TEXT:  
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  T H E  D R E A M I N G  R O O M S  
  1 
   
   
  
   
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  T H E  D R E A M I N G  R O O M S  
  2 
   
   
   
  CREDITS 
  Design: RCXCHAN 
  Version: 1.0 last updated August 30, 2018 
  Art 
  Cover: Oedipus and the Sphinx (1864) Gustave Moreau, CC0 1.0 
  Universal Public Domain Dedication 
  Background: Paper https://pixabay.com/en/paper-old-
  texture-parchment-1074136/, Chris Fiedler, CC0) modified 
  Incense (https://pixnio.com/still-life/incense-sticks-smoke-
  pots, Vasilijus, CC0 
  Beach https://www.pexels.com/photo/beach-black-and-white-
  dramatic-horizon-331092/, Pok Rie, Pexels License 
  Metronome https://www.goodfreephotos.com/vector-
  images/metronome-vector-clipart.png.php, CC0 
  Kunst (Die Zärtlichkeit der Sphinx) (1896) Fernand Khnopff, 
  Public Domain 
  Plans https://pixabay.com/en/construction-plans-square-
  plan-370588/, BrooklynJohn, CC0 
  PLAYTESTING 
  Thanks to Ben, Kim, Nick and Rusia. 
  FEEDBACK & SUGGESTIONS 
  Please share your thoughts and recommendations at DM's 
  Guild or www.facebook.com/RCXCH/ 
  TYPEFACES 
   
  Convergence by Nicolas Silva 
  Schwartzenberg & John Vargas Beltrán (SIL OFL), Nodesto Caps 
  Condensed by Solbera (CC-BY-SA-4.0), Liberation Sans by Ascender Corp. (SIL 
  OFL), Liberation Serif by Ascender Corp. (SIL OFL), Libre 
  Baskerville by Impallari Type (SIL OFL), TeX Gyre Bonum 
  by GUST e-foundry (GUST Font License) 
  SELECTED BIBLIOGRAPHY 
  Wizards RPG Team (2014). Monster Manual 5th edition. 
  (Wizards of the Coast) ISBN 978-0786965614. 
  Wizards RPG Team (2016). Volo's Guide to Monsters. (Wizards 
  of the Coast) ISBN 978-0786966073. 
  DISCLAIMER 
  We advise that rewards won by solving sphinxes' riddles be 
  approached with caution, particularly by those of uncertain 
  parentage, a condition that has been observed to be 
  disproportionately prevalent among adventurers. 
  CHANGELOG 
  1.0 Release 
  LEGAL INFORMATION 
  This work contains material that is copyright Wizards of the 
  Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for 
  Dungeon Masters Guild. 
  All other original material in this work is copyright 2018 by 
  RCXCHAN and published under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
   
  
   
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  T H E  D R E A M I N G  R O O M S  
  3 
  OVERVIEW 
  This adventure comprises a room with a musical puzzle and 
  a room with a sequence of riddles attached to combat 
  encounters. It can be run as a one shot with its introduction 
  or the rooms can be used as modular parts of any dungeon in 
  want of puzzles. 
   
  Run time is likely in the 2-3 hour range. Giving clues, 
  cutting the number of summoned combatants and dropping a 
  riddle or two should allow you to trim the length as you go.  
   
  The combat encounters were written for a party of four level 
  12 characters to breeze through. Notes are provided to adjust 
  the difficulty for any party level 2 or higher, though with 
  enough rat and tarrasque stat block swaps, you could likely 
  run these rooms at any level. 
   
  INTRODUCTION 
  Arcane Architecture are a renowned multiplanar company 
  specialising in the construction of temples, tombs and 
  dungeons with unique features. They cater to a discerning 
  clientele. Arcane Architecture is looking to hire adventurers 
  on a short contract and will offer payment in kind. Drawing 
  a magic circle in chalk or salt, holding an Arcane 
  Architecture business card and saying their motto ("We 
  build the exceptional.") aloud will commence a ten minute 
  ritual to open a temporary portal to the demiplane of Arcane 
  Architecture Headquarters. 
   
  Upon entering the portal, the party find themselves in an 
  empty 20x20x20 ft. room. Glowing words crawl up and 
  down the walls in various scripts reading: "A customer care 
  representative will be with you shortly. We thank you for 
  your patience." Eventually, the text dims completely and a 
  door appears on a wall. A harried looking young man clad in 
  full plate emerges from the door. 
  He says, "Welcome to Arcane Architecture. We build the 
  exceptional. I am Qar. How can I help you?" 
  Until the party bring up the contract, Qar will recite a sales 
  pitch based on what he suspects the player characters might 
  wish to build, judging by their appearances. He may explain 
  the features available for holdfasts, laboratories, standing 
  stones, vaults and shrines. 
  Qar can offer the following information: 
  Arcane Architecture are looking for powerful and 
  resourceful adventurers to perform a contract that should 
  take no longer than a night. 
  Sekhemib the Dreamer is the head of the company and will 
  select the contractors.  
  If asked about his role, Qar will explain that he performs the 
  separate duties of sales and quality assurance. 
  Qar will guide the party through the door and advise that 
  they act respectfully. 
   
  Dreamsolver Qar, 20s male human Champion (VGtM 
  p.212) 
   
   
   
  Through the door, the cloying scents of juniper, myrrh and 
  pine are heavy on the air. An androsphinx bedecked in 
  glittering finery reclines on oversized velvet cushions. The 
  floor is littered with schematics and miniatures. A dozen 
  human and tabaxi attendants surround the sphinx, hand 
  feeding him sweet meats, fanning him with peacock feathers 
  and playing unusual woodwind instruments. A stenographer 
  records all the words spoken in this room. The sphinx, 
  Sekhemib the Dreamer, has a resonant voice that makes the 
  air quiver as he speaks. "These are the adventurers?" he 
  says, "Come! Let me see if they are worthy." 
  Sekhemib will gesture that the party be brought before him. 
  He will sniff them deeply one by one, proclaim them 
  "adequate" and then will command Qar to brief them on 
  their task. 
   
  Sekhemib the Dreamer, Androsphinx in his lair (MM 
  pp.280-281) 
  12x Attendants, various male and female human and tabaxi 
  Bards (VGtM p.211) 
   
  Qar will bring them through a door leading to another cubic 
  room. There are three stone desks, piled high with 
  paperwork. Two robed figures, Tuya and Unnefer, sit at the 
  desks poring over paperwork. The three will answer the 
  party's questions and provide the following information: 
  Sekhemib spends his day devising traps, puzzles and riddles 
  for clients. 
  He maximises his output by dreaming up puzzles in his 
  sleep. As he does not always recall his dreams, he employs 
  Qar, Tuya and Unnefer to solve them. 
  A draught of dreamsharing allows them to participate in his 
  dreams, remaining fully conscious within Sekhemib's 
  subconscious. 
  Lately, they have been unable to solve some dreams, leaving 
  all four with recurring nightmares. 
  Tonight, the party will take the draught of dreamsharing and 
  attempt to clear the backlog of unsolved puzzles. 
   
  If asked specifically, Qar, Tuya and Unnefer can recall 
  further information: 
  Dying in the dream will cause the dreamer to wake. It is 
  unpleasant, but probably not harmful. 
  The dreamers can only influence their own actions in the 
  dream, but can use abilities and items they are used to. 
  Qar, Tuya and Unnefer have been temporarily sidelined to 
  prepare for an audit from Mechanus. 
  Qar recalls discordant sounds from the dream. 
  
   
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  T H E  D R E A M I N G  R O O M S  
  4 
  Tuya recalls the feeling of being squeezed by a giant hand. 
  She thinks she won the fight, but is troubled by a riddle she 
  couldn’t solve and now can't recall. 
  Unnefer notes that if you can’t solve a riddle, you can try 
  breaking through doors, though things usually get violent 
  soon after. 
   
  Dreamsolver Tuya, 40s female tabaxi Assassin (MM p.343) 
  Dreamsolver Unnefer, 30s female human Mage (MM p.347) 
   
  When the party are ready, they are brought back to 
  Sekhemib. Sekhemib and the party drink the draught of 
  dreamsharing from a silver bowl and are provided with cots 
  and fine linens. When they fall asleep, their dreams 
  transition from their own to a communal dream in 
  Sekhemib's mind. 
   
   
   
  The party find themselves floating in an endless ocean of 
  black water. The water laps against their buoyant bodies 
  with the sound of feline snoring. Distant stars twinkle in the 
  skies and the depths. The party heal to full hit points and 
  gain the benefits of a long rest. An unsupported door stands 
  upright on the surface of the water. The door leads to a 
  narrow passageway and stairs that wind around in 
  impossible geometries. At the end of the passage lies 
  another door. Beyond this door lies the Room of Chords. 
   
  THE ROOM OF CHORDS 
  Summary 
  This room is an aural puzzle. The room periodically plays a 
  chord. The pitch of the two notes is determined by the 
  position of the rightmost characters on rows 3 and 5. The 
  locks play a chord when their buttons are pressed. To be 
  unlocked, the chord played by the room must match the 
  chord played by the lock. To complicate matters, 
  periodically summoned enemies can manipulate the 
  positions of characters. 
   
  Appearance & Features 
  See appendix for the room layout. 
  The room is unlit and made of irregular stone blocks. Empty 
  corridors extend another 50 feet east from k3 & k5 and 
  another 100 feet west from a3 & a5. Invisible barriers block 
  passage at a/b3, a/b5, j/k3 and j/k5.  
  The locked door at f6/7 is made of hardwood and banded 
  steel. It has two locks without keyholes. Each lock has a 
  button labelled with a symbol shown at g7. 
  The metronomes at c6 & i6 are thick steel pendulums 
  pivoting at their base, each with a sliding weight more than 
  halfway up its height. Their cases are made of exotic woods 
  and stand seven feet tall. The metronomes are labelled with 
  the symbols shown: a stylised flame and wing at c6 and a 
  stringed instrument at i6. 
  A floor glyph is engraved at b6. 
   
  Chord Metronome 
  The metronome at i6 determines when the room plays a 
  chord. It makes a click once every 4 rounds (24 seconds). 
  When it clicks, the room will play a chord, starting on the 
  first round it is activated. This can be tracked by a d4 on the 
  metronome's square. The metronome will activate 
  automatically when a creature occupies any square in row 3. 
   
  Summoning Metronome 
  The metronome at c6 determines when the room summons a 
  creature on the circle at b6. It makes a click once every 4 
  rounds (24 seconds). When it clicks, the room will summon 
  a creature, starting on the first round it is activated. This can 
  be tracked by a d4 on the metronome's square. Before the 
  first lock is solved, the summoned creature is a dreamer's 
  eshim. After the first lock is solved, the summoned creature 
  is a fallen flame. The metronome will activate automatically 
  when the button on the lock is pressed. 
   
  n x Dreamer's Eshim (see appendix) 
  n x Fallen Flame (see appendix) 
   
  Chord 
  The room plays a chord made of two notes. When a chord is 
  played, two sonic blasts are fired through the room: one 
  from k5 to a5 and one from k3 to a3. The sonic blast hits 
  rightmost creatures on rows 3 and 5. A creature hit by a 
  blast feels the vibrations rending the air around them and 
  must succeed on a DC 15 Constitution saving throw or be 
  deafened for one round and take thunder damage according 
  to Table 1. One a successful save, the damage is halved. 
  The pitch of each blast is lower the longer the blast is 
  uninterrupted by a creature. Table 1 shows the pitch of the 
  note, based on the position of the rightmost creature on rows 
  3 and 5 when the chord is played. Parentheses show the fret 
  of the note if it is played on a guitar, with the B string 
  corresponding to row 5 and the G string to row 3. 
   
   
  Table 1. 
  Column 
  open 
  b 
  c 
  d 
  e 
  f 
  g 
  h 
  i 
  j 
  Row5Note(fret) 
  B(0) 
  D#(4) 
  E(5) 
  F(6) 
  F#(7) 
  G(8) 
  G#(9) 
  A(10) 
  A#(11) 
  B(12) 
  Row3Note(fret) 
  G(0) 
  B(4) 
  C(5) 
  C#(6) 
  D(7) 
  D#(8) 
  E(9) 
  F(10) 
  F#(11) 
  G(12) 
  Damage 
  N/A 
  2d4 
  2d4 
  3d4 
  3d4 
  4d4 
  4d4 
  5d4 
  5d4 
  6d4 
   
   
   
   
  
   
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  T H E  D R E A M I N G  R O O M S  
  5 
  Locks 
  Two large padlocks, one in front of the other, hold the door 
  at f6/7. Each lock has a pressable button labelled with a 
  symbol shown at g7. Any character with a passing 
  familiarity with musical notation (proficiency with an 
  instrument, bards, noble backgrounds, DC 8 in a relevant 
  skill) can identify this symbol as a chord with two notes. 
  Pressing the button plays a chord. The table below details 
  the chords played for the first and second lock. Parentheses 
  show the fret of the note if it is played on a guitar. Brackets 
  show the position of the characters required to play the note 
  and open the lock. 
   
  First Lock 
  Metronome summons dreamer's eshim. 
  1st note (row 5):  
  G (B -8-) 
  [f5] 
  2nd note (row 3):  
  G (G -0-) 
  [row 3 open] 
   
  Second Lock 
  Metronome summons fallen flame. 
  1st note (row 5):  
  G# (B -9-) 
  [g5] 
  2nd note (row 3):  
  D (G -7-) 
  [e3] 
   
  Summoned Creatures 
  The form of the summoned creature is difficult to discern: 
  its outline resembles a winged humanoid, but its substance 
  appears as a writhing mass of painfully bright lights and 
  flames. These creatures are the dreamer's idea of a celestial 
  being and may or may not be true angels. The eshim are 
  aware of the room's workings and will attempt to move their 
  enemies into the paths of the sound blasts using hold person 
  and telekinesis. They do not alter the metronome settings 
  (unless you're feeling ungenerous). Once an eshim takes 
  more than 25 damage, it attempts to escape entirely using 
  plane shift. 
   
  Adjusting Metronomes 
  Characters may realise that the 
  rate of the metronome clicks 
  may be adjusted by moving the 
  sliding weight. A successful DC 
  13 Strength (Athletics) check 
  allows a character to move the 
  weight up the pendulum, 
  slowing the rate of clicks as low 
  as once every 8 rounds. Failure 
  will move the weight down the 
  pendulum, increasing the rate of 
  clicks, initially to once every 2 rounds and as frequently as 
  once per round. If the weight is slid up off the pendulum 
  entirely, the pendulum will click once per round. 
   
  The arms of either metronome may be held in place for one 
  round with a successful DC 18 Strength (Athletics) check. If 
  a character fails, they are unable to hold on or dragged along 
  with the pendulum. 
   
  Alternate Solutions 
  A character attempting to pick the locks will be unable to 
  find a mechanism to open the locks, but may discover  
  information about their workings. On a thieves' tools check 
  ≥15, the character can make an Intelligence (Investigation) 
  check to find clues. On a thieves' tools check ≥20, they can 
  make the Intelligence (Investigation) check with advantage. 
   
  Upon attempting to break the locks physically or open them 
  magically, the room will rumble with the sounds of 
  disturbed sleep as if the characters are within the sleeping 
  sphinx. If the characters persist, the sliding weights on the 
  metronomes magically disappear and they begin to click 
  every round. Each of the two locks has AC 20 and 50 hit 
  points. Alternatively the door has AC 20 and 100 hit points. 
  Upon casting knock, a lock will begin to unlock, but will 
  require the caster to maintain concentration and make a 
  successful DC 15 Intelligence (Arcana) check on two 
  successive rounds before the spell is successful. 
   
  Clues 
  Characters examining the locks, passages, metronomes or 
  other aspects of the room may piece together the workings 
  of the room and the puzzle. Possible clues include: 
   
  (Investigation check score: Information) 
   
  Locks 
  10: The locks are unlocked by sound. 
  13: The locks are unlocked by pitch. 
  15: The locks are unlocked with the room's chord matches 
  the lock's chord. 
   
  Metronomes 
  10: Metronome arms can be restrained with force. 
  13: One metronome click corresponds to the room playing a 
  chord. The other corresponds to summoned creatures. 
  15: Metronome click rate is adjustable with by moving the 
  sliding weights. 
   
  Room 
  13: The pitch of the chord is influenced by the positions of 
  creatures. 
  15: The pitch is determined by the position of the rightmost 
  creatures on rows 3 and 5. 
  17: The further right a character is positioned on rows 3 and 
  5, the higher the pitch of the note will be. 
   
  If the characters' aural ability exceeds the players', it may be 
  useful to allow Wisdom (Perception) or Charisma 
  (Performance) skill checks to listen to previously heard 
  notes again or determine if the current note needs to be 
  higher or lower. 
   
  Adjusting Difficulty 
  The damage numbers as written correspond to a low threat 
  encounter for a party of four level 12 characters. 
   
  These are some suggestions to make the room solvable by a 
  party of level 2 or higher. Change the chords' damage to 2, 
  2, 3, 3, 4, 4, 5, 5, 6 and the Constitution saving throw to DC 
  13. The summoned creatures refrain from using their direct 
  attacks, lose the damage from their abilities and flee when 
  they take any damage. 
   
  These next suggestions make the combat more challenging 
  and can be applied mid-encounter. Summoned creatures 
  fight to the death. When the summoning metronome clicks, 
  multiple creatures are summoned, perhaps in the room's 
  corners. Summoned creatures remove the sliding weight 
  
   
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  T H E  D R E A M I N G  R O O M S  
  6 
  from the summoning metronome to increase their rate of 
  reinforcement. 
   
  Solving the Puzzle 
  When both locks are unlocked, the summoned creatures, 
  metronomes and door will vanish. The open passageway 
  twists in every direction before leading back to the starlit 
  seemingly infinite room the party entered from. They heal to 
  full hit points and gain the benefits of a long rest. Once 
  again, a door appears on the dark ocean's surface, leading to 
  a stairway that in turn leads to the Room of Riddles. 
   
   
   
  THE ROOM OF RIDDLES 
  This high ceilinged room is flooded with scattered light 
  from an unseen source. Its walls and floors are polished 
  marble. It appears to have no doors save the one the party 
  enters through, and the moment the door is unwatched, this 
  too disappears. A gynosphinx lounges on a divan, 
  surrounded by invisible attendants catering to her whims. 
   
  The marble ceiling is illusory. Covering the true ceiling is a 
  series of angled mirrors at different heights that reflect onto 
  other mirrors in other similarly enchanted nearby rooms. In 
  the dreamscape, the number and variety of adjoining rooms 
  is virtually unlimited. 
   
  Rekhetre the Silent, Gynosphinx in her lair (MM pp.280-
  281) 
  4x Attendants, sylph Bards with intrinsic invisibility (VGtM 
  p.211) 
   
  The sphinx greets the adventurers with a sharp toothed 
  smile. She gestures that she is mute, or at least will not 
  speak. Through gestures and illusions, she conveys to the 
  party that she has a game for them involving monsters and 
  riddles. If the party assent, she will summon creatures with 
  an elaborate gesticulation and vanish with her entourage. 
  The summoned creatures are hostile to the party and attack 
  immediately. When destroyed, the summoned creatures 
  disintegrate into a shower of paper scraps. The sphinx will 
  reappear and wait expectantly. The torn scraps form a riddle 
  when reassembled. When the party answer the riddle, the 
  sphinx will clap her hands delightedly before summoning 
  the next group of hostile creatures. 
   
  Summoned Creatures and Riddles 
  2x Animated Shrubs (MM p.317) 
  Q: Walk on the living, they don't even mumble. Walk on the 
  dead, they mutter and grumble. 
  A: Leaves 
   
  2x Animated Trees (MM p.317) 
  Q: What’s brown and sticky? 
  A: A Stick 
   
  2x Spellbooks of Words (see appendix) 
  2x Gibbering Mouthers (MM p.157) 
  Q: If you wish to keep it, first you must give it. 
  A: Your word 
   
  Truename Summoner, gnome Conjurer (VTtM p.212) 
  Barlgura (MM p.56) 
  Shadow Demon (MM p.64) 
  Q: It was given to you for others to use. 
  A: Your name 
   
  Rope Golem (see appendix) 
  When the rope golem is destroyed, the 4 giant constrictor 
  ropes spawned have the statistics of Giant Constrictor 
  Snakes (MM p.324). 
  Q: Rearrange my letters to reverse my meaning. 
  A: United ‹-› Untied 
   
  Clues 
  If the players are stuck, the sphinx may create illusions to 
  give clues. For example, for the final riddle, she may create 
  an illusion of 6 horizontal dashes to indicate the number of 
  letters and if this fails to work, incrementally fill in the 
  letters u, e or d. 
   
  Props 
  An option for the DM is to write the riddles on paper, tear 
  these into pieces and give them to the players when the 
  summoned creatures are defeated. 
   
  Alternate Solutions 
  The silent sphinx is amenable to bribes of the right kind. She 
  desires answers to riddles she cannot solve and secrets both 
  personal and arcane. In return, she will furnish heavy 
  handed clues through illusions. Should the characters tell her 
  anything of value, Sekhemib the Dreamer will 
  subconsciously know this information in the waking world. 
   
  If the players attack the sphinx, she will initially try to 
  placate them. If she fails, she will liberally use her legendary 
  action teleport combined with her truesight to traverse the 
  adjoining dream rooms via ceiling mirrors for tactical 
  advantage. Her sylph attendants will attempt to remain 
  hidden until they can strike a decisive blow. If the sphinx 
  finds herself outmatched, she will summon the door that 
  allows the party to progress, before teleporting deep into the 
  endless labyrinth of rooms. If the sphinx is destroyed, the 
  dream world dissolves into black and the characters return to 
  their own dreams until the morning. 
   
  Adjusting Difficulty 
  The combat encounters as written are fairly trivial for a 
  party of four level 12 characters. The following changes 
  should make the room solvable by a party of level 2 or 
  higher. 
   
  The "Leaves" encounter is unchanged. 
  Change the "A Stick" encounter to: 
  Animated Tree (MM p.317) 
  Change the "Your Word" encounter to: 
  Gibbering Mouther (MM p.157) 
  Change the "Your Name" encounter to: 
  Apprentice Wizard (VGtM p.209) 
  Imp (MM p.76) 
  
   
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  T H E  D R E A M I N G  R O O M S  
  7 
  Change the "United ‹-› Untied" encounter to: 
  Rope Golem has the statistics of a Giant Constrictor Snake 
  (MM p.324) with 30 hit points. When it is destroyed, the 2 
  constrictor ropes spawned have the statistics of Constrictor 
  Snakes (MM p.320). 
   
  If your high level party is bullying the poor gynosphinx with 
  her lack of ranged offensive options, she may access a scroll 
  stash in a neighbouring room. Thematic spells include 
  phantasmal force, fear, hypnotic pattern and phantasmal 
  killer. Additionally, you may decide that the reason she 
  refuses to speak is because her mouth is full of wands. 
   
  Solving the Puzzle 
  When the last riddle is solved, the sphinx claps her hands 
  again, disappearing for the last time. An unsupported door 
  appears in the middle of the room. When opened, the 
  characters enter into their own dreams until they wake the 
  next morning. Changes in equipment such as potions 
  consumed do not carry over to the waking world, but 
  acquisitions of information, experience or mental afflictions 
  may filter through. 
   
  Death and Failure 
  Should a character die in Sekhemib's dream, you may decide 
  that they wake with a splitting headache and are unable to 
  further assist in that night's work, or that they can 
  readminister the draught of dreamsharing and rejoin the 
  party. 
   
  Should the party be incapacitated or otherwise unable to 
  progress, Sekhemib will wake and the dream will end. He 
  may permit the party to confer with the dreamsolvers for 
  clues and reattempt the dream the following night. 
  Alternatively, he may dismiss the party and search for abler 
  contractors. 
   
   
   
  Epilogue 
  Whether the riddles were solved conventionally or 
  otherwise, the backlog is cleared. Sekhemib the Dreamer 
  and Arcane Architecture reward the party with payment in 
  kind. This may include information to assist the party's 
  broader goals, magic items, or construction of magic 
  facilities in the party's base of operations. 
   
  Sekhemib considers himself an artist and will likely 
  subcontract any work he thinks beneath his talents to his 
  business associates in the Elemental Plane of Earth. 
   
   
   
  
   
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  T H E  D R E A M I N G  R O O M S  
  8 
  APPENDIX 
   
   
   
   
   
   
  FALLEN FLAME 
  Small fiend (devil), lawful evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 110 (20d6 + 40) 
  Speed 30 ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 18 (+4) 
   
  Saving Throws Dex +7, Wis +7 
  Skills Deception +7, Perception +7 
  Damage Resistances cold, thunder; bludgeoning, 
  piercing, and slashing from nonmagical weapons that 
  aren't silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 17 
  Languages Infernal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
   
   
  Burning Presence. Each creature that starts its turn 
  within 30 feet of the flame must succeed on a DC 15 
  Constitution saving throw or take 5 (2d4) fire damage. 
   
  Illumination. The flame sheds bright light in a 30-foot 
  radius and dim light for an additional 30 feet. 
   
  Innate Spellcasting. The flame's innate spellcasting 
  ability is Wisdom (spell save DC 15). It can innately cast 
  the following spells, requiring only its embers as a 
  component: 
   
  At will: fire bolt, plane shift (self only) 
  2/day each: confusion, compulsion, wall of fire 
   
  Magic Resistance. The flame has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS  
   
  Multiattack. The flame makes two attacks with its 
  claws. 
   
  Claw.  Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. 
  Hit: 5 (1d6 + 2) slashing damage plus 5 (1d6 + 2) fire 
  damage. 
   
   
   
   
  DREAMER'S ESHIM 
  Small celestial, unaligned 
   
  Armor Class 15 (natural armor) 
  Hit Points 110 (20d6 + 40) 
  Speed 30 ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 18 (+4) 14 (+2) 14 (+2) 18 (+4) 18 (+4) 
   
  Saving Throws Wis +7, Cha +7 
  Skills Insight +7, Perception +7 
  Damage Vulnerabilities cold 
  Damage Resistances fire, radiant, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Condition Immunities charmed, exhaustion, frightened 
  Senses darkvision 120 ft., passive Perception 17 
  Languages all, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
   
   
  Blazing Radiance. When a creature attacks or otherwise 
  targets the eshim, it must succeed on a DC 15 Charisma 
  saving throw or immediately be blinded (before making 
  its attack). This ability may trigger once per turn, but 
  multiple times each round. 
   
  Illumination. The eshim sheds bright light in a 30-foot 
  radius and dim light for an additional 30 feet. 
   
  Innate Spellcasting. The eshim's innate spellcasting 
  ability is Wisdom (spell save DC 15). It can innately cast 
  the following spells, requiring only its angel ash as a 
  component: 
   
  At will: fire bolt, guidance, plane shift (self only), sacred 
  flame  
  2/day each: hold person, telekinesis 
   
  Magic Resistance. The eshim has advantage on saving 
  throws against spells and other magical effects. 
   
  ACTIONS  
   
  Multiattack. The eshim makes two melee attacks. 
   
  Slam.  Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. 
  Hit: 5 (1d6 + 2) fire damage plus 5 (1d6 + 2) radiant 
  damage. 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  T H E  D R E A M I N G  R O O M S  
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  SPELLBOOK OF WORDS 
  Small construct, neutral evil 
   
  Armor Class 14 (17 with mage armor) 
  Hit Points 75 (30d6 - 30) 
  Speed 0 ft., fly 20ft. (hover) 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  18 (+4) 9 (-1) 
  18 (+4) 8 (-1) 
  7 (-2) 
   
  Saving Throws lnt +7, Wis +2 
  Skills Arcana +7, Deception +1 
  Damage Vulnerabilities fire 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60ft. (blind beyond this radius), 
  passive Perception 9 
  Languages any four languages 
  Challenge 5 (1,800 XP) 
   
   
  Antimagic Susceptibility. The spellbook is 
  incapacitated while in the area of an antimagic field. If 
  targeted by dispel magic, the spellbook must succeed on 
  a Constitution saving throw against the caster's spell 
  save DC or fall unconscious for 1 minute. 
   
  False Appearance. While the spellbook remains 
  motionless, it is indistinguishable from a normal 
  spellbook. 
   
  Script of Proclamation. The spellbook can use a free 
  action to cause ink to appear and disappear from its 
  pages. It may draw gesticulations and symbols to fulfil 
  the verbal, somatic and material components of spells. 
  When a word is written in the spellbook, it is spoken 
  aloud. 
   
  Innate Spellcasting. The for purposes of cantrip 
  damage, the spellbook is a 5th-level spellcaster. Its 
  innate spellcasting ability is Intelligence (spell save DC 
  15, +7 to hit with spell attacks). The spellbook can 
  innately cast the following spells, requiring no material 
  components: 
   
  At will: prestidigitation, word of radiance 
  3/day each: dissonant whispers, earthbind, healing word, 
  hellish rebuke, mage armor 
  1/day each: compulsion, divine word, mass healing word, 
  power word pain 
   
  ACTIONS  
   
  Multiattack. The spellbook makes three attacks with its 
  parchment slash. 
   
  Parchment Slash. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage. 
   
   
   
   
  ROPE GOLEM 
  Huge construct, unaligned 
   
  Armor Class 17 (natural armor) 
  Hit Points 199 (21d12 + 63) 
  Speed 30 ft.
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 18 (+4) 16 (+3) 3 (-4) 
  8 (-1) 
  1 (-5) 
   
  Damage Vulnerabilities fire 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 120ft., passive Perception 9 
  Languages understands the languages of its creator but 
  can't speak 
  Challenge 11 (7,200 XP) 
   
   
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
   
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects. 
   
  Magic Weapons. The golem's weapon attacks are 
  magical. 
   
  Vengeful Unravelling. When this creature dies, its 
  corpse turns into 4 giant constrictor ropes. 
   
  ACTIONS  
   
  Multiattack. The golem makes four lasso attacks. Up to 
  four of these attacks can be replaced by crush, one 
  replacement per lasso grappling a creature. 
   
  Lasso. Melee Weapon Attack: +8 to hit, reach 30 ft., one 
  target. 
  Hit: 10 (1d12 + 4) slashing damage, and the target is 
  grappled (escape DC 17) if it is a Huge or smaller 
  creature. Until this grapple ends, the target is restrained, 
  and the golem can't use the same rope on another 
  target. The golem has four ropes. 
   
  Crush. One creature grappled by a rope of the golem 
  must make a DC 17 Strength saving throw. On a failed 
  save, the target takes 26 (4d12) bludgeoning damage. 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  T H E  D R E A M I N G  R O O M S  
  10 
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
   
   
   
  T H E  D R E A M I N G  R O O M S  
  11 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/RCXCHAN/The Dreaming Rooms of the Sphinx.pdf