
  say; fools speak because they have to say something.
  • What we achieve inwardly will change the outer reality.  
  The Mission
  After any background information has been shared, 
  Janara says:
  “The githyanki are led by the Lich-Queen, one of the 
  most evil and powerful beings in the multiverse; she 
  is responsible for untold misery across many worlds. 
  But despite her great power, there are signs that her 
  physical form is beginning to decay, and this has led to 
  a diminishment of her arcane power. 
  Through his arts, our leader Menyar-Ag learned that 
  the Lich-Queen has devised a scheme to reverse this 
  decline. She has prepared a vessel of flesh to transfer 
  her spirit into. If she can take this new form, she will 
  become more powerful than ever before. 
  Menyar-Ag sent me to find you—your mighty deeds 
  are spoken of even in distant Limbo. I need you to 
  journey with me to the Astral Plane where we will 
  find the vessel of flesh and destroy it, and so save the 
  multiverse.
  Will you help?”
  Questions
  Following are some of the questions the adventurers 
  might ask, and Janara’s answers:
  •	Why were the illithids looking for Janara? Janara 
  doesn’t know, but illithids hate and fear the gith.
  •	How did the illithids find them? She doesn’t know for 
  certain, but suspects that they used divination magic.
  •	How did Janara know where the adventurers would be? 
  Menyar-Ag told her the exact place and time to meet 
  them.
  •	Why should they help her? To save the multiverse!
  •	Where exactly is the “vessel of flesh”? Somewhere in the 
  Astral Plane.
  •	What does the vessel of flesh look like? Menyar-Ag told 
  her it was hideous and corrupt.
  •	How are they to find the vessel? Through his art, 
  Menyar-Ag has found out that a creature called 
  Yingyong can lead them to it. Yingyong lives in the 
  District of Discards in Tu’narath, the Githyanki capital 
  in the Astral Plane.
  •	How will they get to the Astral Plane? Janara can plane 
  shift them there safely, as she knows the sigil sequence 
  of a secret teleportation circle in Tu’narath.
  To Chapter 2
  If the adventurers agree to help, Janara tells everyone to 
  hold hands, and a few moments later the world slips away. 
  Go to Chapter 2: City of Death.
  
  5
  It does not matter how slowly you go as long as 
  you do not stop.
  —The sayings of Menyar-Ag
  This chapter takes place in Tu’narath on the Astral Plane. 
  The adventurers need to find the berbalang named 
  Yingyong.
  Astral Plane Features
  The Astral Plane is an immense silver void full of wispy 
  clouds, distant lights, and the occasional chunk of solid 
  matter. There is no gravity in the Astral Plane, and 
  creatures there propel themselves toward a destination 
  merely by thinking about it. For more information about the 
  Astral Plane, see chapter 2 of the Dungeon Master’s Guide. 
  Tu’narath Features
  Tu’narath is a great city constructed on the body of an 
  unknown god. It serves as the githyanki capital. 
  Buildings. The buildings are a bizarre mishmash 
  of structures torn from all over the multiverse. They 
  tend to be in varying stages of disrepair, and many are 
  abandoned. The streets are narrow and crooked in most 
  parts of the city.
  Gravity. The city has its own artificial gravity, meaning 
  that residents move about the streets as they do on the 
  Material Plane.
  Illumination. The astral void provides natural 
  illumination to the city, roughly equivalent to an overcast 
  day in Faerûn. There is no concept of day or night.
  Patrols. Astral skiffs soar across the city, looking 
  for signs of trouble. Each skiff contains ten githyanki 
  warriors and a githyanki knight.
  For more information about Tu’narath, see chapter 4 of 
  Mordenkainen’s Tome of Foes. 
  District of Discards
  The adventurers appear in the District of Discards, an 
  area of the city that is part habitation, and part dumping 
  ground; it is populated mostly by non-githyanki. 
  They find themselves in a small stone shed with a 
  teleportation circle inscribed on the floor. Janara leads 
  them out of the shed, and they see the following:
  A bizarre muddle of buildings lines either side of the 
  narrow, crooked street. It is as if a few dozen styles of 
  architecture have all been mashed together with no 
  consideration for reason or form. Many of the buildings 
  are rundown, and most look abandoned. 
  The street is full of debris and trash, and an enormous 
  pile of junk rises behind one of the buildings. The sky 
  above is a boundless silver void, dotted with motes of light 
  and decorated by immense, wispy argent clouds.
  Chapter 2:
  City of Death
  
  6
  “This is Tu’narath, the githyanki capital,” says Janara in 
  a hoarse whisper. “It is called the City of Death because it 
  is built upon the body of a dead god. Although, some say 
  the god is not dead, but merely slumbers.”
  The air is thick and sweet, with the tinge of rot beneath. It 
  is very quiet, with the city hum seemingly far away. 
  Janara stays with the party throughout the adventure. 
  While travelling in the city, she keeps her hood drawn 
  tight about her head.
  Finding Yingyong
  Yingyong is in the Bonesaw Bunker (see below). If the 
  adventurers don’t have magic to direct them there, they 
  most likely ask someone on the street (see “Random 
  People” below). 
  Discard Piles
  The district is full of enormous piles of discarded items, 
  some of them more than 50’ high. Most of the items are 
  worthless, but there are some useful objects to be found. 
  If an adventurer spends one hour searching through a 
  pile, roll on the following table to see what they find:
  d20
  Item
  1-8
  Nothing useful
  9-12
  Trinket
  13-15
  Equipment
  16-17
  Armor
  18
  Weapon
  19
  Vehicle
  20
  Treasure 
  For a non-treasure entry, select an item from the tables in 
  chapter 5 of the Player’s Handbook. For treasure, use the 
  Individual treasure table for challenge rating 0-4 in chapter 
  7 of the Dungeon Masters Guide. After finding an item, 
  subsequent searches take an additional hour, cumulative.
  Random People
  The District of Discards is lightly populated by non-
  githyanki who have created a life for themselves amongst 
  the run-down buildings and piles of garbage. The streets 
  are quiet, but the adventurers encounter someone every 
  10 minutes or so. Following are some typical residents:
  •	Krakuul, an opportunistic hobgoblin brownsmith. 
  •	Bor Greatcrow, a weary human gambler.
  •	Silaqui Iathrana, a frightened elf philologist.
  •	Random, a restless tiefling brewer.
  None of these people know Yingyong by name, but they 
  direct the adventurers to a tavern called the Shattered 
  Dream; the barkeep, Naivara, “knows everyone.” 
  Githyanki Patrols
  The githyanki do not care much what happens in the 
  District of Discards, so it is only lightly patrolled. About 
  once an hour, a githyanki skiff (see Tu’narath Features 
  above) cruises over the area. The patrol does not stop 
  unless the adventurers are really calling attention to 
  themselves. However, you can build the tension by having 
  the skiff slow down as it passes the party, then slowly 
  swing around before shooting off in a new direction.
  The Shattered Dream
  The Shattered Dream is a small tavern in the basement 
  of a crumbling brick tower. Although taverns are 
  generally prohibited in Tu’narath, the githyanki don’t 
  concern themselves overly with what happens in the 
  District of Discards. The adventurers most likely have 
  been directed here by someone on the street (see 
  “Random People”, above). 
  Read the following when the adventurers enter down 
  the narrow stone steps at the front of the building:
  The basement is narrow and long, with walls made of 
  raw and dusty brick. Mismatched wooden benches and 
  tables are scattered about the floor, and a solid wooden 
  bar blocks off the far end. About fifty people are here, 
  and they completely fill the small room. 
  The patrons are humans, elves, hobgoblins, and a few 
  tieflings. Most of the people are either drinking copper-
  colored ale from ornate iron mugs or chewing an 
  intoxicating brown weed called nightshadow. 
  The barkeep is an elf named Naivara Caerdonel, and 
  she happily serves the adventurers either ale (5cp) or 
  nightshadow (1sp). If they ask about Yingyong, Naivara 
  looks nervous and demands to know who they are and 
  what their business is. 
  It should be quite easy for the adventurers to convince 
  her they are not aligned with the githyanki, especially 
  given the presence of Janara. Once she is satisfied, she 
  tells them that Yingyong was arrested and is currently 
  held at Bonesaw Bunker (see below) and will presumably 
  be taken up soon to see “Her.” 
  Naivara doesn’t know why Yingyong was arrested, but 
  she knows he had recently been trying to sell some “very 
  valuable information” on the black market. Naivara gives 
  the location of Bonesaw Bunker to the adventurers but 
  won’t accompany them or offer any more assistance. 
  Bonesaw Bunker
  This small building lies on the boundary between the 
  District of Discards and the adjacent Military District. 
  It is used to house prisoners (on the rare occasions the 
  githyanki take them). Yingyong is captive inside. 
  As the party approach, read the following:
  This squat brick structure looks grim and impenetrable. 
  There are no windows, and the walls are reinforced by 
  heavy, square buttresses. A single iron door faces the 
  road. 
  Inside the bunker are six githyanki warriors and a 
  githyanki knight. If the adventurers rap on the door, a 
  small panel slides open, and a githyanki demands to know 
  their business. The githyanki will listen to any credible 
  reports of a threat, otherwise the panel slams shut before 
  the adventurer finishes talking. 
  There are two githyanki warriors watching the bunker 
  from nearby abandoned buildings. If the party begin to 
  damage the bunker or attempt to enter via magic, the 
  githyanki watchers blow a metal horn, and the githyanki 
  
  7
  within the bunker emerge and attack. The watchers 
  are changed every 10 hours. If the adventurers are still 
  present when the guard is changed, the githyanki attack. 
  Inside the Bunker
  Inside the bunker are several narrow cots, a crude bench 
  and table, a weapons rack, and several wooden lockers 
  with clothing. Hanging from the walls are an iron muzzle 
  and a multi-pronged iron fork. There are three stone cells 
  in the bunker, locked by sliding bolts. Yingyong is in one 
  of the cells and is the only prisoner.
  Treasure
  The warriors carry purses, each containing 3d12 gp. 
  The purse of the knight holds 80 pp and 121 gp. Hidden 
  beneath the knight’s bed is an elixir of health.
  Adjusting this EncountEr
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: remove four githyanki warriors.
  • Weak: remove three githyanki warriors. 
  • Strong: add a githyanki warrior. 
  • Very Strong: add two githyanki warriors.   
  Meeting Yingyong
  Yingyong is badly bruised from the mistreatment inflicted 
  by the githyanki. It is very grateful for being rescued and 
  willingly tells its story once they are all away from the 
  bunker. 
  Yingyong's Story
  Some months ago, Yingyong was scavenging around the 
  city, looking for corpses to interrogate after the manner 
  of its kind. Down near the dragon caves, it found the 
  recently buried body of a sailor, who had clearly died by 
  violence. 
  By speaking with the corpse, Yingyong learned that the 
  sailor had been serving on an astral ship that transported 
  cargo to and from a place called Titans End. Some of the 
  details were hazy, but the sailor was sure that Titans End 
  contained a great and secret treasure belonging to the 
  Lich-Queen herself. 
  Yingyong believes it drew enough information from 
  the sailor to find Titans End. It began shopping this 
  information around Tu’narath but was apprehended by 
  the githyanki before it could find a buyer. 
  Yingyong’s Proposal
  Yingyong is willing to guide the adventurers to Titans 
  End, but it demands something in return. When it was 
  captured, the githyanki cursed it so that it could no longer 
  use its plane shift ability. Yingyong wants the curse 
  lifted (this requires remove curse cast at 7th level). If 
  that is not possible, Yingyong wants to be transported 
  to the Material Plane, where it may be safer from the 
  Lich-Queen’s vengeance. 
  Assuming they come to an arrangement, 
  Yingyong says they need to find a ship to transport 
  them to Titans End. It suggests they go to the Port 
  District and leads the way.
   rolEplAying yingyong
  Yingyong is a berbalang, an astral scavenger that steals 
  secrets from the dead. 
  • Ideal: I care most about gathering secrets. 
  • Bond: I will do anything to be free of the curse that 
  afflicts me. 
  • Trait: I do not enjoy speaking to the living and do so as 
  little as possible.
  • Flaw: I am deeply untrustworthy. 
  Yingyong avoids combat at all costs, abandoning the 
  party if they are facing defeat.   
  Port District
  To reach the Port District, the adventurers need to cross 
  one of Tu’narath’s Military Districts. The same jumble of 
  architecture is still present there, although the buildings 
  tend to be in better repair. The streets are much busier, 
  with githyanki in the majority. It takes a few hours to cross 
  the Military District.
  
  8
  Military Maneuvers
  Patrol skiffs are much more common here (see Tu’narath 
  Features, above). If the adventurers have had an easy 
  run so far, have one of the patrols stop and interrogate 
  them about their business. The adventurers could claim 
  to be sailors heading for the port, servants of a githyanki 
  merchant, or something similar. If violence breaks out, a 
  new patrol shows up to assist every 10 or so rounds. 
  To Steal a Skiff
  When the adventurers arrive in the Port District, read the 
  following:
  On one side of the street is an untidy collection 
  of mismatched warehouses. On the opposite side 
  stretches a long row of stone piers, each projecting 
  out into the celestial void. Dozens of astral ships are 
  moored here, ranging from small skiffs to imposing 
  galleys. 
  Developments
  The area is full of people, mostly githyanki, but with a 
  smattering of others as well. Far above the port floats a 
  menacing citadel of stone. 
  An astral patrol skiff swoops over the piers every 
  twenty minutes or so. Anyone watching the floating 
  citadel sees troops moving around it, and the 
  occasional flare of red flame in a window.
  Janara suggests the adventurers steal a skiff (which 
  she is confident she can pilot). She is opposed to simply 
  hiring a skiff since the githyanki crew is likely to cause 
  trouble. 
  Any githyanki captain they approach is suspicious of 
  the party but provides a charter for a few hundred gp. 
  Stealing a skiff is also challenging as all of them are 
  guarded by at least two githyanki warriors (for more 
  information on Astral Ships, see “Terror from the Sky” in 
  chapter 4 of Mordenkainen’s Tome of Foes). 
  The larger ships (such as the galleys) are much better 
  guarded, and it is unlikely the adventurers can steal one.
  Githyanki ships of any size have martial-sounding 
  names, such as Crimson Scimitar, Fiery Crucible, or 
  Battle Storm. 
  Treasure
  Whatever skiff the adventurers choose, the captain’s cabin 
  has a small wooden box containing 800 gp, 20 pp, and a 
  potion of heroism.
  To Chapter 3
  Once the party have secured an astral skiff and 
  disembarked, go to Chapter 3: Voyage into the Void.
  
  9
  Life is a dream for the wise, a game for the fool, a 
  comedy for the rich, a tragedy for the poor.
  —The sayings of Menyar-Ag
  In this part, the adventurers cross the astral void 
  searching for Titans End. Janara is at the helm controlling 
  the ship with Yingyong next to her, providing guidance.
  Dragon Rider
  Soon after the adventurers depart Tu’narath, the githyanki 
  discover either the escape of Yingyong or the theft of the 
  skiff. If the party were particularly conspicuous when 
  stealing the skiff, this might happen immediately. A 
  githyanki knight (120 hp) named Zomm Tothkera, riding 
  a young red dragon (220 hp) named Adramordax, leaves 
  the floating citadel near the port in pursuit of them. 
  When Zomm catches the adventurers, he hovers above 
  them and demands they return to Tu’narath. Should 
  they refuse, Adramordax rakes the deck with her breath 
  weapon, then Zomm leaps onto the deck to melee the party 
  while the dragon attacks the flank with tooth and claw.
  Treasure. Zomm has a purse containing 250 gp and is 
  wearing a silver necklace with a gemstone pendant carved 
  in the shape of a skull, worth 300 gp.
  Adjusting this EncountEr
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Adramordax has 180 hp, Zomm has 90 hp.
  • Weak: Adramordax has 200 hp, Zomm has 105 hp. 
  • Strong: Adramordax has 250 hp. 
  • Very Strong: Adramordax is an adult red dragon.    
  Choice of Ways
  About three hours after the encounter with Zomm, Janara 
  leaves the helm to speak with the party:
  "Yingyong says there are two ways we can go at this 
  point. One way is through an area where the psychic 
  winds blow strongly; these can have a devastating
  impact on mortal minds. The other way goes through 
  a dream field, with the risk that we might collide with 
  and get caught in someone’s dream. Yingyong does not 
  know if one of these ways is better than the other, so 
  you will have to decide."
  Depending on the players' decision, go to the appropriate 
  heading below.
  MovEMEnt in thE AstrAl plAnE
  There is no gravity in most parts of the Astral Plane. 
  Creatures propel themselves in any direction merely by 
  willing it. Creatures move at their normal speed, so if 
  an adventurer steps from the deck of the skiff, they are 
  soon left behind.   
  Psychic Winds
  If the adventurers chose to face the psychic winds, read 
  the following:
  The eternal twilight of the astral plane grows dark, 
  the air cools, and the skiff begins to shudder. In the 
  distance, there is a dull roar which grows louder every 
  moment.
  “It’s the psychic wind!” screams Janara, above the roar. 
  “I’m going to try and outrun it, but I need your help!”
  Janara calls out sailing instructions to the adventurers, 
  who must make a group DC 13 Dexterity check with 
  vehicles (sea) (see “Group Checks” in chapter 7 of the 
  Player’s Handbook). If they succeed, they outrun the 
  psychic wind. 
  If they fail, each adventurer must make a DC 15 
  Intelligence saving throw. On a failed save, roll a d20 
  twice and consult the Psychic Wind mental effects table in 
  chapter 2 of the Dungeon Master’s Guide. 
  Dream Field
  If the adventurers chose to cross the dream field, read the 
  following:
  Chapter 3:
  Voyage into the Void
  
  10
  The skiff is surrounded by quivering, translucent 
  bubbles full of twirling threads of sparkling light. Some 
  are no bigger than marbles, while others are larger than 
  buildings.
  “This is what dreams look like,” says Janara. “Every 
  dream from every world in the multiverse takes place on 
  the astral plane.”
  The skiff swings back and forth as Janara skillfully 
  avoids the dream bubbles. Occasionally one collides with 
  the side of the ship and shatters, with random images 
  flashing up in the disintegrating shards.
  A house-size dream bubble appears from the field, 
  moving quickly and heading for the vessel. 
  “We’re on a collision course!” cries Janara. “I need 
  your help!”
  Janara calls out sailing instructions to the adventurers, 
  who must make a group DC 13 Dexterity check with 
  vehicles (sea) (see “Group Checks” in chapter 7 of the 
  Player’s Handbook). If they are successful, they avoid the 
  large dream bubble. If they fail, they enter the dream.
  Snow Dreams
  The adventurers find themselves transformed into 
  barbarian warriors in a land of ice and snow. They 
  somehow know that their quest is to find the golden torc, 
  which their liege must possess to ascend the throne. The 
  adventurers cannot leave the dream until they obtain the 
  torc. The whole experience, of course, is highly surreal. 
  As with all dreams, the participants do not have complete 
  freedom, and sometimes unusual logic operates.
  Assign a warrior to each player from the following list:
  • Colbon the Sure-Footed
  • Eric the Mighty
  • Halvar the Frightening
  • Ivar the Observant
  • Leif the Wise
  • Ulf the Silent
  If you have less than six players, some players must 
  control multiple warriors.
  To get the torc, they must overcome several challenges, 
  and the only way to overcome a challenge is for the 
  correct warrior to take the correct action. If the warriors 
  all die at any stage, they find themselves back at the start 
  of the dream and must try again.
  They begin the dream at the edge of a snow-covered 
  forest, beyond which is a tower of ice. From the topmost 
  window shines a golden light, which they believe to be the 
  torc.
  Challenge 1: Snow-Covered Forest. The warriors must 
  cross the forest to get to the tower. The only way to do 
  this successfully is if Ivar the Observant first looks for a 
  trail—which is soon found. If the warriors enter the forest 
  without doing this, they soon become hopelessly lost, and 
  they all die terrible and varied deaths. Have each player 
  describe the terrible death of their warrior, then go back 
  to the start. 
  Challenge 2: Cave of the White Wyrm. Just beyond the 
  forest edge is a dark cave with the entrance covered by a 
  thick layer of ice. The warriors must pass the cave to get 
  to the tower of ice. The White Wyrm lives here, and the 
  only way to overcome the challenge is for Ulf the Silent to 
  stealthily lead them past the cave mouth. Any other action 
  causes the White Wyrm to burst forth and devour them 
  alive. 
  Challenge 3: Gunborg the Frost Giant. Having passed 
  the cave, the party comes to the tower of ice. It is guarded 
  by a frost giant named Gunborg who demands they leave 
  and never return. To overcome the giant, Halvar the 
  Frightening must intimidate her, at which point she flees. 
  If the warriors try anything else, Gunborg slays everyone.
  Challenge 4: Tower Door. The tower door is heavily 
  reinforced and locked. The warriors cannot climb the 
  slippery outside wall. The only way to pass is for Eric the 
  Mighty to break down the door.
  Challenge 5: Missing Staircase. Inside the tower, a 
  circular staircase of ice leads up to the top floor. The 
  lower part of the staircase is missing. Colbon the Sure-
  Footed must climb up the inside wall (which is rougher 
  than the outside wall) until attaining the top floor landing. 
  At this point, Colbon can throw down a conveniently 
  available rope.
  Challenge 6: Magic Mirror. The topmost landing has 
  a door leading to a chamber of ice, complete with an ice 
  bed, an ice wardrobe, and an ice mirror. In the chamber’s 
  solitary window is the golden torc. If anyone tries to take 
  the torc, however, they discover their hands pass right 
  through it. Leif the Wise must examine the mirror, and 
  determine it is magic. Upon learning this, Leif reaches 
  into the mirror and takes hold of the reflected torc. When 
  this happens, the dream ends. 
  To Chapter 4
  Once the party has passed through either the Psychic 
  Winds or the Dream Field, go to Chapter 4: Titans End.
  
  11
  The first blow is half the war.
  —The sayings of Menyar-Ag
  A few more hours travel brings the 
  adventurers to Titans End. There is enough 
  time for a short rest on the skiff, but Janara is 
  unwilling to delay their voyage for a long rest. 
  When they arrive, read the following:
  Hanging in the astral void is an enormous full-faced 
  helmet, perhaps 200 feet tall. It is made from bronze or 
  something similar, and its surface is pitted and scarred. 
  Metallic wires trail from the base of the helmet, while 
  two large, empty eye slits suggest a means of entry. 
  Titans End
  Titans End is the head of a giant magical-mechanical 
  construct, which was built and piloted by an ancient and 
  forgotten race of beings. How the head was torn asunder, 
  and where the rest of the body is, are both mysteries. 
  Titans End Features
  The following applies to the interior of Titans End.
  Illumination. The areas within Titans End are 
  illuminated by magical glowing panels of bronze, set high 
  on the walls.
  Construction. Titans End is constructed from solid 
  bronze. 
  Gravity. There is no artificial gravity in Titans End. 
  Creatures may propel themselves with their mind, as in 
  the astral void.
  Chambers. All interior surfaces are made from bronze. 
  Ceilings for the inhabitable areas are 20 feet high.
  Forbiddance. The Lich-Queen is a sorceress without 
  peer and has cast a very powerful forbiddance spell to 
  protect the Begotten. The area of effect is a sphere that 
  is 3000 yards in radius and centered on Titans End. She 
  configured the spell to inflict damage on celestial and fey 
  creatures that enter the area.
  Resting. The party may take a single short rest while 
  inside Titans End. If they delay longer, the guards in the 
  Staterooms (see below) seek them out. 
  Map. Appendix B has a map of Titans End.
  Yingyong’s Demands
  Having brought the party within sight of Titans End, 
  Yingyong loudly insists that they fulfill their end of the 
  bargain. It reluctantly agrees to wait on the skiff while the 
  adventurers complete their business inside the construct.
  Psychic Bolters
  There are seven psychic bolters mounted around the eye 
  slits. These are identical to oaken bolters, except:
  •	They are constructed from bronze and crystal.
  •	They have speed 0.
  •	The bolts (including explosive bolts) are made of psychic 
  energy and inflict psychic damage.
  •	They have no harpoons.
  Chapter 4:
  Titans End
  
  12
  A githyanki warrior from the Staterooms (see below) is 
  keeping watch from one of the eye slits. As soon as the 
  astral skiff comes in range, he activates the psychic bolters, 
  and they begin strafing the deck, distributing the fire 
  amongst the available targets. Yingyong immediately flees 
  below decks (where it is safe from the fire). The githyanki 
  returns to the Staterooms after activating the bolters.
  Adjusting this EncountEr
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove three psychic bolters.
  • Weak: Remove one psychic bolter. 
  • Strong: Add one psychic bolter. 
  • Very Strong: Add three psychic bolters.    
  Cargo Bay
  The eye slits lead into the cargo bay. The slits are not 
  large enough for the skiff to enter, but there are anchor 
  points that allow the craft to be easily docked. When the 
  adventurers enter, read the following:
  The floors, walls, and ceiling of this expansive, circular 
  bay are all made from a dusky, textured bronze. About 
  a dozen large boxes made of crystal lie scattered about 
  the floor, along with many piles of crystal shards.
  Developments
  The original makers of Titans End used the crystal boxes 
  to transport goods to the giant construct. Slinking at 
  the back of the bay is a steel predator, which has been 
  trained to attack any non-githyanki creature. 
  There is a 10’ wide mechanical iris in both the floor 
  and ceiling, toward the back of the bay. Touching either 
  iris causes it to dilate open, allowing the adventurers to 
  access either the Bridge or the Staterooms.
  Treasure. The intact crystal boxes are empty, having 
  been long since looted. Anyone searching among 
  the shards and making a successful DC 15 Wisdom 
  (Perception) check finds 500 gp and 90 pp.
  Adjusting this EncountEr
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Reduce the hit points of the steel predator 
  by 30.
  • Weak: Reduce the hit points of the steel predator by 15. 
  • Strong: Increase the hit points of the steel predator by 15. 
  • Very Strong: Increase the hit points of the steel 
  predator by 45.     
  Bridge 
  Read the following:
  Gleaming bronze tiles cover the walls and floor of this 
  sparse, dome-shaped chamber. Near the center of the 
  room is a throne-like chair, made entirely of bronze 
  and mounted on a small dais. Three enormous crystal 
  screens hang from one side of the chamber, and there 
  are large rectangular indents on the walls behind and 
  above.
  Developments
  This area controls the propulsion of the enormous 
  construct. A successful DC 13 Intelligence (Arcana) check 
  turns on the crystal screens, which give a panoramic 
  view of the outside area. A successful DC 13 Intelligence 
  (Arcana) check activates the pilot chair. 
  Once both screens and chair are functioning, someone 
  sitting in the chair can move Titans End around, piloting 
  it like an astral ship (see “Terror from the Sky” in chapter 
  4 of Mordenkainen’s Tome of Foes for more information). 
  The top speed of Titans End is 20 miles per hour.
  The depressed panels provide maintenance access to 
  the magical-mechanical propulsion unit. A panel may be 
  opened with a successful DC 10 Intelligence (Arcana) 
  check.
  Note that other functions (such as weaponry) were 
  controlled from a separate chamber in the construct’s 
  chest, back when Titans End was intact and fully 
  operational.
  
  13
  Staterooms
  Read the following:
  This circular chamber has ruddy bronze tiles on the floor 
  and ceiling, and walls of bronze beaten into a rippling 
  pattern. A sunken section of the floor accommodates 
  two benches and a table. There are several bronze doors 
  leading from this room, as well as a wide doorway filled 
  with blotchy grey flesh, pulsing with greenish veins. 
  Developments
  This area used to house the crew but is now 
  quartering those charged with guarding the 
  Begotten. Present are a githyanki kith’rak 
  called Malastra Zanhkor, a black abishai called 
  Sarcuxenik, and two githyanki warriors. 
  Sarcuxenik is one of several abishai who 
  serve the Lich-Queen as a result of her 
  treaty with Tiamat. 
  Assuming her warrior observed 
  the skiff approaching (see “Psychic 
  Bolters” above), Malastra is waiting 
  for the adventurers. She is a 
  superb fighter and does not 
  fear the party, but she is also 
  cautious and knows that 
  preserving the Begotten is 
  her sole priority. If possible, 
  she attempts to parlay with 
  the adventurers and convince 
  them to leave. Otherwise, she 
  and her companions attack 
  ferociously, spreading out 
  around the party on all sides, 
  using the lack of gravity to full 
  effect. However, at least one of the 
  antagonists positions themselves 
  between the party and the pulsing 
  mass of flesh at all times. 
  Treasure
  The four regular staterooms only have beds and 
  footlockers for furniture. Searching the footlockers 
  locates 35 pp, 580 gp, and 1820 sp, as well as a Tome of 
  Clear Thought and a Potion of Vitality. 
  Adjusting this EncountEr
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove the abishai and a githyanki warrior.
  • Weak: Remove the abishai, add two githyanki warriors. 
  • Strong: Add two githyanki warriors. 
  • Very Strong: Add an abishai and a githyanki warrior.     
  Chrysalis Door
  The mass of flesh bulging from the doorway is a chrysalis 
  which houses the Begotten. Anyone examining it notices 
  that there is a membranous slit through which someone 
  might enter. The adventurers may also choose to attack 
  the chrysalis, which has AC 12 and 40 hp. Destroying the 
  chrysalis reveals the Begotten. 
  To Chapter 5
  If the adventurers enter the chrysalis, they meet the 
  Begotten inside. If they destroy the chrysalis, the Begotten 
  is revealed, unharmed amidst the grey muck. In either 
  case, go to Chapter 5: The Begotten.
  
  14
  The great battle is the battle to know right from 
  wrong.
  —The sayings of Menyar-Ag
  By this stage, the adventurers have either entered the 
  chrysalis or destroyed it. If they enter the chrysalis, 
  they meet the Begotten in a 20-foot-cube chamber 
  with walls of blotchy gray flesh and pulsing green 
  veins. It smells like a slaughterhouse. 
  If the adventurers destroy the chrysalis, the 
  Begotten is left unharmed amidst a pile of quivering 
  gray flesh. 
  About the Begotten 
  The Begotten is a sixteen-year-old female githyanki, with 
  saffron skin, russet hair, and brown tattoos. She stares at 
  the adventurers in astonishment and asks, “Who are you?”
  With a small amount of coaxing, she talks to them. 
  She has no name that she is aware of. She has spent her 
  entire life in the chrysalis, and the only other person she 
  has ever seen is her tutor, an elderly githyanki scholar 
  who is currently on leave. 
  Despite never having left the chrysalis, the Begotten has 
  a good understanding of history and natural philosophy. 
  She is a skillful writer and a superb orator. She received 
  no substantial moral education, but she retains a certain 
  native empathy that the githyanki usually drill out of their 
  young. From magically eavesdropping on conversations 
  between her tutor and the captain of the guards, the 
  Begotten has mistakenly concluded that she is the Lich-
  Queen’s heir and she is destined to rule the githyanki 
  empire. She does not understand the Lich-Queen’s true 
  scheme (see below).
  The Begotten is fit and healthy and moves gracefully. 
  The chrysalis was confined yet provided enough space 
  for basic physical instruction. This was aided by the gray 
  flesh, which could shape itself into gymnastic equipment 
  (as well as furniture). 
  The Begotten has recently started to manifest magical 
  abilities, probably because of her link with the Lich-
  Queen. She can barely understand or control these 
  abilities, but they are very powerful.
  rolEplAying thE BEgottEn
  The Begotten is a githyanki who believes herself to be 
  heir to the Lich-Queen’s empire. 
  • Ideal: Glory. I secretly long to be like the heroes I’ve 
  only read about in books. 
  • Bond: I believe I am heir to the githyanki empire. Ruling 
  it well is my sole purpose. 
  • Trait: Despite my extensive education, I’ve only ever 
  spoken to my tutor. I’m likely to make embarrassing 
  social blunders.
  • Flaw: I believe virtually anything I’m told.
  The Begotten has recently started to manifest magical 
  abilities which she barely understands. In combat, she is 
  likely to make rookie mistakes, such as casting fireball in 
  an enclosed space. She has the statistics of a mage.    
  The Lich-Queen’s Scheme
  Some time ago, the Lich-Queen realized that her physical 
  form was starting to decay, and she was expending an 
  increasing amount of power simply to preserve it. She 
  contrived several schemes to counteract this threat. One 
  of the schemes involved taking a sliver of her own flesh 
  and cultivating it into a baby. She called this child “the 
  Begotten” and her plan is to transfer her consciousness into 
  the child’s body when it reaches a certain level of maturity.
  Chapter 5:
  The Begotten
  
  15
  The Lich-Queen created the chrysalis to help the child 
  grow (which is usually impossible on the Astral Plane) 
  and to prepare the body via certain eldritch infusions. 
  She engaged a tutor to ensure the body had developed all 
  the required motor skills prior to possession. The Lich-
  Queen had no interest in educating the child’s mind; the 
  tutor taught the Begotten history and natural philosophy 
  merely because it provided convenient subject material 
  for writing and oratorical exercises.
  The Lich-Queen decided to house the chrysalis in Titans 
  End, which only she knew the location of. Conducting 
  such an audacious experiment in Tu’narath seemed too 
  risky, as even the Palace of Whispers has its spies. 
  Hard Choices
  The adventurers need to decide what to do with the 
  Begotten. The main options are:
  •	Kill her. Janara forcefully urges them to do this and 
  reminds them that this was the only goal of their 
  mission. She tells the adventurers not to be blinded 
  by sentimentality, that the Begotten was conceived in 
  evil and is destined to bring ruin to the multiverse. If 
  attacked, the Begotten defends herself as best she can, 
  while begging the adventurers to stop.
  •	Leave her. Janara strongly opposes any attempt to leave 
  the Begotten in the Astral Plane. She points out that the 
  Lich-Queen will certainly find her and then complete 
  her scheme. If the adventurers do attempt to leave the 
  Begotten behind, Janara tries to assassinate her.
  •	Take her. Janara can be persuaded to take the Begotten 
  back to the Material Plane, to continue the discussion 
  about her fate. She agrees to this very reluctantly, and 
  only as an alternative to leaving the Begotten behind.
  Astral Dreadnought
  As soon as the adventurers decide what to do (and after 
  they have killed the Begotten if they choose to), they hear 
  a dreadful roar from outside. Checking the view screens in 
  the bridge, or simply looking out the eye slits, shows that 
  an astral dreadnought is heading directly for Titans End.
  The adventurers have several options:
  •	Fight the dreadnought. Higher level parties might be 
  able to destroy this fearsome creature.
  •	Hide in Titans End. If they do nothing and remain in 
  Titans End, the dreadnought plows right through the 
  enormous construct, destroying it and inflicting 5d10 
  bludgeoning damage on each adventurer (make a 
  successful Dexterity saving throw for half damage). The 
  dreadnought then attempts to pick off the survivors 
  from amongst the debris.
  •	Flee in the astral skiff. The astral skiff is not quite fast 
  enough to outrun the dreadnought. However, with 
  some skill and luck, they can avoid the mighty creature 
  long enough to sail 3000 feet away from Titans End, 
  at which point Janara can planeshift them back to the 
  Material Plane. See “Outrunning the Dreadnought” 
  below.
  •	Flee in Titans End. If the adventurers have figured out 
  how to control the propulsion unit in Titans End (see 
  “Bridge” in chapter 4), they can use it to outrun the 
  dreadnought. See “Outrunning the Dreadnought” below.
  Outrunning the Dreadnought
  If the adventurers try to outrun the astral dreadnought, 
  Janara takes the helm and pilots the vessel. However, she 
  needs help from the adventurers, who must draw on their 
  unique mix of skills to assist her. This calls for a series of 
  skill checks, which is handled as follows.
  Have the players roll initiative. On their turn, each 
  player must nominate which skill they are using, and 
  describe how it helps them outrun the dreadnought. The 
  player then makes a DC 15 skill check and adds it to a 
  running tally of the results. This continues until the party 
  meets the success or failure conditions (see below).
  Restrictions. There are some restrictions on which 
  skills can be chosen. A player cannot choose a skill that 
  they chose last round, and they cannot choose a skill that 
  the player immediately preceding them in the initiative 
  order chose. This reflects the fact that a variety of skills is 
  needed to overcome a heroic challenge.
  Skill ideas. It may not be apparent at first to the players 
  how they can assist Janara but encourage them to be 
  creative and allow them to push the boundaries of a skill. 
  For example, a character might use Perception to spot 
  some floating debris they can dodge around, Athletics to 
  secure some loose rigging on the astral skiff, Arcana to 
  tinker with the propulsion unit, Persuasion to encourage 
  Janara, Insight to predict the monster’s next move, and so 
  on. Don’t be afraid to award inspiration for a particularly 
  brilliant suggestion.
  Success. If the party accrues 8 successes, they outrun 
  the astral dreadnought. If they are in Titans End, this 
  means they leave the dreadnought behind. If they are in 
  the astral skiff, it means they clear the forbiddance zone, 
  and Janara can planeshift them back to the Material Plane. 
  Failure. If they accrue 3 failures, the dreadnought 
  catches them and tears their vessel apart, inflicting 
  5d10 bludgeoning damage on each adventurer (make 
  a successful Dexterity saving throw for half damage). 
  The dreadnought then either turns and searches for the 
  adventurers amidst the debris or simply plow on into the 
  void. Your call.
  Conclusion
  If the Begotten was killed, Janara thanks the adventurers 
  profusely and tell them that Menyar-Ag (the leader of the 
  githzerai) is in their debt. She then returns to Limbo but 
  checks in on the party regularly and supplies help from 
  time to time. 
  If the Begotten was left in Limbo, the Lich-Queen’s 
  scheme comes to fruition. With her new body requiring 
  much less power to maintain, she shifts her energy to 
  the ongoing githzerai conflict. Soon her warriors are 
  besieging Limbo itself, and it’s possible that Menyar-Ag 
  reaches out to the adventurers for help.
  If the Begotten returns to the Material Plane, she could 
  join the party as either an NPC or a PC (Divine Soul 
  Sorcerer would be an appropriate class and archetype). 
  The Lich-Queen ignores the Begotten initially, simply 
  treating her as a failed experiment. She slowly becomes 
  aware of the Begotten’s power and begins to see her as 
  a potential ally to be secured or rival to be eliminated. 
  Meanwhile, Janara is still committed to killing the 
  Begotten and becomes a dangerous enemy of the party.
  There are many other possibilities besides, some 
  that are not obvious. As Menyar-Ag says, “Don’t make 
  predictions, especially about the future.”
  
  16
  This appendix details new monsters that do not appear in 
  the Monster Manual.
  Berbalang
  Medium aberration, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 38 (11d8 - 11)
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  16 (+3)
  9 (-1)
  17 (+3)
  11 (+0)
  10 (+0)
  Saving Throws Dex +5, Int +5
  Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
  Senses truesight 120 ft., passive Perception 12
  Languages all, but rarely speaks
  Challenge 2 (450 XP)
  Spectral Duplication (Recharges after a Short or Long rest). 
  As a bonus action, the berbalang creates one spectral duplicate 
  of itself in an unoccupied space it can see within 60 feet of it. 
  While the duplicate exists, the berbalang is unconscious. A 
  berbalang can have only one duplicate at a time. The duplicate 
  disappears when it or the berbalang drops to 0 hit points 
  or when the berbalang dismisses it (no action required). 
  The duplicate has the same statistics and knowledge as the 
  berbalang, and everything experienced by the duplicate is 
  known by the berbalang. All damage dealt by the duplicate's 
  attacks is psychic damage.
  Innate Spellcasting. The berbalang's innate spellcasting ability 
  is Intelligence (spell save DC 13). The berbalang can innately 
  cast the following spells, requiring no material components:
  At will: speak with dead
  1/day: plane shift (self only) 
  Actions
  Multiattack. The berbalang makes two attacks: one with its 
  bite and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (2d4 + 3) slashing damage.
  Black Abishai
  Medium fiend (devil), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8+ 18) 
  Speed 30 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  14 (+2)
  13 (+1)
  16 (+3)
  11 (+0)
  Saving Throws Dex +6, Wis +6
  Skills Perception +6, Stealth +6
  Damage Resistances  cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren't silvered 
  Damage Immunities  acid, fire, poison
  Condition Immunities  poisoned 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Draconic, Infernal, telepathy 120 ft.
  Challenge 7 (2,900 XP)
  Devil's Sight. Magical darkness doesn't impede the abishai's 
  darkvision.
  Magic Resistance.The abishai has advantage on saving throws 
  against spells and other magical effects. 
  Magic Weapons. The abishai's weapon attacks are magical.
  Shadow Stealth. While in dim light or darkness, the abishai can 
  take the Hide action as a bonus action.
  Actions
  Multiattack. The abishai makes three attacks: two with its 
  scimitar and one with its bite.
  Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target: Hit: 6 (1d6 + 3) slashing damage. . 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage. 
  Creeping Darkness (Recharge 6). The abishai casts darkness 
  at a point within 120 feet of it, requiring no components. 
  Wisdom is its spellcasting ability for this spell. While the spell 
  persists, the abishai can move the area of darkness up to 60 
  feet as a bonus action.
  Githyanki Kith’rak
  Medium humanoid (gith), lawful evil
  Armor Class 18 (plate)
  Hit Points 180 (24d8 + 72)  
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  17 (+3)
  16 (+3)
  15 (+2)
  17 (+3)
  Saving Throws Con +7, Int +7, Wis +6
  Skills Intimidation +7, Perception +6
  Senses passive Perception 16 
  Languages Gith
  Challenge 12 (8,400 XP)
  Innate Spellcasting (Psionics). The githyanki's innate 
  spellcasting ability is Intelligence (spell save DC 13). The 
  githyanki can innately cast the following spells, requiring no 
  material components:
  At will: mage hand (the hand is invisible)
  3/day each: blur, jump, misty step, nondetection (self only) 
  1/day each: plane shift, telekinesis
  Rally the Troops. As a bonus action, the githyanki can magically 
  end the charmed and frightened conditions on itself and each 
  creature of its choice that it can see within 30 feet of it.
  Actions
  Multiattack. The githyanki makes three greatsword attacks. 
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) 
  psychic damage. 
  Reactions
  Parry. The githyanki adds 4 to its AC against one melee attack 
  that would hit it. To do so, the githyanki must see the attacker 
  and be wielding a melee weapon.
   Appendix A. New Monsters
  
  17
  Oaken Bolter
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 58 (9d8+ 18) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  18 (+4)
  15 (+2)
  3 (-4)
  10 (+0)
  1 (-5)
  Damage Immunities poison; bludgeoning, piercing, and slashing 
  from nonmagical attacks that aren’t adamantine
  Condition Immunities  charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 12
  Languages understands one language of its creator but can’t 
  speak
  Challenge 5 (1,800 XP)
  Magic Resistance. The oaken bolter has advantage on saving 
  throws against spells and other magical effects. 
  Actions
  Multiattack. The oaken bolter makes two lancing bolt attacks 
  or one lancing bolt attack and one harpoon attack.
  Scimitar. Melee or Ranged Weapon Attack: +7 to hit, reach 5 
  ft. or range 100/400 one target. Hit: 15 (2d10 + 4) piercing 
  damage. 
  Harpoon. Ranged Weapon Attack: +7 to hit, range 50/200 
  ft., one target. Hit: 9 (1d10 + 4) piercing damage, and the 
  target is grappled (escape DC 12). While grappled in this 
  way, a creature’s speed isn’t reduced, but it can move only in 
  directions that bring it closer to the oaken bolter. A creature 
  takes 5 (1d10) slashing damage if it escapes from the grapple 
  or if it tries and fails. As a bonus action, the oaken bolter can 
  pull a creature grappled by it 20 feet closer. The oaken bolter 
  can grapple only one creature at a time. 
  Creeping Darkness (Recharge 5-6). The oaken bolter launches 
  an explosive charge at a point within 120 feet. Each creature 
  within 20 feet of that point must make a DC 15 Dexterity 
  saving throw, taking 17 (5d6) fire damage on a failed save, or 
  half as much damage on a successful one.
  Steel Predator
  Large construct, lawful evil
  Armor Class 20 (natural armor)
  Hit Points 207 (18d10 + 108) 
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  17 (+3)
  22 (+6)
  4 (-3)
  14 (+2)
  6 (-2)
  Skills Perception +7, Stealth +8, Survival +7
  Damage Resistances  cold, lightning, necrotic, thunder 
  Damage Immunities  poison, psychic; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities  charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, stunned
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17 
  Languages understands Modron and the language of its owner 
  but can’t speak
  Challenge 16 (15,000 XP)
  Innate Spellcasting.The steel predator's innate spellcasting 
  ability is Wisdom. It can innately cast the following spells, 
  requiring no components:
  3/day each: dimension door (self only), plane shift (self only) 
  Magic Resistance. The steel predator has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The steel predator's weapon attacks are 
  magical.
  Actions
  Multiattack. The steel predator makes three attacks: one with 
  its bite and two with its claw.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 one target Hit: 
  14 (2d6 + 7) piercing damage. 
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) slashing damage. 
  Stunning Roar (Recharge 5-6). The steel predator emits a 
  roar in a 60-foot cone. Each creature in that area must make a 
  DC 19 Constitution saving throw. On a failed save, a creature 
  takes 27 (5d10) thunder damage, drops everything it's holding 
  and is stunned for I minute. On a successful save, a creature 
  takes half as much damage. The stunned creature can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  
  18
   Appendix B. Map of Titans End
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/DMsGuild Adept/DMsGuild Adept/The Lich-Queens Begotten.pdf