TEXT:  
  Out of the Abyss 
  DM’s Kit & Screen 
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.  
   
  All other original material in this work is ©Tim Bannock and published under the Community Content Agreement for Dungeon Masters Guild. 
   
   
   
   
   
  OUT OF THE ABYSS 
  DM’S KIT & SCREEN 
   
   
  When brave heroes learn that the Demon Lords themselves have come Out of 
  the Abyss, a perilous journey through the Underdark is Faerun’s only hope! 
  An epic adventure path requires just the right tools to make it run fast 
  and fun for Dungeon Masters, and this DM’s Kit & Screen provides all the 
  reference material you need at your fingertips, as well as expanded and 
  brand new story material to make your Out of the Abyss campaign even more 
  fun! 
   
  An expansion & supplement for Out of the Abyss 
   
   
   
   
  CREDITS 
  Designer: Tim Bannock for neuronphaser.com 
  Original Illustrations: Patrick E. Pullen (from Art for Your Adventures Set 1 and Art for 
  Your Adventures Set 2), and various artists (DMs Guild Creator Resource – Demon Art) 
  CHANGELOG 
  7/8/2016 Version 1 
  8/5/2016 New cover, minor layout tweaks 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  2 
  Introduction 
  The Out of the Abyss DM’s Kit & Screen is a short supplement providing DM’s with concise background information and an overview 
  of the adventure path, a breakdown of the expected level range characters should be in certain areas of the adventure, several 
  indexes to help with finding information or statblocks, and finally a few DM Screen inserts that can be used to quickly reference 
  pertinent information during the game session. 
   
  Table of Contents 
  Introduction 
  2 
  How to Use the DM’s Kit 
  2 
  How to Use the DM’s Screen 
  2 
  Running Out of the Abyss 
  3 
  Adventure Background 
  3 
  Adventure Summary 
  3 
  Encounters & Challenges 
  4 
  Index of Non-Player Characters 
  5 
  Index of NPCs by Location/Organization 
  7 
  Index of Creatures 
  9 
  New Creatures 
  9 
  By Challenge 
  9 
  Index of Demon Lords 
  10 
  Index of Magic Items 
  10 
  DM Screen 
  11 
  How to Use the DM’s Kit 
  The DM’s Kit is partly about correcting a flaw in the Out of the 
  Abyss adventure module: the lack of a strong introductory 
  chapter to help guide DMs in understanding the events 
  leading up to the adventure as well as the general flow and 
  expected challenge level presented in the 17 chapters of the 
  adventure. 
  Additionally, the DM’s kit provides a series of indexes (indices 
  for the Europeans in the audience!) that organize the 220+ 
  named Non-Player Characters by page references and then 
  again by location, which should help DMs a lot during 
  preparation of a given night’s session of play. Following that 
  are indexes covering the new monsters and statblocks that 
  appear in the game, an index of Demon Lords, and an index 
  of the new magic items. All of this should make looking up 
  any bit of pertinent information during gameplay a cinch. 
  How to Use the DM’s Screen 
  At the end of the document are several pages that can be 
  printed out and inserted into your favorite DIY (Do It Yourself) 
  Dungeon Master screen, taped onto your current DM screen 
  in some fashion, or simply stapled together or slapped into 
  your 3-ring binder (hole punch not included!). 
  The idea is that the DM’s Screen collects useful information 
  you’ll need at the drop of a hat, and maybe even at the same 
  time you’ve got your copy of Out of the Abyss open to some 
  monster’s statblock or some epic scene in the adventure. 
  Why should you have to carry a bunch of bookmarks when 
  you can just reference the screen that’s already in front of 
  you face, right?! 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  3 
  Running Out of the Abyss 
  One of the most egregious errors in Out of the Abyss is the lack of a strong introductory chapter outlining the background of the 
  adventure, a summary of the events and locations the player characters will travel to, and the expected challenges of each of the 
  major adventure locations or chapters. Let’s rectify that. 
   
  Adventure Background 
  Gromph Baenre was known as one of the most powerful male 
  Archmages in Menzoberranzan, a drow that became the 
  Master of Sorcere (the arcane school) and was a relation of 
  the Matron Mother of House Baenre, giving him considerable 
  political clout. Despite his considerable arcane lore and social 
  standing, Gromph was known as a power-hungry student of 
  the arcane arts, and this has proved to be the source of a 
  major blunder with the summoning of some of the Abyss’ 
  most potent Demon Lords into the material plane…or so it 
  would first appear. 
  Casting an incredibly powerful ritual spell, Gromph believed 
  that he would summon the Demon Queen of Spiders herself, 
  his patron Lolth. But to his dismay, harnessing faerzress – a 
  wild magic-like radiation that permeates much of the 
  Underdark – in the summoning ritual created a much more 
  dangerous effect, distorting the walls of reality such that the 
  Demon Lords Baphomet, Fraz-Urb'luu, Juiblex, Zuggtmoy, 
  Graz'zt, Yeenoghu, Demogorgon, and Orcus crossed into the 
  Underdark from their Abyssal domains and were infected 
  with a maddening rage. Menzoberranzan was the site of 
  great destruction as Demogorgon stomped through the city, 
  and many other parts of the Underdark are now facing similar 
  threats as the Demon Lords near them, or in some cases, seek 
  to carve out new homes. 
  Worse still, faerzress itself seems to have borne a shockwave 
  from the summoning ritual, and now acts as a means by 
  which the rage and insanity of the Demon Lords spreads 
  through the Underdark and infects many creatures there. 
  Paranoia, hate, and maddening emotions hop like a virus 
  from creature to creature, and it is creating an even more 
  unpredictable and violent situation in an already deadly 
  realm. 
  And all of this is exactly as Lolth wishes. It was she that 
  manipulated Gromph to perform the flawed ritual, and with 
  this deft maneuver, weaken the greatest Demon Lords and 
  pull them away from the Abyss so that she can strengthen 
  her own power base in that endless realm of nightmares and 
  horror. 
  Adventure Summary 
  Out of the Abyss is a campaign-length adventure path that 
  will see characters grow from level 1 all the way to level 15, 
  and possibly beyond. While there is a lot of violent conflict in 
  this adventure due to the chaotic nature of the Demon Lords’ 
  presence in the Underdark, there is also plenty of opportunity 
  for interaction and exploration as the player characters are 
  thrust into the alien world that exists below the surface of 
  Faerun. Strange creatures and locations are a constant source 
  of interesting social and political roleplaying opportunities, 
  and the nature of the characters’ introduction to this world 
  ensures that much of the adventure can proceed in nearly 
  any order that the Dungeon Master and players wish. 
  Into the Underdark 
  In Chapter 1, the party is forcibly introduced to the dangerous 
  world of the Underdark, as they find themselves captives to 
  the drow in a prison settlement known as Velkynvelve. Thrust 
  into the role of prisoners alongside of a menagerie of strange 
  humanoids (some barely able to be described by that label!), 
  the party is able to make good on an escape plan, but find 
  themselves lost in the hostile environment of the larger 
  Underdark. 
  Chapters 2 through 6 can be tackled in nearly any order, 
  presenting the party with several points of interest that they 
  may journey to or through, seeking safe haven as their drow 
  former-captors hunt them down. But as the party moves 
  from place to place, they discover a string of clues that 
  suggest that things throughout the Underdark have gone 
  sideways. The influence of demons and madness can be felt 
  everywhere, sometimes very clearly and other times only in 
  hints and suggestions, but everywhere none the less. 
  In Chapter 7, the party – including any fellow ex-cons they 
  may have journeyed with – finally finds a route to the surface 
  world, but many questions remain. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  4 
  The Meeting 
  Chapters 8 and 9 see the party called back to the Underdark, 
  but this time to the friendly realm of Gauntlgrym, home of 
  King Bruenor Battlehammer. He has called a meeting that 
  includes the leaders of many of the most powerful factions in 
  Faerun, and they have all noticed the threat posed by what 
  appears to be the very real presence of Demon Lords in the 
  Underdark. Navigating a political firestorm, the party recruits 
  a force of allies and heads back into the world below in order 
  to discover the truth of the dangers the world faces. 
  Out of the Abyss 
  In Chapters 10 through 16, the party makes an unlikely ally 
  out of Vizeran DeVir, an outcast mage of the drow city of 
  Menzoberranzan, and discovers the truth of the Demon 
  Lords’ presence, as well as a frightening gambit that Vizeran 
  hopes to play in order to have the Demon Lords defeat one 
  another and save the Underdark. But as with all things drow, 
  Vizeran’s plan isn’t without its selfish motivations, and the 
  dangers involved in luring the Demon Lords into an epic 
  battle with each other is in its own way terrifyingly 
  dangerous. If and when that ritual is successfully performed, 
  the Demon Lords indeed come together for one last battle 
  royale…but once the smoke settles and 
  a victor remains, who will stand up to 
  that Demon Lord but the party of heroic 
  adventurers? 
  Encounters & Challenges 
  The following table presents the chapters and a rough 
  guideline to the expected character levels. Note that these 
  extrapolations are not “official” in any way, and largely 
  consist of a whole lot of eyeballing and what little advice is 
  spelled out in Chapters 7 and 10 of Out of the Abyss. 
  Location 
  Exp. Party Level 
  Page 
  Velkynvelve 
  1 
  4 
  Silken Paths 
  2-8 
  31 
  The Oozing Temple 
  2-8 
  32 
  Lost Tomb of Khaem 
  2-8 
  37 
  Darklake 
  2-8 
  39 
  Gracklstugh 
  3-8 
  50 
  Neverlight Grove 
  3-8 
  83 
  Blingdenstone 
  4-8 
  95 
  Gauntlgrym 
  8 
  120 
  Mantol-Derith 
  8-9 
  132 
  Gravenhollow 
  10 
  150 
  Araj, the Tower of Vengeance 
  10 
  160, 165 
  The Wormwrithings 
  10-12 
  166 
  The Labyrinth 
  12+ 
  178 
  Menzoberranzan 
  13+ 
  190, 191 
  Araumycos 
  14+ 
  209 
    
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  5 
  Index of Non-Player Characters 
  Aligor Moonwhisper. 129 
  Aljanor Keenblade. 149 
  Alustriel Silverhand. 153 
  Amarith Coppervein. 142 
  Anaya. 185 
  Andarin Zarith. 153 
  Anzarthe Brazen. 128 
  Ariana. 52 
  Asha Vandree. 10, 12, 118 
  Baatral. 185 
  Balok. 10 
  Baphomet. 158, 178, 181, 187, 218 
  Bemeril. 10 
  Bloppblippodd. 43, 45, 48 
  Blurg. 29 
  Breberil. 88 
  Brelup. 88 
  Brim Coppervein. 128 
  Bruenor Battlehammer, King. 120, 124, 
  126, 129, 153, 220 
  Brysis of Khaem. 38 
  Buppido. 6, 17, 50, 58, 62, 70, 117 
  Chipgrin Goldwhisker. 99, 111 
  Cyrog. 154, 158 
  Dalfred Noakes. 197 
  Dame Spiderwort. 43 
  Dasco Pickshine. 101 
  Dauthorn Brigthmantle. 169 
  Davra Jassur. 129, 133 
  Deepking Horgar Steelshadow V. See: 
  Horgar Steelshadow V, Deepking 
  Demogorgon. 43, 45, 48, 49, 55, 78, 158, 
  163, 189, 194, 195, 196, 211, 215, 219, 
  220 
  Derendil, Prince. 6, 17, 117 
  Dorbo Diggermattock, Chief. 98, 101, 106, 
  113, 147 
  Dorhun. 60, 65, 79 
  Droki. 60, 61, 63, 69 
  Ebonmire, 
  Princess. 
  See: 
  Princess 
  Ebonmire 
  Eldeth Feldrun. 6, 17, 96, 117, 120, 121 
  Elias Drako. 127 
  Elminister. 153 
  Eravien Haund, Lord. 128 
  Errde Blackskull. 59, 60, 61, 62, 79, 81 
  Fargas Rumblefoot. 32, 37 
  Farryl Kilmander. 128 
  Flink Thunderbonk. 133, 137, 139 
  Fraz-Urb'luu. 132, 158, 218 
  Gabble Dripskillet. 139, 140 
  Gargathine Truesilver. 128 
  Garra Songstone. 107 
  Gartokkar Xundorn. 60, 61, 65, 81 
  Gasbide. 87 
  Gash. 181, 182 
  Ghazrim DuLoc. 132, 140, 141, 151 
  Ghuldur Flagonfist. 138 
  Glabbagool. 35, 96, 100, 103, 112 
  Glooglugogg. 47, 48 
  Glyphic Shroomlight. 103 
  Gorath Torn. 129 
  Gorglak. 58, 76 
  Grazilaxx. 29 
  Graz'zt. 82, 153, 220 
  Grin Ousstyl. 160, 162, 190, 192, 204, 205, 
  206, 207, 215, 216, 217 
  Grisha. 182, 183 
  Griswalla Stonehammer. 128 
  Gromph Baenre. 156, 157, 158, 161, 163, 
  189, 202, 203, 204, 207, 216, 219, 220 
  Grula-Munga. 78 
  Guldor. 10 
  Gurnik Tapfinger. 106, 109, 113 
  Hanne Hallen. 171, 174 
  Harajin. 185 
  Hargritt Hammerhome. 170 
  Hebopbe. 88 
  Helgrim Candlewick. 124 
  Hemeth. 48, 50 
  Hgraam, Stonespeaker. 55, 60, 65, 79, 
  151, 152, 153 
  H'hoort. 168, 171 
  Hilvius Haever. 128 
  Honemmeth. 10 
  Horgar Steelshadow V, Deepking. 53, 67, 
  81, 82 
  Hourm. 152 
  H'slaat. 168, 169, 171 
  Iandro Alathar. 129 
  Ilvara Mizzrym. 5, 9, 12, 14, 60, 91, 96, 
  118 
  Imbros. 10 
  Jaal. 151 
  Jadger, Burrow Warden. 99, 104, 113 
  Jaezred. 10 
  Jalynfein Oblodra. 154 
  Jarlaxle. 195, 203, 204, 205, 207, 216 
  Jevan. 10 
  Jimjar. 6, 17, 58, 63, 96, 100 
  Jorlan Duskryn. 5, 10, 16, 118 
  Juiblex. 35, 95, 99, 111, 127, 147, 157, 
  208, 209, 213, 214, 216, 218 
  Kalannar. 10 
  Karazikar. 175, 176, 186 
  Karazikar's Slaves. 175, 177 
  Kazook Pickshine. 63, 103, 110, 113 
  Khalessa Draga. 149, 192 
  King Bruenor Battlehammer. See: Bruenor 
  Battlehammer, King 
  Kinyel Druu'giir. 133, 140 
  Kirsil Mantlehorn. 128 
  Kleve. 155, 161, 165 
  Klibdoloogut. 48 
  Krilelyn H'Kar. 195, 203 
  Krimgol Muzgardt. 133, 138 
  Kurr. 179, 182 
  Lanniver Strayl, Sir. 127, 149 
  Leemooggooggoon. See: Demogorgon 
  Lenora Haskur. 129 
  Lesla Carrowil. 114 
  Lhytris Ilgarn. 129 
  Livid, Prince. See: Prince Livid 
  Lolth. 91, 158, 163, 189, 202, 203, 219, 
  220 
  Loobamub. 87 
  Lorabelios. 185 
  Lord Eravien Haund. See: Eravien Haund, 
  Lord 
  Lord Zelraun Roaringhorn. See: Zelraun 
  Roaringhorn, Lord 
  Lorthio. 69, 76 
  Lorthuun. 133, 137, 140, 141, 142 
  Malagar. 10 
  Matron Mother Quenthel Baenre. See: 
  Quenthel Baenre, Matron Mother 
  Mavendelve. 43 
  Mev Flintknapper. 103 
  Morista Malkin. 128, 135, 142 
  Nadal. 10 
  Nanny Plunk. 43 
  Narrak. 78 
  Nazrok Blueaxe. 128 
  Neheedra Duskryn. 99, 105, 107, 109 
  Nemevon. 185 
  Nero Kelvane. 129 
  Nomi Pathshutter. 101,113 
  Nym. 10 
  Oagalop. 142 
  Ogremoch, Prince of Evil Earth. 99 
  Olaf Renghyi. 127 
  Orcus. 158, 219 
  Peebles. 137, 141, 142 
  Pelek. 70, 80, 104 
  Perigrog Scrapedust. 101 
  Phylo, Sovereign. See: Sovereign Phylo 
  Pliinki. 80 
  Ploopploopeen. 43, 45, 47, 48 
  Posbara. 88 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  6 
  Primwin Halk. 129 
  Prince Derendil. See: Derendil, Prince 
  Prince Livid. 111, 112 
  Princess Ebonmire. 111, 112 
  Pudding King, The. 99, 110, 111, 112, 115, 
  147, 157 
  Quenthel Baenre, Matron Mother. 196, 
  200, 202, 203, 204, 205, 206, 216, 220 
  Rasharod. 90 
  Rhiele Vannis. 127 
  Rihuud. 59, 79 
  Rinil. 169 
  Rollo Summergold. 124 
  Ront. 7, 17, 117 
  Rumpadump. 72, 84, 117, 149, 208, 209 
  Rystia Zav. 135 
  Ryzliir Symryvvin. 149 
  Saliyra Dalnor. 129 
  Sarith Kzekarit. 7, 17, 51, 58, 72, 84, 88, 
  91, 117 
  Sark Axebarrel. 105 
  Senni Diggermattock, Quartermaster. 98, 
  106, 113 
  Servan Llarabbar. 149 
  Shal. 82 
  Shedrak of the Eyes. 175, 176 
  Shinzi. 196, 197 
  Shoor Vandree. 5, 10, 12, 118 
  Shuushar the Awakened. 7, 17, 44, 117, 
  147, 217 
  Silnia. 186 
  Sir Lanniver Strayl. See: Lanniver Strayl, Sir 
  Sirak Mazelor. 137, 138, 140 
  Skriss. 29  
  Sladis Vadir. 135, 142 
  Slaughtertusk. 187 
  Slooopidoop. 29 
  Sorn. 10 
  Sovereign Basidia. 85, 86, 88, 89, 149, 208, 
  211, 213, 214, 217 
  Sovereign Phylo. 85, 86, 88, 89, 149, 157 
  Spider King, The. 75 
  Spiderbait. 31 
  Splinter Darkmoon. 128 
  S'slaar. 168, 169, 171 
  Stonespeaker 
  Hgraam. 
  See: 
  Hgraam, 
  Stonespeaker 
  Stool. 7, 17, 72, 84, 117, 149, 208, 209 
  Stronk. 172 
  Sylrien Havennor. 127 
  Tamiel. 186 
  Tamryn Tharke. 127 
  Tappy Foamstrap. 107 
  Thargus Forkbeard. 128 
  Themberchaud. 50, 53, 55, 60, 65, 66, 81, 
  148 
  Thora Nabal. 127 
  Topsy & Turvy. 8, 17, 58, 63, 96, 97, 100, 
  106, 111, 117 
  Traldak Xornbane. 169 
  Trisk Adamantelpiece. 99 
  Udhask. 105, 108 
  Ulthar. 152, 153 
  Urmas. 152, 153 
  Ustova. 152, 153 
  Vazuk. 105 
  Veldyskar. 151 
  Velgor Zolond. 149 
  Viln Tirin. 202 
  Vizeran DeVir. 143, 155, 158, 159, 160, 
  161, 163, 165, 166, 178, 184, 185, 186, 
  189, 190, 203, 204, 205, 206, 214, 215, 
  217, 218, 219, 220 
  Voosbur. 72 
  Vort. 108 
  Werz Saltbaron. 58, 62, 63, 103 
  Xalith Masq'il'yr. 52, 60, 61, 63 
  Xazax the Eyemonger. 137, 141 
  Xetzirbor. 154 
  Xinaya. 91 
  Xol. 169 
  Y. 29 
  Yantha Coaxrock. 98, 101, 133, 136, 138, 
  140 
  Yauln. 154 
  Yeenoghu. 32, 158, 178, 179, 182, 184, 
  187, 210, 214, 218 
  Yestabrod. 91, 157 
  Y'lara. 207 
  Ylsa Henstak. 61, 81 
  Yrberop. 90 
  Yukyuk. 31 
  Zarod. 186 
  Zelraun Roaringhorn, Lord. 126 
  Zhora Hallen. 171, 173, 175 
  Zilchyn Q'Leptin. 137, 142 
  Zilna Oakshadow. 128 
  Zuggtmoy. 7, 72, 73, 83, 84, 86, 90, 91, 92, 
  94, 127, 147, 157, 208, 209, 211, 212, 213, 
  214, 216, 217, 218 
  Zulia Stonewhisper. 170 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  7 
  Index of NPCs by Location/Organization 
  Araj, the Tower of 
  Vengeance 
  Grin Ousstyl. 160, 162, 190, 192, 204, 205, 206, 
  207, 215, 216, 217 
  Kleve. 155, 161, 165 
  Vizeran DeVir. 143, 155, 158, 159, 160, 161, 
  163, 165, 166, 178, 184, 185, 186, 189, 190, 
  203, 204, 205, 206, 214, 215, 217, 218, 219, 220 
  Blingdenstone 
  Dorbo Diggermattock, Chief. 98, 101, 106, 113, 
  147 
  Garra Songstone. 107 
  Glyphic Shroomlight. 103 
  Gurnik Tapfinger. 106, 109, 113 
  Jadger, Burrow Warden. 99, 104, 113 
  Kazook Pickshine. 63, 103, 110, 113 
  Mev Flintknapper. 103 
  Nomi Pathshutter. 101,113 
  Ogremoch, Prince of Evil Earth. 99 
  Sark Axebarrel. 105 
  Senni Diggermattock, Quartermaster. 98, 106, 
  113 
  Tappy Foamstrap. 107 
  Trisk Adamantelpiece. 99 
  Vazuk. 105 
  Goldwhisker Warrens 
  Chipgrin Goldwhisker. 99, 111 
  Pickshine Mines 
  Dasco Pickshine. 101 
  Rockblight 
  Neheedra Duskryn. 99, 105, 107, 109 
  Udhask. 105, 108 
  Vort. 108 
  The Pudding Court 
  Lesla Carrowil. 114 
  Prince Livid. 111, 112 
  Princess Ebonmire. 111, 112 
  Pudding King, The. 99, 110, 111, 112, 115, 147, 
  157 
  Whiteshell Mine 
  Perigrog Scrapedust. 101 
  Darklake 
  Dame Spiderwort. 43 
  Mavendelve. 43 
  Nanny Plunk. 43 
  Sloobludop 
  Bloppblippodd. 43, 45, 48 
  Glooglugogg. 47, 48 
  Hemeth. 48, 50 
  Klibdoloogut. 48 
  Ploopploopeen. 43, 45, 47, 48 
  Gauntlgrym 
  Aligor Moonwhisper. 129 
  Anzarthe Brazen. 128 
  Brim Coppervein. 128 
  Bruenor Battlehammer, King. 120, 124, 126, 
  129, 153, 220 
  Davra Jassur. 129, 133 
  Elias Drako. 127 
  Eravien Haund, Lord. 128 
  Farryl Kilmander. 128 
  Gargathine Truesilver. 128 
  Gorath Torn. 129 
  Griswalla Stonehammer. 128 
  Helgrim Candlewick. 124 
  Hilvius Haever. 128 
  Iandro Alathar. 129 
  Kirsil Mantlehorn. 128 
  Lanniver Strayl, Sir. 127, 149 
  Lenora Haskur. 129 
  Lhytris Ilgarn. 129 
  Morista Malkin. 128, 135, 142 
  Nazrok Blueaxe. 128 
  Nero Kelvane. 129 
  Olaf Renghyi. 127 
  Primwin Halk. 129 
  Rhiele Vannis. 127 
  Rollo Summergold. 124 
  Saliyra Dalnor. 129 
  Splinter Darkmoon. 128 
  Sylrien Havennor. 127 
  Tamryn Tharke. 127 
  Thargus Forkbeard. 128 
  Thora Nabal. 127 
  Zelraun Roaringhorn, Lord. 126 
  Zilna Oakshadow. 128 
  Gracklstugh 
  Ariana. 52 
  Dorhun. 60, 65, 79 
  Droki. 60, 61, 63, 69 
  Errde Blackskull. 59, 60, 61, 62, 79, 81 
  Gartokkar Xundorn. 60, 61, 65, 81 
  Gorglak. 58, 76 
  Hgraam, Stonespeaker. 55, 60, 65, 79, 151, 152, 
  153 
  Horgar Steelshadow V, Deepking. 53, 67, 81, 82 
  Rihuud. 59, 79 
  Shal. 82 
  Themberchaud. 50, 53, 55, 60, 65, 66, 81, 148 
  Werz Saltbaron. 58, 62, 63, 103 
  Xalith Masq'il'yr. 52, 60, 61, 63 
  Ylsa Henstak. 61, 81 
  Whorlstone Tunnels 
  Grula-Munga. 78 
  Lorthio. 69, 76 
  Narrak. 78 
  Pelek. 70, 80, 104 
  Pliinki. 80 
  Rumpadump. 72, 84, 117, 149, 208, 209 
  Spider King, The. 75 
  Voosbur. 72 
  Gravenhollow 
  Alustriel Silverhand. 153 
  Andarin Zarith. 153 
  Cyrog. 154, 158 
  Elminister. 153 
  Hourm. 152 
  Jaal. 151 
  Jalynfein Oblodra. 154 
  Ulthar. 152, 153 
  Urmas. 152, 153 
  Ustova. 152, 153 
  Veldyskar. 151 
  Xetzirbor. 154 
  Yauln. 154 
  Lost Tomb of Khaem 
  Brysis of Khaem. 38 
  Luskan 
  Gromph Baenre. 156, 157, 158, 161, 163, 189, 
  202, 203, 204, 207, 216, 219, 220 
  Mantol-Derith 
  Amarith Coppervein. 142 
  Flink Thunderbonk. 133, 137, 139 
  Gabble Dripskillet. 139, 140 
  Ghazrim DuLoc. 132, 140, 141, 151 
  Ghuldur Flagonfist. 138 
  Kinyel Druu'giir. 133, 140 
  Krimgol Muzgardt. 133, 138 
  Lorthuun. 133, 137, 140, 141, 142 
  Oagalop. 142 
  Peebles. 137, 141, 142 
  Rystia Zav. 135 
  Sirak Mazelor. 137, 138, 140 
  Sladis Vadir. 135, 142 
  Xazax the Eyemonger. 137, 141 
  Yantha Coaxrock. 98, 101, 133, 136, 138, 140 
  Zilchyn Q'Leptin. 137, 142 
  Menzoberranzan 
  Aljanor Keenblade. 149 
  Khalessa Draga. 149, 192 
  Ryzliir Symryvvin. 149 
  Velgor Zolond. 149 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  8 
  Duthcloim 
  Jarlaxle. 195, 203, 204, 205, 207, 216 
  Krilelyn H'Kar. 195, 203 
  Eastmyr 
  Dalfred Noakes. 197 
  Shinzi. 196, 197 
  Qu'ellarz'orl 
  Quenthel Baenre, Matron Mother. 196, 200, 
  202, 203, 204, 205, 206, 216, 220 
  Sorcere 
  Y'lara. 207 
  West Wall 
  Viln Tirin. 202 
  Neverlight Grove 
  Breberil. 88 
  Brelup. 88 
  Gasbide. 87 
  Hebopbe. 88 
  Loobamub. 87 
  Posbara. 88 
  Rasharod. 90 
  Sovereign Basidia. 85, 86, 88, 89, 149, 208, 211, 
  213, 214, 217 
  Sovereign Phylo. 85, 86, 88, 89, 149, 157 
  Xinaya. 91 
  Yestabrod. 91, 157 
  Yrberop. 90 
  Prisoners 
  Buppido. 6, 17, 50, 58, 62, 70, 117 
  Derendil, Prince. 6, 17, 117 
  Eldeth Feldrun. 6, 17, 96, 117, 120, 121 
  Jimjar. 6, 17, 58, 63, 96, 100 
  Ront. 7, 17, 117 
  Sarith Kzekarit. 7, 17, 51, 58, 72, 84, 88, 91, 117 
  Shuushar the Awakened. 7, 17, 44, 117, 147, 
  217 
  Stool. 7, 17, 72, 84, 117, 149, 208, 209 
  Topsy & Turvy. 8, 17, 58, 63, 96, 97, 100, 106, 
  111, 117 
  Silken Paths 
  Fargas Rumblefoot. 32, 37 
  Spiderbait. 31 
  Yukyuk. 31 
  Society of Brilliance 
  Blurg. 29 
  Grazilaxx. 29 
  Skriss. 29 
  Slooopidoop. 29 
  Y. 29 
  The Labyrinth 
  Kurr. 179, 182 
  The Filthriddens 
  Grisha. 182, 183 
  Gallery of Angels 
  Anaya. 185 
  Baatral. 185 
  Harajin. 185 
  Lorabelios. 185 
  Nemevon. 185 
  Silnia. 186 
  Tamiel. 186 
  Zarod. 186 
  Spiral of the Horned King 
  Anaya. 185 
  Baatral. 185 
  Harajin. 185 
  Lorabelios. 185 
  Nemevon. 185 
  Silnia. 186 
  Tamiel. 186 
  Zarod. 186 
  The Maze Engine 
  Slaughtertusk. 187 
  The Oozing Temple 
  Glabbagool. 35, 96, 100, 103, 112 
  The Wormwrithings 
  The Vast Oblivium 
  Karazikar. 175, 176, 186 
  Karazikar's Slaves. 175, 177 
  Shedrak of the Eyes. 175, 176 
  Troglodyte Lair 
  Dauthorn Brigthmantle. 169 
  Hargritt Hammerhome. 170 
  H'hoort. 168, 171 
  H'slaat. 168, 169, 171 
  Rinil. 169 
  S'slaar. 168, 169, 171 
  Traldak Xornbane. 169 
  Xol. 169 
  Zulia Stonewhisper. 170 
  Worm Nursery 
  Hanne Hallen. 171, 174 
  Stronk. 172 
  Zhora Hallen. 171, 173, 175 
  Velkynvelve 
  Asha Vandree. 10, 12, 118 
  Balok. 10 
  Bemeril. 10 
  Guldor. 10 
  Honemmeth. 10 
  Ilvara Mizzrym. 5, 9, 12, 14, 60, 91, 96, 118 
  Imbros. 10 
  Jaezred. 10 
  Jevan. 10 
  Jorlan Duskryn. 5, 10, 16, 118 
  Kalannar. 10 
  Malagar. 10 
  Nadal. 10 
  Nym. 10 
  Servan Llarabbar. 149 
  Shoor Vandree. 5, 10, 12, 118 
  Sorn. 10 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  9 
  Index of Creatures 
  New Creatures 
  Name 
  Challenge 
  Reference 
  Baphomet 
  23 
  234 
  Demogorgon 
  26 
  236 
  Derro 
  1/4 
  224 
  Derro, Savant 
  3 
  225 
  Droki (CE derro 
  rogue) 
  2 
  231 
  Duergar, Darkhaft 
  2 
  226 
  Duergar, 
  Kavalrachni 
  2 
  226 
  Duergar, 
  Keeper 
  of the Flame 
  2 
  226 
  Duergar, 
  Soulblade 
  1 
  227 
  Duergar, 
  Stone 
  Guard 
  2 
  227 
  Duergar, Xarron 
  2 
  228 
  Emerald 
  Enclave 
  Scout 
  2 
  130 
  Fraz-Urb'luu 
  23 
  238 
  Graz'zt 
  24 
  240 
  Grisha (CE human 
  cleric) 
  2 
  232 
  Ixitxachitl 
  1/4 
  225 
   
  Name 
  Challenge 
  Reference 
  Ixitxachitl, Cleric 
  +0 
  226 
  Ixitxachitl, 
  Vampiric 
  2 
  226 
  Juiblex 
  23 
  242 
  Lizard, 
  Giant 
  Riding 
  1/4 
  131 
  Lord's 
  Alliance 
  Guard 
  1/4 
  131 
  Lord's Alliance Spy 
  1 
  131 
  Myconid 
  Spore 
  Servant, Chuul 
  4 
  228 
  Myconid 
  Spore 
  Servant, Drow 
  1/8 
  229 
  Myconid 
  Spore 
  Servant, Duergar 
  1/2 
  229 
  Myconid 
  Sport 
  Servant, 
  Hook 
  Horror 
  3 
  229 
  Myconid, 
  followers 
  of 
  Zuggtmoy 
  +0 
  228 
  Narrak (CE derro 
  warlock) 
  2 
  232 
  Orcus 
  26 
  244 
  Plant, 
  Awakened 
  Zurkhwood 
  2 
  230 
   
  Name 
  Challenge 
  Reference 
  Plant, Bridesmaid 
  of Zuggtmoy 
  1/8 
  230 
  Plant, 
  Chamberlain 
  of 
  Zuggtmoy 
  2 
  230 
  Steeder, Female 
  1 
  231 
  Steeder, Male 
  1/4 
  231 
  The Pudding King 
  (CE gnome wizard) 
  4 
  233 
  Troglodyte 
  Champion 
  of 
  Laogzed 
  3 
  229 
  Veteran 
  of 
  the 
  Gauntlet 
  3 
  130 
  Yeenoghu 
  24 
  246 
  Yestabrod 
  (CE 
  monstrosity) 
  4 
  233 
  Zhentarim Thug 
  1/2 
  131 
  Zuggtmoy 
  23 
  248 
   
   
  By Challenge 
  Variant (+0) 
  Ixitxachitl, Cleric. 226 
  Myconid, followers of Zuggtmoy. 228 
  1/8 
  Myconid Spore Servant, Drow. 229 
  Plant, Bridesmaid of Zuggtmoy. 230 
  1/4 
  Derro. 224 
  Ixitxachitl. 225 
  Lizard, Giant Riding. 131 
  Lord's Alliance Guard. 131 
  Steeder, Male. 231 
  1/2 
  Myconid Spore Servant, Duergar. 229 
  Zhentarim Thug. 131 
  1 
  Duergar, Soulblade. 227 
  Lord's Alliance Spy. 131 
  Steeder, Female. 231 
  2 
  Droki (CE derro rogue). 231 
  Duergar, Darkhaft. 226 
  Duergar, Kavalrachni. 226 
  Duergar, Keeper of the Flame. 226 
  Duergar, Stone Guard. 227 
  Duergar, Xarron. 228 
  Emerald Enclave Scout. 130 
  Grisha (CE human cleric). 232 
  Ixitxachitl, Vampiric. 226 
  Narrak (CE derro warlock). 232 
  Plant, Awakened Zurkhwood. 230 
  Plant, Chamberlain of Zuggtmoy. 230 
  3 
  Derro, Savant. 225 
  Myconid Sport Servant, Hook Horror. 229 
  Troglodyte Champion of Laogzed. 229 
  Veteran of the Gauntlet. 130 
  4 
  Myconid Spore Servant, Chuul. 228 
  The Pudding King (CE gnome wizard). 233 
  Yestabrod (CE monstrosity). 233 
  23 
  Baphomet. 234 
  Fraz-Urb'luu. 238 
  Juiblex. 242 
  Zuggtmoy. 248 
  24 
  Graz'zt. 240 
  Yeenoghu. 246 
  26 
  Demogorgon. 236 
  Orcus. 244 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.     Out of the Abyss DM’s Kit & Screen 
  10 
  Index of Demon Lords 
  Note that each entry includes background information, stat block, and a “Madness of…” table featuring indefinite madness Flaws (see Madness, 
  DMG p. 258). The only exception is Lolth, who is not 
  featured in the adventure as an encounter. 
  Baphomet. 158, 178, 181, 187, 218. Stats & Madness: 234 
  Demogorgon. 43, 45, 48, 49, 55, 78, 158, 163, 189, 194, 195, 196, 
  211, 215, 219, 220. Stats & Madness: 236 
  Fraz-Urb'luu. 132, 158, 218. Stats & Madness: 238 
  Graz'zt. 82, 153, 220. Stats & Madness: 240 
  Juiblex. 35, 95, 99, 111, 127, 147, 157, 208, 209, 213, 214, 216, 
  218. Stats & Madness: 242 
  Lolth. 91, 158, 163, 189, 202, 203, 219, 220.  
  Orcus. 158, 219. Stats & Madness: 244 
  Yeenoghu. 32, 158, 178, 179, 182, 184, 187, 210, 214, 218. Stats & 
  Madness: 246 
  Zuggtmoy. 7, 72, 73, 83, 84, 86, 90, 91, 92, 94, 127, 147, 157, 208, 
  209, 211, 212, 213, 214, 216, 217, 218. Stats & Madness: 248 
   
   
   
   
  Index of Magic Items 
  Dawnbringer. Legendary. 222 
  Drowcraft Items (sidebar). 223 
  Piwafi (Cloak of Elvenkind). Uncommon. 222 
  Piwafi of Fire Resistance. Rare. 222 
  Spell Gem. Varies. 223 
  Stonespeaker Crystal. Rare. 223 
  Wand of Viscid Globs. Rare. 223  
   
   
  
  ABILITY SCORES AND MODIFIERS 
  Score 
  Modifier 
  Score 
  Modifier 
  1 
  -5 
  16–17 
  +3 
  2–3 
  -4 
  18–19 
  +4 
  4–5 
  -3 
  20-21 
  +5 
  6–7 
  -2 
  22-23 
  +6 
  8–9 
  -1 
  24-25 
  +7 
  10–11 
  +0 
  26-27 
  +8 
  12–13 
  +1 
  28-29 
  +9 
  14–15 
  +2 
  30 
  +10 
   
  ABILITY SCORES & SKILLS 
  Strength 
  Dexterity 
  Athletics 
   
  Acrobatics 
  Sleight of Hand 
  Stealth 
  Intelligence 
  Wisdom 
  Arcana 
  History 
  Investigation 
  Nature 
  Religion 
  Animal Handling 
  Insight 
  Medicine 
  Perception 
  Survival 
  Charisma 
   
  Deception 
  Intimidation 
  Performance 
  Persuasion 
   
   
   
   
  TYPICAL DIFFICULTY CLASSES 
  Task Difficulty 
  DC 
  Very easy 
  5 
  Easy 
  10 
  Medium 
  15 
  Hard 
  20 
  Very hard 
  25 
  Nearly impossible 
  30 
   
  TIME & MOVEMENT 
  Dungeon movement happens on a scale of minutes. 
  It takes about a minute to creep down a long 
  hallway, another minute to check for traps, and 
  about ten minutes to search the chamber beyond 
  for loot or secret doors. 
  Wilderness movement (and urban) happens on a 
  scale of hours or days. 
  Combat movement and other fast-paced situations 
  rely on rounds, a 6-second span of time. 
   
  CREATURE FOOD YIELD (OOTA 20) 
  Creature Size 
  Food Gained 
  Tiny 
  1 lb. 
  Small 
  4 lb. 
  Medium 
  16 lb. 
  Large 
  32 lb.  
   
  UNDERDARK TRAVEL PACE AND EFFECTS 
  Pace 
  Pace Distance Traveled per... 
  Effect 
   
  Minute 
  Hour 
  Day 
   
  Fast 
  400 feet 
  4 
  miles 
  8 
  miles 
  -5 penalty to 
  passive 
  Wisdom 
  (Perception) 
  scores 
  Normal 
  300 feet 
  3 
  miles 
  6 
  miles 
  — 
  Slow 
  200 feet 
  2 
  miles 
  4 
  miles 
  Improved 
  foraging. 
  Able to use 
  stealth. 
   
  Forced March: For each additional hour of travel 
  beyond 8 hours, the characters cover the distance 
  shown in the Hour column for their pace, and each 
  character must make a Constitution saving throw at 
  the end of the hour. The DC is 10 + 1 for each hour 
  past 8 hours. On a failed saving throw, a character 
  suffers one level of exhaustion. 
   
  Difficult Terrain: You move at half speed in difficult 
  terrain—moving 1 foot in difficult terrain costs 2 
  feet of speed—so you can cover only half the 
  normal distance in a minute, an hour, or a day. 
   
  UNDERDARK TRAVEL TIMES (OOTA 18) 
  Location 
  Velkynvelve 
  Sloobludop 
  Gracklstugh 
  Neverlight Grove 
  Blingdenstone 
  Menzoberranzan 
  Velkynvelve 
  - 
  8 days 
  28 days 
  36 days 
  30 days 
  26 days 
  Sloobludop 
  8 days 
  - 
  20 days 
  26 days 
  20 days 
  20 days 
  Gracklstugh 
  28 days 
  20 days 
  - 
  12 days 
  20 days 
  27 days 
  Neverlight Grove 
  36 days 
  26 days 
  12 days 
  - 
  16 days 
  24 days 
  Blingdenstone 
  30 days 
  20 days 
  20 days 
  16 days 
  - 
  8 days 
  Menzoberranzan 
  26 days 
  20 days 
  27 days 
  24 days 
  8 days 
  - 
  This table assumes Normal pace. Fast pace = divide by 3. Slow pace = multiple by 1.33. 
   
  
  SIMPLE MELEE WEAPONS 
  Weapon 
  Damage 
  Properties 
  Club 
  1d4 B 
  Light 
  Dagger 
  1d4 P 
  Finesse, light, thrown 
  (range 20/60) 
  Greatclub 
  1d8 B 
  Two-handed 
  Handaxe 
  1d6 S 
  Light, thrown (range 20/60) 
  Javelin 
  1d6 P 
  Thrown (range 30/120) 
  Light hammer 
  1d4 B 
  Light, thrown (range 20/60) 
  Mace 
  1d6 B 
  — 
  Quarterstaff 
  1d6 B 
  Versatile (1d8) 
  Sickle 
  1d4 S 
  Light 
  Spear 
  1d6 P 
  Thrown (range 20/60), 
  versatile (1d8) 
   
  MARTIAL MELEE WEAPONS 
  Weapon 
  Damage 
  Properties 
  Battleaxe 
  1d8 S 
  Versatile (1d10) 
  Flail 
  1d8 B 
  — 
  Glaive 
  1d10 S 
  Heavy, reach, two-handed 
  Greataxe 
  1d12 S 
  Heavy, two-handed 
  Greatsword 
  2d6 S 
  Heavy, two-handed 
  Halberd 
  1d10 S 
  Heavy, reach, two-handed 
  Lance 
  1d12 P 
  Reach, special 
  Longsword 
  1d8 S 
  Versatile (1d10) 
  Maul 
  2d6 B 
  Heavy, two-handed 
  Morningstar 
  1d8 P 
  — 
  Pike 
  1d10 P 
  Heavy, reach, two-handed 
  Rapier 
  1d8 P 
  Finesse 
  Scimitar 
  1d6 S 
  Finesse, light 
  Shortsword 
  1d6 P 
  Finesse, light 
  Trident 
  1d6 P 
  Thrown (range 20/60), 
  versatile (1d8) 
  War pick 
  1d8 P 
  — 
  Warhammer 
  1d8 B 
  Versatile (1d10) 
  Whip 
  1d4 S 
  Finesse, reach 
   
  SIMPLE RANGED WEAPONS 
  Weapon 
  Damage 
  Properties 
  Crossbow, light 
  1d8 P 
  Ammunition (range 
  80/320), loading, two-
  handed 
  Dart 
  1d4 P 
  Finesse, thrown (range 
  20/60) 
  Shortbow 
  1d6 P 
  Ammunition (range 
  80/320), two-handed 
  Sling 
  1d4 B 
  Ammunition (range 
  30/120) 
   
  MARTIAL RANGED WEAPONS 
  Weapon 
  Damage 
  Properties 
  Blowgun 
  1 P 
  Ammunition (range 
  25/100), loading 
  Crossbow, hand 
  1d6 P 
  Ammunition (range 
  30/120), light, loading 
  Crossbow, heavy 
  1d10 P 
  Ammunition (range 
  100/400), heavy, 
  loading, two-handed 
  Longbow 
  1d8 P 
  Ammunition (range 
  150/600), heavy, two-
  handed 
  Net 
  — 
  Special, thrown (range 
  5/15) 
   
  TRAPS & HAZARDS 
  TRAP SAVE DCS AND ATTACK BONUSES 
  Trap Danger 
  Save DC 
  Attack Bonus 
  Setback 
  10–11 
  +3 to +5 
  Dangerous 
  12–15 
  +6 to +8 
  Deadly 
  16–20 
  +9 to +12 
   
  DAMAGE SEVERITY BY LEVEL 
  Character Lvl 
  Setback 
  Dangerous 
  Deadly 
  1st–4th 
  1d10 
  2d10 
  4d10 
  5th–10th 
  2d10 
  4d10 
  10d10 
  11th–16th 
  4d10 
  10d10 
  18d10 
  17th–20th 
  10d10 
  18d10 
  24d10 
   
  ARMOR AND SHIELDS 
  Armor 
  Armor Class (AC) 
  Stealth 
  Light Armor 
  Padded 
  11 + Dex modifier 
  Disadvantage 
  Leather 
  11 + Dex modifier 
  — 
  Studded leather 
  12 + Dex modifier 
  — 
  Medium Armor 
  Hide 
  12 + Dex modifier 
  (max 2) 
  — 
  Chain shirt 
  13 + Dex modifier 
  (max 2) 
  — 
  Scale mail 
  14 + Dex modifier 
  (max 2) 
  Disadvantage 
  Breastplate 
  14 + Dex modifier 
  (max 2) 
  — 
  Half plate 
  15 + Dex modifier 
  (max 2) 
  Disadvantage 
  Heavy Armor 
  Ring mail 
  14 
  Disadvantage 
  Chain mail 
  16 
  Disadvantage 
  Splint 
  17 
  Disadvantage 
  Plate 
  18 
  Disadvantage 
  Shield 
  Shield 
  +2 
  — 
   
  DONNING AND DOFFING ARMOR 
  Category 
  Don 
  Doff 
  Light Armor 
  1 minute 
  1 minute 
  Medium Armor 
  5 minutes 
  1 minute 
  Heavy Armor 
  10 minutes 
  5 minutes 
  Shield 
  1 action 
  1 action 
   
   
  
  COMBAT STEP BY STEP 
  1. Determine surprise: The GM determines whether 
  anyone involved in the combat encounter is 
  surprised. 
  2. Establish positions: The GM decides where all the 
  characters and monsters are located. Given the 
  adventurers’ marching order or their stated 
  positions in the room or other location, the GM 
  figures out where the adversaries are?how far away 
  and in what direction. 
  3. Roll initiative: Everyone involved in the combat 
  encounter rolls initiative, determining the order of 
  combatants’ turns. 
  4. Take turns: Each participant in the battle takes a 
  turn in initiative order. 
  5. Begin the next round: When everyone involved in 
  the combat has had a turn, the round ends. Repeat 
  step 4 until the fighting stops. 
   
  COVER 
  Half Cover: A target with half cover has a +2 bonus 
  to AC and Dexterity saving throws. A target has half 
  cover if an obstacle blocks at least half of its body. 
  The obstacle might be a low wall, a large piece of 
  furniture, a narrow tree trunk, or a creature, 
  whether that creature is an enemy or a friend. 
  Three-Quarters Cover: A target with three-quarters 
  cover has a +5 bonus to AC and Dexterity saving 
  throws. A target has three-quarters cover if about 
  three-quarters of it is covered by an obstacle. The 
  obstacle might be a portcullis, an arrow slit, or a 
  thick tree trunk. 
  Total Cover: A target with total cover can’t be 
  targeted directly by an attack or a spell, although 
  some spells can reach such a target by including it in 
  an area of effect. A target has total cover if it is 
  completely concealed by an obstacle. 
   
  CONDITIONS LIST 
  Blinded 
  Paralyzed 
  Charmed 
  Petrified 
  Deafened 
  Poisoned 
  Fatigued 
  Prone 
  Frightened 
  Restrained 
  Grappled 
  Stunned 
  Incapacitated 
  Unconscious 
  Invisible 
  Exhaustion (see below) 
   
  EXHAUSTION EFFECTS 
  Level 
  Effect 
  1 
  Disadvantage on ability checks 
  2 
  Speed halved 
  3 
  Disadvantage on attack rolls and saving 
  throws 
  4 
  Hit point maximum halved 
  5 
  Speed reduced to 0 
  6 
  Death 
   
  VISION & LIGHT 
  OBSCURED AREAS 
  Lightly Obscured: In a lightly obscured area, such as 
  dim light, patchy fog, or moderate foliage, creatures 
  have disadvantage on Wisdom (Perception) checks 
  that rely on sight. 
  Heavily Obscured: A heavily obscured area—such as 
  darkness, opaque fog, or dense foliage—blocks 
  vision entirely. A creature effectively suffers from 
  the blinded condition (see appendix A) when trying 
  to see something in that area. 
   
  LIGHT 
  Bright light lets most creatures see normally. Even 
  gloomy days provide bright light, as do torches, 
  lanterns, fires, and other sources of illumination 
  within a specific radius. 
  Dim light, also called shadows, creates a lightly 
  obscured area. An area of dim light is usually a 
  boundary between a source of bright light, such as a 
  torch, and surrounding darkness. The soft light of 
  twilight and dawn also counts as dim light. A 
  particularly brilliant full moon might bathe the land 
  in dim light. 
  Darkness creates a heavily obscured area. 
  Characters face darkness outdoors at night (even 
  most moonlit nights), within the confines of an unlit 
  dungeon or a subterranean vault, or in an area of 
  magical darkness. 
   
  VISION 
  Blindsight: A creature with blindsight can perceive its 
  surroundings without relying on sight, within a specific 
  radius. Creatures without eyes, such as oozes, and 
  creatures with echolocation or heightened senses, such 
  as bats and true dragons, have this sense. 
  Darkvision: Many creatures in fantasy gaming worlds, 
  especially those that dwell underground, have 
  darkvision. Within a specified range, a creature with 
  darkvision can see in darkness as if the darkness were 
  dim light, so areas of darkness are only lightly obscured 
  as far as that creature is concerned. However, the 
  creature can’t discern color in darkness, only shades of 
  gray. 
  Truesight: A creature with truesight can, out to a 
  specific range, see in normal and magical darkness, see 
  invisible creatures and objects, automatically detect 
  visual illusions and succeed on saving throws against 
  them, and perceives the original form of a 
  shapechanger or a creature that is transformed by 
  magic. Furthermore, the creature can see into the 
  Ethereal Plane. 
   
   
   
  
  MADNESS (OOTA 21, DMG 258) 
  Level 
  Effect 
  1 
  Bout of short-term madness (lasts 1d10 minutes) 
  2 
  Bout of long-term madness (lasts 1d10x10 hours) 
  3 
  Botu of indefinite madness (lasts until cured) 
   
  THE DEMON LORDS (OOTA 234) 
  Demon Lord 
  Stats & Madness 
  Baphomet 
  OOTA 234 
  Demogorgon 
  OOTA 236 
  Fraz-Urb'luu 
  OOTA 238 
  Graz'zt 
  OOTA 240 
  Juiblex 
  OOTA 242 
  Orcus 
  OOTA 244 
  Yeenoghu 
  OOTA 246 
  Zuggtmoy 
  OOTA 248 
   
  DROW PURSUIT TRACKER (OOTA 24) 
  Level 
  Effect 
  1 
  Eluding Pursuit! 
  2 
  - 
  3 
  - 
  4 
  - 
  5 
  Catching Up! 
  Situation 
  Modifier 
  Each day traveled at fast pace. 
  -1 
  Cover tracks. 
  -1 
  Cross obscuring terrain. 
  -1 
  Split the party. 
  -1 
  Random encounter engaged. 
  +1 
  Each day traveled at slow pace. 
  +1 
   
  FUNGI OF THE UNDERDARK 
  Fungi 
  Notes 
  Reference 
  Barrelstalk 
  Edible; yields food and water. 
  OOTA 22 
  Bigwig 
  Enlarge effect of enlarge/reduce spell. 
  OOTA 67 
  Bluecap 
  Edible; ingredient in bread. 
  OOTA 22 
  Fire Lichen 
  Edible; spice. 
  OOTA 22 
  Nightlight 
  Light source. 
  OOTA 23 
  Nilhogg's Nose 
  Improves sense of smell. 
  OOTA 23 
  Ormu 
  Light source. 
  OOTA 23 
  Pygmywort 
  Reduce effect of enlarge/reduce spell. 
  OOTA 67 
  Timmask 
  Poisonous. 
  OOTA 23 
  Tongue of Madness 
  Truth serum. 
  OOTA 23 
  Torchstalk 
  Combustible cap. 
  OOTA 23 
  Ripplebark 
  Edible; yields food.  
  OOTA 22 
  Trillimac 
  Edible; yields food.  
  OOTA 22 
  Waterorb 
  Edible; yields food and water.  
  OOTA 22 
  Zurkhwood 
  Edible; yields food, used to make furniture.  
  OOTA 22 
   
  MAJOR ENCOUNTER TABLES 
  Section / Region 
  Encounter Table 
  Reference 
  Into Darkness 
  Random Encounters 
  OOTA 25 
   
  Terrain Encounters 
  OOTA 25 
   
  Creature Encounters 
  OOTA 27 
  Darklake 
  Darklake Random Encounters 
  OOTA 40 
   
  Terrain Encounters 
  OOTA 41 
   
  Creature Encounters 
  OOTA 42 
  Descent into the Depths 
  Random Events 
  OOTA 145 
  The Wormwrithings 
  Random Encounters 
  OOTA 167 
  The Labyrinth 
  Random Encounters 
  OOTA 179 
  Approaching Araumycos 
  Creature Encounters 
  OOTA 210 
   
  Araumycos Encounters 
  OOTA 210 
   
  
  GENERAL RULES 
  ABILITY SCORES AND MODIFIERS 
  Score 
  Modifier 
  Score 
  Modifier 
  1 
  -5 
  16–17 
  +3 
  2–3 
  -4 
  18–19 
  +4 
  4–5 
  -3 
  20-21 
  +5 
  6–7 
  -2 
  22-23 
  +6 
  8–9 
  -1 
  24-25 
  +7 
  10–11 
  +0 
  26-27 
  +8 
  12–13 
  +1 
  28-29 
  +9 
  14–15 
  +2 
  30 
  +10 
   
  ABILITY SCORES & SKILLS 
  Strength 
  Dexterity 
  Athletics 
   
  Acrobatics 
  Sleight of Hand 
  Stealth 
  Intelligence 
  Wisdom 
  Arcana 
  History 
  Investigation 
  Nature 
  Religion 
  Animal Handling 
  Insight 
  Medicine 
  Perception 
  Survival 
  Charisma 
   
  Deception 
  Intimidation 
  Performance 
  Persuasion 
   
   
  TYPICAL DIFFICULTY CLASSES 
  Task Difficulty 
  DC 
  Very easy 
  5 
  Easy 
  10 
  Medium 
  15 
  Hard 
  20 
  Very hard 
  25 
  Nearly impossible 
  30 
   
  SIZE CATEGORIES 
  Size 
  Space 
  Tiny 
  2½ by 2½ ft. 
  Small 
  5 by 5 ft. 
  Medium 
  5 by 5 ft. 
  Large 
  10 by 10 ft. 
  Huge 
  15 by 15 ft. 
  Gargantuan 
  20 by 20 ft. or larger 
   
  TIME & MOVEMENT 
  Dungeon movement happens on a scale of minutes. It takes 
  about a minute to creep down a long hallway, another 
  minute to check for traps, and about ten minutes to search 
  the chamber beyond for loot or secret doors. 
  Wilderness movement (and urban) happens on a scale of 
  hours or days. 
  Combat movement and other fast-paced situations rely on 
  rounds, a 6-second span of time. 
   
  UNDERDARK TRAVEL PACE AND EFFECTS 
  Pace 
  Pace Distance Traveled per... 
  Effect 
   
  Minute 
  Hour 
  Day 
  Fast 
  400 feet 
  4 
  miles 
  8 
  miles 
  -5 penalty to passive 
  Wisdom (Perception) 
  scores 
  Normal 
  300 feet 
  3 
  miles 
  6 
  miles 
  — 
  Slow 
  200 feet 
  2 
  miles 
  4 
  miles 
  Improved foraging. Able 
  to use stealth. 
   
  Forced March: For each additional hour of travel beyond 8 
  hours, the characters cover the distance shown in the Hour 
  column for their pace, and each character must make a 
  Constitution saving throw at the end of the hour. The DC is 10 
  + 1 for each hour past 8 hours. On a failed saving throw, a 
  character suffers one level of exhaustion. 
   
  Difficult Terrain: You move at half speed in difficult terrain—
  moving 1 foot in difficult terrain costs 2 feet of speed—so you 
  can cover only half the normal distance in a minute, an hour, 
  or a day. 
   
  CREATURE FOOD YIELD (OOTA 20) 
  Creature Size 
  Food Gained 
  Tiny 
  1 lb. 
  Small 
  4 lb. 
  Medium 
  16 lb. 
  Large 
  32 lb.  
   
   
  UNDERDARK TRAVEL TIMES (OOTA 18) 
  Location 
  Velkynvelve 
  Sloobludop 
  Gracklstugh 
  Neverlight 
  Grove 
  Blingdenstone 
  Menzoberranzan 
  Velkynvelve 
  - 
  8 days 
  28 days 
  36 days 
  30 days 
  26 days 
  Sloobludop 
  8 days 
  - 
  20 days 
  26 days 
  20 days 
  20 days 
  Gracklstugh 
  28 days 
  20 days 
  - 
  12 days 
  20 days 
  27 days 
  Neverlight Grove 
  36 days 
  26 days 
  12 days 
  - 
  16 days 
  24 days 
  Blingdenstone 
  30 days 
  20 days 
  20 days 
  16 days 
  - 
  8 days 
  Menzoberranzan 
  26 days 
  20 days 
  27 days 
  24 days 
  8 days 
  - 
  This table assumes Normal pace. Fast pace = divide by 3. Slow pace = multiple by 1.33. 
  
   
  TRAPS & HAZARDS 
  TRAP SAVE DCS AND ATTACK BONUSES 
  Trap Danger 
  Save DC 
  Attack Bonus 
  Setback 
  10–11 
  +3 to +5 
  Dangerous 
  12–15 
  +6 to +8 
  Deadly 
  16–20 
  +9 to +12 
   
  DAMAGE SEVERITY BY LEVEL 
  Character Lvl 
  Setback 
  Dangerous 
  Deadly 
  1st–4th 
  1d10 
  2d10 
  4d10 
  5th–10th 
  2d10 
  4d10 
  10d10 
  11th–16th 
  4d10 
  10d10 
  18d10 
  17th–20th 
  10d10 
  18d10 
  24d10 
   
  CONDITIONS LIST 
  Blinded 
  Paralyzed 
  Charmed 
  Petrified 
  Deafened 
  Poisoned 
  Fatigued 
  Prone 
  Frightened 
  Restrained 
  Grappled 
  Stunned 
  Incapacitated 
  Unconscious 
  Invisible 
  Exhaustion (see below) 
   
  EXHAUSTION EFFECTS 
  Level 
  Effect 
  1 
  Disadvantage on ability checks 
  2 
  Speed halved 
  3 
  Disadvantage on attack rolls and saving throws 
  4 
  Hit point maximum halved 
  5 
  Speed reduced to 0 
  6 
  Death 
   
  VISION & LIGHT 
  VISION 
  Blindsight: A creature with blindsight can perceive its 
  surroundings without relying on sight, within a specific radius. 
  Creatures without eyes, such as oozes, and creatures with 
  echolocation or heightened senses, such as bats and true 
  dragons, have this sense. 
  Darkvision: Many creatures in fantasy gaming worlds, especially 
  those that dwell underground, have darkvision. Within a 
  specified range, a creature with darkvision can see in darkness 
  as if the darkness were dim light, so areas of darkness are only 
  lightly obscured as far as that creature is concerned. However, 
  the creature can’t discern color in darkness, only shades of gray. 
  Truesight: A creature with truesight can, out to a specific range, 
  see in normal and magical darkness, see invisible creatures and 
  objects, automatically detect visual illusions and succeed on 
  saving throws against them, and perceives the original form of a 
  shapechanger or a creature that is transformed by magic. 
  Furthermore, the creature can see into the Ethereal Plane. 
   
  LIGHT 
  Bright light lets most creatures see normally. Even gloomy 
  days provide bright light, as do torches, lanterns, fires, and 
  other sources of illumination within a specific radius. 
  Dim light, also called shadows, creates a lightly obscured area. 
  An area of dim light is usually a boundary between a source of 
  bright light, such as a torch, and surrounding darkness. The 
  soft light of twilight and dawn also counts as dim light. A 
  particularly brilliant full moon might bathe the land in dim 
  light. 
  Darkness creates a heavily obscured area. Characters face 
  darkness outdoors at night (even most moonlit nights), within 
  the confines of an unlit dungeon or a subterranean vault, or in 
  an area of magical darkness. 
   
  OBSCURED AREAS 
  Lightly Obscured: In a lightly obscured area, such as dim light, 
  patchy fog, or moderate foliage, creatures have disadvantage 
  on Wisdom (Perception) checks that rely on sight. 
  Heavily Obscured: A heavily obscured area—such as darkness, 
  opaque fog, or dense foliage—blocks vision entirely. A 
  creature effectively suffers from the blinded condition (see 
  appendix A) when trying to see something in that area. 
   
  COMBAT 
  COMBAT STEP BY STEP 
  1. Determine surprise: The GM determines whether anyone 
  involved in the combat encounter is surprised. 
  2. Establish positions: The GM decides where all the 
  characters and monsters are located. Given the adventurers’ 
  marching order or their stated positions in the room or other 
  location, the GM figures out where the adversaries are?how 
  far away and in what direction. 
  3. Roll initiative: Everyone involved in the combat encounter 
  rolls initiative, determining the order of combatants’ turns. 
  4. Take turns: Each participant in the battle takes a turn in 
  initiative order. 
  5. Begin the next round: When everyone involved in the 
  combat has had a turn, the round ends. Repeat step 4 until 
  the fighting stops. 
   
  COVER 
  Half Cover: A target with half cover has a +2 bonus to AC and 
  Dexterity saving throws. A target has half cover if an obstacle 
  blocks at least half of its body. The obstacle might be a low 
  wall, a large piece of furniture, a narrow tree trunk, or a 
  creature, whether that creature is an enemy or a friend. 
  Three-Quarters Cover: A target with three-quarters cover has 
  a +5 bonus to AC and Dexterity saving throws. A target has 
  three-quarters cover if about three-quarters of it is covered by 
  an obstacle. The obstacle might be a portcullis, an arrow slit, 
  or a thick tree trunk. 
  Total Cover: A target with total cover can’t be targeted directly 
  by an attack or a spell, although some spells can reach such a 
  target by including it in an area of effect. A target has total 
  cover if it is completely concealed by an obstacle. 
  
  OBJECT ARMOR CLASS 
  Substance 
  AC 
  Cloth, paper, rope 
  11 
  Crystal, glass, ice 
  13 
  Wood, bone 
  15 
  Stone 
  17 
  Iron, steel 
  19 
  Mithral 
  21 
  Adamantine 
  23 
   
  OBJECT HIT POINTS 
  Size 
  Fragile 
  Resilient 
  Tiny (bottle, lock) 
  2 (1d4) 
  5 (2d4) 
  Small (chest, lute) 
  3 (1d6) 
  10 (3d6) 
  Medium (barrel, chandelier) 
  4 (1d8) 
  18 (4d8) 
  Large (cart, 10--ft.--by--10--ft. 
  window) 
  5 (1d10) 
  27 (5d10) 
   
  WEAPONS, ARMOR & OBJECTS 
  SIMPLE MELEE WEAPONS 
  Weapon 
  Damage 
  Properties 
  Club 
  1d4 B 
  Light 
  Dagger 
  1d4 P 
  Finesse, light, thrown (range 20/60) 
  Greatclub 
  1d8 B 
  Two-handed 
  Handaxe 
  1d6 S 
  Light, thrown (range 20/60) 
  Javelin 
  1d6 P 
  Thrown (range 30/120) 
  Light hammer 
  1d4 B 
  Light, thrown (range 20/60) 
  Mace 
  1d6 B 
  — 
  Quarterstaff 
  1d6 B 
  Versatile (1d8) 
  Sickle 
  1d4 S 
  Light 
  Spear 
  1d6 P 
  Thrown (range 20/60), versatile (1d8) 
   
  MARTIAL MELEE WEAPONS 
  Weapon 
  Damage 
  Properties 
  Battleaxe 
  1d8 S 
  Versatile (1d10) 
  Flail 
  1d8 B 
  — 
  Glaive 
  1d10 S 
  Heavy, reach, two-handed 
  Greataxe 
  1d12 S 
  Heavy, two-handed 
  Greatsword 
  2d6 S 
  Heavy, two-handed 
  Halberd 
  1d10 S 
  Heavy, reach, two-handed 
  Lance 
  1d12 P 
  Reach, special 
  Longsword 
  1d8 S 
  Versatile (1d10) 
  Maul 
  2d6 B 
  Heavy, two-handed 
  Morningstar 
  1d8 P 
  — 
  Pike 
  1d10 P 
  Heavy, reach, two-handed 
  Rapier 
  1d8 P 
  Finesse 
  Scimitar 
  1d6 S 
  Finesse, light 
  Shortsword 
  1d6 P 
  Finesse, light 
  Trident 
  1d6 P 
  Thrown (range 20/60), versatile (1d8) 
  War pick 
  1d8 P 
  — 
  Warhammer 
  1d8 B 
  Versatile (1d10) 
  Whip 
  1d4 S 
  Finesse, reach 
   
  SIMPLE RANGED WEAPONS 
  Weapon 
  Damage 
  Properties 
  Crossbow, light 
  1d8 P 
  Ammunition (range 80/320), loading, 
  two-handed 
  Dart 
  1d4 P 
  Finesse, thrown (range 20/60) 
  Shortbow 
  1d6 P 
  Ammunition (range 80/320), two-
  handed 
  Sling 
  1d4 B 
  Ammunition (range 30/120) 
   
  MARTIAL RANGED WEAPONS 
  Weapon 
  Damage 
  Properties 
  Blowgun 
  1 P 
  Ammunition (range 25/100), loading 
  Crossbow, hand 
  1d6 P 
  Ammunition (range 30/120), light, 
  loading 
  Crossbow, heavy 
  1d10 P 
  Ammunition (range 100/400), 
  heavy, loading, two-handed 
  Longbow 
  1d8 P 
  Ammunition (range 150/600), 
  heavy, two-handed 
  Net 
  — 
  Special, thrown (range 5/15) 
   
  ARMOR AND SHIELDS 
  Armor 
  Armor Class (AC) 
  Stealth 
  Light Armor 
  Padded 
  11 + Dex modifier 
  Disadvantage 
  Leather 
  11 + Dex modifier 
  — 
  Studded leather 
  12 + Dex modifier 
  — 
  Medium Armor 
  Hide 
  12 + Dex modifier (max 2) 
  — 
  Chain shirt 
  13 + Dex modifier (max 2) 
  — 
  Scale mail 
  14 + Dex modifier (max 2) 
  Disadvantage 
  Breastplate 
  14 + Dex modifier (max 2) 
  — 
  Half plate 
  15 + Dex modifier (max 2) 
  Disadvantage 
  Heavy Armor 
  Ring mail 
  14 
  Disadvantage 
  Chain mail 
  16 
  Disadvantage 
  Splint 
  17 
  Disadvantage 
  Plate 
  18 
  Disadvantage 
  Shield 
  Shield 
  +2 
  — 
   
  DONNING AND DOFFING ARMOR 
  Category 
  Don 
  Doff 
  Light Armor 
  1 minute 
  1 minute 
  Medium Armor 
  5 minutes 
  1 minute 
  Heavy Armor 
  10 minutes 
  5 minutes 
  Shield 
  1 action 
  1 action 
   
   
   
  
  MADNESS (DMG 258, OOTA 21) 
  Level 
  Effect 
  1 
  Bout of short-term madness (lasts 1d10 minutes) 
  2 
  Bout of long-term madness (lasts 1d10x10 hours) 
  3 
  Botu of indefinite madness (lasts until cured) 
   
  THE DEMON LORDS 
  Demon Lord 
  Stats & Madness 
  Baphomet 
  OOTA 234 
  Demogorgon 
  OOTA 236 
  Fraz-Urb'luu 
  OOTA 238 
  Graz'zt 
  OOTA 240 
  Juiblex 
  OOTA 242 
  Orcus 
  OOTA 244 
  Yeenoghu 
  OOTA 246 
  Zuggtmoy 
  OOTA 248 
   
  DROW PURSUIT TRACKER (OOTA 24) 
  Level 
  Effect 
  1 
  Eluding Pursuit! 
  2 
  - 
  3 
  - 
  4 
  - 
  5 
  Catching Up! 
  Situation 
  Modifier 
  Each day traveled at fast pace. 
  -1 
  Cover tracks. 
  -1 
  Cross obscuring terrain. 
  -1 
  Split the party. 
  -1 
  Random encounter engaged. 
  +1 
  Each day traveled at slow pace. 
  +1 
   
  FUNGI OF THE UNDERDARK 
  Fungi 
  Notes 
  Reference 
  Barrelstalk 
  Edible; yields food and water. 
  OOTA 22 
  Bigwig 
  Enlarge effect of 
  enlarge/reduce spell. 
  OOTA 67 
  Bluecap 
  Edible; ingredient in bread. 
  OOTA 22 
  Fire Lichen 
  Edible; spice. 
  OOTA 22 
  Nightlight 
  Light source. 
  OOTA 23 
  Nilhogg's Nose 
  Improves sense of smell. 
  OOTA 23 
  Ormu 
  Light source. 
  OOTA 23 
  Pygmywort 
  Reduce effect of 
  enlarge/reduce spell. 
  OOTA 67 
  Timmask 
  Poisonous. 
  OOTA 23 
  Tongue of 
  Madness 
  Truth serum. 
  OOTA 23 
  Torchstalk 
  Combustible cap. 
  OOTA 23 
  Ripplebark 
  Edible; yields food.  
  OOTA 22 
  Trillimac 
  Edible; yields food.  
  OOTA 22 
  Waterorb 
  Edible; yields food and water.  
  OOTA 22 
  Zurkhwood 
  Edible; yields food, used to 
  make furniture.  
  OOTA 22 
   
  MAJOR ENCOUNTER TABLES 
  Section / Region 
  Encounter Table 
  Reference 
  Into Darkness 
  Random Encounters 
  OOTA 25 
   
  Terrain Encounters 
  OOTA 25 
   
  Creature Encounters 
  OOTA 27 
  Darklake 
  Darklake Random 
  Encounters 
  OOTA 40 
   
  Terrain Encounters 
  OOTA 41 
   
  Creature Encounters 
  OOTA 42 
  Descent into the 
  Depths 
  Random Events 
  OOTA 145 
  The Wormwrithings 
  Random Encounters 
  OOTA 167 
  The Labyrinth 
  Random Encounters 
  OOTA 179 
  Approaching 
  Araumycos 
  Creature Encounters 
  OOTA 210 
   
  Araumycos Encounters 
  OOTA 210 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/D&D 5E Adventures/Out of the Abyss/Out_of_the_Abyss_DMs_Kit_Screen_FINAL_(13556927).pdf