TEXT: CASTLE AMBER
  5E Conversion and Expansion Guide by Stuart Broz 
  for Castle Amber: Dungeon Module X1 by Tom Moldvay
  
  Castle Amber
  Castle Amber
  Conversion Guide and Expansion
  Castle Amber was originally published in 1981 as Dungeon Module X2 for 
  the  Dungeons  and  Dragons  Expert  Set.  Written  by  Tom  Moldvay,  it  is 
  regarded as one of the best D&D modules ever… and it is certainly one of 
  the  most  bizarre  of  the  classic  adventures.  The  original  adventure  was 
  designed for 6-10 characters of levels 3 to 6. It was, however, an exceedingly 
  lethal adventure. I have converted this module for use with 5e characters 
  between  level  5  and  10,  including  multiple  dif.culty  options  for  each 
  combat encounter. In addition, I have added a signi.cant amount of content 
  and roleplaying advice, including stat blocks for over 35 monsters (often with 
  multiple variations), over 25 detailed NPCs, and over 25 magic items.
  This adventure is easily used with any setting that allows for strange magic 
  and interplanar travel, but I have added speci.c adaptations to allow it to .t 
  within the Eberron setting. It is very compatible with Ravenloft as well.
  In order to use this guide, you will need the original adventure:  X2 Castle 
  Amber. The 5e Monster Manual is recommended as well.
  Original Adventure by Tom Moldvay
  Conversion to 5e and Expansion Notes by Stuart Broz
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  Cover:
   “The Wizard” by Sean McGrath (Licensed CC BY 2.0:
   https:
  //creativecommons.org/licenses/by/2.0/). Modified with castle image by Stuart Broz.
  
  An Overview of the Adventure
  General Notes
  Part One: Introduction
  Part Two: West Wing
  Part Three: The Indoor Forest
  Part Four:
   The Chapel
  Part Five: East Wing
  Part Six:
   The Dungeon
  Part Seven: Averoigne
  Part Eight: The Tomb of Stephen Amber
  Appendix A: New Monsters
  Appendix B: Non-Player Characters 
  Appendix C: Character Options
  Appendix D: New Items
  Contents
  
  Let Me Tell You A Story
  Once upon a time, there was a great prince named Stephen. 
  He came from a family of powerful magicians, and he was 
  the most powerful of them all. A long time ago, his family 
  had escaped from a faraway land where the people hunted 
  them, jealous of their magic. Stephen’s great grandparents 
  built a magic door and locked it, protecting the family from 
  jealous hunters.
  One day – not too long ago – Stephen realized that there was 
  a new danger. There was a war going on, and great and 
  terrible magics were being used to end it. One of these 
  threatened his family’s home and he had little time to save it. 
  He saw the locked door and knew that – for now at least – 
  on the other side there was safety.
  Stephen was proud and thought he could push his entire 
  castle through the door… but this took much of Stephen’s 
  magic, and it distracted him. Stephen’s brother was wicked 
  and jealous. He took advantage of Stephen’s distraction and 
  killed him to take his crown.
  Stephen was wrapped up in the protective magics, and with 
  his last words he tried to .nish his spell. Stephen’s home was 
  pulled out of time and space.
  Now his home, Castle Amber, sees the next chapter in its 
  story. It has found its heroes, and they will complete a great 
  quest to undo Stephen’s murder – whether they like it or not.
  The Castle
  The PCs make camp. In the morning, they .nd themselves in 
  the foyer of a strange mansion that is surrounded by an omi-
  nous gray mist. The PCs are trapped by the mist and must .nd 
  a way out.
  Exploring the place, they meet a host of very strange inhabi-
  tants. A mysterious document suggests that a number of magi-
  cal artifacts can be brought together to summon the tomb of a 
  wizard and banish the mists.
  The Far-Away Land
  Following the document, the PCs .nd silver keys within the 
  mansion and, eventually, the gate that the keys open. On the 
  other side of the gate is a strange land where magic is out-
  lawed. Here, the PCs may become embroiled in stories of pol-
  itics, desperation, and revenge as they assemble the artifacts 
  they seek.
  The Secret Tomb
  When the PCs collect the items they need, they are able to 
  summon the wizard’s tomb. They must defeat its guardians in 
  order to undo the wizard’s death so he can lift the curse that 
  trapped Castle Amber within the gray mists.
  Castle Amber – 1
  An Overview of the Adventure
  
  Read This
  Before running the adventure, I would suggest reading 
  through both the original text and this guide alongside it. At 
  the very least, make sure you read this section and the 
  overview section above. Several parts of the adventure are 
  connected to each other, and it is best to be prepared for 
  these connections.
  Adjustments Made
  In general, I have made the following adjustments throughout 
  this adventure:
  •
  Statistics for new creatures have been converted to 5e 
  or a reference is made to an appropriate creature in 
  the Monster Manual (MM)
  •
  Multiple options are presented for combat encounters 
  (see below under Scaling Encounters).
  •
  Treasure is adjusted to .t the standards of 5e. In some 
  cases, I have changed the treasure to be stranger than 
  what was presented in the original adventure so as to 
  better .t the mood of the adventure.
  •
  Alternatives have been provided for arbitrarily deadly 
  and/or permanent magical effect which are present 
  throughout the original adventure.
  A few additional fixes and 
  suggestions:
  •
  Consider increasing the distance of the Gray Mist 
  from the castle to roughly 90 feet. This allows the PCs 
  to circle the castle and enter through other doors. It 
  also allows them to camp outside. I’d further suggest 
  adding two additional doors: a servant entrance in 
  the hallway near area 6 and an entrance to the chapel 
  area in the hallway across from area 29. These 
  changes should provide the PCs with a bit more free-
  dom in how they tackle the castle.
  •
  There should be a door between rooms 5 (the hall) 
  and 9 (Richard’s bedroom). I have presented this as 
  being a concealed from the hallway side.
  •
  To Those Who Would Be Free: This document appears 
  several times in the adventure, and it is likely that the 
  party will .nd multiple copies of it. Note that these 
  documents are identical – and include handwritten 
  notes. I suggest that these all be, literally, the same 
  document – that it is, like many of the NPCs (see be-
  low), unstuck in time. When the PCs .nd the second 
  copy, you might want to make the .rst copy disap-
  pear. If not, maybe have a smudge that the PCs put on 
  the .rst copy be on the second as well – the goal here 
  is to give more of an indication that all is not right 
  with causality within the Castle.
  •
  The End: The .nal scene of the adventure, in my 
  mind, seems anticlimactic. What was the goal of the 
  adventure? Was it merely to escape? Wouldn’t it be 
  more powerful to provide some hope of sanity to Cas-
  tle Amber? I provide an alternative in Part Eight.
  Supplemental Information
  Wherever appropriate, encounters are provided with 
  supplemental information providing guidance for running that 
  encounter. This is often in the form of the attitudes and goals 
  of NPCs or monsters, not all of which are necessarily hostile. 
  In addition, I have added a signi.cant amount of context to 
  many encounters, tying them in to the greater narrative or 
  developing subplots around them.
  The Setting
  Eberron. While you can use this guide to run Castle Amber in 
  almost any setting with minimal changes, I am setting this 
  conversion in Eberron. While this might seem like an odd 
  choice, the two share roots in the pulp genre and each of 
  them embraces weird .ction. Throughout this guide, I will be 
  assuming that the Amber family were Cyran nobility and that 
  Castle Amber is on the border of the Mournland, seemingly 
  trapped in the mists that surround it. The powerful magics put 
  in place by Stephen Amber provided his home with 
  protection, but isolated it in a demiplane outside of time.
  Averoigne itself is a region of Thelanis, the fey realm that is 
  built from the stuff of stories. This is where the Amber family is 
  from, and their long separation from their homeland has 
  driven them mad. 
  In the meantime, things from Xoriat have taken advantage of 
  the castle’s planar separation from Eberron in order to invade 
  the dungeon… and possibly contribute to the Amber family’s 
  madness.
  ...or Ravenloft. If you are running a Ravenloft campaign, 
  Averoigne – being something of a gothic medieval setting - 
  works well as a domain in the process of being formed. 
  Stephen Amber may have been chosen as the domain’s dread 
  lord with Castle Amber as his estate -  a fate he has avoided 
  thus far by being dead (temporarily, of course). Consider 
  having Simon Amber attempting to manipulate Charles into 
  helping him achieve lichdom and becoming the dread lord in 
  Stephen’s place. Alternately, Stephen could already be undead 
  and his tomb could be something like a phylactery.
  Castle Amber – 2
  General Notes
  
  What Actually Happened
  The Amber family is from Averoigne, a region of Thelanis. 
  Their magical researches were dangerous and opened doors 
  to madness. Eventually, they were driven out of Averoigne. 
  They Ced to Eberron by tearing through a manifest zone on 
  the edge of Cyre. They built their home on this site and sealed 
  the hole that they tore open with a magical gate.
  The magics that the family practiced were bizarre and often 
  dark in nature. They built an eldritch machine in order to 
  extend their own lives. Most of the family members had their 
  own projects – Andrew David converted the gardens into an 
  indoor forest, William began to mutate himself in order to 
  achieve invulnerability as well as immortality, and Stephen – 
  the family’s head and most powerful mage – delved into the 
  nature of the soul. Stephen understood the process of 
  becoming a lich, but that was not what he sought. Instead, he 
  wanted his soul preserved and tied to his own living body. He 
  tied his soul to Castle Amber and enchanted the entire castle 
  with time magics sot that it would have the power to undo his 
  death. In principle, the castle acted something like a lich’s 
  phylactery, but instead of the souls of others, it drew on the 
  connection to Thelanis and was powered by a story: the 
  completion of a quest.
  Like others of his family, Stephen focused on his project to the 
  exclusion of all else. His wife, Princess Catherine, was 
  abandoned in a home full of mad relatives. Stephen’s brother 
  Henry, who was obsessed with taking everything he could 
  from his brother, seduced her. Together, they plotted Stephen’s 
  death. They knew he had contingencies in place for his death, 
  so they built him a tomb that they hid away on a demiplane.
  Then came the Day of Mourning. With a palace full of 
  diviners and oracles, the Amber family had more warning 
  than most of the tragedy. In an attempt to save his family, 
  Stephen began a ritual to push Castle Amber back through the 
  portal to Averoigne. While Stephen was in the middle of 
  conducting the ritual, Henry loosed a horde of Death Demons 
  upon his brother.
  Henry and Catherine were in the midst of being coronated 
  before Stephen was even dead.
  The death demons took Stephen’s body off to his tomb. The 
  half-completed ritual was intended to pull the Castle through 
  to Averoigne. Instead, the magic was dragged along with 
  Stephen’s body and the castle was pulled into its own 
  demiplane outside of time and space.
  For Khorvaire, it has only been a few years since the Day of 
  Mourning, but Castle Amber now exists outside of time. For 
  some members of the family it seems like decades – or even 
  centuries – have passed. Other members of the family may not 
  realize that any time has passed at all.
  Stephen’s plan for immortality worked, but it was not over. 
  Thelanis is a world made of stories, and Stephen has tied his 
  tomb to Thelanis. His restoration needed to be powered by a 
  story. That story needed heroes.
  The PCs are those heroes. This is that story.
  Stephen’s ghost is torn between the castle and the demiplane 
  that holds his tomb. Still, it has managed to set up some minor 
  assistance to the PCs in the form of the Amber Rod of Security 
  and the “To Those Who Would Be Free” document.  
  Unstuck in Time
  You might note that there are far more inhabitants of Castle 
  Amber than there are bedrooms and that the servant quarters 
  are uninhabitable by the hobgoblin servants that wander the 
  halls. You may choose to treat this as a feature of the castle’s 
  curse: many of the castle’s inhabitants are living in different 
  times. When the PCs enter the servant quarters, they .nd an 
  aranea lair. When hobgoblins enter the same room, they .nd 
  their bunks... as it was before the aranea appeared there. Is-
  abel Amber roams the halls, but she is a family member who 
  disappeared over a hundred years ago. She may enter her 
  bedroom… and if the PCs follow her, they might .nd her lion-
  headed great-nephew. She would be nowhere to be found... 
  having entered the room as it was when she lived there long 
  ago.
  The Next Level
  Alternately, others who don’t have living quarters detailed in 
  the adventure might live on the upper Coors of the castle. 
  Only the .rst Coor is detailed in the adventure as written, and 
  – while no mention is made of upper Coors – it seems implau-
  sible that a structure the size of Castle Amber, with its 100 
  foot high domes in the center, would have only a single Coor. 
  You may choose to have upper Coors accessible only to mem-
  bers of the Amber family and their servants through either the 
  magic of the curse or magics woven into the structure of the 
  castle itself.
  Planar Travel
  You may wish for planar travel be impeded for this adventure 
  due to the effects of Stephen Amber’s curse. Clever PCs might 
  try to use spells like Banishment to escape. If you don’t want 
  this to happen, I would recommend that throughout this 
  adventure Banishment treats creatures from the Prime Material 
  Plane (or Eberron) as native. Summoning creatures should 
  work as normal, but traveling from the castle or Averoigne to 
  other planes should be limited. One option would be for PCs 
  who attempt planar travel to end up back in the gray mist and 
  stumble out near the entrance to Castle Amber. If the PCs have 
  reached Averoigne, you may wish for them to stumble out 
  through the Gate of Silver Keys, instead.
  Castle Amber – 3
  
  A Note on Mental Illness
  In the original adventure, the Amber family member are often 
  described as insane or crazy. Whatever words are used to 
  describe their mental issues, I have chosen to portray their 
  mental states as a magical malady – a side-effect of the magic 
  that runs in their family made worse by the curse that they are 
  under and the inCuence of the planes, rather than a reCection 
  of real-world mental illness. 
  ...and Language
  The original adventure had both English and French versions 
  of the names of the members of the Amber family. The way I 
  think of this usage is that the French versions are what they 
  used (or would have used) in Averoigne, but they changed 
  their usage when they left. As such, I have stuck with the 
  English versions. Feel free to use either, though! 
  Scaling Encounters
  I have scaled combat encounters at three levels: 6th-level, 
  8th-level, and 10th-level. Each of these are standardized at a 
  party size of four PCs. If your PCs are different levels than 
  these or you have other than four PCs in your party, you may 
  wish to adjust the encounters or choose on based on the listed 
  dif.culties. For example, if you have a group of .ve level 7 
  PCs, you probably want to use the 8th-level scaling in most 
  cases, but consider toning it down in cases where that 
  encounter dif.culty is particularly high. Similarly, even if you 
  have a party of four 8th-level PCs, you might choose to alter 
  the dif.culty in some situations, either for pacing (you want 
  this encounter to be particularly easy or dif.cult)), because of 
  the condition that the PCs are in, or for role-playing and story 
  purposes. The scale and associated options are meant to be a 
  tool for you.
  Clark Ashton Smith and 
  Averoigne
  Clark Ashton Smith was a contemporary of H.P. Lovecraft and 
  Robert E. Howard. He corresponded – and collaborated – 
  with both of them. The stories of Averoigne that he wrote took 
  place in a mythical province of medieval France, and the 
  magicians in his stories make reference to various elder gods 
  and old ones, tying loosely into the Cthulhu mythos. One of 
  these is Tsathoggua, who is actually a creation of Smith’s. 
  Tsathoggua is referenced by Azédarac, a magician of 
  Averoigne, as Sodaqui. I have added a minor nod to this in the 
  Averoigne random encounter section.
  If Castle Amber is your introduction to Averoigne, it can be a 
  bit confusing. The stories, while full of necromancers, 
  werewolves, and arcane artifacts, are much more grounded 
  than the Amber family might lead you to believe. Averoigne is 
  very medieval in Cavor, and magic there is outlawed by the 
  church. I like to think that the family left Averoigne because 
  they were evolving into something that the constrained 
  paradigm of Averoigne simply couldn’t permit – both legally 
  and narratively.
  Castle Amber – 4
  
  The Amber Family
  A Family Steeped in Magic.  The Amber family is a line of 
  powerful wizards and sorcerers. Even those who don’t 
  specialize in magic are often touched by it. Unfortunately, 
  they are also a family plagued by mental instability.
  Full writeups of each member of the Amber family that 
  appears in this adventure can be found in Appendix B: Non-
  Player Characters  
  In Eberron. The Ambers are a line of Cyran nobles. Family 
  legend has them hailing from a far-off land, saying that they 
  travelled from there magically. This land was actually a 
  minor realm of Thelanis where the founders of the Amber 
  line were hunted due to their practice of forbidden magic. 
  They Ced to the land that would become Cyre where, along 
  with members of House Cannith, they built an Eldritch 
  Machine that would seal them off from any pursuers from 
  Thelanis. Centuries later, on the Day of Mourning, Stephen 
  Amber – the head of the house – was conducting a ritual to 
  protect his home when he was, apparently, killed. The 
  magics at play manifested in a curse that left Castle Amber 
  adrift in time and space.
  In Denial. The nature of the curse is such that some 
  members of the family are not fully aware of it. They simply 
  do not think to look outside the castle. Most of them know, 
  intellectually, that all is not right – and several of them know 
  that Stephen’s tomb is key to setting things right – but they 
  do not really focus on these things. Instead they drift from 
  one diversion to another in an eternal effort to entertain 
  themselves.
  Start
  Good Morning
  Setting the scene. The PCs set up a camp at the edge of the 
  Mournland. If you do not have a reason for them to be there, 
  they can have been hired by a member of House Cannith to 
  retrieve a schema that was in the process of being 
  transported to Metrol via lightning rail on the Day of 
  Mourning. The train should not be far past the border, and it 
  is expected to be as easy a job as any that would take one 
  into the Mournland.
  It is unlikely that the PCs will camp without setting watch. It 
  is also likely that the group will include elves or others who 
  do not sleep. If this is the case, simply have a thick fog pass 
  through the camp shortly before dawn. When it lifts a few 
  minutes later, the PCs .nd themselves in the castle foyer.
  The Gray Mist. The mist is odorless and cool. It should be 
  refreshing, but it is anything but. A PC who enters the mist 
  must make a DC 15 Wisdom save or be Frightened. 
  Frightened characters can only move back toward the castle. 
  Every minute that a PC spends in the mist, that PC takes 3 
  (1d6) psychic damage and must make a DC 15 Constitution 
  Save or take 7 (2d6) points of poison damage. The mist 
  seems to go on forever. A PC who is lost in the mists and 
  attempts to get back to the castle will generally succeed 
  much more quickly than should be possible – while PCs can 
  travel far into the mist, the clearing the holds the castle is 
  never more than 100 feet behind them.
  Are You Staying for the Night?
  The original adventure has Stephen Amber magically 
  protecting the PCs while they sleep. Somehow he is able to 
  do this but can’t otherwise assist them. I suggest two 
  alternatives. The .rst option is to simply move the gray mist a 
  bit further from the castle so that PCs can rest outside if they 
  wish. Another option is to have a magical means of 
  protection similar to what the adventure posits, but without 
  relying upon constant intervention by Stephen Amber (who, 
  after all, is dead). In this situation, when the PCs wake in the 
  castle foyer, they .nd a gift left for them by a mysterious 
  benefactor. This is a variant Rod of Security: 
  Amber Rod of Security
  Rod, legendary
  This rod appears to be made of faintly glowing pure amber. 
  Close inspection will reveal a tiny turtle, smaller than a Cy, 
  that appears to be living inside it, swimming back and forth 
  within the solid rod with no apparent need of sustenance. 
  While holding this rod, you can use an action to activate it. 
  The rod then instantly transports you and up to 12 other 
  willing creatures you can see to an extraplanar space that 
  takes the form of a large, circular room (40’ radius) with 
  walls that appear to be made of the same material as the rod. 
  The room is richly appointed in the same style as Castle 
  Amber. The room contains a banquet table set for the 
  number of creatures within it, complete with ever-full 
  pitchers of water, decanters of wine, and platters of food. A 
  number of comfortable beds line the wall across from the 
  banquet table. Through the wall, an enormous turtle can be 
  seen swimming by on occasion.
  For each hour spent in the room, a visitor regains hit points 
  as if it had spent 1 Hit Die. Also, time passes more slowly 
  within the room. One hour to visitors is only a minute 
  outside. Visitors can remain in the room for up to one day.
  Castle Amber – 5
  Part One: Introduction
  
  When the time runs out or you use an action to end it, all 
  visitors reappear in the location they occupied when you 
  activated the rod, or an unoccupied space nearest that 
  location. 
  Everything else that can be interacted with inside the 
  extraplanar space can exist only there. For example, an ever-
  full decanter of wine taken from the banquet table 
  disappears if it is taken outside the extraplanar space.
  Within Castle Amber, the rod can be used once every eight 
  hours. Otherwise, once the rod has been used, it can’t be 
  used again until twelve days have passed.
  Random Encounters – Castle 
  Amber
  The original adventure includes a single wandering monster 
  table for use in the West Wing, East Wing, Chapel, and 
  Dungeon. If you wish to use these as random encounters, 
  there is a 1 in 6 chance of an encounter every 20 minutes. 
  Alternatively, select those encounters that you believe will be 
  most fun and use them when you think they are appropriate. 
  Each encounter is scaled for level 6, 8, and 10.
  Wandering Monster Encounter
  Table I (1d20)
  1
  Dopplegangers
  2
  Hobgoblin Servants
  3
  Isabel Amber
  4
  Crystal Living Statues
  5
  Iron Living Statues
  6
  Rock Living Statues
  7
  Lupins
  8
  Werewolves
  9
  Weretigers
  10
  Caldron Magen
  11
  Hypnos Magen
  12
  Galvan Magen
  13
  Mary Helen Amber
  14
  Tabaxi
  15
  Shadows
  16
  Skeletons
  17
  Aranea
  18
  Thoul Servants
  19
  William Amber
  20
  Zombies
  1 – Doppelgangers
  For level 6: Two doppelgangers (page 82 MM). They will 
  appear as missing members of the Amber family: Stephen 
  (area 70) and his wife Catherine (area 34). 
  For level 8: Add a third doppelganger, who appears as 
  Madeline Amber (area 25).
  For level 10: Add a fourth doppelganger, who appears as 
  Janet Amber (area 10).
  2 – Hobgoblin Servants
  A group of hobgoblins march in line with military precision, 
  engaged in their daily practice exercises, though they are 
  clearly domestic servants rather than soldiers. Their captain 
  will attempt to bully the PCs into joining the exercise as if 
  they were servants. The hobgoblins will not necessarily be 
  violent, but the captain will get increasingly insulting and 
  they will defend themselves if attacked.
  For level 6: Use a hobgoblin captain and four hobgoblins 
  (page 186 MM)
  For level 8:  Use six hobgoblins and a hobgoblin captain 
  (page 186 MM).
  For level 10: Use six hobgoblins and a hobgoblin warlord 
  (page 187 MM).
  3 – Isabel Amber
  See Isabel Amber in Appendix B: Non-Player Characters 
  Isabel is an ambitious and talented young sorcerer who sees 
  a path for herself to eventually lead the family. She knows 
  that Stephen is missing and is well aware that all is not right 
  in the castle. She could potentially serve as a resource for the 
  PCs, though convincing her to help may not be easy, as she 
  is tightly focused on her own ambition and self interest. 
  Bringing Stephen back would present a major barrier to her 
  plans.
  4 – Crystal Living Statues
  See Living Statue in Appendix A: New Monsters.
  These crystal statues are faceless, and they will appear 
  artfully arranged as dancing .gures. If touched, they will 
  animate and begin an intricately choreographed dance. If 
  prevented from completing their dance, they will attack.
  For level 6: Use two Crystal Living Statues.
  For level 8: Use .ve Crystal Living Statues.
  For level 10: Use seven Crystal Living Statues.
  5 – Iron Living Statues
  See Living Statue in Appendix A: New Monsters.
  Castle Amber – 6
  
  The iron statues depict long-dead members of the Amber 
  family. They stand straight against the wall. If approached, 
  they will turn their head to face the PCs. If touched, they will 
  attack.
  For level 6: Use one Iron Living Statue.
  For level 8: Use three Iron Living Statues.
  For level 10: Use .ve Iron Living Statues.
  6 – Rock Living Statues
  See Living Statue in Appendix A: New Monsters.
  The rock statues are dressed in Averoigne .nery. They are 
  sculpted in an ancient style, with elongated features. They 
  appear to be eroded with age. They will be encountered in 
  an area that the PCs have been in before, kneeling in the 
  center of the hallway or room in apparent prayer. If 
  interrupted, they will attack. 
  For level 6: Use one Rock Living Statue.
  For level 8: Use two Rock Living Statues.
  For level 10: Use three Rock Living Statues.
  7 – Lupins
  See Lupin in Appendix A: New Monsters
  The lupins are hunting werewolves, which they believe to be 
  in the castle. Unless the PCs are harboring werewolves, they 
  are unlikely to be violent. The Lupins are based in the East 
  Wing, but could be encountered anywhere. If the PCs help 
  them hunt werewolves, the lupins could become their allies.
  For level 6: Use one Lupin Champion and four Lupins.
  For level 8: Use two Lupin Champions and two Lupins.
  For level 10: Use three Lupin Champions and four Lupins.
  8 – Werewolves
  The werewolves (p. 211 MM) were infected with lycanthropy 
  by William Amber (see below) in his experiments. They have 
  escaped and are hunting. They have already killed one lone 
  tabaxi, and are excited about the idea of .nding more.
  For level 6: Use two werewolves.
  For level 8: Use three werewolves.
  For level 10: Use .ve werewolves.
  9 – Weretigers
  The weretigers (p. 210 MM)  are guests of William Amber 
  (see below). They do not know that he intends to vivisect 
  them, nor do they know about the werewolves. Discovering 
  either of these things would drive them to a frenzy. Richard 
  (9. Bedroom (Richard’s Den)) has not met them yet, but he 
  might like to do so.
  For level 6: Use one weretiger.
  For level 8: Use two weretigers.
  For level 10: Use three weretigers.
  10 – Caldron Magen
  See Magen in Appendix A: New Monsters
  The caldron magen are cleaning the ceiling by stretching 
  their limbs. Various members of the family .nd this hilarious, 
  so they are asked to do this frequently. If the PCs re-enter a 
  room where they had previously engaged in combat, the 
  magen might be there cleaning blood off of the ceiling.
  For level 6: Use three Caldron Magen.
  For level 8: Use three Caldron Magen and one Caldron 
  Magen Dissolver.
  For level 10:  Use two Caldron Magen and two Caldron 
  Magen Dissolvers.
  11 – Hypnos Magen
  See Magen in Appendix A: New Monsters
  The hypnos magen has been sent to bother the PCs by a 
  bored member of the family. They have been told to stop the 
  PCs and ask them for their identi.cation papers. If the PCs 
  give them any papers, they are to take them to the indoor 
  forest and throw the papers into the stream. The hypnos 
  magen would really rather be doing anything else.  
  For level 6: Use one Hypnos Magen.
  For level 8: Use one Hypnos Magen and three Demos 
  Magen Halberdiers.
  For level 10:  Use one Hypnos Magen and .ve Demos 
  Magen Halberdiers.
  12 – Galvan Magen
  See Magen in Appendix A: New Monsters
  The galvan magen are most likely sent as punishment. 
  Nobody likes electrocution.
  For level 6: Use two Galvan Magen.
  For level 8: Use two Galvan Magen and one Galvan Magen 
  Storm Battery.
  For level 10:  Use one Galvan Magen and two Galvan 
  Magen Storm Batteries.
  13 – Mary Helen Amber
  See Mary Helen Amber in Appendix B: Non-Player 
  Characters 
  Mary Helen is one of the few 
  members of the family who 
  has no interest in arcane 
  magic. This frustrates some of 
  her relatives, as she has a rare 
  talent: she attracts and can 
  communicate with some of 
  the spirits of Amber family 
  ancestors. Charles has been 
  asking her to help him contact 
  Madeline, as she would not 
  answer when he tried to 
  speak with dead (because she wasn’t dead). Mary Helen is 
  annoyed and, rather than lose her temper at Charles, she 
  stalked off to let off some steam...
  14 – Tabaxi
  See Tabaxi in Appendix A: New Monsters.
  The tabaxi are followers of Richard (9. Bedroom (Richard’s 
  Den)). They are often running errands for him.
  Castle Amber – 7
  
  For level 6: Use one Tabaxi Dreamseeker and one Tabaxi 
  Devotee.
  For level 8: Use one Tabaxi Dreamseeker and three Tabaxi 
  Devotee.
  For level 10:  Use one Tabaxi Dreamseeker, one Tabaxi 
  Flame Zealot, and one Tabaxi Devotee.
  15 – Shadows
  Shadows (p. 269 MM) are fairly weak undead creatures. As 
  such, they won’t make a challenging combat encounter on 
  their own. Thus they are usually best used to supplement 
  another combat encounter. Having shadows attack the PCs 
  when they are involved in another battle is an easy way to 
  make an encounter that is going too easily a bit more 
  dif.cult. Other places that a shadow encounter would be 
  particularly appropriate would be in 5. The Hall of Mirrors or 
  34. Throne Room. 
  16 – Skeletons
  The skeletons (p. 272 MM) were created by Charles Amber 
  (30. Chapel Library) and sent to search for his sister (25. 
  Buried Alive!). They are not armed, and are not normally 
  aggressive. They are dressed in simple robes. If they see 
  Madeline Amber (or someone who looks like her, such as 
  one of the doppelgangers, above), they will approach her, 
  bow, and attempt to escort her back to Charles. If prevented 
  from doing so, they will attack.
  This is not intended to be a challenging combat encounter. 
  Use two to three skeletons per PC.
  17 – Aranea
  The aranea from 7. Servants’ Quarters (Aranea Lair) are 
  traveling in humanoid form. They are likely to be friendly.
  18 – Thoul Servants
  See Thoul in Appendix A: New Monsters.
  The thouls were once hobgoblin servants, but they were 
  experimented on by William Amber. If they see William, 
  they will attack him on sight.
  For level 6: Use three Thouls.
  For level 8: Use .ve Thouls.
  For level 10: Use seven Thouls.
  19 – William Amber
  William is a mad mage who is obsessed with self-
  transformation and his own immortality. His previous 
  experiments with trolls turned some of the hobgoblin servants 
  into thouls and created the troars in the indoor forest (see 
  Appendix A: New Monsters). His latest obsession is 
  lycanthropy, and he has recently learned how to transmit the 
  curse under controlled conditions. His werewolf experimental 
  subjects have escaped, however, and he is searching for them.
  William has performed experimental procedures upon 
  himself, granting him troll-like resilience. This has resulted in 
  his body having transformed, giving him a disturbing, troll-like 
  visage, including claws and green-tinged skin. When he is 
  outside of his private areas, he uses disguise self or alter self 
  spells to assume his original appearance, that of a slight, 
  bespectacled human with short, curly hair.
  In combat, William is a dangerous opponent. He will cast 
  blink and cloudkill, using his mobility and poison immunity to 
  his advantage.
  For level 6: Use William Amber.
  For level 8: Use William Amber.
  For level 10: Use William Amber and two Thoul servants.
  20 – Zombies
  The zombies were created by Charles Amber (30. Chapel 
  Library) and sent to search for his sister (25. Buried Alive!). 
  They are not armed, and are not normally aggressive. They 
  are dressed in simple robes, but the PCs will likely notice 
  that their Cesh is coated with a lightly perfumed wax. If the 
  zombies see Madeline Amber (or someone who looks like 
  her, such as one of the doppelgangers, above), they will 
  approach her, bow, and attempt to escort her back to 
  Charles. If prevented from doing so, they will attack.
  This is not intended to be a challenging combat encounter. 
  Use two to three zombies per PC. You may choose to 
  substitute these with Amber Zombies (see Appendix A: New 
  Monsters).
  Castle Amber – 8
  
  1. Foyer
  A gift. Upon waking, PCs will .nd the Amber Rod of 
  Security. It does not require attunement, but a PC who 
  spends a short rest studying it will understand its use. It is a 
  gift from Stephen Amber, summoned via a contingency spell 
  for the heroes destined to restore him to life.
  Inhabitants
  None
  Treasure
  The Amber Rod of Security, see Appendix D: New Items. 
  2. The Grand Salon
  Boxing. Boxing in the ring requires no special combat rules, 
  though combat will be paused after every 6 combat rounds. 
  Spells may be cast on the PC boxer at this time. Otherwise, 
  spellcasting is not permitted during the .ght. Also, spells may 
  not be cast targeting the magen or the area of the ring.
  If the PC .ghting wishes to cast spells while in the ring 
  (including cantrips like shocking grasp), these should be 
  negotiated with John-Louis. It will probably reduce how 
  much he will bet on his magen.
  The magen should be a very dif.cult opponent for a PC not 
  specialized in unarmed combat. A monk, of course, will be 
  at a serious advantage here. If a PC uses a shapechanging 
  ability, such as Wild Shape, to take a more physically 
  powerful form, John-Louis will be delighted and insist on 
  introducing the PCs to some of his new friends (the 
  weretigers on the wandering monster table, above) who used 
  a similar technique to defeat his magen.
  Wagering. John-Louis will bet up to 1,000 gp on the match. 
  In addition to any bets, he will reward PCs who last long 
  against the magen:
  •
  2 boxing rounds (12 rounds of combat): 5 gp
  •
  3 boxing rounds (18 rounds of combat): 10 gp
  •
  4 boxing rounds (24 rounds of combat): 50 gp
  •
  5 boxing rounds (30 rounds of combat): 100 gp
  If the match lasts all 5 rounds, total the amount of damage 
  dealt by each opponent to determine the winner.
  Inhabitants
  •
  John-Louis Amber, see Appendix B: Non-Player 
  Characters .
  •
  Demos magen. For more information on demos 
  magen, see Appendix A: New Monsters. Two variant 
  types of demos magen are found in this area: the 
  Demos Magen Pugilist and Demos Magen 
  Halberdiers.
  Treasure
  John-Louis has 2,000 gp in his iron chest (lock DC 20) as 
  well as a magical rapier and armor.
  Encounter Scaling
  •
  For level 6: Use one pugilist, one halberdier and the 
  CR 5 version of John-Louis Amber.
  •
  For level 8: Use one pugilist, two halberdiers and 
  the CR 8 version of John-Louis Amber.
  •
  For level 10: Use one pugilist, four halberdiers and 
  the CR 10 version of John-Louis Amber.
  3. Study
  The creatures labelled rakasta are actually tabaxi. They are 
  devoted followers of Richard Amber (9. Bedroom (Richard’s 
  Den)).
  Inhabitants
  This room contains variant Tabaxi detailed in Appendix A: 
  New Monsters. Note that if there is combat, the tabaxi are 
  able to do a surprising amount of damage, as they have three 
  attacks and should be able to sneak attack nearly every 
  round.
  Treasure
  Remove the coins from the treasure in this room. The chest 
  contains only the silver key, as well as a large amount of silk 
  clothing worth about 250 gp.
  Two of the tabaxi wear jewelry with permanent illusions – one 
  has a copper bracelet that appears to be on .re and the other 
  has silver hoop earrings with tiny illusory snakes writhing 
  around them (both of these are worth 75 gp).  Each of the 
  tabaxi is wearing a piece of jewelry worth 50 gp. If the Came 
  zealot is present, she is wearing a matching necklace and ear 
  cuff set with amber worth 100 gp.
  Encounter Scaling
  •
  For level 6: Use eight Tabaxi Devotee.
  •
  For level 8: Use seven Tabaxi Devotees and the 
  Tabaxi Flame Zealot.
  •
  For level 10: Use twelve Tabaxi Devotee. Add a 
  Tabaxi Flame Zealot.
  4. Dining Room
  The ghostly servants all appear to be the ghosts of hobgoblins. 
  If the PCs have encountered living hobgoblin or thoul 
  servants, they might recognize some of the ghosts. Similarly, if 
  the PCs encounter living servants later, they might recognize 
  some of them as having been ghosts. Time in Castle Amber is 
  funny that way.
  Castle Amber – 9
  Part Two: West Wing
  
  PCs have 10 minutes to decide whether or not to be seated. 
  The various effects of the foods are:
  •
  Onion Soup. Make a DC 15 Constitution saving 
  throw. If the save is successful, nothing happens. If it 
  is failed, the PC gains 1-4 hit points permanently.
  •
  Amber Wine. This wine causes a short-lived magical 
  drunkenness. Make a DC 20 Wisdom saving throw. If 
  the save is successful, the PC is mildly euphoric and 
  has disadvantage on Dexterity, Wisdom, and 
  Intelligence ability checks for 1 hour. If the save is 
  failed, the drunkenness lasts for twice as long and, 
  during that time, the PC is also Charmed by anyone 
  who speaks to them.
  •
  Tossed Salad. Ask the player to choose an ability and 
  make a saving throw with a DC equal to the PC’s 
  score (e.g., if the PC has a 16 Strength, the DC of a 
  Strength saving throw would be 16). If the save is 
  successful, the ability score drops by one. If the save 
  is failed, the ability score increases by one. Repeat 
  this until the PC has made four saving throw rolls. 
  This cannot raise a score above 18 or lower it below 
  3, and it cannot change a score by more than two in 
  either direction.
  •
  Roast Beef. Not magical. 
  Tasty.
  •
  Wheat Bread. Make a 
  DC 15 Constitution 
  saving throw. If it is 
  successful, the PC no longer needs to eat food. If the 
  save is failed, the PC becomes more susceptible to 
  starvation and gains a level of exhaustion any day in 
  which a full ration is not eaten.
  •
  Green Beans. Not magical. Overcooked.
  •
  Mushrooms in Wine Sauce. Make a DC 
  18 Constitution saving throw. On a failed save, take 
  42 (12d6) poison damage and gain the Poisoned 
  condition for 24 hours., On a successful save, take 
  half damage and gain the Poisoned condition for 12 
  hours. At the end of the 12 hours, the PC gains 
  resistance to poison damage for the next month. 
  •
  Red Wine. This wine acts as a Heal spell.
  •
  Apple Streudel. Make a DC 15 Intelligence saving 
  throw. If the save is made, nothing happens. If the 
  save is failed, the PC gains the ability to cast Detect 
  Thoughts once per long rest as a sorcerer spell, with 
  Charisma as the PC’s spellcasting ability. If the PC 
  focuses on the thoughts of a single creature for a full 
  minute, the last, Ceeting thoughts they sense will be 
  of apple streudel. Every time the PC casts this spell, 
  the PC must make a DC 10 Charisma saving throw. If 
  this save is failed, the PC permanently loses this 
  ability.
  •
  Brandy. Make a DC 15 Wisdom saving throw. If the 
  save is successful, the character hears beautiful, 
  haunting music until they complete a long rest. The 
  music is distracting and gives disadvantage on 
  Wisdom (Perception) checks involving hearing. If the 
  save is failed, the PC is instantly reduced to 0 hit 
  points. If the PC dies, it will become a ghostly 
  banquet guest. 
  Inhabitants
  Ghostly servants and guests.
  Treasure
  A lovely meal that you might remember forever.
  5. The Hall of Mirrors
  When the PCs are blinded, they should make a DC 18 
  Constitution saving throw. Those who save successfully will 
  remain blind for 30 minutes. Those who fail are blinded for 
  1d4 hours.
  There is a secret door (DC 20), which is not on the map, 
  between this area and area 9.
  Inhabitants
  None, though wandering monsters seem likely. Living statues, 
  servants, and members of the Amber family are all good 
  options here.
  Treasure
  None 
  6. Linen Closet
  The closet is 10 ft. by 20 ft. That’s a pretty big closet.
  Inhabitants
  None, though this might be an amusing place to put one of 
  the living statue encounters (see Random Encounters – Castle 
  Amber).
  Treasure
  All of the linens here are very nice.
  7. Servants’
   Quarters (Aranea Lair)
  The aranea are not necessarily hostile, but – being giant 
  spider-monsters – they do have dif.culty making a good .rst 
  impression when not in their humanoid forms. They are not in 
  their humanoid forms.
  Inhabitants
  The number of aranea encountered will depend upon the 
  party’s level. Aranea are detailed in Appendix A: New 
  Monsters.
  Treasure
  Remove the listed treasure and replace it with the following:
  Castle Amber – 10
  
  •
  A silver chalice (100 gp), 
  a bronze ceremonial 
  dagger that turns black 
  when exposed to blood 
  (a minor magic item 
  worth 75gp – or more to 
  the right buyer), and a 
  silver and malachite 
  bracelet (75gp).
  •
  For each aranea present, 
  include 5 gems (worth a 
  total of 120 gp): 2 
  malachite (10 gp), 2 
  jasper or amethyst 
  (25gp), 1 moonstone (50 gp)
  Encounter Scaling
  •
  For level 6: Use two Aranea:
  ◦
  Izik, whose humanoid form in a male gnome. He 
  knows message instead of minor illusion, silent 
  image instead of detect magic, and hold person 
  instead of detect thoughts.
  ◦
  Suzin, whose humanoid form is a female gnome. 
  She uses the standard spell list.
  •
  For level 8: add one more Aranea (3 total):
  ◦
  Mikil, whose humanoid form is a male tabaxi. 
  He uses the standard spell list.
  •
  For level 10: add yet one more Aranea (4 total):
  ◦
  Karil, whose humanoid form is a female dwarf. 
  She knows mage armor and sleep instead of 
  detect magic and charm person.
  8. Servants’
   Quarters (Oozes!!!)
  The chest is 4ft long and 2ft wide rather than a cube. It 
  contains Delver, a lawful neutral sentient shortsword +2. 
  Delver was found by John-Louis Amber (area 2) and the two 
  quickly developed a contempt for each other. After a 
  particularly argumentative evening in which John-Louis 
  threatened Delver with green slime, John-Louis discovered 
  that the sword had a fear of oozes. He set up this room as a 
  particularly cruel prison for the sword.
  Except for the platform with the chest, the room’s Coor is 
  covered by green slime. The green slime does not move, but it 
  does 5 (1d10) hit points of damage each round a creature is in 
  contact with it (until it is scraped off or destroyed). It does 11 
  (2d10) points of damage to wood or metal objects. Each 5ft 
  square of green slime can be destroyed with one point of 
  cold, .re, or radiant damage, exposure to sunlight, or an effect 
  that cures disease. The green slime covers .fteen 5ft squares. 
  For more details see page 105 DMG. 
  Inhabitants
  Black Pudding (p. 241 MM), Gray Ooze (p. 243 MM), Geen 
  Slime (p. 105 MM), and Delver.
  Treasure
  Remove the listed treasure. The only item in the stone coffer is 
  Delver (see Appendix D: New Items).
  Encounter Scaling
  •
  For level 6: Use the room as presented.
  •
  For level 8: The green slime in this room is 
  particularly potent. Each 5ft square has 15hp and the 
  slime does 16 (3d10) points of damage to creatures 
  and 22 (4d10) points of damage to wood and metal 
  objects.
  •
  For level 10: Add an extra black pudding.
  9. Bedroom (Richard’
  s Den)
  This room has a door in the south wall (to area 5). It is obvious 
  from this side, but well-hidden on the other.
  Richard’s room is gaudily decorated with excessive gold leaf 
  and furs. A life-sized painting on the wall depicts him shirtless 
  (lion-headed and all), lounging on a divan, while scantily-clad 
  tabaxi women feed him mice as if they were grapes. A divan 
  identical to the one in the painting sits to the side.
  Inhabitants
  Richard Amber, see Appendix B: Non-Player Characters . 
  Depending upon the PCs’ level, either a Tabaxi Devotee or a 
  Tabaxi Flame Zealot will be present as well (see Appendix A: 
  New Monsters).
  Richard is arrogant and sensual. He surrounds himself with 
  those who adore him, and he is not used to being disagreed 
  with. He is likely to proposition any attractive members of the 
  party (of any gender), especially if they have feline traits.
  If Richard roars, it will be heard throughout the West Wing 
  and any NPC family members the party meets may be an-
  noyed with them for having inspired the noise. If the PCs kill 
  Richard, Andrew David Amber will seek vengeance (assuming 
  he learns of it), bringing the full power of his Wild Hunt 
  against the PCs once they enter the Indoor Forest.
  Treasure
  Richard has magical golden plate armor, a magical 
  greatsword, and a potion of poison. His crown is worth 450 
  gp. If the Tabaxi Flame Zealot is present, she is wearing 350 
  gp worth of jewelry (including a copper-studded black leather 
  collar that can cause her head to burst into illusory Came on 
  command) and has a potion of healing (which appears 
  identical to Richard’s potion). If a Tabaxi Devotee is present, 
  she is wearing 75 gp worth of jewelry.
  Encounter Scaling
  •
  For level 6: use the CR 7 version of Richard Amber 
  and a Tabaxi Devotee
  Castle Amber – 11
  
  •
  For level 8: use either the CR 9 version of Richard 
  Amber and a Tabaxi Devotee or the CR 7 version of 
  Richard Amber and a Tabaxi Flame Zealot.
  •
  For level 10: use the CR 9 version of Richard Amber 
  and a Tabaxi Flame Zealot.
  10. Bedroom (Janet’
  s Doom)
  The creature in the bed pretending to be Janet is a mutated 
  troll. Between the troll, which constantly exudes noxious 
  Cuids, and the rotting body in the chimney, this room smells 
  awful. 
  Inhabitants
  There is a mutated troll that is cosplaying as Janet Amber  See 
  Janet Amber, Troll Imposter in Appendix B: Non-Player 
  Characters .
  Treasure
  None 
  Encounter Scaling
  For level 6: use the CR 7 version of the troll.
  For level 8: use the CR 9 version of the troll.
  For level 10: use the CR 11 version of the troll.
  11. Bedroom (Spooky)
  Spore Trap
  Mechanical trap
  Close inspection will show old mold growth inside the lock. 
  With a DC 15 Intelligence (Investigation) check, a PC can 
  con.rm that the lock will release a spore cloud if tampered 
  with. If the spore cloud is triggered, it will .ll the 10 ft. square 
  in front of the safe. PCs in that area must make a DC 20 
  Constitution saving throw or take 27 (6d8) poison damage and 
  be poisoned until they complete a long rest. A PC who 
  succeeds on the saving throw takes half damage and is 
  poisoned for 1 hour. 
  The lock on the safe is DC 20.
  Inhabitants
  There are two or three ghostly inhabitants, depending upon 
  the party’s level. The third, if it exists, will be the spectral 
  remains of Janet Amber (see 10. Bedroom).
  Treasure
  The safe contains a Wand of Magic Detection. The wand is 
  made of glass, and it glows slightly (providing light equivalent 
  to a candle) whenever it is held by a living creature that casts 
  spells. The safe also contains 150 sp per specter in the room 
  and 200 gp per wraith in the room.
  Encounter Scaling
  For level 6: 
  •
  A wraith (the woman), see p. 302 MM
  •
  A specter (the man), see p. 279 MM
  For level 8: 
  •
  A wraith (the woman), see p. 302 MM
  •
  Two specters (the man and Janet), see p. 279 MM 
  For level 10: 
  •
  Two wraiths (the woman and man), see p. 302 MM
  •
  A specter (Janet), see p. 279 MM
  12. Kitchen
  The food being prepared is all ghostly and insubstantial as 
  well.
  Castle Amber – 12
  
  Under the Dome
  In Eberron. The indoor forest is the heart of a manifest zone to 
  Thelanis. The nature of the curse, however, has made this 
  connection unstable, as the castle’s location is inconstant.
  Troubleshooting. Clever PCs may decide to break (or teleport) 
  through the dome in an attempt to escape. If they do, you 
  have a few choices:
  •
  Keep it simple! They break through the dome and see 
  the sky, and – in every direction but straight up – the 
  Gray Mist… which circles Castle Amber in a circular 
  wall as high as the PCs can see.
  •
  Let them escape! Say that the dome borders on 
  another plane (I would recommend either Thelanis or 
  the Feywild, depending upon the cosmology you are 
  using). This would likely abort the adventure (and 
  lead to a very different one), but it is an option.
  •
  Shortcut! Say the dome borders on Averoigne. Just 
  remember that the characters will need the scroll 
  from area 36 in order to break the curse.
  •
  The dome is a lie! You break the glass only to 
  discover that it was not transparent – but instead was 
  a permanent daylight spell. Beyond the dome is the 
  Gray Mist.
  •
  Timequake! Say the dome opens to the area around 
  the castle… several hundred years ago. This, too, 
  could dramatically change your campaign, but the 
  PCs may still want to return to their own time.
  The PCs might also decide to follow the stream as it leaves (or 
  enters) the forest. The text of the adventure does not explain 
  where the stream comes from (or goes). Again, you have a few 
  options:
  •
  Extraplanar! As above, you could have the stream 
  come from the Feywild or Thelanis… and allow the 
  PCs to escape into one of these realms.
  •
  Magic! Maybe the water is continuously conjured on 
  one end and destroyed on the other. Maybe there is a 
  short tunnel on either side that serves as a 
  teleportation gate, so the stream is effectively a loop. 
  Maybe there is a magical barrier that allows nothing 
  but water through.
  •
  Still trapped! Maybe there is just a stream that 
  continues through the land around the castle and it 
  passes into the Gray Mist.
  Movement in the forest. The areas off of the path are 
  considered dif.cult terrain. In general, it should not be 
  necessary to roll to see if the PCs traveling off of the path 
  become lost. If you wish to do so, have them make a DC 10 
  Wisdom (Survival) check. The stream is between 4 and 10 feet 
  deep in the center and is infested with crocodiles.
  Pits and thorns. The forest has a few traps for interlopers that 
  have been set up by Isidora. Yes, they have set up traps in the 
  forest that they grew in the middle of their house. This is 
  hardly the strangest thing done by the Amber family.
  Spiked Pits
  Mechanical trap
  The pits are extremely well-camouCaged as they have been 
  covered with planted sod and brush has been allowed to grow 
  over them. If the area is actually inspected, a DC 15 
  Intelligence (Investigation) check will con.rm a pit’s presence, 
  but it requires a DC 22 Wisdom (Perception) check to notice 
  something off about the area with the pits (such as a lack of 
  trees in a suspiciously square 10 ft. area). Fortunately, the 
  growth on the pit surfaces provides some support so that 
  victims tend to fall in more slowly. Success on a DC 20 
  Dexterity saving throw allows a victim who triggers the trap 
  by walking onto the surface to avoid falling in. Anyone who 
  does fall into the pit takes 11 (2d10) piercing damage and 3 
  (1d6) bludgeoning damage. The pits are 15 feet deep.
  Thorny Barriers
  Wilderness hazard
  While the thorn wall 
  barriers are not magical, 
  treat them otherwise as if 
  they were produced by a 
  Wall of Thorns spell.
  Random Encounters –        
  Indoor Forest
  If you want to use random encounters, check every 20 
  minutes for an encounter on the path and every 10 minutes 
  off of the path. You can also, of course, simply use the 
  encounters you think will be most interesting when you think 
  that they will be most interesting.
  Castle Amber – 13
  Part Three: The Indoor Forest
  
  Wandering Monster Encounter 
  Table II (1d6)
  Die Roll
  Encounter
  1
  Troar
  2
  Centaur
  3
  Goat Brothers
  4
  Isidora Amber
  5
  Crocodile
  6
  Bearowl
  1 – Troar
  See Troar in Appendix A: New Monsters
  The troar began as giant boar. A herd of these were released in 
  the indoor forest to serve as a food source for various 
  creatures – and as sport for the Wild Hunt. William Amber 
  helpfully fed live trolls to some of these boars as part of a 
  bizarre, and gruesome, arcane experiment. The result was 
  regenerating, Ceshwarped boar-creatures 
  Despite their formidable strength, as omnivores, the troars are 
  stilll fairly low on the food chain within the indoor forest. The 
  crocodiles, bearowls, and others have learned to grab a bite 
  and run, knowing that the troar will recover quickly. The troar, 
  in response will violently attack any creature it sees 
  approaching, but will rarely pursue attackers who use hit and 
  run tactics.
  For level 6: Use one Troar.
  For level 8: Use two Troar. 
  For level 10: Use three Troar.
  2 – Centaur
  See p. 38 MM.
  The centaurs are lost. Only moments ago, they were traveling 
  in Thelanis, and they haven’t even realized they’ve left yet. 
  (Looking up will convince them.) They will not be happy, and 
  may blame the PCs for what has happened. Each centaur 
  carries 20 sp. One of them carries a Wildwood Bow (see 
  Appendix D: New Items).
  For level 6: Use four centaur.
  For level 8: Use eight centaur. 
  For level 10: Use twelve centaur.
  3 – Goat Brothers
  See Caprae in Appendix A: New Monsters
  These are Billy the Goat’s big brothers (see area 16). They are 
  drunk and lost. Neither of these states are unusual for them.
  For level 6: Use three caprae.
  For level 8: Use four caprae. 
  For level 10: Use .ve caprae.
  4 – Isidora Amber
  See Isidora Amber in Appendix B: Non-Player Characters 
  Isidora is Andrew David’s wife. She helped him develop the 
  indoor forest, Now, she tends the plants there, including the 
  more dangerous ones. She will happily show off her creations 
  to the PCs. After all, the vampire roses are thirsty.
  If forced into combat, she will use call lightning. The sound 
  will summon the Wild Hunt. She will then Cee, using wild 
  shape if needed, and lead the PCs to one of the pit traps or the 
  killer trees to gain some time. At this point she will begin 
  summoning fey and calling 
  the denizen’s of the forest 
  to her aid.
  For level 6: Use Isidora
  For level 8: Use Isidora 
  and an Awakened Tree (see 
  p. 317 MM) that she is 
  discussing matters of 
  irrigation with.
  For level 10: Use Isidora 
  and a Lupin Lancer (see 
  Lupin in Appendix A: New
  Monsters) mounted on a 
  Dire Wolf (see p. 321 
  MM).
  5 – Crocodiles
  See Amber Crocodile in Appendix A: New Monsters
  Crocodiles will only be found within 50 feet of the stream. 
  They are notable for their bright, amber-colored eyes. 
  Crocodiles are cooperative hunters. If one crocodile restrains 
  a creature, the others will attempt to tear the restrained 
  creature apart, gaining advantage on the attack.
  Castle Amber – 14
  
  For level 6: Use four Amber Crocodiles.
  For level 8: Use one Giant Crocodile (see p. 324 MM) and 
  four Amber Crocodiles. 
  For level 10: Use one Giant Crocodile (see p. 324 MM) and 
  six Amber Crocodiles. 
  6 – Bearowl
  See Bearowl in Appendix A: New Monsters
  This strange creature has the body of an enormous brown 
  bear with the wings and rear talons of a giant owl. The small 
  family of bearowls that live in the indoor forest patrol its 
  skies at night.
  For level 6: Use three bearowls.
  For level 8: Use four bearowls. 
  For level 10: Use .ve bearowls.
  Other Creatures of the Forest
  If you have Volo’s Guide to Monsters, there are a variety of 
  additional creatures that would be good options for placement 
  in this area:
  •
  Annis Hag (p. 159)
  •
  Meenlock (p. 170)
  •
  Quickling (p. 187)
  •
  Redcap (p. 188)
  •
  Yeth Hound (p. 201)
  13. The Forest of Doom
  Inhabitants
  This area contains Killer Trees, which are detailed in Appendix
  A: New Monsters.  
  Treasure
  None 
  Encounter Scaling
  For level 6: Use two Killer Trees along the path (with more in 
  the forest as noted).
  For level 8: Use three Killer Trees along the path (with more in 
  the forest as noted).
  For level 10: Use four Killer Trees along the path (with more in 
  the forest as noted).
  14. Shadow Paranoia
  Seeing through the illusion is dif.cult as it is a programmed 
  illusion set to shift away when people get too close to it. 
  While a PC can see through the illusion with a DC 17 
  Intelligence (Investigation) check, they will have disadvantage 
  on the check unless they come up with a clever investigative 
  method due to the illusions elusiveness.
  15. The Maiden and the Unicorn
  Inhabitants
  Kavitha (see Appendix B: Non-Player Characters )is a gold 
  dragon who owed a favor to Stephen Amber. She and her 
  companion, Talaralam the unicorn, entered the cursed castle a 
  few years before the PCs did. Subjectively, though, they have 
  only been there a few weeks.  Kavitha had a vision of 
  Stephen’s return and pictured him standing in front of his 
  house. Feeling a sense of danger that his family would destroy 
  his home before he could return, she is paying off the favor 
  she owes him by protecting his home from his family. She 
  knows little more than the PCs do about the curse, but she 
  knows Stephen and is familiar with his family’s history – 
  enough not to trust them. She knows of the existence of 
  Averoigne, but she has never been there. 
  Talaralam is from Thelanis (or the Feywild, depending upon 
  the cosmology you are using) and is utterly devoted to 
  Kavitha. She uses the standard statistics for a unicorn. (p. 294 
  MM)
  Treasure
  Kavitha’s chest holds her horde, which she has converted to 
  high-value items for easy transport: 200 gp 400 pp, 15 agates 
  worth 25 gp each, 10 moonstones worth 50 gp each, 2 black 
  pearls worth 500 gp each, 1 emerald worth 1,000 gp, an 
  ioun stone of sustenance and a 1gurine of wondrous power 
  – silver raven. The chest itself has a minor enchantment on it; 
  it holds no more than it looks like it should, but it never 
  weighs more than 10 lbs, no matter what is put in it.
  Encounter Scaling
  This is not intended to be a combat encounter.
  16. The Billygoat’
  s Woe
  Inhabitants
  Billy the Goat is one of the caprae, a fey race of goat people 
  related to satyrs. For more on the Caprae, see Appendix A: 
  New Monsters. If you need stats for Billy, use the Spunky Kid 
  entry. Billy’s brothers were, in fact, behind him, but they are 
  drunk and lost (neither of which are surprises).
  Castle Amber – 15
  
  For the troll, you can use the version written up as Janet 
  Amber, Troll Imposter in Appendix B: Non-Player Characters  - 
  but I would suggest using a different out.t.
  Treasure
  The troll has a pile of shiny 
  but mostly worthless rocks 
  that it has collected from 
  the stream. One of them 
  that is externally 
  unremarkable is an 
  uncracked geode that could 
  be very impressive if 
  properly cut. A DC 20 
  Nature check or a DC 15 
  Intelligence check by 
  someone with the 
  gemcutting tool pro.ciency will identify it as a probable 
  geode.
  Encounter Scaling
  For level 6: use the CR 7 version of the troll.
  For level 8: use the CR 9 version of the troll.
  For level 10: use the CR 11 version of the troll.
  17. A Crock of Crocs
  Inhabitants
  Crocodiles. See Amber Crocodile in Appendix A: New 
  Monsters. 
  Treasure
  One of the crocodiles has swallowed an Alarm Gem (see 
  Appendix D: New Items for details.
  Encounter Scaling
  For level 6: Use .ve Amber Crocodiles.
  For level 8: Use one Giant Crocodile (see p. 324 MM) and .ve 
  Amber Crocodiles. 
  For level 10: Use one Giant Crocodile (see p. 324 MM) and 
  seven Amber Crocodiles. 
  18. The Fountain of Death
  The lock on the chest is DC 18.
  Inhabitants
  There is a Giant Amoeba in the fountain. Details can be found 
  in Appendix A: New Monsters. 
  Treasure
  The silver key and 3,000 sp.
  Encounter Scaling
  For level 6: Use one amoeba.
  For level 8: Use one amoeba and add a killer tree that waits 
  for the amoeba to attack. 
  For level 10: Use one amoeba and add two killer trees that 
  wait for the amoeba to attack.   
  19. King Midas’
   Acorns
  Inhabitants
  There are six squirrels here. If you need details, see Midas 
  Squirrel in Appendix A: New Monsters, but they are really 
  pretty much just squirrels.
  Treasure
  If you steal food from the adorable squirrels, you can get up 
  to 400 acorns worth 5 gp each. Collecting them will take 
  some time, and it will likely result in a random encounter. It 
  is likely that one of the squirrels will seek out Isidora or 
  Andrew David.
  20. The Wild Hunt
  Inhabitants
  Andrew David Amber rides 
  a Giant Elk.
  Two Lupin Lancers ride 
  Dire Wolves.
  Two Tabaxi Devotees ride 
  Sabre-Tooth Tigers.
  For more information:
  •
  Andrew David 
  Amber is detailed 
  in Appendix B: 
  Non-Player 
  Characters .
  •
  Lupin are detailed 
  in Appendix A: New Monsters (see the entry for Lupin
  Lancer).
  •
  Tabaxi are detailed in Appendix A: New Monsters.
  •
  Dire Wolves are on p. 321 MM
  •
  Sabre-Tooth Tigers are on p. 336 MM
  •
  Giant elk are on p. 325 MM
  Treasure
  Each lupin carries 15 sp and 4 pp.
  Each tabaxi carries 5 sp and a piece of jewelry worth 50 gp. 
  Andrew David Amber carries a 3ail +1 and a potion of greater 
  healing, and he wears a ring of plant control (see Appendix D:
  New Items). His breastplate is not magical, but it has a 
  beautifully enameled pattern of leaves on it, and is worth 750 
  gp.
  Encounter Scaling
  By default, this encounter is appropriately scaled for level 10 
  characters. Level 8 characters should .nd it very dif.cult to 
  Castle Amber – 16
  
  defeat in combat. Level 6 characters should .nd it near-
  impossible. Instead of scaling back the number of creatures or 
  their power level, however, I suggest simply breaking this 
  encounter up.
  For level 6: Use three groups. Have the tabaxi and their 
  mounts stalk the PCs. Have the Lupins and their mounts join a 
  few rounds after the tabaxi enter combat. Andrew David can 
  show up several rounds later – for maximum drama, have this 
  happen just as the PCs defeat one of the other members of the 
  Hunt.
  For level 8: Use two groups. Have the tabaxi and their mounts 
  stalk the PCs. Have the Lupins and Andrew David show up 
  several rounds after the tabaxi attack.
  For level 10: Use one group.
  21. Wilderness Gathering
  See 14. Shadow Paranoia.
  22. Flowers of Evil
  Amber Lotus Flowers
  Wilderness hazard
  These plants resemble golden-colored water lillies. When a 
  creature that is Tiny or larger approaches within 10 feet, the 
  plants release a 20 ft radius cloud of pollen. Creatures in the 
  pollen must make a DC 15 Constitution saving throw or fall 
  asleep, gaining the Unconscious condition. This sleep lasts 
  for 1 hour or until the target takes damage. Each round after 
  the Cowers release their pollen, if there are creatures within 
  10 feet of them, roll 1d6. On a 5 or 6, they release another 
  cloud of pollen.
  A 5 foot square of amber lotus Cowers can be destroyed by 
  any amount of slashing, bludgeoning, .re, cold, lightning, 
  thunder, or radiant damage dealt to them.
  Grab Grass
  Wilderness hazard
  These plants appear as tall grasses. A creature that enters into 
  (or starts its turn in) a 5 foot square of grab grass must make a 
  DC 15 Dexterity saving throw or be Restrained. A target 
  restrained in this way cannot make weapon attacks or cast 
  spells with somatic components. On a target’s turn, it can 
  attempt a DC 16 Strength saving throw. On a success, it 
  breaks free. 
  A 5 foot square of grab grass is destroyed if it takes 10 points 
  of slashing, .re, cold, lightning, or radiant damage.
  Inhabitants
  For more details on Vampire Roses, see their entry in 
  Appendix A: New Monsters
  Treasure
  No conventional treasure, but all of the dangerous plants 
  here are worth something to alchemists.
  Encounter Scaling
  For level 6: Use two Vampire Roses. 
  For level 8: Use three Vampire Roses. 
  For level 10: Use four Vampire Roses.
  23. The Blood-Stained Arch
  The saving throw is a DC 15 Charisma save. 
  Castle Amber – 17
  
  The Chapel uses the Random Encounters – Castle Amber table 
  from .
  24. The Main Chapel
  Note that area 25 is within the main chapel area.
  The iconography within the chapel is not immediately 
  obvious. In Eberron, PCs might reasonably assume that it is a 
  chapel dedicated to the Sovereign Host – there is nothing 
  obvious to say otherwise. A DC 15 Intelligence (Religion) 
  check will allow a PC to recognize that there is subtle 
  iconography of the Blood of Vol woven into otherwise non-
  speci.c patterns.
  Inhabitants
  See Amber Living Statue in Appendix A: New Monsters for de-
  tails, including the effects of the statues.
  Treasure
  None, other than the possible effects or gifts of the statues.
  25. Buried Alive!
  Note that area 25 is within the main chapel area.
  Inhabitants
  Madeline Amber (detailed in Appendix B: Non-Player Charac-
  ters ) is buried in a crypt. Heavy Cagstones cover it, requiring 
  a DC 18 Strength check to move. Below the Cagstones is a 
  stone sarcophagus. Once the PCs move the Cagstones, Made-
  line will be able to move (barely) the sarcophagus lid.
  It is not unlikely for the PCs to assume that Madeline is a 
  ghoul or some other undead creature. If she’s attacked .rst, 
  she will .ght back, though she is more likely to thank the PCs 
  than attack them if they give her a chance. For details on 
  Madeline Amber, please see Appendix B: Non-Player 
  Characters .
  Madeline is familiar with the Chapel area. The statues in area 
  24 will not attempt to touch her, though they may come alive 
  if she approaches them. They will speak with her, quietly, if 
  they do (they only speak to their descendants). She does not 
  know what gifts they might bestow, and only vaguely knows 
  that they bestow gifts – there haven’t been a lot of visitors. She 
  knows of the zombies and skeletons and, while they do not 
  obey her, they will not attack her or people she is clearly with.
  Simon will appear happy to see her, but this is fakery on his 
  part . A DC 15 Wisdom (Insight) check will show that his 
  surprise is genuine but not happiness, as he was aware that 
  she was alive when buried and had hoped she would die so 
  that he could use Charles’s guilt to control him.
  Treasure
  None.
  26. Monastic Cells
  Note that if a zombie attacks, all of the zombies, including 
  those on the other side of the chapel, will join in the attack – 
  though it will take some time for zombies to cross the 
  chapel.
  Inhabitants
  The cells contain Amber Zombies, which are detailed in Ap-
  pendix A: New Monsters.
  Treasure
  None.
  Encounter Scaling
  For level 6: Use one Amber Zombie per cell. 
  For level 8: Use two Amber Zombies per cell. 
  For level 10: Use three Amber Zombies per cell. 
  27. Consultation Room
  Inhabitants
  This room houses the chapel’s skeletal attendants. Details on  
  Bone Golems can be found in Appendix A: New Monsters.
  Treasure
  The silver key. The amber robes are also very nice, lined in 
  velvet, and worth 65 gp each if not damaged… provided that 
  it doesn’t bother you that they were worn by skeletons. 
  Encounter Scaling
  For level 6: Use one Greater Bone Golem and 10 skeletons. 
  For level 8: Use Greater Bone Golem, one Lesser Bone 
  Golem, and 9 skeletons. 
  For level 10: Use one Greater Bone Golem, two Lesser Bone 
  Golems, and 8 skeletons. 
  28. Bedroom
  This is Simon’s bedroom.
  Inhabitants
  None.
  Treasure
  A DC 20 Intelligence (Investigation) check will .nd a secret 
  panel in the bed’s headboard. It contains a small metal coffer. 
  The coffer is locked (DC 12), but also has a glyph of warding 
  cast on it. A DC 17 Intelligence (Investigation) check will 
  notice the glyph. If the coffer is opened by someone other 
  than Simon, the glyph is triggered and everyone within a 20 
  foot radius sphere centered upon the coffer must make a DC 
  17 Dexterity saving throw, taking 27 (6d8) thunder damage on 
  a failed save and half of that on a successful one. Moreover, 
  the explosion will be heard throughout the chapel and any 
  Castle Amber – 18
  Part Four: The Chapel
  
  inhabitants of areas 26 or 27 will come and attack anyone 
  other than Simon, Charles, or Madeline. If Simon is alive, he 
  will know what the sound means and take precautions. The 
  coffer contains .ve emeralds worth 500 gp each, a scroll of 
  blade barrier, and a potion of gaseous form.
  29. Reliquary Storage
  If PCs search this room, they can make the following 
  discoveries:
  •
  Intelligence (Investigation) or Wisdom (Perception) 
  DC 10: There appears to be detritus stuck to the 
  ceiling (torn up pieces of clothing, dirt, and… is that 
  half of a dead rat?). Also, there are four holes in the 
  ceiling, between 6 and 12 inches in diameter.
  •
  Intelligence (Investigation) DC 15: It looks like a lot 
  of the stored items have been put in here recently. 
  There’s some women’s clothing and other personal 
  items that have been pushed into the room’s NW 
  corner. These personal items includes a .nely made 
  (but not extraordinary) suit of chain mail. (Note: 
  these items aren’t hidden – the Investigation check is 
  to realize they were displaced by the religious 
  supplies, not to .nd them). The Coor on the NE 
  corner of the room is a bit moldy.
  •
  Intelligence (Investigation) DC 20: The things stuck 
  to the ceiling really look as if they are just resting on 
  an upside-down Coor.
  •
  Wisdom (Perception) DC 20: Do you hear 
  something coming from the holes? Maybe a hissing 
  or a buzzing?
  This room was, until a few days ago, Madeline’s bedroom. 
  One of her family members magically altered the top two 
  feet of the room so that gravity is reversed there. The idea 
  was that Madeline could keep her pet cockatrice from 
  getting underfoot. Both Simon and Charles have forgotten 
  about her pet.
  Gravity near the ceiling is only reversed for things that are 
  completely within the spell area. Thus, poking something up 
  there with a pole will disrupt the effect enough for whatever 
  it is to fall. Yes, that is half a dead rat… and the “dirt” is 
  mostly cockatrice droppings.
  From west to east, the holes contain the following:
  Hole #1 (SW corner): the beehive, containing Killer Bee 
  Swarms
  Hole #2 (just in front of the secret door): a pile of loose coins 
  (Madeline had a habit of tossing them up there because it 
  amused her). The pile contains 800 cp, 280 sp, and  50 gp.
  Hole #3 (NE corner): the cockatrice’s water bowl. The water 
  is rather dirty at this point, since no one has changed it.
  Hole #4 (NE corner): the cockatrice’s nest.
  Inhabitants
  One cockatrice, p. 42 MM. The cockatrice is actually rela-
  tively tame, coming from a long line of cockatrices kept in 
  captivity by the Amber family, but it is territorial and will chal-
  lenge anyone who threatens it.
  Killer Bee Swarm, see Appendix A: New Monsters. These have 
  nested in this room, but have a path through the ceiling into 
  the indoor forest.
  Treasure
  Nothing of signi.cant value, though there are plenty of 
  mundane items: women’s clothing, candles, incense, 
  ceremonial shrouds, sacri.cial daggers, etc. A PC with the 
  right mix of caution, foolhardiness, and skill with animals 
  might be able to tame down the cockatrice, but there’s no 
  guarantee that it won’t petrify someone because they didn’t 
  feed it quickly enough.
  Encounter Scaling
  The dangers in this room are presented more as 
  inconveniences than real threats. Use one Killer Bee Swarm 
  per PC and a single cockatrice.
  Castle Amber – 19
  
  30. Chapel Library
  Inhabitants
  Charles Amber, see Appendix B: Non-Player Characters  for 
  details. If Madeline Amber is alive, but not with the party, she 
  will likely show up.
  Treasure
  The wooden chest contains Madeline’s items of value which 
  Charles has collected. Charles hasn’t yet determined what to 
  do with them. They include her shield +1, a silver Cask worth 
  100 gp, a jar full of copper pieces, and 1,500 gp. There are 
  2,000 cp in the jar. Buried among them is a single bead of 
  force.
  Charles Amber carries a Bone Dagger (see Appendix D: New 
  Items), a ring of spell storing, and an amulet of ivory and 
  amber worth 300 gp. A DC 15 Intelligence (Religion) check 
  will identify it as including old iconography of the Blood of 
  Vol.
  Most of the books in the library are either religious or arcane 
  in nature. Several of them deal with necromancy. There are a 
  few books which appear to have been written as memoirs by 
  intelligent undead. There are two wizard’s spellbooks in the 
  library, both of which seem to be quite old.
  The .rst spellbook is relatively light and wrapped as if for 
  travel. It contains: comprehend languages, detect magic, 
  invisibility, rope trick, phantom steed, sending, and 
  phantasmal killer.
  The second spellbook is a heavy tome that contains a great 
  deal of marginalia (including some things that are almost 
  certainly idle doodles). It contains the following spells: 
  comprehend languages, protection from evil and good, 
  unseen servant, gentle repose, locate object, animate dead, 
  clairvoyance, magic circle, legend lore, and planar binding.
  Encounter Scaling
  If the PCs get into a .ght here, it will likely be with a 
  weakened Madeline. In any case, it should not be a great 
  challenge. If you wish, inhabitants from area 27 could come 
  to aid Charles… or Madeline’s pet from area 29 could come 
  to assist her.
  If Simon (area 32) is aware that Madeline is free, he may 
  choose to appear at the last moment to save Charles from her, 
  but he is unlikely to do this if he knows the PCs are there.
  31. Vestry
  Inhabitants
  Treat the robes as animated objects with no attacks.
  Treasure
  There are a dozen animated robes. They can be taken from 
  the room if they are restrained. Doing this is not dangerous or 
  particularly dif.cult, but it would likely be amusing to watch. 
  The robes will remain animated if removed from the castle, 
  but they will only dance if they are all released together. 
  Otherwise, they merely Coat aimlessly.
  32. Sanctum Sanctorum
  Inhabitants
  Simon Amber is a cleric devoted to his own power and im-
  mortality. In Eberron, he is a powerful priest of the Blood of 
  Vol, a contender for a seat on the Crimson Covenant.
  Through prayer and meditation, he has learned something of 
  the curse that surrounds Castle Amber, and knows the 
  following:
  •
  The curse can only be broken by .nding Stephen’s 
  tomb.
  •
  Stephen’s tomb is not in Castle Amber.
  •
  Members of the Amber family cannot leave Castle 
  Amber while the curse is active.
  He has con.rmed these things only recently, but has already 
  sent several servants (mostly hobgoblins and lupins) to their 
  death in the mists surrounding the castle.
  Even if the PCs already seek Stephen’s tomb, he will attempt 
  to ensure their dedication to this task by use of the geas spell. 
  If the PCs refuse, he will attempt to kill them. 
  Treasure
  The altar is worth 2,000 gp, but is a piece of heavy, if small, 
  furniture and will likely require magic to be carried without 
  signi.cant dif.culties. Simon wears an amulet of ivory and 
  amber worth 500 gp. It is similar to the one Charles wears, but 
  a bit more ornate.
  Encounter Scaling
  If the PCs .ght Simon Amber:
  For level 6: Simon stays in this room, attempting to use geas 
  on as many PCs as possible. If possible, he will cast death 
  ward on himself. He will then use his staff of the python, 
  turning it into a giant constrictor (p. 324 MM), and engage the 
  Castle Amber – 20
  
  PCs with spiritual weapon and his warhammer and touch of 
  death ability. Once each of the PCs has been wounded, he 
  will use divine word.
  For level 8: Simon attempts to move into a room where he is 
  likely to have allies and use them (and his staff, if needed) to 
  delay the PCs. He will cast death ward on himself and, if 
  possible, Guardian of Faith in a doorway or hallway between 
  the PCs and himself. He will then engage the PCs with 
  spiritual weapon and his warhammer and touch of death 
  ability. Once each of the PCs has been wounded, he will use 
  divine word.
  At level 10, he will begin combat, if possible, by using his 
  broom of Cying and casting spirit guardians to get (and keep) 
  distance between himself and the PCs. He will make use of 
  any of the tactics above if appropriate. In addition, if PCs are 
  close enough together, he will attack two of them at a time 
  with chill touch, attempting to stay out of melee. If forced into 
  melee, he will use vampiric touch along with his touch of 
  death ability if wounded.
  33. Choir Loft
  A DC 20 Intelligence (Investigation) or Wisdom (Medicine) 
  check will discover that all the statues have bite marks from 
  something with a chicken-like beak.
  Inhabitants
  None
  Treasure
  None.
  Castle Amber – 21
  
  The East Wing uses the Random Encounters – Castle Amber 
  table from .
  34. Throne Room
  Most of the people in the room have been stripped of 
  valuables.
  Inhabitants
  Catherine Amber (see details in Appendix B: Non-Player 
  Characters ) used magic jar to save herself, but – due to the 
  curse – she has been trapped in her throne ever since. Only 
  recently has she regained the ability to possess bodies, and 
  even that is uncertain. Her general priorities in choosing a 
  body are as follows:
  1.
  Humanoid
  2.
  Female
  3.
  Medium-sized
  4.
  Physically attractive
  5.
  Physically healthy and strong looking
  An attempt at possession will require a DC 15 Charisma 
  saving throw on the part of the target. On a successful save, 
  the target knows that there was an unsuccessful possession 
  attempt (though not where it came from) and is immune to 
  further attempts for 24 hours. On a failed save, the target’s 
  soul is trapped in the throne and Catherine’s is in its body.
  If Catherine’s soul is in the body, it falls to the ground as if 
  unconscious. The next round, Catherine can make a DC 20 
  Charisma check to take control of it. She can make this 
  check each round until she succeeds.
  Since the magic jar’s duration has been inde.nitely 
  extended, a PC who is trapped in the throne can only return 
  to its body if the body is within 100 ft and either the throne is 
  destroyed or the effect is dispelled.
  Treasure
  Finding the secret compartment in the throne requires a DC 
  18 Intelligence (Investigation) check or a DC 25 Wisdom 
  (Perception) check. The secret compartment is protected by a 
  poison needle trap:
  Poison Needle
  mechanical trap
  A creature attempting to open the secret compartment takes 
  1 piercing damage and 11 (2d10) poison damage, and must 
  succeed on a DC 15 Constitution saving throw or be 
  poisoned for 1 hour. A successful DC 20 Intelligence 
  (Investigation) check allows a character to deduce the trap’s 
  presence from alterations made to the lock to accommodate 
  the needle. A successful DC 15 Dexterity check using 
  thieves’ tools disarms the trap, removing the needle from the 
  lock. Unsuccessfully attempting to pick the lock triggers the 
  trap.
  The secret compartment contains jewels worth 2,000 gp.
  The jeweled scepter was Henry’s Rod of the Tyrant (see 
  Appendix D: New Items). It was well-known as being 
  cursed, which is why it was not looted. 
  Encounter Scaling
  For level 6: use the encounter as above.
  For level 8: give Catherine advantage on checks to control the 
  body she has possessed.
  For level 10: Catherine gains control of the body immediately 
  upon possessing it, and it is not obvious to other PCs that 
  anything has happened until she attacks.
  Castle Amber – 22
  Part Five: East Wing
  
  35. Ballroom
  Inhabitants
  This area contains Little Ape (see Appendix B: Non-Player 
  Characters  for details) and his three white ape “pets.” For de-
  tails on White Apes, see Appendix A: New Monsters. Any of 
  the four inhabitants of this room will take 2d6 psychic dam-
  age per round that they spend outside of the room.
  Treasure
  Little Ape has a potion of longevity and a Bag of Unending 
  Nourishment (see Appendix D: New Items).
  Encounter Scaling
  None. While there is a chance that this encounter will end in 
  violence, it should not happen.
  36. Library
  Inhabitants
  Claude Amber (see Appendix B: Non-Player Characters  for 
  details) is the sole inhabitant of this room. He is currently 
  planning to rid the dungeon of the taint of madness, and is at-
  tempting to learn how to seal whatever sort of gate might have 
  opened. He knows he could turn to one of his more magi-
  cally-inclined relatives for aid, but he doesn’t want to have to 
  do that. He will suspect that the PCs are manifestations of that 
  madness, but that won’t make him violent.
  He is willing to discuss the dungeon, but he isn’t aware of 
  how to best pass through the Magic Letter Square and all he 
  knows about the brain collector is that there is some strange 
  and deadly creature in that area.
  He knows of the death demon and the hell hounds, and he 
  disapproves that these are being kept. He would like to 
  destroy them.
  If the PCs make a good impression on Claude and let him 
  know that they intend to go to Averoigne, he will inform them 
  of the gate in the dungeon. He knows that it requires silver 
  keys and he believes that Simon and Richard each have one. 
  He can tell the PCs a little about Averoigne – he was there 
  once when he was young. He remembers his trip as a boring 
  visit to a rural countryside. He does remember that magic was 
  forbidden there and he thinks that his family originally left 
  because they were curious about magic.
  Treasure
  There are several magical scrolls in the room: these appear to 
  be spell scrolls of blight, Evard’s black tentacles, Leomund’s 
  tiny hut, locate object, polymorph, wall of ice, and wind wall. 
  Most of these are what they appear to be, but the polymorph 
  spell scroll is cursed. A creature who reads it (whether to use 
  the spell, copy it into a spell book, or merely to study it) will 
  be the target of a polymorph spell and will be turned into a 
  dog (use the entry for mastiff, p. 332 MM) until the effect is 
  dispelled unless it succeeds at a DC 15 Wisdom saving throw. 
  The “To Those Who Would Be Free” scroll can also be found 
  here. If the PCs already have a copy of this scroll, their 
  existing copy disappears as soon as they .nd the one in this 
  room.
  There are a large number of valuable nonmagical books here. 
  The collection is strong on history, politics, arcane theory, and 
  poetry. In Eberron, this library may have one of the best 
  remaining collections of Cyran poetry in the world. The library 
  also has several books on Averoigne history and legends. 
  These can be used to learn more about the names and items 
  listed at the bottom of “To Those Who Would Be Free.” Note 
  that because of the faerie tale nature of Averoigne,  the 
  individuals mentioned might be both legendary .gures and 
  “still” alive. These books contain no secret’s, however – they 
  will not, for instance, reveal anything about Azedarc’s practice 
  of magic or Sephora’s true nature.
  Encounter Scaling
  Ideally, this encounter will not end in violence, but there is a 
  good chance that – at this point – the PCs will simply attack 
  anyone who is a member of the Amber family. So…
  For level 6: Claude Amber will blow his whistle only when he 
  is near death.
  For level 8: Claude Amber will blow his whistle once he has 
  taken damage. Half the lupins will arrive in three rounds. The 
  others will arrive two rounds later.
  For level 10: Claude Amber will blow his whistle immediately 
  and the lupins will arrive in two rounds.
  37. Bedroom
  A DC 20 Intelligence (Investigation) roll will .nd some dog 
  hairs on the bed. If the PCs have met Claude (area 36), they 
  can identify the hairs as probably belonging to him.
  Inhabitants
  None. This is Claude’s bedroom, but he is in the library.
  Treasure
  None
  Castle Amber – 23
  
  38. Card Room
  Madam Camilla does not show up in this adventure 
  otherwise. While in her timeline, she is actually in area 37, 
  she is out of phase with the PC’s timeline and that room will 
  be empty for them.
  The effects of the cards are as follows:
  The Moon. The PC immediately attacks another PC once. If 
  the PC fails a DC 15 Wisdom saving throw, the attack is 
  made with the PC’s most damaging option. If the saving 
  throw is successful, the PC uses whatever their most 
  common attack method is (usually a weapon or cantrip).
  The King of Wands. 
  When a PC pick up the 
  card, a wand falls 
  through it as if it were a 
  hole and lands on the 
  table. If the wand 
  requires attunement and 
  the PC can attune to it, 
  the PC will 
  automatically attune to 
  it upon touching it. Roll 
  1d8 to determine which 
  wand: (1-2) wand of 
  enemy detection, (3-4) 
  wand of magic 
  detection, (5) wand of 
  magic missiles, (6) wand of web, or (7-8) wand of wonder.
  The Queen of Cups. The PC receives a Cup of Truthsaying. 
  For details, see Appendix D: New Items.
  The Fool. The PC is the target of a feeblemind spell. The DC 
  of the Intelligence saving throw is 15.
  The Page of Coins. The PC must succeed at a DC 18 
  Charisma saving throw or be cursed. Whenever the cursed 
  PC touches a coin more valuable than a copper piece, the 
  coin is transformed into copper. This is, of course, unlikely to 
  be noticed immediately. The effect can be removed by 
  remove curse.
  Strength. The PC is the target of an enhance ability (bull’s 
  strength) spell. The effect lasts until the PC completes a long 
  rest.
  The Wheel of Fortune. The PC rolls 2d6. (2-5) the PC has 
  disadvantage on attacks and ability checks, (6-8) no effect, 
  (9-12) the PC has advantage on attacks and ability checks. If 
  the result on the 2d6 is odd, the effect lasts 30 minutes. If it 
  is even, the effect lasts until the PC .nishes a short or long 
  rest.
  Death. The PC must make a DC 15 saving throw or take 
  necrotic damage equal to its current hit point total. A 
  successful save results in half damage.
  The Knight of Swords. The weapon received is a Lusting 
  Blade. See Appendix D: New Items for details.
  The Juggler. If the PC has spell slots, nothing happens. 
  Otherwise, the PC receives a ring of spell storing with the 
  following stored spells: silent image, knock, skywrite.
  Inhabitants
  None
  Treasure
  Some of the cards provide treasures.
  39. The Blue Room
  PCs who enter this room should make a DC 20 Wisdom 
  (Perception) check. Those who succeed will feel momentarily 
  disoriented due to the inCuence of the madness leaking from 
  the dungeon into these rooms. A PC who searches this room 
  should make a DC 15 Wisdom saving throw. On a failure, 
  the PC has a vision of one of the two cursed spirits from area 
  46.
  Inhabitants
  None
  Treasure
  None
  40. The White Room
  PCs who enter or look into this room should make a DC 20 
  Wisdom (Perception) check. Those who succeed will – for a 
  moment – think that they saw the room with no creature or 
  frost. In truth, the frost salamander and its arctic environs are 
  madness made real.
  The eastern half of the room is covered in drifts of snow, 
  making it dif.cult terrain. The frost salamander ignores this 
  dif.cult terrain.
  This room is extremely cold. Each hour spent in this room 
  requires a successful Constitution saving throw to avoid 
  receiving a level of exhaustion for those not adapted to the 
  cold. The DC for these saving throws begins at 10 and 
  increases by one per hour spent in the room.
  Inhabitants
  This room contains a Frost Salamander. This creature is de-
  tailed on 223 of Mordenkainen’s Tome of Foes. It is included 
  in Appendix A: New Monsters alongside two variant versions.
  Treasure
  Instead of the treasure listed in the room, there are various 
  clear or white gems in the snow. For every 15 minutes (or 
  portion thereof) spent searching, have the characters make an 
  Intelligence (Investigation) check. With a result of:
  10 or less, the PC .nds nothing
  11-13, the PC .nds a piece of quartz worth 1d6 x 10 gp
  14-16, the PC .nds a piece of selenite worth 2d6 x 10 gp
  17-19, the PC .nds a piece of zircon worth 3d6 x 10 gp
  Castle Amber – 24
  
  20-22, the PC .nds a moonstone worth 1d4 x 100 gp
  23-25, the PC .nds a pearl worth 1d6 x 100 gp
  26-28, the PC .nds a diamond worth 1,000 gp
  29-30, the PC .nds a diamond worth 2,000 gp
  31+, the PC .nds a 2,000 gp diamond and rolls again (with 
  the penalty as noted below).
  PCs can continue searching as long as they want, though they 
  will have to deal with the cold. For every 1,000 gp worth of 
  gems (in any combination) that they .nd, subtract 2 from all 
  of their future search rolls without telling them.
  Encounter Scaling
  For level 6: Use a Lesser Frost Salamander.
  For level 8: Use a Frost Salamander.
  For level 10: Use a Greater Frost Salamander.
  41. The Green Room
  PCs who enter or look into this room should make a DC 15 
  Wisdom (Perception) check. Those who succeed will – for a 
  moment – think that they saw a group of faceless dancers 
  engaged in a solemn, ceremonial-looking dance upside-down 
  on the ceiling. The vision of the dancers will swiftly resolve 
  into the green giant, who is not on the ceiling.
  Inhabitants
  The giant is a manifestation of madness. Each PC will see it as 
  a member of their own race. A PC who attempts to simply 
  walk past the giant and enter the next room must make a DC 
  20 Wisdom saving throw or be unable to do so, .nding them-
  selves turning around and walking in circles around the giant. 
  If they fail the saving throw by 5 or more, they step forward 
  and take the giant’s greatsword. Even if some of the PCs suc-
  ceed and enter the next room, the others will not be able to 
  do so until the giant is beheaded.
  If a PC hits an armor class of 18 or more but does not cut off 
  the giant’s head, the giant will praise the PC’s efforts and 
  provide encouragement.
  The giant is otherwise immune to damage and cannot be 
  targeted with magical effects. It is immune to the following 
  conditions: charmed, exhausted, frightened, incapacitated, 
  paralyzed, petri.ed, poisoned, stunned, and unconscious.
  If a PC cuts off the giant’s head, the head will congratulate the 
  PC wholeheartedly while its body gushes blood and crumples 
  to the ground.
  Once a PC who cuts off the giant’s head leaves the room, the 
  remains of the giant and all its possessions (including the 
  greatsword) turn to a bright green glass and begin to crack. 
  The PCs should make a DC 18 Wisdom saving throw. Those 
  who fail this saving throw will all remember, with certainty, 
  the giant having been an inanimate green glass statue. Those 
  who succeed will be confused, having both sets of memories 
  tied together.
  Treasure
  Some shards of pretty green glass.
  Encounter Scaling
  For level 6: Removing the giant’s head with the greatsword 
  requires a modi.ed attack roll of 23 or more. The giant has an 
  initiative modi.er of -1, an attack bonus of +7, attacks twice 
  per round, and deals 8 (1d8 + 4) slashing damage on a 
  successful hit.
  For level 8: Removing the giant’s head with the greatsword 
  requires a modi.ed attack roll of 24 or more. The giant has an 
  initiative modi.er of -1, an attack bonus of +9, attacks twice 
  per round, and deals 10 (1d8 + 6) slashing damage on a 
  successful hit.
  For level 10: Removing the giant’s head with the greatsword 
  requires a modi.ed attack roll of 25 or more. The giant has an 
  initiative modi.er of -1, an attack bonus of +10, attacks twice 
  per round, and deals 15 (2d8 + 6) slashing damage on a 
  successful hit.
  42. The Black Room
  PCs who enter this room should make a DC 20 Wisdom 
  (Perception) check. Those who succeed feel as if they are 
  falling. The feeling fades after a few moments.
  Castle Amber – 25
  
  The trap door can be detected with a DC 15 Intelligence 
  (Investigation) check or a DC 20 Wisdom (Perception) check.
  The trap door opens onto a 40 ft. tall staircase that leads 
  down into the dungeon. PCs walking down the staircase feel 
  increasingly chilled. Once they reach the bottom, they will 
  feel like they have broken a fever.
  Inhabitants
  None
  Treasure
  None
  43. The Red Room
  Thermistius, the Sun Brother 
  stands here, meditating in 
  vigil against the madness. 
  The Sullox have become 
  resistant to the illusions and 
  reality-twisting of their efreeti 
  enemies, and Thermistius is 
  using that resilience to keep 
  the madness from below at 
  bay. He, Claude, and the 
  lupins are planning a foray 
  into the basement to clear it 
  of Xoriat inCuence.
  Inhabitants
  Thermistius is one of the Sul-
  lox, a humanoid race with 
  ties to elemental .re. The Brotherhood of the Sun is an order 
  of sullox knights who are dedicated to .ghting efreeti. For 
  more information on Thermistius, the Sun Brother, see Appen-
  dix B: Non-Player Characters .
  Treasure
  There is a red-hot iron chest in the room. It is magically self-
  heating and deals 13 (3d8) .re damage per round of contact. 
  It is locked with a DC 15 lock. The lock is built in to the chest 
  and is also heated. It will melt normal tools that might be used 
  to open it.
  Inside the chest is a pool of molten gold worth 2,000 gp when 
  cooled. 
  Note that the chest with the molten gold in it weighs several 
  hundred pounds and the molten gold will take a long time to 
  cool if removed from the chest.
  Encounter Scaling
  For level 6: Use Thermistius, the Sun Brother
  For level 8: Use Thermistius, the Sun Brother and a single 
  Burning Hound (see Appendix A: New Monsters)
  For level 10: Use Thermistius, the Sun Brother and four 
  Burning Hounds (see Appendix A: New Monsters)
  44. Bed Room (Lupins)
  If forced into combat, the lupins will call out, and Claude 
  Amber (if he is able) will arrive to aid them in 3 rounds. 
  Inhabitants
  This room contains Claude Amber’s lupin allies. For more in-
  formation on Lupins, see Appendix A: New Monsters.
  Treasure
  The lupins guard a chest that contains the following (ignore 
  the treasure in the adventure):
  •
  900 gp
  •
  1,500 sp
  •
  a potion of clairvoyance
  •
  a potion of 3ying
  •
  2 potions of greater healing
  •
  a cloak of displacement
  Encounter Scaling
  For level 6: Use 1 Lupin Champion and 7 Lupins
  For level 8: Use 2 Lupin Champions and 6 Lupins
  For level 10: Use 4 Lupin Champions and 4 Lupins
  45. Foyer
  The gremlins don’t attack. They cavort around the PCs, poking 
  and prodding them. They seem to communicate with each 
  other, but even comprehend languages will think their 
  babbling is gibberish. If a PC lets them, they will walk up to 
  the PC, open the PC’s belt pouch and walk away with a 
  random object. They might eat it. They might sing to it.
  The gremlins have AC 13 and 5 hit points each. If the PCs 
  attack them, they seem unconcerned. If a gremlin dies, its 
  skeleton will crawl out of its corpse after 2 rounds. The 
  skeletons have the same statistics and behavior as the 
  gremlins. If a skeleton is destroyed, a tiny gremlin will climb 
  out of each of its eyesockets the next round and grow back 
  into full sized gremlins. This could go on for a while.
  While within 20 ft of a gremlin, reality doesn’t quite work and 
  all rolls are made at disadvantage. Spells are targeted 
  randomly, and a PC casting a spell has a 1 in 6 chance of 
  mistakenly casting the wrong spell. An attack that misses a 
  gremlin may hit another target within reach (including the 
  attacker). In addition, strange effects will occur. Importantly, 
  though, the strange things that happen here seem right. The 
  gremlin that ate your dagger? You are a bit jealous – you’re 
  hungry and it looked kind of tasty. 
  Roll on the following table or choose your own, a particularly 
  harmful effects and favoring those that will have the PCs 
  questioning reality:
  1 – An article of the PC’s clothing comes to life and 
  tries to escape. The PC realizes that it hasn’t been fed 
  in days, and that it is right to leave since it isn’t being 
  taken care of.
  Castle Amber – 26
  
  2 – A PC’s face melts off (this does no damage and it 
  will regrow after a long rest). This surprises the PC, 
  because the PC lost track of time and thought that it 
  wouldn’t happen for another hour or so.
  3 – A PC feels overcome with nausea and vomits up a 
  tiny ooze. The ooze loves the PC and follows it 
  around. It is gross, but maybe kind of cute? In any 
  case, it is your pet now.
  Pet Ooze
  Tiny ooze, unaligned
  Armor Class 9
  Hit Points 6 (3d4+0)
  Speed 5 ft, climb 5 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (-3)
  8 (-1)
  10 (+0)
  2 (-4)
  6 (-2)
  2 (-4)
  Damage Resistances cold, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 30 ft. (blind beyond this radius)
  Languages – 
  Amorphous. The ooze can move through a space as 
  narrow as l inch wide without squeezing.
  Actions
  Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 
  ft., one creature. Hit: 1 (1d4 + -1) bludgeoning damage 
  and 2 (1d4) acid damage.
  4 – A low-intelligence PC suddenly becomes a genius 
  (19 Intelligence). The PC’s intelligence returns to 
  normal after a long rest, but the PC will remember 
  having been smart.
  5 – A PC loses all sense of direction and can 
  determine how far to 
  move, but direction is 
  determined randomly. 
  This is how everyone 
  moves, of course. The 
  other PCs are just 
  playing some silly 
  game by pretending 
  otherwise. This ends 
  once the PC leaves 
  the room.
  6 – A PC is convinced 
  that the other PCs 
  have contracted 
  lycanthropy. Sleep? 
  That’s when the PC will get eaten. Some things are 
  inevitable. Best get your affairs in order.
  Inhabitants
  Six gremlins. 
  Treasure
  None
  Encounter Scaling
  Not applicable. The gremlins are more plot devices than 
  adversaries.
  Castle Amber – 27
  
  The dungeon of Castle Amber, like the rest of the castle, 
  exists unstuck in time – the PCs will only encounter one 
  version of it. Unfortunately for them, the version that they 
  have entered has been twisted by entities from Xoriat, the 
  plane of madness.
  The dungeon uses the Random Encounters – Castle Amber 
  table from Part One: Introduction. If you wish for some 
  variation, the following creatures would be appropriate:
  •
  Gelatinous Cube (p. 241 MM)
  •
  Ghouls (p. 148 MM) – from area 55
  •
  Grell (p. 172 MM)
  •
  Intellect Devourer (p. 191 MM) – possibly having 
  possessed Gaston from area 47.
  •
  Nothic (p. 236 MM)
  46. Magic Letter Square
  As written, the magic letter square looks like it should be a 
  puzzle, but it isn’t – there’s nothing to .gure out and the 
  results of passing through the room are essentially random. If 
  that is appealing, go ahead and use it as written. Otherwise, 
  you can use the slightly different alternative below:
  The PCs enter at the right. Each of the letter squares marked 
  with a circle has a translucent spirit hovering over it. The 
  three closest to the PCs are:
  GOHEN – Has the head of an owl and the body of a wolf.
  ORARE – Is humanoid, with a canine head and bird’s wings.
  NEHOG – Has the head of a wolf and the body of an owl.
  The other two are:
  HAZAH – Has the head of a stag, the body of a man, and the 
  wings of a moth. It holds a black sphere.
  ERARO – Has the head of a rabbit, the body of a man, and 
  the tail of a cat. It holds a silver sphere.
  The PCs should each make a Wisdom (Perception) check at 
  DC 25. If any of them succeed, they should brieCy catch a 
  glimpse of a great mass of writhing tentacles that is spread 
  across the squares and holds the spirits like puppets. The 
  image only lasts for a moment.
  When the PCs enter the room, NEHOG speaks (its voice is 
  like music): “We each guard a path. We each hold a gift to 
  give.”
  The effects are as follows:
  GOHEN – Enhance ability (Owl’s Wisdom): lasts until 
  dispelled.
  ORARE – Advantage on all saving throws: lasts until 
  dispelled.
  HAZAH – Make a DC 20 saving throw or be struck blind. 
  (Can be removed by a remove curse.) On a successful save, 
  the target has disadvantage on Wisdom (Perception) rolls 
  involving sight until a long rest is completed. 
  ERARO – Make a DC 20 saving throw or contract 
  lycanthropy. (Can be removed by a remove curse.) 
  NEHOG – Enhance ability (Eagle’s Splendor): lasts until 
  dispelled.
  The Lunacy effect remains as written. It can be removed by a 
  remove curse spell.
  Inhabitants
  The spirits are insubstantial. Once NEHOG greets them, they 
  will no longer speak. If addressed, GOHEN, ORARE, or NE-
  HOG will gesture to suggest their paths, while HAZAH or ER-
  ARO will make offering gestures with their spheres. 
  Once someone crosses a spirit’s pathway, the spirit disap-
  pears.
  Treasure
  None
  47. Cells (a – d)
  The only cell door that is locked is the one with the minotaur 
  illusion. The minotaur will act realistically. If combat breaks 
  out, it will shake the bars of its cell and appear likely to 
  break out.
  Inhabitants
  Gaston Amber is imprisoned here by his own lunacy. The in-
  visible stalker (p. 192 MM) will attack anyone .ghting with 
  Gaston or anyone who enters its cell.
  Gaston has AC 11, 55 hp, and attacks once per round at +3 
  with his dagger for 3 (1d4 + 1) points of piercing damage.
  If Gaston is killed, the picture of the moon becomes much less 
  realistic: Gaston was unconsciously enhancing it with minor 
  illusion.
  Castle Amber – 28
  Part Six: The Dungeon
  
  Treasure
  None.
  Encounter Scaling
  For level 6: Use the encounter as above.
  For level 8: Add a second invisible stalker.
  For level 10: If Gaston is wounded, he uses his reaction to cast 
  thunderclap. This will remind him that he knows how to cast 
  shatter, which he will begin to use at the highest level 
  possible (as a 9th-level wizard).
  48. Morgue (a)
  The corridor is remarkably clean. The walls, ceiling, and 
  Coor all appear to be made of a smooth, seamless material. 
  The markings painted on the doors appear to be haphazard 
  splashes of paint at .rst glance, but at a closer look they are 
  incredibly intricate knotted designs that look like they were 
  painted with a very tiny paintbrush and a great deal of skill 
  and patience. Three of the bodies with missing brains are 
  humans. Two are tabaxi.
  Inhabitants
  None alive.
  Treasure
  None (unless you really like corpses).
  48. The Brain Collector (b)
  Inhabitants
  The Brain Collector (see Appendix A: New Monsters) is here 
  practicing its grisly trade. It is in the process of removing a 
  brain from a lupin and will complete this in 5 rounds (and 
  have a sixth brain) unless the PCs interrupt. 
  Treasure
  In the bin in the corner are the following:
  •
  120 sp
  •
  138 gp
  •
  9 pp
  •
  4 gems worth 100 gp each (2 x carnelian, 2 x onyx)
  •
  an ebony statuette of a griffon worth 250 gp
  •
  a silver ring set with garnets worth 250 gp
  •
  a Deep Pocket (see Appendix D: New Items) 
  containing two javelins and 57 cp
  •
  a +2 dagger that is always very cold to the touch
  There is also a great deal of esoteric equipment in this room. 
  Much of it is alien in nature, but anyone skilled in medicine 
  or trained with alchemist’s tools would .nd some of it useful.
  Encounter Scaling
  For level 6: Use the Brain Collector
  For level 8: Use the Brain Collector and 1 Psychic Ghost
  For level 10: Use the Brain Collector and 5 Psychic Ghost
  49. Magen Vats
  Inhabitants
  The four magen are guards of the vats. Magen are detailed in 
  Appendix A: New Monsters.
  Treasure
  The safe is locked with a DC 20 lock. A magic mouth will 
  attempt to discourage anyone from picking the lock, warning 
  of deadly traps. There are no traps. The safe contains:
  •
  3 crystal vials of powdered platinum, worth 300 gp 
  each 
  •
  A Cask of quicksilver, worth 500 gp
  •
  4 human-shaped .gurines: one carved from black 
  onyx and inlaid with gold worth 500 gp, one carved 
  from tiger eye and inlaid with silver worth 600 gp, 
  one carved from malachite and inlaid with copper 
  and electrum worth 750 gp, and one carved from 
  opal and inlaid with platinum worth 2,000 gp
  The room contains a wide variety of ingredients and reagents, 
  though many of them are poorly labelled. A DC 15 
  Intelligence (Investigation) check will discover 2 potions of 
  healing and a potion of lightning resistance. A result of 20 or 
  more on this check will also .nd a potion of mind reading.
  Encounter Scaling
  For level 6: Use a Demos Magen, a Caldron Magen, a Galvan 
  Magen, and a Hypnos Magen.
  For level 8: Use a Demos Magen, a Caldron Magen Dissolver, 
  a Galvan Magen, and a Hypnos Magen.
  For level 10: Use a Demos Magen, a Caldron Magen 
  Dissolver, a Galvan Magen Storm Battery, and a Hypnos 
  Magen.
  50. Alchemistry Laboratory
  The doors will be secured with arcane lock cast as a sixth-
  level spell. Characters who cannot be put to sleep by magic 
  or who do not breathe, such as elves or warforged, will be 
  immune to the effects of the black dust and do not need to 
  make a saving throw. Others will need to make a DC 15 
  Constitution saving throw every round they are in contact 
  with the black dust or fall asleep. Each of the room’s 20 vents 
  has a 20 ft x 20 ft cloud of dust that comes out from it. Each 
  cloud moves at a speed of 20 ft per round and will pursue 
  the PCs as if intelligent. The clouds will not, however, leave 
  the room.
  After 10 rounds, the black clouds suddenly reverse and get 
  sucked up into the vents. 
  If any PCs fall asleep, they will have dreams as described. If 
  they fail a DC 15 Intelligence saving throw, the dream will 
  become real. DMs are encouraged to create dreams that will 
  contribute to their individual campaigns and to take 
  inspiration from a PC’s character traits. This is also a good 
  Castle Amber – 29
  
  opportunity to provide the PCs with hints if needed. For 
  instance, if the PCs do not have the silver keys, a dream 
  might show the location of one of them. DMs are likewise 
  discouraged from using the dreams to arbitrarily punish 
  players. The effects should be fun – or at least interesting. For 
  instance, unless a player wants to sit out, having a PC travel 
  to Averoigne by dream is likely to just bore the player 
  unnecessarily until the other PCs catch up, so that listed 
  dream is not recommended. Similarly, killing a PC via dream 
  seems pointless and unsatisfying to all involved.
  Inhabitants
  None
  Treasure
  The room is full of valuable 
  alchemical equipment and 
  materials. PCs searching the 
  room will .nd 3 doses of truth 
  serum, 2 doses of drow poison, 
  1 dose of wyvern poison (for the 
  effects of these substances, see 
  p 258 DMG), a potion of 1re 
  resistance, and a potion of 
  climbing. There is also Potion of 
  the Wolf (see Appendix D: New Items).
  In addition, various members of the Amber family come here 
  to cast rituals and other spells. A few spell book pages have 
  been left here for convenience, scattered among disorganized 
  piles of experimental notes. They contain the following wizard 
  spells:
  1st-level: brew (see Appendix C: Character Options), burning 
  hands, comprehend languages, detect magic, identify, 
  protection from good and evil, unseen servant
  2nd-level: enlarge/reduce, gentle repose, locate object, magic 
  weapon, pyrotechnics
  51. Lair of the Great Worm
  Inhabitants
  This room appears to contain an enormous mound of treasure. 
  It is the lair of a Slime Worm. For more details see Appendix 
  A: New Monsters.
  Treasure
  The slime worm is coated in a large number of coins: 50,000 
  cp, 5,000 sp, and 1,000 gp. It is also covered by a variety of 
  broken art objects, weapons, and armor. Among these things, 
  the PCs can .nd: three identical silver goblets worth 75 gp 
  each, an ornate breastplate worth 700 gp, and a single gold 
  and copper candlestick worth 50 gp. There are also numerous 
  normal weapons and pieces of armor in various states of 
  repair.
  Retrieving any of these items might not be worth the effort, 
  however: they are all stuck to the worm with noxious worm 
  slime.
  Encounter Scaling
  For level 6: Use a Slime Worm.
  For level 8: Use either a Slime Worm or an Amphisbaena 
  Slime Worm.
  For level 10: Use an Amphisbaena Slime Worm.
  52. Bobbing for a Key
  Placing your hand in the acid does 14 (4d6) acid damage per 
  round and prevents you from using that hand until you are 
  healed. Bathing in it does 65 (10d12) acid damage per 
  round. I would advise not bathing in it. Use mage hand.
  Inhabitants
  None. 
  Treasure
  The key
  53. The Demon of Death 
  Inhabitants
  The Death Demon (see Appendix A: New Monsters), has been 
  trapped here for months. It is one of the horde of death 
  demons that were summoned to kill Stephen Amber, and vari-
  ous members of the Amber family have taken turns interrogat-
  ing it – some to discover what they can about Stephen’s tomb 
  and others to merely entertain themselves. As such, the de-
  mon knows a bit about some of the family members.
  Things the Death Demon will be willing to tell the PCs:
  •
  It – and others of its kind – were summoned by Henry 
  Amber to kill Stephen and take Stephen’s body to a 
  tomb.
  •
  The tomb was accessible via a dimensional gate that 
  Henry had set up. The gate closed after they went 
  through and they needed to .nd their own way out.
  •
  Henry was a powerful wizard who specialized in 
  conjuration and summoning magics, but was not as 
  powerful as his brother.
  •
  Stephen was conducting a magical ritual when they 
  attacked. They caught him by surprise.
  •
  Stephen destroyed many Death Demons before they 
  were able to overpower him. The surviving Death 
  Demons were all very impressed.
  The demon was one of several trapped in a forcecage by 
  Stephen so it did not accompany the others to his tomb and is 
  not familiar with it. The demon will also happily lie to the 
  PCs. Feel free to make up your own lies, or use some of the 
  following:
  Castle Amber – 30
  
  •
  Henry was working with John-Louis, who was the 
  primary contact of the demons. John-Louis also 
  designed the tomb.
  •
  The demon will mock Isabel for crying over Stephen’s 
  death.
  •
  Death demons can bring people back from the land 
  of the dead, resurrecting them – but it has refused to 
  do that because of the way it has been treated by 
  them.
  •
  The demon will make a passing reference to Janet 
  being the only member of the family it has any 
  respect for (it doesn’t know she is dead).
  •
  Henry warned them that Stephen kept his magic in 
  his left eye, but the demons never .gured out what 
  that meant.
  Mostly, the demon will attempt to stir up chaos, though if it 
  thinks that it can manipulate the PCs into freeing it, it will 
  attempt to do so. The demon speaks only Abyssal, but it can 
  communicate telepathically with anyone capable of language. 
  Having a demon speak to you in your head should be suitably 
  disturbing.
  Treasure
  The Abyssal Horn, see Appendix D: New Items.
  Encounter Scaling
  For level 6: Use a Death Demon.
  For level 8: Use a Death Demon Hunter
  For level 10: Use a Death Demon Hordemaster
  54. Storage Room
  Inhabitants
  None
  Treasure
  The scroll can be found with a DC 10 Intelligence 
  (Investigation) check. If the PCs already have a copy of the 
  scroll, it will disappear as soon as they .nd the one in this 
  room.
  55. Kennels
  Inhabitants
  The hellhounds (p. 182 MM) have been bound into the ser-
  vice of the Amber family, but they are still .ends – they won’t 
  hesitate to attempt to kill anyone they don’t perceive as a fam-
  ily member.
  Treasure
  Inside one doghouse is a human skull that is charred and has 
  clearly been gnawed on. It has large, faceted, citrines as eyes 
  – each of which is worth 250 gp.
  Encounter Scaling
  For level 6: Use 3 hell hounds.
  For level 8: Use 4 hell hounds.
  For level 10: Use 5 hell hounds.
  56. Entrance to the Land of 
  the Ghouls
  The pit is 10 ft x 10 ft and 70 feet deep. It is strewn with 
  chains – hanging from the sides and criss-crossing the width 
  of the pit. The ghouls are well practiced at climbing and 
  navigating the chains and have advantage on any Strength 
  (Athletics) or Dexterity (Acrobatics) checks involving moving 
  among them. They will not hesitate to take any combat into 
  the pit, where they feel that they will have an advantage. See 
  below for details on The Land of the Ghouls at the bottom of 
  the pit.
  Inhabitants
  The ghouls guard the pit. Since their primary interaction with 
  the living has been with members of the Amber family, they 
  are as afraid of living people as most living people are afraid 
  of the undead. Ghouls can be found on p. 148 MM. Ghoul 
  Sentinels are detailed in Appendix A: New Monsters.
  Treasure
  One of the ghoul sentinels has a +3 spear that it will wield in 
  combat.
  Encounter Scaling
  For level 6: Use 1 Ghoul Sentinels and 5 Ghouls
  For level 8: Use 4 Ghoul Sentinels and 2 Ghouls.
  Castle Amber – 31
  
  For level 10: Use 6 Ghoul Sentinels.
  The Land of the Ghouls
  At the bottom of the pit is a narrow tunnel that leads upwards 
  at a slight angle.  Medium-sized creatures will need to walk 
  single-.le. After about a quarter-mile, the tunnel widens into a 
  worked stone chamber set with a locked gate (DC 18) that 
  looks out onto a river. A group of ghouls equivalent to those 
  who guard the pit’s entrance show up every 24 hours to un-
  lock the gate and relieve the guards in area 56. The off-duty 
  guards take the key with them.
  Beyond the gate is the Land of the Ghouls. This is the dark 
  mirror of Averoigne, inhabited by civilized undead. The land 
  matches the map of Averoigne and the culture is similarly 
  based on the medieval French countryside. Here, though, 
  cults to elder demons are common and accepted,and the 
  church is itself openly necromantic. An alternate version of 
  Azedarc rules the church as Archbishop (and a lich). PCs who 
  attempt to follow the clues of the To Those Who Would Be 
  Free note in this land may have interesting results. Azedarc 
  and his vampiric henchman Jehan do have potions of time 
  travel, but few of the other clues will lead to much success. 
  Interestingly, the stone arch that leads to Sylaire does exist in 
  this land, and the PCs can use it to enter Sylaire. When the 
  PCs leave Sylaire they will end up in Averoigne rather than the 
  Land of the Ghouls.
  57. The Gate of the Silver 
  Keys
  If the PCs have not discovered the location of three keys, it is 
  best to reduce the number needed for the gate.
  Inhabitants
  Amber Golems are detailed in Appendix A: New Monsters.
  Treasure
  If the PCs already have a copy of the scroll, the one they have 
  will disappear as soon as they .nd the one in this room.
  Encounter Scaling
  For level 6: Use 1 Amber Golem.
  For level 8: Use 2 Amber Golems.
  For level 10: Use 2 Amber Golems.
  Castle Amber – 32
  
  Characters, locations, and situations in this section are directly 
  lifted from the short stories of Clark Ashton Smith, typically 
  placing the PCs into the role of the protagonist. For your 
  convenience, I have cited the titles of these stories where 
  appropriate. These are short stories of a few pages each which 
  can be found online. Reading them can provide you with 
  quite a bit of background and a good feel for the Cavor of 
  Averoigne.
  Religion in Averoigne. In the original Averoigne stories, the 
  region is clearly under the dominion of medieval Christianity 
  which considers magic to be a tool of the devil. The church is 
  often presented as corrupt or powerless in the face of actual 
  magic. Wizards and cultists draw power from demons and 
  elder gods, and some of them have in.ltrated the church. 
  Averoigne is also the site of old faiths with a druidic bent, 
  some of which practiced human sacri.ce. If you do not wish 
  to introduce Christianity to your setting, it is easy enough to 
  simply keep the actual teachings of the church vague. In 
  Eberron, the church might appear much like the Church of the 
  Silver Flame, but use different iconography.
  Random Encounters – 
  Averoigne
  Wandering Monster Encounter 
  Table III (1d8)
  Die Roll
  Encounter
  1
  Gérard de L'Automne
  2
  Gilles Grenier
  3
  Jehan Mauvaissoir
  4
  Werewolves
  5
  Moriamis
  6
  Druids
  7
  Cultists
  8
  Spirits
  1 – Gérard de L’
  Automne
  Gérard de L’Automne appeared in the Clark Ashton Smith 
  story “A Rendezvous in Averoigne,” published in Weird Tales 
  in 1931. 
  See Gérard de L’Automne in Appendix B: Non-Player 
  Characters 
  2 – Gilles Grenier
  Gilles Grenier appeared in the Clark Ashton Smith story “The 
  Mandrakes,” published in Weird Tales in 1933. He is a 
  sorcerer who primarily sells philters of love and similar 
  magical concoctions. He murdered his wife and buried her 
  under his mandrakes. Ever since then, his potions haven’t 
  been working as intended.
  Gilles does not know how to brew a potion of time travel, but 
  he could potentially do so if given the formula and could 
  eventually duplicate a potion if given a sample. If Gilles brews 
  a potion of time travel, there is a 50% chance that it provides 
  travel in the wrong direction (though it will still work to 
  summon Stephen’s tomb).
  See Gilles Grenier in Appendix B: Non-Player Characters 
  3 – Jehan Mauvaissoir
  Jehan Mauvaissoir appeared in the Clark Ashton Smith story 
  “The Holiness of Azédarac,” published in Weird Tales in 1933. 
  Jehan carries a Potion of Time Travel. 
  See Jehan Mauvaissoir in Appendix B: Non-Player Characters .
  See also 61. The Potion of Time Travel for additional 
  background information and options.
  4 – Werewolves
  Werewolves (p. 211 MM) will be encountered running with a 
  pack of wolves (p. 341 MM).
  For level 6: Use 3 Werewolves and 4 Wolves
  For level 8: Use 4 Werewolves and 4 Wolves
  For level 10: Use 6 Werewolves and 6 Wolves
  5 – Moriamis
  Moriamis appeared in the Clark Ashton Smith story “The 
  Holiness of Azédarac,” published in Weird Tales in 1933. In 
  the story, she was a sorcerer who lived 700 years in the past. 
  She was Azédarac’s lover and learned the secrets of time travel 
  from him. She is a potential source of a Potion of Time Travel. 
  See Moriamis in Appendix B: Non-Player Characters 
  See also 61. The Potion of Time Travel for additional 
  background information and options.
  6 – Druids
  This encounter will be with a group of druids. They are not 
  necessarily violent, but they distrust all outsiders as their 
  religious beliefs are illegal. They will be impressed by displays 
  of non-druidic magic, but may need to be convinced that it is 
  not .endish in origin.
  For level 6: Use 4 Druids (p. 346 MM) and 2 Scouts (p. 349 
  MM)
  For level 8: Use 4 Druids (p. 346 MM), 2 Berserkers (p. 344 
  MM) and 4 Scouts (p. 349 MM)
  For level 10: Use 5 Druids (p. 346 MM), 3 Berserkers (p. 344 
  MM) and 6 Scouts (p. 349 MM)
  7 – Cultists
  This encounter will be with a group of evil cultists. They are 
  devoted to their dark god Sodagui, and they have a giant toad 
  Castle Amber – 33
  Part Seven: Averoigne
  
  that they have bred with their foul magics and now revere as 
  their god’s avatar. If you have Volo’s Guide to Monsters, you 
  may wish to use the Warlock of the Great Old One on page 
  220 in the place of some cult fanatics.
  For level 6: Use 4 cult fanatics (p. 345 MM) and 1 giant toad 
  (p. 329 MM), or use 1 warlock of the great old one, 4 cultists, 
  and 1 giant toad.
  For level 8: Use 6 cult fanatics (p. 345 MM) and 1 giant toad 
  (p. 329 MM), or use 1 warlock of the great old one, 4 cult 
  fanatics, and 1 giant toad.
  For level 10: Use 8 cult fanatics (p. 345 MM) and 1 giant toad 
  (p. 329 MM), or use 1 warlock of the great old one, 6 cult 
  fanatics, and 1 giant toad.
  8 – Spirits
  This encounter with undead spirits should occur at night. It 
  would be particularly appropriate in the marshlands near 
  Sylaire.
  For level 6: Use 4 will-o’-wisps (p. 301 MM)
  For level 8: Use 1 wraith (p. 302 MM) and 3 will-o’-wisps (p. 
  301 MM)
  For level 10: Use 2 wraiths (p. 302 MM) and 3 will-o’-wisps 
  (p. 301 MM)
  Additional encounter options. On or near the road, a group of 
  bandits (p. 343 MM) would be an appropriate encounter. In 
  cities at night, gargoyles (p. 140 MM) could appear. A green 
  hag (p. 177 MM) would work well in Averoigne’s forests or 
  swamps.
  X. Entrance to Averoigne
  The Inn of Bonne Joissance appeared in the Clark Ashton 
  Smith story “The Holiness of Azédarac,” published in Weird 
  Tales in 1933. It lies a days journey from both Ximes and 
  Vyones.
  The map scale is set at 1 hex = 12 miles. To be more 
  consistent with both the text of the adventure and the original 
  stories, set the scale at 1 hex = 6 miles, instead. 
  58. The Enchanted Sword of 
  Sylaire
  Literary background. This 
  section is heavily based upon 
  the Clark Ashton Smith story 
  “The Enchantress of Sylaire,” 
  published in Weird Tales in 
  1941. In the original story, 
  Sephora seduces a young man 
  and tricks him into killing her 
  ex-lover, Malachie du Marias, 
  a sorcerer who has been 
  turned into a werewolf. The 
  werewolf, in turn, had tried to reveal Sephora’s true nature to 
  her new lover. This nature is not fully revealed, but it is clear 
  that the visage she presented to the world was an illusion. It is 
  also suggested that her servants may be vampires.
  The nature of the enchantress. I have presented two versions 
  of Sephora in Appendix B: Non-Player Characters : one which 
  adheres to the text of the adventure, in which she is not 
  malicious and another which harkens back to the original 
  story, in which she is an evil succubus in disguise.
  The sword. The enchanted sword of Sylaire is a legendary 
  weapon. For details, see Appendix D: New Items. Currently, 
  Sephora has dedicated it as her pact weapon. If she gives it to 
  the PCs, she will require an hour to perform the ritual that will 
  allow it to be parted from her.
  The wolf-man. Malachie du Marias is a werewolf, but he was 
  once Sephora’s lover. The curse of lycanthropy was inCicted 
  upon him, and he can easily be presented as a tragic .gure. 
  What you decide to do with Sephora should have an effect 
  upon how he is presented. The evil version of Sephora could 
  have easily inCicted the curse of lycanthropy upon him and 
  want him dead because he could reveal her secrets. The 
  neutral version might lament his state and pity him, but 
  legitimately fear that he is hunting her.
  Malachie lives in a cave about an hour’s walk from Sephora’s 
  tower. In his cave he has a Mirror of Truth (see Appendix D: 
  New Items), a purse with 500 sp, and his spellbooks. His 
  spellbooks contain the following spells:
  1st-level: absorb elements, alarm, detect magic, mage armor, 
  magic missile, protection from evil and good, shield, sleep
  2nd-level: blindness/deafness, misty step, phantasmal force, 
  locate object, web
  3rd-level: blink, dispel magic, 1reball, glyph of warding, 
  lightning bolt, major image, remove curse
  4th-level: 1re shield, Mordenkainen’s faithful hound, 
  polymorph, stone shape
  5th-level: far step, transmute rock, wall of stone
  If using the CR 9 version of Malachie, add:
  6th-level: globe of invulnerability, true seeing
  7th-level: prismatic spray
  Malachie is an extremely canny foe. He has rendered himself 
  immune to being charmed, which makes him particularly 
  dangerous to Sephora. He has laid out multiple glyphs of 
  warding that will only be triggered by either Sephora, her 
  servants, or any humans. Glyphs in the forest are set to do 
  thunder damage, so as to serve as both defense and an early 
  warning system. Glyphs in his cave will trigger blindness, 
  web, and Mordenkainen’s faithful hound spells. If Malachie 
  knows the PCs are about, he will also set silent alarm spells to 
  keep him aware of their whereabouts.
  In combat, Malachie will use blink or far step for mobility. He 
  will begin with ranged area effect spells. Once he has 
  defenses such as 1re shield in place, he will often close to 
  Castle Amber – 34
  
  melee range in his hybrid form, using green 3ame blade with 
  his claws.
  Encounter Scaling
  Sephora is intended to be more powerful than the PCs. If you 
  have a high-level party, you may wish to provide her with 
  servants: 
  For the neutral version of Sephora, Veterans (p. 350 MM) or 
  Druids (p. 346 MM) would be appropriate servants. If you 
  have access to Volo’s Guide to Monsters, the Swashbuckler on 
  page 217 would be an excellent substitute for a veteran.
  For the .endish version of Sephora, you could use Veterans or 
  Swashbucklers as above and Cult fanatics instead of Druids. 
  Alternately, you could use Lamia (p. 201 MM) hiding behind 
  illusions.
  Malachie du Marias is presented with multiple versions as 
  well. See Appendix B: Non-Player Characters  for details. 
  For level 6: Use the CR 7 version of Malachie du Marias. Add 
  3 normal Wolves (p. 341 MM).
  For level 8: Use the CR 9 version of Malachie du Marias. Add 
  3 normal Wolves (p. 341 MM).
  For level 10: Use the CR 9 version of Malachie du Marias. 
  Add one normal Werewolf (p. 211 MM) and 3 normal Wolves 
  (p. 341 MM).
  59. The Viper-Circled Mirror
  Literary background. This section is a retelling of the Clark 
  Ashton Smith novella "The Colossus of Ylourgne," published in 
  Weird Tales in 1933. The story is much the same as presented 
  in the adventure, but it features Gaspard du Nord in the 
  heroic role, standing atop the cathedral to stop the colossus. 
  Nathaire, in the story, was dying and he transferred his soul 
  into the colossus, which bore his likeness.
  Fighting the colossus. The colossus will terrorize the small 
  villages and farms in the countryside around Vyones before 
  breaking down the walls and attacking the city. The city will 
  be overrun with people seeking shelter.
  In the original story, Gaspard’s powder caused the colossus to 
  seek out the graves of those who made up its body and, 
  eventually, dig its own grave. In order to make the battle with 
  the colossus more interesting,  I suggest that Gaspard’s 
  powder has the following effects:
  •
  Each dose of the powder will deal 6d6 points of 
  damage to the colossus and force it to make a DC 20 
  Charisma saving throw (magic resistance applies). If it 
  fails the saving throw, it is stunned until the end of its 
  next turn. On a successful save, it is not stunned, but 
  it has disadvantage on attacks and ability checks until 
  the end of its next turn.
  •
  The second dose of the powder delivered will reduce 
  its immunity to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks to resistance to 
  such damage. 
  •
  The third dose of the powder delivered will remove 
  its magic resistance.
  •
  The fourth dose of the powder delivered will remove 
  its resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks.
  •
  The .fth dose of the powder delivered will deal 10 
  points of damage to the colossus at the beginning of 
  its turn each round until it reaches 0 hit points.
  Delivery of the powder is through being thrown at the 
  colossus’s face. This is a ranged weapon attack with range 
  10/20.
  Furthermore, Gaspard has prepared the 3y spell and can cast 
  it at 4th-level so that it affects two PCs. He will support the 
  PCs however he can, but will not enter combat directly. See 
  Gaspard du Nord in Appendix B: Non-Player Characters  for 
  more details.
  Encounter Scaling
  The Colossus of Ylourgne can be found in Appendix B: Non-
  Player Characters  under Nathaire’s entry.
  If you use my suggested powder effects above, then: 
  For level 6: Increase the damage dealt by the powder to 6d10 
  and reduce the number of doses needed for each effect by 
  one (such that the .rst dose delivered has the effect of 
  changing the colossus’s damage immunities to resistances, the 
  second removes its magic resistance, etc.).
  For level 8: Use the effects as written.
  For level 10: The colossus does not have disadvantage on 
  attacks and ability checks if it is successful on its saving throw.
  Rewards
  The Vyones city council will provide a reward of 1,000 gp if 
  the PCs volunteer and defeat the colossus. They will also be 
  treated as heroes of Vyones, receiving free food, drink, and 
  lodging for up to one month. The church will look past any 
  magic used provided it is not Caunted.
  The viper-circled mirror acts as a crystal ball of true seeing.
  Castle Amber – 35
  
  60. The Ring of Eibon
  Literary background. This section is based upon the Clark 
  Ashton Smith story "The Beast of Averoigne," published in 
  Weird Tales in 1933. In the original story Luc le Chaudronnier 
  is a magician living in Ximes who is recruited by the church to 
  stop the beast, which has been slaughtering people and 
  animals since a comet appeared in the sky. Luc consults the 
  ancient demon held captive in the ring he had inherited. The 
  ring dates back to ancient times and was said to have 
  belonged to the great sorcerer Eibon. The demon agrees to 
  vanquish the beast in return for its freedom. Luc, along with 
  some men-at-arms, lay in wait outside the abbey where the 
  beast is most active. When the beast appears, Luc smashes the 
  ring, releasing the demon. The demon destroys the beast, who 
  is revealed to have been possessing the body of the abbott. 
  Luc and the men-at-arms keep this latter fact secret so as to 
  preserve the abbott’s reputation, claiming that he was a victim 
  of the beast (which Luc decides is, in its own way, true). 
  The beast and the colossus. If it seems like too great a 
  coincidence to have two great dangers terrorizing Averoigne 
  at the same time, you can easily allude to Nathaire harnessing 
  eldritch energies from the comet for use in animating the 
  colossus.
  The role of the ring. In the adventure, the nature and role of 
  the ring is glossed over. My suggestion is that Luc le 
  Chaudronnier is using the ring to track the beast, and it has 
  led him to the abbott’s window. The beast wounded Luc, who 
  warded it off with his magic. For details on Luc le 
  Chaudronnier see Appendix B: Non-Player Characters .
  Encounter Scaling
  See the Beast of Averoigne in Appendix A: New Monsters.
  For level 6: use the CR 7 version of the Beast of Averoigne.
  For level 8: use the CR 9 version of the Beast of Averoigne.
  For level 10: use the CR 11 version of the Beast of Averoigne.
  Rewards
  Luc will be willing to give the ring to the PCs if they defeat the 
  beast. For details on Error: Reference source not found, see 
  Appendix D: New Items. 
  61. The Potion of Time Travel
  Literary background. This section is based upon the Clark 
  Ashton Smith story "The Holiness of Azédarac,” published in 
  Weird Tales in 1933. In the story, Azédarac (whom the 
  adventure calls Azedarc) is an evil sorcerer who had in.ltrated 
  the church and become the Bishop of Ximes. A young priest, 
  Brother Ambrose, had been sent to Ximes by the archbishop 
  to .nd proof of this.  He stole Azédarac’s unholy tome, The 
  Book of Eibon, and set off to Vyones to present it as proof to 
  the archbishop. Azédarac, in turn, sent his .xer Jehan 
  Mauvaissoir to make sure Ambrose never arrived in Vyones. 
  Jehan intercepted Ambrose at the Inn of Bonne Joissance and 
  slipped a potion of time travel into his wine. Ambrose was 
  sent 700 years into the past, where Moriamis rescued him 
  from druids who were about to sacri.ce him. Moriamis 
  confessed to him that she knew Azédarac – he had lived in 
  her time and she knew his secrets of time travel. She implied 
  that they had been lovers and that he had betrayed and 
  abandoned her. She brewed Ambrose a green potion to take 
  him back to the future and expose Azédarac, but also gave 
  him a red one to return to her if he wished. The green potion 
  took him decades further than he wished, and he took the red 
  potion, returning to the past. Moriamis had intentionally 
  brewed the potion too strong, wanting to ensure that Ambrose 
  returned to her.
  The Ambrose Option. If the PCs show up in Ximes and ask 
  around about Azedarc and a potion of time travel, Azedarc’s 
  agents report back to him. Azedarc will then send Jehan to 
  take care of the PCs. Jehan will arrange a secret meeting with 
  the PCs, claiming to have information that they seek. This isn’t 
  a lie, exactly. He’ll happily tell the PCs what they want to 
  know over a bottle of wine in which he’s slipped a red potion 
  of time travel. If the PCs discover the ruse, they can 
  overpower Jehan and acquire a potion. If they don’t, they get 
  sent back 700 years. They can then encounter Moriamis, who 
  will send them back to the future (and give them an extra 
  potion) if they promise to expose Azedarc. See Moriamis, 
  Azedarc and Jehan Mauvaissoir in Appendix B: Non-Player 
  Characters  for more details.
  Another way. If the PCs are subtle 
  and approach Azedarc directly, he 
  will trade for a potion of time travel 
  in exchange for the PCs’ secrecy and 
  some magical secrets he does not 
  possess. This might take the form of a 
  magic item or access to wizard spells 
  that he doesn’t have. Alternatively, 
  he might ask them to take care of a 
  minor problem for him, as there is a 
  young priest who Azedarc believes 
  knows too much. This would be 
  Ambrose. Ambrose himself is not dangerous other than what 
  he knows about Azedarc, but his lover Moriamis possesses 
  powerful druidic magics (as well as the ability to brew her 
  own potions of time travel). If the PCs agree to this task, 
  Azedarc will have Jehan secretly follow them to ensure that 
  they follow through with it. 
  The effects of a Potion of Time Travel are described in 
  Appendix D: New Items. See Ambrose, Moriamis, Azedarc 
  and Jehan Mauvaissoir in Appendix B: Non-Player Characters  
  for more details.
  Castle Amber – 36
  
  The tomb. Stephen’s brother Henry wanted to ensure that his 
  brother’s body and soul were well-separated after death. As a 
  result, he prepared a tomb for him, hiding his body away on a 
  demiplane and setting wards to deter anyone from retrieving 
  the body. The tomb itself is a large stone building. It is set on a 
  Cat, mist-covered plain. A bank of silvery fog hovers about 
  100 feet out from the tomb. Entering the fog simply causes a 
  PC to emerge from it elsewhere near the tomb.
  Imprisoned guardians. Henry used imprisonment along with 
  powerful summoning spells to create guardians for the tomb. 
  The guardians will all be freed from their prisons shortly 
  before the PCs enter. The imprisonment spell required a large 
  gemstone for each casting, worth 500 gp per hit die of the 
  creature imprisoned. These have each taken on magical 
  properties due to the creatures that they contained.
  None of the doors in the tomb are locked. Henry intended to 
  add additional safeguards, but he died .rst.
  Stephen’s ghost. When the PCs arrive in front of the tomb, the 
  ghost of Stephen Amber will appear. As the ghost fades in and 
  out, it should be obvious that it is taking a great deal of effort 
  for it to materialize and that it will not be able to do so for 
  long. It will address the PCs, with relief, “You’ve made it 
  here… I helped you as much as I could… dangers inside… 
  Henry… free me… unmake… my death… destroy it.” 
  Stephen’s ghost’s speech is uneven and hard to follow. PCs 
  may make a Wisdom (Insight) check to interpret it.
  A DC 10 Wisdom (Insight) check will reveal that Henry is 
  responsible for both Stephen’s death and the dangers the PCs 
  might .nd in his tomb.
  A DC 15 Wisdom (Insight) check will reveal that he is asking 
  the PCs to destroy some object in order to bring him back to 
  life.
  A DC 20 Wisdom (Insight) check will reveal that the object he 
  is asking the PCs to destroy is probably something that is 
  symbolic of or depicts his murder.
  Tackling the tomb. Given the dif.culty of the tomb 
  encounters, it is likely that PCs will want to rest between some 
  encounters. They can do this safely in any of the guardian 
  rooms or outside the tomb. There are no random encounters 
  and most of the room inhabitants are too big to actually .t 
  through the doorways (they were trapped in gems when they 
  were brought in).
  62. First Guardian
  The creature is neither asleep nor on a pile of coins. The 
  room is a cube, 50 feet on each side. 
  Inhabitants
  See below.
  Treasure
  The gem is in the center of the room. It is worth 500 gp per hit 
  die of the guardian. See Lightning Gem in Appendix D: New 
  Items for details.
  Encounter Scaling
  For level 6: Use a Half Dragon Chimera. See Appendix A: 
  New Monsters for details.
  For level 8: Use a Young Blue Dragon. (p. 91 MM)
  For level 10: Use a Behir. (p. 25 MM)
  63. Fire
  The hallway is 50 ft. high and 50 ft. wide. The walls and 
  ceiling are on .re and only a 10 ft path down the center of 
  the hallway is safe – and even that is uncomfortably hot. 
  Stepping off the center 10 feet of the hall deals an immediate 
  1d8 .re damage. If you begin your turn off of the central 
  path, you take 1d8 .re damage for every 5 feet off the path 
  you are.
  Inhabitants
  See below.
  Treasure
  The gem is up against the inner wall about halfway into the 
  room. PCs with a passive perception of 16 or higher will 
  notice it if they are 30 feet away or less. It is worth 500 gp per 
  hit die of the guardian. See Fire Gem in Appendix D: New 
  Items for details.
  Encounter Scaling
  For level 6: Use a Salamander Noble. See Appendix A: New 
  Monsters for details.
  For level 8: Use an Elemental Inferno. See Appendix A: New 
  Monsters for details.
  For level 10: Use an Efreeti. (p. 145 MM)
  64. Air
  The hallway is 50 ft. wide with walls that appear to be 
  opalescent – possibly some kind of polished stone. The walls 
  travel both up and down as far as can be seen, disappearing 
  into clouds in both directions.
  Optional weirdness. If you don’t like the idea of the ground 
  being thousands of feet below, you could simply have this 
  room wrap such that those who fall out of sight into the mists 
  will eventually come from above. If you do this, it could be 
  fun to have the gem get knocked off of the path so that the 
  PCs can try to catch it each time it falls by. If you don’t use 
  this option, this area can be particularly dangerous as it is 
  Castle Amber – 37
  Part Eight: The Tomb of Stephen Amber
  
  not that dif.cult for a wyvern to knock PCs off of the cloud 
  path. 
  Inhabitants
  The wyvern is sitting on the path, but will launch itself as 
  soon as the PCs round the corner. If the .ght goes badly for 
  it, it will attempt to shove PCs off of the path.
  Treasure
  The gem is on the path around the far corner. It could easily 
  be knocked off. It is worth 500 gp per hit die of the guardian. 
  See Venom Gem in Appendix D: New Items for details.
  Encounter Scaling
  For level 6: Use a Wyvern. (p. 303 MM)
  For level 8: Use a Greater Wyvern. See Appendix A: New 
  Monsters for details.
  For level 10: Use a Half Dragon Greater Wyvern. See 
  Appendix A: New Monsters for details.
  65. Second Guardian
  The room is a 50 foot cube of rough-hewn stone. The Coor is 
  covered with heaps of rocks, making it dif.cult terrain.
  Inhabitants
  The giant will be camouCaged standing near the door where 
  the PCs enter. His plan will be to attack them from behind.
  Treasure
  The gem is in the giant’s pouch. It is worth 500 gp per hit die 
  of the guardian. See Stoneborn Gem in Appendix D: New 
  Items for details.
  Encounter Scaling
  For level 6: Use a Stone Giant. (p. 156 MM
  For level 8: Use a Stone Giant Warrior. See Appendix A: New 
  Monsters for details.
  For level 10: Use a Stone Giant Lurker. See Appendix A: New 
  Monsters for details.
  66. Third Guardian
  The room itself seems to pulse and breathe. Strange liquid 
  drips from the ceiling and appears to be slurped up by the 
  Coor.
  Inhabitants
  The gibbering mouther is in one of the corners of the room 
  (determined randomly) when the PCs open the door. 
  Treasure
  The gem has been swallowed by the gibbering mouther. It is 
  worth 500 gp per hit die of the mouther, but it is really gross. 
  See Madness Gem in Appendix D: New Items for details.
  Encounter Scaling
  For level 6: Use a Large Gibbering Mouther. See Appendix A: 
  New Monsters for details.
  For level 8: Use a Huge Gibbering Mouther. See Appendix A: 
  New Monsters for details.
  For level 10: Use a Great Gibberer. See Appendix A: New 
  Monsters for details.
  67. Earth
  The mud is about 10 feet deep, but the Coor is uneven so it is 
  up to 15 feet deep in places. Movement through the mud is 
  dif.cult. Each foot that a creature moves through the mud 
  costs 4 feet of movement. A creature must make a DC 12 
  Strength saving throw when it moves into the area for the 
  .rst time on a turn or ends its turn there. On a failed save, a 
  creature sinks into the mud and is restrained, though it can 
  use an action to end the restrained condition on itself by 
  pulling itself free of the mud. 
  Inhabitants
  The mud golem will begin submerged and attempt to pull 
  PCs down into the mud.
  Treasure
  This room has no gem. The golem has simply been here for 
  years.
  Encounter Scaling
  For level 6: Use a Lesser Mud Golem. See Appendix A: New 
  Monsters for details.
  For level 8: Use a Mud Golem. See Appendix A: New 
  Monsters for details.
  For level 10: Use a Greater Mud Golem. See Appendix A: 
  New Monsters for details.
  68. Water
  The water comes to just below the door. This might make 
  opening the door on the other side tricky.
  Inhabitants
  See below.
  Treasure
  The gem is in the detritus on the room’s Coor. It will require a 
  successful DC 18 Intelligence (Investigation) check to .nd. 
  One check can be made each hour spent searching. PCs with 
  no swim speed make this check with disavantage. The gem is 
  worth 500 gp per hit die of the guardian. See Water Gem in 
  Appendix D: New Items for details.
  Encounter Scaling
  For level 6: Use a Giant Shark. (p. 328 MM)
  For level 8: Use a Sea Terror. See Appendix A: New Monsters 
  for details.
  Castle Amber – 38
  
  For level 10: Use a Giant Sea Terror. See Appendix A: New 
  Monsters for details.
  69. Fourth Guardian
  Inhabitants
  The hydra will rush the door as soon as it opens.
  Treasure
  The gem has been knocked into the corner of the room. It is 
  worth 500 gp per hit die of the guardian. See Health Gem in 
  Appendix D: New Items for details.
  Encounter Scaling
  For level 6: Use a Three-Headed Hydra, See Appendix A: 
  New Monsters for details.
  For level 8: Use a Hydra. (p. 190 MM)
  For level 10: Use a Vile Hydra. See Appendix A: New 
  Monsters for details.
  70. Stephen’s Crypt
  Stephen’s casket does not have a message engraved on it. 
  PCs must .gure out that they need to destroy the tapestry. If a 
  PC succeeds on a DC 15 Intelligence (Investigation) check, 
  remind them that Stephen’s ghost said something about 
  unmaking or destroying something to undo his death. The 
  PCs need not burn the tapestry. They can destroy it however 
  they’d like.
  Stephen uses plane shift to return the PCs to the area in front 
  of Castle Amber. The mists are gone, though the mists of the 
  Mournland are visible in the distance.
  If you don’t wish for the castle to crumble, Stephen will 
  thank the PCs again and say that he needs to have a serious 
  talk with his family. He’ll enter the castle. PCs will .nd the 
  doors are sealed with arcane lock. If the PCs are still there in 
  the morning, the castle will be gone, as Stephen .nished 
  sending it through to Averoigne. If they come back months 
  later, however, it might return...
  Inhabitants
  Stephen Amber’s corpse.
  Treasure
  If the PCs revive Stephen, he will provide each of them with a 
  gift to thank them – one of his spare magic items. Choose one 
  of the following for each PC:
  •
  Belt of Dwarvenkind
  •
  Broom of Flying
  •
  Cloak of the Manta Ray
  •
  Golden Bow (See Appendix D: New Items.)
  •
  Immovable Rod
  •
  Javelin of Lightning
  •
  Robe of Eyes
  •
  Ring of the Ram
  •
  Slippers of Spider Climbing
  •
  Shockwave Boots (See Appendix D: New Items.)
  •
  Tar’skai, The Great Maul (See Appendix D: New 
  Items.)
  •
  Wand of Wonder
  •
  If the PCs have not recovered Delver or received the 
  Figurine of Wondrous Power – Amber Phoenix, these 
  items will be available as options as well. See 
  Appendix D: New Items.
  Alternately, you may randomly roll for magic items from the 
  Dungeon Master’s Guide or select those which are 
  appropriate for each character. Stephen will restore up to 
  three PCs to life with wishes from his ring of three wishes.
  Encounter Scaling
  None. If the PCs decide to attack Stephen, they will likely 
  lose. See Appendix B: Non-Player Characters  for details on-
  Stephen Amber. Stephen is a 20th-level wizard and a 5th-level 
  paladin. Having recently awakened from the dead, he will not 
  have magic items attuned to him, which will be his only real 
  weakness. Still, he can shapechange into an ancient dragon 
  which gives him a few hundred extra hit points and incredible 
  physical abilities while maintaining his formidable spellcast-
  ing. He knows he is not in top form and he does not want to 
  have escaped death only to be killed again, so he will not hes-
  itate to go all out with spells like shapechange, sunburst, and 
  disintegrate.
  Castle Amber – 39
  
  Appendix A: New 
  Monsters
  Amber Crocodile
  While no larger than normal crocodiles, these animals were 
  bred to be strong and wily enough to thrive in Castle Amber’s 
  indoor forest.
  Amber Crocodile
  Large beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 42 (5d10+15)
  Speed 20 ft, swim 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  16 (+3)
  3 (-4)
  12 (+1)
  5 (-3)
  Skills Stealth +4
  Senses passive Perception 11
  Languages –
  Challenge 2 (450xp)
  Hold Breath. The crocodile can hold its breath for 15 
  minutes
  Barrel Roll. When the crocodile bites a creature it has 
  grappled, it can spin in place, dealing an extra 7 (2d6) 
  slashing damage.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 13 (3d6 + 3) piercing damage , and the 
  target is grappled (escape DC 13). Until this grapple 
  ends, the target is restrained, and the crocodile can’t 
  bite another target.
  Tail: Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target not grappled by the crocodile. Hit: 9 (2d8 + 3) 
  bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  Random Encounters –        Indoor Forest, 17. A Crock of Crocs
  Amber Zombie
  Amber zombies were created through a combination of 
  arcane and divine necromancy. 
  Inoffensive servants. While most zombies are characterized 
  by their hideous visage and decaying stench, Amber zombies 
  are treated with preservative measures so that they can serve 
  as attendants to nobility. Their faces are sealed beneath a 
  featureless, amber-colored mask. Beneath their robes, their 
  torsos are sealed beneath a breastplate of the same material. 
  They can easily be mistaken for constructs instead of 
  undead.
  Amber Zombie
  Medium undead, neutral evil
  Armor Class 13 (natural armor)
  Hit Points 37 (5d8 + 15)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  8 (-1)
  16 (+3)
  3 (-4)
  8 (-1)
  5 (-3)
  Saving throws Wisdom +1
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands common
  Challenge 1 (100xp) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw with 
  a DC of 5 + the damage taken, unless the damage is 
  radiant of from a critical hit. On a success, the zombie 
  drops to 1 hit point instead.
  Strength in Numbers. For each zombie ally within 5 
  feet, a zombie’s slam attack does an additional die of 
  damage. When the zombies are within range of each 
  other, their amber masks and breastplates begin to glow 
  with an inner light. 
  Explosive Demise. If the zombie is destroyed without 
  having taken radiant damage, its body explodes in 1d4 
  rounds. All creatures within a 10 ft radius of the corpse 
  must make a DC 13 Dexterity saving throw, taking 13 
  (3d8) points of necrotic damage on a failed save or half 
  as much on a successful one. If any of the damage that 
  was done to destroy the zombie was radiant, it does not 
  explode.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  Castle Amber – 40
  
  Aranea
  Aranea are magical, shapeshifting giant spiders.
  Unwarranted Arachnophobia. Despite their fearsome 
  appearance, aranea are not evil. Most aranea associate little 
  with humanoids in order to avoid conCict altogether. They 
  are curious and social, however, so they do occasionally 
  assume their humanoid forms to seek out peaceful 
  interactions with humanoids. They do not eat intelligent 
  creatures.
  Uncursed Shifters. Aranea are often referred to as 
  werespiders. Though they are not actual lycanthropes, they 
  do have three forms. They can shift between these forms at 
  will and are not compelled by astrological cycles. Their 
  natural form is that of a giant spider which can be 
  distinguished from non-aranea by the braincase on its back. 
  From birth, each aranea has a unique humanoid form that it 
  can change into. This is often human, but it could be that of 
  another medium or small-sized humanoid race. In addition, 
  like true lycanthropes, they have a hybrid form that has 
  arachnoid fangs and spinnerets in its hands. Hybrid forms 
  vary in appearance and typically have extra eyes and limbs.
  Natural Magic. The aranea are natural spellcasters who 
  typically focus on enchantment, divination, and illusion 
  magics. They often use these abilities in hunting animal prey, 
  entertaining themselves and each other, and avoiding 
  conCict with creatures more powerful than they are. Some 
  aranea do practice more combat-oriented magics, but they 
  tend to avoid .re-based spells, since their webs are 
  Cammable.
  Castle Amber – 41
  
  Aranea
  Medium monstrosity (shapechanger), neutral
  Armor Class 15 (natural armor)
  Hit Points 65 (10d8 +20)
  Speed 50 ft. Climb 25ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  14 (+2)
  14 (+2)
  13 (+1)
  14 (+2)
  Skills Athletics +4 Perception +3 Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 4 (1,100xp)
  Spider Climb: The aranea climbs, including upside 
  down, without needing to make an ability check.
  Web Sense: While in contact with a web, the aranea 
  knows the exact location of any other creature in 
  contact with the same web.
  Web Walker: The aranea ignores movement restrictions 
  caused by webbing.
  Shapechanger: The aranea can use its action to 
  polymorph into a spider-humanoid hybrid or into a 
  humanoid, or back into its true form, which is a 
  medium spider. Each aranea has a unique humanoid 
  form, which is either a small or medium humanoid. In 
  humanoid form, an aranea has a speed of 30 ft. and 
  cannot use its bite attack or web. Otherwise, its 
  statistics are the same in each form. It does not revert to 
  its true form if it dies.
  Spellcasting: The aranea is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). An aranea typically knows the 
  following sorcerer spells:
  •
  Cantrips (at will): mending, minor illusion, 
  prestidigitation, shocking grasp
  •
  1st-level (4 slots): charm person, detect magic
  •
  2nd-level (2 slots): detect thoughts, invisibility
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) 
  poison damage. The target must succeed on a DC 12 
  Constitution saving throw or be poisoned for 1 minute.
  Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, 
  range 30/60 ft., one Large or smaller creature. Hit: The 
  creature is restrained by webbing. As an action, the 
  restrained creature can make a DC 12 Strength check, 
  escaping from the webbing on a success. The effect also 
  ends if the webbing is destroyed. The webbing has AC 
  10, 5 hit points, vulnerability to .re damage, and 
  immunity to bludgeoning, poison, and psychic damage.
  Random Encounters – Castle Amber, 7. Servants’ Quarters (Aranea Lair)
  Bearowl
  Magically bred creatures, bearowls have the body of an 
  enormous brown bear with the wings and rear talons of a 
  giant owl. They are more predatory than normal bears, 
  though they are still omnivorous and tend to prefer easy 
  meals over a .ght.
  Unlikely Agility. Bearowls are ungainly-looking bulky 
  creatures that most would not expect to be able to get 
  airborne. Their wingspan seems far too small to support their 
  great bulk. While their wings are, in fact, extraordinarily 
  strong, they actually posses minor levitation magics 
  thatallow them to lighten their bodies at will. This makes 
  them not only Cightworthy, but also much faster and more 
  agile than most expect them to be.
  Bearowl
  Large monstrosity, unaligned
  Armor Class 14 (natural armor)
  Hit Points 68 (7d10+21)
  Speed 40 ft., Cy 60 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  17 (+3)
  3 (-4)
  12 (+1)
  7 (-2)
  Skills Perception +3, Stealth +4
  Senses darkvision 120 ft., passive Perception 13
  Languages –
  Challenge 3 (700 xp)
  Flyby. The bearowl doesn’t provoke opportunity attacks 
  when it Cies out of an enemy’s reach.
  Keen Smell and Sight. The bearowl has advantage on 
  Wisdom (Perception) checks that rely on smell or sight.
  Actions
  Multiattack. The bearowl makes two attacks: one with 
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage.
  Random Encounters –        Indoor Forest
  Castle Amber – 42
  
  Beast of Averoigne
  The beast is a bizarre serpentine humanoid wrapped in 
  dimly glowing mists that mask its features from inspection.
  The Beast of Averoigne: 
  Challenge Rating 7
  Medium 1end, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 119 (14d8 + 56)
  Speed 50 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  19 (+4)
  18 (+4)
  8 (-1)
  14 (+2)
  15 (+2)
  Saving throws Wis +5, Con +7
  Skills Perception +5 Stealth +7
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 15
  Languages understands Common and Abyssal, but does 
  not speak
  Challenge 7 (2,900xp) 
  Keen Smell. The beast has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Possessor. The beast possesses a mortal host who must 
  make a DC 15 Charisma saving throw when exposed to 
  the light of the comet or polymorph into the beast’s 
  form. The beast has some limited access to the thoughts 
  and knowledge of its mortal host. The host has no 
  memory of being the beast and will attempt to 
  rationalize away any evidence that points toward the 
  possession.
  Regeneration. If there is a creature Poisoned by its 
  unholy aura at the start of its turn, the beast regains 10 
  hit points. The beast dies only if it starts its turn with 0 
  hit points and doesn’t regenerate.
  Unholy Aura. The beast gives off dim light within 10 
  feet. Those who start their turn within this light must 
  succeed at a DC 15 Charisma saving throw or be 
  Poisoned until the beginning of their next turn.
  Actions
  Multiattack. The beast makes three attacks: one bite and 
  two claws.
  Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) slashing damage.
  Blood-Red Origin. A blazing red scar in the night sky may 
  mark the gate to another realm. The beast travels along the 
  light of a comet, slithering out of its hellish domain.
  Body by Proxy. As a naturally bodiless .end, the beast must 
  possess a humanoid in order to take physical form. While it 
  is not necessary for it to do so, it is drawn to bodies of 
  people who are respected for their kindness and mild 
  manner.
  Insatiable Bloodlust. The beast will seek out victims when 
  the comet is in the sky. While it shows some preference for 
  those its host cares for, it tends not to prey too heavily on 
  those in its host’s immediate vicinity so as to avoid discovery.
  Three Versions. The statistics below reCect the Beast of 
  Averoigne at three different challenge ratings. While this is 
  intended for the use of DMs who wish an appropriate level 
  of challenge for their PCs, it could also be used to represent 
  a beast that grows stronger over the course of a few weeks of 
  feeding on the souls of the innocent.
  Castle Amber – 43
  
  The Beast of Averoigne: 
  Challenge Rating 9
  Medium 1end, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 136 (16d8 + 64)
  Speed 50 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  20 (+5)
  18 (+4)
  8 (-1)
  14 (+2)
  15 (+2)
  Saving throws Wis +6, Con +8
  Skills Perception +6 Stealth +8
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 15
  Languages understands Common and Abyssal, but does 
  not speak
  Challenge 9 (5,000xp)
  Keen Smell. The beast has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Magic Resistance. The beast has advantage on saving 
  throws against spells and other magical effects.
  Possessor. The beast possesses a mortal host who must 
  make a DC 16 Charisma saving throw when exposed to 
  the light of the comet or polymorph into the beast’s form. 
  The beast has some limited access to the thoughts and 
  knowledge of its mortal host. The host has no memory of 
  being the beast and will attempt to rationalize away any 
  evidence that points toward the possession.
  Regeneration. If there is a creature Poisoned by its unholy 
  aura at the start of its turn, the beast regains 10 hit points. 
  The beast dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Unholy Aura. The beast gives off dim light within 10 feet. 
  Those who start their turn within this light take 9 (2d8) 
  necrotic damage and must succeed at a DC 16 Charisma 
  saving throw or be Poisoned until the beginning of their 
  next turn.
  Actions
  Multiattack. The beast makes three attacks: one bite and 
  two claws.
  Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 15 (3d6 + 5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) slashing damage.
  Error: Reference source not found
  The Beast of Averoigne: 
  Challenge Rating 11
  Medium 1end, chaotic evil
  Armor Class 20 (natural armor)
  Hit Points 152 (16d8 + 80)
  Speed 50 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  20 (+5)
  20 (+5)
  8 (-1)
  14 (+2)
  15 (+2)
  Saving throws Wis +6, Con +9 Dex +9
  Skills Perception +6 Stealth +8
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Condition Immunities charmed
  Senses darkvision 120 ft., passive Perception 15
  Languages understands Common and Abyssal, but does 
  not speak
  Challenge 11 (7,200xp) 
  Keen Smell. The beast has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Magic Resistance. The beast has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The beast’s weapon attacks are magical.
  Possessor. The beast possesses a mortal host who must 
  make a DC 16 Charisma saving throw when exposed to 
  the light of the comet or polymorph into the beast’s form. 
  The beast has some limited access to the thoughts and 
  knowledge of its mortal host. The host has no memory of 
  being the beast and will attempt to rationalize away any 
  evidence that points toward the possession.
  Regeneration. If there is a creature Poisoned by its unholy 
  aura at the start of its turn, the beast regains 10 hit points. 
  The beast dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Sense the Prey. The beast has advantage on attacks against 
  creatures Poisoned by its unholy aura.
  Unholy Aura. The beast gives off dim light within 15 feet. 
  Those who start their turn within this light take 11 (2d10) 
  necrotic damage and must succeed at a DC 16 Charisma 
  saving throw or be Poisoned until the beginning of their 
  next turn.
  Actions
  Multiattack. The beast makes three attacks: one bite and 
  two claws.
  Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 18 (3d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage. 
  Error: Reference source not found
  Castle Amber – 44
  
  Brain Collector
  The Neh-Thalggu are denizens of Xoriat. Their body shapes 
  can vary, but they typically have six to eight crablike legs; 
  four (or more) large, bulging eyes; a toothy maw; and masses 
  of tentacles.
  Brain Hunters. The brain collectors were created by Illithids 
  to hunt down humanoids and bring their brains back for 
  consumption. They perform surgery to extract the brains and 
  store them within their own body for transport. Once they 
  have encapsulated the brain of a humanoid, they can tap its 
  psionic potential to increase its own psychic power.
  Venomous Connections. They have a psionically active 
  venom that they inject with their bite. They can use this to 
  establish a link with their victims and wear away at them 
  from the inside.
  Psychic Ghosts. With effort, neh-thalggu can create a 
  psychic shell to serve as a spectral form for the memories of 
  one of the brains it has consumed, creating a bizarre form of 
  undead spirit under its control. It uses these psychic ghosts to 
  aid it in collecting brains, both in combat and as surgical 
  assistants.
  Neh-Thalggu
  Large aberration, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 153 (18d10+54)
  Speed 40 ft, climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  17 (+3)
  15 (+2)
  15 (+2)
  Damage Resistances psychic
  Skills Arcana +7 Perception +6 
  Senses darkvision 120 ft., passive Perception 16
  Languages Deep Speech, telepathy 30 ft.
  Challenge 9 (5,000 xp)
  Magic Resistance. The brain collector has advantage on 
  saving throws against spells and other magical effects.
  Innate Spellcasting (Psionics). The brain collector’s 
  innate spellcasting ability is Intelligence (spell save DC 
  15). The brain collector can innately cast the following 
  spells, requiring no material components:
  •
  At will: charm person, detect thoughts
  •
  1/day each: blur, dissonant whispers, haste, 
  hold person, phantasmal force, sleep, slow
  Braincasting. For each brain that the brain collector has 
  consumed, it can cast one of its spells an additional time 
  per day.
  Psychic Link. Creatures the brain collector has poisoned 
  have disadvantage on saving throws against its spells.
  Summon Psychic Ghost. When the brain collector 
  consumes a brain, it can perform a bizarre rite taking 10 
  minutes. If it does, it summons a psychic ghost (see 
  below).
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6) 
  poison damage and the target must succeed on a DC 15 
  Constitution saving throw or be Poisoned for 1 minute.
  Reactions
  Psychic feedback. If a creature the brain collector has 
  poisoned deals damage to the brain collector, the brain 
  collector can use its reaction to force it to take an 
  amount of psychic damage equal to half the damage 
  taken by the brain collector unless it succeeds on a DC 
  15 Charisma saving throw.
  48. The Brain Collector
  Castle Amber – 45
  
  Psychic Ghost
  Medium undead, chaotic evil
  Armor Class 10
  Hit Points 27 (6d8)
  Speed 0 ft, Cy 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  12 (+1)
  10 (+0)
  7 (-2)
  10 (+0)
  7 (-2)
  Damage Resistances acid, cold, .re, lightning, thunder, 
  bludgeoning, piercing, and slashing from non-magical 
  weapons.
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petri.ed, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 10
  Languages Understands the languages it knew in life, 
  but cannot speak
  Challenge 1 (200 xp)
  Fade from View. The ghost can become invisible as a 
  bonus action. It becomes visible if it attacks.
  Follow the Link. The ghost is sensitive to the psychic link 
  created by the brain collector’s poison. It has advantage 
  against those the Brain Collector has poisoned and those 
  poisoned have disadvantage on saving throws against 
  the ghost’s Freeze attack.
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were dif.cult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object.
  Psychic Tether. A psychic ghost cannot be separated 
  from its brain collector by more than 120 ft. If it is, it can 
  take no actions except moving directly towards the brain 
  collector.
  Actions
  Freeze. Melee Spell Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) psychic damage and the target 
  must succeed on a DC 10 Strength saving throw or be 
  Restrained until the end of the ghost’s next turn.
  48. The Brain Collector
  Burning Hound
  Burning hounds are canine elementals that have been bred 
  by the sullox to help hunt efreeti.
  Burning Hound
  Medium elemental, unaligned
  Armor Class 14 (natural armor)
  Hit Points 33 (6d8+6)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  14 (+2)
  6 (-2)
  12 (+1)
  6 (-2)
  Damage Immunities .re, poison
  Condition Immunities poisoned
  Skills Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages understands Primordial but cannot speak it
  Challenge 1/2 (100 xp)
  Keen Hearing and Smell. The hound has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Pack Tactics. The hound has advantage on an attack roll 
  against a creature if at least one of the hound’s allies is 
  within 5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage and 3 (1d6) .re 
  damage. If the target is a creature, it must succeed on a DC 
  12 Strength saving throw or be knocked prone.
  Reactions
  Feed from Flame. When the hound is hit by an attack that 
  deals .re damage, it can use its reaction to heal 6 (1d8 + 2) 
  hit points.
  43. The Red Room
  Castle Amber – 46
  
  Caprae
  Caprae are goat-like humanoids from faerie realms.
  Spunky Kid
  Medium fey, chaotic neutral
  Armor Class 13
  Hit Points 46 (5d8+24)
  Speed 50 ft, climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  14 (+2)
  12 (+1)
  12 (+1)
  16 (+3)
  Skills Athletics +3 Perception +3 Deception +5
  Senses passive Perception 13
  Languages Common, Sylvan
  Challenge 1/2 (50 xp)
  Magic Resistance: The spunky kid has advantage on saving 
  throws against spells and other magical effects.
  Charge. If the spunky kid moves at least 10 feet straight 
  toward a target and then hits it with a headbutt attack on 
  the same turn, the target takes an extra 2 (1d4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  11 Strength saving throw or be knocked prone.
  Actions
  Headbutt. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 30/120 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage.
  16. The Billygoat’s Woe
  Random Encounters –        Indoor Forest
  Castle Amber – 47
  Goat Brother
  Large fey, chaotic neutral
  Armor Class 13 (hide armor)
  Hit Points 68 (8d10+24)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  16 (+3)
  10 (+0)
  10 (+0)
  13 (+1)
  Skills Athletics +3 Perception +2 Deception +3
  Senses passive Perception 12
  Languages Common, Sylvan
  Challenge 3 (700 xp)
  Magic Resistance: The goat brother has advantage on saving 
  throws against spells and other magical effects.
  Charge. If the goat brother moves at least 10 feet straight 
  toward a target and then hits it with a headbutt attack on the 
  same turn, the target takes an extra 5 (2d4) bludgeoning 
  damage. If the target is a creature, it must succeed on a DC 
  15 Strength saving throw or be knocked prone.
  Drunken Luck. When the goat brother is hit by an attack, he 
  may roll 2d6 and add the result to his AC for that attack, 
  possibly causing the attack to miss. If he does so, he falls 
  prone. The goat brother may only use this ability when 
  drunk.
  Actions
  Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) bludgeoning damage.
  Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 
  ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 5) piercing 
  damage.
  
  Death Demon
  The death demon, or Ostegos, appears as a gaunt, gray 
  humanoid with batlike wings, a fanged maw, and metal-
  tipped claws. They are often used as assassins, especially in 
  groups.
  Death Demon
  Large 1end, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 93 (11d10+33)
  Speed 30 ft, Cy 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  13 (+1)
  14 (+2)
  Damage Resistances cold, .re, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Saving Throws Con +6 Wis +4
  Skills Perception +4
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 14
  Languages Abyssal, telepathy 120 ft
  Challenge 7 (2,900xp) 
  Innate Spellcasting. The demon’s innate spellcasting 
  ability is Charisma (spell save DC 13). The death demon 
  can innately cast the following spells, requiring no 
  material components:
  3/day each: darkness, silence, teleport
  Pack Tactics. The demon has advantage on an attack roll 
  against a creature if at least one of the its allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The demon makes two attacks: one with its 
  claws and one with its bite.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage, and the target 
  must make a DC 14 Constitution saving throw, taking 27 
  (6d8) necrotic damage on a failed save and half as much 
  on a successful one.
  Adamantine Claw. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing 
  damage, and the target must make succeed on a DC 14 
  Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  53. The Demon of Death 
  Castle Amber – 48
  
  53. The Demon of Death 
  Castle Amber – 49
  Death Demon Hunter
  Large 1end, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 133 (14d10+56)
  Speed 40 ft, Cy 60 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  18 (+4)
  12 (+1)
  17 (+3)
  16 (+3)
  Damage Resistances cold, .re, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Saving Throws Str + 9, Dex +7, Con +8, Wis +7
  Skills Investigation +5 Perception +7 Stealth +7
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 17
  Languages Abyssal, telepathy 120 ft
  Challenge 9 (5,000xp) 
  Innate Spellcasting. The demon’s innate spellcasting 
  ability is Charisma (spell save DC 15). The death demon 
  can innately cast the following spells, requiring no 
  material components:
  3/day each: counterspell, darkness, invisibility, silence, 
  teleport
  1/day: glyph of warding, scrying
  Pack Tactics. The demon has advantage on an attack roll 
  against a creature if at least one of the its allies is within 
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The demon makes three attacks: two with 
  its claws and one with its bite.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage, and the target 
  must make a DC 16 Constitution saving throw, taking 27 
  (6d8) necrotic damage on a failed save and half as much 
  on a successful one.
  Adamantine Claw. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing 
  damage, and the target must make succeed on a DC 16 
  Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Death Demon Hordemaster
  Large 1end, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10+90)
  Speed 40 ft, Cy 60 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  16 (+3)
  20 (+5)
  17 (+3)
  16 (+3)
  17 (+3)
  Damage Resistances cold, .re, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities necrotic, poison
  Condition Immunities poisoned
  Saving Throws Str +10, Dex +7, Con +9, Int +7, Wis +7
  Skills Investigation +5 Perception +7 Stealth +7
  Senses truesight 60 ft., darkvision 120 ft., passive 
  Perception 17
  Languages Abyssal, telepathy 120 ft
  Challenge 11 (7,200xp) 
  Innate Spellcasting. The demon’s innate spellcasting 
  ability is Charisma (spell save DC 15). The death demon 
  can innately cast the following spells, requiring no 
  material components:
  3/day each: bane, counterspell, darkness, fear, silence, 
  teleport
  1/day: circle of death, cloudkill, dispel magic
  Magic Resistance. The demon has advantage on saving 
  throws against spells and other magical effects.
  Pack Tactics. The demon has advantage on an attack roll 
  against a creature if at least one of the its allies is within
  5 feet of the creature and the ally isn’t incapacitated.
  Actions
  Multiattack. The demon makes three attacks: two with 
  its claws and one with its bite.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 16 (3d6 + 6) piercing damage, and the target 
  must make a DC 17 Constitution saving throw, taking 44 
  (8d10) necrotic damage on a failed save and half as 
  much on a successful one. The demon receives a 
  number of temporary hit points equal to half of the 
  necrotic damage its bite deals.
  Adamantine Claw. Melee Weapon Attack: +10 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 
  damage, and the target must make succeed on a DC 17 
  Constitution saving throw or be paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  Reactions
  Death’s Door. If a creature dies within 120 feet of the 
  demon, it can use its reaction to instantly teleport to a 
  space within 5 feet of the where the death occurred.
  
  Elemental
  Elemental infernos are enormous .re elementals.
  Elemental Inferno
  Huge elemental, chaotic neutral
  Armor Class 14
  Hit Points 126 (12d12+48)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  18 (+4)
  18 (+4)
  6 (-2)
  11 (+0)
  7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities .re, poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petri.ed, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Ignan 
  Challenge 9 (5,000 xp)
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature that 
  touches the elemental or hits it with a melee attack while 
  within 5 feet of it takes 9 (2d8) .re damage. In addition, the 
  elemental can enter a hostile creature’s space and stop 
  there. The .rst time it enters a creature’s space on a turn, 
  that creature takes 9 (2d8) .re damage and catches .re; 
  until someone takes an action to douse the .re, the creature 
  takes 9 (2d8) .re damage at the start of each of its turns.
  Illumination. The elemental sheds bright light in a 30-foot 
  radius and dim light in an additional 30 feet.
  Water Susceptibility. For every 5 feet that elemental moves 
  in water, or for every gallon of water splashed on it, it takes 
  1 cold damage.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 18 (4d6 + 4) .re damage. If the target is a 
  creature or a Cammable object, it ignites. Until a creature 
  takes an action to douse the .re, the target takes 9 (2d8) 
  .re damage at the start of each of its turns.
  Explosion (Recharge 6). The elemental releases a wave of 
  Came that rushes out from it in every direction. Creatures 
  within a 30 ft. radius centered on the elemental must make 
  a DC 16 Dexterity save, taking 44 (8d10) .re damage on a 
  failed save, or half as much damage on a successful one.
  63. Fire
  Castle Amber – 50
  
  Frost Salamander
  The frost salamander is detailed on page 223 of 
  Mordenkainen’s Tome of Foes. It is included here for 
  convenience along with a greater and lesser version.
  Frost Salamander, Lesser
  Large elemental, unaligned
  Armor Class 15 (natural armor)
  Hit Points 95 (11d10+33)
  Speed 60 ft, burrow 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  17 (+3)
  7 (-2)
  11 (+0)
  7 (-2)
  Damage Vulnerabilities .re
  Damage Immunities cold
  Saving Throws Con +6, Wis +3
  Skills Perception +3
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 13
  Languages Primordial 
  Challenge 6 (2,300 xp)
  Burning Fury. When the salamander takes .re damage, 
  its Freezing Breath automatically recharges.
  Actions
  Multiattack. The salamander makes .ve attacks: four 
  with its claws and one with its bite.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) piercing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage and 3 (1d6) 
  cold damage.
  Freezing Breath (Recharge 6). The salamander exhales 
  chill wind in a 30 foot cone. Each creature in that area 
  must make a DC 15 Constitution saving throw, taking 33 
  (6d10) cold damage on a failed save, or half as much 
  damage on a successful one.
  40. The White Room
  Castle Amber – 51
  
  Frost Salamander, Greater
  Huge elemental, unaligned
  Armor Class 18 (natural armor)
  Hit Points 197 (18d12+80)
  Speed 60 ft, burrow 40 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  20 (+5)
  7 (-2)
  11 (+0)
  7 (-2)
  Damage Vulnerabilities .re
  Damage Immunities cold
  Saving Throws Con +9, Wis +4
  Skills Perception +4
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 14
  Languages Primordial 
  Challenge 11 (7,200 xp)
  Burning Fury. When the salamander takes .re damage, 
  its Freezing Breath automatically recharges.
  Actions
  Multiattack. The salamander makes .ve attacks: four 
  with its claws and one with its bite.
  Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 11 (1d10 + 6) piercing damage.
  Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one 
  target. Hit: 12 (1d12 + 6) piercing damage and 7 (2d6) 
  cold damage.
  Freezing Breath (Recharge 5-6). The salamander 
  exhales chill wind in a 60 foot cone. Each creature in 
  that area must make a DC 18 Constitution saving throw, 
  taking 55 (10d10) cold damage on a failed save, or half 
  as much damage on a successful one.
  40. The White Room
  Ghoul Sentinel
  Ghoul sentinels are well-disciplined ghoul warriors who are 
  occasionally used as guardians.
  Ghoul Sentinel
  Medium undead, neutral evil
  Armor Class 15 (studded leather)
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
  14 (+2)
  11 (+0)
  12 (+1)
  8 (-1)
  Damage Resistances necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, poisoned
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 3 (700xp) 
  Turning De<ance. The sentinel and any ghouls within 
  30 feet of it have advantage on saving throws against 
  effects that turn undead.
  Actions
  Multiattack. The sentinel makes one attack with its bite 
  and one attack with its claws or spear.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target 
  is a creature other than an undead, it must succeed on 
  a DC 12 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage or 7 (1d8 + 3) piercing if used with two 
  hands.
  56. Entrance to the Land of the Ghouls
  Castle Amber – 52
  
  Giant
  Stone Giant Warrior
  Huge giant, neutral
  Armor Class 18 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  17 (+3)
  22 (+6)
  10 (+0)
  12 (+1)
  9 (-1)
  Saving Throws Dex +7, Con +10, Wis +5
  Skills Athletics +14, Perception +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Giant
  Challenge 9 (5,000xp) 
  Stone Camou=age: The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Multiattack. The giant makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 15 ft., 
  one target. Hit: 26 (3d12 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., 
  one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 18 Strength 
  saving throw or be knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at the 
  giant, the giant can, with a successful DC 10 Dexterity 
  saving throw, catch the missile and take no bludgeoning 
  damage from it.
  65. Second Guardian
  Stone Giant Lurker
  Huge giant, neutral
  Armor Class 19 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  18 (+4)
  22 (+6)
  10 (+0)
  12 (+1)
  9 (-1)
  Damage Resistances Poison
  Saving Throws Dex +8, Con +10, Wis +5
  Skills Athletics +14, Perception +5, Stealth +8
  Senses darkvision 60 ft., passive Perception 15
  Languages Giant
  Challenge 11 (7,200xp) 
  Ambush. During its .rst turn, the giant has advantage on 
  attack rolls against any creature that hasn’t taken a turn. 
  Any hit the giant scores against a surprised creature is a 
  critical hit.
  Sneak Attack. Once per turn, the giant deals an extra 14 
  (4d6) damage when it hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the giant that isn’t incapacitated 
  and the giant doesn’t have disadvantage on the attack roll.
  Stone Camou=age: The giant has advantage on Dexterity 
  (Stealth) checks made to hide in rocky terrain.
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 15 ft., 
  one target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., 
  one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 18 Strength 
  saving throw or be knocked prone.
  Reactions
  Rock Catching. If a rock or similar object is hurled at the 
  giant, the giant can, with a successful DC 10 Dexterity 
  saving throw, catch the missile and take no bludgeoning 
  damage from it.
  65. Second Guardian
  Castle Amber – 53
  
  Giant Amoeba
  Giant amoebas are large ooze-like organisms with a 15 ft 
  radius. They are nearly transparent, with a grayish, 1 ft 
  nucleus at their center.
  Giant Amoeba
  Huge ooze, unaligned
  Armor Class 8
  Hit Points 114 (12d12+36
  Speed 10 ft, climb 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  6 (-2)
  17 (+3)
  1 (-5)
  16 (-2)
  1 (-5)
  Damage Resistances bludgeoning
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 8
  Languages – 
  Challenge 5 (1,800 xp)
  Transparent. Even when the amoeba is in plain sight, it 
  takes a successful DC 15 Wisdom (Perception) check to 
  spot it if it has neither moved nor attacked. If it is 
  underwater, this check is made at disadvantage. A creature 
  that tries to enter the amoeba’s space while unaware of the 
  amoeba is surprised by it.
  Amphibious. The amoeba can breathe both air and water.
  Actions
  Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 12 (2d8 + 3) bludgeoning damage and 
  13 (4d6) acid damage and make a DC 16 Dexterity saving 
  throw or be grappled. Until the grapple ends, the target is 
  restrained.
  Engulf. A creature that the amoeba has grappled must make 
  a DC 16 Strength saving throw. If the target fails, it takes 21 
  (6d6) acid damage and is engulfed. An engulfed creature 
  can’t breathe, is restrained, and takes 34 (8d6) acid damage 
  at the start of each of the amoeba turns. An engulfed 
  creature can try to escape by taking an action to make a 
  DC 16 Strength check. On a success, the creature escapes 
  and enters a space of its choice within 5 feet of the 
  amoeba.
  18. The Fountain of Death
  Castle Amber – 54
  
  Gibbering Mouther
  Gibbering mouthers are horri.c enough creatures in their 
  usual forms, but when they are permitted to consume other 
  living things, they can gradually become larger and even 
  more terrifying. A great gibberer is the result of a huge 
  gibbering mouther that has consumed numerous magical 
  creatures.
  Spawning Ground. The largest of the mouthers can actually 
  create others of their kind, which ooze up from the aberrant 
  ground around them.
  66. Third Guardian
  Castle Amber – 55
  Large Gibbering Mouther
  Large aberration, neutral
  Armor Class 13 (natural armor)
  Hit Points 102 (12d10+36
  Speed 10 ft, swim 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  8 (-1)
  17 (+3)
  5 (-4)
  11 (+0)
  8 (-1)
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 10
  Languages – 
  Challenge 6 (2,300 xp)
  Aberrant Ground. The ground in a 15-foot radius around the 
  mouther is doughlike dif.cult terrain. Each creature that 
  starts its turn in that area must succeed on a DC 13 Strength 
  saving throw or have its speed reduced to 0 until the start of 
  its next turn.
  Gibbering. The mouther babbles incoherently while it can 
  see any creature and isn’t incapacitated. Each creature that 
  starts its turn within 30 feet of the mouther and can hear the 
  gibbering must succeed on a DC 11 Wisdom saving throw. 
  On a failure, the creature can’t take reactions until the start 
  of its next turn and rolls a d10 to determine what it does 
  during its turn. On a 1 to 4, the creature does nothing. On a 
  5 or 6, the creature takes no action or bonus action and uses 
  all its movement to move in a randomly determined 
  direction. On a 7 or 8, the creature makes a melee attack 
  against a randomly determined creature within its reach or 
  does nothing if it can’t make such an attack. On a 9 or 10, 
  the creature takes 14 (4d6) psychic damage.
  Actions
  Multiattack. The gibbering mouther makes one bite attack 
  and, if it can, uses its Blinding Spittle.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 20 (5d6 + 3) piercing damage plus 7 (2d6) 
  poison damage. If the target is Medium or smaller, it must 
  succeed on a DC 14 Strength saving throw or be knocked 
  prone. If the target is killed by this damage, it is absorbed 
  into the mouther.
  Blinding Spittle (Recharge 5–6). The mouther spits a 
  chemical glob at a point it can see within 15 feet of it. The 
  glob explodes in a blinding Cash of light on impact. Each 
  creature within 5 feet of the Cash must succeed on a DC 14 
  Dexterity saving throw or be Blinded until the end of the 
  mouther’s next turn. A blinded creature must succeed on a 
  DC 14 Constitution saving throw or be Poisoned for 1 
  minute.
  
  Castle Amber – 56
  Huge Gibbering Mouther
  Huge aberration, neutral
  Armor Class 15 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 10 ft, swim 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  19 (+4)
  5 (-4)
  13 (+1)
  8 (-1)
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 11
  Languages – 
  Challenge 8 (3,900 xp)
  Aberrant Ground. The ground in a 20-foot radius around the 
  mouther is doughlike dif.cult terrain. Each creature that 
  starts its turn in that area must succeed on a DC 14 Strength 
  saving throw or have its speed reduced to 0 until the start of 
  its next turn.
  Gibbering. The mouther babbles incoherently while it can 
  see any creature and isn’t incapacitated. Each creature that 
  starts its turn within 30 feet of the mouther and can hear the 
  gibbering must succeed on a DC 12 Wisdom saving throw. 
  On a failure, the creature can’t take reactions until the start 
  of its next turn and rolls a d10 to determine what it does 
  during its turn. On a 1 to 4, the creature does nothing. On a 
  5 or 6, the creature takes no action or bonus action and uses 
  all its movement to move in a randomly determined 
  direction. On a 7 or 8, the creature makes a melee attack 
  against a randomly determined creature within its reach or 
  does nothing if it can’t make such an attack. On a 9 or 10, 
  the creature takes 14 (4d6) psychic damage.
  Actions
  Multiattack. The gibbering mouther makes one bite attack 
  and, if it can, uses its Blinding Spittle.
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 31 (5d10 + 4) piercing damage plus 7 (2d6) 
  poison damage. If the target is Large or smaller, it must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone. If the target is killed by this damage, it is absorbed 
  into the mouther.
  Blinding Spittle (Recharge 5–6). The mouther spits a 
  chemical glob at a point it can see within 20 feet of it. The 
  glob explodes in a blinding Cash of light on impact. Each 
  creature within 5 feet of the Cash must succeed on a DC 14 
  Dexterity saving throw or be Blinded until the end of the 
  mouther’s next turn. A blinded creature must succeed on a 
  DC 15 Constitution saving throw or be Poisoned for 1 
  minute.
  Reactions
  Spawn (1/Day). If the mouther takes psychic damage, it can 
  use its reaction to spawn a medium gibbering mouther (see 
  p. 157 MM) in an adjacent space.
  
  Castle Amber – 57
  Great Gibberer
  Huge aberration, neutral
  Armor Class 15 (natural armor)
  Hit Points 126 (12d12 + 48)
  Speed 10 ft, swim 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  19 (+4)
  6 (-3)
  14 (+2)
  10 (+0)
  Damage Resistances bludgeoning, piercing, and slashing 
  attacks from nonmagical weapons
  Condition Immunities prone
  Senses darkvision 60 ft., passive Perception 12
  Languages – 
  Challenge 10 (5,900 xp)
  Aberrant Ground. The ground in a 20-foot radius around the 
  mouther is doughlike dif.cult terrain. Each creature that 
  starts its turn in that area must succeed on a DC 15 Strength 
  saving throw or be Restrained until the start of its next turn.
  Gibbering. The mouther babbles incoherently while it can 
  see any creature and isn’t incapacitated. Each creature that 
  starts its turn within 30 feet of the mouther and can hear the 
  gibbering must succeed on a DC 13 Wisdom saving throw. 
  On a failure, the creature can’t take reactions until the start 
  of its next turn and rolls a d10 to determine what it does 
  during its turn. On a 1 to 4, the creature does nothing. On a 
  5 or 6, the creature takes no action or bonus action and uses 
  all its movement to move in a randomly determined 
  direction. On a 7 or 8, the creature makes a melee attack 
  against a randomly determined creature within its reach or 
  does nothing if it can’t make such an attack. On a 9 or 10, 
  the creature takes 21 (6d6) psychic damage.
  Psychic Drain. If a creature takes psychic damage from the 
  mouther’s gibbering feature, the mouther heals an amount 
  equal to half the psychic damage taken.
  Actions
  Multiattack. The gibbering mouther makes two bite attacks. 
  If it can, it uses its Blinding Spittle instead of one bite attack.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  creature. Hit: 31 (5d10 + 4) piercing damage plus 7 (2d6) 
  poison damage. If the target is Large or smaller, it must 
  succeed on a DC 16 Strength saving throw or be knocked 
  prone. If the target is killed by this damage, it is absorbed 
  into the mouther.
  Blinding Spittle (Recharge 5–6). The mouther spits a 
  chemical glob at a point it can see within 30 feet of it. The 
  glob explodes in a blinding Cash of light on impact. Each 
  creature within 10 feet of the Cash must succeed on a DC 
  15 Dexterity saving throw or be Blinded until the end of the 
  mouther’s next turn. A blinded creature must succeed on a 
  DC 16 Constitution saving throw or be Poisoned for 1 
  minute.
  Reactions
  Spawn (1/Day). If the mouther takes psychic damage, it can 
  use its reaction to spawn a medium gibbering mouther (see 
  p. 157 MM) in an adjacent space.
  
  Golem
  Amber golems. One of the most beautiful of the golems, 
  amber golems are typically created in the forms of enormous 
  lions. 
  Bone golems. Often mistaken for undead, bone golems are 
  four-armed arcane creations made from a combination of 
  human and animal bones. They appear much like multi-
  armed skeletons and are easily mistaken for undead. Lesser 
  bone golems are human-sized and have four arms. Greater 
  bone golems are usually over 7 feet tall and have six arms.
  Mud golems. One of the least beautiful of the golems, mud 
  golems are thought to have originated as simpli.ed versions 
  of clay golems.
  Amber Golem
  Large construct, neutral
  Armor Class 16 (natural armor) 
  Hit Points 104 (11d10 +44)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  18 (+4)
  3 (-4)
  12 (+1)
  1 (-5)
  Damage Immunities poison, bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petri.ed, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages understands the languages of its creator but 
  cannot speak
  Challenge 7 (2,900xp)
  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.
  Actions
  Multiattack. The golem makes three melee attacks: one bite 
  and two claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 17 (3d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  57. The Gate of the Silver Keys
  Castle Amber – 58
  
  Bone Golem, Lesser
  Medium construct, neutral
  Armor Class 12 
  Hit Points 45 (7d8 +14)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  15 (+2)
  6 (-2)
  10 (+0)
  5 (-3)
  Damage Immunities necrotic; poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petri.ed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, but cannot speak
  Challenge 3 (700xp)
  Berserk. Whenever the golem starts its turn with 20 hit 
  points or fewer, roll a d6. On a 6, the golem goes berserk. 
  On each of its turns while berserk, the golem attacks the 
  nearest creature it can see. If no creature is near enough to 
  move to and attack, the golem attacks an object, with 
  preference for an object smaller than itself. Once the golem 
  goes berserk, it continues to do so until it is destroyed or 
  regains all its hit points. The golem’s creator, if within 60 
  feet of the berserk golem, can try to calm it by speaking 
  .rmly and persuasively. The golem must be able to hear its 
  creator, who must take an action to make a DC 15 
  Charisma (Persuasion) check. If the check succeeds, the 
  golem ceases being berserk. If it takes damage while still at 
  20 hit points or fewer, the golem might go berserk again.
  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.
  Actions
  Multiattack. The golem makes four melee attacks.
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  27. Consultation Room
  Castle Amber – 59
  
  Bone Golem, Greater
  Medium construct, neutral
  Armor Class 16 (iron banding) 
  Hit Points 93 (11d8 +44)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  6 (-2)
  10 (+0)
  5 (-3)
  Damage Immunities necrotic; poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petri.ed, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands Common, but cannot speak
  Challenge 5 (1,800xp)
  Berserk. Whenever the golem starts its turn with 40 hit 
  points or fewer, roll a d6. On a 6, the golem goes berserk. 
  On each of its turns while berserk, the golem attacks the 
  nearest creature it can see. If no creature is near enough to 
  move to and attack, the golem attacks an object, with 
  preference for an object smaller than itself. Once the golem 
  goes berserk, it continues to do so until it is destroyed or 
  regains all its hit points. The golem’s creator, if within 60 
  feet of the berserk golem, can try to calm it by speaking 
  .rmly and persuasively. The golem must be able to hear its 
  creator, who must take an action to make a DC 15 
  Charisma (Persuasion) check. If the check succeeds, the 
  golem ceases being berserk. If it takes damage while still at 
  40 hit points or fewer, the golem might go berserk again.
  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.
  Necrotic Absorption. Whenever the golem is subjected to 
  necrotic damage, it takes no damage and instead regains a 
  number of hit points equal to the necrotic damage dealt.
  Actions
  Multiattack. The golem makes six melee attacks.
  Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage.
  27. Consultation Room
  Mud Golem
  Large construct, unaligned
  Armor Class 14 (natural armor) 
  Hit Points 133 (14d10 + 56)
  Speed 20 ft, burrow (mud only) 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  9 (-1)
  18 (+4)
  3 (-4)
  8 (-1)
  1 (-5)
  Damage Immunities poison, psychic, bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petri.ed, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but 
  cannot speak
  Challenge 8 (3,900xp)
  Berserk: Whenever the golem starts its turn with 60 hit 
  points or fewer, roll a d6. On a 6, the golem goes berserk. 
  On each of its turns while berserk, the golem attacks the 
  nearest creature it can see. If no creature is near enough to 
  move to and attack, the golem attacks an object, with 
  preference for an object smaller than itself. Once the golem 
  goes berserk, it continues to do so until it is destroyed or 
  regains all its hit points.
  Freeze. If the golem takes cold damage, it partially freezes; 
  until the end of its next turn its speed is reduced by 10 feet 
  and its armor class increases by 2.
  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.
  Mud Slide. The golem can burrow through mud or walk 
  on top of mud without sinking. While doing so, the golem 
  doesn’t disturb the material it moves through. The golem 
  ignores the effects of dif.cult terrain due to mud.
  Actions
  Multiattack. The golem makes two slam attacks or one hug 
  attack.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage.
  Hug: Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 22 (5d6 +5) bludgeoning damage and the 
  target is grappled (escape DC 18). Until the grapple ends, 
  the target takes 33 (8d6 +5)  bludgeoning damage at the 
  beginning of each of its turns and the golem cannot use its 
  hug or slam attacks on another target.
  67. Earth
  Castle Amber – 60
  
  Greater Mud Golem
  Large construct, unaligned
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d10 + 75)
  Speed 30 ft, burrow (mud only) 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  10 (+0)
  20 (+5)
  3 (-4)
  8 (-1)
  1 (-5)
  Damage Immunities poison, psychic, bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petri.ed, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator but 
  cannot speak
  Challenge 10 (5,000xp)
  Berserk: Whenever the golem starts its turn with 70 hit 
  points or fewer, roll a d6. On a 6, the golem goes berserk. 
  On each of its turns while berserk, the golem attacks the 
  nearest creature it can see. If no creature is near enough to 
  move to and attack, the golem attacks an object, with 
  preference for an object smaller than itself. Once the golem 
  goes berserk, it continues to do so until it is destroyed or 
  regains all its hit points.
  Freeze. If the golem takes cold damage, it partially freezes; 
  until the end of its next turn its speed is reduced by 10 feet 
  and its armor class increases by 2.
  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.
  Mud Slide. The golem can burrow through mud or walk 
  on top of mud without sinking. While doing so, the golem 
  doesn’t disturb the material it moves through. The golem 
  ignores the effects of dif.cult terrain due to mud.
  Actions
  Multiattack. The golem makes two slam attacks or one hug 
  attack.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Haste (Recharge 5–6). Until the end of its next turn, the 
  golem magically gains a +2 bonus to its AC, has advantage 
  on Dexterity saving throws, and can use its slam attack as a 
  bonus action.
  Hug: Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  creature. Hit: 39 (6d10 +6) bludgeoning damage and the 
  target is grappled (escape DC 18). Until the grapple ends, 
  the target takes 50 (8d10 +6) bludgeoning damage at the 
  beginning of each of its turns and the golem cannot use its 
  hug or slam attacks on another target.
  Half Dragon Chimera
  This chimera has a blue, scaled body and a central head of a 
  blue dragon, Canked by the heads of a goat and a lion.
  Half Dragon Chimera
  Large monstrosity, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 30 ft., Cy 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  19 (+4)
  7 (-2)
  14 (+2)
  11 (+0)
  Skills Perception +8
  Damage Resistances lightning
  Senses blindsight 10 ft., darkvision 60 ft, passive 
  Perception 18
  Languages Draconic
  Challenge 7 (2,900 xp)
  Actions
  Multiattack. The chimera makes three attacks: one with its 
  bite, one with its horns, and one with its claws. When its 
  .re breath is available, it can use the breath in place of its 
  bite or horns. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (1d12 + 4) bludgeoning damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Lightning Breath (Recharge 5–6). The dragon exhales 
  lightning in a 60-foot line that is 5 feet wide. Each creature 
  in that line must make a DC 15 Dexterity saving throw, 
  taking 55 (10d10) lightning damage on a failed save, or half 
  as much damage on a successful one.
  62. First Guardian
  Castle Amber – 61
  
  Hydra
  Three-Headed Hydra
  Huge monstrosity, unaligned
  Armor Class 15 (natural armor)
  Hit Points 126 (11d12 + 55)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5)
  2 (-5)
  10 (+0)
  7 (-2)
  Skills Perception +6
  Senses darkvision 60 ft, passive Perception 16
  Languages – 
  Challenge 6 (2,300 xp)
  Hold Breath. The hydra can hold its breath for 1 hour.
  Multiple Heads. The hydra has three heads. While it has 
  more than one head, the hydra has advantage on saving 
  throws against being blinded, charmed, deafened, 
  frightened, stunned, and knocked unconscious. Whenever 
  the hydra takes 25 or more damage in a single turn, one of 
  its heads dies. If all its heads die, the hydra dies. At the 
  end of its turn, it grows two heads for each of its heads 
  that died since its last turn, unless it has taken .re damage 
  since its last turn. The hydra regains 10 hit points for each 
  head regrown in this way.
  Reactive Heads. For each head the hydra has beyond one, 
  it gets an extra reaction that can be used only for 
  opportunity attacks.
  Wakeful. While the hydra sleeps, at least one of its heads 
  is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has 
  heads.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage.
  69. Fourth Guardian
  Castle Amber – 62
  
  Vile Hydra
  Huge monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 172 (15d12 + 75)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5)
  2 (-5)
  10 (+0)
  7 (-2)
  Damage Immunities Acid
  Skills Perception +8
  Senses darkvision 60 ft, passive Perception 16
  Languages – 
  Challenge 10 (5,900 xp)
  Hold Breath. The hydra can hold its breath for 1 hour.
  Multiple Heads. The hydra has .ve heads. While it has 
  more than one head, the hydra has advantage on saving 
  throws against being blinded, charmed, deafened, 
  frightened, stunned, and knocked unconscious. Whenever 
  the hydra takes 25 or more damage in a single turn, one of 
  its heads dies. If all its heads die, the hydra dies. At the 
  end of its turn, it grows two heads for each of its heads 
  that died since its last turn, unless it has taken .re damage 
  since its last turn. The hydra regains 10 hit points for each 
  head regrown in this way.
  Reactive Heads. For each head the hydra has beyond one, 
  it gets an extra reaction that can be used only for 
  opportunity attacks.
  Vitriolic Reaction. If the hydra loses a head, its acid spit 
  recharges.
  Wakeful. While the hydra sleeps, at least one of its heads 
  is awake.
  Actions
  Multiattack. The hydra makes as many bite attacks as it has 
  heads. If it can use its acid spit, it can substitute it for one of 
  the bite attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) acid 
  damage.
  Acid Spit (Recharge 5–6). The hydra spits acid at a point it 
  can see within 40 feet of it. Each creature within 10 feet of 
  the point of impact must make a DC 16 Dexterity saving 
  throw, taking 21 (6d6) acid damage on a failed save, or half 
  as much damage on a successful one.
  69. Fourth Guardian
  Killer Bee Swarm
  Killer bees can reach three inches in length and can sting 
  repeatedly.
  Killer Bee Swarm
  Medium swarm of tiny beasts, unaligned
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 10 ft., climb 10 ft., Cy 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  14 (+2)
  10 (+0)
  1 (-5)
  8 (-1)
  1 (-5)
  Damage Resistances bludgeoning, piercing, slashing
  Condition Immunities charmed, frightened, grappled, 
  paralyzed, petri.ed, prone, restrained, stunned
  Senses blindsight 10 ft., passive Perception 9
  Languages – 
  Challenge 1 (200 xp)
  Swarm: The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through any 
  opening large enough for a Tiny insect. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Actions
  Stings. Melee Weapon Attack: +4 to hit, reach 0 ft., one tar-
  get in the swarm’s space. Hit: 15 (6d4) piercing damage 
  and 7 (2d6) poison damage, or 7 (3d4) piercing damage 
  and 3 (1d6) poison damage if the swarm has half of its hit 
  points or fewer.
  29. Reliquary Storage 
  Castle Amber – 63
  
  Killer Tree
  Killer trees can look like a variety of tree species, as they 
  gradually change to match their surroundings over days. In 
  an encounter, they are functionally immobile, but they can 
  slowly crawl across the forest Coor, covering about 10 feet 
  per hour.
  Killer Tree
  Huge plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 95 (10d12+30)
  Speed 0 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  17 (+3)
  4 (-3)
  13 (+1)
  7 (-2)
  Damage Vulnerabilities .re
  Damage Resistances bludgeoning, piercing
  Skills Perception +4 Stealth +2
  Senses passive Perception 14
  Languages –
  Challenge 5 (1,800 xp)
  False Appearance. While the tree remains motionless, it 
  is indistinguishable from a normal tree.
  Tentacle Branches. The tree can have up to four 
  tentacles at a time. Each tentacle can be attacked (AC 
  15; 18 hit points; immunity to poison and psychic 
  damage). Destroying a tentacle deals no damage to the 
  tree, which will eventually regrow it. A tentacle can also 
  be broken if a creature takes an action and succeeds on 
  a DC 20 Strength check against it.
  Actions
  Multiattack: The tree makes four attacks with its 
  tentacles, uses Reel, and makes one attack with its bite.
  Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 22 (4d8 + 4) piercing damage and the target 
  must make a DC 15 Constitution saving throw or be 
  Stunned for one round.
  Tendril: Melee Weapon Attack: +7 to hit, reach 20 ft., 
  one creature. Hit: The target is grappled (escape DC 
  15). Until the grapple ends, the target is restrained and 
  the tree can’t use the same tentacle on another target.
  Reel: The tree pulls each creature grappled by it up to 
  15 feet straight toward it.
  13. The Forest of Doom
  Living Statue
  Living statues are animated sculptures. They may take any 
  form, but are often humanoid.
  Castle Amber – 64
  
  Amber Living Statue
  Medium construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 52 (8d8 +16)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  15 (+2)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petri.ed, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages – 
  Challenge 2 (450 xp)
  Antimagic Susceptibility. The statue is incapacitated 
  while in the area of an antimagic .eld. If targeted by 
  dispel magic, the armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the statue remains motionless, 
  it is indistinguishable from a normal statue.
  Actions
  Touch of Chaos. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: Roll 1d6 to determine the effect:
  1 
  bless (as the spell)
  2 
  bane (as the spell)
  3 
  3esh to stone (as the spell)
  4 
  magical gift (see below)
  5 
  enhance ability 
  (as the spell, ability chosen randomly)
  6 
  contagion (as the spell)
  Spell save DC 12, durations are permanent unless 
  dispelled or otherwise magically reversed.
  The magical gift will be one of the following (roll 1d8):
  1
  Brooch of Shielding, DMG p. 156
  2
  Chime of Opening, DMG p. 158
  3 
  Driftglobe, DMG p. 166
  4
  Figurine of Wondrous Power – Amber Phoenix
  (See Appendix D: New Items)
  5 
  Medallion of Thoughts, DMG p. 181
  6 
  Periapt of Health, DMG p. 184
  7 
  Ring of Warmth, DMG p. 193
  8 
  Stone of Good Luck, DMG p.205
  Once a statue uses its Touch of Chaos, it returns to its 
  original placement and becomes inanimate.
  24. The Main Chapel
  Crystal Living Statue
  Medium construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 45 (7d8 +14)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  15 (+2)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petri.ed, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages – 
  Challenge 2 (450 xp)
  Antimagic Susceptibility. The statue is incapacitated 
  while in the area of an antimagic .eld. If targeted by 
  dispel magic, the armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  Flowing Movement. Crystal living statues are often 
  designed to perform speci.c dances. When dancing, 
  they use Dexterity for checks and have advantage on 
  Dexterity (Performance) checks.
  False Appearance. While the statue remains motionless, 
  it is indistinguishable from a normal statue.
  Shard Blast. As a reaction when the statue is .rst 
  reduced to less than one half of its maximum hit points, 
  it may spray shattered crystal shards in a 10 ft. radius. 
  Each creature in that area must make a DC 12 Dexterity 
  saving throw, taking 18 (4d8) piercing damage on a 
  failed save, or half as much damage on a successful one.
  Actions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) bludgeoning damage.
  Random Encounters – Castle Amber
  Castle Amber – 65
  
  Iron Living Statue
  Medium construct, unaligned
  Armor Class 16 (natural armor)
  Hit Points 68 (8d8 +32)
  Speed 20 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  19 (+4)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petri.ed, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages – 
  Challenge 3 (700xp)
  Antimagic Susceptibility. The statue is incapacitated 
  while in the area of an antimagic .eld. If targeted by 
  dispel magic, the armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the statue remains motionless, 
  it is indistinguishable from a normal statue.
  Absorb Metal. As a reaction when the statue struck with 
  a nonmagical metal weapon, it can absorb the weapon 
  and hold it fast. The statue takes normal damage from 
  the attack, but the attacker must make a DC 14 Strength 
  saving throw. On a failed save, the weapon is stuck 
  inside the statue and wrenched from the attacker’s grip. 
  The weapon cannot be removed unless the statue is 
  slain.
  Actions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) bludgeoning damage.
  Random Encounters – Castle Amber
  Rock Living Statue
  Medium construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 85 (10d8 +40)
  Speed 20 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  19 (+4)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petri.ed, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 6
  Languages – 
  Challenge 4 (1,100xp)
  Antimagic Susceptibility. The statue is incapacitated 
  while in the area of an antimagic .eld. If targeted by 
  dispel magic, the armor must succeed on a Constitution 
  saving throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  False Appearance. While the statue remains motionless, 
  it is indistinguishable from a normal statue.
  Actions
  Multiattack. The statue makes two melee attacks.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) bludgeoning damage.
  Lava Splash (Recharge 5-6). The statue sprays molten 
  rock from its .ngertips in a 15ft cone. Each creature in 
  that area must make a DC 14 Dexterity saving throw, 
  taking 36 (8d8) .re damage on a failed save, or half as 
  much damage on a successful one.
  Random Encounters – Castle Amber
  Castle Amber – 66
  
  Lupin
  Lupins are humanoids with human-like bodies and dog-like 
  heads. They are covered in fur and live in tribal groups. In 
  Eberron, they can be found in the Eldeen Reaches, but there 
  is some speculation that they are not native to Khorvaire. 
  Lupins will sometimes ride trained dire wolves.
  Lupin
  Medium humanoid (lupin), neutral good
  Armor Class 13 (studded leather armor)
  Hit Points 22 (4d8 +4)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  12 (+1)
  10 (+0)
  14 (+2)
  12 (+1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Lupin
  Challenge ½ (100xp)
  Keen Smell. The lupin has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The lupin has advantage on attack rolls 
  against a creature if at least one of the lupin’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Zealous Strike (1/Day). The lupin can deal an extra 7 
  (2d6) damage on an attack.
  Actions
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d6+1) 
  piercing damage, or 5 (1d8+1) piercing damage if used 
  with two hands to make a melee attack.
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft. , one target. Hit: 5 (1d8+1) slashing damage or 6 
  (1d10+1) slashing damage if used in two hands.
  Random Encounters – Castle Amber
  Lupin Lancer
  Medium humanoid (lupin), neutral good
  Armor Class 16 (scale armor and shield)
  Hit Points 45 (7d8 +14)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  14 (+2)
  10 (+0)
  14 (+2)
  12 (+1)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Lupin
  Challenge 2 (450xp)
  Keen Smell. The lupin has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The lupin has advantage on attack rolls 
  against a creature if at least one of the lupin’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Zealous Strike (Recharge 6). The lupin can deal an extra 
  7 (2d6) damage on an attack.
  Wolfrider. If the lupin is riding a dire wolf, the lupin can 
  use a bonus action to order the wolf to take an attack on 
  its turn.
  Charge. If the lupin is riding a dire wolf and moves at 
  least 20 feet straight towards a target and then hits with 
  its lance attack on the same turn, the target takes an 
  extra 4 (1d8) damage. If the target is a medium or 
  smaller creature, it must make a DC 12 Strength saving 
  throw or be knocked prone.
  Actions
  Lance. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 8 (1d12+2) piercing damage.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage.
  20. The Wild Hunt
  Castle Amber – 67
  
  Lupin Champion
  Medium humanoid (lupin), neutral good
  Armor Class 16 (scale armor)
  Hit Points 67 (9d8 +27)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  16 (+3)
  11 (+0)
  15 (+2)
  15 (+2)
  Skills Perception +4
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Lupin
  Challenge 3 (700xp)
  Keen Smell. The lupin has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Pack Tactics. The lupin has advantage on attack rolls 
  against a creature if at least one of the lupin’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated.
  Zealous Strike (Recharge 5-6). The lupin can deal an 
  extra 7 (2d6) damage on an attack.
  War Howl (1/Day). As a bonus action, the lupin lets 
  loose a howl. All enemies within 30 ft who can hear the 
  lupin and are not immune to the frightened condition 
  must make a DC 12 Wisdom saving throw or be at 
  disadvantage on all attack rolls until the end of the 
  lupin’s next turn.
  Actions
  Multiattack. The lupin makes two melee weapon 
  attacks.
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft. 
  , one target. Hit: 10 (2d6+3) slashing damage.
  Castle Amber – 68
  
  Magen
  Magen are variant Cesh golems that have been given basic 
  sentience. In Eberron, they were early prototypes of the 
  warforged, but proved far too expensive and slow to produce. 
  Despite their intelligence, magen are not truly alive like 
  warforged and, while they are capable of independently 
  interpreting directives, they do not have true free will.
  When a magen dies, its body bursts into Came and dissolves 
  into smoke. There are a variety of different sorts of magen: 
  deimos magen are the most basic sort, appearing almost like 
  normal humans. Caldron magen are .lled with acidic ichor 
  and can stretch their limbs up to twenty feet. Galvan magen 
  can store and release electricity. Hypnos magen were a 
  failed attempt to give magen free will by making them 
  psychically active. They do have psychic abilities, but they 
  typically lack the initiative to do so unless following orders.
  Caldron Magen
  Medium construct, neutral
  Armor Class 13 (natural armor)
  Hit Points 60 (8d8 +24)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  13 (+1)
  17 (+3)
  7 (-2)
  10 (+0)
  7 (-2)
  Damage Resistances poison, bludgeoning
  Damage immunities acid
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage and 7 (2d6) acid damage.
  Grappler. The magen has advantage on attack rolls 
  against any creature grappled by it.
  Long step. The magen can take a 20 ft. step as a bonus 
  action.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit: 9 (2d6 + 2) bludgeoning damage.
  Wrap: Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  creature. Hit: The target is grappled (escape DC 14). 
  Until the grapple ends, the target takes 7 (2d6) acid 
  damage at the beginning of each of its turns.
  Caldron Magen Dissolver
  Medium construct, neutral
  Armor Class 14 (natural armor)
  Hit Points 105 (10d8 +40)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  18 (+4)
  7 (-2)
  10 (+0)
  7 (-2)
  Damage Resistances poison, bludgeoning
  Damage immunities acid
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 4 (1,100xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage and 7 (2d6) acid damage.
  Grappler. The magen has advantage on attack rolls 
  against any creature grappled by it.
  Long step. The magen can take a 20 ft. step as a bonus 
  action.
  Spew acid (Recharge 5-6). The magen squirts acid in a 
  10 foot line that is 5 feet wide. Each creature in that line 
  must make a DC 14 Dexterity saving throw, taking 22 
  (5d8) acid damage on a failed save or half damage on a 
  successful save.
  Actions
  Multiattack. The magen makes two slam attacks or one 
  slam attack and one wrap attack..
  Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one 
  target. Hit:11 (2d6 + 4) bludgeoning damage.
  Wrap: Melee Weapon Attack: +7 to hit, reach 15 ft., one 
  creature. Hit: The target is grappled (escape DC 14). 
  Until the grapple ends, the target takes 7 (2d6) acid 
  damage at the beginning of each of its turns.
  Random Encounters – Castle Amber, 49. Magen Vats
  Castle Amber – 69
  
  Demos Magen
  Medium construct, neutral
  Armor Class 12 (natural armor)
  Hit Points 37 (5d8 +15)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  17 (+3)
  7 (-2)
  10 (+0)
  7 (-2)
  Damage Resistances poison, bludgeoning
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 1 (100xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage.
  Actions
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage.
  Random Encounters – Castle Amber, 49. Magen Vats
  Demos Magen Halberdier
  Medium construct, neutral
  Armor Class 18 (plate armor)
  Hit Points 37 (5d8 +15)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  10 (+0)
  17 (+3)
  7 (-2)
  10 (+0)
  7 (-2)
  Damage Resistances poison, bludgeoning
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 1 (100xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage.
  Actions
  Halberd. Melee Weapon Attack: +4 to hit, reach 10 ft., 
  one target. Hit: 7 (1d10 + 2) slashing damage.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage.
  2. The Grand Salon
  Demos Magen Pugilist
  Medium construct, neutral
  Armor Class 13 (natural armor)
  Hit Points 52 (7d8 +21)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  17 (+3)
  7 (-2)
  10 (+0)
  7 (-2)
  Damage Resistances poison, bludgeoning
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 2 (450xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage.
  Flurry. When the magen hits with a slam attack, it can 
  use its bonus action to make an extra slam attack.
  Light on its Feet. When the magen misses with a slam 
  attack, it can use its bonus action to take the Dodge 
  action.
  Actions
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) bludgeoning damage.
  2. The Grand Salon
  Castle Amber – 70
  
  Galvan Magen
  Medium construct, neutral
  Armor Class 16 (natural armor)
  Hit Points 65 (10d8 +20)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  15 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  Damage Resistances poison, bludgeoning
  Damage immunities lightning
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage and 7 (2d6) lightning damage.
  Static shock. A melee weapon does extra lightning dam-
  age when the magen attacks with it (included in the at-
  tack).
  Actions
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage and 10 
  (3d6) lightning damage.
  Zap (Recharge 5-6). The magen releases a bolt of 
  lightning in a 60 ft line. Each creature in that area must 
  make a DC 12 Dexterity saving throw, taking 22 (5d8) 
  lightning damage on a failed save, or half as much 
  damage on a successful one.
  Random Encounters – Castle Amber, 49. Magen Vats
  Galvan Magen Storm Battery
  Medium construct, neutral
  Armor Class 18 (natural armor)
  Hit Points 90 (12d8 +36)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  17 (+3)
  16 (+3)
  10 (+0)
  11 (+0)
  10 (+0)
  Damage Resistances poison, bludgeoning
  Damage immunities lightning
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 10
  Languages Common
  Challenge 5 (1,800xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 14 Dexterity saving throw or take 
  5 (2d4) .re damage and 10 (3d6) lightning damage.
  Static shock. A melee weapon does extra lightning dam-
  age when the magen attacks with it (included in the at-
  tack).
  Actions
  Multiattack. The magen makes two melee weapon 
  attacks.
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage and 14 
  (4d6) lightning damage.
  Zap (Recharge 5-6). The magen releases a bolt of 
  lightning in a 60 ft line. Each creature in that area must 
  make a DC 14 Dexterity saving throw, taking 36 (8d8) 
  lightning damage on a failed save, or half as much 
  damage on a successful one.
  Reactions
  Battery powered. If the magen is subjected to lightning 
  damage, it takes no damage and may immediately use 
  its Zap ability as a reaction.
  Random Encounters – Castle Amber, 49. Magen Vats
  Castle Amber – 71
  
  Hypnos Magen
  Medium construct, neutral
  Armor Class 15 (natural armor)
  Hit Points 78 (12d8 +24)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  14 (+2)
  14 (+2)
  13 (+1)
  16 (+3)
  Damage Resistances poison, bludgeoning
  Damage immunities psychic
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petri.ed
  Senses passive Perception 11
  Languages Common, telepathy 120 ft
  Challenge 5 (1,800xp)
  Explosive Dissolution. When the magen reaches 0 hit 
  points, it explodes and dies. Each creature within 5 feet 
  must succeed at a DC 13 Dexterity saving throw or take 
  5 (2d4) .re damage.
  Innate Spellcasting: The magen’s innate spellcasting 
  ability is Charisma (spell save DC 12). The magen can 
  innately cast the following spells, requiring no material 
  components:
  •
  3/day each: detect thoughts, hold person, 
  shield, suggestion
  •
  1/day each: confusion, hypnotic pattern
  Actions
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage
  Mind Spike (Recharge 4-6). One creature the magen 
  can see must succeed on a DC 13 Intelligence saving 
  throw or take 18 (4d8) psychic damage and be stunned 
  for 1 round. A creature that succeeds on the save takes 
  half damage and is not stunned.
  Dominate (3/Day). The magen targets one humanoid it 
  can see within 30 feet of it. The target must succeed on a 
  DC 13 Wisdom saving throw or be magically charmed 
  by the magen for one hour or until the magen stops 
  concentrating. The charmed target is under the magen’s 
  control and can’t take reactions, and the magen and the 
  target can communicate telepathically with each other 
  over any distance. Whenever the charmed target takes 
  damage, the target can repeat the saving throw. On a 
  success, the effect ends. 
  Random Encounters – Castle Amber, 49. Magen Vats
  Midas Squirrel
  Midas squirrels are creatures of Thelanis, and cannot live 
  outside of Thelanis or its manifest zones. Within these 
  environs, they have the ability to transform acorns to gold, 
  and they must then eat these golden acorns to survive.
  Midas Squirrel
  Tiny beast, unaligned
  Armor Class 13
  Hit Points 1 (1d4 - 1)
  Speed 40 ft Climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  2 (-4)
  16 (+3)
  9 (-1)
  2 (-4)
  12 (+1)
  6 (-2)
  Senses Perception 11
  Languages – 
  Challenge 0 (10 xp)
  Actions
  Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  19. King Midas’ Acorns
  Castle Amber – 72
  
  Salamander
  63. Fire
  Castle Amber – 73
  Salamander Noble
  Large elemental, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  17 (+3)
  15 (+2)
  14 (+2)
  15 (+2)
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage immunities .re
  Senses darkvision 60 ft., passive Perception 12
  Languages Ignan, Common
  Challenge 7 (2,900xp)
  Heated Body. A creature that touches the salamander or hits 
  it with a melee attack while within 5 feet of it takes 7 (2d6) 
  .re damage.
  Heated Weapons. Any metal melee weapon the salamander 
  wields deals an extra 3 (1d6) .re damage on a hit (included 
  in the attack).
  Innate Spellcasting: The salamander’s innate spellcasting 
  ability is Charisma (spell save DC 13). The salamander can 
  innately cast the following spells, requiring no material 
  components:
  •
  3/day each: burning hands, 3aming sphere
  •
  1/day each: conjure elemental (fire elemental only), 
  1reball, wall of 1re
  Actions
  Multiattack. The salamander makes three attacks: two with 
  its glaive and one with its tail.
  Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) piercing damage, plus 3 (1d6) .re 
  damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage plus 7 (2d6) 
  .re damage, and the target is grappled (escape DC 16). Until 
  this grapple ends, the target is restrained, the salamander 
  can automatically hit the target with its tail, and the 
  salamander can’t make tail attacks against other targets.
  
  Sea Terror
  A sea terror is an aquatic monstrosity that resembles a large 
  shark with powerful tentacles arrayed around its maw.
  Sea Terror
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 115 (11d10 + 55)
  Speed 0 ft, swim 60 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  20 (+5)
  5 (-3)
  12 (+1)
  8 (-1)
  Skills Perception +4 Stealth +4
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 14
  Languages Understands Sahuagin but cannot speak
  Challenge 7 (2,900xp)
  Blood Frenzy. The sea terror has advantage on melee 
  attack rolls against any creature that doesn’t have all its 
  hit points.
  Savage Rending. Any hit the sea terror scores with its 
  bite attack against a creature it has restrained is a critical 
  hit.
  Water Breathing. The sea terror can breathe only 
  underwater.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 22 (5d6 + 5) piercing damage. 
  Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., 
  one target. Hit: 10 (2d6 + 5) bludgeoning damage. If the 
  target is a creature, it is grappled (escape DC 16). Until 
  this grapple ends, the target is restrained, and the sea 
  terror can’t use its tentacles on another target.
  68. Water
  Giant Sea Terror
  Huge monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 150 (12d12 + 72)
  Speed 0 ft, swim 60 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  12 (+1)
  22 (+6)
  5 (-3)
  12 (+1)
  8 (-1)
  Skills Perception +5 Stealth +5
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 15
  Languages Understands Sahuagin but cannot speak
  Challenge 10 (5,900xp)
  Blood Frenzy. The sea terror has advantage on melee 
  attack rolls against any creature that doesn’t have all its 
  hit points.
  Deadly Maw. If the sea terror hits a target with its 
  tentacle attack, it can spend a bonus action to make a 
  bite attack against that target.
  Savage Rending. Any hit the sea terror scores with its 
  bite attack against a creature it has restrained is a critical 
  hit.
  Water Breathing. The sea terror can breathe only 
  underwater.
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 34 (5d10 + 7) piercing damage. 
  Tentacles. Melee Weapon Attack: +11 to hit, reach 15 
  ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. 
  If the target is a creature, it is grappled (escape DC 18). 
  Until this grapple ends, the target is restrained, and the 
  sea terror can’t use its tentacles on another target.
  68. Water
  Castle Amber – 74
  
  Slime Worm
  Slime worms are enormous worm-like creatures that 
  specialize in ambushing their prey. The amphisbaena slime 
  worm is a bizarre version with a head at either end.
  Slime Worm
  Huge monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 126 (11d12+55)
  Speed 20 ft, burrow 10 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  20 (+5)
  1 (-5)
  8 (-1)
  4 (-3)
  Skills Stealth +3
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 19
  Languages –
  Challenge 8 (3,900xp)
  Camou=age. The slime worm is covered with a sticky 
  slime that allows it to bind loose objects to its back. If it 
  is resting in an area where it is surrounded by similar 
  material, it has advantage on Dexterity (Stealth) checks.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 15 (3d6 + 5) piercing damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 
  15 Dexterity saving throw or be swallowed by the 
  worm. A swallowed creature is blinded and restrained, it 
  has total cover against attacks and other effects outside 
  the worm, and it takes 17 (5d6) acid damage at the start 
  of each of the worm’s turns.
  If the worm takes 20 damage or more on a single turn 
  from a creature inside it, the worm must succeed on a 
  DC 21 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone 
  in a space within 10 feet of the worm. If the worm dies, 
  a swallowed creature is no longer restrained by it and 
  can escape from the corpse by using 20 feet of 
  movement, exiting prone.
  51. Lair of the Great Worm
  Slime Worm, Amphisbaena
  Huge monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 179 (16d12+75)
  Speed 20 ft, burrow 10 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  20 (+5)
  1 (-5)
  9 (-1)
  4 (-3)
  Skills Stealth +3
  Senses blindsight 30 ft., tremorsense 60 ft., passive 
  Perception 19
  Languages –
  Challenge 11 (3,900xp)
  Camou=age. The slime worm is covered with a sticky 
  slime that allows it to bind loose objects to its back. If it 
  is resting in an area where it is surrounded by similar 
  material, it has advantage on Dexterity (Stealth) checks.
  Actions
  Multiattack. The worm makes two bite attacks. 
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 15 (3d6 + 5) piercing damage. If the target is 
  a Medium or smaller creature, it must succeed on a DC 
  15 Dexterity saving throw or be swallowed by the 
  worm. A swallowed creature is blinded and restrained, it 
  has total cover against attacks and other effects outside 
  the worm, and it takes 17 (5d6) acid damage at the start 
  of each of the worm’s turns.
  If the worm takes 25 damage or more on a single turn 
  from a creature inside it, the worm must succeed on a 
  DC 21 Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall prone 
  in a space within 10 feet of the worm. If the worm dies, 
  a swallowed creature is no longer restrained by it and 
  can escape from the corpse by using 20 feet of 
  movement, exiting prone.
  51. Lair of the Great Worm
  Castle Amber – 75
  
  Tabaxi
  Tabaxi are feline humanoids. Rules for tabaxi PCs can be 
  found in Volo’s Guide to Monsters.
  Tabaxi Devotee
  Medium humanoid (tabaxi), chaotic neutral
  Armor Class 14 (leather armor)
  Hit Points 22 (5d8)
  Speed 30 ft Climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  11 (+0)
  11 (+0)
  12 (+1)
  15 (+2)
  Skills Acrobatics +5 Perception +3 Performance +4 
  Stealth +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Sylvan
  Challenge 1 (100xp)
  Reckless. At the start of its turn, the tabaxi can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Burst of speed (1/day). The tabaxi may Dash as a 
  bonus action. 
  Sneak Attack: Once per turn, the tabaxi deals an extra 
  7 (2d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the tabaxi that 
  isn’t incapacitated and the tabaxi doesn’t have 
  disadvantage on the attack roll.
  Actions
  Multiattack. The tabaxi makes three iron claw attacks.
  Iron claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Random Encounters – Castle Amber, 3. Study, 9. Bedroom (Richard’s 
  Den), 20. The Wild Hunt
  Tabaxi Flame Zealot
  Medium humanoid (tabaxi), chaotic neutral
  Armor Class 16 (leather armor +1)
  Hit Points 65 (10d8 +20)
  Speed 30 ft Climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  14 (+2)
  11 (+0)
  13 (+1)
  17 (+3)
  Skills Acrobatics +6 Perception +4 Performance +5 
  Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Sylvan
  Challenge 4 (1,100xp)
  Mobility. The tabaxi gains +4 AC against opportunity 
  attacks.
  Reckless. At the start of its turn, the tabaxi can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Burst of speed (1/day). The tabaxi may Dash as a bonus 
  action. 
  Sneak Attack: Once per turn, the tabaxi deals an extra 
  14 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when 
  the target is within 5 feet of an ally of the tabaxi that 
  isn’t incapacitated and the tabaxi doesn’t have 
  disadvantage on the attack roll. 
  Actions
  Multiattack. The tabaxi makes three iron claw attacks.
  Iron claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Reactions
  Burning Claw. When the tabaxi takes damage from a 
  melee attack, she may immediately make an iron claw 
  attack against her attacker. If it hits, this attack does an 
  additional 9 (2d8) .re damage.
  Random Encounters – Castle Amber, 3. Study, 9. Bedroom (Richard’s 
  Den)
  Castle Amber – 76
  
  Tabaxi Dreamseeker
  Medium humanoid (tabaxi), chaotic neutral
  Armor Class 17 (mage armor)
  Hit Points 90 (12d8 +36)
  Speed 30 ft Climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  13 (+1)
  14 (+2)
  19 (+4)
  Skills Acrobatics +6 Arcana +3 Perception +3 
  Performance +6 Stealth +6
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Sylvan
  Challenge 5 (1,800xp)
  Mobility. The tabaxi gains +4 AC against opportunity 
  attacks.
  Burst of speed (1/day). The tabaxi may Dash as a 
  bonus action.
  Spellcasting.  The tabaxi is a 9th-level spellcaster. Her 
  spellcasting ability is Charisma (Spell save DC 16, +7 
  to hit with spell attacks). She knows the following 
  sorcerer spells:
  Cantrips (at will): dancing lights, green 3ame 
  blade, mage hand, minor illusion, ray of frost
  1st-level (4 slots): disguise self, mage armor, magic 
  missile
  2nd-level (3 slots): mirror image, misty step, 
  phantasmal force
  3rd-level (3 slots): blink, lightning bolt
  4th-level (3 slots): sickening radiance
  5th-level (1 slot): cone of cold
  Actions
  Multiattack. The tabaxi makes two iron claw attacks.
  Iron claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage.
  Reactions
  Defensive casting. When the tabaxi is hit by a weapon 
  attack, she may cast a cantrip with the attacker as the 
  target.
  Luck Manipulation (2/Day). The tabaxi may use her 
  reaction to give advantage or disadvantage to an attack 
  roll, ability check, or saving throw of anyone she can 
  see.
  Random Encounters – Castle Amber
  Castle Amber – 77
  
  Thoul
  Thouls are hobgoblins who have been magically enhanced 
  with traits of ghouls and trolls. Visually, they are usually 
  indistinguishable from hobgoblins. 
  Thoul
  Medium humanoid (goblinoid), neutral evil
  Armor Class 13 (hide armor)
  Hit Points 26 (5d8 +8)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  15 (+2)
  9 (-1)
  10 (+0)
  7 (-2)
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 2 (450xp)
  Keen Smell. The thoul has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The thoul regains 5 hit points at the start 
  of its turn. If the thoul takes acid or .re damage, this trait 
  doesn’t function at the start of the thoul’s next turn. The 
  thoul dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Actions
  Multiattack. The thoul makes two attacks: one with its 
  claws and one with its longsword or two with its claws.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a DC 
  10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft. , one target. Hit: 6 (1d8+2) slashing damage or 7 
  (1d10+2) slashing damage if used in two hands.
  Random Encounters – Castle Amber
  Troar
  Troars are the product of magical experimentation that 
  involves giant boars devouring live trolls. The resulting 
  creature is a warped giant boar with regenerative properties.
  Troar
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 105 (10d10+50)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5)
  2 (-4)
  12 (+1)
  4 (-3)
  Skills Perception +3
  Senses darkvision 60 ft., passive Perception 11
  Languages –
  Challenge 6 (1,100xp)
  Keen Smell. The troar has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troar regains 10 hit points at the start 
  of its turn. If the troar takes acid or .re damage, this 
  trait doesn’t function at the start of the troar’s next turn. 
  The troar dies only if it starts its turn with 0 hit points 
  and doesn’t regenerate.
  Charge. If the troar moves at least 20 feet straight 
  toward a target and then hits it with a tusk attack on the 
  same turn, the target takes an extra 7 (2d6) slashing 
  damage. If the target is a creature, it must succeed on a 
  DC 18 Strength saving throw or be knocked prone.
  Reckless: At the start of its turn, the troar can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Actions
  Multiattack. The troar makes two tusk attacks.
  Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage.
  Random Encounters –        Indoor Forest
  Castle Amber – 78
  
  Vampire Rose
  Vampire roses are predatory bushes that feed off the blood of 
  other creatures. 
  Vampire Rose Bush
  Medium plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 38 (7d8+7)
  Speed 10 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  13 (+1)
  3 (-4)
  10 (+0)
  8 (-1)
  Damage Vulnerabilities .re
  Damage Resistances piercing
  Skills Stealth +2
  Senses passive Perception 10
  Languages –
  Challenge 3 (700 xp)
  False Appearance. While the vampire rose remains 
  motionless, it is indistinguishable from a normal rose 
  bush.
  Hypnotic Injection. The vampire rose may use a bonus 
  action to inject a grappled creature with a hypnotic 
  anesthetic. The target must make a DC 13 Wisdom 
  saving throw or be Incapacitated. An incapacitated 
  character may make a new saving throw after taking 
  damage. If it succeeds, it is no longer incapacitated, but 
  is still grappled.
  Blood Drain. If the vampire rose begins its turn with a 
  creature grappled, it deal 9 (2d8) points of damage.
  Actions
  Thorn Whip. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one creature. Hit: The target take 5 (1d8 + 1) piercing 
  damage and is grappled (escape DC 13). 
  22. Flowers of Evil
  White Ape
  White apes are large, nocturnal gorilla-like primates that live 
  in caves.
  White Ape
  Medium beast, unaligned
  Armor Class 12 
  Hit Points 37 (5d8+15)
  Speed 30 ft, climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  17 (+3)
  6 (-2)
  12 (+1)
  6 (-2)
  Skills Athletics +6 Perception +3 Stealth +2
  Senses darkvision 120 ft., passive Perception 13
  Languages –
  Challenge 1 (200 xp)
  Brute: A melee weapon deals one extra die of its 
  damage when the ape hits with it (included in the 
  attack).
  Actions
  Multiattack. The ape makes two .st attacks.
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: The target take 11 (2d6 + 4) bludgeoning 
  damage.
  Rock. Ranged Weapon Attack: +6 to hit, range 25/50 ft., 
  one creature. Hit: The target take 7 (1d6 + 4) 
  bludgeoning damage.
  35. Ballroom
  Castle Amber – 79
  
  Wyvern
  Most wyverns are the lesser kin of dragons, but a few 
  wyverns can begin to rival their more famous cousins.
  Greater Wyvern
  Huge dragon, unaligned
  Armor Class 15 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 30 ft., Cy 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  19 (+4)
  7 (-2)
  13 (+1)
   7 (-2)
  Skills Perception +4
  Senses darkvision 60 ft, passive Perception 14
  Languages understands Draconic
  Challenge 8 (3,900 xp)
  Actions
  Multiattack. The wyvern makes two attacks: one with its 
  bite and one with its stinger. While Cying, it can use its 
  claws in place of one other attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) piercing damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 20 (4d6 + 6) slashing damage.
  Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. 20 (4d6 + 6) piercing damage. The target 
  must make a DC 17 Constitution saving throw, taking 33 
  (6d10) poison damage on a failed save, or half as much 
  damage on a successful one.
  64. Air
  Half Dragon Greater Wyvern
  Huge dragon, unaligned
  Armor Class 16 (natural armor)
  Hit Points 157 (15d12 + 60)
  Speed 30 ft., Cy 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  12 (+1)
  19 (+4)
  11 (+0)
  13 (+1)  12 (+1)
  Damage Resistances Poison
  Saving Throws Dex +5 Con +8 Wis +5
  Skills Perception +4
  Senses blindsight 10 ft., darkvision 60 ft, passive 
  Perception 14
  Languages Draconic
  Challenge 10 (3,900 xp)
  Actions
  Multiattack. The wyvern makes two attacks: one with its 
  bite and one with its stinger. While Cying, it can use its 
  claws in place of one other attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one 
  target. Hit: 19 (3d8 + 6) piercing damage.
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 20 (4d6 + 6) slashing damage.
  Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. 20 (4d6 + 6) piercing damage. The target 
  must make a DC 17 Constitution saving throw, taking 
  33 (6d10) poison damage on a failed save, or half as 
  much damage on a successful one.
  Poison Breath (Recharge 5–6). The wyvern exhales 
  poisonous gas in a 30-foot cone. Each creature in that 
  area must make a DC 16 Constitution saving throw, 
  taking 49 (14d6) poison damage on a failed save, or half 
  as much damage on a successful one.
  64. Air
  Castle Amber – 80
  
  Appendix B: Non-Player 
  Characters 
  Ambrose
  61. The Potion of Time Travel
  Ambrose is a young priest who was sent to Ximes by the 
  Archbishop of Averoigne to investigate Azedarc, who was 
  suspected of sorcery.
  Ambrose
  Medium humanoid (human), lawful good
  Armor Class 11
  Hit Points 32 (5d8 + 10)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  13 (+1)
  15 (+2)
  14 (+2)
  16 (+3)
  16 (+3)
  Skills Investigation +4, Religion +4
  Senses passive Perception 13
  Languages Common
  Challenge 1/4 (50 xp)
  Actions
  Staff. Melee Weapon Attack: +3 to hit, reach 5 ft. one 
  target. Hit: 4 (1d6 +1) bludgeoning damage or 5 (1d8 
  +1) bludgeoning damage if used with two hands.
  Andrew David Amber
  20. The Wild Hunt
  As a child, Andrew David was kidnapped by caprae, and 
  was raised among them until he was rescued by his brother, 
  Richard. He considers himself as much beast and fey as he 
  does human, and he rarely leaves the indoor forest. He is 
  married to Isidora Amber.
  Andrew Davis makes effective use of his ranger spells, both 
  in combat and out. He is likely to spy upon the PCs with 
  beast sense. When the Hunt rides, he uses pass without 
  trace. In combat, he will use both hunters mark and 
  ensnaring strike.
  The indoor forest is his creation. After his rescue, he never 
  felt at home until he began turning the family gardens into 
  his own reCection of Thelanis. When he married Isidora, she 
  began to aid him in his transformations. He is extremely 
  protective of the forest and its inhabitants. He is aware of 
  Kavitha and her true nature and is wary of her.
  Andrew David Amber
  Medium humanoid (human?), chaotic evil
  Armor Class 16 (breastplate)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (+0)
  14 (+2)
  13 (+1)
  13 (+1)
  12 (+1)
  Saving Throws Strength +6 Dexterity +3
  Skills Animal Handling +4 Athletics +6 Nature +4 
  Perception +4 Survival +4 (Stealth +10 with pass 
  without trace)
  Senses passive Perception 14
  Languages Common, Sylvan
  Challenge 5 (1,800xp)
  Natural Explorer. When tracking other creatures in the 
  indoor forest, Andrew David learns their exact number, 
  their sizes, and how long ago they passed through the 
  area. In the indoor forest, any group Andrew David 
  travels with ignores dif.cult terrain.
  Spellcasting.  Andrew David is a 9th-level spellcaster. 
  His spellcasting ability is Wisdom (Spell save DC 12, 
  +4 to hit with spell attacks). He knows the following 
  Ranger spells:
  1st-level (4 slots): animal friendship, hunter’s mark 
  ensnaring strike
  2nd-level (3 slots): beast sense, pass without trace
  3nd level (2 slots): conjure animals
  Actions
  Multiattack. Andrew David makes two melee weapon 
  attacks.
  Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 9 (1d12 + 3) piercing damage.
  Flail +1. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage.
  Headbutt. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) bludgeoning damage.
  Andrew David carries a 3ail +1 and a potion of greater 
  healing, and he wears a ring of plant control (see Appendix D:
  New Items). His breastplate has a beautifully enameled 
  pattern of leaves on it, and is worth 750 gp.
  Castle Amber – 81
  
  Azedarc
  61. The Potion of Time Travel
  Azedarc is a corrupt wizard who has in.ltrated the church of 
  Averoigne and become the bishop of Ximes. He has mastered 
  the secrets of time travel and once lived 700 years in the past. 
  His closest companion and trusted aide is Jehan Mauvaissoir.
  Azedarc
  Medium humanoid (human), lawful evil
  Armor Class 14 (mage armor)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  14 (+2)
  20 (+5)
  16 (+3)
  17 (+3)
  Damage Resistances damage from spells
  Skills Arcana +9, Deception +7, Religion +9
  Senses passive Perception 13
  Languages Common, Infernal, Primordial
  Challenge 9 (5,000 xp)
  Arcane Recovery (1/Day).  When Azedarc .nishes a 
  short rest, he recovers up to 7 levels of spell slots, 
  though none of these may be 6th-level or higher.
  Arcane Ward. When Azedarc casts an abjuration spell 
  of 1st-level or higher, he creates a magical ward that 
  lasts until he .nishes a long rest. The ward has 33 hit 
  points. Whenever he takes damage, the ward takes the 
  damage instead. If this damage reduces the ward to 0 
  hit points, he takes any remaining damage.
  While the ward has 0 hit points, it can't absorb 
  damage. but whenever he casts an abjuration spell, the 
  ward regains a number of hit points equal to twice the 
  level of the spell.
  Spell Resistance. Azedarc has advantage on saving 
  throws against spells.
  Spellcasting.  Azedarc is a 14th-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 17, +9 
  to hit with spell attacks). He has prepared the following 
  wizard spells:
  Cantrips (at will): chill touch, dancing lights, mage 
  hand, minor illusion, prestidigitation
  1st-level (4 slots): cause fear, mage armor, magic 
  missile, shield, sleep
  2nd-level (3 slots): arcane lock, detect thoughts, 
  suggestion
  3rd-level (3 slots): clairvoyance, lightning bolt, 
  nondetection
  4th-level (3 slots): gibberish (see Appendix C: 
  Character Options), dimension door, phantasmal 
  killer, stoneskin
  5th-level (2 slots): enervation, scrying
  6th-level (1 slot): mass suggestion
  7th-level (1 slot): symbol
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage.
  Castle Amber – 82
  
  Catherine Amber
  34. Throne Room
  If Catherine possesses a PC, many of her capabilities will 
  depend upon the body she inhabits. She will bring some 
  signi.cant capabilities with her, however, including her 
  spellcasting.
  Castle Amber – 83
  Catherine Amber
  Medium humanoid (human), chaotic evil
  Armor Class as PC
  Hit Points as PC
  Speed as PC
  STR
  DEX
  CON
  INT
  WIS
  CHA
  –
  –
  –
  17 (+3)
  9 (-1)
  16 (+3)
  Damage Resistances psychic
  Skills Deception +7, Intimidation +7
  Senses passive Perception 9
  Languages Common, Draconic
  Challenge 9 (3,900xp)
  Arcane Recovery (1/Day).  When Catherine .nishes a 
  short rest, he recovers up to 6 levels of spell slots, though 
  none of these may be 6th-level or higher.
  Portent. When Catherine .nishes a long rest, roll two d20 
  and record the numbers rolled. She can replace any attack 
  roll, saving throw, or ability check made by her or a 
  creature that she can see with one of these foretelling 
  rolls. She must choose to do so before the roll, and she 
  can replace a roll in this way only once per turn.
  Each foretelling roll can be used only once. When she 
  .nishes a long rest, she loses any unused foretelling rolls.
  Expert Divination. When Catherine casts a divination 
  spell of 2nd-level or higher using a spell slot, she regain 
  one expended spell slot. The slot she regains must be of a 
  level lower than the spell cast and can't be higher than 
  5th-level.
  The Third Eye. Catherine can use an action to choose one 
  of the following, which lasts until she is incapacitated or 
  takes a short or long rest. She can't use the feature again 
  until she .nishes a rest.
  •
  Darkvision: She gains darkvision out to a range of 
  60 feet.
  •
  Ethereal Sight: She can see into the Ethereal 
  Plane within 60 feet.
  •
  Greater Comprehension: She can read any 
  language.
  •
  See Invisibility: She can see invisible creatures 
  and objects within 10 feet that are within line of 
  sight.
  Spellcasting.  Catherine is a 13th-level spellcaster. Her 
  spellcasting ability is Intelligence (Spell save DC 15, +7 to 
  hit with spell attacks). She has prepared the following 
  wizard spells:
  Cantrips (at will): 1re bolt, mage hand, minor illusion, 
  prestidigitation, shocking grasp
  1st-level (4 slots): charm person, magic missile, shield, 
  unseen servant
  2nd-level (3 slots): detect thoughts, mirror image
  3rd-level (3 slots): clairvoyance, counterspell, 
  lightning bolt
  4th-level (3 slots): arcane eye, greater invisibility
  5th-level (2 slots): dominate person, cone of cold
  6th-level (1 slot): chain lightning, magic jar
  7th-level (1 slot): prismatic spray
  Actions
  As the possessed PC
  Reactions
  Defensive casting. When the Catherine is hit by a weapon 
  attack, she may cast a cantrip with the attacker as the 
  target.
  
  Charles Amber
  30. Chapel Library
  Charles has always lived in the shadow of his sister. He 
  dedicated his life to study and became an acolyte under 
  Simon. The works he read opened new doors, however, and 
  he made a pact with the darkness to gain arcane power.
  Charles Amber
  Medium humanoid (human), chaotic neutral
  Armor Class 14 (mage armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  12 (+1)
  12 (+1)
  16 (+3)
  10 (+0)
  14 (+2)
  Damage Resistances necrotic
  Saving Throws Wisdom +3 Charisma +5
  Skills Arcana +6, History +6, Religion +6
  Senses normal vision in magical/nonmagical darkness 
  120 ft., passive Perception 10
  Languages Common, Abyssal, Elvish, telepathy 30 ft.
  Challenge 6 (3,900xp)
  Ritual Casting. Charles has a book of shadows with the 
  following spells, which he can cast as rituals: 
  comprehend languages, detect magic, purify food and 
  drink, unseen servant, gentle repose, silence. If Charles 
  dies, the book turns to ash.
  One of the Dead: Undead must make a DC 13 Wisdom 
  saving throw in order to attack Charles. He can 
  inCuence undead with Charisma (Persuasion) and 
  Charisma (Intimidate) checks and has advantage on 
  these checks when dealing with undead.
  Strength from the Living: When a creature within 20 
  feet of Charles takes necrotic damage, he gains 
  temporary hit points equal to half the damage taken.
  Spellcasting.  Charles is a 9th-level spellcaster. his 
  spellcasting ability is Charisma (Spell save DC 13, +5 
  to hit with spell attacks). He knows the following 
  sorcerer spells:
  At will: chill touch, eldritch blast, friends, mage 
  hand, message, prestidigitation, thaumaturgy, 
  mage armor, speak with dead, confusion
  1st – 5th-level (2 slots): animate dead, counterspell, 
  darkness, dimension door, dispel magic, 
  enervation, hex, hold monster, remove curse, 
  vampiric touch
  Actions
  Bone Dagger +1. Melee or Ranged Weapon Attack: +5 
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 
  (1d6+2) necrotic damage. See, Bone Dagger in 
  Appendix D: New Items for details.
  Charles wears a ring of spell storing into which Simon (with 
  +5 Wisdom bonus) has cast cure wounds and dispel magic.
  Castle Amber – 84
  
  Claude Amber 
  36. Library
  Claude is not violent, but he will defend himself and his 
  friends. He is very close to the lupin, who have accepted 
  him as one of their own. He considers them a second family. 
  Thermistius is a friend and ally.
  Claude Amber
  Medium humanoid (human?), lawful good
  Armor Class 19 (plate)
  Hit Points 135 (18d8 + 54)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  16 (+3)
  13 (+1)
  17 (+3)
  18 (+4)
  Damage Resistances .re
  Condition Immunities frightened
  Saving Throws Wisdom +7 Charisma +8
  Skills History +5 Insight +7 Persuasion +8 Religion +7
  Senses passive Perception 14
  Languages Common, Dwar.sh, Giant
  Challenge 7 (2,900xp)
  Lay on Hands. As an action, Claude can heal wounds, 
  cure diseases, or neutralize poisons by touch. Each day, 
  he can cure up to 50 points of damage. Curing a 
  disease or neutralizing a poison is equivalent to healing 
  5 points of damage.
  Divine Aura. Claude and his allies within 10 ft gain a 
  +4 bonus to saving throws while he is conscious and 
  are immune to being frightened.
  Divine Smite. When Claude hits a creature with a melee 
  weapon attack, he can expend one spell slot to deal 
  radiant damage to the target, in addition to the weapon's 
  damage. The extra damage is 2d8 for a 1st-level spell 
  slot, plus 1d8 for each spell-level higher than 1st, to a 
  maximum of 5d8. The damage increases by 1d8 if the 
  target is an undead or a .end, to a maximum of 6d8
  Spellcasting.  Claude is a 10th-level spellcaster. His 
  spellcasting ability is Charisma (Spell save DC 16, +8 
  to hit with spell attacks). He knows the following 
  Paladin spells:
  1st-level (4 slots): bless, cure wounds, protection 
  from evil and good, purify food and drink, 
  sanctuary, sleep
  2nd-level (3 slots): branding smite, calm emotions, 
  hold person, locate object, zone of truth
  3rd-level (2 slots): counterspell, create food and 
  water, hypnotic pattern, remove curse
  Actions
  Multiattack. Claude makes three melee weapon attacks.
  Silverblade Halberd +1. Melee Weapon Attack: +8 to 
  hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing 
  damage.
  Reactions
  Rebuke the Violent (Recharges on a short rest). 
  Immediately after an attacker within 30 feet  deals 
  damage with an attack against a creature other than 
  him, Claude can use his reaction to force the attacker to 
  make a Wisdom saving throw. On a failed save, the 
  attacker takes radiant damage equal to the damage it 
  just dealt. On a successful save, it takes half as much 
  damage.
  Guardian Aura. When a creature within 10 ft takes 
  damage, Claude can use his reaction to choose to take 
  that damage instead.
  Claude’s halberd is made of magically strengthened silver and 
  it glows in the presence of lycanthropes. See Silverblade 
  Halberd in Appendix D: New Items. He has a feather token 
  (bird) tucked into his belt (though he won’t use it inside), and 
  he wears a ring of 1re resistance.
  Castle Amber – 85
  
  Gaspard du Nord 
  59. The Viper-Circled Mirror
  Gaspard du Nord was a student of Nathaire. While he was 
  fascinated by magic, he was uncomfortable with the darker 
  aspects of it and gave up his studies. He will support the PCs 
  with his spells and local inCuence if they are willing to .ght 
  the colossus.
  Gaspard du Nord
  Medium humanoid (human), neutral good
  Armor Class 14 (mage armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  16 (+3)
  16 (+3)
  12 (+1)
  13 (+1)
  Skills Arcana +5, Investigation +5, Perception +3
  Senses passive Perception 13
  Languages Common, Infernal
  Challenge 3 (700 xp)
  Spellcasting.  Gaspard is a 6th-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 13, +5 
  to hit with spell attacks). He has the following wizard 
  spells prepared:
  Cantrips (at will): light, message, mage hand, ray of 
  frost
  1st-level (4 slots): alarm, mage armor, protection 
  from evil and good
  2nd-level (3 slots): detect thoughts, gentle repose, 
  levitate
  3rd-level (3 slots): dispel magic, 3y, remove curse
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage.
  Gérard de L’
  Automne 
  Random Encounters – Averoigne
  Gérard is a troubadour, but he does not practice bardic 
  magic.
  Gérard de L’
  Automne
  Medium humanoid (human), chaotic good
  Armor Class 17 (chain shirt and shield)
  Hit Points 104 (16d8 +32)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  18 (+4)
  14 (+2)
  9 (-1)
  14 (+2)
  16 (+3)
  Saving Throws Con +5, Cha +6
  Skills Athletics +5, Performance +6, Persuasion +6
  Senses passive Perception 12
  Languages Common
  Challenge 7 (2,900xp)
  Improved Critical. Gérard scores a critical hit on attacks 
  when he rolls a 19 or 20.
  Indomitable (2/day): Gérard rerolls a failed saving 
  throw.
  Lightfooted. Gérard can take the Dash or Disengage 
  action as a bonus action on each of his turns.
  Actions
  Multiattack. Gérard makes three melee weapon attacks.
  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage.
  Lunge (Recharge 5-6): Melee Weapon Attack: +7 to hit, 
  reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing 
  damage.
  Reactions
  Parry. Gérard adds 3 to his AC against one melee attack 
  that would hit him. To do so, he must see the attacker 
  and be wielding a melee weapon.
  Castle Amber – 86
  
  Gilles Grenier
  Random Encounters – Averoigne
  Gilles Grenier makes his living selling potions, particularly 
  love potions. Lately, however, his attempts at creating love 
  potions have resulted in potions of rage (see Appendix D: 
  New Items for details)
  Gilles Grenier
  Medium humanoid (human), chaotic neutral
  Armor Class 14 (mage armor)
  Hit Points 55 (10d8 + 10)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  12 (+1)
  16 (+3)
  9 (-1)
  11 (+0)
  Skills Arcana +6, Nature +6
  Senses passive Perception 9
  Languages Common, Infernal
  Challenge 3 (700 xp)
  Arcane Recovery (1/Day).  When Gilles .nishes a 
  short rest, he recovers up to 3 levels of spell slots.
  Spellcasting.  Gilles is a 6th-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 13, +5 
  to hit with spell attacks). He has prepared the following 
  wizard spells:
  Cantrips (at will): dancing lights, friends, poison 
  spray, prestidigitation
  1st-level (4 slots): brew (see Appendix C: Character
  Options), charm person, mage armor, sleep
  2nd-level (3 slots): hold person, melf’s acid arrow, 
  locate object
  3rd-level (3 slots): bestow curse, lightning bolt
  Actions
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+1) 
  piercing damage.
  Gilles carries a potion of greater healing, a potion of poison, 
  and a potion of rage (see Appendix D: New Items).
  Isabel Amber
  Random Encounters – Castle Amber
  Isabel is an ambitious and talented young arcanist who sees 
  a path for herself to eventually lead the family. She knows 
  that Stephen is missing and is well aware that all is not right 
  in the castle. She could potentially serve as a resource for the 
  PCs, though convincing her to help may not be easy, as she 
  is tightly focused on her own ambition and self interest. 
  Bringing Stephen back would present a major barrier to her 
  plans.
  Isabel is arrogant and self-centered, but does not go out of 
  her way to be cruel (though neither does she avoid it). She 
  will dismiss the opinions and priorities of others unless they 
  match up with hers. She will show off and, as a result, has a 
  tendency to favor higher level spells. Similarly, she will use 
  her Master Transmuter ability with little hesitation.
  Castle Amber – 87
  
  In addition to her Arcana Staff (see Appendix D: New Items), 
  Isabel carries a potion of speed and scrolls of dispel magic, 
  charm monster, and globe of invulnerability.
  Isabel’s necklace has a dragonshard spellbook in it with the 
  following spells:
  1st-level: comprehend languages, detect magic, magic 
  missile, shield
  2nd-level: alter self, rope trick, web
  3rd-level: clairvoyance, counterspell, dispel magic, 
  sending, slow
  4th-level: dimension door, polymorph, stoneskin
  5th-level: animate objects, telekinesis, wall of stone
  6th-level: disintegrate, mass suggestion
  7th-level: teleport
  Castle Amber – 88
  Isabel Amber
  Medium humanoid (human), chaotic evil
  Armor Class 16 (mage armor, ring of protection)
  Hit Points 91 (14d8 +28)
  Speed 30 ft (40 ft. with Transmuter’s Stone)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  14 (+2)
  20 (+5)
  13 (+1)
  19 (+4)
  Saving Throws Intelligence +9 Wisdom +5
  Skills Arcana +9, Insight +5, Intimidation +8
  Senses passive Perception 11
  Languages Common, Draconic, Elvish, Sylvan
  Challenge 9 (3,900xp)
  Arcane Recovery (1/Day).  When Isabel .nishes a short 
  rest, he recovers up to 7 levels of spell slots, though none 
  of these may be 6th-level or higher.
  Improved Ranged Spell Attacks. When Isabel makes a 
  ranged spell attack using her arcana staff as an arcane 
  focus, she has +11 to hit and her range is doubled.
  Spellcasting.  Isabel is a 14th-level spellcaster. Her 
  spellcasting ability is Intelligence (Spell save DC 17, +9 to 
  hit with melee spell attacks, +11 to hit with ranged spell 
  attacks). She has prepared the following wizard spells:
  Cantrips (at will): 1re bolt, mage hand, message, 
  minor illusion, prestidigitation
  1st-level (4 slots): charm person, mage armor, magic 
  missile, shield
  2nd-level (3 slots): alter self*, rope trick*, scorching 
  ray
  3rd-level (3 slots): clairvoyance, counterspell, 
  lightning bolt, slow*
  4th-level (3 slots): confusion, greater invisibility, 
  polymorph*, stoneskin*
  5th-level (2 slots): animate objects*, wall of force
  6th-level (1 slot): disintegrate*
  7th-level (1 slot): teleport
  Transmuter's Stone. Isabel carries a magic stone she 
  crafted that gives the bearer one of the following effects:
  •
  Darkvision out to a range of 60 feet.
  •
  An increase to speed of 10 feet while she is 
  unencumbered
  •
  Pro.ciency in Constitution saving throws
  •
  Resistance to acid, cold, .re, lightning, or thunder 
  damage (her choice)
  Each time Isabel cast a transmutation spell of 1st level or 
  higher (marked with * above), she can change the effect of 
  your stone if the stone is on her person. By default, she 
  gives herself an increased speed.
  Actions
  Arcana Staff +2. Melee Weapon Attack: +7 to hit, reach 5 
  ft.  one target. Hit: 5 (1d6+3) bludgeoning damage.
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage
  Master Transmuter (1/Day). Isabel may use an action and  
  choose one of the following effects. If she does, her 
  transmuter's stone is destroyed and can't be remade until 
  she .nishes a long rest.
  •
  Major Transformation: Isabel can spend 10 
  minutes handling one nonmagical object – no 
  larger than a 5-foot cube – to transform it into 
  another nonmagical object of similar size and 
  mass and of equal or lesser value.
  •
  Panacea: Isabel removes all curses, diseases, and 
  poisons affecting a creature that she touches. The 
  creature also regains all its hit points.
  •
  Restore Life: Isabel casts the raise dead spell on a 
  creature she touches, without expending a spell 
  slot. 
  •
  Restore Youth: Isabel touches a willing creature, 
  and that creature's apparent age is reduced by 
  3d10 years, to a minimum of 13 years. This effect 
  doesn't extend the creature's lifespan.
  Shapechanger (1/short or long rest). Isabel can cast 
  polymorph without expending a spell slot. When she does 
  so, she can target only herself and transform into a beast 
  whose challenge rating is 1 or lower.
  
  Isidora Amber
  Random Encounters –        Indoor Forest
  Isidora is Andrew David’s wife. She helped him develop the 
  indoor forest and now she tends the plants there, including 
  the more dangerous ones. She will happily show off her 
  creations to the PCs. After all, the vampire roses are thirsty, 
  and they are her favorite.
  If forced into combat, she will use call lightning. The sound 
  will summon the Wild Hunt. She will then Cee, using wild 
  shape if needed, and lead the PCs to one of the pit traps or the 
  killer trees to gain some time. At this point she will begin 
  summoning fey and calling the denizen’s of the forest to her 
  aid.
  Isidora wears slippers of spider climbing. She has a bracelet 
  with a perfect agate (worth 1,000 gp) set into it. This agate will 
  be consumed if she casts awaken. 
  Castle Amber – 89
  Isidora Amber
  Medium humanoid (tie3ing), chaotic evil
  Armor Class 16 (barkskin)
  Hit Points 71 (11d8 +22)
  Speed 30 ft, climb 30 ft (with slippers of spider climbing)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  14 (+2)
  15 (+2)
  14 (+2)
  20 (+5)
  15 (+2)
  Damage Resistances Fire
  Saving Throws Intelligence +5 Wisdom +8
  Skills Nature +5 Perception +8 Survival +8
  Senses darkvision 60 ft., passive Perception 18
  Languages Common, Druidic, Infernal, Sylvan
  Challenge 7 (2,900xp)
  Innate Spellcasting: Isidora’s innate spellcasting ability is 
  Charisma(spell save DC 12). She can innately cast the 
  following spells, requiring no material components:
  •
  at will: thaumaturgy
  •
  1/day each: hellish rebuke, darkness
  Spellcasting.  Isidora is an 11th-level spellcaster. Her 
  spellcasting ability is Wisdom (Spell save DC 16, +8 to hit 
  with spell attacks). She knows the following druid spells:
  Cantrips (at will): druidcraft, mold earth, produce 3ame, 
  shillelagh
  1st-level (4 slots): animal friendship, cure wounds, faerie 
  1re
  2nd-level (3 slots): barkskin, heat metal, moonbeam
  3rd-level (3 slots): animal head (see Appendix C: Character
  Options), dispel magic, plant growth, speak with plants
  4th-level (3 slots): awaken, conjure woodland beings, 
  5th-level (2 slots): scrying, tree stride
  6th-level (1 slots): heal, wall of thorns
  Wild Shape (2/Day). Isidora may spend a bonus action to 
  transform into a beast of CR 3 or less. She can remain in 
  this form for 5 hours. She reverts back if she spends a 
  bonus action to do so, falls unconscious, drops to 0 hit 
  points, or dies. While transformed, Isidora:
  •
  has her game statistics are replaced by the 
  statistics of the beast, but retains her alignment, 
  personality, and Intelligence, Wisdom, and 
  Charisma scores. She also retains all of her skill 
  and saving throw pro.ciencies, in addition to 
  gaining those of the creature. If the creature has 
  the same pro.ciency the bonus is higher than 
  hers, use the creature's bonus. If the creature has 
  any legendary or lair actions, she can't use them. 
  Her attacks in beast form count as magical.
  •
  Gains the beast's hit points and Hit Dice. When 
  she reverts to her normal form, she returns to the 
  number of hit points she had before she 
  transformed. However, if she reverts as a result of 
  dropping to 0 hit points, any extra damage carries 
  over to her normal form. As long as the excess 
  damage doesn't reduce her normal form to 0 hit 
  points, she isn’t knocked unconscious. 
  •
  can use a bonus action to expend one spell slot to 
  regain 1d8 hit points per level of the spell slot 
  expended
  •
  can't cast spells, and her ability to speak or take 
  any action that requires hands is limited to the 
  capabilities of the beast form. Transforming 
  doesn't break concentration on a spell or prevent 
  taking actions that are part of a spell previously 
  cast.
  •
  chooses whether her equipment falls to the 
  ground in her space, merges into the new form, 
  or is worn by it. Worn equipment functions as 
  normal. Equipment doesn't change to match the 
  new form, and any equipment that the new form 
  can't wear must either fall to the ground or merge 
  with it. Equipment that merges with the form has 
  no effect until she leaves the form.
  Actions
  Shillelagh (+1 Quarterstaff). 
  Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 9 (1d8 + 6) bludgeoning 
  damage.
  
  Janet Amber, Troll Imposter
  10. Bedroom
  Mutant Troll Cosplayer
  Challenge Rating 7
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 115 (11d10+55)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5)
  7 (-2)
  9 (-1)
  7 (-2)
  Damage Resistances: Poison
  Skills Perception +2 Deception -2
  Senses darkvision 60 ft., passive Perception 10
  Languages Giant, Common (poorly)
  Challenge 7 (2,900xp)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start 
  of its turn. If the troll takes acid or .re damage, this trait 
  doesn’t function at the start of the troll’s next turn. The 
  troll dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Stench: Any creature that starts its turn within 5 feet of 
  the troll must succeed on a DC 16 Constitution saving 
  throw or take 3 (1d6) poison damage and be Poisoned 
  until the start of its next turn. On a successful saving 
  throw, the creature is immune to the troll’s Stench for 24 
  hours.
  Actions
  Multiattack. The troll makes three attacks: one with its 
  bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) 
  poison damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Mutant Troll Cosplayer
  Challenge Rating 9
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 147 (14d10+70)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  13 (+1)
  20 (+5)
  7 (-2)
  9 (-1)
  7 (-2)
  Damage Resistances: Poison, bludgeoning from 
  nonmagical attacks
  Skills Perception +3 Deception -2
  Senses darkvision 60 ft., passive Perception 10
  Languages Giant, Common (poorly)
  Challenge 9 (5,000xp)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start 
  of its turn. If the troll takes acid or .re damage, this trait 
  doesn’t function at the start of the troll’s next turn. The 
  troll dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Stench: Any creature that starts its turn within 5 feet of 
  the troll must succeed on a DC 17 Constitution saving 
  throw or take 7 (2d6) poison damage and be Poisoned 
  until the start of its next turn. On a successful saving 
  throw, the creature is immune to the troll’s Stench for 
  24 hours.
  Actions
  Multiattack. The troll makes four attacks: one with its 
  bite and three with its claws. 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) 
  poison damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 14 (2d8 + 5) slashing damage.
  The challenge 9 and above versions of the troll each have a 
  third arm and long reach. The third arm does not help as far 
  as .tting into Janet’s clothes, but that was really a lost cause 
  anyway.
  Castle Amber – 90
  
  Mutant Troll Cosplayer
  Challenge Rating 11
  Large giant, chaotic evil
  Armor Class 16 (natural armor)
  Hit Points 184 (16d10 +96) 
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  13 (+1)
  22 (+6)
  7 (-2)
  9 (-1)
  7 (-2)
  Damage Resistances: Poison, bludgeoning and slashing 
  from nonmagical attacks
  Skills Perception +3 Deception -2
  Senses darkvision 60 ft., passive Perception 10
  Languages Giant, Common (poorly)
  Challenge 11 (7,200xp)
  Keen Smell. The troll has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Regeneration. The troll regains 10 hit points at the start 
  of its turn. If the troll takes acid or .re damage, this trait 
  doesn’t function at the start of the troll’s next turn. The 
  troll dies only if it starts its turn with 0 hit points and 
  doesn’t regenerate.
  Stench: Any creature that starts its turn within 5 feet of 
  the troll must succeed on a DC 17 Constitution saving 
  throw or take 7 (2d6) poison damage and be Poisoned 
  until the start of its next turn. On a successful saving 
  throw, the creature is immune to the troll’s Stench for 24 
  hours.
  Actions
  Multiattack. The troll makes four attacks: one with its 
  bite and three with its claws. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 11 (1d10 + 6) piercing damage plus 7 (2d6) 
  poison damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., 
  one target. Hit: 15 (2d8 + 6) slashing damage plus 7 
  (2d6) poison damage.
  Jehan Mauvaissoir
  Random Encounters – Averoigne, 61. The Potion of Time Travel
  Jehan Mauvaissoir is Azedarc’s henchman. Jehan carries a red 
  potion of time travel (see Appendix D: New Items), which will 
  send the imbiber back in time 700 years. 
  Castle Amber – 91
  Jehan Mauvaissoir
  Medium humanoid (human), lawful evil
  Armor Class 17 (glamoured studded leather)
  Hit Points 117 (18d8 +36)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  14 (+2)
  13 (+1)
  17 (+3)
  15 (+2)
  Saving Throws Dex +8, Int +5
  Skills Athletics +7 Deception +10, Insight +7, 
  Intimidation +6, Perception +7, Sleight of Hand +8, 
  Stealth +8
  Senses passive Perception 17
  Languages Common, Theives’ Cant
  Challenge 10 (5,900xp)
  Assassinate. Jehan has advantage on attack rolls against 
  any creature that hasn't taken a turn in the combat yet. 
  In addition, any hit he scores against a creature that is 
  surprised is a critical hit.
  Cunning Action. On each of its turns, Jehan can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action.
  Evasion. If Jehan is subjected to an effect that allows 
  him to make a Dexterity saving throw to take only half 
  damage, he instead takes no damage if he succeeds on 
  the saving throw, and only half damage if he fails.
  Sneak Attack (1/Turn). Jehan deals an extra 32 (7d6) 
  damage when he hits a target with a weapon attack 
  and has advantage on the attack roll, or when the target 
  is within 5 feet of an ally that isn’t incapacitated and 
  Jehan doesn’t have disadvantage on the attack roll.
  Spellcasting.  Jehan is a 1st-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 13, +5 
  to hit with spell attacks). He knows the following 
  wizard spells:
  Cantrips (at will): friends, mage hand, minor 
  illusion
  1st-level (2 slots): alarm, disguise self
  Actions
  Multiattack. Jehan makes three attacks: two with his 
  short sword and one with his dagger.
  Short sword. Melee Weapon Attack: +8 to hit, reach 5 
  ft.  one target. Hit: 7 (1d6+4) piercing damage.
  Dagger of Venom. Melee or Ranged Weapon Attack: +9 
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 
  (1d4+5) piercing damage plus poison if applicable.
  Reactions
  Uncanny Dodge. Jehan halves the damage that he takes 
  from an attack that hits him. He must be able to see the 
  attacker.
  
  John-Louis Amber 
  2. The Grand Salon
  John-Louis Amber is cultured and re.ned, and will happily 
  discuss gruesome combat details as if they were topics for 
  polite conversation. He is particularly interested in creativity 
  in combat, so he enjoys the limitations imposed by the rules 
  of boxing. He is has been developing an addiction to 
  gambling.
  When facing multiple opponents in combat, he makes 
  effective use of his spells. Uses for absorb elements and 
  shield are obvious. Lightning lure is good for those who are 
  avoiding direct combat. If facing a group, he will whittle his 
  opponents down, misty step away and affect a large group of 
  opponents with a color spray (at higher than .rst level if he 
  has the slots available). 
  John-Louis Amber
  Challenge Rating 5
  Medium humanoid (human), neutral evil
  Armor Class 17 (leather +1)
  Hit Points 95 (10d8 +50)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  20 (+5)
  20 (+5)
  11 (+0)
  13 (+1)
  17 (+3)
  Saving Throws Strength +5 Constitution +8
  Skills Athletics +5 Insight +4, Intimidation +6
  Senses passive Perception 11
  Languages Common
  Challenge 5 (1,800xp)
  Distant spell (2/Day): When John-Louis casts one of his 
  sorcerer spells, he can double its range.
  Spellcasting.  John-Louis is a 3rd-level spellcaster. His 
  spellcasting ability is Charisma (Spell save DC 14, +5 
  to hit with spell attacks). He knows the following 
  sorcerer spells:
  Cantrips (at will): friends, lightning lure, mage 
  hand, minor illusion
  1st-level (4 slots): absorb elements, color spray, 
  shield
  2nd-level (2 slots): misty step
  Tides of Chaos (1/Day). John-Louis can gain advantage 
  on one attack roll, ability check, or saving throw.
  Actions
  Multiattack. John-Louis makes three rapier attacks.
  Rapier +1. Melee Weapon Attack: +9 to hit, reach 5 ft.  
  one target. Hit: 10 (1d8+6) piercing damage.
  Reactions
  Parry. John-Louis adds 3 to his AC against one melee 
  attack that would hit him. To do so, he must see the 
  attacker and be wielding a melee weapon.
  Castle Amber – 92
  
  John-Louis Amber
  Challenge Rating 8
  Medium humanoid (human), neutral evil
  Armor Class 18 (studded leather +1)
  Hit Points 133 (14d8 +70)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  20 (+5)
  20 (+5)
  11 (+0)
  13 (+1)
  17 (+3)
  Saving Throws Strength +5 Constitution +8
  Skills Athletics +5 Insight +4, Intimidation +6
  Senses passive Perception 11
  Languages Common
  Challenge 8 (3,900xp)
  Improved Critical. John-Louis scores a critical hit on 
  attacks when he rolls a 19 or 20.
  Distant spell (2/Day): When John-Louis casts one of his 
  sorcerer spells, he can double its range.
  Quickened Spell (1/Day): John-Louis casts one of his 
  sorcerer spells as a bonus action.
  Spellcasting.  John-Louis is a 3rd-level spellcaster. His 
  spellcasting ability is Charisma (Spell save DC 14, +5 
  to hit with spell attacks). He knows the following 
  sorcerer spells:
  Cantrips (at will): friends, lightning lure, mage 
  hand, minor illusion
  1st-level (4 slots): absorb elements, color spray, 
  shield
  2nd-level (2 slots): misty step
  Tides of Chaos (1/Day). John-Louis can gain advantage 
  on one attack roll, ability check, or saving throw.
  Actions
  Multiattack. John-Louis makes three rapier attacks.
  Rapier +2. Melee Weapon Attack: +11 to hit, reach 5 ft.  
  one target. Hit: 11 (1d8+7) piercing damage.
  Reactions
  Parry. John-Louis adds 3 to his AC against one melee 
  attack that would hit him. To do so, he must see the 
  attacker and be wielding a melee weapon.
  John-Louis Amber
  Challenge Rating 10
  Medium humanoid (human), neutral evil
  Armor Class 18 (studded leather +1)
  Hit Points 152 (16d8 +80)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  20 (+5)
  20 (+5)
  11 (+0)
  13 (+1)
  17 (+3)
  Saving Throws Strength +6 Constitution +9
  Skills Athletics +6, Insight +5, Intimidation +7
  Senses passive Perception 11
  Languages Common
  Challenge 10 (5,900xp)
  Improved Critical. John-Louis scores a critical hit on 
  attacks when he rolls a 19 or 20.
  Indomitable (1/day): John-Louis rerolls a failed saving 
  throw.
  Quickened Spell (2/Day): John-Louis casts one of his 
  sorcerer spells as a bonus action.
  Distant spell (2/Day): When John-Louis casts one of his 
  sorcerer spells, he can double its range.
  Extend spell (1/Day): When John-Louis casts one of his 
  sorcerer spells, he can double its duration.
  Spellcasting.  John-Louis is a 5th-level spellcaster. His 
  spellcasting ability is Charisma (Spell save DC 15, +6 
  to hit with spell attacks). He knows the following 
  sorcerer spells:
  Cantrips (at will): friends, lightning lure, mage 
  hand, message, minor illusion
  1st-level (4 slots): absorb elements, color spray, 
  shield
  2nd-level (3 slots): enhance ability, misty step
  3rd-level (2 slots): counterspell
  Tides of Chaos (1/Day). John-Louis can gain advantage 
  on one attack roll, ability check, or saving throw.
  Actions
  Multiattack. John-Louis makes four attacks: three rapier 
  attacks and one dagger attack.
  Rapier +2. Melee Weapon Attack: +11 to hit, reach 5 ft.  
  one target. Hit: 11 (1d8+7) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4+5) 
  piercing damage
  Reactions
  Parry. John-Louis adds 4 to his AC against one melee 
  attack that would hit him. To do so, he must see the 
  attacker and be wielding a melee weapon.
  Castle Amber – 93
  
  Little Ape 
  35. Ballroom
  Little Ape is unlikely to be hostile. He would be happy to talk 
  to people who aren’t members of the Amber family, as the 
  white apes are not great conversationalists.
  Little Ape
  Small humanoid (human), chaotic neutral
  Armor Class 14
  Hit Points 32 (5d8 +10)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  18 (+4)
  14 (+2)
  13 (+1)
  15 (+2)
  17 (+3)
  Skills Acrobatics +6, History +3, Insight +4, 
  Performance +5
  Senses passive Perception 12
  Languages Common, Gnomish, Elvish
  Challenge 1 (200xp)
  Innate Spellcasting: Little Ape’s innate spellcasting 
  ability is Wisdom (spell save DC 13). He can innately 
  cast the following spells, requiring no material 
  components:
  •
  At will: vicious mockery
  •
  3/day each: charm monster, polymorph
  Surprise Attack. If Little Ape surprises a creature and 
  hits it with an attack during the .rst round of combat, 
  the target takes an extra 7 (2d6) damage from the 
  attack.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage
  Kavitha
  15. The Maiden and the Unicorn
  Kavitha is not particularly aggressive, though she is worried 
  about Stephen. She is intensely loyal to her friends.
  She carries four beads of force. If attacked, she will use one 
  and then change into her true form. If she thinks that she has 
  been attacked by mistake, she will attempt to convince her 
  attackers that she means them no harm before she reveals her 
  true form.
  In addition to the beads, she carries a potion of diminution 
  and three spell scrolls: 1reball, major image, and wall of 1re.
  Castle Amber – 94
  
  Castle Amber – 95
  Kavitha
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85))
  Speed 40 ft., Cy 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  14 (+2)
  21 (+5)
  16 (+3)
  13 (+1)
  20 (+5)
  Skills Dex +6 Con +9 Wis +5 Cha +9
  Skills Insight +5 Perception +9 Persuasion +9 Stealth +6
  Damage Immunities .re
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 19
  Languages Common, Draconic, Sylvan
  Challenge 10 (5,900 xp)
  Amphibious. The dragon can breathe air and water.
  Spellcasting. The dragon is a 6th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 17, +5 to 
  hit with spell attacks). She knows the following sorcerer 
  spells:
  •
  Cantrips (at will): .rebolt, mending, message, 
  minor illusion, prestidigitation
  •
  1st-level (4 slots): detect magic, sleep
  •
  2nd-level (3 slots): detect thoughts, knock
  •
  3rd-level (3 slots): clairvoyance, dispel magic
  Actions
  Multiattack: The dragon makes three attacks: one with her 
  bite and two with her claws.
  Bite.Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Breath Weapons (Recharge 5–6). The dragon uses one of 
  the following breath weapons.
  •
  Fire Breath: The dragon exhales .re in a 30-foot 
  cone. Each creature in that area must make a DC 
  17 Dexterity saving throw, taking 55 (10d10) .re 
  damage on a failed save, or half as much damage 
  on a successful one.
  •
  Weakening Breath: The dragon exhales gas in a 
  30-foot cone. Each creature in that area must 
  succeed on a DC 17 Strength saving throw or 
  have disadvantage on Strength-based attack rolls, 
  Strength checks, and Strength saving throws for 1 
  minute. A creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success.
  Change Shape. Kavitha magically polymorphs into her 
  humanoid form, that of an amber-skinned young human 
  woman. She reverts to its true form if she dies or uses an 
  action to change back. Any equipment it is wearing or 
  carrying is absorbed or borne by the new form (the 
  dragon’s choice). In her new form, the dragon retains her 
  alignment, hit points, Hit Dice, ability to speak, spells, 
  pro.ciencies, and Intelligence, Wisdom, and Charisma. 
  Her statistics and capabilities are otherwise replaced by 
  those of the new form.
  
  Luc le Chaudronnier 
  60. The Ring of Eibon
  Luc is from a long line of magicians. While he considers 
  himself to be one of Averoigne’s few white magicians, he is 
  practical above all else and will work with .ends if doing so 
  serves the greater good.
  Luc le Chaudronnier
  Medium humanoid (human), chaotic good
  Armor Class 14 (mage armor)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  13 (+1)
  14 (+2)
  13 (+1)
  14 (+2)
  17 (+3)
  Skills Arcana +3, Investigation +3, Deception +5
  Senses passive Perception 12
  Languages Common, Primordial
  Challenge 3 (700 xp)
  Spellcasting.  Luc is a 7th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 13, +5 to 
  hit with spell attacks). He knows the following sorcerer 
  spells:
  Cantrips (at will): acid splash, dancing lights, 
  message, mage hand, prestidigitation
  1st-level (4 slots): detect magic, mage armor, ray of 
  sickness
  2nd-level (3 slots): blur, shatter
  3rd-level (3 slots): clairvoyance, dispel magic
  4th-level (1 slot): dimension door
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage.
  Reactions
  Defensive casting. When Luc is hit by a weapon attack, 
  he may cast a cantrip with the attacker as the target.
  Madeline Amber 
  25. Buried Alive!
  Madeline is dressed in her burial clothing and carries nothing 
  but her beloved sword of vengeance (p. 206 DMG) that she 
  was buried with.
  Under normal circumstances, Madeline is brusque, direct, 
  and practical. Normal circumstances, however, do not 
  include her being locked in a tomb and left for dead. She will 
  be in a bit of a daze and somewhat suggestible unless she sees 
  a trigger, such as her brother.
  Madeline Amber
  Medium humanoid (human), chaotic neutral
  Armor Class 8
  Hit Points 102 (12d8 +48)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  13 (+1)
  13 (+1)
  11 (+0)
  Saving Throws Strength +7 Constitution +7
  Skills Animal Handling +4 Athletics +8 Intimidation +3
  Senses passive Perception 11
  Languages Common
  Challenge 7 (2,900xp)
  Brute. A melee weapon deals one extra die of its 
  damage when Madeline hits with it (included in the 
  attack).
  Improved Critical. Madeline scores a critical hit on 
  attacks when she rolls a 19 or 20.
  Indomitable (1/day): Madeline rerolls a failed saving 
  throw.
  Reckless. At the start of her turn, Madeline can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  Actions
  Multiattack. Madeline makes two melee weapon 
  attacks.
  Longsword of Vengeance +1. Melee Weapon Attack: +8 
  to hit, reach 5 ft.  one target. Hit: 14 (2d8+5) slashing 
  damage or 16 (2d10+5) slashing damage if used in two 
  hands.
  Reactions
  Parry. Madeline adds 3 to her AC against one melee 
  attack that would hit her. To do so, she must see the 
  attacker and be wielding a melee weapon.
  Castle Amber – 96
  
  Malachie du Marias
  58. The Enchanted Sword of Sylaire
  Malachie was not always evil; he has been corrupted by the 
  curse of lycanthropy. At times, when he is in his human form, 
  bits of his original self will peek out and he will show people 
  kindness. He respects and fears Sephora, and he may attempt 
  to warn the PCs not to trust her.
  The CR 7 version of Malachie carries a potion of greater 
  healing. The CR 9 version of Malachie carries a potion of 
  superior healing and a potion of heroism.
  Malachie du Marias
  Challenge Rating 7
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 12 in humanoid form, 13 (natural armor) 
  in wolf or hybrid form, 15 with mage armor
  Hit Points 91 (14d8 +28)
  Speed 30 ft (40 ft. in wolf form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+1)
  14 (+2)
  15 (+2)
  18 (+4)
  13 (+1)
  12 (+1)
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons
  Condition Immunities charmed
  Saving Throws Intelligence +7 Wisdom +4
  Skills Arcana +7, Perception +4, Stealth +5
  Senses passive Perception 14
  Languages Common (can’t speak in wolf form), Sylvan
  Challenge 7 (2,900xp)
  Shapechanger. Malachie can use his action to 
  polymorph into a wolf-humanoid hybrid or into a wolf, 
  or back into his true form, which is humanoid. His 
  statistics, other than AC, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. He 
  reverts to his true form if he dies.
  Keen Hearing and Smell. Malachie has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Spellcasting.  Malachie is a 10th-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 15, +7 
  to hit with spell attacks). He has prepared the following 
  wizard spells:
  Cantrips (at will): friends, green 3ame blade, 
  mending, minor illusion, ray of frost
  1st-level (4 slots): absorb elements, mage armor, 
  magic missile, shield
  2nd-level (3 slots): blindness/deafness, misty step, 
  web
  3rd-level (3 slots): blink, 1reball
  4th-level (3 slots): 1re shield, Mordenkainen’s 
  faithful hound, polymorph
  5th-level (2 slots): far step
  Arcane Recovery (1/Day).  When Malachie .nishes a 
  short rest, he recovers up to 5 levels of spell slots.
  Actions
  Multiattack (Hybrid Form Only): Malachie makes two 
  attacks: one with its bite and one with its claws or 
  dagger.
  Bite (Wolf or Hybrid Form Only). Melee Weapon 
  Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) 
  piercing damage. If the target is a humanoid, it must 
  succeed on a DC 13 Constitution saving throw or be 
  cursed with werewolf lycanthropy (p. 211 MM).
  Claws (Hybrid Form Only). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) 
  slashing damage.
  Dagger (Humanoid or Hybrid Form Only). Melee or 
  Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 4 (1d4+2) piercing damage
  Reactions
  Arcane De=ection. When Malachie is hit by an attack or 
  fails a saving throw, he can use his reaction to gain a +2 
  bonus to his AC against that attack or a +4 bonus to that 
  saving throw. When he uses this feature, he can't cast 
  spells other than cantrips until the end of his next turn.
  Castle Amber – 97
  
  Malachie du Marias
  Challenge Rating 9
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 13 in humanoid form, 14 (natural armor) 
  in wolf or hybrid form, 16 with mage armor
  Hit Points 120 (16d8 +48)
  Speed 30 ft (40 ft. in wolf form)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+1)
  16 (+3)
  16 (+3)
  18 (+4)
  13 (+1)
  12 (+1)
  Damage Immunities bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons
  Condition Immunities charmed
  Saving Throws Intelligence +8 Wisdom +5
  Skills Arcana +8, Perception +5, Stealth +7
  Senses passive Perception 15
  Languages Common (can’t speak in wolf form), Sylvan
  Challenge 9 (3,900xp)
  Shapechanger. Malachie can use his action to 
  polymorph into a wolf-humanoid hybrid or into a wolf, 
  or back into his true form, which is humanoid. His 
  statistics, other than AC, are the same in each form. Any 
  equipment it is wearing or carrying isn’t transformed. He 
  reverts to his true form if he dies.
  Keen Hearing and Smell. Malachie has advantage on 
  Wisdom (Perception) checks that rely on hearing or 
  smell.
  Spellcasting.  Malachie is a 13th-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 16, +8 
  to hit with spell attacks). He has prepared the following 
  wizard spells:
  Cantrips (at will): friends, green 3ame blade, 
  mending, minor illusion, ray of frost
  1st-level (4 slots): absorb elements, mage armor, 
  magic missile, shield
  2nd-level (3 slots): blindness/deafness, misty step, 
  web
  3rd-level (3 slots): blink, 1reball, gibberish (see 
  Appendix C: Character Options)
  4th-level (3 slots): 1re shield, Mordenkainen’s 
  faithful hound, polymorph
  5th-level (2 slots): far step, wall of stone
  6th-level (1 slot): globe of invulnerability, true 
  seeing
  7th-level (1 slot): prismatic spray
  Arcane Recovery (1/Day).  When Malachie .nishes a 
  short rest, he recovers up to 6 levels of spell slots.
  Durable Magic. While Malachie maintains 
  concentration on a spell, he has a +2 bonus to AC and 
  all saving throws.
  Actions
  Multiattack (Hybrid Form Only): Malachie makes two 
  attacks: one with its bite and one with its claws or dag-
  ger.
  Bite (Wolf or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) 
  piercing damage. If the target is a humanoid, it must 
  succeed on a DC 15 Constitution saving throw or be 
  cursed with werewolf lycanthropy (p. 211 MM).
  Claws (Hybrid Form Only). Melee Weapon Attack: +7 
  to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) 
  slashing damage.
  Dagger (Humanoid or Hybrid Form Only). Melee or 
  Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4+3) piercing damage
  Reactions
  Arcane De=ection. When Malachie is hit by an attack or 
  fails a saving throw, he can use his reaction to gain a +2 
  bonus to his AC against that attack or a +4 bonus to that 
  saving throw. When he uses this feature, he can't cast 
  spells other than cantrips until the end of his next turn.
  Castle Amber – 98
  
  Mary Helen Amber
  Random Encounters – Castle Amber
  Mary Helen is one of the few members of the Amber family 
  who has no interest in practicing magic. This frustrates some 
  of her relatives, as she has a rare talent: she attracts and can 
  communicate with some of the spirits of Amber family 
  ancestors. They use her to help defend the family. She doesn’t 
  like being used. It is a complicated relationship.
  Mary Helen wears a brooch of shielding. Her greataxe +1 
  glows with the light of a torch on command and hums softly 
  in the presence of incorporeal spirits or undead. Mary Helen 
  just thinks it hums all the time, and she .nds it kind of 
  annoying. Madeline is her best friend (and sparring partner), 
  and she is currently in mourning for her supposed death. She’s 
  hoping that Madeline’s spirit might show up to chat. 
  Castle Amber – 99
  Mary Helen Amber
  Medium humanoid (human), chaotic neutral
  Armor Class 18 (unarmored defense)
  Hit Points 190 (20d8 +100)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  20 (+5)
  13 (+1)
  14 (+2)
  13 (+1)
  Damage Resistances Force (brooch of shielding); 
  bludgeoning, piercing, and slashing (when raging)
  Saving Throws Strength +8 Constitution +9
  Skills Athletics +8, History +5, Perception +6
  Senses passive Perception 16
  Languages Common, Goblin
  Challenge 11 (7,200xp)
  Rage. Mary Helen can enter a battle trance as a bonus 
  action in which she is possessed by ancestor spirits. While 
  raging, she gains the following bene.ts:
  •
  Advantage on Strength checks and Strength saving 
  throws
  •
  +3 damage with melee weapon attacks using 
  Strength
  •
  Resistance to bludgeoning, piercing, and slashing 
  damage.
  The rage lasts for 1 minute. It ends early if she is 
  unconscious, if her turn ends without her having attacked 
  a hostile creature or taken damage, or if she ends it as a 
  bonus action.
  Unarmored Defense. She adds her Constitution modi.er to 
  her armor class when she is not wearing armor.
  Reckless. At the start of her turn, Mary Helen can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the start 
  of its next turn.
  Brute. A melee weapon deals one extra die of its damage 
  when Mary Helen hits with it (included in the attack).
  Danger Sense. She has advantage on Dexterity saving 
  throws against effects she can see.
  Innate Spellcasting: Mary Helen’s innate spellcasting ability 
  is Wisdom (spell save DC 14). She can innately cast the 
  following spells, requiring no material components:
  1/day: augury or clairvoyance
  Actions
  Multiattack. Mary Helen makes three melee weapon 
  attacks.
  Greataxe +1. Melee Weapon Attack: +9 to hit, reach 5 ft.  
  one target. Hit: 18 (2d12+5) slashing damage or 21 
  (2d12+8) slashing damage when raging.
  Reactions
  Spirit Shield. While raging, Mary Helen can use her 
  reaction to reduce the damage another creature she sees 
  within 30 feet takes by 14 (4d6). The attacker takes force 
  damage equal to the reduction in damage.
  
  Moriamis 
  Random Encounters – Averoigne
  Moriamis was born over 700 years ago. She was the lover of 
  Azedarc, and secretly learned how he made his potions of 
  time travel. Azedarc abandoned her and traveled to the 
  present time. She has learned of his treacheries and has 
  vowed to ruin him. She has followed him into her future but 
  .nds this future a bit confusing and would happily provide a 
  potion of time travel in exchange for the PCs helping her in 
  her quest.
  Moriamis carries a red potion of time travel (see Appendix D: 
  New Items) and knows how to brew both red and green 
  potions of time travel.
  Castle Amber – 100
  Moriamis
  Medium humanoid (human), neutral
  Armor Class 16 (barkskin)
  Hit Points 71 (11d8 +22)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  15 (+2)
  14 (+2)
  16 (+3)
  20 (+5)
  15 (+2)
  Damage Immunities poison
  Condition Immunities disease, poisoned
  Saving Throws Intelligence +6 Wisdom +8
  Skills Arcana +6, Nature +6 Persuasion +5 Survival +8
  Senses passive Perception 15
  Languages Common, Druidic
  Challenge 7 (2,900xp)
  Land’s Stride. Moving through nonmagical dif.cult terrain 
  costs Moriamis no extra movement. She can also pass 
  through nonmagical plants without being slowed by them 
  and without taking damage from them if they have thorns, 
  spines, or a similar hazard. In addition, she has advantage 
  on saving throws against plants that are magically created 
  or manipulated to impede movement.
  Spellcasting.  Moriamis is an 11th-level spellcaster. Her 
  spellcasting ability is Wisdom (Spell save DC 16, +8 to hit 
  with spell attacks). She knows the following druid spells:
  Cantrips (at will): druidcraft, guidance, mending, 
  shillelagh
  1st-level (4 slots): brew (see Appendix C: Character 
  Options), charm person, cure wounds, detect magic
  2nd-level (3 slots): barkskin, enhance ability, hold 
  person, lesser restoration, spider climb
  3rd-level (3 slots): call lightning, dispel magic, plant 
  growth, wind wall
  4th-level (3 slots): divination, freedom of movement, 
  hallucinatory terrain, locate creature, polymorph
  5th-level (2 slots): commune with nature, scrying, 
  reincarnate, tree stride
  6th-level (1 slots): heal, sunbeam
  Wild Shape (2/Day). Moriamis may spend an action to 
  transform into a beast of CR 1 or less. She can remain in 
  this form for 5 hours. She reverts back if she spends a 
  bonus action to do so, falls unconscious, drops to 0 hit 
  points, or dies. While transformed, Moriamis:
  •
  has her game statistics are replaced by the 
  statistics of the beast, but retains her alignment, 
  personality, and Intelligence, Wisdom, and 
  Charisma scores. She also retains all of her skill 
  and saving throw pro.ciencies, in addition to 
  gaining those of the creature. If the creature has 
  the same pro.ciency the bonus is higher than 
  hers, use the creature's bonus. If the creature has 
  any legendary or lair actions, she can't use them. 
  Her attacks in beast form count as magical.
  •
  Gains the beast's hit points and Hit Dice. When 
  she reverts to her normal form, she returns to the 
  number of hit points she had before she 
  transformed. However, if she reverts as a result of 
  dropping to 0 hit points, any extra damage carries 
  over to her normal form. As long as the excess 
  damage doesn't reduce her normal form to 0 hit 
  points, she isn’t knocked unconscious. 
  •
  can't cast spells, and her ability to speak or take 
  any action that requires hands is limited to the 
  capabilities of the beast form. Transforming 
  doesn't break concentration on a spell or prevent 
  taking actions that are part of a spell previously 
  cast.
  •
  chooses whether her equipment falls to the 
  ground in her space, merges into the new form, 
  or is worn by it. Worn equipment functions as 
  normal. Equipment doesn't change to match the 
  new form, and any equipment that the new form 
  can't wear must either fall to the ground or merge 
  with it. Equipment that merges with the form has 
  no effect until she leaves the form.
  Actions
  Shillelagh. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8 + 5) bludgeoning damage.
  
  Nathaire
  59. The Viper-Circled Mirror
  Nathaire is dying and he has nothing to lose. He has 
  collected bodies – several of which started out alive – and 
  created the undead colossus as a vehicle for his vengeance 
  upon a world that never appreciated his genius.
  The Colossus of Ylourgne
  Gargantuan undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 370 (20d20 + 160)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  8 (-1)
  26 (+8)
  18 (+5)
  11 (+0)
  13 (+1)
  Saving throws Int +9, Wis +5, Con +13
  Damage Resistances cold, lightning, psychic
  Damage Immunities necrotic, poison, bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, paralyzed, 
  petri.ed, poisoned
  Senses darkvision 120 ft., passive Perception 9
  Languages Common, Abyssal, Infernal
  Challenge 15 (13,000xp) 
  Magic Resistance. The colossus has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Tree cudgel. Melee Weapon Attack: +15 to hit, reach 20 
  ft., one target. Hit: 42 (5d12 + 10) bludgeoning damage.
  Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., 
  one target. Hit: 32 (5d8 + 10) bludgeoning damage.
  Richard Amber 
  9. Bedroom (Richard’s Den)
  Richard is vain and sensual. His transformation into an ogre-
  sized lion-man gives him an air of regal authority that he 
  relishes. He surrounds himself with those who adore him, and 
  he is not used to being disagreed with. He is likely to 
  proposition any attractive members of the party (of any 
  gender), especially if they have feline traits.
  If Richard roars, it will be heard throughout the West Wing 
  and any NPCs the party meets may be annoyed with them for 
  the noise. 
  Richard Amber
  Challenge Rating 7
  Large humanoid (human?), chaotic neutral
  Armor Class 19 (plate +1)
  Hit Points 115 (11d10+55)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5)
  9 (-1)
  10 (+0)
  16 (+3)
  Saving Throws Strength +8 Constitution +8
  Skills Athletics +8 Intimidation +6
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 7 (2,900xp)
  Brave. Richard has advantage on saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when Richard hits with it (included in the 
  attack).
  Indomitable (1/day): Richard rerolls a failed saving 
  throw.
  Actions
  Multiattack. Richard makes two melee weapon attacks.
  Greatsword +1. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 5) piercing damage.
  Roar (Recharge 5–6). Richard lets loose a great roar. 
  Each creature within 30 feet must make a DC 14 
  Wisdom saving throw. On a failure, the target takes 18 
  (4d8) thunder damage and is frightened for one minute. 
  On a success, the target takes half damage and isn’t 
  frightened. On its turn, a frightened creature may spend 
  an action to make another attempt to save and end the 
  fear effect. 
  Castle Amber – 101
  
  Richard Amber
  Challenge Rating 9
  Large humanoid (human?), chaotic neutral
  Armor Class 20 (plate +2)
  Hit Points 189 (18d10 +90)
  Speed 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  20 (+5)
  9 (-1)
  10 (+0)
  16 (+3)
  Saving Throws Strength +9 Constitution +9
  Skills Athletics +9 Intimidation +7
  Senses passive Perception 10
  Languages Common, Sylvan
  Challenge 9 (5,000xp)
  Brave. Richard has advantage on saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when Richard hits with it (included in the 
  attack).
  Indomitable (2/day): Richard rerolls a failed saving 
  throw.
  Actions
  Multiattack. Richard makes three melee weapon 
  attacks.
  Greatsword +1. Melee Weapon Attack: +10 to hit, reach 
  5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 5) piercing damage.
  Roar (Recharge 5–6). Richard lets loose a great roar. 
  Each creature within 30 feet must make a DC 15 
  Wisdom saving throw. On a failure, the target takes 27 
  (6d8) thunder damage and is frightened for one minute. 
  On a success, the target takes half damage and isn’t 
  frightened. On its turn, a frightened creature may spend 
  an action to make another attempt to save and end the 
  fear effect. 
  Sephora, the Enchantress 
  of Sylaire 
  58. The Enchanted Sword of Sylaire
  In the story that she originates in, it is left unclear whether 
  Sephora is human or some sort of demonic creature. In 
  either case, she is mysterious, self-serving, and manipulative. 
  Her write-up below is that of a succubus. If you wish to use 
  her as a non-evil NPC, treat her as human or fey and remove 
  her .endish characteristics (marked with an asterisk).
  Castle Amber – 102
  
  Castle Amber – 103
  Sephora 
  Medium 1end (succubus), neutral evil
  Armor Class 16 (mage armor)
  Hit Points 104 (16d8 + 32)
  Speed 30 ft, Cy 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  17 (+3)
  14 (+2)
  15 (+2)
  16 (+3)
  20 (+5)
  Damage Resistances* cold, .re, lightning, poison, 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons
  Condition Immunities charmed
  Saving Throws Wisdom +7 Charisma +9
  Skills Arcana +6, Deception +13, Insight +7, Persuasion 
  +13 Stealth +7
  Senses darkvision 60 ft., passive Perception 13
  Languages Abyssal*, Common, Infernal*, Sylvan, telepathy 
  60 ft.
  Challenge 10 (5,900xp)
  Innate Spellcasting. Sephora’s innate spellcasting ability is 
  Charisma. She can innately cast the following spells (spell 
  save DC 17), requiring no material components:
  At will: arcane eye, invisibility, levitate, mage armor 
  (self only), silent image, speak with animals
  (1/day) conjure fey, 1nger of death, feeblemind, 
  freedom of movement
  Spellcasting.  Sephora is a 15th-level spellcaster. her 
  spellcasting ability is Charisma (Spell save DC 17, +9 to 
  hit with spell attacks). She regains expended spell slots 
  when she .nishes a short or long rest. She knows the 
  following warlock spells:
  Cantrips (at will): edritch blast, mage hand, minor 
  illusion, prestidigitation
  1st – 5th-level (3 5th-level slots): blink, charm person, 
  counterspell, dispel magic, dream, far step, greater 
  invisibility, hallucinatory terrain, hex, hold person, 
  scrying, sleep, witch bolt
  Telepathic Bond.* Sephora ignores the range restriction on 
  telepathy when communicating with a creature she has 
  charmed. The two don’t even need to be on the same plane 
  of existence.
  Shapechanger.* Sephora can use her action to polymorph 
  into a Small or Medium humanoid, or back into her true 
  form. Without wings, she loses her Cying speed. Other than 
  her size and speed, her statistics are the same in each form. 
  Any equipment she is wearing or carrying isn’t transformed. 
  She reverts to her true form if she dies.
  Actions
  Claw (Fiend Form Only).* Melee Weapon Attack: +7 to 
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage.
  Charm. One humanoid Sephora can see within 30 feet 
  must succeed on a DC 17 Wisdom saving throw or be 
  magically charmed for 1 day. The charmed target obeys her 
  verbal or telepathic commands. If the target suffers any 
  harm or receives a suicidal command, it can repeat the 
  saving throw, ending the effect on a success. If the target 
  successfully saves against the effect, or if the effect on it 
  ends, the target is immune to tSephora’s Charm for the next 
  24 hours. Sephora can have only one target charmed at a 
  time. If she charms another, the effect on the previous 
  target ends.
  Draining Kiss.* Sephora kisses a creature charmed by it or 
  a willing creature. The target must make a DC 17 
  Constitution saving throw against this magic, taking 32 
  (5d10 + 5) psychic damage on a failed save, or half as 
  much damage on a successful one. The target’s hit point 
  maximum is reduced by an amount equal to the damage 
  taken. This reduction lasts until the target .nishes a long 
  rest. The target dies if this effect reduces its hit point 
  maximum to 0.
  Enchanted Sword of Sylaire. Melee Weapon Attack: +9 to 
  hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing 
  damage.
  Fey Presence (Recharges after a Short or Long Rest). 
  Sephora causes each creature in a 10-foot cube originating 
  from her to make a DC 17 Wisdom saving throw. The 
  creatures that fail their saving throw are all charmed or 
  frightened by her (her choice) until the end of her next turn.
  Summon Blade. Sephora can use an action to summon the 
  Enchanted Sword of Sylaire to her hand. It disappears if it is 
  more than 5 feet away from her for 1 minute or more. It 
  also disappears if she uses this ability again or if she 
  dismisses the weapon (no action required).
  Reactions
  Misty Escape (Recharges after a Short or Long Rest). When 
  she takes damage, Sephora can use her reaction to turn 
  invisible and teleport up to 60 feet to an unoccupied space 
  she can see. She remains invisible until the start of her next 
  turn or until she attacks or casts a spell.
  Beguiling Defense. When another creature attempts to 
  charm Sephora, she can use her reaction to attempt to turn 
  the charm back on that creature. The creature must succeed 
  on a DC 17 Wisdom saving throw or be charmed by her for 
  1 minute or until the creature takes any damage.
  
  Simon Amber
  32. Sanctum Sanctorum
  Simon is a manipulator of others who has no sense of 
  empathy or mercy, though he is too clever for that to be 
  obvious. He will attempt to bend the PCs to his will and will 
  feign sympathy for the fact that they are stuck in the castle 
  with his crazy family. 
  Simon Amber
  Medium humanoid (human), chaotic evil
  Armor Class 19 (plate mail armor, ring of protection)
  Hit Points 99 (18d8 + 18)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  10 (+0)
  13 (+1)
  16 (+3)
  20 (+5)
  13 (+1)
  Saving Throws Strength +2 Dexterity +1 Constitution 
  +2 Intelligence +4 Wisdom +10 Charisma+5
  Skills Deception +5, History +7, Religion +7
  Senses passive Perception 15
  Languages Common, Draconic, Elvish
  Challenge 10 (5,900xp)
  Spellcasting.  Simon is a 14th-level spellcaster. His 
  spellcasting ability is Wisdom (Spell save DC 17, +9 to 
  hit with spell attacks). He has prepared the following 
  cleric spells:
  Cantrips (at will): chill touch, guidance, light, 
  sacred 3ame, thaumaturgy, toll the dead
  1st-level (4 slots): bane, cure wounds, in3ict 
  wounds, false life guiding bolt, ray of sickness, 
  sanctuary
  2nd-level (3 slots): blindness/deafness, hold 
  person, ray of enfeeblement, spiritual weapon, 
  zone of truth
  3nd level (3 slots): animate dead, bestow curse, 
  clairvoyance, dispel magic, spirit guardians, 
  vampiric touch
  4th-level (3 slots): blight, death ward, divination, 
  guardian of faith
  5th-level (2 slots): antilife shell, cloudkill, geas, 
  scrying
  “I hope you will think of the chapel as a refuge. 
  Charles comes here because it is quiet. He… 
  sigh… has replaced all the normal attendants 
  with undead because they don’t speak. I try to 
  be accommodating and understanding… but 
  some things do make me somewhat 
  uncomfortable.”
  6th-level (1 slot): harm, heal
  7th-level (1 slot): divine word
  Reaper. When Simon casts a necromancy cantrip that 
  normally targets only one creature, the spell can 
  instead target two creatures within range and within 5 
  feet of each other.
  Divine Strike (1/turn). When Simon hits a creature 
  with a melee attack, he can deal extra 9 (2d8) necrotic 
  damage to the target, included below.
  Touch of Death (2/Day). When Simon hits a creature 
  with a melee attack, he can deal extra 33 necrotic 
  damage to the target.
  Inescapable Destruction. Simon ignores resistance to 
  necrotic damage.
  Actions
  Staff of the Python. Melee Weapon Attack: +5 to hit, 
  reach 5 ft.  one target. Hit: 4 (1d6 + 1) bludgeoning 
  damage and 9 (2d8) necrotic damage or 5 (1d8 + 1) 
  bludgeoning damage and 9 (2d8) necrotic damage if 
  used in two hands.
  Warhammer. Melee Weapon Attack: +5 to hit, reach 5 
  ft.  one target. Hit: 5 (1d8 + 1) bludgeoning damage and 
  9 (2d8) necrotic damage or 6 (1d10 + 1) bludgeoning 
  damage 9 (2d8) necrotic damage if used in two hands.
  Simon carries a staff of the python. He wears a ring of 
  protection and ornate, golden plate mail worth 2,500 gp. 
  His broom of 3ying is leaning up against the corner of the 
  room.
  Castle Amber – 104
  
  Stephen Amber
  70. Stephen’s Crypt
  Stephen feigns nonchalance, but he is deeply shaken by his 
  death and resurrection. He is worried about his current na-
  ture, and is unsure if he is still human. He only vaguely re-
  members his time as a ghost, but will act as though he 
  watched the PCs closely and treat them like old friends. 
  PCs should really not .ght him. While he is favorably inclined 
  towards them, he currently has a great fear of death and will 
  not hesitate to simply kill anyone who threatens his life. In 
  combat, he will shapechange into an ancient green dragon, a 
  form which provides him with extraordinary physical capabili-
  ties while still allowing him access to his spells.
  Stephen’s rapier is an Arcane Blade +3. See Appendix D: New
  Items. He wears a ring of feather falling on his left hand and a 
  ring of three wishes on his right.
  Overwhelming Intensity. When Stephen casts a wizard spell, 
  he can use a bonus action to gain an additional random 
  effect (roll 1d20):
  1
  Stephen adds his Charisma modi.er (+3) to his AC 
  until the beginning of his next turn
  2
  Stephen can cast suggestion as an action on his next 
  turn without using a spell slot. 
  3
  If Stephen is attacked and missed by a creature that is 
  within 10 feet of him and can see him before the start 
  of his next turn, that creature must succeed on a DC 
  19 Wisdom saving throw or be charmed or frightened 
  (William’s choice) until the end of their next turn.
  4
  f Stephen is successfully attacked by a creature that is 
  within 10 feet of him and can see him before the start 
  of his next turn, that creature must succeed on a DC 
  19 Charisma saving throw or take an amount of 
  psychic damage equal to half the damage it dealt to 
  Stephen (minimum 1).
  5
  Stephen has advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks until the end of his 
  next turn.
  6
  Stephen has advantage on Charisma skill checks until 
  the end of his next turn.
  7
  Stephen has advantage on Wisdom saving throws 
  until the end of his next turn.
  8
  Until the end of his next turn, Stephen does not 
  provoke attacks of opportunity.
  9-10 Roll 1d8 twice and choose which effect to use
  11-12 Choose an option 1-8 above
  13
  Stephen gains the effect of an enhance ability spell. It 
  lasts for one minute and does not require 
  concentration.
  14
  Stephen gains truesight until the beginning of his next 
  turn.
  15
  Stephen may use a bonus action to cast a wizard 
  spell that has him as the target on his next turn. This 
  spell may not use a 9th-level spell slot. 
  16
  Stephen gains advantage on all saving throws until 
  the end of his next turn.
  17
  Stephen gain 31 temporary hit points.
  18
  Stephen can use his reaction to immediately teleport 
  to a space he can see within 60 ft.
  19
  Until the end of his next turn, anyone who can see 
  Stephen that attempts to attack him, target him with a 
  spell, or create an area effect on an area he is in 
  against his will must succeed on a DC 19 Wisdom 
  saving throw or be unable to do so.
  20
  Choose any one of the above.
  Castle Amber – 105
  
  Castle Amber – 106
  Stephen Amber
  Medium humanoid (human), neutral
  Armor Class 18 (gold dragon scale mail) or 23 (with shield)
  Hit Points 210 (30d8 + 90)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  16 (+3)
  16 (+3)
  22 (+6)
  16 (+3)
  17 (+3)
  Damage Resistance .re
  Condition Immunities disease
  Saving Throws Intelligence +11 Wisdom +8
  Skills Arcana +11, History +11, Insight +8, Persuasion +8
  Senses passive Perception 13
  Languages Common, Elvish, Dwar.sh, Giant, Goblin, 
  Primordial, Sylvan
  Challenge 15 (13,000xp)
  Channel Divinity. Once per short or long rest, Stephen can 
  use one of the following:
  Champion Challenge. As a bonus action, he issues a 
  challenge to each creature of your choice that he can see 
  within 30ft, forcing them to make a Wisdom saving throw. 
  On a failed save, it can't willingly move more than 30ft 
  away from him.
  Turn the Tide. As a bonus action, each creature of his 
  choice that can hear him within 30ft regains hit points 
  equal to 1d6 +  3 if it has no more than half of its hit 
  points.
  Divine Smite. When Stephen hits a creature with a melee 
  weapon attack, he can expend one spell slot to deal radiant 
  damage to the target, in addition to the weapon's damage. 
  The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 
  for each spell-level higher than 1st, to a maximum of 5d8. 
  The damage increases by 1d8 if the target is an undead or a 
  .end, to a maximum of 6d8
  Magical Insight. Stephen has advantage on saving throws 
  against spells if he has the same spell prepared as a wizard 
  spell.
  Misty Step. Stephen can cast misty step at will, teleporting 
  30 ft. as a bonus action.
  Overwhelming Intensity. When Stephen casts a wizard 
  spell, he can use a bonus action to gain an additional 
  random effect (roll 1d20) and see the table above on the 
  previous page.
  Signature Spells (1/Short rest). Stephen can cast tongues 
  and clairvoyance once each without using a spell slot.
  Spellcasting.  Stephen is a 22nd-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 19, +14 to 
  hit with spell attacks with Arcane Blade +3). He has 
  prepared the following wizard spells: 
  Cantrips (at will): 1re bolt, mage hand, message, minor 
  illusion, prestidigitation
  1st-level (4 slots): chromatic orb, comprehend 
  languages, detect magic, unseen servant
  2nd-level (3 slots): detect thoughts, mirror image, 
  suggestion
  3rd-level (3 slots): clairvoyance, blink, counterspell, 
  dispel magic, 1reball, haste, tongues
  4th-level (3 slots): polymorph, stoneskin, wall of 1re
  5th-level (3 slots): cone of cold, dream, geas, scrying
  6th-level (3 slots): disintegrate, true seeing
  7th-level (3 slots): plane shift, teleport
  8th-level (2 slots): dominate monster, sunburst
  9th-level (1 slot): shapechange
  Stephen also knows the following paladin spells. His 
  spellcasting ability for these spells is Charisma (Spell save 
  DC 16, +8 to hit with spell attacks). He casts these spells 
  using the spell slots listed above.
  1st-level: command, compelled duel, cure wounds, 
  protection from evil and good
  2nd-level: branding smite, lesser restoration, locate 
  object, warding bond, zone of truth
  Actions
  Lay on Hands. As an action, Stephen can heal wounds, cure 
  diseases, or neutralize poisons by touch. Each day, he can 
  cure up to 25 points of damage. Curing a disease or 
  neutralizing a poison is equivalent to healing 5 points of 
  damage.
  Multiattack. Stephen makes two rapier attacks. If he has his 
  dagger drawn, he can also make a dagger attack.
  Rapier +3. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 10 (1d8+6) piercing damage. Critical Hit:  10 
  (1d8+6) piercing damage plus 18 (4d8) .re damage (Came 
  bolt).
  Dagger +1. Melee or Ranged Weapon Attack: +9 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4+4) 
  piercing damage
  Reactions
  Shield. Stephen can cast the shield spell at will as a reaction, 
  providing him with +5 to his armor class and giving him 
  immunity to magic missiles. 
  
  Thermistius, the Sun 
  Brother 
  43. The Red Room
  Thermistius
  Medium humanoid (sullox), lawful neutral
  Armor Class 21 (plate and sun shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  16 (+3)
  14 (+2)
  15 (+2)
  12 (+1)
  Damage Immunities .re
  Saving Throws Strength +7 Constitution +6
  Skills Animal Handling +4 Athletics +7
  Senses see invisibility, immune to illusions, passive 
  Perception 12
  Languages Common, Primordial
  Challenge 8 (3,900xp)
  Brave. Thermistius has advantage on saving throws 
  against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when Thermistius hits with it (included in the 
  attack).
  Indomitable (2/day): Thermistius rerolls a failed saving 
  throw.
  Actions
  Multiattack. Thermistius makes two longsword attacks.
  Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Flare Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage and target 
  makes a successful DC 15 Constitution saving throw or 
  takes 14 (4d6) .re damage and is blinded until the end 
  of Thermistius’s next turn. A target making a successful 
  save takes half damage and is not blinded.
  Reactions
  Burning Shield. When Thermistius is hit with a weapon 
  attack, he can spend his reaction to add 3 to his AC 
  against the next melee attack made against him before 
  the end of his next turn. If that attack misses, the attacker 
  takes 7 (2d6) .re damage.
  Thermistius carries a sun shield (see Appendix D: New Items).
  Castle Amber – 107
  
  William Amber
  Random Encounters – Castle Amber
  William is a mad wizard who is obsessed with self-
  transformation and his own immortality. His previous 
  experiments with trolls turned some of the hobgoblin servants 
  into thouls and created the troars in the indoor forest (see 
  Appendix A: New Monsters). His latest obsession is 
  lycanthropy, and he has recently learned how to transmit the 
  curse under controlled conditions. His werewolf experimental 
  subjects have escaped, however, and he is searching for them.
  William has transformed himself, granting him troll-like 
  resilience. This has resulted in his body having transformed, 
  giving him a disturbing, troll-like visage, including claws and 
  green-tinged skin. When he is outside of his private areas, he 
  uses extended disguise self or alter self spells to assume his 
  original appearance, that of a slight, bespectacled human with 
  short, curly hair.
  In combat, William is a dangerous opponent. He will cast 
  blink and cloudkill, using his mobility and poison immunity to 
  his advantage. If forced into melee, he will cast haste and 
  drink his potion.
  William carries a potion of hill giant strength – which raises 
  his strength to 21 (+5) and scrolls of dispel magic and 
  dimension door.
  Castle Amber – 108
  William Amber
  Medium humanoid (human?), chaotic evil
  Armor Class 15 (mage armor)
  Hit Points 104 (12d8 +50)
  Speed 30 ft, levitation 20 ft (boots of levitation)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  14 (+2)
  19 (+4)
  19 (+4)
  13 (+1)
  14 (+2)
  Damage Immunities poison
  Condition Immunities poisoned
  Saving Throws Intelligence +8 Wisdom +5
  Skills Arcana +8, Nature +8, Deception +6
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Giant, Sylvan
  Challenge 9 (5,000xp)
  Magical Insight. William has advantage on saving throws 
  against spells if he has the same spell prepared.
  Overwhelming Intensity. When William casts a wizard 
  spell, he can use a bonus action to gain an additional 
  random effect (roll 1d8):
  1
  William adds his Charisma modi.er (+2) to his AC 
  until the beginning of his next turn
  2
  William can cast suggestion as an action on his 
  next turn without using a spell slot. 
  3
  If William is attacked and missed by a creature that 
  is within 10 feet of him and can see him before the 
  start of his next turn, that creature must succeed on 
  a DC 16 Wisdom saving throw or be charmed or 
  frightened (William’s choice) until the end of their 
  next turn.
  4
  If William is successfully attacked by a creature 
  that is within 10 feet of him and can see him 
  before the start of his next turn, that creature must 
  succeed on a DC 16 Charisma saving throw or take 
  an amount of psychic damage equal to half the 
  damage it dealt to William (minimum 1).
  5
  William has advantage on Wisdom (Perception) 
  and Intelligence (Investigation) checks until the end 
  of his next turn.
  6
  William has advantage on Charisma skill checks 
  until the end of his next turn.
  7
  William has advantage on Wisdom saving throws 
  until the end of his next turn.
  8
  Until the end of his next turn, William does not 
  provoke attacks of opportunity.
  Spellcasting.  William is a 10th-level spellcaster. His 
  spellcasting ability is Intelligence (Spell save DC 16, +8 to 
  hit with spell attacks). He has prepared the following 
  wizard spells:
  Cantrips (at will): friends, mage hand, minor illusion, 
  prestidigitation, ray of frost
  1st-level (4 slots): disguise self, magic missile, sleep, 
  thunderwave
  2nd-level (3 slots): alter self, invisibility, suggestion
  3rd-level (3 slots): blink, gibberish (see Appendix C: 
  Character Options), haste, lightning bolt
  4th-level (3 slots): charm monster, polymorph
  5th-level (2 slots): cloudkill
  Regeneration. William regains 10 hit points at the start of 
  his turn. If he takes acid or .re damage, this trait doesn’t 
  function at the start of his next turn. William dies only if 
  he starts his turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. William makes two claw attacks
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing 
  damage
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison 
  damage. Add an additional +3 to hit and damage if using 
  the potion of hill giant strength.
  
  Appendix C: 
  Character Options
  New Spells
  Animal Head
  3rd-level transmutation
  Casting Time
  1 action
  Range
  Touch
  Components
  V S M (fur/feather/scale)
  Duration
  8 hours
  A willing creature’s head is transformed into that of a beast of 
  your choice. This does not affect the creature’s ability to 
  speak.
  The creature gains your choice of either darkvision to 60 ft. 
  or advantage on Wisdom (Perception) checks involving 
  smell. It also gains advantage on Charisma skill checks with 
  beasts and humanoids that have similar heads.
  If the animal has a natural attack using a bite, horns, or other 
  head-based natural weapon the creature’s unarmed strikes 
  will then deal 1d8 damage of the most appropriate of 
  bludgeoning, piercing, or slashing. 
  Druid, Ranger, Wizard
  Brew
  1st-level transmutation
  Casting Time
  1 minute
  Range
  Touch
  Components
  V S M (herbs)
  Duration
  1 hour
  You infuse a vial of liquid with magic to brew a temporary 
  potion. When you create it, you decide upon its bene.t. 
  Choose one of the following:
  •
  It provides advantage on a single attack roll. When 
  you cast this spell you must choose whether it will 
  apply to a melee weapon attack, a ranged weapon 
  attack, a melee spell attack, or a ranged spell attack.
  •
  It provides advantage on a single skill check of a 
  single skill chosen when you cast this spell.
  •
  It provides advantage on a single saving throw of a 
  single attribute chosen when you cast this spell.
  The effect applies to the .rst roll of the chosen type taken by 
  a creature after drinking the potion, provided that the spell’s 
  duration has not expired.
  At higher levels: The spell lasts an additional 2 hours for 
  each slot level above .rst.
  Arti1cer, Druid, Wizard
  Gibberish
  3rd-level enchantment
  Casting Time
  1 action
  Range
  90 feet
  Components
  V S
  Duration
  Concentration Up to 1 minute
  Each creature in a 10-foot-radius sphere makes an 
  Intelligence save. On a success, nothing happens. On a 
  failure, the creature loses the ability to speak, read, and 
  understand all language. It cannot cast spells with verbal 
  components. 
  At the end of each subsequent turn, it can make an 
  Intelligence save. If it succeeds, the spell’s effects end for that 
  creature.
  Cleric, Bard, Sorcerer, Wizard
  Warlock Patron: Mabar, 
  The Endless Night
  Expanded Spell List
  The following spells are added to the warlock spell list for 
  you.
  Spell LevelSpells
  1
  False Life, InCict Wounds
  2
  Gentle Repose, Silence
  3
  Feign Death, Speak with Dead
  4
  Evard’s Black Tentacles, Death Ward
  5
  Antilife Shell, Contagion
  One Among the Dead
  Starting at .rst level, you have resistance to necrotic damage.
  In addition, if an undead targets you directly with an attack 
  or a harmful spell, it must make a Wisdom saving throw 
  against your spell save DC. On a failed save, the creature 
  must either choose a new target or choose to target no one 
  with the attack or spell. The creature is immune to this effect 
  for 24 hours if it saves successfully or if you target it with an 
  attack or a harmful spell.
  In addition, you have advantage on Charisma (Persuasion) 
  and Charisma (Intimidate) checks made to inCuence undead.
  Strength From the Living
  At 6th-level, when a creature within 20 feet of you takes 
  necrotic damage, you may use your reaction to gain a 
  number of temporary hit points equal to half the damage 
  taken.
  Once you use this feature, you can't use it again until you 
  .nish a short or long rest.
  Castle Amber – 109
  
  Walking Away from Death
  At 10th-level, you gain advantage on death saving throws 
  and saving throws against the effects of an undead’s melee 
  attack, such as a ghoul’s paralyzing claws, a mummy’s 
  rotting .st, and a wraith’s life drain.
  Darkness Consumes
  Starting at 14th-level, when you hit a creature with an attack, 
  you can use this feature to wrap the creature in the darkness 
  of Mabar. The target takes 10d6 necrotic damage and must 
  succeed at a Constitution saving throw or be blinded until 
  the end of your next turn. If the target is a humanoid and this 
  kills it, the target’s spirit rises as a specter in the space of its 
  corpse or in the nearest unoccupied space. The specter is 
  under the your control. You can have a maximum number of 
  specters under your control at one time that is equal to your 
  Charisma modi.er. Once you use this feature, you can't use 
  it again until you .nish a long rest.
  Wizard Arcane Tradition: 
  Madness
  Overwhelming Intensity
  At 2nd-level, when you cast a wizard spell, you may use 
  your bonus action to gain an additional effect. If you do, roll 
  a d8.
  1
  Add your Charisma modi.er (minimum 1) to your 
  AC until the beginning of your next turn
  2
  You may cast command as an action on your next 
  turn without using a spell slot. When you cast it in 
  this way, it counts as a wizard spell for you.
  If you are 6th-level or higher, you may cast 
  suggestion without using a spell slot instead.
  3
  If you are attacked and missed by a creature that is 
  within 10 feet of you and can see you before the 
  start of your next turn, that creature must make a 
  Wisdom saving throw against your wizard spell save 
  DC.
  Creatures that fail this saving throw are charmed or 
  frightened (your choice) until the end of their next 
  turn.
  4
  If you are successfully attacked by a creature that is 
  within 10 feet of you and can see you before the 
  start of your next turn, that creature must succeed 
  on a Charisma saving throw against your 
  spellcasting DC or take an amount of psychic 
  damage equal to half the damage it dealt to you 
  (minimum 1).
  5
  You have advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks until the end of 
  your next turn.
  6
  You have advantage on Charisma skill 
  checks until the end of your next turn.
  7
  You have advantage on Wisdom saving throws until 
  the end of your next turn.
  8
  Until the end of your next turn, you do not provoke 
  attacks of opportunity.
  Laboratory Casting
  At 6th-level, your focus on experimentation allows you to 
  cast spells which you have in your spell book under 
  controlled conditions, whether or not you have them 
  prepared. To do so, you must spend an extra 10 minutes per 
  spell level in casting time and you must have access to your 
  spell book. Unlike ritual casting, this method does require 
  the expenditure of spell slots. You may not use your highest 
  level spell slots to cast spells in this way. Once you use this 
  feature, you cannot do so again until you have completed a 
  short rest or a long rest.
  Strange Visage
  Also at 6th-level, your bizarre experiments on yourself have 
  yielded unlikely results. Choose one of the following:
  •
  You begin to age at half the normal rate and you 
  heal one extra hit point whenever you spend a hit 
  die to recover hit points during a rest. 
  •
  Your eyes become strange (slitted, a solid color, 
  glowing, etc.) and you gain darkvision to 60 ft.
  •
  Your motion becomes unnatural-looking and 
  distinctive. Your movement increases by 5 ft. and 
  you may substitute your Intelligence for Strength 
  when you make Athletics checks related to 
  movement (climbing, swimming, jumping, etc.).
  •
  Your skin takes on an unusual feature (scales, bony 
  plates, a strange rubbery texture, etc.). When you 
  aren't wearing armor, your AC equals 13 + your 
  Dexterity modi.er.
  •
  You gain claws, fangs, horns, tentacles, or some 
  other natural weapon. You gain a melee weapon 
  attack with a reach of 5 ft that deals 1d4 points of 
  damage. When you choose this feature, you choose 
  whether it uses your Strength or Dexterity score and 
  whether it deals slashing, piercing, or bludgeoning 
  damage.
  Magical Insight
  At 10th-level, when you have a spell prepared, you have 
  advantage on saving throws against that spell if someone else 
  casts it at you.
  Castle Amber – 110
  
  Focused Intensity
  At 14th-level, when you use your Overwhelming Intensity 
  feature, you may roll on the following table instead
  1
  Add your Charisma modi.er (minimum 1) to your 
  AC until the beginning of your next turn
  2
  You may cast command as an action on your next 
  turn without using a spell slot. When you cast it in 
  this way, it counts as a wizard spell for you.
  If you are 6th-level or higher, you may cast 
  suggestion without using a spell slot instead.
  3
  If you are attacked and missed by a creature that is 
  within 10 feet of you and can see you before the 
  start of your next turn, that creature must make a 
  Wisdom saving throw against your wizard spell save 
  DC.
  Creatures that fail this saving throw are charmed or 
  frightened (your choice) until the end of their next 
  turn.
  4
  If you are successfully attacked by a creature that is 
  within 10 feet of you and can see you before the 
  start of your next turn, that creature must succeed 
  on a Charisma saving throw against your 
  spellcasting DC or take an amount of psychic 
  damage equal to half the damage it dealt to you 
  (minimum 1).
  5
  You have advantage on Wisdom (Perception) and 
  Intelligence (Investigation) checks until the end of 
  your next turn.
  6
  You have advantage on Charisma skill 
  checks until the end of your next turn.
  7
  You have advantage on Wisdom saving throws until 
  the end of your next turn.
  8
  Until the end of your next turn, you do not provoke 
  attacks of opportunity.
  9-10
  Roll 1d8 twice and choose which effect to use
  11-12 Choose an option 1-8 above
  13
  You gain the effect of an enhance ability spell cast 
  upon you. It lasts for one minute and does not 
  require concentration.
  14
  You gain truesight until the beginning of your next 
  turn.
  15
  You may use a bonus action to cast a wizard spell 
  that has you as the target on your next turn. This 
  spell must use a spell slot at least one lower than 
  your highest level spell slot (minimum 1).
  16
  You gain advantage on all saving throws until the 
  end of your next turn.
  17
  You gain temporary hit points equal to your level 
  plus your Intelligence modi.er.
  18
  You can use your reaction to immediately teleport to 
  a space you can see within 60 ft.
  19
  Until the end of your next turn, anyone who can see 
  you that attempts to attack you, target you with a 
  spell, or create an area effect on an area you are in 
  against your will must succeed on a Wisdom saving 
  throw against your spellcasting DC or be unable to 
  do so.
  20
  Choose any one of the above.
  Stranger Visage
  Also at 14th-level, you may choose a second strange visage 
  option from the 6th-level feature or replace your .rst choice 
  with one of the following:
  •
  You begin to age at one-tenth the normal rate. 
  Whenever you spend hit dice to recover hit points 
  during a rest, you may roll a number of d4s equal to 
  the hit dice spent. 
  •
  Your eyes become strange (slitted, a solid color, 
  glowing, etc.). You gain darkvision to 60 ft. and you 
  have advantage on Wisdom (Perception) checks 
  involving sight.
  •
  Your motion becomes unnatural-looking and 
  distinctive. Your movement increases by 10 ft. and 
  you gain a climbing speed equal to your movement. 
  You may substitute your Intelligence for Strength 
  when you make Athletics checks related to 
  movement (climbing, swimming, jumping, etc.).
  •
  Your skin takes on an unusual feature (scales, bony 
  plates, a strange rubbery texture, etc.). When you 
  aren't wearing armor, your AC equals 13 + your 
  Dexterity modi.er. Choose slashing, piercing, or 
  bludgeoning damage. You have resistance to attacks 
  of that damage type from nonmagical weapons.
  •
  You gain claws, fangs, horns, tentacles, or some 
  other natural weapon. You gain a melee weapon 
  attack with a reach of 5 ft that deals 1d6 points of 
  damage and counts as a magical weapon. When 
  you choose this feature, you choose whether it uses 
  your Strength or Dexterity score and whether it deals 
  slashing, piercing, or bludgeoning damage.
  •
  You gain wings (insectoid, feathered, batlike, etc.) 
  and a Cy speed of 30 ft.
  Castle Amber – 111
  
  Appendix D: New 
  Items
  Magic Items
  Abyssal Horn
  Wondrous item, very rare
  You can use an action to blow this horn. Any demons who 
  hear this horn blown must make a DC 15 Charisma saving 
  throw or be banished, as the banishment spell, returning to 
  their plane of origin. If this is blown on the demon’s native 
  plane, demons within 60 ft. take 21 (6d6) points of thunder 
  damage instead.
  Once this horn is used, it cannot be used again for 3d4 days. 
  These hunting horns are usually made of an unusual material 
  such as amber or ebony.
  53. The Demon of Death 
  Alarm Gem
  Wondrous item, uncommon
  This large piece of onyx is cut into a rectangular prism. It can 
  be used to cast the alarm spell. Once used in this way, it 
  cannot be used again until the next dawn. The alarm created 
  by this gem is always audible.
  17. A Crock of Crocs
  Amber Rod of Security
  Rod, legendary
  This rod appears to be made of pure amber. Close inspection 
  will reveal a tiny turtle, smaller than a Cy, that appears to be 
  living inside it, swimming back and forth within the solid rod 
  with no apparent need of sustenance. While holding this 
  rod, you can use an action to activate it. The rod then 
  instantly transports you and up to 12 other willing creatures 
  you can see to an extraplanar space that takes the form of a 
  large, circular room (40’ radius) with walls that appear to be 
  made of the same material as the rod. The room is richly 
  appointed in the same style as Castle Amber. The room 
  contains a banquet table set for the number of creatures 
  within it, complete with ever-full pitchers of water, decanters 
  of wine, and platters of food. Through the wall, a large turtle 
  can be seen swimming by on occasion.
  For each hour spent in the room, a visitor regains hit points 
  as if it had spent 1 Hit Die. Also, time passes more slowly 
  within the room. One hour to visitors is only a minute 
  outside. Visitors can remain in the room for up to one day.
  When the time runs out or you use an action to end it, all 
  visitors reappear in the location they occupied when you 
  activated the rod, or an unoccupied space nearest that 
  location. 
  Everything else that can be interacted with inside the 
  extraplanar space can exist only there. For example, an ever-
  full decanter of wine taken from the banquet table  
  disappears if it is taken outside the extraplanar space.
  Within Castle Amber, the rod can be used once every eight 
  hours. Otherwise, the rod can’t be used again until twelve 
  days have passed.
  , 1. Foyer
  Arcana Staff
  Weapon (staff), uncommon (+1), rare (+2), very rare (+3) (requires 
  attunement)
  An arcana staff is a multipurpose item. First, it is a magical 
  quarterstaff that carries a bonus on attack and damage equal 
  to its bonus (+1 to +3). Second, it serves as an arcane focus. 
  Third, when it is used to cast an attack spell, it confers the 
  same bonus to attack rolls for spells as it does for melee 
  weapon attacks. In addition, if the attack spell is ranged, its 
  range is doubled.
  Random Encounters – Castle Amber, Isabel Amber
  Arcane Blade
  Weapon (any sword), rare (+1), very rare (+2), legendary (+3) (requires 
  attunement)
  An arcane blade can serve as an arcane focus in addition to 
  being a magical sword that carries a bonus on attack and 
  damage equal to its bonus (+1 to +3). When attuned by a 
  spellcaster and used to cast an attack spell, it confers the same 
  bonus to attack rolls for spells as it does for melee weapon 
  attacks. In addition, if an attuned wielder succeeds on a 
  critical hit when making a melee weapon attack with the 
  arcane blade, they can forgo the normal additional effect of a 
  critical hit and, instead, deliver the effects of an attack cantrip 
  they know in addition to the normal weapon damage.
  70. Stephen’s Crypt, Stephen Amber
  Bag of Unending Nourishment
  Wondrous item, rare
  This ordinary bag appears to be made of rough leather. It 
  appears empty and weighs one pound. Reaching inside the 
  bag, however, reveals the presence of a spherical fruit. The 
  Cavor of the fruit is random, but each fruit provides enough 
  nourishment – both food and water – to sustain one person for 
  one day. The bag can produce 2d4 + 2 fruits in each day. If a 
  fruit is not eaten in one hour, it loses its magical properties.
  35. Ballroom, Little Ape
  Bone Dagger
  Weapon (dagger), rare (requires attunement)
  Bone daggers appear to be crudely carved from a bone – 
  possibly a human femur. When used by an attuned wielder, 
  Castle Amber – 112
  
  the bone dagger receives a +1 bonus on both attacks and 
  damage and deals 1d6 necrotic damage instead of a dagger’s 
  normal damage.
  30. Chapel Library, Charles Amber
  Cup of Truthsaying
  Wondrous item, rare
  Also called the cup of Truthseeing. Once per day, upon 
  command, this cup will .ll with wine. Anyone who drinks this 
  wine gains advantage on Wisdom (Sense motive) checks for 
  one hour and disadvantage on Charisma (Deception) checks 
  for the same time period.
  38. Card Room
  Deep Pocket
  Wondrous item, rare
  This belt pouch can hold up to 20 pounds of material, 
  including objects up to four feet long, though anything placed 
  into it needs to .t through the opening of a normal sized belt 
  pouch. It always weighs one pound, regardless of its contents.
  Placing an object in the pocket follows the normal rules for 
  interacting with objects. Retrieving an item from it requires 
  you to use an action. When you reach into the pocket for a 
  speci.c item, the item is always magically on top.
  The deep pocket has a few limitations. If it is overloaded, or if 
  a sharp object pierces it or tears its exterior, the pocket 
  ruptures and is destroyed. If it is destroyed, its contents are 
  lost forever, although an artifact lost in this way always turns 
  up again somewhere. If the pocket is turned inside out, its 
  contents spill forth, unharmed, and the pocket must be put 
  right before it can be used again. If a breathing creature is 
  placed within the pocket, the creature can survive for up to 10 
  minutes, after which time it begins to suffocate.
  Placing the deep pocket inside an extradimensional space 
  created by a bag of holding, portable hole, or similar item 
  instantly destroys both items and opens a gate to the Astral 
  Plane. The gate originates where the one item was placed 
  inside the other. Any creature within 10 feet of the gate is 
  sucked through it and deposited in a random location on the 
  Astral Plane. The gate then closes. The gate is one-way only 
  and can’t be reopened.
  48. The Brain Collector
  Delver
  Weapon (shortsword), legendary (requires attunement)
  From a distance, Delver’s blade looks like cut stone – crude 
  for a weapon – but on closer inspection this is due to the 
  incredibly .ne etchings that are worked into the adamantine 
  blade.
  You gain a +2 bonus to attack and damage rolls made when 
  using this weapon. In addition, it has the following properties:
  Dungeoneer. While you hold delver, you can always retrace 
  your steps, even in the most convoluted of labyrinths. In 
  addition, you can spend an action to cast Find Traps or Detect 
  Magic. Once you cast a spell using Delver, you cannot do so 
  again for 1 hour.
  Ooze<nder. Delver can detect oozes, slimes, and fungi to a 
  range of 30 ft.
  Sentience. Delver is a sentient lawful neutral weapon with an 
  Intelligence of 13, a Wisdom of 12, and a Charisma of 8. It 
  has hearing and darkvision out to a range of 120 ft. The 
  weapon can speak, read, and understand Common, 
  Dwarvish, and Giant.
  Personality. Delver was forged to .nd and recover lost 
  artifacts – ideally to return them to their rightful owners or to 
  use them to bene.t society as a whole. Delver wants things to 
  be where they belong. Delver likes things neat and doesn’t 
  appreciate chaos. Oozes are gross.
  Delver is opinionated on a wide variety of topics. It usually 
  thinks there is a right way to do something and is not shy 
  about condescendingly lecturing people about how they are 
  doing things the wrong way. 
  8. Servants’ Quarters (Oozes!!!), 70. Stephen’s Crypt
  Enchanted Sword of Sylaire
  Weapon (longsword), legendary (requires attunement)
  This beautiful longsword provides a +2 bonus on both attack 
  and damage rolls. It is extremely light and has the .nesse 
  property. The blade itself never gets dirty, and an attuned 
  wielder can spend an action to cleanse themselves of any 
  .lth.
  While you are holding the weapon, you may – if you are 
  attuned to it – cast the levitate spell on yourself, requiring no 
  material components. Once you do, this ability cannot be 
  used again until the next dawn.
  58. The Enchanted Sword of Sylaire
  Figurine of Wondrous Power – Amber 
  Phoenix
  Wondrous item, very rare (requires attunement)
  This amber statuette of a phoenix can become a giant eagle 
  for 8 hours. The giant eagle can speak Common and 
  Primordial and has an alignment of chaotic neutral. It is 
  immune to .re damage and appears to be on .re due to an 
  effect similar to continual 3ame. It provides bright light in a 
  40-foot radius and dim light for an additional 30 feet. Once it 
  has been used, it cannot be used again until four days have 
  passed.
  24. The Main Chapel, 70. Stephen’s Crypt, Amber Living Statue
  Castle Amber – 113
  
  Fire Gem
  Wondrous item, very rare (attunement optional)
  This large, rough-cut ruby is warm to the touch. When you 
  possess the gem, you gain resistance to .re damage. You may 
  optionally attune to the gem. If you do, you are able to use the 
  produce 3ame cantrip with Charisma as your spellcasting 
  ability, as if you were a sorcerer.
  63. Fire
  Golden Bow
  Weapon (shortbow), very rare (requires attunement)
  This bow is made of some sort of golden-hued wood that 
  glows softly, giving off dim light in a 10 foot radius. When 
  used by someone attuned to it, this bow has the range of a 
  longbow and arrows .red from it deal 2d8 radiant damage 
  instead of their normal piercing damage.
  70. Stephen’s Crypt
  Health Gem
  Wondrous item, very rare
  This large, smooth sphere appears to be made of opal. When 
  you possess the gem, you have advantage on saving throws 
  against diseases. You may optionally attune to the gem. If you 
  do, you have advantage on death saving throws.
  69. Fourth Guardian
  Lightning Gem
  Wondrous item, very rare (attunement optional)
  This large, rough-cut diamond has a bright blue streak running 
  through it. When you possess the gem, you gain resistance to 
  lighting damage. You may optionally attune to the gem. If you 
  do, you are able to use the lightning lure cantrip with 
  Charisma as your spellcasting ability, as if you were a sorcerer.
  62. First Guardian
  Lusting Blade
  Weapon (rapier), very rare (requires attunement)
  This rapier provides a +1 bonus on attack and damage rolls. It 
  is exceptionally light and anyone who attunes to it will be 
  pro.cient in its use. The above properties are all that will be 
  revealed by examination or an identify spell.
  Curse. This sword is cursed, and becoming attuned to it 
  extends the curse to you. As long as you remain cursed, you 
  are unwilling to part with the sword, keeping it within reach 
  at all times. You also have disadvantage on attack rolls with 
  weapons other than this one, unless no foe is within 60 feet of 
  you that you can see or hear.
  Once you enter combat, you will not stop .ghting until either 
  you or all enemies are dead. Each round you are in combat, 
  you must attack an enemy. If no enemies are in range of an 
  attack, you must move toward a random enemy.
  38. Card Room
  Madness Gem
  Wondrous item, very rare (attunement optional)
  This large, diamond is faceted on one side and rough on the 
  other. When you possess the gem, you gain resistance to 
  psychic damage. You may optionally attune to the gem. If you 
  do, you are able to use the vicious mockery cantrip with 
  Charisma as your spellcasting ability, as if you were a sorcerer.
  66. Third Guardian
  Mirror of Truth
  Wondrous item, very rare
  The nature and properties of this hand-held mirror is obvious 
  to all who see it, as that is part of its enchantment. When a 
  creature looks into the mirror, only the truth can be seen: 
  invisible creatures and objects are visible, visual illusions are 
  seen through, and the true form of shapechangers and those 
  transformed by magic is obvious. For other deceptions, such 
  as physical disguises, the viewer can automatically make an 
  Intelligence (Investigation) check, a Wisdom (Perception) 
  check, or an appropriate saving throw. This check is made 
  with advantage.
  58. The Enchanted Sword of Sylaire
  Potion of Rage
  Potion, rare
  This potion appears to be a Love Potion, and an identify spell 
  will show it to be such. When you drink this potion, you are 
  overcome by rage and compelled to attack the .rst creature 
  you see. At the end of each round, you may make a DC 15 
  Wisdom saving throw in order to stop yourself from attacking 
  the next round. If you fail three of these saving throws, you 
  may not make any more and you will continue to attack until 
  your target is dead or one hour has passed.
  Random Encounters – Averoigne, Gilles Grenier
  Potion of Time Travel
  Potion, legendary
  The potion of time travel comes in two varieties: red and 
  green. Red potions of time travel take the drinker into the past 
  while green potions take the drinker into the future. Each 
  potion of time travel has a speci.c potency which can be 
  controlled precisely by those who brew the potions. 
  When you drink this potion you instantly disappear and, after 
  a sensation of falling, you reappear in the same place at a 
  different time. 
  Random Encounters – Averoigne, 61. The Potion of Time Travel, Moriamis, 
  Jehan Mauvaissoir, Azedarc
  Potion of the Wolf
  Potion, very rare
  When you drink this potion, you assume the hybrid form of a 
  werewolf (p. 211 MM). While under the potion’s effects, you 
  may use your action to polymorph into the form of a wolf or 
  back into the hybrid form. You may also use your action to 
  Castle Amber – 114
  
  polymorph back into your original form, but this ends the 
  potion’s effect. While under the effect of the potion, you gain 
  the following traits:
  Speed. 40 ft.
  Damage Immunities. bludgeoning, piercing, and slashing 
  damage from non-magical weapons that aren’t silvered
  Keen Hearing and Smell. advantage on Wisdom (Perception) 
  checks that rely on hearing or smell.
  Strength 15 (+2) if your strength score is not already higher
  Armor Class. natural armor of +1
  Multiattack. In hybrid form, you make two attacks: one with 
  your bite and one with your claws.
  Attacks. A bite attack that does 1d8 piercing damage and a 
  claw attack (in hybrid form only) that does 2d4 slashing 
  damage. You cannot pass the curse of lycanthropy on.
  The potion lasts until any one of the following occurs: you 
  complete a short rest, you polymorph into your original form, 
  or 8 hours pass.
  50. Alchemistry Laboratory
  The Ring of Eibon
  Ring, legendary (requires attunement)
  “It was made of a redder gold than any that the Earth had 
  yielded in latter cycles, and was set with a large purple gem, 
  somber and smoldering, whose like is no longer to be found.”
  While wearing this ring you can understand any written 
  language you can see, as if under the effect of a comprehend 
  languages spell. In addition The ring has 3 charges for the 
  following other properties. The ring regains 1d3 expended 
  charges daily at dawn.
  You can spend 1 minute and expend 2 charges to cast the 
  spell contact other plane.
  You can spend 1 charge as an action to cast the spell locate 
  creature.
  You can spend 2 charges as an action to cast the spell 
  summon greater demon, but if you lose control of the 
  summoned demon, the ring will not regain charges the next 
  day.
  60. The Ring of Eibon, Luc le Chaudronnier
  Ring of Plant Control
  Ring, very rare (requires attunement)
  While you wear this ring you can move through dense plant 
  growth without being slowed. You take no damage from 
  thorns or other such natural, plant-based hazards and you 
  have advantage on saving throws against non-magical attacks 
  employed by plants. The ring has 3 charges, and it regains 1d3 
  charges daily at dawn. You can cast the following spells from 
  the ring by expending the necessary number of charges:
  •
  Entangle (1 charge)
  •
  Plant Growth (2 charges)
  •
  Speak with Plants (2 charges)
  20. The Wild Hunt, Andrew David Amber
  Rod of the Tyrant
  Rod, very rare (requires attunement)
  The Rod of the Tyrant is much like a Rod of Rulership.
  You can use an action to present the rod and command 
  obedience from each creature that you can see within 120 
  feet of you. You cannot exclude creatures from this effect. 
  Each target must succeed on a DC 15 Wisdom saving throw 
  or be charmed by you for 4 hours. Targets engaged in combat 
  with you have advantage on this saving throw. Targets who 
  succeed on the saving throw are aware that there was an 
  attempt made to charm them. 
  While charmed in this way, the creature regards you as its 
  rightful leader, but it does not necessarily like or trust you. If 
  harmed by you or your companions, a target automatically 
  makes an additional saving throw, ending the effect on a 
  success.
  You may give orders to those who are charmed. While a 
  charmed target does not have to follow these orders, failure to 
  do so results in them taking 6d6 psychic damage, or half that 
  damage on a successful DC 15 Wisdom saving throw. Taking 
  this damage does not end the charm effect. Once a target 
  takes this damage, however, it cannot take additional damage 
  in this way until the next dawn.
  When the charm effect ends, a target knows it was charmed.
  Once the rod is used, it can’t be used again until the next 
  dawn.
  34. Throne Room
  Stoneborn Gem
  Wondrous item, very rare (attunement optional)
  This large diamond is faceted on one side and rough on the 
  other. When you possess the gem, you gain advantage on 
  saving throws against petri.cation effects. You may optionally 
  attune to the gem. If you do, you are able to use the magic 
  stone cantrip with Charisma as your spellcasting ability, as if 
  you were a sorcerer.
  65. Second Guardian
  Sun Shield
  Armor (shield), rare (requires attunement) 
  Sun shields are traditionally carried by members of the 
  Brotherhood of the Sun. These shields provide an extra +1 
  bonus to AC. They appear to be on .re, but are merely warm 
  to the touch. They do, however, give off light as a torch. 
  43. The Red Room, Thermistius, the Sun Brother
  Shockwave Boots
  Wondrous item, rare
  These worn leather boots have three charges and regains 1d3 
  expended charges each dawn. While wearing them, you can 
  stamp your foot, expending one charge as a bonus action, to 
  deal 2d10 thunder damage to all creatures within 10 feet of 
  you. When you do this, any creatures of medium size or 
  Castle Amber – 115
  
  smaller or unattended objects under 400 lbs that are within 5 
  feet of you are pushed away from you 5 feet. You may expend 
  additional charges to increase the damage dealt by 2d10 for 
  each charge expended.
  70. Stephen’s Crypt
  Silverblade Halberd
  Weapon (halberd), rare
  The blade of this halberd is made from magically strengthened 
  silver. You gain a +1 bonus to attack and damage rolls made 
  when using this weapon. Against lycanthropes, however, it is 
  somewhat more effective. When a lycanthrope is within 20 ft. 
  of the halberd, the blade glows, illuminating a 20 ft. radius 
  with bright light and providing dim light for another 10 ft. A 
  lycanthrope within the radius of bright light has disadvantage 
  on attacks against the wielder of the halberd.
  36. Library, Claude Amber 
  Tar’
  skai, The Great Maul
  Weapon (maul), legendary (requires attunement)
  Tar’skai is an ancient adamantine weapon, dating back 
  thousands of years to the Dhakaani Empire.
  You gain a +1 bonus to attack and damage rolls made when 
  using this weapon. In addition, it has the following properties:
  Staggering Power. When you use Tar’skai to make a killing 
  blow upon a creature, all of that creature’s allies within 10 
  feet of it must succeed on a DC 15 Strength saving throw or 
  be knocked prone.
  Pound to Dust. When used against objects, Tar’skai deals an 
  additional 3d6 thunder damage on a successful attack.
  Sentience. Tar’skai is a sentient lawful evil weapon with an 
  Intelligence of 11, a Wisdom of 12, and a Charisma of 15. It 
  has hearing and darkvision out to a range of 60 ft. The 
  weapon communicates empathically, transmitting its emotions 
  to the creature carrying it.
  Personality.  Tar’skai is was forged to provide discipline to 
  powerful but unruly bugbears. Its focus is the dhakaaani 
  goblin concept of muut, which can be roughly translated as 
  honor in one’s duty. Its duty, of course, was to kill when 
  ordered to. Tar’skai does not understand mercy.
  70. Stephen’s Crypt
  Venom Gem
  Wondrous item, very rare (attunement optional)
  This large, rough-cut diamond has streaks of black and green 
  running through it. When you possess the gem, you gain 
  resistance to poison damage. You may optionally attune to the 
  gem. If you do, you are able to use the poison spray cantrip 
  with Charisma as your spellcasting ability, as if you were a 
  sorcerer.
  64. Air
  Water Gem
  Wondrous item, very rare (attunement optional)
  This large, diamond is faceted on one side and rough on the 
  other. When you possess the gem, you gain a swim speed of 
  20 feet. You may optionally attune to the gem. If you do, your 
  swim speed becomes 40 feet.
  68. Water
  Wildwood Bow
  Weapon (any bow), uncommon
  This bow appears to be made of a living branch, with buds 
  just beginning to appear. When you target a creature with this 
  bow, that creature gains no bene.t from cover provided by 
  living plants unless it is total cover.
  Random Encounters –        Indoor Forest
  Mundane Equipment
  Iron Claw
  Martial melee weapon
  Cost 25 gp
  Damage 1d6 slashing
  Weight 1 lb.
  Properties .nesse, light
  These bladed metal sheaths .t over the natural claws of 
  tabaxi. 
  Castle Amber – 116
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Toolbox Publishing/Stuart Broz - Castle Amber, An Expansion and 5e Conversion Guide to Dungeon Module X2.pdf