“As long as people believe in absurdities
they will continue to commit atrocities.”
                                                                          CREDITS
Doomed Forgotten Realms                      Playtesters                                  Interior Art                                  Alhazred
                                                                                                                                        Flaming Skull
Lead                                         Br’rell                                      Bralves
Scott McClintock                             Captain Virran Silvershadow                   Irina Radanavich                            Jimmy Nijs
                                                                                                                                        Xanathar and Sylgar
Lead Developer                               Irini                                         Azalin Rex
                                                                                                                                        Graxigon
Scott McClintock                             Nori                                         Dean Spencer                                  Amber Sarcophagus
                                                                                           Kobold                                       Mummy’s Sarcophagus
Concept                                      Beta Readers                                  Voaraghamanthar the Black Dragon             Citadel Cavitius
Scott McClintock                             Adam Dahlheim                                 Small Red Dragon                             Sylgar
                                                                                                                                        Lord Haroln
                                             John Bryant                                  dleoblack                                     Vadataj
Writer                                       Matthew Charles                               Lady Syth
Scott McClintock                             Ryan Sargent                                                                              Raluca Marinescu
Marc Altfuldisch                                                                          Harley Dela Cruz                              Vecna
Billy Middleton                              Cartography                                   Werewolf
                                                                                                                                       Rising Phoenix Games
                                                                                           Willow
                                             Buck Wev                                      Blackstar Knight                             Grandma Fennel
Editor                                                                                     Secret Eater                                 Vol’kra the Empyrean
                                              Hosttower of the Arcane
Billy Middleton                               Richten Haus                                 Spirit of Rage
                                              Castle Avernus                               Undead Horse                                Sandara
Developer                                     Har’akir Tombs                               Bleakborn                                    Phoenix
Marc Altfuldisch                              Devil’s Tea Party                            Haseid
                                                                                                                                       Vlad Ogorodnyk
                                              Ahghairon’s Tower                            Tomb Ophidian
Producer                                                                                                                                Kas
                                                                                          Foreword
                                              Castle Waterdeep
Scott McClintock                              Vecna’s Throneroom
Marc Altfuldisch                             Christian Zeuch
                                              Sword Coast
Project Manager                               Endless Road
Scott McClintock                              Ahghairon’s Hellscape
                                              Neverwinter Wood
Layout, Graphic Design, and
Product Engineering                          Elven Tower Cartography
                                              Luskan
Marc Altfuldisch                              Waterdeep
Art Director                                 John Gilliam
Marc Altfuldisch                              Skullport
Cover Illustrator                                                                                                        all of Vecna concludes our
Raluca Marinescu (Vecna)                                                                                                                adventure
                                                                                                                         Doomed Forgotten Realms
Marc Altfuldisch (Backdrop)
                                                                                                               path. Just like any endeavor, this
                                                                                                               project required a well rounded
                                                                                                               group of high level comrades. I
                                                                                          am grateful to the amazing Matthew Whitby who has
                                                                                          been with the project since day one, and single-hand-
                                                                                          edly put together the Gazetteer to end all gazetteers
                                                                                          (If you haven’t checked it out already, please do). I am
                                                                                          grateful to the fantastic Kathleen Harrington who
                                                                                          went well above and beyond her role as an editor
                                                                                          to contribute some brilliant content to our earlier
                                                                                          volumes. I am most grateful for getting to work on
                                                                                          this with my real life best friends Buck Wev and
                                                                                          Billy Middleton – as well as the supremely talented
                                                                                          Marc Altfuldisch, a new friend in the making. And, of
                                                                                          course, I am monumentally grateful to you for giving
                                                                                          this adventure a chance.
                                                                                          	 For anyone out there thinking of trying to bring
                                                                                          their own ideas to life on the DMsGuild I would
                                                                                          strongly encourage you to take the plunge! It is hard
                                                                                          work, but also worth it. If you have questions along
                                                                                          the way, please don’t hesitate to reach out to me. And,
                                                                                          once you complete and publish your first product let
           ON THE COVER                                                                   me know – I’d love to return the favor and provide
           In this illustration by Raluca Marinescu & Marc                                some support!
           Altfuldisch, Vecna’s apotheosis is almost complete.
                                                                                                                                                  — Scott McClintock
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild. All other original material in this work is copyright 2022 by Quill & Cauldron and is published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission.
                                                                                 Contents
Foreword                                                                                    4 Chapter 9
                                                                                               No Longer Eye to Eye                                          92
Introduction                                                                                6 Xanathar's Guide to Saving the World�������������������������� 93
Doomed Forgotten Realms������������������������������������������������� 7                        Encounters on the Road���������������������������������������������������� 93
A History of Doom���������������������������������������������������������������� 7
Adventure Summary�������������������������������������������������������������� 7                 Chapter 10
Adventure Flowchart����������������������������������������������������������� 9                  Dropping the Battlehammer                                                               97
Dramatis Personae�������������������������������������������������������������� 10                Cult of the Elder Elemental Eye��������������������������������������� 98
                                                                                                   An Audience with Ogrémoch�������������������������������������������� 98
Chapter 1                                                                                          The Dismal Delve������������������������������������������������������������������99
Trial Run                                                                                  11     A Time for Planning���������������������������������������������������������� 100
Beginning the Adventure��������������������������������������������������� 11                     March for Freedom������������������������������������������������������������101
Abandoned Tower�����������������������������������������������������������������13                The Return���������������������������������������������������������������������������103
Luskan�������������������������������������������������������������������������������������14
Hosttower of the Arcane���������������������������������������������������18                      Chapter 11
The Mists of Ravenloft������������������������������������������������������ 29                   Worse Things Happen at Sea                                                            104
                                                                                                   Port Llast����������������������������������������������������������������������������104
Chapter 2                                                                                          Voyage Under the Sea��������������������������������������������������������105
A Haus Divided                                                                            30      The Hunt is Afoot�������������������������������������������������������������� 106
Traversing the Mists����������������������������������������������������������� 30                A Liar's Word���������������������������������������������������������������������� 106
A Doomed Domain����������������������������������������������������������������31
Darkon����������������������������������������������������������������������������������� 32      Chapter 12
Rivalis������������������������������������������������������������������������������������� 32   Here Be Dragons                                                                       108
The Hidden Trail������������������������������������������������������������������ 36             Leilon����������������������������������������������������������������������������������� 108
Richten Haus������������������������������������������������������������������������ 36           Castle Naerytar����������������������������������������������������������������� 108
Nana's Concoction������������������������������������������������������������� 45                 Neverwinter Wood������������������������������������������������������������ 109
                                                                                                   The Great Escape������������������������������������������������������������������111
Chapter 3                                                                                          Draconian Accolades�������������������������������������������������������� 112
Float like a Castle, Sting like an Imp                                                    46
Castle Avernus��������������������������������������������������������������������� 46            Chapter 13
An Impish Guide�������������������������������������������������������������������� 51            Fatal Attraction                                                                       113
                                                                                                   Phandalin���������������������������������������������������������������������������� 113
Chapter 4                                                                                          A Bloody Apprenticeship��������������������������������������������������� 119
With Friends Like These                                                                   52
Tovag�������������������������������������������������������������������������������������� 52    Chapter 14
The Shepherd and His Flock���������������������������������������������� 53                       The War for Waterdeep                                                                  121
Tor Gorak������������������������������������������������������������������������������ 54        The War Council����������������������������������������������������������������� 121
The Clash������������������������������������������������������������������������������� 54       Waterdeep�����������������������������������������������������������������������������122
Meeting the Darklord�������������������������������������������������������� 59                   Skullport�����������������������������������������������������������������������������122
                                                                                                   Battle Against the Skulls�������������������������������������������������130
Chapter 5                                                                                          Departing Skullport����������������������������������������������������������130
Carnage at the Carnival                                                                   60      Tower of Ahghairon���������������������������������������������������������� 131
The Carnival��������������������������������������������������������������������������60          A Cataclysmic Promise��������������������������������������������������������142
Thoroughfare����������������������������������������������������������������������60
Big Top����������������������������������������������������������������������������������� 61     Chapter 15
Egress������������������������������������������������������������������������������������� 63    The Rise or Fall of Vecna                                                             143
                                                                                                   Castle Waterdeep����������������������������������������������������������������143
Chapter 6                                                                                          Dungeons of Castle Waterdeep���������������������������������������144
Hit the Road and Hit the Head                                                             64      Divine Release���������������������������������������������������������������������� 147
A Horse of a Different Color������������������������������������������� 64                        Denouement������������������������������������������������������������������������� 147
Bring it all to a Head��������������������������������������������������������� 64                The Fall of Vecna����������������������������������������������������������������148
Shadowfell Encounters on the Misty Road������������������66                                       Concluding the Adventure����������������������������������������������148
Chapter 7
Plow the Cursed Sands                                                                     68      Appendix               A Secrets of the Whispered One                                  150
Mummy Wing������������������������������������������������������������������������� 70
Scarab Wing�������������������������������������������������������������������������� 73          Appendix               B Monsters and NPCs                                             159
Serpent Wing������������������������������������������������������������������������ 77
Temple Wing��������������������������������������������������������������������������80           Appendix               C Handouts                                                      215
Black Obelisk������������������������������������������������������������������������ 85
                                                                                                   Appendix               D Magic Items                                                   229
Chapter 8
A Skeleton in the Closet                                                                  87      Appendix               E Vehicles                                                      235
Palace of Vecna��������������������������������������������������������������������88
Cut and Run�������������������������������������������������������������������������� 91          Appendix               F Bridging from other Adventures                                240
                                                                                                                                                                                                    5
    Introduction                                                a device called the Soulmonger, designed to devour
                                                                the soul of any humanoid that dies anywhere on Toril.
                                                                Few knew that the Soulmonger’s purpose was to feed
                                                                a gestating atropal, the ghastly, unfinished creation
                        ord Vecna has been known by many        of a long-forgotten evil god. Fewer still knew that this
                        names—The Maimed Lord, The              atropal was to serve as a corporeal vessel for the
                        Whispered One, The Maker of             godly essence of Vecna.
                        All That is Secret. He was a great      	 It was agents of Vecna who corrupted the transla-
                        wizard, perhaps the greatest of all     tion of Sammaster’s holy prophecies. This, in turn,
    time, tutored by the serpentine embodiment of magic         inspired the Cult of the Dragon’s Red Wyrmspeaker,
    itself. He was a supreme archlich of inestimable            Severin, to summon forth Tiamat from her lair upon
    power, rumored to have stolen the secret of undeath         the Nine Hells. The Thayan illusionist and secret
    from the demon lord Orcus. He was an emperor,               Vecnan disciple, Rath Modar, worked with Severin to
    worshiped as a god. Then, through force of will, he         bring this mad plan to fruition.
    became a god.
    	 He was betrayed and slain by his closest lieutenant.                    And so the Soulmonger fed.
    He was imprisoned in the distant domains of                 To one such as Vecna, even the grandest plan is but
    Ravenloft. None of this stopped him.                        the seed of an even grander plan. As part of Tiamat’s
                                                                summoning, a great treasure trove, one fit for the
                    Nothing can stop Vecna.
                                                                Queen of Dragons, was gathered in tribute. Vecnan
    Vecna is more than power. He is knowledge incar-            agents, posing as cultists of the dragon, stole relics of
    nate. He hoards secrets like Tiamat hoards treasure.        incredible power, including some of Netherese origin,
    Vecna’s core belief is that for every person, for every     in service of their lord. Four such artifacts were later
    city, for every world, there exists a secret so powerful    found in the Dessarin Valley by cultists of Elemental
    that it can bring about their downfall. He gathers          Evil. This cult went on to raze and destroy much of
    such secrets to further his divine ascendency.              the Valley.
    	 As part of his quest for greater godhood, Vecna
    besieged the planar hub of the multiverse. Although                       And so the Soulmonger fed.
    his plans were ultimately thwarted, he nonetheless          Soon thereafter, Vecna tricked Gromph Baenre, the
    managed to plunder the hub’s many secrets. One of           archmage of Menzoberranzan, into summoning the
    these secrets was the existence of worlds beyond            many demon lords of the Abyss into the Underdark.
    that of his birth. Of all these worlds, Vecna was most      Madness and decimation on a catastrophic scale
    fascinated by the magic-rich realms of Toril. He was        soon followed.
    particularly obsessed by the eldritch ingenuity of
    fallen Netheril.                                                          And so the Soulmonger fed.
                                                                The breaking and reshuffling of Annam’s Ordning.
                Vecna set his eye to conquest.                  Elturel and Baldur’s Gate’s descent into Avernus.
    With the patience and restraint of an expert strate-        Auril’s self-imposed exile and the subsequent eternal
    gist, Vecna spent generations preparing Toril for his       winter. In one way or another Vecna, the cosmic
    arrival. In the planar hub, Vecna learned of the exis-      mastermind, had his hand in it all.
    tence of portals that allowed travel between worlds
    and communicated this information to his most                        And Finally the Soulmonger was full.
    devoted followers. They, in turn, slowly infiltrated        Vecna was reborn. He gathered to his banner all that
    every corner of the Sword Coast from Candlekeep to          was evil. Not just his cultists, but orcs from Dark
    Silverymoon. Year after year, Vecna’s cultists gathered     Arrow Keep, yuan-ti from Najara, giants from all
    and obscured knowledge, subverted governments,              across the Sword Coast, and liches from Warlock’s
    and patiently corrupted the good-hearted champions          Crypt, all fought at his bidding. The Realms, devas-
    of Faerûn, all in the name of their Maimed Lord.            tated by repeated calamity, fell quickly. In less than
    	 At the same time, the archlich Acererak, one of           a year’s time, Vecna ensconced himself within
    Vecna’s oldest and most loyal servants, traveled to         Waterdeep, declaring himself the Lord of Toril.
    the jungles of Chult to build a hidden, deathtrap                    Evil has ruled the lands ever since.
    dungeon. In the heart of this dungeon, he secreted
6                                                         Introduction
   Doomed Forgotten Realms
Welcome to a dark chapter in the history of the
Forgotten Realms. A chapter in which your players
are destined to play a starring role. Through their
actions, the Realms will find salvation. Or doom.
	The Doomed Forgotten Realms imagines a world where
all the various catastrophes threatened in a Wizards
of the Coast hardcover adventure have come to pass.
It is an acknowledgment that for every successfully
completed campaign, likely a dozen more have fizzled
out or failed. This adventure serves as a tribute
to these failed campaigns. As described in Rise of
Tiamat, “Nations and kingdoms shatter, civilization
collapses into bloody war, and chaos reigns
supreme... Such dark times need not mean the
end of your campaign, however... The new goal is
to bring peace to the world once more.”
                                                                            The Archlich Himself
	 In the Doomed Forgotten Realms, the never-ending                        is the grand architect of
parade of apocalypses that have wracked the Sword                       the Doomed Forgotten Realms
Coast are not an improbable coincidence. They
have, instead, been purposefully masterminded or
exploited by the archlich Vecna so that he might
conquer the Forgotten Realms. For those not familiar
with Vecna, he is an iconic villain that has haunted
Dungeons & Dragons since its earliest days. His rele-
vant background has been briefly summarized, but
for those interested in a deeper exploration of Vecna’s
                                                                 Adventure Summary
history, it can be easily found online.                   The adventure begins when the characters are
	 Fall Of Vecna is the third volume of the Doomed         summoned to an audience with the beholder,
Forgotten Realm adventure path. Although the experi-
                                                          Xanathar, former crime lord of Waterdeep. Xanathar
ence will be optimized if your players have completed     has been driven from Waterdeep by Vecna and
Rise Of Vecna, it is not required. Fall Of Vecna is an
                                                          now hides beneath the ruins of Thornhold Keep,
epic, self-contained story for three to five characters   scheming how to unseat the lich lord. Xanathar’s
that will take your players from 10th to as high as       intelligence network has learned that Vecna orig-
20th level.                                               inates from the dismal land of Ravenloft. Sharing
                                                          this information with the characters, the eye tyrant
          A History of Doom                               tasks them with traveling to Ravenloft in hopes of
                                                          learning more about Vecna. Xanathar also informs
Faerûn has changed dramatically in the years since        the characters that there is a portal to Ravenloft in
Vecna’s conquest. Tiamat holds court over the             the Hosttower of Arcane, the Luskan headquarters of
dragons of the Realms from atop her Soaring Citadel.      the Arcane Brotherhood, a cabal of evil wizards loyal
Zariel wages war over the cratered ruin that was          to Vecna.
once Baldur’s Gate. The drow elf Jarlaxle, one of the     	 Chapter 1. In chapter 1 the characters are tele-
last hopes for a dying realm, rules over the sailing      ported to Luskan. Once there they must gain
city of Qu’madosfan Delmah. And the Frostmaiden           entrance to the Hosttower by overcoming a series
Auril’s arctic grasp expands ever outwards. For a         of trials. After gaining entrance the characters must
more detailed exploration of this brave new world see     sneak their way into the heart of the tower. Then,
our supplemental product the Doomed Forgotten Realms:     using an enchanted skull provided by Xanathar, the
SwOrd COast Gazetteer.                                    characters must find the hidden portal to Ravenloft.
                                                  Introduction                                                    7
    	 Chapter 2. In chapter 2 the characters emerge           	 Chapter 9. The characters return to Thornhold
    near the halfling village of Rivalis, within the realm    in chapter 9. However, while they were away
    of Darkon. Exploring the village leads the characters     Vecna tracked down and slew Xanathar, raising
    to Grandma Fennel, who suggests that they visit           the beholder as a death tyrant, loyal to Vecna. The
    the nearby ruins of Castle Avernus to learn more          characters are ambushed by this undead version of
    about Vecna. Before doing so, however, they need          Xanathar upon their return. Emerging victorious,
    to visit Richten Haus, former home of the legendary       they find Xanathar’s notes detailing the beholder’s
    Rudolph Van Richten. There the characters harvest         plan to recruit allies and assault Vecna, who is
    some herbs necessary to survive the poisonous ener-       currently laired within Ahghairon’s Tower, which can
    gies surrounding Castle Avernus.                          be found inside the city of Waterdeep.
    	 Chapter 3. During chapter 3 the characters explore      	 Chapter 10-13. Chapters 10 through 13 are dedi-
    the floating ruins of Castle Avernus, former home to      cated to traveling across the Sword Coast, recruiting
    the infamous Darklord Azalin Rex. Within the ruins        allies for the inevitable battle against Vecna. The
    the characters will encounter the dwarf vampire,          characters can choose which of these chapters they
    Axrock, fight the shadow dragon Ebbasheyth, and           wish to complete, as well as the order in which they
    befriend Azalin’s familiar, Skeever. Skeever willingly    wish to complete them. In chapter 10 the characters
    provides information about Vecna’s former domain,         travel to the Elemental Plane of Earth to free the
    Cavitius. The imp suggests that the players search for    legendary Bruenor Battlehammer from the slave pits
    lesser Vecnan relics, scattered throughout Ravenloft,     of the dao. Chapter 11 sees the characters winning
    and use these as keys for accessing Vecna’s aban-         the assistance of Jarlaxle Baenre, after venturing
    doned domain.                                             into an undersea trench to slay a vengeful kraken.
    	 Chapter 4-7. Chapters 4 through 7 are dedicated         In chapter 12 the characters must steal the recently
    to recovering these Vecnan relics, each of which          forged Vonindod from the fire giants, to earn assis-
    is a part of Vecna’s original body. The characters        tance from the Dragon Queen Tiamat. Finally, in
    can recover as many of these relics as they like,         chapter 13 the characters help Halaster Blackcloak
    in any order. In chapter 4 the characters travel          gain revenge against his former apprentices, who
    to the domain of Tovag, where they meet Vecna’s           betrayed the Mad Mage in the early days of Vecna’s
    archenemy, Kas the Betrayer. From Kas they have           conquest.
    the opportunity to recover the incisors of Vecna. In      	 Chapter 14. In chapter 14 the characters finally
    chapter 5 the characters visit a traveling Carnival       take the fight to Vecna. Jarlaxle uses his submarine,
    besieged by malevolent fey. After helping Isolde, the     the Scarlet Marpenoth, to smuggle the characters
    Carnival’s leader, they are rewarded with the first       into Skullport, an underworld city located beneath
    digit of Vecna. In chapter 6 the characters summon        Mount Waterdeep. Once in Skullport the characters
    the Headless Horseman in hopes of recovering the          must recruit various factions to help defeat the thir-
    Head of Vecna. In truth the Head of Vecna is not a        teen enigmatic Skulls who rule over Skullport. With
    true relic, although it does hold the molar of Vecna,     the Skulls vanquished, the characters can teleport
    which is. Finally, the characters have an opportunity     into Waterdeep, and break into Ahghairon’s Tower. At
    to travel the cursed tombs and underground desert of      the top of the tower the characters manage to fight
    Har’akir in search of the scalp of Vecna.                 and best Vecna. However, the characters learn that
    	 Chapter 8. After recovering at least one Vecnan         Vecna has turned the Soulmonger, a hideous device
    relic, the characters can travel to the abandoned         that feeds on the souls of the dead, into his phylac-
    domain of Cavitius in hopes of learning more about        tery. Using recent knowledge obtained from ancient
    Vecna. While there they unexpectedly encounter the        Nether Scrolls, Vecna plans to feed upon the souls in
    powerful lich Azalin, and learn that he has been using    the Soulmonger to fuel his divine ascendancy.
    Skeever to manipulate the characters into bringing        	 Chapter 15. Chapter 15 is the concluding chapter.
    him the Vecnan relics. Azalin willingly shares infor-     The characters race against time to destroy the
    mation regarding Vecna. In particular Azalin shares       Soulmonger before Vecna transcends to godhood.
    incriminating evidence that might be used to turn         They discover that the Soulmonger is hidden within
    one of Vecna’s greatest allies, the archlich Acererak,    Castle Waterdeep, which the archlich Acererak has
    against the Maimed Lord. From there the characters        turned into a deathtrap dungeon. The characters gain
    can use their Vecnan relics to open a portal to the       access to the sealed castle by possessing the bodies
    Forgotten Realms, although they will need to make         of nine trickster gods imprisoned within the castle’s
    a difficult decision as to whether or not they allow      dungeons. After gaining access to the castle the char-
    Azalin to use the portal as well.                         acters engage in one last battle, with the fate of the
                                                              Realms hanging in the balance.
8                                                       Introduction
                                         Adventure Flowchart
                                                               CHAPTER 2
                         CHAPTER 1
                        Trial Run                              A Haus
                                                               Divided
                          Luskan
                                                           Darkon in Ravenloft
                          LEVEL 10
                                                                LEVEL 11
                                                               CHAPTER 3
                                                    Float like a Castle,
                                                     Sting like an Imp
                                                           Darkon in Ravenloft
                                                                LEVEL 11
        CHAPTER 4                           CHAPTER 5                            CHAPTER 6                           CHAPTER 7
     With Friends                     Carnage at the                         Hit the Road                         Plow the
      Like These                        Carnival                           and Hit the Head                      Cursed Sands
     Tovag in Ravenloft              The Carnival in Ravenloft              Any abandoned road                  Har’Akir in Ravenloft
        LEVEL 12 - 14                      LEVEL 12 - 14                         LEVEL 12 - 14                      LEVEL 12 - 14
                                                               CHAPTER 8
                                                            A Skeleton
                                                           in the Closet
                                                    Citadel Cavitius in Ravenloft
                                                               LEVEL 13-15
                                                               CHAPTER 9
                                                             No Longer
                                                             Eye to Eye
                                                           Back to Thornhold
                                                               LEVEL 13-15
        CHAPTER 10                         CHAPTER 11                            CHAPTER 12                         CHAPTER 13
     Dropping the                      Worse Things                              Here Be                              Fatal
    Battlehammer                       Happen at Sea                             Dragons                          Attraction
The Elemental Plane of Earth          The Scarlet Marpenoth           Leilon and Neverwinter Wood                 Undermountain
        LEVEL 14-19                         LEVEL 14-19                          LEVEL 14-19                         LEVEL 14-19
                                                              CHAPTER 14                           CHAPTER 15
                                                           The War for                      The Rise or Fall
                                                            Waterdeep                          of Vecna
                                                     Skullport and Waterdeep                     Castle Waterdeep
                                                                LEVEL 19                             LEVEL 20
                                                              Introduction                                                              9
                 Dramatis Personae
     The main members of the adventure’s cast of
     characters are found in the Dramatis Personae table
     below, listed in alphabetical order for easy reference.
     Dramatis Personae
     Major NPC             Description                                          Main Description
     Abatha Lea            Dwarven veteran                                      Chapter 10, Dismal Delve
     Acererak              Archlich and Vecna’s most trusted ally               Chapter 15, Denouement
     Ahghairon             Archmage and first Open Lord of Waterdeep            Chapter 14, area M16
     Azalin Rex            Lich and Darklord of Darkon                          Chapter 8, area H6
     Bruenor               King of the dwarves                                  Chapter 10, Dismal Delve
     Battlehammer
     Grandma Fennel        Druid from Rivalis                                   Chapter 2, area C4
     Grimnir               Dwarven priest                                       Chapter 10, Dismal Delve
     Halaster Blackcloak   Archmage and creator of Undermountain                Chapter 13, area K8
     Hellenrae             Monk and cultist of the Elder Elemental Eye          Chapter 10, Triboar
     Irik Zal’honan        Ghost of the son of Azalin Rex                       Chapter 3, area E5
     Isolde                Cambion leader of the Carnival                       Chapter 5, The Character’s Arrival
     Jarlaxle Baenre       Drow elf leader of Bregan D’aerthe                   Chapter 11, The Hunt is Afoot
     Kas                   Vampire warrior and Darklord of Tovag who betrayed   Chapter 4, The Clash
                           Vecna
     Kolathid              Deep gnome wizard                                    Chapter 10, Dismal Delve
     Lady Syth             Death knight loyal to Kas                            Chapter 4, Tovag, Land of the Great
                                                                                Betrayer
     Madame Radanavich     Darklord of Richten Haus                             Chapter 2, area D19
     Ogrémoch              Elemental Prince of Earth                            Chapter 10, An Audience with Ogrémoch
     Rezmir                Dragonborn Black Wyrmspeaker                         Chapter 12, Castle Naerytar
     Shradin Mulophor      Former lord of Skullport                             Chapter 14, The Skull-faced Beggar
     Skeever               Azalin’s imp familiar                                Chapter 3, area E7
     Sylgar                Xanathar’s beloved pet goldfish                      Chapter 1, Beginning the Adventure
     Vecna                 Lich mastermind who has conquered the Sword Coast    Chapter 15, Denouement
     Xanathar              Beholder and sworn enemy of Vecna                    Chapter 1, Beginning the Adventure
10                                                              Introduction
Chapter 1
Trial Run
The beholder Xanathar recruits the characters to travel to      the Xanathar, having received word of their previous
the plane of Ravenloft in search of information that might      exploits, has invited them to the following conclave.
be used to defeat the archlich Vecna. To access Ravenloft the
characters must teleport to Luskan and infiltrate the Host-
                                                                Adjust the following narrative as necessary:
tower of the Arcane.
                                                                    Hidden beneath the seemingly abandoned Thornhold
                                                                    Keep you find Xanathar’s underground headquarters,
                                                                    a bustling, grandiose hub of activity. Informants come
                                                                    and go, using the Underdark to ferry information and
                                                                    contraband throughout the Realms. Xanathar’s throne
                      rom Van Richten’s Guide to Raven-             room is strikingly opulent, decorated with tapestries,
                   loft, “In hidden corners of the                  paintings, and the petrified statues of those who have
                   Shadowfell are nightmare                         recently aroused its prickly ire. Its beloved goldfish,
                   domains that hunger for the                      Sylgar, swims happily by Xanathar’s side in a mansion-
                   brave and the innocent, the ambi-                sized fish bowl. 	
tious and the wicked.                                               “You were wise to answer my call, henchpeople. As
                                                                    you know, it has been five years since that one-eyed
    Beginning the Adventure
                                                                    bag of bones took over this heap of dirt we call home.
                                                                    No matter what we throw at him – spies, assassins,
                                                                    armies, Elminsters – none of it works. We’re going to
How best to begin this adventure depends upon                       have to fight smarter, not harder. This guy’s gimmick
whether or not your players have played Rise Of Vecna.              is that everyone has a secret that can bring about
                                                                    their downfall, but that’s nothing new. Here in Faerûn,
Without Having Played RISE OF VECNA                                 we call it blackmail, and I’ve been doing it my whole
                                                                    life. So, how about we turn things around and use
If your players have not played the previous adven-
                                                                    his secrets against him. It took me a while to put the
ture, then begin by reading or paraphrasing the                     pieces together, but I’ve already figured out a whopper
earlier Rise Of Vecna section. Have your players                    of a secret. It turns out that Vecna isn’t even from the
describe how their characters have spent the last                   Realms, but rather some other dimension -- some
five years. If your characters have played a previous               dreary place referred to as Ravenloft.
Wizards of the Coast hardcover adventure, then see                  If we want to find out more about Vecna, then we
appendix F for suggestions on how to customize this                 are going to need to journey to his alleged home-
                                                                    land. It turns out that it is somehow possible to
adventure.
                                                                    access Ravenloft from inside the Hosttower of the
	 While there is considerable lore to be found in the               Arcane. Normally this place is inhabited by scores of
SwOrd COast Gazetteer   and Rise Of Vecna, none of it               archmages; however, thanks to my agents, they are
is necessary for this adventure. As such, consider                  currently elsewhere. So, it is time for us to break into
                                                                    their tower, hop into Ravenloft, find out Vecna’s weak-
working with your players to build your own dysto-                  ness, and save the Realms.
pian version of the Forgotten Realms. In this
                                                                    How hard can it be?”
dystopian world your players might play legendary
characters from pre-existing Forgotten Realms lore.
Alternatively, they might prefer to make their own              With Having Played RISE OF VECNA
unique character.                                               With the defeat of the Krakolich and the destruction
	 The adventure begins with the characters meeting              of the shroudstones, the veil separating Toril from
the beholder, Xanathar. Once the former crime lord              the gods is weakened. Across the Realms, townsfolk
of Waterdeep, it was driven into exile when Vecna               and citizens have inexplicably hopeful dreams that
conquered the city. Now headquartered beneath                   they have not experienced in years. Whispers and
the ruins of Thornhold, the beholder is the unlikely            rumors begin to circulate that a rebirth of the gods is
leader of one of the last remaining credible resis-             imminent. Within weeks there are stories of divinely
tance movements. Have your characters decide                    inspired clerics rallying the masses and newly
whether they already have an established relation-              anointed paladins inspiring rebellion. Although such
ship with Xanathar, or whether they are meeting it              insurrections are quickly crushed by the iron grasp of
for the first time. If meeting it for the first time, then      Vecna, their existence is nonetheless worrying to the
                                                                Maimed Lord and his closest servants.
                                                    Chapter 1 Trial Run                                                        11
     	 Allow the characters time to enjoy their hard-                  	 Xanathar can provide details regarding Luskan and
     earned victory. This downtime can extend for days or              the Hosttower. In particular, it knows:
     months, depending on their preference, but it eventu-             J The Hosttower of the Arcane is home to a group
     ally comes to an end when they are summoned to an                      of wizards known as the Arcane Brotherhood.
     audience with Xanathar. Read or paraphrase:                            The Brotherhood is run by five powerful arch-
                                                                            mages, three of which are former apprentices of
        By now Xanathar’s lonely underground labyrinth has
        been transformed into a bustling, grandiose hub of                  the Mad Mage Halaster.
        activity. Informants stream in and out of his chamber,         J The Hosttower plays a critical role in the construc-
        using the Underdark to ferry information and contra-
                                                                            tion of artificially accelerated organisms (for more
        band throughout the Realms. Xanathar’s throne
        room is as opulent as ever, decorated with tapestries,              details see the Artificially Accelerated Organisms
        paintings, and the petrified statues of those who have              section in appendix A).
        recently aroused its prickly ire. Its beloved goldfish,
        Sylgar, swims happily by Xanathar’s side in a mansion-
                                                                       J The Hosttower used to have a spiral staircase
        sized fish bowl. 	                                                  in the center that could access the entire tower.
        “Great job henchpeople. You managed to rile up that                 Over the years the “lazy wizards” sealed up the
        one-eyed bag of bones and it has sent out its liches                stairwell and replaced it with a teleportation
        and wizards to put out the fires. Doing so has left key             system. Xanathar supplies the characters with
        locations, such as the Hosttower of the Arcane, unpro-              three blocks of a black, sticky putty. A character
        tected, and we are going to take advantage.”                        can use an action to flatten the putty and apply it
        “I recently sent one of my gith spies to the illithid-in-           to a door or wall built from any material. Doing
        fested halls of Silverymoon, where they uncovered                   so expends the putty and casts the passwall spell
        a juicy secret. This Vecna thing comes from another
        dimension – some dreary place referred to as                        upon that surface. Xanathar suggests that by
        Ravenloft.                                                          using the putty, the character might access the
        If we want to find out more about Vecna, then we are                stairwell and infiltrate the tower.
        going to need to journey to his alleged homeland.              J Xanathar is not sure how to access Ravenloft.
        It turns out that it is somehow possible to access
        Ravenloft from inside the Hosttower of the Arcane.
                                                                            According to legends, the Dark Powers of
        Normally this place is inhabited by scores of arch-                 Ravenloft use mists to drag unwitting victims
        mages; however, thanks to you, they are currently else-             into the domains of dread. To help, the beholder
        where. So, it is time for us to break into their tower,             supplies an ancient skull that was provided by its
        hop into Ravenloft, and find out more about Vecna.                  contacts. According to these contacts, the skull
        How hard can it be?”                                                will alert its holder whenever they are near a
                                                                            portal to the Shadowfell. For more on the skull
     In either Case                                                         see the sidebar.
     The Domains of Dread, Ravenloft, are summarized in                J The Hosttower still trains fledgling wizards.
     chapter 2 of the Dungeon Master’s Guide. They are                      Such wizards gain entry to the tower only after
     further expanded upon in Curse of Strahd and Van                       completing a series of tests. To help with these
     Richten’s Guide to Ravenloft. The Hosttower of the                     tests, Xanathar provides the characters with a
     Arcane is located within the coastal city of Luskan                    copy of Xanathar’s Cheat Sheet.
     and described in greater detail below. Xanathar
     knows a little bit about Ravenloft, mostly thanks to
     Biffan the Skull (see below). In particular, Xanathar
     can provide the following information:
                                                                         Biffan the Skull
     J Ravenloft can be found within the Shadowfell. It                  Biffan was a halfling adventurer who traveled the lands
        consists of a number of domains, each of which is                of Ravenloft years ago. Long since dead, his spirit is
        ruled by a Darklord.                                             now bound to his skull. Biffan can talk through the skull,
                                                                         although having been partially deaf in life, the halfling has a
     J The Darklords are generally quite evil and are                    tendency to talk louder than he should. He snores loudly as
        cursed so that they can never leave their domain.                well, and suffers from narcolepsy. Although he remembers
        However, these lords are intimately connected                    little of his previous life, he has been enchanted to detect
        to the land, allowing them to prevent or allow                   portals to Ravenloft. While in Ravenloft you can continue to
        passage into their domain.                                       use Biffan as a resource for the characters whenever they
                                                                         need some extra guidance.
     J It is rumored that mysterious Dark Powers use                     If role-playing Biffan seems too burdensome, you can have
        mists to draw the unwary into Ravenloft, which                   this be an inanimate skull. The skull’s teeth chatter loudly
        they oversee. These mists can also be used to                    when near a portal to Ravenloft.
        facilitate travel from one domain to another.
12                                                            Chapter 1 Trial Run
                  The paranoid Xanathar
                     guarding Sylgar
	 Xanathar’s Cheat Sheet is a huge, leather-bound
compendium that contains the answers to hundreds                         Abandoned Tower
of tests, exams, and trials. The majority of these            As promised, the characters appear within a gutted,
exams relate to advancing through the ranks of                roofless ruins of a collapsed tower. The mounds of
various guilds in Waterdeep. However, towards the             rubble provide little relief from the piercing, bitterly
back of the book can be found the following informa-          cold wind that howls across the two feet of snow
tion regarding the Trials of the Hosttower.                   that the characters find themselves standing in. Even
J The first test is the Test of the Neophyte. It can be       though it was daytime when the characters visited
   conquered with a common cantrip.                           Xanathar, they find that it is now pitch black outside,
J The second test is the Test of the Apprentice.              the faint stars flickering as if shivering from the cold.
   This test requires that the applicant demonstrate          	 Years ago, Auril the Frostmaiden, the divine embod-
   mastery of the eight schools of magic. Passing             iment of winter’s dark fury, cursed the north with an
   this test is required for entrance to the tower and        eternal winter and never-ending night. With no one
   consideration as an apprentice.                            to stop her, the Frostmaiden’s curse has continued
                                                              to spread southwards and now encroaches upon the
J The third test is the Test of the Mage. This trial
                                                              city of Luskan. Whereas Luskan was always cold,
   tests the applicant’s versatility in battle, requiring
                                                              snow and frost are now a constant menace. To make
   them to deal a variety of damage types.
                                                              matters worse Luskan’s daylight has been steadily
J The final test is the Test of the Archmage. This            receding and now the sun shines upon the city for
    test requires that the applicant demonstrate their        just three to four erratic hours each day.
    mastery of magic by stopping time itself.                 	 A Freezing Trek. The twinkling lights of the city
	 While trying to convince the characters to help,            are dimly visible to the south. Trudging through the
Xanathar appeals to their sense of altruism. In the           snow is hard, tiring work and unless the characters
absence of such altruism Xanathar is willing to pay           have snowshoes or a sled, it takes an hour to travel
as much as 10,000 gp for a successful mission, 500            half a mile. A character must succeed on a DC 10
of which the beholder will pay up front.                      Constitution saving throw at the end of each hour or
	 Luskan is roughly 250 miles north of Thornhold              gain one level of exhaustion. Creatures with resis-
and easily accessible via the High Road (see the              tance or immunity to cold damage automatically
included map of the Doomed Sword Coast in chapter             succeed on the saving throw, as do creatures wearing
9). To speed up the journey, Nar’l Xibrandas (drow            cold weather gear (thick coats, gloves, and the like)
elf mage), one of Xanathar’s advisors, offers to use          and creatures naturally adapted to cold climates.
a teleportation circle to transport the party to an           	 After a potentially taxing journey through the snow,
abandoned tower three miles north of Luskan. From             the characters eventually arrive at Luskan.
there, Xanathar promises, it is an easy, uneventful
trek to the City of Sails.
                                                  Chapter 1 Trial Run                                                     13
                          Luskan
                                                                A3. River Mirar
     Before Vecna’s invasion, Luskan was described as
     “...a dirty dive with filthy streets, squat buildings,     The River Mirar rushes through an icy canyon that is,
     ramshackle docks, creaky old longships, and crass          at most locations, twenty feet deep. Its frigid, turbu-
     pirates thinly disguised as sea traders.” Some things      lent waters are filled with hidden rocks and knuck-
     never change. The city is jointly governed by the          lebone trout. Despite the dangers of the river, it is
     Zhentarim, three High Captains, and the Arcane             not uncommon to see townsfolk perched atop these
     Brotherhood. The Zhentarim see to the protection           rocks, fishing for something that they might be able
     of the city and supervise overland trade. The High         to sell at the town’s marketplace (area A8).
     Captains consist of Misker the Pirate Tyrant, Sea          A4. Blood Island
     King Tentrix, and Captain Hartouchen Rethnor.              The Zhentarim’s military garrisons upon Blood
     Jointly the three captains regulate oversea trade and      Island. There are several barracks, watch towers,
     naval warfare. The Arcane Brotherhood works as an          and catapults built upon the isle. These catapults
     independent power, beyond the dictates of either the       are positioned in such a way that they can be used to
     Zhentarim or the High Captains.                            attack both within and without the city. The garrison
     	 Notable locales include:                                 is captained by Naerth Maxildanarr (LE human
                                                                spy) who commands more by his mastery of politics
     A1. North Gate                                             than military prowess. Passage along the bridges
     The North Gate is an ironclad door between two             connecting Blood Island to the North and South
     guard towers that stands at the edge of the Mirar          Bank is restricted to Zhentarim and a small handful
     River. The gate is heavily guarded by at least ten         of other approved travelers.
     guards and two veterans, all of which are heavily
     bundled in cold weather clothing. This garrison            A5. Closeguard Island
     is typically reinforced by a mage from the Arcane          This rocky isle holds the fortress of the High Captain
     Brotherhood. Despite the heavy armed presence,             Hartouchen Rethnor. The fortress is large and
     security is lax, and unless something about them is        imposing, overlooking the River Mirar as well as the
     extremely conspicuous, the characters can come and         South Bank. High ranking members of Ship Rethnor
     go without drawing any attention to themselves.            have small apartments along the base of the fortress.
     	 Beyond the gate can be found the Upstream Span,          A6. Cutlass Island
     the largest bridge in Luskan. It leads across the River
                                                                Cutlass Island consists of two rocky hills connected
     Mirar to the city’s southern half.
                                                                by a pebble-strewn beach. The northern hill is
     Optional Encounter                                         crowned by the impressive Hosttower of the Arcane
     If any of the characters are not wearing cold weather      (for more details see the next section), home to the
     clothing, they arouse the interest of a nearby spy.        Arcane Brotherhood. The southern hill houses a
     The spy decides to shadow the characters as they           small community of fledgling wizards known as Sea
     move throughout Luskan. The spy is well trained and        Town. The wizards of Sea Town are an unaffiliated,
     knows the streets of Luskan well. Because of this          lawless bunch who ruthlessly undercut one another
     she has a +6 Stealth and advantage on any Stealth          in hopes of gaining membership to the Arcane
     checks. If the spy notes the characters doing anything     Brotherhood. The volume of apprentice wizards on
     suspicious, she immediately reports their actions          the island, each attempting to hone their craft, has
     to the High Captains. Any character with a passive         created a surplus of spell scrolls. Because of this one
     Perception of 21 or higher notices the spy half an         can easily purchase such a scroll in Sea Town for
     hour after she begins shadowing them.                      half its usual cost. These scrolls are generally reli-
     A2. North Bank                                             able but do fail 20% of the time. The spell scrolls are
     The North Bank refers to the portion of Luskan             consumed upon failure.
     that is built north of the River Mirar. This district is   	 One of the few public establishments in Sea Town
     primarily filled with fortified warehouses used by         is Mordy’s Splendiferous Speakeasy. This spacious
     the High Captains and the Zhentarim. Amidst these          tavern is much larger on the inside than it is on the
     warehouses, next to a massive water tower, can             outside. It is run and maintained by a staff of unseen
     be found the Red Dragon Trading Lodge. The Red             servants and mage hands. All food and drink are
     Dragon Trading Lodge is run by the Zhentarim and is        magically created. They are delicious, but not filling,
     home to Luskan’s largest and most successful over-         making Mordy’s a popular place for gluttons as well
     land trading company.                                      as aspiring wizards.
14                                                     Chapter 1 Trial Run
Optional Encounter                                                Optional Encounter
If the characters have drawn attention to themselves              A pack of three werewolves has recently escaped
during their time in Luskan, when they head towards               from the Mists of Ravenloft and currently hides
the Hosttower of the Arcane, they are intercepted by              within the ruins of Illusk. As the characters walk near
a band of brigands loyal to Sea King Tentrix,. The                the ruins, they hear a scream. If the characters inves-
brigands consist of five thugs, an ogre who has had               tigate, they find the werewolves with two recently
her arm replaced with an enormous ship’s anchor,                  abducted commoners. If the characters attack, one
a kraken priest (appendix B), and the notorious                   of the werewolves attempts to grab a commoner and
Captain Callous (from Call from the Deep and                      run further into the ruins. Another werewolf attempts
reprinted in appendix B). Captain Callous demands                 to immediately kill and eat the second commoner.
to know what business the characters have at the                  The remaining werewolf attacks the characters.
Hosttower. The pirate captain’s interrogations can
be defused with a successful DC 20 Charisma
                                                                  A8. Marketplace
(Persuasion or Deception) check or a bribe of at least            This is the central market hub for Luskan commerce.
1,000 gp. Otherwise, Captain Callous orders his crew              For the most part the market sells food, durable
to attack the characters.                                         goods such as furniture, as well as winter clothing,
                                                                  crampons, and domesticated axe beaks, now that
A7. Ruins of Illusk                                               Auril’s winter has settled over Luskan. Anyone
The remnants of the ancient city of Illusk are found              looking for more exotic merchandise is referred to
along River Mirar’s southern shore. These swamp-                  Misker’s Mercanitle (area A11).
strewn ruins are reputed to hold tombs of unfound                 	 One of the more unusual vendors is Belz, a shiv-
treasure but are also rumored to be haunted as well.              ering warlock who detests the cold. Belz sells rings
	 Permanent portals to Ravenloft, the Demiplane of                of protection (and other magical jewelry at the DM’s
Dread, exist within the Hosttower of the Arcane. The              discretion) for half their usual cost. The rings are
energy from these portals is used to help manufac-                made from chardalyn, a nonmagical dark-colored
ture artificial organisms. Occasionally, dark, terrible           crystalline substance as strong as metal, though
things escape through the portals. These creatures                considerably easier to work with. Belz uses a form
tend to find a home within these ruins. As such, the              of demon-tainted chardalyn that is considered to be
ruins currently serve as a home to vampires, were-                desecrated if subjected to a detect evil and good spell.
wolves, and other horrors.                                        Anytime someone wearing chardalyn jewelry fails a
                                                                  death saving throw they must make a successful DC
                                                                  13 Wisdom check or become afflicted by a curse. The
                                                                  character receives a new flaw based upon one of the
                                                                  three Great Sins: apathy, envy, and lust (DM’s choice
                                                                  or select randomly). This curse can be countered by a
                                                                  remove curse spell or similar magic.
                                                                  Optional Encounter
                                                                  A band of four cold, starving duergar have wandered
                                                                  from Icewind Dale in search of food. The gray
                                                                  dwarves are currently invisible and have forty
                                                                  minutes left before their invisibility expires. Although
                                                                  they were originally planning on just stealing some
 Test of the Mage: Damage Types                                    Cold Weather Gear
 The Test of the Mage will require the characters to fight         Cold weather clothing (10 gp) consists of a heavy fur coat
 constructs that can only be harmed by two randomly deter-         or cloak over layers of wool clothing, as well as a fur-lined
 mined damage types. These damage types are randomized             hat or hood, googles, and fur-lined leather boots and
 each time the construct takes damage. To help the char-           gloves. As long as cold weather clothing remains dry, its
 acter prepare for this you might want to remind them of the       wearer automatically succeeds on saving throws against
 thirteen possible damage types (acid, bludgeoning, cold,          the effects of extreme cold.
 fire, force, lightning, necrotic, piercing, poison, psychic,      Crampons (2 gp) are metal plates with spikes that are
 radiant, slashing, and thunder). While visiting Luskan,           strapped to the sole of boots. A creature wearing crampons
 proactive characters will have an opportunity to purchase         can’t fall prone while moving across slippery ice.
 scrolls or magical items to compensate for any missing
                                                                   A domesticated axe beak (50 gp) has splayed toes that
 damage types.
                                                                   allow it to run across snow and carry as much as a mule.
                                                      Chapter 1 Trial Run                                                          15
     food from the marketplace, they became enam-              A9. New Ten Towns
     ored by the chardalyn. As the characters enter the
                                                               New Ten Towns is a district within the South Bank
     marketplace one of the duergar releases twelve axe
                                                               that is predominantly occupied by refugees from
     beaks before whipping them into a stampede. The
                                                               Icewind Dales and overseen by Speaker Trovus (NG
     remaining three dwarves use the confusion to steal
                                                               silver dragonborn veteran). Years ago, these hardy
     the chardalyn jewelry. Belz notices this at the last
                                                               folk were forced to abandon their settlements in
     second and cries out for help. Should the characters
                                                               Ten Towns and move south to Luskan. The area is
     stop the duergar and return the jewelry, Belz offers
                                                               referred to derisively by natives of Luskan as ‘One
     them a chardalyn brooch of shielding in thanks. If the
                                                               Tenth Town’. DMs or groups that have played Icewind
     characters make a public display of excessive force,
                                                               Dale: Rime of the Frostmaiden are encouraged to
     they garner the attention of the local authorities (see
                                                               populate this district with favorite NPCs or locales
     area A6 for consequences).
                                                               from their previous game.
16                                                    Chapter 1 Trial Run
Optional Encounter                                          A12. Potent Potables
Ten days ago a gnoll vampire (appendix B) known             This small bar is run by Bernard, an eclectic alche-
as Tekeli-li, and his clutch of five vampire spawn,         mist renowned for his volatile concoctions. The tall,
wandered into Luskan, attracted by the ample supply         gangly brewmaster has light blue skin, an elongated
of prey. The vampire currently lives in a series of         tongue, perpetually singed hair, and reeks of sulfur
catacombs hidden beneath a slaughterhouse in                (side effects from alchemical experiments). Bernard
New Ten Towns. Because of its location the cata-            has a rotating inventory of highly alcoholic potions.
combs endlessly drip blood, which has soaked                Any time a character consumes one of these potions
into the surrounding earth. Tekeli-li hunts at night,       they must make a DC 13 Constitution saving throw
leaving behind gory, unrecognizable carcasses in his        or gain one level of exhaustion. Examples of potions
wake. Currently New Ten Towns is being blamed               include Fire River Firewater (potion of fire breath) for
for the murders, and tensions between Luskan                100 gp, Halagard Hurricane (potion of heroism) for
and the refuges is high. Interested characters who          200 gp, and Serpent Bay Salty Dog (potion of animal
investigate the murders and interrogate witnesses           friendship) for 200 gp.
can track down Tekeli-li with a successful DC 16
Intelligence (Investigation) check. The only entrance       A13. Docks
to the vampire’s lair is a tiny crevice that can be         Luskan’s bay is partially frozen over. Fisherfolk
squeezed into by Small characters, or widened with a        in cold weather clothing gather around holes in
successful DC 20 Strength (Athletics) check.                the ice trying to catch knucklebone trout to sell in
                                                            the marketplace. Numerous pathways have been
A10. The Cutlass                                            cut through the ice to allow sea vessels to pass as
The Cutlass is a rowdy, underground bar frequented          needed. These vessels, a mix of galleys, rowboats,
by the dark-hearted scum of Luskan. It can be               and warships are tied up along these docks.
accessed through an abandoned mausoleum that
                                                            Optional Encounter
is guarded by a pirate-garbed stone golem known
                                                            As the characters walk along the docks, they see
to the locals as Captain Reaper. The golem blocks
                                                            some dark smoke unfurling from a distant vessel.
entrance to the mausoleum, but if a character places
                                                            Before long the characters can see a small fire
a gold coin into the golem’s outstretched hand, it
                                                            burning alongside the sails of a warship. Because
briefly steps aside to allow passage.
                                                            of the damp climate, the fire spreads slowly, and if
	 Within, the characters find a raucous, smoky den          the characters act quickly, they can prevent it from
of iniquity. Fights break out regularly, often ending       spreading to nearby ships. If the characters do not
in considerable bloodshed. Smugglers, assassins,            intervene, then the fire consumes four ships before
fences, and information brokers populate a row of           the local sailors rally and douse the flames.
curtained booths where they peddle their nefarious
                                                            	 Either way if a character examines the area of
wares.
                                                            the fire and makes a successful DC 13 Intelligence
A11. Misker’s Mercantile                                    (Investigation) check, they can discern that the fire
This massive warehouse contains a well-organized            was started deliberately. A second DC 13 Wisdom
assortment of supplies ranging from wagons to               (Survival) check is enough to track the arsonist
spyglasses. The entrance lobby is tended by an              (drow) to a nearby alleyway. The arsonist is just
archmage guarded by three spectators wearing                about to be arrested by three Zhentarim guards
tricorn hats. Characters can purchase any item from         (veterans) when the characters arrive.
the Player’s Handbook here. They can also arrange           	 The arsonist is a member of a splinter cell of the
to purchase any common, uncommon or rare magic              Bregan D’aerthe, a band of drow elves led by Jarlaxle
item, although such items may require time to be            Baenre (see the Doomed Forgotten Realms: SwOrd COast
procured. Items are typically sold at 120 percent of        Gazetteer for more details on Bregan D’aerthe). The
market value, although a successful DC 15 Charisma          splinter cell is currently functioning as an under-
(Persuasion) check can haggle them down to their            ground resistance, doing what it can to harry the
normal value. The archmage is also willing to               occupying Zhent forces. If the characters assist the
purchase items for 60 percent of their market value,        drow and help him escape, he leads them back to the
though a successful DC 15 Charisma (Persuasion)             splinter cell’s safehouse (eluding the spy from area
check can raise this to 80 percent of their normal          A1 if she is still following the characters). The charac-
value.                                                      ters are welcome to use this safehouse for as long as
                                                            they stay in Luskan.
                                                Chapter 1 Trial Run                                                     17
        Hosttower of the Arcane                                   Maddgoth
     From Lords of Darkness, “A sight that makes even             If there are any wizards in the party, tales of their exploits
                                                                  may have drawn the attention of the archmage Maddgoth.
     the bravest hearts uneasy, the Hosttower rises               Maddgoth is a serial killer who murders wizards and keeps
     above the gray waters of the Luskan harbor like the          their arcane focuses and spellbooks as trophies. Through
     gigantic specter of a long-dead tree, its barren limbs       a combination of divination and investigation, Maddgoth
     stretching upward toward the overcast sky like the           has inferred that the characters are seeking entry into the
     grasping fingers of a drowning crone… The structure          Hosttower of the Arcane. He attempts to befriend the char-
     rises into a central spire surmounted by four more           acters in hopes of gaining entry to the tower as well. Once
                                                                  there, he plans on killing as many members of the Arcane
     slender spires of equal height, situated at the cardinal     Brotherhood as possible before turning, at the last minute,
     points of the compass. These four towers bristle with        upon the wizard character.
     lesser spires, balconies, and branching turrets.”            Should the characters allow Maddgoth to accompany them,
     	 The tower is the headquarters of the Arcane                have them make periodic DC 15 Wisdom (Insight) checks.
     Brotherhood, a powerful faction of evil wizards sworn        With each success the characters notice things such as:
     to Vecna. They are led by the Archmage Arcane                  •	 Maddgoth seems unnaturally interested in the wizard
     and four Overwizards, who each oversee one of the              character.
     spires. These positions are currently filled by:               •	 Although outwardly friendly, Maddgoth can occasion-
                                                                    ally be caught glancing murderously towards the wizard
     J Arcturia, Archmage Arcane                                    character.
     J Muiral the Misshapen, Overwizard of the West                 •	 Maddgoth seems particularly overzealous when killing,
                                                                    or discussing killing, wizards within the tower.
     J Trobriand the Metal Mage, Overwizard of the                  •	 The characters catch a glimpse of Maddgoth’s collec-
        South                                                       tion of arcane foci, some of which are blood-stained.
     J Roth Modar, Overwizard of the East                         Maddgoth carries with him a miniaturized castle. If a
                                                                  character obtains the castle and attunes to it, they can
     J Avarice, Overwizard of the North                           use an action to transport themselves and up to six other
                                                                  willing creatures into and out of the castle once per day. A
     Trials of the Hosttower                                      description of the castle’s interior is provided in Dungeon of
     A pebbled path leads to the tower. The structure’s           the Mad Mage. In the absence of this resource, describe the
     only visible entrance is a set of double doors               castle as a dark, foreboding place full of hidden chambers
     bordered by arcane runes. Lying before the doors is          connected by secret tunnels. Twelve homunculi live within
                                                                  the castle. Relative to any miniaturized characters they have
     a strange creature. It has a perfectly spherical body,
                                                                  the statistics of gargoyles. The homunculi hide within the
     a single eye, and spindly mechanical limbs. Large            walls of the castle, attempting to murder any characters
     patches of flesh have been scoured from the creature,        who spend the night. If the characters search the castle,
     and it is bleeding what looks to be blood-tinged oil.        allow them to make a DC 10 Intelligence (Investigation)
                                                                  check. If successful, they discover a randomly determined
     	 The creature is a dying modron (monodrone) that            treasure from Magic Item Table F in chapter 7 of the
     has managed to escape the tower. If it is touched by a       Dungeon Master’s Guide. This check can be repeated once
     character, then the character experiences a vision of        every week; however, the DC increases by 5 upon each
     a hulking, shadowy creature flaying the skin from the        success.
     modron. As the modron re-experiences the memory,
     it gasps the word “Graxigon” before emanating              attempt to solve the puzzle by succeeding on a DC 15
     a wave of pure psychic terror. All characters within       Intelligence (Arcana) check. If the character fails this
     thirty feet of the modron must make a successful DC        check, they take 22 (4d10) psychic damage.
     15 Wisdom saving throw or become afflicted by the
                                                                	 If the characters prove unable to solve the puzzle,
     frightened condition for one minute. The modron
                                                                they will have to recruit assistance. Luskan is
     dies immediately after this, disintegrating into a pile
                                                                crowded with aspiring mages hoping to join the
     of powdered silicon.
                                                                Arcane Brotherhood. The characters can recruit one
     	 Entering the Tower. The unlocked doors do not            of these mages with a successful DC 15 Charisma
     actually lead anywhere, and behind them is the solid       (Persuasion) check or a payment equivalent to 250
     stone of the tower. The arcane runes are an eldritch,      gp. Such a mage is willing to help the characters gain
     multidimensional puzzle that is part sudoku and part       access to the tower but will likely turn on them once
     tangram. Any character who has a passive Arcana            the mage realizes the characters’ ulterior motives.
     (10 + Intelligence modifier + proficiency bonus if
                                                                	 One way or another, once the puzzle has been
     proficient in Arcana) of 15 or higher can automat-
                                                                solved the characters notice that a small stone near
     ically solve the puzzle. Any other character can
                                                                the base of the tower has slid aside. The revealed
18                                                     Chapter 1 Trial Run
hole is 4 inches wide, large enough to fit a hand into.      	 The cauldron weighs 10 pounds and contains ten
The hole is 10 feet long. At the end of the hole is a        doses of a transparent magic liquid that smells and
battered, iron key. The key can be obtained by mage          tastes like vinegar. Any creature that drinks a dose of
hand, fetched by a suitable familiar, or retrieved in        the liquid regains one expended spell slot of any level.
other comparable ways. On dawn of the next day the           If the cauldron or its vinegar is removed from this
key disappears from the owner’s possession, reap-            chamber, the magic liquid turns into ordinary vinegar.
pearing within the hole.                                     An empty cauldron automatically fills with ten doses
	 If the key is placed into the doors’ keyhole, there is     of the magic liquid at the next dawn.
a flash of blue radiance and the character, along with       	 Any wizard, or any character proficient in Arcana,
any willing creatures within 60 feet of it, are trans-       can determine that the pedestals’ runes indicate each
ported to area B1.                                           of the eight schools of magic: abjuration, conjuration,
                                                             divination, enchantment, evocation, illusion, necro-
B1. Test of the Apprentice                                   mancy, and transmutation. If a spell or cantrip from
The characters appear in the middle of a plain,              a particular school is cast near a pedestal, then the
octagonal chamber. A pedestal rests near each of the         magic of the spell is absorbed, lighting up the pedes-
eight walls. Each pedestal is engraved with a rune. In       tal’s rune. This spell need not be a wizard’s spell.
the middle of the room is a covered, lead cauldron. A        Once the eighth rune is empowered, a magical blue
stained wooden spoon hangs from a hook above the             portal appears in the wall nearest that pedestal. The
cauldron. There is a glowing red portal in the room’s        portal begins to fade after one minute and disappears
southern wall. Looking through the portal, the char-         completely after two minutes. Once this happens the
acters can faintly see the pebbled path that led them        runes lose their glow and the pedestals need to be
to the tower.                                                reactivated to continue further. A character who steps
                                                             through the blue portal is transported to area B2.
                                                 Chapter 1 Trial Run                                                    19
     	 Any character who steps through the red portal is                B4. Tower Lobby
     transported back to the tower’s entrance. Placing the
                                                                        Bookshelves line the northern wall of this chamber.
     key in the keyhole once more allows a character to
                                                                        Piles of gears and tangled spools of cable are inter-
     re-enter the tower as before.
                                                                        spersed between the bookshelves. Bright light shines
     B2. Test of the Mage                                               from bulbs affixed to the walls, illuminating the room
     The characters reappear along the southern edge                    harshly. In the center of the room is a large column of
     of an 80 foot by 60 foot stone chamber (see the Test               green-tinted crystal. Next to the column is an unoc-
     of the Mage battle map). The walls and floor of the                cupied desk. A staircase in the southern end of the
     chamber are charred, scoured, and cratered. When                   room exits the tower. Standing beside the staircase is
     the characters appear, they are greeted by a disem-                a large statue carved into the likeness of an armored
     bodied mouth that announces,                                       knight wielding a sword.
     	“A true mage of the Arcane Brotherhood is prepared to merci-      	 The statue is a stone golem. The golem has been
     lessly find and exploit an opponent’s weakness. This test will     enchanted so that it can speak. As the characters
     measure your capacity to do so. At any time, you can surrender     appear the statue’s head swivels to peer at them
     by shouting forth, ‘I yield.’ Otherwise, you should assume that    before intoning in a deep, gravelly voice, “The
     this is a fight to the DEEEAAAAATTTTH!”                            masters are currently indisposed.
                                                                        Please await their return.” Due to either
     	 As the mouth fades from existence, three arcane
                                                                        the characters’ actions in Rise Of Vecna or the mach-
     adaptoids (appendix B) appear near the northern
                                                                        inations of Xanathar, the archmages of the tower
     wall of the arena. The adaptoids each attack a sepa-
                                                                        have been dispatched elsewhere and it will be at
     rate character, changing targets only if damaged. If
                                                                        least a week until anyone thinks to check this lobby.
     the characters manage to defeat the adaptoids, the
                                                                        Regardless, the golem repeats its instructions at the
     disembodied mouth returns briefly to loudly congrat-
                                                                        end of every hour.
     ulate the characters before transporting them to area
     B3. If the characters yield, then they are stabilized              	 Column. There are four gemstones (an emerald,
     and transported to area B4.                                        a sapphire, a topaz, and a ruby) embedded into the
                                                                        column. These gemstones, if touched by an autho-
     B3. Test of the Archmage                                           rized arcane focus, allow for transportation between
     The characters appear in a small 20-foot square                    the lower levels of the tower. If a character makes a
     chamber. In the center of the chamber is a two-foot-               successful DC 10 Wisdom (Perception) check, they
     tall hourglass filled with blue sand. As the characters            discern the silhouette of a stairwell (see area B5)
     appear in the room, the disembodied mouth reap-                    within the opaque crystal column. The enchanted
     pears, proclaiming,                                                crystal is impervious to damage; however, it can be
     	“A true archmage has the power to stop time itself. Do you        bypassed by Xanathar’s passwall putty or similar
     have the power to stop the very flow of time?”                     magic. If any character touches either the column
                                                                        or its gemstones, the golem issues a stern warning,
     	 At this point the sand in the hourglass begins to
                                                                        “Please step away from the column.”
     fall. If you have one, consider using a real hourglass
                                                                        The golem attacks after issuing a third warning, or if
     to provide an extra layer of immersion. Give your
                                                                        the characters manage to breach the crystal.
     characters one minute of real time to take action
     before the last grain of sand falls to the bottom half of          	 Shelves. The bookshelves are filled with books on
     the hourglass. At this point the characters are trans-             introductory magic and histories of the North. There
     ported to area B4.                                                 is also a book on the creation of artificially acceler-
                                                                        ated organisms. If any character skims the book, read
     	 The hourglass is fixed to the floor. However, any
                                                                        or paraphrase the Artificially Accelerated Organisms
     strike that does 10 or more damage topples the
                                                                        section of appendix A. The gears and cables stacked
     hourglass, effectively “stopping time.” Similar actions,
                                                                        near the bookshelves are recently delivered spare
     such as a successful DC 20 Strength (Athletics)
                                                                        parts waiting to be moved to area B7. The lightbulbs
     check, are equally effective. Should the characters
                                                                        throughout the room are delicate and easily broken,
     manage to do this, the disembodied mouth reap-
                                                                        although doing so earns a stern warning from the
     pears, “Congratulations. A true archmage does not follow
                                                                        golem.
     the rules of others but dictates their own terms of success. You
     will go far with the Arcane Brotherhood.” A wand of magic          	 Desk. If the desk is disturbed in any way, the golem
     missiles materializes, floating before the characters.             issues a warning, asking the characters to step away
     Once taken, there is a flash of blue light, and the char-          from the desk. The golem attacks if this is the third
     acters are transported to area B4.                                 time it has issued a warning. It is easy to observe that
                                                                        one of the drawers of the desk has been left partially
20                                                            Chapter 1 Trial Run
opened. Within the drawer can be glimpsed a rod             five or more, then the golem immediately attacks the
made of the same stone as the golem. If a character         character. The golem crumbles into rubble if it ever
makes a successful DC 15 Dexterity (Sleight of              leaves the tower.
Hand) check, they can grab the rod without the golem
noticing. The drawers of the desk are otherwise filled
                                                            B5. Stairwell
with mundane paperwork as well as a spell scroll of         The air within the stairwell is thin and stale from
telekinesis.                                                having been sealed off for years. The stairs are
                                                            covered in dust. This sealed stairwell goes up for
	 The rod is a control rod for the stone golem. A
                                                            nine floors before ending abruptly. Each of these nine
character can attempt to use the rod by making a
                                                            floors are identical living spaces (see area B6) for
DC 23 Intelligence (Arcana) check. If the character
                                                            the mages that are training at the tower. To access
succeeds, then the golem will follow their orders for
                                                            these floors characters will need to use their putty or
the next 24 hours. If the character fails their check by
                                                            something similar.
                                                Chapter 1 Trial Run                                                   21
     B6. Living Quarters                                        acters are accompanied by the stone golem, there
                                                                is a 50% chance that any given mage has their own
     Each of these nine identical floors has four separate
                                                                control rod. In this case, the mage uses their action
     bedchambers. The entrances to each of the four
                                                                to attempt an opposed Intelligence (Arcana) check
     bedchambers are sealed with an arcane lock spell
                                                                to wrest control of the golem from the characters (or
     and warded with an alarm spell. A mage resides
                                                                potentially from one another).
     within each bedchamber. The mages immediately
     attack any characters who obviously do not belong          	 Warded Bedchambers. There is a 25 percent
     within the tower. The mages on any given floor             chance that a bedchamber is protected by explo-
     have been told that only one of them will move on          sive runes from the glyph of warding spell. The
     to train under an overwizard. Because of this, they        triggering glyph is at the bottom right corner of
     are extremely competitive with one another and see         the door and can be found with a successful DC
     combat as an opportunity to “accidentally” dispose of      21 Intelligence (Investigation) check. Within each
     rivals with a poorly placed fireball spell. If the char-   bedchamber can be found a spellbook that contains
22                                                     Chapter 1 Trial Run
all the mages’ prepared spells as well as an addi-           grafting them as enhancements upon already living
tional 1d6 random spells. There is also a 20 percent         creatures. The modronoids are one of the many
chance that a bedchamber contains one item from              byproducts of these experiments.
Magic Item Table C. The first bed chamber that is            	 Throughout the lab can be found detailed notes
explored contains a strange, silver-tinged potted            on harvesting modron body parts and grafting them
plant. A successful DC 15 Intelligence (Nature) check        onto other creatures. The majority of the books are
discerns that the plant originates from Mechanus.            tomes on anatomy that cover not just humanoids
The check also reveals that cube roots, a rare crafting      but also more unusual creatures such as gricks and
component, can be harvested from the plant. Such             mindflayers. The most recent blueprints refer to
roots are worth as much as 1,000 gp to an alchemist.         Experiment 665: Graxigon. Next to these blueprints
	 Thinking With Portals. The green crystal column            is a note that reads, “As of now, the monstrosity
of the stairwell contains the same gemstones as level        known as Experiment 665 has killed an archmage,
B4. Each mage carries an arcane focus crafted from           four mages, and more than a dozen apprentices.
the same green crystal as the stairwell. If the focus is     Although it does display a talent for subjugation,
touched to a gemstone by a character, that character,        making it useful in maximizing the exploitation of
along with up to twenty willing creatures that can be        our modron chattel, I still recommend its immediate
seen within 60 feet, are transported to the following        destruction. In my opinion its unstable and sadistic
locations:                                                   nature outweighs its usefulness.”
J Emerald: B6 (whichever floor the mage lived on)            	 The Man in the Floor. Any characters who have a
                                                             passive Perception of 15 or higher notice what seems
J Sapphire: B7
                                                             to be the ghostly silhouette of an aged human within
J Topaz: B8                                                  the grain of the room’s wooden floor. The silhouette
J Ruby: B9                                                   belongs to an elderly alchemist named Phricter.
                                                             Phricter occupied the Hosttower before it was taken
B7. Rendering Lab                                            over by Vecna’s apprentices. During one of his many
This circular chamber is a jumbled mess of                   bewildering experiments Phricter managed to acci-
mechanical equipment, bookshelves, and surgical              dentally fuse himself into the room’s floor. Phricter
instruments. There are four operating tables with            has the following statistics:
restraining straps, as well as tables and cupboards          J He occupies a five-foot square of floor.
full of metal-working tools. Bins are full of small cogs
and gears that are stained with blood-tinged oil. A
                                                             J He can move about the room with a speed of 30.
small vortex of swirling green energy can be seen            J He can communicate telepathically with anyone
near the southern wall of the room.                              who touches his image.
	 A modronoid mage protected by two modronoid                J As an action, Phricter can cause the space he
veterans is in the process of cleaning up the room               occupies to undulate. Any creatures standing in
when the characters arrive. Modronoids are human-                this area must make a DC 15 Dexterity saving
oids that have modron parts grafted onto their                   throw or be knocked prone.
bodies. They have the following changed statistics:          	 Phricter resents the Vecnan mages that now occupy
J Modronoids have an Armor Class of 18.                      the tower, in part because they ridicule and taunt
                                                             him, but also because they have “blasphemously”
J Due to gears grafted to their legs, modronoids
                                                             converted his alchemy lab into a horrific slaughter-
   have a Speed of 40 ft.
                                                             house. As such he is willing to assist characters who
J Modronoids have their weapons grafted to their             are fighting the modronoids. He is also willing to
    bodies. As such, they cannot be disarmed.                share information with the characters. Phricter was
	 The modronoid mage carries a small orb filled with         senile before his accident and the intervening years
swirling green energy. This orb is used to activate the      trapped within a floor have not been kind. He loses
room’s stasis portal (described below). The modro-           his train of thought often and it can take a good ten
noids attack any characters that obviously do not            minutes for him to effectively communicate a basic
belong in the tower.                                         idea. However, he is desperate for conversation, and
	 The Overwizard Trobriand, has recently devel-              draws obvious pleasure from even the most mundane
oped an obsession with modrons. In particular, he            conversation. Phricter can provide the following
has become obsessed with harvesting their parts.             information:
Trobriand and his many apprentices then use these            J Any information on modrons that is contained in
parts for their own arcane experiments, particularly             the Monster Manual.
                                                 Chapter 1 Trial Run                                                 23
     J Basic details regarding areas B8 and B9, partic-         	 Stasis Dimension. The small vortex of swirling
        ularly regarding the modrons residing in these          green energy is a portal to a stasis dimension. Any
        areas.                                                  creature that walks into the portal is teleported into
     J The details of the stasis dimension (described           this pocket dimension and immediately subjected to
          below).                                               the effects of a time stop spell. If the orb of swirling
                                                                green energy carried by the modronoid mage is
     	 If allowed to, Phricter will talk the entire day away.   touched to the portal (or if a person carrying the orb
     If the characters are compassionate enough to spend        attempts to enter the portal), the most recent occu-
     at least two hours talking with him, Phricter decides      pant is released from the dimension. This process
     to repay the kindness by instructing the characters        can be repeated indefinitely until all occupants have
     on how to use the mechanical equipment within the          been released from stasis. The stasis dimension can
     room to produce 1d4 random magical potions.                hold, at most, two hundred creatures.
24                                                     Chapter 1 Trial Run
	 Trobriand realized that due to the Disintegration       B8. Power Grid
trait of modrons, any surgically attached grafts
                                                          This room holds six massive machines and an assort-
disappeared with the death of the modron donor.
                                                          ment of control panels. The machines are a bewil-
Because of this, Trobriand created the statis dimen-
                                                          dering assortment of levers, gears and pistons that
sion to indefinitely prolong the life of the wounded
                                                          are connected to the control panels by a tangle of
modrons. The stasis dimension currently holds four
                                                          colored wires. These machines, in addition to those
monodrones, three duodrones, two tridrones, and
                                                          from area B9, help generate the energy needed for
one quadron. These modrones are badly injured.
                                                          Trobriand’s various experiments. The power grid is
They bear festering, oil-scabbed wounds where their
                                                          tended by the metal-coated skull of a half-elf. The
mechanical organs have been surgically removed.
                                                          skull is engraved with arcane symbols, surrounded by
Because of this, the modrons all have 1 hit point and
                                                          green flames, and has emeralds (worth 500 gp each)
three levels of exhaustion. The modrons stand in the
                                                          in its eye sockets. It floats about the room, giving off
chamber, weakened and confused, unless physically
                                                          crackling sounds as it electrifies the machines with
led elsewhere by the characters. 	
                                                          rays of lightning.
                                              Chapter 1 Trial Run                                                    25
                                                                  Trenzia
        Lumbering beside the skull is a hideous amalgamation
        of squirming creatures, surgically stitched together.       temporarily turn off the power (see area B9 for the
        These creatures are geometrically shaped and made           consequences) with a successful DC 18 Charisma
        from a mixture of bruised flesh and broken gears. With      (Persuasion check). If the characters act suspiciously
        each step the monstrosity takes, you can hear painful
        whimpers and the crunch of breaking bones.                  or fiddle with her machines, Trenzia orders her
                                                                    modronoid monstrosity to attack them. Trenzia then
                                                                    positions herself behind the monstrosity, attacking
     	 This modronoid monstrosity has the statistics of             with ranged attacks. She sees the monstrosity as
     a flesh golem. It is stitched together from dozens             expendable and is willing to hit the abomination with
     of modrons. After its defeat a character can attempt           area of effect spells, if that is the best way to inflict
     a DC 15 Wisdom (Medicine) check to save 1d6                    damage to the characters.
     modrons, although any modron saved has only 1 hp
     remaining.                                                     	 Each of the machines has AC 15, 50 hit points, and
                                                                    immunity to lightning, poison, and psychic damage. If
     	 The fiery, metal-coated skull is Trenzia, a former           reduced to 0 hit points, a machine explodes, inflicting
     apprentice of Halaster Blackcloak. She now serves              21 (6d8) fire damage to all creatures within 20 feet
     Trobriand, using her electrical powers to keep the             of it. Destroying two machines is sufficient to render
     power grid functional. Trenzia has the statistics of a         the power grid inoperable (see area B9 for additional
     flame skull, with the following changes:                       details). Alternatively, characters can use the control
     J Trenzia has resistance to fire damage and immu-              panels to disable the machines with a successful
        nity to lightning damage.                                   DC 18 Intelligence check. Finally, the characters
     J She has the lightning bolt spell prepared instead            can disable the power grid by disassembling the
        of fireball.                                                machines with a successful DC 15 Intelligence
                                                                    check made with tinker’s tools. Any character who
     J Her Fire Ray action deals lightning damage.                  successfully disables the machine using tinker’s tools
     	 Trenzia cannot distinguish between non-skeletons,            manages to extract a long, cylindrical power core that
     or “fleshlings,” as she calls them. Because of this            is functionally equivalent to a staff of thunder and
     she is initially indifferent. She can be convinced to          lightning.
26                                                         Chapter 1 Trial Run
B9. The Machines of Modron                                 	 Machines. Years ago, Vecna unearthed a mechan-
                                                           ical relic called the Orderer. The relic was created
This massive forty-foot tall cavern is carved out from
                                                           within Mechanus, the home plane of the modrons.
stone deep beneath the tower. The eastern end of the
                                                           Over time the Orderer has been slowly dismantled
room is filled with gears, lights, hollow glass vats,
                                                           into a variety of components which individually
and massive machines, all of which are connected
                                                           power this cavern’s mechanical infrastructure. These
with a system of pipes and cables. The entire room
                                                           machines serve a variety of purposes but primarily
hums (or sputters if the power grid from area B8 has
                                                           they empower the birthing vats used to create
been disabled) with electricity. The machines are
                                                           artificially accelerated organisms (see appendix A
tended by a host of twenty-four monodrones, twelve
                                                           for additional details). The entire mechanical grid
duodrones, six tridrones, and three quadrones.
                                                           consists of the following distinct machines.
These modrons are supervised by a monstrous,
flying overseer who goes by the name of Graxigon
(appendix B).
                                               Chapter 1 Trial Run                                                27
                                                                	 Modrons. The modrons are all focused on their
                                                                work and do not immediately notice any charac-
                                                                ters who enter the cavern. However, a minute after
                                                                entering the room Biffan yells loudly that he can
                                                                detect a portal to Ravenloft (see below for more
                                                                details), alerting the modrons to the characters’ pres-
                                                                ence. Graxigon also detects the characters, thanks to
                                                                its Telepathic Vigilance trait, if they approach within
                                                                one hundred feet of the monstrosity.
                                                                	 Once Graxigon has noticed the characters it
                                                                confronts them telepathically, its disordered thoughts
                                                                defiling their minds.
                                                                	“More skin puppets for
                                                                 the obedience factory.”
                                                                	 Graxigon orders the monodrones and duodrones to
                                                                utilize the control hubs and then orders the tridrones
                                                                and quadrones to overwhelm the characters. 	
                                                                Graxigon attempts to cast dominate monster on the
                                                                nearest character, before flying to the ceiling to attack
                                                                with its blunderbusses. As a bonus action, Graxigon
                                                                can noticeably extract energy from the mechanical
                                                                grid, healing ten hit points for every intact control
                                                                hub. If the power grid from area B8 has been deacti-
                                                                vated, this healing is reduced by half. During combat
                             Graxigon                           Graxigon speaks through the mouths of the modrons
                                                                in a jumbled, confused combination of multiple
                                                                languages, demanding repeatedly that the characters
                                                                submit and obey.
     B9a. Control Hubs                                          	 Victory. Once Graxigon has been defeated the
     Each of these six machines has AC 15, 20 hit points        mechanical grid, strained by the battle, begins to
     (10 hit points if the power grid from area B8 has          spark and fizzle. One by one, the machines explode
     been deactivated), and immunity to lightning, poison       in a shower of energy that coalesces into a glowing
     and psychic damage. As a collective action any four        portal. Any character who makes a successful DC 15
     modrons can work in tandem to shoot a beam of              Intelligence (Arcana) check discerns that the portal
     heated energy at a character. This beam of energy          connects to the Plane of Mechanus. Any surviving
     has +10 to hit and inflicts 21 (6d6) fire damage. If the   modrons are drawn to the portal, using it to return
     power grid from area B8 has been deactivated, this         to their home plane. If the modrons from area B7
     beam inflicts half damage.                                 are led to the portal, then they are made whole by
                                                                the portal’s divine radiance. A collective sense of
     B9b. Electricity Tube                                      gratitude washes over the players. Each character
     This delicate glass tube has AC 10, 10 hit points, and
                                                                receives the following one-time blessing:
     vulnerability to bludgeoning and thunder damage. It
     shatters when reduced to 0 hit points, electrifying the    Blessing of Primus. You have divine insight into
     entire chamber. Any character standing within fifteen       the inner workings of the cosmos, allowing you to
     feet of a machine while wearing metal armor takes 5         anticipate the immediate future. When you use an
     (1d10) lightning damage at the start of each of their       action to perform any activity, including making
     turns.                                                      an attack or casting a spell, and you don’t like the
     B9c. Toxic Tube                                             outcome, you can choose to never have taken that
     This delicate glass tube has AC 10, 10 hit points, and      action, instead using your action to perform a
     vulnerability to bludgeoning and thunder damage.            different activity. Once you do so, the blessing fades
     It shatters when reduced to 0 hit points, releasing a       and you can’t use it again.
     cloud of poisoned gas. This cloud of gas is function-      	 Anyone who loots Graxigon’s body finds a strange
     ally equivalent to a non-mobile cloudkill spell.           shaped tool roughly the size of a wrench.
28                                                     Chapter 1 Trial Run
    The Mists of Ravenloft                                   Optional Encounter
                                                             One of the mist-filled vats behaves differently that
While in the chamber Biffan can detect the presence          the rest. Once a character gets near to it, the mists
of a portal to Ravenloft. He directs the characters to       subside to reveal a large block of solid amber within,
walk to the southern edge of the room, near a pile of        8 feet tall, 5 feet wide, and 5 feet thick. Trapped
glass vats. These partially finished Vecnan birthing         inside the block is a wisp of inky darkness the size
vats are filled with a thick mist that writhes and           of a child’s fist. The darkness is the vestige of Buer,
undulates as if alive. Muffled thuds come from within        the Grandmother Huntress—now imprisoned with
the vats, like the sounds of a creature prematurely          but a sliver of her former sentience and awareness.
interred.                                                    The vestige can’t be harmed or controlled, and it is
                                                             immune to all conditions.
	 Biffan recognizes this as the “Mists of Ravenloft”
and speculates that if the mists are released from the       	 The block of amber has AC 16, 80 hit points, and
vats, they will transport the characters to the dread        immunity to poison and psychic damage. Destroying
domains. The vats are hermetically sealed and imper-         one causes the vestige trapped within it to disappear,
vious to damage. However, there is an indentation            leaving no trace. You choose whether it is banished
for a tool. If the strange-shaped tool from Graxigon is      or destroyed.
placed into the indentation, it can be used to open the      	 A creature that touches the block of amber forms
vats. Once the vats are open, the mist explodes forth,       a telepathic link with Buer whose voice immediately
impossibly filling the entirety of the room in a matter      begins to echo in their mind.
of seconds.
                                                                 “I am the kindly grandmother and the wrathful hunt-
                                                                 ress, but you, my sweet child, may call me Buer. Reach
    Allow the characters to advance to 11th level                out with your mind and accept my gift, so you may
                as they are pulled into                          wield my might and never again be the hunted. Do you
             the dark realm of   Ravenloft.                      accept this gift I have offered you, child?”
                                                             	 The creature must willingly, without being coerced
                                                             or manipulated, accept the gift to gain its benefits
                                                             (and detriments). A character doesn’t learn the gift’s
                                                             precise game effect until the dark gift is accepted.
                                                             	 Benefit of Accepting. If accepted, Buer’s dark gift
                                                             grants the beneficiary immunity to disease and the
                                                             poisoned condition, as well as the ability to cast the
                                                             healing word spell without expending a spell slot.
                                                             When casting the spell in this manner and targeting
                                                             a Construct or an Undead, the spell deals radiant
                                                             damage equal to the amount it would normally
                                                             heal. The spell is cast at a level equal to the number
                                                             of times it has been cast in this manner. The first
                                                             time the spell is cast, for example, it is cast at 1st
                                                             level, while it is cast at 5th level the fifth time it is
                                                             cast. Once it has been cast nine times, the dark gift
                                                             vanishes.
                                                             	 Detriment of Accepting. The beneficiary of this
                                                             dark gift also undergoes a transformation upon
                                                             accepting. Their feet turn into hooves while their
                                                             legs become digitigrade and furry, similar to those
                                                             of a goat. This transformation can’t be removed by
                                                             anything short of a wish spell or divine intervention.
                  The trapped vestige is all
               that remains of the once mighty
               Buer the Grandmother Huntress
                                                 Chapter 1 Trial Run                                                      29
     Chapter 2
     A Haus Divided
     The characters emerge from the mists within the realm of       unable to travel to Vecna’s former domain. Instead,
     Darkon, near the halfling village of Rivalis. Exploring the    Azalin wove a potent spell that absorbed the lordless
     village leads the characters to Grandma Fennel, who sug-
     gests they visit the nearby ruins of Castle Avernus to learn
                                                                    Cavitius into Darkon. The ritual was successful but
     more about Vecna. Before doing so, however, they need to       had catastrophic side effects. Castle Avernus, Azalin’s
     visit Richten Haus, former home of the legendary Rudolph       brooding fortress, was destroyed in a torrent of other-
     Van Richten. There the characters harvest herbs necessary to   worldly flame, an explosion that was frozen partway
     survive the poisonous energies surrounding Castle Avernus.     through its blast. The castle now hangs in midair,
                                                                    its chambers, laboratories, and crypts suspended in
                                                                    disjointed sections, all illuminated by a glowing radi-
                                                                    ance that hangs above the castle. This event, followed
                           rom Van Richten’s Guide to Raven-
                                                                    by Azalin’s disappearance, is known to the people of
                          loft, “In hidden corners of the           Darkon as the Hour of Ascension.
                          Shadowfell are nightmare                  	 With the two realms merged, Azalin was able to
                          domains that hunger for the               travel to Citadel Cavitius, the former seat of Vecna’s
                          brave and the innocent, the               power. Once there, he began obsessively studying the
     ambitious and the wicked. Some call the collection             Maimed Lord’s books, growing increasingly oblivious
     of eerie realms the Land of the Mists, but monster             to the world around him, even as the dissolution
     hunters know it as Ravenloft. Terror, magic, mystery,          of Cavitius began infecting Azalin’s own kingdom.
     and suspense fill these fractured domains, an infinite         Through his studies Azalin discovered a rip in the
     galley of unfolding evils, age-old plots, cursed blood-        fabric of Ravenloft, left by Vecna’s escape. However,
     lines, legendary monsters, and immortal villains.              Azalin realized that for anyone to travel through the
     Evildoers from countless worlds regard Ravenloft               portal they must be attuned to a part of Vecna, whose
     as their prison – infamous figures such as the lich-           old body parts are scattered about other domains,
     king Azalin Rex, the unscrupulous scientist Viktra             just beyond the lich-king’s grasp. Thankfully, a group
     Mordenheim, and the diabolical first vampire Strahd            of hardened adventurers has just entered the mists...
     Von Zarovich. These Darklords wield incredible
     power within their isolated domains, yet they’re held
     captive in eternal torment as victims of malign forces
                                                                            Traversing the Mists
     known as the Dark Powers.”                                     Read or paraphrase the following:
     	 Vecna was one of these prisoners, trapped within
     his personal realm, Cavitius. But even the Dark                    The mist is impossibly thick, almost clinging to you as
     Powers cannot hold one as powerful as Vecna indef-                 you move through it. All you see is an endless, roiling
     initely. Over the span of decades, the Maimed Lord                 whiteness—a foggy limbo that appears to stretch into
     hatched a plan that resulted in his escape from the                infinity. The mists dull your other senses, increasingly
                                                                        cutting you off from any sort of sensory world.
     Domains of Dread (For more details on this escape
     see Die Vecna Die!).
                                                                    	 As the characters walk through the mist, the Dark
     	 With Vecna’s escape the domain of Cavitius became
                                                                    Powers of Ravenloft subtly intervene, first disori-
     an abandoned, ghostly version of its former self. As
                                                                    enting and then separating the characters unless
     the years passed the Dark Powers began dissolving
                                                                    they have taken special precautions such as tying
     the kingdom, brick by brick and bone by bone.
                                                                    themselves together. Randomly select two characters.
     Following the dissolution of Cavitius, fragments of
                                                                    Then read or paraphrase the following to each of
     the domain scattered throughout the far corners of
                                                                    them:
     Ravenloft. Some of these fragments include lesser
     body parts of Vecna (see Lesser Known Vecnan
                                                                        A towering beast materializes within the mist just ten
     Relics in appendix D).                                             feet before you. The creature looks vaguely like a mino-
     	 The lich-king Azalin Rex, whose magical aptitude                 taur, but it has a chitinous carapace and multi-faceted
     might rival that of Vecna, discerned the Whispered                 eyes that glimmer sinisterly. Its wet, glistening body
     One’s escape. As a Darklord, Azalin was imprisoned                 smells like fresh vomit. Upon seeing you the monster
                                                                        rears back, ready to attack!
     within his own domain of Darkon, so that he was
30                                                      Chapter 2 A Haus Divided
	 In truth, the randomly selected characters are                is somehow connected to the disappearance of their
confronting one another. The mists have cloaked                 former king. Perhaps he sleeps inside, cocooned,
each character in illusion, making them appear to be            waiting to take on a new form.
a vile abomination. Have each character roll initiative.        	 As for the people of Darkon, while some might
Pretend to control each monster. Roll dice where the            express curiosity about the King’s Tear or the
players cannot see the results, using whatever results          Shroud, they seem relatively indifferent to the
were rolled by the other player. A character can use            dangers they face. One explanation for this indiffer-
an action to examine the monster they are fighting. A           ence may be that there is simply no time to worry
successful DC 15 Intelligence (Investigation) check             about what might happen in the future when they
reveals the illusion. This check is made with advan-            have to toil and labor just to make it day by day.
tage if the character already suspects that they are            Another explanation may be that many of them are
fighting a fellow character. If one of the characters is        soulless constructs birthed by the Dark Powers of
reduced to 0 hit points, then the illusion fades. The           Ravenloft to populate the kingdom, though none of
character who struck the final blow finds themselves            the inhabitants, including the constructs themselves,
potentially horrified by their actions. They must               would have any way of knowing this. Certainly, all
make a successful DC 15 Wisdom saving throw or                  the inhabitants of Darkon believe themselves to be
be afflicted by the Curse of the Betrayer until it is           possessed of a mortal soul. Regardless of the reason,
removed by a remove curse spell, or similar magic.              most Darkonites have convinced themselves – and
                                                                will try to convince others – that all these stories of
 Curse of the Betrayer                                          towns and regions being swallowed by the Shroud
 Your actions have brought about the downfall of an ally.       are nothing more than alarmist rumors.
 The stain of this misdeed is perceptible to others. As a       	 For more information on Darkon see chapter 3 of
 result, you have disadvantage on Charisma (Persuasion)
 checks and you can’t benefit from the Help action.             Van Richten’s Guide to Ravenloft, “The Domains of
                                                                Ravenloft.”
	 As the two characters battle one another, the                 Death in Darkon
remaining characters reunite before they are                    The forces that have corrupted Darkon have even
confronted by two hazy, insubstantial creatures made            influenced the veil between life and death. Death in
from dark, swirling mist known as mist stalkers                 Darkon is not permanent. During the first night after
(appendix B).                                                   any Humanoid’s death in Darkon, their body rises
	 If the characters survive, they emerge from the               in a state of unlife. Though the body returns to life,
Mists in the domain of Darkon on the north bank of              it functions as nothing more than a shell for some
Redleaf Lake, just outside the halfling town of Rivalis.        dark lifeforce propelling it forward. No vestiges of the
                                                                victim’s prior identity, or any identity, remains.
            A Doomed Domain                                     	 Fearful of this eventual fate and what it implies for
                                                                them and their loved ones, the inhabitants of Darkon
Darkon is a land in collapse. With the departure of             have established funerary rites that may vary by
its Darklord, Azalin Rex, for Citadel Cavitius during           region, but all culminate in the burning of the corpse
an event called the Hour of Ascension, the Mists of             before night falls on the day of death. This unexplain-
Ravenloft have begun to devour the landscape. Each              able compulsion of the dead to rise is one of the few
night the Shroud (the name given to the Mists by                supernatural aspects of Darkon’s fate that has had a
the people of Darkon) swallows more of the domain,              noticeable effect on the people of the domain, making
sometimes expanding by unnoticeable inches, some-               them paranoid and nosy. Inhabitants tend to keep a
times by miles.                                                 close eye on their neighbors, particularly those who
	 A golden star referred to by Darkonites as the                are elderly or sick, in case they die unexpectedly. In
King’s Tear hangs in the sky, watching indifferently            the larger cities of Darkon, the Kargat, the remnants
over the death of the land and its people. Rumors               of Azalin Rex’s secret police force, frequently control
abound as to the nature of this new visitor in the              those districts rife with crime for the same reason.
heavens. Some believe it to be the eye of a god                 	 The risen corpses shamble mindlessly toward the
observing and silently judging the domain for its               nearest banks of the Shroud. If their journey is not
evils. Perhaps one day it will devour the entire                interrupted, they will wander into the mists, never to
realm. Others believe it is a vessel from the heavens,          be seen again. As long as they remain unobstructed,
carrying some unknown and unknowable race of                    the corpses show no hostility toward the living, nor
starfaring travelers. Still others believe its presence         any recognition of those they knew in life.
                                                  Chapter 2 A Haus Divided                                                 31
     Memory Anomalies                                                      prefers to focus on his experiments and studies,
                                                                           delegating much of his authority to a secret police
     The dread domain of Darkon has an altering effect
                                                                           force known as the Kargat. (Note: Azalin’s immor-
     on the memories of non-natives. For each day non-na-
                                                                           tality is due to the fact that he is a lich. However,
     tives of the realm are present within its borders,
                                                                           this is not a well-known fact and something of
     there is a cumulative 10 percent chance that they
                                                                           which Biffan is unaware.)
     will form a false memory of a life lived within the
     realm. Once a character forms such a false memory,               J Roughly a year ago there was a strange explosion
     the daily check resets to 0 percent and starts again.                 that destroyed Castle Avernus. In the wake of the
     Once a character has formed three such memories,                      explosion, a glowing star referred to as the King’s
     they become firmly convinced that they have lived                     Tear rose into the sky. Azalin has not been seen
     their entire life in Darkon. A remove curse spell will                since the explosion. Some assume the wizard-
     remove one false memory. If this reduces the char-                    king is dead and others assume that he found a
     acter below three false memories, they will be able                   way to escape Darkon.
     to recall glimpses of another life in another realm.             J Darkon was once home to Rudolph Van Richten,
     Otherwise, the only way to reverse the effects of the                a legendary hunter of undead who now resides in
     memory anomalies is by leaving the realm altogether,                 the domain of Mordent.
     at which point, all false memories rapidly fade.
                                                                      	 At this point, characters may travel in any direction
     	 A character whose memory is lost entirely to this              they like, though having arrived in an unfamiliar land,
     effect will firmly deny any claim that they have not             they are likely to seek more information in Rivalis.
     always lived here and will resist – violently, if neces-         DMs should steer, but not railroad, them in this
     sary – any attempt to leave the realm, as it is their            direction.
     beloved homeland.
                           Darkon                                                           Rivalis
                                                                      Rivalis is, on most days, a happy and peaceful town,
     As the characters stumble from the mists into                    standing in contrast to most locales in Darkon, or
     an unfamiliar landscape, read or paraphrase the                  anywhere in any of the domains of Ravenloft. Like
     following:                                                       most of the inhabitants of Darkon, the townspeople
                                                                      of Rivalis – mostly halflings – respond to the horrors
        After an immeasurable amount of time pushing                  of their dying domain with willful indifference.
        forward through the Mists, you think you see a strange        Brigands who live in the nameless forest north of
        light ahead of you. The tendrils of Mist slink away from
        your skin and you stumble forward onto a grassy field
                                                                      town or in the Shrouded Hills even farther north (the
        near a serene lake. The light of two suns, one much           scattered survivors of the Radanavich clan) occa-
        larger than the other, casts a molten shimmer on the          sionally threaten these peaceful folk. The Kargat,
        water. Fishing boats dot the lake’s calm surface.             Darkon’s secret police, occasionally intrudes on
        Straight ahead of you, maybe a mile distant, is a quaint      the town’s serenity as well, seeking information on
        village. From this distance, you can make out a cluster       some enemy of the state or simply checking in with
        of cottages with thatched roofs. Smoke rises from             contacts. Rumors of a lake monster, Wolf-Head Wylie,
        stone chimneys. Outside the walls of the village are
        fields of green crops, though from this distance you
                                                                      also abound as an explanation for the periodic disap-
        can’t make out what kind. Small humanoids walk the            pearances of fishing boats on Redleaf Lake or the
        rows tending to the greenery.                                 more distant Lake Placid. Finally, on rare nights, a
        Looking over your shoulder, you see that the Mists that       townsperson will wake up with bite marks on their
        brought you here are nowhere to be found. Instead, a          neck, complaining about feeling weak and anemic.
        wide dirt road winds between grassy meadows before            So far, whatever is causing this has not claimed any
        disappearing into a tranquil forest.                          lives, but it seems to grow more voracious as time
                                                                      goes on, feeding more and more often. The towns-
     	 Thanks to the second “sun”, Biffan is able to recog-           people may mention these things, but if asked for
     nize this as the domain of Darkon. The halfling skull            more information, they quickly clarify that it’s just a
     can provide the following information:                           rumor and move to change the topic of conversation,
     J Darkon is one of the largest domains of Ravenloft.             fearful that discussing an evil will earn its attention.
         Its Darklord is the immortal wizard-king Azalin              	 Key locations in Rivalis include:
         Rex. Azalin is an iron-fisted tyrant who rules
         distantly from Castle Avernus. The wizard-king
32                                                        Chapter 2 A Haus Divided
C1. Old Nuck’s                                                C2. The Lost Goat Knight
Old Nuck’s is one of two large public houses in               In contrast to the town’s other large public house,
Rivalis. The mood inside is as festive and cheerful           The Lost Goat Knight is a subdued place. At any
as the rest of the village. In the evenings, about two        given time of day, only a handful of miserable looking
dozen halflings carouse here, drinking tankards of            halflings bury their sorrows in tankards of ale here.
honeyed mead or barleywine (5sp) and eating from              The bartender, Sir Humphrey (a title he has given
big wooden bowls of fish stew (1 gp).                         himself) will sell the characters tankards of watery
	 The halfling bard Buckleberry Tanglenote                    ale for 2 sp.
(commoner) regularly plays songs about heroes of              	 Sir Humphrey has never heard of Vecna, referring
local legend, such as the brave halfling pirate crew of       the characters to Granny Fennel, who is “the most
the Honeysuckle Goddess, which roamed the Jagged              knowledgeable person in Rivalis”. For more details
Coast hundreds of years ago, and perhaps still does.          on Granny Fennel see area C4.
He will happily tell the characters what he knows of          	 Most of the patrons will ignore the characters,
the folklore of the Jagged Coast, though much of what         eager to bury themselves in their drinks, but one
he knows is colored by myth.                                  patron at the bar, Brady Furfingers, will tell the char-
	 Buckleberry also enjoys telling stories regarding           acters that his brother, Barney Furfingers, was lost
Azalin Rex, the missing Darklord of Darkon. He can            when his fishing boat was destroyed by Wolf-head
tell the characters in no uncertain terms that Azalin         Wylie on Redleaf Lake.
cannot be found in his castle. The castle was ripped          	 During the evening, but never during the day, there
apart by a vast explosion at its heart during the Hour        is a 50 percent chance burgomaster Arian Windfoot
of Ascension. The flow of time around the castle              (vampire) can be found here (otherwise, he can be
was frozen at the moment of the explosion and the             found wandering the streets). This is his preferred
castle’s fragments hang in midair, its magical fabric         public house because it is much quieter. If present
forever trying to pull itself back together. The ever-        here, he’ll be accompanied by his “town council,” the
burning fireball at the castle’s heart is poisonous to        name he has given to his regular drinking buddies.
the living, and no one could hope to survive there.           Notably, Arian himself does not imbibe, and if asked
	 Buckleberry has never heard of Vecna, referring             about this, he will say that he once had an unhealthy
the characters to Granny Fennel, who is “the most             relationship with alcohol and had to give it up. For
knowledgeable person in Rivalis”. For more details            more details on burgomaster Arian see area C5 and
on Granny Fennel see area C4.                                 the Madame Radanavich section of appendix A.
	 In the afternoon or early morning, which is when            	 If asked about any unusual information (such
the characters are likely to arrive if this is one of the     as Vecna), Arian rubs his chin thoughtfully and
first locations they visit upon their arrival in Rivalis,     mentions that the lost manor of Richten Haus once
the tavern is less bustling, but still relatively cheerful.   held a great number of books. If asked about Richten
Buckleberry may still be found here, sipping a break-         Haus, read or paraphrase the following:
fast stout and plucking lazily at the strings of his
lute, practicing new songs. Two elderly halfling men,             “Ah, yes, Richten Haus. It was swallowed by the
Gordy and Old Prim (commoners), can be found                      Shroud months ago. Not sure why you’d want to risk
playing halfling games of strategy at one of the tables.          your life to go there. Sit, join my town council and me
They are dismissive of the characters if approached,              for a drink instead. Or not. Your choice. All I can tell
                                                                  you for certain is that no one who has gone into the
eager to get back to their games.                                 Shroud has ever returned . Hmm, except for Granny
	 At any time of day, the establishment’s current                 Fennel. She might be willing to share her secrets with
owner and operator, Lady Nebba Halfhearth                         you.”
(commoner), can be found behind the bar. She is the
great granddaughter of Old Nuck himself, and she              C3. Bait and Tackle
will gladly share the history of the establishment if         This is a general store operated by an enterprising
asked. She will also give a little background on any          halfling named Taz McGinty. He will sell the charac-
of the townspeople of Rivalis if the characters ask.          ters any common item normally sold on the general
Like most townspeople, she will quickly change the            equipment lists from the Player’s Handbook. He also
subject if asked about Azalin Rex, the Shroud, the            sells fishing equipment and has a few used fishing
Kargat, the lake monster, or any other topic viewed as        boats that he can sell to the characters.
inappropriate for polite conversation.
                                                Chapter 2 A Haus Divided                                                     33
     C4. Crystal Garden                                       	 Grandma Fennel. If the characters elect to speak
                                                              to Grandma Fennel, they can find her in a small
     The Crystal Garden is the greenhouse at the center
                                                              wooden annex filled with books and potted plants
     of Rivalis. It gets its name from the paneled glass
                                                              attached to the main dome. As one of the oldest
     dome that houses plants from every region of Darkon
                                                              inhabitants of Rivalis, Grandma Fennel has consider-
     and some other demiplanes. The garden is overseen
                                                              able information. In particular:
     by the gnomish archdruid Fennel Fernhand, known
     as Grandma Fennel, or Granny Fennel. She has been        J Grandma Fennel has not heard the name Vecna.
     welcomed as one of their own by the halflings of              She recommends that the characters visit the
     Rivalis and is viewed by the townspeople as a wise            ruins of Castle Avernus to find out more. Castle
     and beloved leader. Townsfolk will direct the charac-         Avernus was once home to Azalin Rex, the
     ters to speak to either her or the burgomaster, Arian         Darklord of Darkon. Azalin hoarded knowledge
     Windfoot, for more information about the region.              and his library is rumored to contain information
     	 Any character who is proficient with an herbalism           on the entirety of Ravenloft.
     kit can find sufficient herbs to brew 1d4 potions of     J Months ago there was a strange explosion from
     healing. If the character makes a successful DC 15            Castle Avernus. Even stranger, the fortress’s
     Intelligence check they also find enough grave weed           rubble, rather than tumbling to the ground,
     to make either 1d4 doses of a concoction similar to           remains suspended in mid air. Azalin has not
     carrion crawler mucus or 2 doses of torpor (See the           been seen since this explosion and there are
     Dungeon Master’s Guide for information on these               competing theories that he is either dead or
     poisons). If the characters harvest these plants they         found a way to escape Darkon.
     are accosted by a shambling mound and 1d6 needle         J The ruins of Castle Avernus are bathed in a sickly
     blights.                                                      green radiance that can kill even the hardiest
                                                                   adventurer. Granny Fennel believes that she can
                                                                   brew a protective potion, but she needs some rare
                                                                   herbs known as bog knuckle that only grow in the
                                                                   gardens of Richten Haus, the abandoned home
                                                                   of her old friend Rudolph van Richten. Richten
                                                                   Haus was once north of Rivalis, but has since
                                                                   been swallowed by the Shroud.
                                                              J Rudolph van Richten was once a medical doctor
                                                                   of great promise who, pursuing fame and renown,
                                                                   engaged in battle with the Radanavich clan.
                                                                   The Radanavich clan was a band of brigands
                                                                   masquerading as Vistani, led by a warlock of
                                                                   considerable power, Irina Radanavich.
                                                              J During this battle the Radanavich’s killed
                                                                   Rudolph’s son, Erasmus, and his wife, Ingrid.
                                                                   Haunted by their painful memories, the monster
                                                                   hunter has abandoned his ancestral home and
                                                                   now lives a humbler life in the distant land of
                                                                   Mordentshire.
                                                              J Grandma Fennel can give directions to Castle
                                                                   Avernus (see chapter 3) as well as Richten Haus.
                                                              	 If the characters indicate a willingness to travel to
                                                              Richten Haus, read or paraphrase the following:
                Grandma Fennel tends her garden
34                                                Chapter 2 A Haus Divided
                                                                  C5. Burgomaster’s House
   Oh, be careful there, younglings. Yes, yes! First know
   that to reach Richten Haus, you must travel through
                                                                  The burgomaster’s house can be found near the
   the Shroud. And the Shroud is only present at night.           north end of town. It looks similar in style to the
   Darkon nights are dangerous in the best of cases,              other cottages – simple and rustic, thatch-roofed –
   and if you go a-bumbling into the Shroud it’s even             except larger. The house is quiet and empty most
   worse! The dead go there. The walking dead! Have you           of the time, and there is little of interest that can be
   seen them? The dead here in Darkon, they rise and              found here.
   wander into the night if you don’t destroy the bodies
   right away! Frightening sight, but they are harmless.          	 However, if they explore the house’s basement and
   That is, until they enter the Mists. Something there           make a successful DC 13 Intelligence (Investigation)
   inhabits their minds. Some force. Maybe the Dark               check, the characters find a secret entrance leading
   Ones themselves, yes, yes. Or maybe something
                                                                  to Arian’s hidden crypt below the basement, which
   worse. Something from the spaces between the
   planes. Indeed, there are worse things to be found             will no doubt reveal his true nature to them. Along
   in the Shroud than just the walking dead, young-               one wall of this crypt are rows of cages containing
   ling. If you are careless, or unlucky, or both, you may        rabbits, squirrels, and pigeons, sources of easy blood
   stumble upon those things. I’ve seen one once. While           for Arian to slake his hunger without having to feed
   harvesting my planties! Slithery things. Slimy. All hooks      on his townspeople, which he tries to do only in
   and tentacles and suckers and eyes and mouths. Good
   for eating careless adventurers. Be careful, younglings.       emergency situations, though his hunger for blood
   Careful! But, yes, there are herbs Granny Fennel needs         has, of late, been less slaked by the blood of animals.
   which can only be found near the house. I can show             	 On a raised stone dais in the middle of the dirt floor
   you on the map where you would have to enter the
                                                                  rests a halfling-sized wooden coffin. During the day,
   Mists. I cannot tell you what you will have to do to get
   out again, but I can provide magic that may help keep          Arian Windfoot can be found sleeping inside. The
   you safe once you are inside…                                  inside of the coffin lid is marked with a glyph that
                                                                  will magically awaken Arian if his resting place is
                                                                  disturbed. During the evening, the crypt is empty. If
	 Potions. For 200 gp each, Grandma Fennel can                    the characters examine the dais, they can discover
provide potions that will keep the undead and                     a hidden compartment with a successful DC 18
the lurkers in the Shroud at bay. If the characters               Wisdom (Perception) check. Inside the hidden
purchase and consume such a potion, they are invis-               compartment is a small treasure trove consisting of
ible to any Undead or Aberration, so long as they are             three blood diamonds worth 500 gp each and a pipe
within the Shroud. This effect lasts for twenty four              of smoke monsters (appendix D).
hours.                                                            	 If disturbed during the day, Arian Windfoot will
	 Grandma Fennel is not herself a native of Darkon,               admonish the characters for trespassing. He may try
so she is fully aware of the memory anomalies that                to talk his way out of trouble but will soon realize that
affect visitors. Through her alchemical abilities, she            if he lets the characters go free, they may share his
was able to brew a concoction that allows her to                  secret. At this point, he will feel forced to attack.
resist these effects, though it is mildly toxic. She will         	 Should the characters slay Arian and share his
sell these potions to the characters for 200 gp each.             secret with the townspeople, most of them will be
A single potion is enough to prevent memory loss for              relieved to have been delivered from such an evil.
a month. One unfortunate side effect is that it tempo-            They will thank the characters and set about the
rarily reduces the character’s maximum hit points by              process of choosing a new burgomaster. The leading
1d8. This side effect lasts for one day.                          candidates would be Sir Humphrey and Lady Nebba
	 The Burgomaster. Finally, Grandma Fennel also                   Halfhearth.
knows that the town’s burgomaster, Arian Windfoot,                	 One townsperson who will not react favorably to
is secretly a halfling vampire. She has agreed to keep            the news of Arian Windfoot’s destruction is Granny
his secret in exchange for the freedom to run the                 Fennel. She and Arian have developed a close friend-
Crystal Garden as she sees fit. If the characters find            ship over the years, and if she hears that the char-
evidence of his secret nature and confront Grandma                acters have destroyed him, she will be loath to help
Fennel about it, she will feign ignorance. If pressed             them find the location of Richten Haus. Instead, she
on the matter, she will tell the characters that Arian is         will lock herself within the Crystal Garden and go
a good man and a good leader. She will chastise the               into a period of mourning. Should this be the case,
characters for their ignorant prejudices, admonishing             the halfling bard, Buckleberry Tanglenote, or any
them that being a vampire doesn’t inherently make                 other townsperson the DM prefers, can become an
one a bad person.                                                 alternative source of important information.
                                                    Chapter 2 A Haus Divided                                                  35
                 The Hidden Trail                                  them. The wall surrounding the manor house will
                                                                   also be restored, though if the characters are near
     The hidden trail to Richten Haus can be found about           the foundation, they will be inside the wall, which will
     a mile north of Rivalis, alongside the road leading           not be immediately visible to them through the Mists.
     to the distant city of Martira Bay. A character that          Other parts of the manor house, such as the stables
     makes a successful DC 18 Wisdom (Survival) check              and an outdoors larder, will be restored as well,
     can find the trail on their own, or they may have             though the characters will have to find these through
     the location marked for them by Grandma Fennel.               exploration as they also are not visible from near the
     Traveling the trail is safe during the day. There are         stone foundation itself.
                                                                                  Richten Haus
     wisps of fog, but little more. However, when the char-
     acters arrive at Richten Haus they find only a bare
     stone foundation and the crumbling remnants of the
     wall that once surrounded it.                                 Richten Haus and its grounds constitute a pocket
                                                                   domain ruled over by Madame Radanavich
     	 Searching by Night. If the characters travel at
                                                                   (appendix A for her backstory and appendix B for her
     night, then the hidden trail is engulfed by the Shroud.
                                                                   stat block), the leader of a gang of brigands that once
     While traveling through the Shroud, there is a 50
                                                                   inhabited the forests north of Rivalis pretending to be
     percent chance that the characters will encounter a
                                                                   Vistani. Though this domain is linked with Darkon,
     random horror from the table below:
                                                                   they are separate domains, and special rules that
        d4     Encounter                                           apply to Darkon, such as the memory anomalies, do
         1     2d10 zombies                                        not apply here.
         2     1d4 mist walkers                                    	 It is eternally night within Richten Haus. Because
         3     2d4 gibbering mouthers                              of this, once characters have entered this pocket
               An insectoid, multi-segmented Aberration (use       domain, they are trapped. Anytime the characters
         4     the statistics of a behir)                          enter the mists surrounding Richten Haus they
     	 There is also a possibility of becoming lost or             inevitably return to the manor. While travel through
     disoriented in the Mists. Whichever character is              the Mists of Ravenloft are always dangerous, this is
     guiding the party must make a successful DC 15                no more or less true for Richten Haus than any other
     Wisdom (Survival) check or become lost. It takes 1d4          domain. The normal rules for passage through the
     hours for lost characters to regain their bearings.           mist apply (see Van Richten’s Guide to Ravenloft).
     During this time they have a 50 percent chance of             	 The Radanavich ghouls encountered within
     encountering a random horror. Either way, when they           Richten house comprise just a small portion of
     eventually reach their destination they find Richten          Madame Radanavich’s forces. Others prowl the
     Haus intact (see areas D1 and D2).                            mists, coming and going as they please. If characters
     	 Searching by Day. If the characters manage to find          take a long rest within Richten Haus a hunting party
     the stone foundation of the manor house during the            of 2d4 Radanavich ghouls (appendix B). returns
     day and wait for night to fall, they will witness the         home, likely discovering the characters unless they
     Mists billow over the rolling hills and through the           have taken steps to hide their passage.
     tree line to their north, swallowing the trees before         D1. Wall
     rolling quickly across the landscape toward them.
     Witnessing this firsthand is a terrifying sight for any       The wall surrounding Richten Haus is just shy of ten
     living thing, and each character must make a DC 15            feet tall. It is made of brick and topped with wrought
     Wisdom saving throw in order to avoid fleeing from            iron spikes. If the characters place a hand upon the
     the encroaching Mists. While they cannot outrun               wall, they will find that it is cold, clammy, and damp
     them – at least not through natural means – they will         with a viscous slime that makes climbing by natural
     become disoriented and lost within the Mists should           means exceedingly difficult. Scaling the wall without
     they be affected by this fear effect. As before it takes      assistance requires a successful DC 15 Strength
     1d4 hours for a lost character to regain their bearing.       (Athletics) check or DC 15 Dexterity (Acrobatics)
     During this time they are attacked by 1d4 mist                check. Both sides of the wall are covered with this
     walkers.                                                      same substance. If not washed from the hands and
                                                                   feet after scaling, it has detrimental effects. For the
     	 If the characters manage to hold their ground as            next hour, any time a character uses an item, weapon,
     the Mists billow over the stone foundation, they will         or shield they must make a DC 13 Dexterity saving
     witness the house appear. A blanket of mist swirls            throw or drop the object. Similarly, whenever they
     aside and, suddenly, Richten Haus stands before               move during adverse conditions (such as combat)
36                                                     Chapter 2 A Haus Divided
they must make a successful DC 13 Dexterity saving          D4. Outdoor Larder
throw or fall prone. Water alone will not remove
                                                            This room is lined with shelves filled with rotting
the slime. Characters can use a mixture of lamp oil
                                                            foodstuffs and jars containing black tar that were
followed by water, magical means of cleaning, or any
                                                            once preserves. There is nothing of value here.
other process the DM deems suitable.
	 Growing along the inner edges of the wall are the         D5. Ingrid’s Garden
remnants of the garden. Within the garden can be            A small garden is at the end of the cobblestone path.
found the herbs that Granny Fennel requires.                The garden is now little more than briars and weeds,
                                                            although if the characters check they can find more
D2. Gate                                                    than enough bog knuckle for Granny Fennel to brew
The Richten Haus gate is a wrought iron arch topped         her potions.
with spikes. In the curve of the arch, written in an
                                                            	 In the center of the garden is a small well. The well
ornate font, is the family name. The gate is secured
                                                            once supplied drinking water for the Van Richten
with a massive locking mechanism. Any character
                                                            family and their servants and remains intact, though
who makes a successful DC 20 Dexterity check
                                                            the rope and bucket have long since rotted away.
with thieves’ tools can unlock the mechanism. The
                                                            The characters can hear the faint sound of a woman
structure itself is quite heavy and sturdy, despite age
                                                            crying at the bottom of the well.
and rust and requires a successful DC 22 Strength
(Athletics) check to force open. Magical means of           	 If a character attempts to climb down to the bottom
unlocking the gate will work normally.                      of the well, they face a difficult task, as the walls of
                                                            the well are covered with the same slick substance
	 Beyond the gate, a cobblestone path leads north
                                                            as every other surface within the Mists. Climbing
to the manor (area D6). A smaller cobblestone path
                                                            the walls requires a successful DC 20 Strength
leads west to the gardens (area D5) and a muddy trail
                                                            (Athletics) check but with proper climbing gear, this
leads east to the stables and outdoor larder (areas D3
                                                            check may be reduced in difficulty.
and D4).
                                                            	 Almost a hundred feet down, characters will
D3. Stables                                                 encounter black water with a few rotting leaves
Within the stables the characters will find a macabre       floating on the surface. They will still hear the
sight. The ground is muddy and mostly covered with          crying of the woman here, though it sounds just as
piles of rotting hay. The smell of horses and manure        distant as it did outside the well. The water is foul
still faintly lingers, but the only sign of the stable’s    and undrinkable, and if characters descend into it,
previous inhabitants are their moldering bones.             they will find themselves in a reservoir about eighty
Some of the skeletons remain largely intact while           feet wide and forty feet deep. The water is pitch
others have been scattered over time by predators.          black, and only magical forms of light can pierce it.
	 If the bones are disturbed or if the characters linger    Darkvision will not work, and other forms of super-
for more than one minute, they will begin to stir and       natural sight are hindered by the inky darkness of the
reassemble. If the characters do not leave at this          water.
point, they will be attacked by six skeletal steeds. A      	 Lurking within the water is a malevolent water
skeletal steed has the same statistics as a nightmare,      spirit (use the statistics for a banshee). She will
except it lacks the Ethereal Stride action. The charac-     initially appear to the characters as a beautiful
ters can flee at any point while the bones are stirring     woman who appears to be drowning or in distress. If
and knitting themselves back together. If they do not       the characters manage to defeat this spirit, she will
close the door to the stables, the horses will pursue       dissipate into a watery mist that will reconstitute into
them outside. However, if the characters depart and         her doomed form twenty-four hours later.
close the gate behind them, the bones will return to        	 At the bottom of the well, the characters may find
their inert state. Other than the skeletal horses, the      her bones mostly submerged in the silt. All of her
stable contains only rotting saddles and tack.              belongings have long since decayed with the excep-
	 Above the stable is a loft containing bales of rotting    tion of a periapt of wound closure near her skull.
hay. If the characters search further, they will find
a set of human bones behind the bales. The bones
                                                            D6. Entryway
are lifeless and do not animate. They are clad in the       Unlocked double doors with decorative silver
remains of a rotting gown that was once probably            knockers lead into the manor. Inside is a hallway
quite nice. They wear jewelry worth 250 gp.                 tiled in black and white marble. Six sconces affixed
                                                            to the walls are made of silver (10 gp each) that have
                                                            become tarnished with age hinting at the lavish life-
                                              Chapter 2 A Haus Divided                                                 37
     style Richten Haus’s inhabitants once enjoyed. The                         A sentient bell tower wanders the Forest of
     furnishings have been reduced to mahogany splinters                  11    Shadows on giant chicken legs, toppling trees as
     shrouded in cobwebs. Nothing else of value can be                          it moves. These trees are mysteriously replenished
                                                                                the following day.
     found here.
                                                                          12    A colony of weresnakes lives somewhere within the
     	A Radanavich ghoul prowls the entryway. It                                Great Salt Swamp.
     immediately attacks any characters that it sees, but                       Damon Skragg captains the Bountiful. He and his
     attempts to flee if reduced to half of its hit points.               13    undead pirate crew inhabit the waters off the coast
                                                                                of Martira Bay.
     D7. Parlor                                                           14    Bathing in the Lake of Lost Dreams will cause one
                                                                                to lose the ability to sleep.
     A fire appears to have gutted the parlor at some
     point. The furniture has mostly been reduced to ash,                       The spas of Nevuchar Springs are said to have
                                                                          15    miraculous properties of healing and rejuvenation.
     with nothing remaining save a stray charred table leg                      Visitors should be certain to visit Cascana
     or other scraps of wood. Even the mahogany panels                          Sanitarium.
     on the walls have been blackened by soot. A fireplace                      The Night Hag Styrix has taken up residence in an
     contains cold ashes.                                                 16    abandoned keep on one of the islands off the coast
                                                                                of Martira Bay.
     	 The walls of the downstairs parlor are lined with                        Darkon has had a long line of kings before Azalin
     towering bookshelves. Most of the books on the                             Rex. One of the most infamous was Darcalus Rex,
     lower shelves have been reduced to dust. On some                     17    who waged bitter and fruitless wars against the
                                                                                neighboring kingdoms until he was assassinated by
     of the higher shelves, some tomes have survived                            his own royal guard.
     and may still be readable. These books are more                            Though Brautslava Institute is revered as an
     for show and cover only basic topics such as the                           academy of mystical, alchemical, and scholarly
                                                                          18    learning, some whisper that it is home to a secret
     history and geography of Darkon. By expending half                         society of evil wizards called the Fraternity of
     an hour and making a successful DC 10 Intelligence                         Shadows.
     (Investigation) check, characters may stumble upon                         A colony of weresharks lives on Wrecker’s Island.
     one of the pieces of lore presented in the Darkon                    19    They have a longstanding feud with Damon Skragg
                                                                                and the crew of the Bountiful.
     Lore table. Although most are not directly relevant to
     this adventure, they can help bring Darkon to life, as              20     Azalin Rex slew his brother Ranald and his son Irik
                                                                                for perceived treachery to the crown.
     well as provide side quests for interested DMs.
                                                                      D8. Dining Hall
     Darkon Lore
                                                                      This room is dominated by a long table surrounded
       5d4   Lore
                                                                      by chairs occupying the center of the room. The furni-
             Il Aluk is the largest city in Darkon and the home of    ture was once probably quite nice, but now is covered
        5    most of the nobility. For generations, the Eris family
             has ruled over the city via machinations, public         in cobwebs. The china cabinets contain dinnerware
             sway, and, when necessary, assassination.                that has become brittle with age, much of it already
             The biography of the wandering scholar Firan             reduced to shards. The silverware is tarnished, but
             Zal’honan claims that he once had the opportunity        with proper cleaning, about 75 gp worth can be
        6    to serve as a wizard-king but chose a “stranger
             path” instead. During his travels, he departed the       salvaged.
             realm of Darkon never to return.
                                                                      	Five Radanavich ghouls are seated around the
             Grave keepers have told rumors of eerie grave            table, feasting on a gutted, naked corpse that has
        7    lights that hover above the graves of the recently
             interred at night or in the quiet gloom before a         been bound to the table. They immediately attack any
             rainstorm.                                               characters that they see. Unless the characters take
             The ever-shifting magical ley lines of Darkon often      precautions not to make noise, there is a 50 percent
             birth phenomena known as scatebrae. These are
             literal pools of magic that roil and bubble in the       chance each round that the ghouls from area D9 hear
        8    earth for several hours before evaporating into          the battle and join the fight.
             a greenish mist. Impossible feats are said to be
             possible near their presence.                            D9. Kitchen
             The Shadow Dragon Ebbasheyth hails from                  As with the rest of the house, the kitchen has been
             somewhere near the twin mounts of Nirka and
        9    Nyid. Legend states that she has formed an alliance      reduced to ruin. Cobwebs cover the pots and pans
             with Azalin Rex and lairs within Castle Avernus.         hanging from hooks on the walls and fill the inte-
             The area around Stagnus Lake is inhabited by             riors of the cold iron cooking stove. The cupboards
        10   twisted, impossible creatures. Some whisper that         are barren, having apparently been picked over by
             these are failed experiments by the sages at the
             Brautslava Institute.                                    previous explorers. A dumbwaiter occupies one
                                                                      wall. Small characters may enter the dumbwaiter.
38                                                        Chapter 2 A Haus Divided
It connects to the master bedroom, location D18. If        D10. Staircase and Storage
characters return to this room while the elevator is
                                                           A set of wooden stairs lead down to the cellar
at that location, they will find that the dumbwaiter
                                                           (area D11) as well as up to the second floor (areas
shaft descends into darkness. If characters have a
                                                           D14 to D19). There are two chambers filled with
way of gauging the distance of the drop, they will find
                                                           rotted crates and splintering barrels. Most of these
that solid ground is twenty feet below. Descending
                                                           containers are empty, serving as little more than
the dumbwaiter shaft will take characters to location
                                                           nests to vermin, however any character that thor-
D11, the cellar. There is nothing else of value here.
                                                           oughly searches them finds three vials of holy water.
	Three Radanavich ghouls are using cleavers to
                                                           	Four Radanavich ghouls prowl the hallway on all
dismember a dead body. They immediately attack any
                                                           fours, attacking any intruders that they see. Unless
characters that they see. Unless the characters take
                                                           the characters take precautions not to make noise,
precautions not to make noise, there is a 50 percent
                                                           there is a 50 percent chance each round that the
chance each round that the ghouls from areas D8 or
                                                           Radanavich ghouls from area D9 hear the battle and
D10 hear the battle and join the fight.
                                                           join the fight.
                                             Chapter 2 A Haus Divided                                              39
     D11. Cellar                                                	 As the characters approach D12f, they see furtive
                                                                movement at the back of the cell and hear the sound
     A set of rickety wooden stairs leads down into the
                                                                of claws scrabbling on stone. Eventually, a scrawny
     damp, dark, cold cellar. Rats skitter across the floor,
                                                                creature of about four feet tall – though his height
     fleeing from the characters’ light sources. Shelves
                                                                is hard to tell as he is hunched over – will emerge
     lining the walls contain common spell components,
                                                                into the light. Tufts of matted reddish fur cover much
     some preserved, some seemingly fresh. Scuff marks
                                                                of his body, though where he is not covered by hair,
     in the dust lead down a narrow crevice roughly hewn
                                                                patches of sickly grayish skin speckled with festering
     into the far wall of the cellar.
                                                                sores are visible. His eyes are glazed over as if he has
     D12. Dungeon                                               cataracts, and long talons tip the ends of his fingers
     This narrow passage is lined on both sides with            and toes.
     prison cells. Characters who make a successful DC          	 This is Salizarr (appendix B), a meazel ghoul
     10 Wisdom (Perception) check will notice that the          who, due to the influence of the Darklord Madame
     construction here is newer than the rest of the manor      Radanavich, cannot use his Shadow Teleport action
     house. The cells are empty save for scraps of moldy        while trapped in his cell. He has been imprisoned
     hay and a few tiny, scattered bones, with the excep-       by Madame Radanavich here in her dungeon for
     tion of D12b, which contains the skeleton of a small       further study. She is interested in two odd conditions
     humanoid, and D12f.
40                                                  Chapter 2 A Haus Divided
affecting Salizarr. The first is his multiple personal-
ities, all of which seem to be aware of each other. It           “Ah, do you not realize that you sssstand in the former
is almost as if multiple beings exist simultaneously             home of the idiot Rudolph Van Richten. He thinksss
                                                                 he understandssss the nature of the Misssts, but he
within him, all of them murderous. The second, and               knows nothing of their true nature. They are not a
more interesting to her, is the fact that he periodically        punishment for those who commit atrocitiessss, but
disappears from his cell, only to reappear within the            a reward! If only he and the ressst of these foolssss
cell at some random interval later. Every five minutes           could underssstand and appreciate! Thisss house
the characters spend talking to Salizarr, there is a             belongs now to Madame Radanavich, she resss-
cumulative 5 percent chance that he will disappear,              sponsible for the death of Van Richten’s son. Her
                                                                 Vistani curse transssformed him into a creature of the
sending up a small puff of dust from the cell floor              Missssts. Again, a reward! But Van Richten wassss
as he does so. If this happens, he will reappear                 driven mad by his son’s evolution. He thought he
ten to thirty minutes later. Madame Radanavich is                ssslew her, but no. No! She lives on, here in hisss
convinced that if she can study this strange effect,             house, twisssting it into a mockery of the peaceful life
she may also be able to harness this power herself,              Van Richten once knew.“
and even discover how to make these teleportations                                                                          	
permanent, thus effecting her escape from Richten            	 The characters can ask for more information on
Haus.                                                        Van Richten, though Salizarr knows very little about
                                                             him other than that he once lived here peacefully
	 Salizarr desperately wants to be released, and he          for many years until he earned Irina Radanavich
will answer the characters’ questions if they agree to       and her clan’s ire by discovering that they were no
let him loose afterwards.                                    true Vistani, but rather a gang of brigands living
	 When the characters first approach Salizarr,               in the woods north of Rivalis. The characters can
the active personality at that moment is Vargetta            also discover through questioning that Madame
the Snake. She is a serial murderer with a knack             Radanavich’s gang practiced Vistani sorcery they
for crafting and using poisons to kill her victims.          had acquired through nefarious means as a way to
When Salizarr teleports while under the sway of              frighten the halflings of Rivalis and provide cover for
this personality, he finds himself in Martira Bay. As        the Radanavich’s crimes.
Vargetta, she will first procure in whatever way she         	 Finally, Salizarr will tell the characters that there is
can the ingredients needed to craft her poisons, then        no safe passage back through the Mists to Darkon or
she will search the inns for a suitable victim, prefer-      any other domain. This is true, though as mentioned
ring the heavily inebriated, as they will not wake up        earlier, passage through the Mists is no more or less
from their slumber as she plies her trade. The towns-        dangerous here than elsewhere, and the normal rules
people of Martira Bay refer to this mystery poisoner         for passage through the mist apply. Nonetheless,
as the Spider.                                               he tells the characters that if they slay Madame
	 Other personalities belonging to Salizarr include          Radanavich, he will regain full control of his tele-
the Closet Man, Old Scurvy Jake, Them, and He Who            portation powers, and he can use them to return the
Bends Men. Each personality teleports to a different         characters (and himself) to Darkon. This is a lie. He
location of the DM’s choosing. If the characters             has been cursed with these teleportation abilities by
can determine through conversation the nature of             the Dark Powers, transforming him into numerous
these personalities and disappearances, they can             bogeymen of local legends and there is no way for
push Salizarr for limited information on the places          him to control these powers.
he goes. Note that these personalities hate and              	 The door can be opened with a successful DC 15
mistrust each other, and he will switch between them         Dexterity check made by a character proficient with
frequently to convince the characters that they cannot       thieves’ tools, a successful DC 18 Strength (Athletics)
trust what the others are saying. The DM should have         check, or by finding the keys, which are in area D13.
fun deciding which (if any) of the personalities are         If the characters release Salizarr at any point, he will
trustworthy, and to what extent. They may also invent        attack them, though the cumulative chance of tele-
any additional personalities they see fit.                   portation continues, rising by 5 percent per round
	 Speaking with Salizarr. If the characters ask about        of combat. If they open his cell door while he has
Richten Haus, Madame Radanavich, or the Vistani,             teleported, he will later enter Van Richten’s Study
read or paraphrase the following. This is written in         and attack Madame Radanavich at some point during
the voice of Vargetta the Snake, but you may modify          the characters’ encounter with her. Again, during
this to fit any other personality you choose:                that encounter, there will be a cumulative 5 percent
                                                             chance per round of combat that he will teleport
                                                             away.
                                               Chapter 2 A Haus Divided                                                         41
     D13. Ritual Room                                           ghost box. Opening the box requires an action. If a
                                                                banshee, ghost, specter, wraith or other incorporeal
     Here, a pentagram has been marked onto the floor in
                                                                Undead is within 30 feet of the box when it is opened,
     chalk. The stone floor at the center of the pentagram
                                                                then a yellow light blazes forth from the container. All
     has been stained with dried blood. Dark candles rest
                                                                such Undead must make a successful DC 15 Wisdom
     at the tips of each point of the star, though they are
                                                                saving throw or get sucked into the box, after which
     unlit. More black candles stand on shelves around
                                                                the spirits are sent to the afterlife. A ghost box
     the room, also unlit. There are various implements
                                                                becomes inert after a single use.
     of torture here, both large and small, and hanging on
     a hook on the wall are the keys to the cells found in      D16. Erasmus’ Bedroom
     location D12, including the key to Salizarr’s cell.        This room once belonged to Rudolph Van Richten’s
     	 There are also several chests and storage cabinets.      son Erasmus. The furnishings have been reduced
     If the characters take the time to search, between this    to rubble, and the room has been looted of anything
     room and location D11, they can find any mundane           of value. The walls have been smeared with arcane
     spell components they require. With a successful DC        symbols in dried blood and feces. A successful DC
     15 Intelligence (Investigation) check, a character can     15 Intelligence (Arcana) check will reveal that these
     discover that one of the chests has a false bottom.        are symbols of warding. They prevent Erasmus’ soul
     Searching it, they will find a finely crafted scourge      from returning to Richten Haus. If the characters
     worth 200 gp.                                              cast dispel magic upon them and wipe them away
                                                                (they are unremovable prior to a dispel magic spell),
     D14. Closet                                                Erasmus (ghost) will sense their erasure. He will
     Dozens of dark cloaks hang from this closet. The           appear before the characters. If this occurs, read or
     cloaks are covered in dust which seems unnaturally         paraphrase the following:
     thick. The dust covering the cloaks is actually dust
     of sneezing and choking and it billows into a 30
     foot cloud if disturbed. A character who makes a               “Brave ones! Thank you for allowing me to return to
                                                                    the home of my youth. Truly, this is the only place
     successful DC 15 Dexterity (Sleight of Hand) check             where I ever knew peace. It is a blessing to see these
     can bottle the dust without disturbing it, although a          four walls once again. I wish there was some way I
     failure sends the dust billowing into the air.                 could reward you for your efforts. Please, if there is any
                                                                    way I can assist you in your quest, please let me know.“
     	A cloaker lairs amidst the cloaks, attacking if
     disturbed. Because of its prolonged exposure to the                                                                         	
     dust of sneezing and smoking, the cloaker is immune        	 At this point, Erasmus will answer the characters’
     to its effect.                                             questions concerning the history of the feud between
                                                                the van Richten family and the Radanavach clan (see
     D15. Guest Bedroom                                         the Madame Irina Radanavich section of appendix A)
     This bedroom is supernaturally cold and any char-          as well as Richten Haus (though he knows nothing
     acter who is not protected from the cold finds their       about the current layout). As far as Erasmus knows,
     breath fogging as they shiver involuntarily. There is      the Radanaviches are truly Vistani.
     an empty table, an overturned bed, and a dresser. A        	 If Madame Radanavich still lives, Erasmus takes
     large mirror hangs on the southern wall.                   on a look of great distress. Read or paraphrase the
     	 If a character steps into the room, then the mirror      following:
     ripples and hundreds of tiny ephemeral ghosts fly
     forth from it. These ghosts cry plaintively, inflicting        “I sense Irina in this house. The witch! She must be
     3d6 necrotic damage to any character that enters               slain! This “is the only way my father and I will ever
     the room or starts their turn in the room. The                 know peace. Please, tell me you will assist me in
                                                                    restoring honor to the Van Richten name by avenging
     ghosts cannot be damaged, although the mirror can.             my death.”
     The mirror has AC 10, 50 hit points, and immu-
     nity to poison, and psychic damage. If the mirror
     is destroyed the ghosts disappear from the room.           	 If the characters agree, or if they ask Erasmus at
     Alternatively the ghosts can be banished by a remove       any point to assist them, he will aid them in combat
     curse spell or by a paladin brandishing their holy         against Madame Radanavich (Although she is
     symbol and expending a use of Channel Divinity.            immune to his Possession action). If the characters
                                                                refuse to help, Erasmus will take on a look of grim
     	 Any character who looks underneath the over-             resolve. He will tell the characters he will take care of
     turned bed finds an iron box, the size of a shoe           his unfinished business himself and disappear.
     box, engraved with abjuration runes. The box is a
42                                                  Chapter 2 A Haus Divided
D17. Ingrid’s Parlor                                      D18. Master Bedroom
This upstairs parlor and dressing room once               This was once the room of Rudolph and Ingrid. The
belonged to Van Richten’s wife, Ingrid. Much like         furnishings have been looted or destroyed. If the
the rest of the house, this room has been looted and      characters search and make a successful DC 15
destroyed. Little of value remains here, though if the    Intelligence (Investigation) check, behind a loose
characters search the rubble and make a successful        baseboard they will find Ingrid’s diary, which will
DC 15 Wisdom (Perception) check, the characters           provide additional background information on the
find a locket buried within the rubble. The locket        lives of the Van Richtens. They can read about her
contains a portrait of Rudolph Van Richten and            husband’s unhealthy obsession with fame during
their son Erasmus in happier days. Ingrid’s love has      his youth. She did not approve of this obsession and
been imbued into this otherwise mundane item, and         predicted that it would someday bring ruin upon the
the strength of that love can assist the characters       family. At one point, she considered taking a young
should they find themselves in combat with Madame         Erasmus and fleeing but was afraid that they would
Radanavich or the Radanavich ghouls. It will provide      not survive long in the countryside alone. She also
a +2 bonus to any saves, combat rolls, or skill checks    writes about her husband’s crusade against the
to the wearer in combat against Madame Radanavich         Radanaviches, again disapprovingly. She admired her
or her ghouls, and a +1 bonus to any character            husband’s righteousness but never understood why
standing within 10 feet of the wearer.                    he put these pursuits ahead of the safety of his family.
                                            Chapter 2 A Haus Divided                                                 43
     D19. Van Richten’s Study                                   of them (if both have been freed, the DM can decide
                                                                which they find her fighting). At this point, the charac-
     This room is lined with bookshelves containing
                                                                ters can choose to assist either Madame Radanavich
     tomes of all ages, shapes, and sizes. Near the far wall
                                                                or her opponent. If they stand idly by, she will even-
     of the chamber is Van Richten’s desk, still strewn
                                                                tually dispatch her foe. If defeated, Erasmus is not
     with papers. Upon closer examination, the charac-
                                                                destroyed, only temporarily banished from this realm.
     ters will find that these are not the scrawlings of Van
                                                                If she is fighting Salizarr, the DM may end the fight
     Richten, but of Madame Radanavich, who has spent
                                                                at any time by having him randomly teleport away.
     many years now poring over Van Richten’s old tomes
                                                                Alternatively, Madame Radanavich will eventually
     and papers, looking for any way she might escape
                                                                slay him. If the characters did not assist her, she will
     this dread domain that has become her home and
                                                                sense their complicity in what has just happened and
     prison. She longs to return to the forests of Darkon
                                                                immediately attack.
     and has come to regret her past evils, which have led
     to the destruction of her clan. She laments the fact       	 If neither Erasmus nor Salizarr has been freed,
     that her family, friends, and loved ones have been         or if the characters assist Madame Radanavich in
     reduced by her actions to the mindless slavering           defeating them, read on with this encounter.
     ghouls that now wander the grounds of Richten              	 As the characters enter, they find Irina Radanavich
     Haus.                                                      standing at Van Richten’s desk, squinting at her own
     	 If the characters have freed either Erasmus’             scribblings on a sheet of parchment. She is an elderly
     spirit or the meazel Salizarr from their respective        woman dressed in the traditional garb of the Vistani,
     imprisonments, they will find Madame Radanavich            though all the color has faded from it, leaving her
     (appendix B) locked in combat with one or the other        clad in drab grays, whites, and blacks. Her hair is
                                                                stark white, and her eyes are cloudy with age.
                                                     Madame Radanavich
                                                   confronting interlopers
                                                     in her cursed home
44                                                  Chapter 2 A Haus Divided
	 She will look up suspiciously at the characters as              	 Alternatively, the characters may elect to fight
they enter and come around the desk to face them.                 Madame Radanavich to escape Richten Haus.
She will then ask how the characters have managed                 After her death, the characters may safely leave the
to enter her domain. Whether they tell the truth or               grounds of Richten Haus.
not, read or paraphrase the following:                          	 Treasure. Should the characters search the room
                                                                they find a cloak of lesser invisibility (appendix D)
   “Well now, how you got here is of no matter, ultimately.
                                                                folded within one of the desk’s drawers. Beyond
   Know simply that you are trapped. You can leave only
   through my consent. . . or over my dead body. But why        this item, the desk also contains what information
   should you leave, when I cannot? Can you imagine the         Madame Radanavich has managed to uncover in
   pain of eternal imprisonment? What I would give to           her own research. Although not directly relevant to
   see the forests of my homeland once more. Oh, the            this adventure, they add an air of mystery and poten-
   cruelty of this eternity!”
                                                              	 tial side quests for DMs seeking to expand their
                                                                campaign. These notes include:
	 She will continue to rant and mumble for a while,
seemingly having forgotten about the characters. At               J Partial blueprints for a Rift Spanner of similar
some point, she will snap back to the present and                     design and function to the one devised by the
address the characters once more, asking them why                     night hag Styrix.
they have come. If the characters mention Azalin Rex              J An outline of Salizarr’s personalities and the loca-
or Castle Avernus, read or paraphrase the following:                  tions to which he travels when possessed by each
                                                                      differing personality.
   “Azalin Rex? Azalin Rex. The lich-king of Darkon? Firan
   Zal’Honan. For many, many years, he was trapped in             J A map of the Mists surrounding Richten Haus;
   his Domain as I am in mine. I hear the whisperings of              though the Mists are evershifting, the map
   the Dark Ones inside my head. They are angry. Angry                suggests that a few locations appear to be perma-
   that he has tried to escape his fate somehow. Oh, if               nently fixed. One is labeled “Cosmic Portal.”
   only I could know how he has accomplished such a
                                                                      Another is labeled “The Clockmaker’s Eye.” A
   feat! Tell me, why do you seek to know about him?”
                                                              	       third is labeled “The City of Impossible Angles.”
	 Whether the characters are honest with her or not,              J A crudely sketched map labeled “Lamordia,” with
if they reply to her question, she will wave away their               an X drawn on an island on the map’s western
answer and say the following:                                         edge. The X is labeled “Haifisch.”
                                                                  	 Among Van Richten’s own papers are numerous
   “Posh, your mortal pursuits are your own. I will release       studies on the anatomy and behavior of vampires,
   you from my domain if you swear to bring me what-              liches, ghosts, lycanthropes, and other supernatural
   ever information you find within his Castle. Otherwise,
   you can join me in eternity.”
                                                                  creatures. From these papers, the characters may
                                                                  learn any and all information from their entries in the
	 If the characters swear to bring Madame                         Monster Manual.
                                                                              Nana's Concoction
Radanavich any information they find within Castle
Avernus, then she allows them to escape her domain.
The next time they enter the mists surrounding the
manor, they emerge along the outskirts of Rivalis.                Once the characters return to Grandma Fennel,
However, the characters are now under the effect of a             she quickly processes the herbs into a nauseating
geas spell, and are compelled to stay true to however             concoction of clotted, green liquid. She can make
they worded their oath.                                           eight such potions. Drinking a potion makes a char-
                                                                  acter immune to the poisonous energy radiating
	 If the characters choose to provide Madame
                                                                  throughout Castle Avernus for one month.
Radanavich with this information, she will also seek
to recover the body parts of Vecna, sending her                   	 After making the concoction Granny Fennel
agents forth in pursuit. They will interfere with the             provides the characters with directions to Castle
characters’ own plans in any way possible. These                  Avernus. To reach the castle they need to travel
agents include Salizarr (if he is still alive), who she           fifteen miles south, along Hook Road. Then, they
will compel to do her bidding with the promise of                 must head east, along a pathway known as the
permanent freedom from the dungeon cell to which                  Ascent, for twenty miles. Granny Fennel advises the
he is bound, and her Radanavich ghoul agents.                     characters to avoid the Ascent during the evening, to
                                                                  avoid the Shroud. See the section on Richten Haus
                                                                  as to what happens if they ignore her advice.
                                                   Chapter 2 A Haus Divided                                                 45
     Chapter 3
     Float like a Castle, Sting like an Imp
     Following the directions of Granny Fennel, the characters             dim light. So long as the characters are cautious, they
     travel to the floating ruins of Castle Avernus, former home           can easily jump to neighboring isles. Nonetheless,
     to the Darklord Azalin Rex. Within the ruins they find Skeev-
     er, Azalin’s imp familiar. With Skeever’s help the characters
                                                                           it may be worth reviewing the rules on jumping in
     learn of the existence of lesser Vecnan relics, organs from           chapter 7 of the Player’s Handbook.
     Vecna’s former body. According to Skeever these relics can be
     used to access Cavitius, Vecna’s former Ravenloft domain.
                                                                           E2. Blacksmith
                                                                           This island bears a ruined smithy complete with
                                                                           an anvil, forge, and crafting table. Along an intact
                                                                           wall, on the southern end of the isle, is a rack that
                                                                           displays an array of armor and weapons of exquisite
                            treacherous path winds its way up              craftsmanship. The smithy is occupied by a dwarven
                        a steep mountain. Atop the moun-                   vampire known as Axrock. Axrock is attended by two
                        tain is a strange, awe-inspiring                   helmed horrors.
                        sight. A blasted castle, long since
                                                                           	 Axrock is friendly to intruders, so long as they
                        shattered into pieces, hangs
                                                                           respect his workshop. He is obsessed with his forging
     suspended in midair. Floating above the castle’s
                                                                           and keeps to himself. As such he is largely ignorant of
     wreckage is a radiant sphere of green energy that
                                                                           the surrounding areas. Axrock is frustrated because,
     pulses slowly.
                                                                           with the destruction of Castle Avernus, the eldritch
                  Castle Avernus
                                                                           flames of his ever-burning forge have been snuffed
                                                                           out. If the characters find a suitable replacement, he
                                                                           asks them to bring it to him, going so far as providing
     Floating bits of stone can be used as a makeshift                     them with a specially enchanted lantern that can be
     stairwell, allowing the characters to climb up roughly                used to hold such a flame. The continual flame spell
     one hundred feet. At this point the characters can                    will not work, since it does not cast heat. Beyond this,
     access the lower end of a spiral staircase that leads                 allow the characters to be creative when it comes
     up another thirty feet to area E1.                                    to relighting the forge. One possibility is to fill the
     	 These effects persists in areas E1 through E7:                      lantern with flame from the ever-burning brazier in
     J A pulsing sphere of spectral green energy can                       area G26.
         be seen about three hundred feet above area                       	 If the characters successfully restore Axrock’s
         E2. Unless a character has consumed Grandma                       forge, the dwarf offers to forge them two items of
         Fennel’s concoction, its radiance makes them feel                 their choice. These newly forged items have a +1
         nauseated and sick at their stomach, inflicting                   enchantment. If the characters bring Axrock the
         1d6 poison damage for every minute of exposure.                   adamantine ingots from area G23, the vampire offers
     J Despite the spectral radiance, persistent shadows                   to forge them a suit of adamantine armor in thanks.
         cling everywhere, resulting in, at best, dim                      	 The weapons rack is filled with a variety of expertly
         illumination.                                                     crafted weapons and armor. Although most are
                                                                           nonmagical in nature, they are each worth ten times
     J The mournful wails of a female elf can be heard
                                                                           their usual value due to their craftsmanship.
         from area E7.
     J Smaller bits of debris drift about. This debris
         includes crumbled bits of masonry, broken furni-                   Rise of Vecna
         ture, shattered shards of china, and a grandfather                 If the characters have played Rise of Vecna and one of them
         clock that still chimes ominously on the hour.                     wields Zespara’s perfect blade, then Zespara is fascinated by
                                                                            Axrock’s handiwork. She implores the characters to spend
     E1. Entrance                                                           a day with the dwarf, so that she can study his techniques.
                                                                            Axrock, in turn, is curious about Zespara and seeks to learn
     This hovering island of stone is roughly 50 feet long                  from her. If the characters indulge this exchange, and have
     and 30 feet wide. The edges are crumbling, but even                    relit the forge, then Axrock agrees to apply his forging tech-
     the smaller pieces of crumbling stones are frozen in                   niques to Zespara’s perfect blade, granting it the properties
     midair. During the day, shadows clings to the stone                    of a sword of sharpness.
     with unnatural persistence, shrouding the area in
46                                             Chapter 3 Float   like a   Castle, Sting like an Imp
E3. Isle of Shadow                                                   Extended Spell. When the caster casts a spell that
                                                                      has a duration of 1 minute or longer, they can
The shadows are thickest amongst these collection
                                                                      double its duration.
of isles, dark and nearly palpable. Any illumination
appears to be smothered, providing dim light at best.                Heightened Spell. If the spell forces a creature to
The central isle is covered in coins, all minted with                 make a saving throw to resist its effect, you can
the stamp of a grim-faced human male. The face                        give one target of the spell disadvantage on its first
turns into a frightening, skeletal visage on a coin                   saving throw made against the spell.
removed from the castle. In total there are 10,000 cp,               E3b. Isle of Conjuration
10,000 sp, 5,000 ep, 3,000 gp, and 1,000 pp.                         This floating island of rock is functionally equivalent
	 If the characters set foot upon the central isle, they             to area E3a, only for conjuration spells.
are set upon by a gloom of five shadows. As soon as                  E3c. Isle of Divination
the shadows are defeated read or paraphrase:                         This floating island of rock is functionally equivalent
                                                                     to area E3a, only for divination spells.
   The shadows all around you begin to squirm and
                                                                     E3d. Isle of Evocation
   twitch with life. They congeal together, forming into             This floating island of rock is functionally equivalent
   something vast and unnatural. A serpentine body                   to area E3a, only for evocation spells.
   takes form. Umbral wings unfurl. And two pits of                  E3e. Isle of Illusion
   impenetrable darkness stare down upon you with cold,              This floating island of rock is functionally equivalent
   impassive malevolence. The air grows colder as the
   shadow dragon speaks, “Such pathetic worms, hardly                to area E3a, only for illusion spells.
   worth the effort of eating. But unfortunate for you,              E3f. Isle of Wild Magic
   Ebbasheyth. . . hungers.”                                         Any time a creature casts a spell upon this isle of
                                                                     stone, they must roll twice on the Wild Magic Surge
	 At this point Ebbasheyth (appendix B) attacks the                  table from chapter 3 in the Player’s Handbook. The
characters. The shadow dragon begins by hovering                     caster can use either result.
over the closest character, attacking them furiously.                E4. Hall of Records
Ebbasheyth conserves her breath weapon, saving it
                                                                     A maze of bookshelves winds its way along this
for when it can target multiple injured characters in
                                                                     expanse of floating rock. Just like the castle itself, the
hopes of raising at least one of them as a shadow.
                                                                     bookshelves are cracked and broken, held intact only
If any characters stand on the edge of an island,
                                                                     through magic. A large table is balanced precariously
Ebbasheyth uses the shove action to attempt to push
                                                                     along the northern edge of the island, overlooking a
that character off the island. If knocked off the island,
                                                                     steep plummet into roiling mists. Dozens of books
a character falls 1d10 x 10 feet before landing on a
                                                                     are scattered atop the table and a glowing, iridescent
piece of floating debris.
                                                                     quill scrawls within one of them, seemingly of its own
E3a. Isle of Abjuration                                              accord. Next to this table is a gigantic glowing book,
Arcane runes decorate this smaller, floating isle. A                 as tall as a grown human. The ghostly figure of an
DC 10 Intelligence (Arcana) check is sufficient to                   elderly, headless man wanders through the library, a
determine that the runes augment abjuration magic.                   bobbing spectral head following in his wake.
If any caster casts an abjuration spell while standing
on this island, they can attempt to draw upon the                    	 The floating book is known as the Book of Names
power of the runes by making a DC 15 Intelligence                    and is filled with thousands of names and dates. The
(Arcana) check. If successful, the caster can augment                bobbing quill appears to be writing the biography
the spell in one of the following ways:                              of Alana Cantemir, a young merchant from Il Aluk.
Careful Spell. If the spell forces other creatures to                Whenever a sentient creature dies in the domain of
   make a saving throw, the caster can protect some                  Darkon, its name and date of death are recorded, by
   of those creatures from the spell’s full force. The               the iridescent quill, in the Book of Names. Their life
   caster can choose up to 1d4 creatures. Any chosen                 story is then recorded in one of the smaller books,
   creature automatically succeeds on its saving throw.              located on the table, and then placed amidst the
                                                                     bookshelves. The books are moved and sorted by a
Distant Spell. If the spell has a range of 5 feet or                 headless ghost named Elzarath. Elzarath is peaceful,
 greater, the caster can spend double the range                      although a bit befuddled. He is happy to explain how
 of the spell. If the spell has a range of touch, the                the books work, speaking all the while through his
 caster can make the range of the spell 30 feet.                     floating, severed head. Elzarath is willing to retrieve
Empower Spell. When the caster rolls damage for                      the book for any given name.
 their spell, they can reroll any number of damage
 dice. They must use these new rolls.
                                       Chapter 3 Float   like a   Castle, Sting like an Imp                                       47
     	 If asked to retrieve the history of Dany Werthy (see             non-descript remains of what appears to be humans.
     area E5), Elzarath happily obliges. The book recounts              The third is covered with elaborate carvings and
     the exciting exploits of a master thief. After learning            engraved with the name, ‘IRIK ZAL’HONAN’. Any
     the secret password to Azalin’s personal treasure                  character who peers over the edge of the island and
     chest from some Vistani, Dany planned the ultimate                 makes a successful DC 20 Wisdom (Perception)
     heist. Sadly, his theft was cut short by the shadow                notices a floating, mist-shrouded sarcophagus
     dragon Ebbasheyth. Those reading the history closely               floating thirty feet below them.
     note that the password was ‘Quantarius’.                           	 Living within the third sarcophagus is the ghost of
     E5. Crypt                                                          Irik Zal’honan, the son of Azalin. Long ago, before
                                                                        Azalin was drawn into Ravenloft, he was an iron-
     This island is tipped at a forty-five-degree angle,
                                                                        fisted tyrant who ruled a distant kingdom mercilessly.
     with the north edge of the isle pointing downwards.
                                                                        Irik was the antithesis of his father – kind and gentle;
     Moving about it requires a successful DC 12 Strength
                                                                        guided by forgiveness rather than the rule of law.
     (Athletics) or DC 12 Dexterity (Acrobatics) check.
                                                                        Azalin saw such virtues as blemishes, weaknesses
     If a character fails this check, they slide 10 feet to
                                                                        that would destroy his kingdom should his son ever
     the north, possibly falling off the island. In this case
                                                                        take the throne. Putting loyalty to his kingdom above
     they fall 1d10 x 10 feet before landing on a piece of
                                                                        that of his kin, Azalin went on to execute his only son.
     floating debris.
                                                                        This sarcophagus was placed within Castle Avernus
     	 Three sarcophagi remain within this shattered                    by the Dark Powers, presumably to torment Azalin.
     crypt, wedged amidst shattered debris. Two of the
     sarcophagi are plain and unlabeled, containing the
48                                          Chapter 3 Float   like a   Castle, Sting like an Imp
	 Irik manifests if his sarcophagus is opened.                          E6. Tower
Once he has appeared, he can supply the following
                                                                        Although the exterior of this tower is torn and
information:
                                                                        cracked, the interior is surprisingly preserved. Inside
J The treasure piled about the center isle is                           the four-story tower are a series of richly furnished
   guarded by the shadow dragon, Ebbasheyth.                            common rooms and living quarters.
   Surrounding that isle are arcane runes that can                      	 Willow’s Room. On the third floor is a vengeful,
   augment a caster’s powers.                                           bitter nemhain named Willow (appendix B; marked
J The wailing from the tower comes from an evil                         as W on the map). The characters enter the room
   and tormented spirit called Willow, who will                         via the northern spiral staircase marked A on the
   kill any living beings that come near her. In the                    map and can progress on to the fourth floor using
   highest floor of the tower is Azalin’s bedroom.                      the southern spiral staircase marked E on the map.
J The last living person that Irik saw was a male                       During the ensuing battle, you can have a pleading
   half-elf thief called Dany Werthy. Dany claimed                      but whiny voice yell nervously to the characters:
   to know a special password that would allow                          “Destroy the urn hidden in the middle cupboard.”
   him access to Azalin’s treasures; however, he                        The voice is that of Skeever (see area E7 and the
   was killed by Ebbasheyth before he could gain                        “Skeever” sidebar).
   entrance to the tower.                                               	 Finding the urn in the middle cupboard (marked
                                                                        U on the map) requires a character to search it with
J Azalin is a committed, albeit tight-fisted, leader to                 a successful DC 8 Intelligence (Investigation) check
    his people. So much so that he put his kingdom
                                                                        made as an action. The urn has 5 hit points, AC 18,
    over family by executing his only son to, at least in
                                                                        resistance to piercing and slashing damage, and
    his own mind, save his kingdom.
                                                                        immunity to poison and psychic damage. The urn is
	 Irik can also supply any additional details regarding                 Willow’s ritual object; if it is destroyed, Willow loses
Azalin’s long and storied history (appendix A) to inter-                the Profane Regeneration trait and can’t benefit
ested characters. However, the ghost knows nothing                      from her Rejuvenation trait as the ashes spill out.
of Azalin’s more recent machinations, including the                     If a character sees the ashes and succeeds on a
origins of the green star that glows above the castle.                  DC 15 Intelligence (Religion) check, they learn that
Irik regrets the evils that his father has perpetuated                  emptying a vial of holy water on the ashes will cause
over the years and, because of their connection, feels                  the spirits bound to Willow to be released and find
a sense of personal responsibility. If the characters                   rest, in turn causing Willow to lose the Bound Spirits
indicate a willingness to seek and destroy his father,                  trait, as well as the Spirit Barrage, Spirit Scout, and
then Irik bestows upon them a divine benediction.                       Spectral Rebuke actions.
For the next 48 hours, any good-aligned characters
gain the benefits of the bless spell.
	 The floating sarcophagus is unlocked and contains
a mummified corpse wearing an amulet of health
while clasping a mace of disruption.
 Skeever
 Skeever has the same statistics as an imp. However, as the
 familiar of one of Ravenloft’s most legendary Darklords, the
 imp has a number of additional traits:
 Deathless Servant. While in Ravenloft, anytime that Skeever
 is killed, he bursts into a cloud of brimstone. He then
 reforms one minute later with all his hit points restored, at
 the location of his death.
 Mistwalker. By walking into the mists of Ravenloft, Skeever
 can freely travel from one domain to another and does not
 need any special talismans or keys to do so. Skeever can
 bring with him up to ten creatures of his choosing that are
 not otherwise bound to a domain.                                                                Willow and her tormented fate now
 Home Sweet Home. Using an action, Skeever can teleport                                            stands as a dark warning to all:
                                                                                                      Never betray Azalin Rex
 himself and up to ten willing creatures within 60 feet of
 him to area E8 in Castle Avernus. He does so without error
 and regardless of planar barriers.
                                          Chapter 3 Float   like a   Castle, Sting like an Imp                                        49
     	 Before her current predicament, Willow was a ruth-               closets can be found a variety of expensive, albeit
     less, bloodthirsty wizard who apprenticed for Azalin               outdated outfits, a fist-sized platinum dragon’s head
     before her ambition got the better of her and she                  with ruby eyes (worth 25,000 gp), and a small rose-
     attempted to betray her master. Azalin in turn manip-              wood chest. The dragon’s head is Azalin’s phylactery,
     ulated Willow into sacrificing both her own life and               but this fact is protected by enchantments and can
     the lives of those closest to her in an effort to obtain           only be learned through legend lore or comparably
     what she believed to be the source of Azalin’s power:              powerful magic. The rosewood chest is unlocked and
     an ornamented, silver urn. The same urn that now                   appears empty. However, if a character speaks the
     holds the ashes of all those who paid for Willow’s                 word “Quantarius,” the following contents magically
     hubris and has become her ritual object.                           appear: an Ioun stone of absorption, a robe of stars,
     	 Top Floor. On the fourth floor of the tower can                  and a ring of shooting stars. If Skeever is with the
     be found Azalin’s bedroom, which contains a large                  characters, he plays dumb regarding the chest but
     canopy bed and twin wardrobe closets. Within the                   encourages the characters to take the dragon’s head.
50                                          Chapter 3 Float   like a   Castle, Sting like an Imp
E7. Wizard’s Lab                                                       	 Another passage reads:
This area is divided into several sections and filled
with shelves and long tables. The shelves contain                           “It is possible that my endeavors might bring me
                                                                            into direct conflict with Vecna. As such I should be
obscure magical treatises, rare spell components,
                                                                            prepared. According to my divinations he once held
such as ground tooth of fairy, and four skeletal                            portions of his former body within a sacred reliquary.
heads sealed inside jars that have become obscured                          With the archlich’s escape, these minor relics have
with condensation. The lab is home to Azalin’s imp                          scattered themselves across the Domains of Dread.
familiar, Skeever, as well as a spirit naga. The spirit                     Possessing such artifacts might be critical to accessing
naga is aggressive, attacking the characters as soon                        Cavitius. As such I will begin cataloging their locations:
as it notices them. Skeever hovers in the air during                        The incisors of Vecna are within the domain of Tovag.
                                                                            They are in the possession of the vampire lord Kas. It
battle, yelling insults at the naga while cheering on
                                                                            is reputed that Kas and Vecna are great enemies.
the characters.
                                                                            The scalp of Vecna is hidden deep beneath the dunes
	 Once the characters vanquish the spirit naga,                             of Har’akir. It can be found within a dark obelisk,
Skeever swoops down towards the most wizardly                               guarded by an undead necrosphinx.
looking character and pleads in a whining voice,                            The head of Vecna is said to be part of the ghastly
“Poor Skeever lose his master, the most powerful                            entourage of the Headless Horseman. Vistani legend
and terrifying lich-king Azalin. You be Skeever’s                           says that the horseman can be summoned by standing
                                                                            on a lonely road, beneath a sickle moon, while holding
new master?” If asked about Azalin, Skeever sniffs                          a severed head.
melodramatically before saying that his master was
                                                                            The first digit of Vecna is carried by a traveling carnival
destroyed by the Dark Powers while attempting to                            that is hunted by dark fey. According to my agents it is
cast a spell to escape Ravenloft. This is a lie. Azalin                     part of Professor Pacali’s Hall of Horrors.”
is currently in Citadel Cavitius (see Chapter 8).
Moreover, Azalin is watching the characters through                    	 As the characters read about these relics Skeever
Skeever’s eyes and communicating with his imp tele-                    the imp instantly perks up, “Skeever can take you to
pathically, providing orders as needed.                                these relics! Skeever has the power to walk the mists!
             An Impish Guide
                                                                       And can bring his new masters!”
                                                                       	 Skeever is true to his word and can lead the char-
                                                                       acters through the mists to each of the listed Vecnan
If the characters inquire about Vecna, Skeever
                                                                       body parts. The adventures associated with each
bounces up and down in midair before exclaiming,
                                                                       body part are listed in chapters 4 through 7. Skeever
“Yes! Skeever is a good servant! Skeever know that
                                                                       suggests that the characters gather at least one of
name! Skeever show you!” before leading the charac-
                                                                       these body parts. Once they have done so, the organs
ters to a thin journal hidden amidst the laboratory’s
                                                                       can be used as keys to travel to the otherwise inac-
equipment. Opening the book reveals a message
                                                                       cessible domain of Cavitius. The characters can
that, although it appears to have been written at least
                                                                       choose how many of the body parts they wish to
months ago, has just been hastily scrawled into the
                                                                       obtain.
book by Azalin via magic:
                                                                       	 During their travels Skeever is a relentless
                                                                       sycophant. He attaches himself to one character,
   “Curse the infernal Dark Powers, whatever they might
   be. If only they could be made flesh. Such pain I would
                                                                       repeatedly referring to that character as master. If
   delight in inflicting upon them. They would beg for                 the character has another familiar or pet, Skeever
   release but, as is their due, none would be found.                  expresses jealousy and tries to arrange for an acci-
   My servants continue to bring me news from across                   dent to befall the character’s companion. At Azalin’s
   the various domains. Most of it is predictably dreary               behest Skeever periodically interrogates the party, so
   – some lesser invention from Lamordia, a new cantrip                that the lich-king can learn as much about them as
   from Hazlan, or another one of Von Zarovich’s tedious               possible before their inevitable encounter.
   dinner parties. However, there was one intriguing
   tidbit. The archlich Vecna has found a way to break
   these misty chains and win his freedom from the                       Allow the characters to advance to 12th level after
   cursed powers that be. His old domain, Cavitius, lies
                                                                        they discoverAzalin’s journal and ally with Skeever.
   undefended. Perhaps there I can find the secret to
   escaping Ravenloft. . .”
                                         Chapter 3 Float   like a   Castle, Sting like an Imp                                             51
     Chapter 4
     With Friends Like These
     The characters visit the domain of Tovag in search of the in-
     cisors of Vecna. To gain an audience with the Darklord Kas,                            Tovag
     the characters must compete in a gladiatorial event known
     as the Clash. After winning the clash the characters gain an     This portion of the border is a common entry point
     opportunity to petition the Darklord for his Vecnan relic.       for those transported by the Mists into Tovag. As
                                                                      such, it is watched over by a band of twenty wights.
                                                                      These wights belong to the Vras Ro, an elite military
                                                                      platoon led by the death knight Lady Syth. Given
                           uided by Skeever, the characters           the watchful nature of the wights, the characters are
                         emerge from the mists into a                 quickly spotted unless they have taken extraordinary
                         battlefield situated along Tovag’s           precautions such as turning invisible. Once spotted,
                         southern border (see appendix                the characters are ordered to stand down and then
     A for relevant information on Tovag). Read or para-              asked, menacingly, if they are soldiers of Vecna. So
     phrase the following:                                            long as the characters do not openly affiliate them-
                                                                      selves with Vecna, the wights deal with them diplo-
        As the mists recede, you find yourselves in what looks        matically. The wights proudly identify themselves as
        to have once been a battlefield. Dead bodies in various       legionnaires of Vras Ro, requesting that the charac-
        stages of decay are strewn everywhere. Vultures and           ters accompany them to their base camp to meet with
        jackals pick at the remains. The air is hot and filled
                                                                      their general, Lady Syth.
        with the stinging, acrid smell of smoke and blood.
                                                                      	 The base camp is along the northern edge of
                                                                      the battlefield. Getting there requires a mile long
                                                                      trek, during which the characters witness corpses
                                                                      endlessly piled atop one another, each one more
                                                                      gruesomely mutilated than the last. Amidst these
                                                                      corpses can be found trenches filled with stag-
                                                                      nant, mosquito-ridden water and shattered siege
                                                                      machinery. As the players and the wights press
                                                                      forward the number of these atrocities dwindle away,
                                                                      and the characters arrive at a precisely arranged
                                                                      collection of tents that houses fifty wights, the bulk of
                                                                      Vras Ro. Within the center of the camp, inside a large
                                                                      tent made from brightly colored silks, can be found
                                                                      Lady Syth.
                                                                      	 Meeting Lady Syth. Lady Syth is a fearful sight,
                                                                      appearing as a skeletal warrior clad in plate armor.
                                                                      Beneath her helmet can be seen the knight’s skull
                                                                      with malevolent pinpoints of light burning in her eye
                                                                      sockets. Lady Syth is cold but polite. It is obvious
                                                                      that she is unaccustomed to dealing with living
                                                                      beings. As an example, during their initial parlay she
                                                                      innocently offers the characters a “feast” of stale food
                                                                      and spoiled wine, unaware that the refreshments are
                                                                      utterly inedible.
                                                                      	 Syth’s Quest. Lady Syth and her battalion have
                                                                      been assigned to stand guard along the domain’s
                                                                      southern border. Three days ago, a group of refugees
                                                                      led by a powerful priest stumbled through the mists.
                          Lady Syth,                                  The refugees managed to successfully flee the wights
                    General of the Vras Ro
                                                                      and are now holed up in a nearby abandoned church.
52                                                    Chapter 4 With Friends Like These
                                                                    their hair stands on end but are otherwise unaffected.
 Alternative Paths                                                  A few piles of ash can be seen immediately within
 The characters might understandably balk at this bleak             the bubble. Beyond that, a faint trail winds through
 moral quandary. Ideally this reluctance will lead to some          a weed-strewn garden before reaching a doorless
 meaningful roleplaying opportunities. However, if you
                                                                    entrance.
 feel that being potentially strong-armed into a morally
 compromising action is too much for either yourself or             	 The gutted interior of the church is a charred ruin
 your players, you are welcome to modify the encounter.             that smells strongly of smoke. Shards of stained-glass
 Alternatively, given its optional nature, you can skip Tovag       glint amidst dunes of ash. The handful of pews that
 entirely.
                                                                    have escaped the flames appear indelibly stained
                                                                    with blood. The floorboards creak and groan with
                                                                    every footstep.
The priest has managed to create wards about the
church that prevent the entry of any undead. It is                  	 Within the church can be found Father Grigor (LG
for this reason that the death knight is treating the               male human war priest (appendix B)) and his flock of
characters so cordially. After exchanging formalities,              twenty commoners. This band of refugees hails from
Lady Syth explains the situation to the characters.                 a distant, foreign world. After their own church was
The death knight asks the characters to convince                    pillaged by an invading army, Father Grigor fled with
the refugees to leave the church so that they can be                his remaining congregation along with a golden angel
escorted back to Tor Gorak where they will either                   figure (worth 1,000 gp). Although nonmagical, the
be conscripted into Kas’s armies or assigned some                   angel is a relic sacred to Father Grigor’s faith. The
other support role. The characters may balk at this;                high priest and his flock marched for days, with little
however, Lady Syth politely points out that the other               food or rest. Many perished along the way until, when
alternative is to call in a battalion of living warriors or         all seemed lost, the Mists of Ravenloft enveloped the
blackstar knights from Tor Gorak to raze the church                 refuges, transporting them to Tovag. Immediately set
and kill the refugees. She does not like this plan, as              upon by Lady Syth’s wights, the refugees fled until
formally admitting that she needs assistance will                   they found this dilapidated church. Upon entering,
diminish her own military standing. However, she will               the relic, sparked by vestigial holy energy within the
execute it in the absence of alternatives.                          church, flared to life, surrounding the church in a
                                                                    bubble of protective energy.
	 Lady Syth has ulterior motives. If the characters
complete their task, then the death knight plans to                 	 A New Hope. Father Grigor is old but pragmatic.
invite them to join the ranks of Vras Ro. Her battalion             He knows that the relic’s magic cannot be sustained
has been selected to fight in the Clash, Kas’s yearly               indefinitely and, because of this, is willing to hear the
gladiatorial combat. The champions that were                        characters out. He is amenable to any solution that
supposed to represent Vras Ro were slain by the                     does not involve death, believing that so long as there
wayward priest, and Lady Syth is desperate to recruit               is life there is hope. The priest asks the characters
new champions. Should the characters prove them-                    to keep the relic from falling into the hands of the
selves, she extends this invitation to them. Lady Syth              undead. He also attempts to convince the charac-
cares only for the glory that comes with winning. As                ters to take one or two of the refugees under wing,
such, she says that, should the characters win the                  perhaps as squires or apprentices, until they can
Clash, she will allow them to ask a boon from Kas.                  relocate elsewhere. He is willing to sacrifice himself
                                                                    to preserve the life of his congregation and to prevent
 The Shepherd and His Flock                                         his faith’s relic from falling into undead hands.
                                                                    	 Lady Syth can be convinced to accommodate
The abandoned church can be found five miles                        these demands with a successful DC 15 Charisma
east of Lady Syth’s encampment. The death knight                    (Persuasion) check, so long as the characters agree
personally escorts the characters to the church. It                 to fight in the gladiatorial pit on behalf of Vras Ro.
is a rotting, ramshackle affair with crows roosting                 Alternatively, the characters can hide the relic with a
within gaps in the roof. The church is surrounded by                successful DC 15 Dexterity (Sleight of Hand) check.
a shimmering bubble of translucent, golden energy.                  	 Forward March. Once the situation has been
Surrounding the bubble are ten wights that stand at                 resolved, Lady Syth orders her troops to pack up and
attention and salute as Lady Syth approaches.                       begins the march back to Tor Gorak. She invites the
	 Any undead creature that steps through the bubble                 characters to come along, imploring them to fight in
is afflicted by a disintegrate spell. Living creatures              the gladiatorial pits on behalf of her battalion.
who step through the bubble feel a strange tingle as
                                                 Chapter 4 With Friends Like These                                              53
                       Tor Gorak                                                     The Clash
     Tor Gorak is the only large city within the domain          Within the basement of Castle Xiphos, carved into
     of Tovag. The wall surrounding Tor Gorak varies in          the bedrock of its mountainous foundation, is a
     width and height. A ten-foot-deep trench filled with        circular arena. The arena is 100 feet in diameter and
     stagnant water encircles the wall. The city’s buildings     has a floor made from dark, five-foot square stones.
     are simple and utilitarian, built from dark, cold stone.    A successful DC 20 Intelligence (Investigation) check
     An armed militia watches every major road and inter-        determines that each stone is a cunningly concealed
     section, questioning and potentially arresting any          trapdoor (Dwarves automatically succeed at this
     obvious, foreigners.                                        check). The walls of the arena are twenty feet tall and
     	 Tor Gorak is a well-oiled machine devoted entirely        beyond them are stone bleachers.
     to war. Commercially, the city works like a commune,        	 The event is attended by Kas the Destroyer
     with all goods owned and distributed by the Darklord        (appendix B), who presides from a throne within
     Kas. At all times citizens are expected to be either        his private box. The bleachers are filled with the
     training, working, or resting. As such there are few        Darkord’s highest ranking military personnel. This
     signs of recreation.                                        personnel includes a mixture of death knights,
     	 In the center of Tor Gorak is Castle Xiphos, the          vampires, veterans, and wights. The audience is
     home of Lord Kas when he resides within the city. It        reserved during combat, quietly analyzing the strate-
     is built upon a rocky peak, with just a single narrow       gies employed by each combatant.
     path leading from the city up to the castle. The castle
     has dark, tinted windows, gothic ornamentation, and
     brooding statuary. A blackstar knight (appendix B)
     stands guard at each door. Within can be found Kas’s
     servants as well as his most trusted advisors.
     	 If accompanied by Lady Syth, the characters have
     little trouble entering the city. They are quartered in
     a plain barracks along the base of Castle of Xiphos
     for three days before entering the castle to participate
     in the yearly gladiatorial event. If unaccompanied by
     the death knight, then the characters will need to find
     another way to enter the castle and either speak with
     Lord Kas or steal the incisors of Vecna. One such
     way is to be arrested by the militia and thrown into
     the gladiatorial event as an intended sacrifice.
     Optional Encounter
     If the characters are not accompanied by Lady Syth,
     they are eventually confronted by a blackstar knight
     who signals for the characters to follow it. If they do
     so, it leads them to separate prison cells where they
     remain for three days, chained and gagged between
     minimal meals, before being forced to compete in the
     yearly gladiatorial event. A blackstar knights stands
     guard at each cell.
     	 If the characters instead fight and defeat the black-
     star knight, two more show up one round later. If
     those too are defeated, three more appear one round
     later. More and more keep coming in this manner,
     until the characters are defeated or surrender. If they
     do so, any wounded characters are tended to, but
     dead ones are cartwheeled away never to be seen
     again.                                                                           Blackstar Knights are
                                                                                     mighty warrior-golems
                                                                                     designed by Kas himself
54                                               Chapter 4 With Friends Like These
The Arena: First Battle
The characters enter the arena from the west via the        Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
                                                            target. Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6)
spaces marked E1 on the map. Their first battle is          necrotic damage. If the target is a creature, it must also
against a squadron of ten wights from the Legion of         succeed on a DC 13 Constitution saving throw or have
Dread Devastation who fight in two lines, entering          its hit point maximum reduced by an amount equal to
the arena from the east. The five wights in the front       the necrotic damage dealt until it next finishes a long
wield massive tower shields that give them AC 18            rest. A creature dies if its hit point maximum is reduced
and provide half cover to both them and the wight           to 0 hit points.
behind them (marked SW on the map). The five               	 If they prevail, the characters are escorted to a
wights in the back (marked PW on the map) wield            waiting room beneath the bleachers. They are told
long pikes. They have the following action which they      that they have one hour until their next battle. At the
can use twice with their Multiattack action:               end of the hour, they are escorted back to the arena.
                                        Chapter 4 With Friends Like These                                                55
     The Arena: Second Battle                                    a bonus action to move the machine 50 feet, as well
     The characters enter the arena from the north via the       as start or stop the machine’s evil shrieks. So long as
     spaces marked E2 on the map. The second battle is           the machine is shrieking, any living creature within
     against the Esteemed Corp of Necrotic Engineers.            fifty feet of it takes 21 (6d6) necrotic damage. The
     They are represented by a mage (Undead instead of           war machine has AC 15; 100 hit points; immunity
     Humanoid) atop a hideous war machine composed               to poison and psychic damage; and vulnerability to
     of undead bodies and spirits thrust and mangled             radiant damage.
     together in unholy ways (the mage is marked by an           	 The machine is accompanied by thirteen explosive
     M on the map and is surrounded by a Huge square             zombies (marked Z on the map). They are regular
     that represents the war machine). Along the front of        zombies that have had iron plates riveted to their
     the war machine are rows of skulls that scream evil         bodies and a bomb sewn into them. They have the
     chants. While atop this horrific engine of destruction,     statistics of a zombie with the following changes:
     the mage has three quarters cover. The mage can use
56                                               Chapter 4 With Friends Like These
J An explosive zombie has an Armor Class of 20.              five wights with them, one of whom is Zurika. During
J It does not have the Undead Fortitude trait.               the battle, have her bark commands at the other
                                                             wights and yell words of awe and encouragement
J If reduced to 0 hit points, the explosive zombie           at the characters. Sneak in a few questions, such as
    explodes, inflicting 21 (6d6) fire damage to all         “so, what boon do you seek from the Destroyer?” or
    creatures within 5 feet of it.                           similar. Zurika has the statistics of a wight. Once
	 Should the characters win the second battle, they          reduced to 0 hit points, the secret eater floats up
are rewarded with slow, measured applause. If the            from Zurika’s broken remains to attack.
characters conducted themselves well, the attendants         	 Vampiric Guard. Zurika is a vampire who stands
stand while applauding. As the applause diminishes           guard while the characters await their turn in the
Kas finally stands up from his throne. The vampire           arena. She is kinder to them than most others, but
grimly intones, “Well done. Should you                       not enough to be obviously suspicious. She offers
survive this one last challenge, your regi-                  them food and drink while they wait and offers to
ment will be duly honored, and you shall                     trade information. If they tell her about any of their
be granted a single boon.” At this point the                 plans, about their hideout in Thornhold, or about any
vampire pulls a lever, opening the hidden trapdoors          of the allies they have made, “Zurika” will tell them
beneath the characters. Beneath the trapdoors are a          about the upcoming battles. For each piece of infor-
winding tangle of slides that deposit the characters         mation the characters divulge, she tells them of one
within a twisting labyrinth.                                 battle. She argues they can use the information to
Optional Encounter                                           prepare their magic and strategy. In order to facilitate
A NPC named Zurika tries to embed herself with               trust, she casts a zone of truth spell to guarantee both
the characters. In truth, Zurika is long dead and her        parties tell the truth. If the characters can somehow
skull has been replaced by a secret eater (appendix          convince Zurika to free them or step into their cell,
B) which now puppeteers her body to gather informa-          they can fight her. Zurika has the statistics of a
tion for its dark master, Vecna. How the secret eater        vampire spellcaster. Once reduced to 0 hit points,
attempts to complete its mission is up to you; here          the secret eater floats up from Zurika’s broken
are a couple of ways you can let it play out.                remains to attack.
	 Wight Walker. Zurika is a wight from the Vras Ro.          	 Discovering Zurika. If a character has a passive
If you like, you can use Zurika as a captain in the          Perception of 20 or higher, they notice Zurika’s right
Vras Ro, commanding the group of wights that first           eye is slightly gray and moves just a tad slower than
encounter the characters and lead them to Lady               her left eye (something that doesn’t make sense in
Syth. You can also have her slowly befriend the char-        a creature with the regenerative capabilities of a
acters during the chapter. Regardless, when the char-        vampire or wight). You might decide there are other
acters are to enter the arena, they have a squad of          ways to discover the ruse, such as having Zurika acci-
                                                             dentally refer to Kas as “the Betrayer.”
                                                             	 Zurika Succeds. Even if Zurika is destroyed,
                     A Secret Eater                          she might learn plenty of the characters plans and
                is a mighty and devoted
                    servant of Vecna                         activities. You decide if she successfully sends any
                                                             information to Vecna or not. You can create a conse-
                                                             quence further down the line or tie existing events to
                                                             Zurika. If the characters, for example, were to divulge
                                                             information on Thornhold, there might be a bloody
                                                             message awaiting them when they return there
                                                             in chapter 9. The same chapter also lists several
                                                             encounters in the section “Encounters on the Road,”
                                                             many of which can also reference Zurika and the
                                                             information she stole.
                                                             	 Destroying Zurika. If the characters discover
                                                             and slay the secret eater, and later present the
                                                             skull’s remains to Kas, he will reward them in kind,
                                                             bestowing a blessing of wound closure on each of the
                                                             characters; see “Other Rewards” in chapter 7 of the
                                                             Dungeon Master’s Guide for more information on
                                                             blessings.
                                          Chapter 4 With Friends Like These                                             57
       Vampiric servants don
     their darklord and master,
          Kas, in his armor
58                                Chapter 4 With Friends Like These
The Labyrinth: Third Battle
The labyrinth is an ancient maze built deep beneath
                                                                     Meeting the Darklord
Castle Xiphos. The walls and floor are made of               The waiting room is paneled in mahogany and smells
crumbling stone. The ceiling is 10 feet high. Each           of oiled wood. Banners and shields of previous cham-
character is deposited in one of the four corners            pions line the walls. A long banquet table, also made
of the maze (each marked with an X on the map).              from mahogany, extends the length of the room.
In the event of more than four characters, have the          Seated at one end of the tables is Kas. With thinly
remaining characters deposited in a random space             veiled disinterest he congratulates the characters
marked with a Y on the map. The ceiling locks shut           upon their victory and asks them what they wish as
after the characters are deposited into the labyrinth        their boon.
and can only be opened with a successful DC 25
                                                             	 Lord Kas has lived through hundreds of these cere-
Strength (Athletics) check. However, it is impossible
                                                             monies and, as such, finds them to be tedious. Each
to scale the frictionless slides without some sort
                                                             year he hopes that the gladiatorial games will provide
of magical aid. Should this be accomplished, the
                                                             an otherwise missing jolt of excitement, and each
characters are met with a final locked trapdoor that
                                                             year he finds himself disappointed all over again.
requires a DC 30 Strength (Athletics) check to open.
If the characters break through into the arena, they         	 This bored demeanor instantly dissolves at the
are greeted by cold glares. Such an exit is considered       slightest mention of Vecna, throwing the Destroyer
dishonorable, and, as such, Kas refuses to grant his         into a near hysteric rage. He becomes instantly
boon. In this case, the characters will need to find an      suspicious of the characters, accusing them of being
alternate way to retrieve the incisors of Vecna.             agents of the Maimed Lord. In time, however, the
                                                             vampire regains his composure and begins to see
	 The Final Battle. After landing in the labyrinth
                                                             the characters as potential pawns in his endless war
the characters are each immediately set upon by the
                                                             with Vecna. Kas’s manic obsession prevents him
closest minotaur skeleton (each marked with an M
                                                             from believing that Vecna has escaped Ravenloft.
on the map). The labyrinth is also inhabited by a terri-
                                                             Instead, he believes that Vecna is still trapped within
fying creature known as the Thing that Lives Within
                                                             Ravenloft and has created an illusion or clone to
the Maze (marked by a T on the map). The Thing
                                                             plague the Forgotten Realms. Regardless, Kas even-
that Lives Within the Maze is initially found within
                                                             tually realizes that it is within his best interest to stop
the center of the maze. It has the same statistics of a
                                                             Vecna’s plans, whatever they may be, and agrees to
roper with the following modifications:
                                                             give the incisors of Vecna to the characters.
J It has 195 hit points.
                                                                    Allow the characters to advance one level
J It has a speed of 20 ft.                                                                              Vecna.
                                                                  after they have obtained the incisors of
J It has an Intelligence of 15.
                                                             Optional Development
J It understands Common but cannot speak it.                 Lord Kas also offers to allow Lady Syth to accom-
J It can have up to twelve tendrils at a time.               pany the characters and fight by their side. He is
J It has advantage on saving throws against spells           forever cursed as a betrayer, even when such a
   and other magical effects.                                betrayal runs counter to his best interests. In this
                                                             case, the Betrayer secretly commands Lady Syth to
J It makes six attacks with its tendrils, uses Reel          turn upon the characters at a fortuitous moment of
    twice, and makes four attacks with its bite.             her choosing. Most likely Lady Syth does so when-
	 The Thing that Lives Within the Maze senses                ever she realizes that Skeever can traverse the mists
the characters’ arrival and immediately begins to            or teleport to Castle Avernus. Upon such a realiza-
approach one of the characters at random. Should it          tion, the death knight attacks the characters in hopes
find its path blocked by a minotaur skeleton, it kills       of killing them and bringing both the incisors and
the skeleton before then attacking the character.            Skeever back to Kas.
	 In the center of the maze is an iron ladder (marked
by an L on the map) that leads hundreds of feet up a
wide, stone shaft. Eventually this shaft intersects with
a passageway that leads to an iron door. Opening the
unlocked door leads to a waiting room in which the
characters find Lord Kas.
                                          Chapter 4 With Friends Like These                                                59
     Chapter 5
     Carnage at the Carnival
     The characters visit a traveling carnival in search of the first   anger. If she is startled, she lashes out at the charac-
     digit of Vecna. After helping the leader of the carnival, Isol-    ters but stops as soon as she realizes that they are
     de, deal with malevolent fey, they are gifted the Vecnan relic.
                                                                        not fey.	Read or paraphrase the following:
                                                                              Isolde’s feature contort between grief and rage as she
                                                                              speaks: “Those blasted fairies! They will pay for this!
                                                                              I will paint my wagons with their blood before this is
                            ccording to Van Richten’s Guide
                                                                              done. They managed to lure me out of the carnival,
                            to Ravenloft, “Resplendent with                   into the woods. I. . . I got turned around. . . and
                            bright banners, calliope music,                   couldn’t find my way back. . . until it was too late. They
                            and the smells of rich food, the                  had already attacked the carnival and captured my
                            Carnival promises visitors a                      people. MY people. It was up to me to keep them safe.
     surreal wonderland where any dream is possible.                          . .”
     The Carnival doesn’t exist to entertain visitors.                        Her head hangs in sorrow. “. . . And I failed them”.
     Rather, it’s a traveling domain, capable of visiting                     Then, just as suddenly, her head jerks up in rage, “and
     other domains and lands beyond the Mists. Visibly                        now I will make them pay!”
     marked as outsiders by birth, circumstance, inten-
     tion, or talent, the Carnival’s troupers trade their               	 She then strides, either with or without the charac-
     unique performances for coin and whatever else they                ters, deeper into the thoroughfare.
                                                                                               Thoroughfare
     need to survive. Although these entertainers are well
     intentioned, sinister forces travel in their wake. . .”
     	 As the Carnival travels through the Mists, it is
     hounded by malevolent fey creatures. Just as the                   Most of the stalls lining the thoroughfare have been
     characters arrive, these fey creatures have finally                vandalized and abandoned. However, a few stalls are
     caught up with the circus and are holding many of its              manned by dark fey, each of which holds a hostage.
     troupers hostage.                                                  The fey demand that the characters play a deadly
                                                                        game for the life of the hostage. These games enrage
     	 For more details on this unique, traveling domain
                                                                        Isolde; however, directly attacking the fey risks the
     see Van Richten’s Guide to Ravenloft.
                                                                        death of her workers, who she sees as family. This
                      The Carnival
                                                                        tense war between Isolde’s desire for bloody revenge
                                                                        and fear over the death of her people plays out
                                                                        repeatedly during each interaction.
     The characters emerge from the Mists onto hard-
     packed litter-strewn earth. The air smells of heavily              Shell Game
     buttered popcorn, and loud circus music blares                     This booth is run by a twitchy, grinning quickling
     endlessly. A few hundred feet to the north stands a                (appendix B) that speaks so fast that its words run
     thoroughfare of games, food, and sideshow stalls                   together. At the back of the booth are three cocoons
     leading to the Big Top, the carnival’s largest tent.               swarming with thousands of tiny spiders. Muffled
     Standing within the thoroughfare is a dark-skinned                 screams can be heard from within each cocoon.
     female elf wielding a longsword that glows brightly                Isolde recognizes the screams as coming from
     red. The elf seems to be screaming in anguish,                     Tindal (mage), the Carnival’s cynical, fast-talking lead
     although the screams are largely drowned out by the                barker.
     ceaselessly festive circus music.                                  	 The cackling, hyperactive quickling indicates that
     	 The elf is Isolde, the Carnival’s leader. She is an              only one of the cocoons actually contains Tindal.
     eladrin (an elf native to the Feywild) that uses the               If the characters guess which one correctly then
     cambion stat block. Her holy avenger longsword,                    Tindal lives, but if they guess incorrectly then he will
     Nepenthe, is the actual lord of the Carnival’s domain.             be eaten alive by spiders. At this point the quickling
     If the characters approach Isolde, they find her                   snatches a buzzing fly from out of the air and crushes
     surrounded by piles of dead leaves and crouched over               it between its fingers. It then pulls out three shells
     the mangled body of a carnival hand. Her screams                   before placing the fly under one of the shells. Without
     waver between unbearable sadness and unbridled                     warning it shuffles up the shells with dizzying speed.
60                                                     Chapter 5 Carnage   at the   Carnival
	 Secretly make a DC 20 Wisdom (Perception) check              	 The sprites hurl a torrent of insults at the charac-
for each character. If a character is successful, then         ters while gesturing to ten daggers arranged across
tell them that the fly is under the middle shell. If a         the booth’s counter. The sprites say that Amelia can
character is unsuccessful then tell them that the fly is       live if the characters can use the throwing knives to
under a randomly determined shell. The characters              cut her free. The rope has AC 25 and 4 hit points. If
must then make a collective decision. If they do so            a character misses the rope by 5 or more, they hit
correctly, the webs from the middle cocoon dissolve,           Amelia instead. If the characters approach the wheel
freeing Tindal. Otherwise, the characters hear a               or attack the sprites, the sprites use a reaction to
tragic death scream from the middle cocoon. The                animate the rope so that it begins to choke Amelia.
webs dissolve as the revealed corpse of Tindal vomits          If the characters persist in their actions, the rope
forth a torrent of tiny spiders. In either case Isolde         tightens its grip further, breaking the acrobat’s neck.
howls in anger, striking the quickling down. The               	 Once Amelia is either freed or slain, Isolde howls
quickling, once slain, dissipates into a pile of dead          in anger, her longsword glowing a hot, angry red. She
leaves. Tindal, should he live, thanks the characters          cleaves through the sprites, four at a time. Once slain,
but is too traumatized to do much more than that.              the sprites dissipate into piles of dead leaves. Amelia,
Strength Game                                                  should she live, thanks the characters but is too trau-
                                                               matized to do much more than that.
This booth is run by a burly, chaotic evil satyr. At the
                                                                                    Big Top
back of the booth is a glass coffin. Within the coffin
can be seen a red-haired woman, who pounds on
the glass noiselessly. Isolde recognizes the woman
as Charlotte the Fire Eater (veteran), the circus’s            The characters enter the big top via the only opening,
juggling daredevil. Next to the coffin is a tall, slender      located towards the north (marked E on the map). On
tower with a chime of opening attached to the top. At          the east and west side of the arena are two 50-foot-
the base of the tower is a padded lever.                       tall vertical poles that are connected by a tightrope.
                                                               A sobbing clown dangles from the tightrope by a
	 The satyr flexes its muscles casually before handing         second, fraying rope. Isolde can identify the clown as
a mallet to the strongest looking character and                The Organ Grinder (scout), the circus’s mute buffoon
gesturing wordlessly to the lever. If a character makes        (marked O on the map). A tiny creature, in clown’s
a successful DC 25 Strength (Athletics) while hitting          garb, rides a unicycle back and forth along the tight-
the lever with the mallet, then a rubber puck flies up         rope (marked C on the map). The creature’s face
the tower and hits the chime. This, in turn, opens the         is dominated by a gaping maw of needle-like teeth
coffin.                                                        painted over with the pantomime of a clown’s smile.
	 The coffin is sealed shut and can only be opened             The tiny creature is a feedling (appendix B). Twenty
with the chime of opening or a knock spell.                    more of these clownish creatures run about the big
Alternatively, the coffin can be broken open. It has AC        top’s stadium and bleachers (marked F on the map).
15, 200 hit points, and vulnerability to bludgeoning           	 Underneath the Organ Grinder is a raised, 10-foot-
and thunder damage. Charlotte is already asphyx-               high pool of water. A shark’s fin can be seen circling
iating as the characters arrive, and only has two              within the 20-foot-diameter pool. The shark’s fin
rounds left until she dies.                                    belongs to a feral wereshark (marked W on the map;
	 Once Charlotte is either freed or dies, Isolde howls         appendix B).
in anger, striking the satyr down. The satyr, once             	 Next to the pool of water is a male human covered
slain, dissipates into a pile of dead leaves. Charlotte,       in tumorous layers of undulating muscles. The
should she live, thanks the characters but is too trau-        hideously deformed man is hunched over, overbur-
matized to do much more than that.                             dened by the weight of his own muscles. This sad
Knife Throwing                                                 figure is the circus’ strongman, Hermos the Half-
This booth is run by a dozen Chaotic Evil sprites              Giant (marked H on the map). He has been cursed by
who delight in saying mean things and ridiculing               fey magic; his muscles distended to the point where
others. At the back of the booth is a spinning, wooden         they threaten to crush his skeleton. An invisible
wheel. Tethered to the wheel with frayed rope is a             sprite floats over his head, controlling his actions like
dark-haired woman with leathery wings. Isolde recog-           a puppeteer. Any character who makes a successful
nizes the woman as Amelia (scout with a flying speed           DC 15 Wisdom (Insight) check notices that his jerky
of 30 feet) the circus’s cheery acrobat.                       movements are reminiscent of a puppet pulled on
                                                               strings. His condition can be removed by killing the
                                                               sprite, or with a remove curse spell.
                                           Chapter 5 Carnage   at the   Carnival                                           61
     	 Despite being her right-hand man, Hermos is
     unrecognizable to Isolde in his current pitiful state
     due to her rage. In his mutated state Hermos has AC
     14, 100 hit points, and the following properties:
     J He has 0 feet of movement.
     J As a reaction he can flex his abdominal muscles
        to cast the shield spell.
     J As a bonus action he can flex his biceps to cast a
        3rd-level thunderwave spell (Save DC 16).
     J As an action he can flex his forearms to replicate
          one of the effects of the Bigby’s hand spell (+8
          attack modifier, save DC 16).
     	 If Hermos is slain, he lets out a death cry that is
     recognizable to Isolde. At the death of her best friend,
     she plunges into an even darker rage.
     	 Finally, a coven of hags (green hag, night hag,
     and sea hag; respectively marked G, N, and S on
     the map) sits within the bleachers, cackling at the
     ensuing chaos. As the characters enter, the hags
     harness Isolde’s uncontrollable anger to summon a
     spirit of rage (marked R on the map, use the statistics
     of a balgura). The rage spirit is banished if Isolde
     ever calms down. This can be accomplished through
     spells like calm emotions or an appropriate DC
     15 social check. Such a check is made with
     disadvantage if Hermos has been slain.
     	 Upon entering the big top, Isolde
     screams in rage and charges the
     nearest feedling. In return, the
     feedlings, hags, and the sprite-controlled
     Hermos attack Isolde and the characters.
     The Organ Grinder sobs uncontrollably
     during battle. The unicycle-riding feedling
     rides the unicycle over the Grinder’s fraying rope
     each round. Each time the feedling does so, there
     is a cumulative 20% chance that the rope breaks,
     plunging the Organ Grinder into the pool, where he
     is torn into by the wereshark. At this point the were-
     shark, with a feral, blood-stained grin, wades out of
     the pool and joins combat.
                                                                                     A Spirit of Rage
                                                                                      summoned by a
                                                                                      coven of hags
62                                               Chapter 5 Carnage   at the   Carnival
                     Egress                                  	 Assuming all goes well, Isolde thanks the charac-
                                                             ters for their assistance, promising to never forget
With the battle completed, Isolde wastes little time         their kind actions. If the characters ask Isolde about
with self-pity. She does not know why the fairies have       the first digit of Vecna, she calls out to Professor
marked her and her circus for torment (although              Pacali, a short, bespectacled man. After a brief
the reasons are detailed in Van Richten’s Guide to           conversation Pacali begrudgingly fetches a pickled
Ravenloft), but she knows that the longer the circus         thumb and hands it to the characters.
stays in one place, the greater the risk. With this          At this point Skeever offers to transport the charac-
in mind, she orders the surviving circus hands to            ters back to Castle Avernus.
pack up. In less than an hour her convoy of brightly                Allow the characters to advance one level
painted wagons is ready to, yet again, plunge into the                after obtaining the first digit of Vecna
mists.                                                          if they have already obtained the molar of Vecna.
                                         Chapter 5 Carnage   at the   Carnival                                        63
     Chapter 6
     Hit the Road and Hit the Head
     The characters summon the Headless Horseman in hopes of           	 After all the heads have been defeated an eerie
     obtaining the Head of Vecna. Despite the characters’ assump-      silence settles over the road. This silence lasts for
     tion, the head is not a Vecnan relic. The true relic, the molar
     of Vecna, is hidden within the head.
                                                                       one minute before the following occurs:
                                                                            A faint rumbling can be heard down the road, like the
                                                                            approach of a distant storm. Quickly this rumbling
                                                                            increases its furious pace until all you can hear are
                                                                            the thunderous crash of what sounds like a hundred
                            ecide ahead of time how long it
                                                                            hooves. A lone rider appears and then disappears as it
                         will be until the night of the sickle              surges through the mist. The rider is mounted atop a
                         moon and inform the characters.                    great black horse. The horse’s flaring nostrils puff out
                         It is suggested that you give them                 dark smoke and its lips are pulled back, revealing what
     one or two weeks so that they find one of the other                    looks like a demented grin. The man riding the horse
     organs first and, while in the process of doing so,                    is dressed in silver and black finery. His left arm holds
                                                                            the reins, and his right arm holds a massive sickle that
     procure a severed head.                                                gleams in the moonlight.
     A Horse of a Different Color
                                                                            The rider has no head.
                                                                       	The Headless Horseman (appendix B) rushes
     If the characters stand upon any abandoned road                   back and forth across the road, attacking the char-
     during the night of the sickle moon while carrying                acters until either they are dead or the horseman is
     at least one severed head, they will attract the atten-           defeated. If any character attempts to flee the road,
     tion of the Headless Horseman. As it approaches                   the road stretches after them, extending in whatever
     midnight and the sickle moon grows higher and                     direction the character flees. The Horseman makes it
     higher, a heavy mist settles over the land. The sky               a point to purposefully pursue any such character.
     begins to rumble ominously. Soon a faint giggle
     can be heard from down the road. This, in turn, is
          followed by a shrill cackle from the other end
                                                                                Bring it all to a Head
                of the road. Shortly thereafter, numerous
                                                                       When the horseman is defeated, he and his horse
                 round silhouettes can be seen bounding
                                                                       dissolve into mist, leaving behind a set of reins and
                 through the mists.
                                                                       a +2 sickle of sharpness (see sword of sharpness).
                   	 Before long it becomes evident that               Yet again, the night goes quiet. Then there is the
                     the silhouettes are severed heads                 sound of soft hissing, as if hundreds of snakes were
                        with jeering grins, bloody necks, and          crawling forth from the ground. This hissing inten-
                        matted hair. These severed heads               sifies until the silhouettes of a dozen heads can be
                        (appendix B) bounce, float and roll            seen following in the wake of the horseman. At this
                       their way along the road, laughing              point eight severed medusa heads and the Head of
                 hysterically as they do so. Twelve heads              Vecna emerge from the mist to attack the characters.
                 approach from each end of the road,                   The Head of Vecna has withered flesh stretched tight
                    attempting to overwhelm the charac-                about its skull. A pinpoint of red light burns within its
                      ters. In the middle of the fight, any            rightmost eye socket, but the left socket is curiously
                                  severed heads carried                empty.
                                    by the characters, as
                                                                       	 A severed medusa head has the same statistics as a
                                    well as Biffan the Skull,
                                                                       severed head with the following changes:
                                    unexpectedly animate as
                                    severed heads and join             J The severed medusa head can use an action to
                                     the fray.                              cast the slow spell (DC 15). This ability recharges
                                                                            on a 6.
                                                                       J On a successful hit the severed medusa head
                                                                            inflicts 7 (1d4 + 5) piercing damage plus 14 (4d6)
                                                                            poison damage.
64                                                  Chapter 6 Hit the Road and Hit the Head
	 The Head of Vecna has the same statistics as a             otherwise toothless mouth. This fact can be deter-
severed head with the following changes:                     mined by an identify spell or similar magic. The head
                                                             does not actually belong to Vecna but, instead, to an
J The Head of Vecna has AC 18 and 100 hit points.            adventurer who became deluded into thinking he was
J The Head of Vecna can cast magic missile and               Vecna after implanting the molar.
   shield, as well as any spells that the characters         	 Upon obtaining the head, Skeever bounces up and
   cast upon the first wave of severed heads or the          down excitedly, suggesting that the characters return
   Headless Horseman.                                        to Castle Avernus to celebrate their success with
	 After battle the characters can examine the Head           some maggot ale.
of Vecna. Although the head is not magical, it radi-               Allow the characters to advance one level
ates very strong necromancy magic. This is because                     after obtaining the molar of Vecna
it is infused with magic from the molar of Vecna              if they have already obtained the first digit of Vecna.
(appendix D) that is embedded within the head’s
                                       Chapter 6 Hit the Road and Hit the Head                                          65
          Shadowfell Encounters                                     Blood Runs Cold
            on the Misty Road
                                                                    While traversing the road, the temperature begins to
                                                                    plummet unexpectedly to 32 degrees Fahrenheit. The
                                                                    air grows thick and the characters find their breath
     Should the characters explore the road while                   coming out in foggy, gasping spurts that quickly
     searching for the headless horseman, consider some             mingle with the surrounding mist. A low tormented
     of the following optional encounters:                          moan, coming steadily closer, can be heard from
     A Dog with a Bone                                              down the road.
     While traversing the road, the characters come                 	 The characters are being approached by a
     across a trail of small, shallow holes that leads off the      wandering patrol of 2d4 bleakborn (appendix B).
     road. Should the character follow the trail, they come         These shambling undead are attracted to the relative
     across a skeletal dog digging frantically in the dirt.         warmth of the characters and attack upon sight.
     The skeletal dog wears a collar and its metallic name          	 Interested characters can follow the tracks left
     tag tinkles loudly as it digs. The grime-encrusted tag         by the bleakborn with a successful DC 18 Wisdom
     reads, “HOOCH”.                                                (Survival) check. Doing so leads them to a strange
     	 If a character gives a bone to the skeletal dog, it          black, ovoid stone that is painfully cold to the touch.
     imprints upon that character, following them around            This stone was created long ago by a coven of night
     and defending them to the best of its ability. The dog         hags and a character holding it can use an action
     has the statistics of a mastiff but its creature type is       to cast the plane shift spell (Shadowfell only). For
     Undead.                                                        DMs that have access to Ulraunt’s Guide to the
                                                                    Planes: The Shadowfell, this might provide an alter-
                                                                    native way to escape Ravenloft. While exploring
                                                                    the greater Shadowfell the characters might come
                                                                    across the trapped city of Neverwinter which, in turn,
                                                                    might allow them to gain access to Evernight which
                                                                    currently exists in Toril (see Doomed Forgotten Realms:
                                                                    SwOrd COast Gazetteer).
                                                                    Make a Spoon or Spoil a Horn
                                                                    While traversing the road, the characters come
                                                                    across a dead unicorn. Its horn has been sawed off.
                                                                    If a character casts ceremony (using the Funeral Rite
                                                                    option) or gentle repose on the unicorn, they sense a
                                                                    spiritual sigh of relief. The remaining color seems to
                                                                    drain from the corpse as the character momentarily
                                                                    gleams with divine radiance. That character now has
                                                                    the following blessing:
                                                                     Blessing of the Unicorn. You know the druidcraft
                                                                       cantrip. You can also cast the dispel evil and good
                                                                       spell without expending a spell slot or material
                                                                       components. Once you do so, you can’t do so again.
                                                                       Wisdom, Intelligence, or Charisma is your spell-
                                                                       casting ability for these spells (choose which when
                                                                       you gain this blessing).
                Bleakborn are cursed creatures
                                                                    Ol’ Moneybags
                 that shamble about, hungering
                  for the warmth of the living
                                                                    While traversing the road, the characters come
                                                                    across a plane-hopping mercane merchant named
                                                                    Igor. Igor is accompanied by a wide-eyed, mute
                                                                    imp named Yix, a dragonborn blackguard named
                                                                    Kraampesh, and a halfling assassin named Gratrix.
                                                                    Kraampesh and Gratrix are under the effects of a
                                                                    geas spell and resentfully serve Igor. All four of these
                                                                    creatures are currently invisible, while traveling atop
                                                                    the back of a servile, invisible hill giant.
66                                               Chapter 6 Hit the Road and Hit the Head
	 If the characters do not appear overtly threatening         The Undertaker
then Igor will hail them, offering to sell them some
                                                              The characters hear periodic hammering sounds
wares. It is possible that the characters have previ-
                                                              coming forth from the surrounding woods. Should
ously met Igor in Rise Of Vecna, in which case you
                                                              they investigate they find a clearing that has six
should modify their interactions accordingly. Igor
                                                              mounds of freshly churned dirt and a recently exca-
sells anything from the Adventuring Gear table in
                                                              vated hole. Next to the hole a zombie caretaker is
the Player’s Handbook as well as anything from the
                                                              futilely attempting to hammer itself shut within a
Magic Item Tables A, B, C and D in the Dungeon
                                                              rickety casket. The zombie is harmless, but is single
Master’s Guide. He keeps all of his valuables in a
                                                              minded in its determination to bury the dead (which
pocket dimension and can’t be coerced or forced into
                                                              it has done all of its life). Having no more dead to
handing them over, even if it costs him his life. See
                                                              bury it is now attempting to bury itself.
the table below for an overview of Igor’s prices.
                                                              	 If the characters help the zombie seal itself within a
Item Rarity     Consumable Cost          Item Cost            casket and then completely bury the casket they each
Common               50 gp                100 gp              receive the following blessing:
Uncommon             250 gp               500 gp              Blessing of the Caretaker. You have a +1 modifier
Rare                2,500 gp             5,000 gp              to death saving throws while in Ravenloft and the
Very rare          25,000 gp             50,000 gp             Shadowfell.
Legendary          100,000 gp           200,000+ gp           	 If the characters dig through the mounds of freshly
Reflected Existentialism                                      churned dirt they find coffins that contain the corpses
                                                              of recently slain commoners. Each corpse has a
A destitute man in tattered robes stands at a cross-          randomly determined trinket from the Trinkets table
roads. He wears a mirror shard on a leather neck-             in the Player’s Handbook as well as a thirty percent
lace. If prompted, the man introduces himself as              chance of having a randomly determined magic item
Alter Odim, a simple merchant of mirrors. His voice           from the Magic Item Table A in the Dungeon Master’s
is soft and smooth, and his demeanor is inviting and          Guide. Should the characters loot one of these graves
warm. It is possible that the characters met Alter            or leave it disturbed they lose any blessings and,
Odim in Rise Of Vecna. If so, he greets them as if they       instead, gain the following curse:
were old friends.
                                                              Curse of the Caretaker. You have a -1 modifier to
	 Underneath his robes, he has multiple handheld
                                                               death saving throws while in Ravenloft and the
mirrors, either with wooden handles (worth 5 gp),
                                                               Shadowfell.
steel handles (worth 10 gp), alabaster handles (worth
15 gp), gilded handles (worth 20 gp), or ivory handles        Xoltar Speaks!
(worth 50). He also has a special, dark mirror that is        The characters come across a covered wagon
“full of dark secrets.” This mirror is not for sale but       dragged by two tired looking horses. The driver
he will allow one character to look into it, if asked.        looks to be a colorfully garbed Vistani although any
	 A character that looks into the dark mirror is              character that makes a successful DC 18 Wisdom
afflicted with an Indefinite Madness (chapter 8 in            (Perception) check discerns that he is an animated
the Dungeon Master’s Guide) and must make a DC                wooden construct. It introduces itself as Xoltar the
20 Wisdom saving throw. On a successful save, that            Magnificent and claims that it has the power to read
character gains a deep insight that lingers in the            the future.
back of their mind. The character can draw upon this          	 If a character asks to have their future read, then
insight by spending 10 minutes in deep concentration          Xoltar holds out its open palm, in which can be seen
(as if concentrating on a spell). At the end of their         a small slot. The first character to place a gold piece
concentration, the character is invigorated by a deep         into the slot gains the benefit of an augury spell that
existential truth, causing them to gain the benefit of a      can be used to discern the results of a specific course
long rest. This insight is lost upon contemplation.           of action that the character plans to take within the
	 Alter Odim is in truth a mysterious entity from the         next tenday. The first character to place a platinum
Far Realm, unbound by the regular rules of reality.           piece in the slot gains the benefit of a divination spell.
He refuses to disclose any information of worth               If a character puts any other coin in the slot then
and repels queries with “I don’t know anything, I’m           Xoltar merely frowns while muttering, “Tsk, tsk”.
just a humble mirror merchant.” If attacked, he               	 If the characters look in the back of the wagon they
simply evaporates into a dark mist and disappears.            find only empty crates and cobwebs.
Otherwise, he disappears once the characters leave.
                                        Chapter 6 Hit the Road and Hit the Head                                            67
     Chapter 7
     Plow the Cursed Sands
     The characters explore the cursed tombs and underground
     desert of Har’akir in search of the scalp of Vecna. To success-
     fully retrieve the scalp they will need to either outsmart or      Deadly Curses
                                                                        Some actions taken in the tombs of Har’Akir can trigger a
     vanquish a powerful necrosphinx.                                   curse. In this case all characters must make a successful
                                                                        DC 15 Wisdom saving throw or become afflicted by a curse
                                                                        from the table below. While in Har’akir a curse can’t be
                                                                        removed by any means, including a wish spell.
                                                                         d20 Curse
                            an Richten’s Guide to Ravenloft                    Curse of Rotting Flesh. You do not regain hit points
                           says this about the domain of                   1   when you take a short or long rest.
                           Har’akir: “The sands of time                        Curse of Desecration. You cannot regain hit points
                                                                           2
                           bury the desert realm of Har’akir.                  from spells.
                           Here, the wonders of fallen                     3   Accursed Tongue. You can no longer speak or
     empires and pyramids of forgotten pharaohs crumble                        understand your dominant language.
     beneath a merciless sun. Untold generations of                        4   Accursed Sight. You see in darkness as if it was
                                                                               bright light and bright light as if it was darkness.
     tombs and secrets lie beneath the sands . . . built one
     atop the other. Elaborated upon by the Dark Powers,                   5   Curse of Strength. You have disadvantage on all
                                                                               Strength checks and saving throws
     these endless, entangled crypts are known as the
                                                                               Feeble Minded. You have disadvantage on all
     Labyrinth – a vast, dungeon-underwold that connects                   6   Intelligence checks and saving throws.
     every tomb and monument in Har’akir.”
                                                                               Curse of the Fool. You have disadvantage on all
     	 It is here, within this Labyrinth, that the characters              7   Wisdom checks and saving throws.
     must search for the scalp of Vecna.                                       Accursed Health. You have disadvantage on all
                                                                           8   Constitution checks and saving throws.
     G1. Chamber of Heavens and Hells
                                                                               Slow Footed. You have disadvantage on all Dexterity
     As Skeever’s mists begin to clear, the characters                     9   checks and saving throws.
     find themselves within the central chamber of a vast                      Repugnant. You have disadvantage on all Charisma
     tomb. The air is exceptionally dry and hot, like that                10   checks and saving throws.
     of a kiln. The room is almost a hundred-foot square.                      Sugar Curse. You taste and smell irresistibly
                                                                          11
     The floor is made from cracked checkerboard tiles                         delicious to Beasts.
     of white and black, whereas the walls and ceiling are                12   Curse of Character. You gain a new flaw (See
     made from hardened plaster. The plaster is covered                        chapter 4 in the Player’s Handbook).
     with paintings of a band of angels fighting against a                13   Pacifist’s Curse. You have disadvantage on all
     collection of devils. Each faction boasts a small army                    attack rolls.
     of hundreds of creatures such as dragons, giants,                    14   Curse of the Grave. You have disadvantage on all
                                                                               death saving throws.
     and radiant multi-trunked elephants, separated by a
     massive sun that has been painted onto the ceiling.                  15   Curse of Attunement. You can attune to one less
                                                                               magic item than normal.
     An archway is set into each of the four walls, and
                                                                               Aberrant. You take 1d12 acid damage every hour
     square stone pillars are interspersed throughout the                 16   unless moisture is applied to your skin.
     room. Finally, there is a stone chest in the center of                    Light-headed. Unless weighted down by at least
     the floor.                                                           17   two hundred pounds, you float up five feet every
                                                                               round
     	 Each of the four archways leads to a different wing
     of the tomb. Any character who makes a successful                         Drunkard’s Curse. You must drink a mouthful of
                                                                               alcohol at the end of every hour or become drunk.
     DC 13 Intelligence (History) check discerns that the                 18   If you don’t, you must succeed on a successful
     four wings are mismatched, constructed from not                           DC 10 Constitution saving throw or gain a level of
                                                                               exhaustion.
     only a different type of stone but also using a different
                                                                               Accursed Thoughts. You are afflicted by an
     architectural style. Inscribed within each archway,                  19   indefinite madness (chapter 8 Dungeon Master’s
     in differing dialects of Common, is the phrase, “LET                      Guide).
     THEY WHO PLUNDER THESE TOMBS SUFFER                                       Chaotic Words. Whenever you inadvertently speak a
     THE THOUSAND AND ONE DEADLY CURSES OF                                20   certain word or take a certain action (DM’s choice),
                                                                               roll on the Wild Magic Surge table in the Player’s
     RA’SEP RA’TEP”                                                            Handbook.
68                                                     Chapter 7 Plow the Cursed Sands
	 The stone chest is part of the floor and cannot be        	 The correct combination can be discerned by
moved. It is impervious to damage and cannot be             counting creatures from the room’s painted walls.
opened by anything other than a wish spell. There           Hints as to why this is the case can be found scat-
are five dials along the front of the chest, each of        tered throughout the tombs. If any character makes
which can be set to a single number ranging from            a point to count them, there are seven angels, nine
zero to nine. A stone lever can be found to the right       devils, ninety-three birds, and five dragons. Because
of the dials. If the dials are set to 7 – 9 – 9 – 3 – 5     there are so many birds, many of which are hidden
and the lever is pulled then the chest opens with           throughout the painted walls, it requires a successful
a loud CLICK, revealing 11 large topazes (500 gp            DC 18 Intelligence (Investigation) check to count
each), a belt of stone giant strength, and a wand of        them correctly. DMs are encouraged to make this
polymorph. If the dials are set to any other number         check secretly for any characters that attempt to
and the lever is pulled, then the sun painted onto the      count the birds, giving an answer that is within 1d4 of
ceiling blazes to life, instantly killing any creature      the correct answer in the event of a failed check.
that has vulnerability to radiant damage and inflicting
3d6 radiant damage to all other creatures standing in
the room, increasing by 1d6 with each failed attempt.
                                          Chapter 7 Plow the Cursed Sands                                             69
                   Mummy Wing                                  	 Opening the sarcophagus releases a shadow
                                                               assassin (appendix B). The shadow assassin exclu-
                                                               sively hunts and attacks the creature that opened its
     Also known as the Rotted Tomb, this wing serves as        sarcophagus. If it kills this creature, then the shadow
     the stunted kingdom of fallen mummy lord Anopet.          assassin takes on their form and is sealed, once
     G2. The Great Darkness                                    again, in its sarcophagus. If the assassin is slain,
     This entire chamber is covered by the effects of a 4th    it reforms one hour later and unerringly tracks its
     level darkness spell. The spell emanates from a torch,    prey. It can be permanently slain if reduced to 0 hit
     ensconced within the room’s eastern wall, that burns      points by radiant damage. Once permanently slain
     with a dark, magical flame. The flame’s heat can be       it coalesces into a fist-sized lump of obsidian that
     detected by any character with a passive Perception       appears to absorb any surrounding light. This lump
     of 16 or higher. It can be doused by water, or any        of obsidian is known as the darkstar and allows any
     equivalent method, and doing so dispels the room’s        creature that holds it to cast spells that produce
     magical gloom.                                            magical darkness as if they were one level higher. It
                                                               also allows the bearer to, once per short or long rest,
     	 An obsidian sarcophagus lies near the room’s            replace the damage type of one of their spells with
     southern wall. An inscription on the lid of the           necrotic damage.
     sarcophagus reads:
                                                               G3. The Three Ancestors
             HEREIN LIES CERTAIN DOOM                          This room is dominated by three sarcophagi. The
                                                               lid of each is carved to represent a human. The first
       AS IMPLACABLE AS THE GREAT DARKNESS                     appears to be a mighty warrior wielding a curved ax.
            SLAIN ONLY BY THE RISEN SUN                        The second is a beggar with an outstretched hand.
                                                               The third is a scholar reading an open book. Shallow
70                                              Chapter 7 Plow the Cursed Sands
shelves along the western wall hold hundreds of               since faded. However, if the characters burn away
clay urns, each of which is marked with a rune. Any           the cobwebs, they see a pathway of green tiles on the
character that makes a successful DC 15 Intelligence          ceiling that winds its way east.
(Religion) discerns that the urns are canopic jars,           	 Any time a character steps upon a square marked
used to hold the innards of a humanoid when it is             with an X, they trigger a trap. The floor explodes with
mummified. Moreover, the character knows that an              a shower of one hundred tiny stone shards that inflict
animated mummy can be destroyed by destroying its             3d6 nonmagical piercing damage to whichever char-
canopic jar.                                                  acter triggered the trap. The trigger is hidden deep
	 A mummy warrior dwells in the warrior’s sarcoph-            beneath the floor and cannot be discerned with the
agus. A mummy warrior has the statistics of a                 naked eye. Each trap can only be detonated one time.
mummy lord with the following changes:
                                                              G5. Tomb of the False Gods
J It lacks have the Spellcasting trait.                       Seven sarcophagi are arranged within this room’s
J It lacks legendary actions.                                 interior. Each sarcophagus has a name inscribed
	 The other two sarcophagi each contain a mummy.              upon its lid – Anu, Ese, Neb, Our, Ousa, Sek, and
All three mummies attack if even one of the                   Sute. This room looks older, or at least more worn,
sarcophagi is opened. Alternatively, they attack three        than the others, and its wall, floor and ceiling are
rounds after the characters have entered the room;            riddled with thousands of cracks. Any character that
their fists smashing through the stone lid of their           makes a successful DC 20 Wisdom (Perception)
coffins. Any creature with a passive Perception of 16         check notices the faint outline of a stone door
or higher notes a rune inscribed along the inside of          recessed into the ceiling near the entrance to the
each sarcophagus lid. A character can use an action           room.
to attempt a DC 16 Intelligence (Investigation) to            	 A bronze plaque, affixed to the southern wall reads:
find a canopic jar with a matching rune. A jar can be
destroyed with either an action or a bonus action,                        NEB COMES AFTER OUSA
although the mummy warrior’s jar is immune to                         OUSA IS THE FOURTH AFTER ORU
bludgeoning, piercing, and slashing damage from
nonmagical weapons. A mummy is immediately                             ESE IS BETWEEN SUTE AND SEK
reduced to ash upon the destruction of its canopic jar.                 THE GOD WHO COMES THREE
	 The interior of the warrior’s sarcophagus is caked                     BEFORE SUTE OPENS FIRST
with flaking blood and holds dozens of aged, ceramic          The lids to the sarcophagi are heavy but can be
vials that contain desiccated blood dust. The beggar’s        opened by any creature with an action. They must be
sarcophagus is filled with 100 strangely minted gp.           opened in the following order – Oru, Sek, Ese, Sute,
The scholar’s sarcophagus is filled with books and            Ousa, Neb and Anu. This sequence can be deduced
scrolls, worn and aged to the extent that their writing       by the clues above. Alternatively, any character who
is now illegible. Taking any of these items from their        makes a successful DC 20 Intelligence (Religion)
respective sarcophagi triggers a curse (roll on the           check remembers a pantheon of obscure gods that
table in the Deadly Curses sidebar earlier in this            went by these names. During holy days the gods were
chapter).                                                     worshiped in the sequence given above.
	 Any character that spends more than five minutes            	 If any sarcophagus is opened out of sequence, then
examining the jars notices that one of the jars seems         all sarcophagi slam shut. A stone door falls from
a bit larger than the others. Within this jar are a set of    the ceiling, sealing the chamber, and sand begins to
petrified organs (lungs, liver, intestines, and stomach)      pour from the cracks in the walls and ceiling, filling
decorated with jade and turquoise. These organs are           the chamber. After five rounds the sand has filled the
worth 1,000 gp but trigger a curse if taken.                  room enough that opening a sarcophagus requires
G4. Trek of a Thousand Pains                                  a successful DC 10 Strength (Athletics) check. After
This hallway looks particularly disused. Its floor is         ten rounds the sand has reached the point where
covered in dust and its ceiling is entirely obscured          opening a sarcophagus requires a successful DC 15
with thick clusters of cobwebs. A bronze plaque,              Strength (Athletics) check. After fifteen rounds the
affixed to the eastern wall reads, “THEY WHO                  sand fills the room and characters risk suffocation
FOLLOW THE PATH WILL BE SPARED A                              (see the Dungeon Master’s Guide).
THOUSAND PAINS.” There is no sign of a path                   	 The door to the chamber can be lifted back into
upon the floor’s many stones – whatever paint or              place with a successful DC 26 Strength (Athletics)
pigment that might have once stained them has long            check. It has AC 17, 50 hit points, and immunity to
                                            Chapter 7 Plow the Cursed Sands                                             71
     fire, piercing, poison, psychic, slashing, and thunder       sarcophagus in area G3. Any retrieved items taken
     damage. The sarcophagi are magically protected and           from the sarcophagus trigger a curse. Once a statue’s
     impervious to damage.                                        trap has been triggered, it does’t trigger again.
     	 Once the sarcophagi have been opened in the                	 The keyhole next to the plaque is a failsafe intended
     proper sequence, the sand begins to drain from the           to deactivate the traps. Unfortunately, the key has
     room through the cracks in the floor. The stone door         been lost to time. However, any character who makes
     retracts into the ceiling. Finally, a secret compart-        a successful DC 25 Dexterity check with thieves’
     ment in the bottom of Anu’s sarcophagus opens,               tools can use the keyhole to disable the statues.
     revealing six platinum ceremonial masks in the
     shape of animals (crocodile, donkey, falcon, jackal,
                                                                  G7. Seat of Fallen Glory
     lion, and snake). The masks are worth 500 gp each,           This room smells heavily of perfume and incense,
     although removing them triggers a curse (roll on             although the scents are not heavy enough to mask
     the Deadly Curses table in the sidebar earlier in this       the odor of underlying rot that pervades the chamber.
     chapter).                                                    Moldering tapestries hang from the walls. Worn
                                                                  stone steps lead to a platform with a rotting, tattered
     G6. Hall of the Ancestors                                    carpet. A large throne leans crookedly, one of its legs
     This hallway is lined with statues, five along each of       beginning to sag, and next to the throne is a shelf
     the walls. The statues along the hallway’s northern          filled with canopic jars.. Seated upon the throne is
     wall are of a scholar, scholar, beggar, warrior, and         an imposing creature wrapped in stiff, putrescent
     warrior. The statues along the hallway’s southern            bandages. The creature wears decomposing robes
     wall are of a scholar, beggar, warrior, warrior, and         and a tarnished crown, and wields a ceremonial
     beggar. These statues look the same as the lids of           scepter.
     the sarcophagi from area G3. A bronze plaque at              	 Its words are warbly as it speaks, as if strained
     the beginning of the hallway reads, “APPEASE THE             forth from decomposing lungs, “If Haseid sent you,
     ANCESTORS WITH WHAT THEY LIKE MOST                           then I will kill you as I have killed the others. . .
     BEFORE PASSING.” Next to the plaque is a tiny                Unless, that is, you can see the error of your ways
     keyhole.                                                     and help me squash that murderer like the bug that
     	 The scholar statue can be appeased by laying               he is.”
     a book or scroll at its feet or writing some sort of         	 The speaking creature is a mummy lord who goes
     knowledge into the blank pages of its opened book.           by the name Anopet. Anopet was once a pharaoh
     The beggar statue can be appeased by placing a coin          of some now-forgotten kingdom. He schemed to
     into its hand. The warrior statue can be appeased by         defy the gods and achieve immortality and was
     presenting it with freshly spilt blood. In all cases, the    cursed with a painful, leprous unlife that he would
     characters hear a faint click once a statue has been         do anything to cast aside. Anopet spends his days
     appeased. Once a single statue of a given type has           scheming against his ancient rival the scarab lord
     been appeased, all similar statues have also been            Haseid (area G15). If asked about Haseid, Anopet
     appeased.                                                    shares the following information:
     	 If a character passes a statue of a scholar without        J Haseid is “a cockroach” who hides within a tomb
     appeasing it, then bolts of black energy from the                 to the west.
     eyes of the farthest scholar statue shoot at the char-
     acter. The character must make a successful DC 16            J Haseid was a rival pharaoh “many centuries ago,”
     Dexterity saving throw or take 3d6 necrotic damage.               and their lands were eternally at war. However,
     If a character passes a statue of a warrior without               Anopet fell in love with Haseid’s twin sister,
     appeasing it, then the statue swings its curved                   Zaheida.
     greataxe at the character. The statue’s melee attack         J Anopet and Zaheida decided to wed, wearing
     has +10 to hit and inflicts 2d12 slashing damage.                 matching heart-shaped lockets as a token of their
     If a character passes a statue of a beggar without                pledge. Before Zaheida could flee her kingdom,
     appeasing it, then a ghostly hand manifests and                   however, her brother discovered the locket and
     attempts to pilfer 1d100 coins or a valuable nonmag-              had her killed as a traitor. Since then, Anopet and
     ical item from the character. If the character makes a            Hasein have been locked in an endless war that
     successful DC 16 Wisdom (Perception) check, then                  persists even beyond the grave.
     they notice the hand and prevent the theft. Anything
     stolen by the hand is transported to the beggar’s
                                                                  J Anopet will give his crown and scepter to the char-
                                                                       acters if they kill Haseid.
72                                                 Chapter 7 Plow the Cursed Sands
	 If the characters convince Anopet that they have
killed Haseid (attempts to lie require a successful DC                       Scarab Wing
18 Charisma (Deception) check), then the mummy
lord awards them with a clay tablet, his scepter (rod        In the Skittering Halls, even the walls and ceilings
of absorption), and his tarnished crown (worthless).         writhe with verminous life.
The clay tablet has the phrase ‘1st’ followed by the         G8. The Skittering Tomb
picture of an angel.                                         This entire hallway (as well as areas G9a and G9b) is
	 The canopic jars are filled with desiccated organs,        covered in swarms of scarabs (appendix B). These
none of which have any connection to Anopet. If the          swarms crawl along the walls and cling to the ceiling,
characters kill Anopet, then he deteriorates into a          dropping on any characters foolish enough to pass
pile of dust. Within this pile of dust can be found the      underneath. A single swarm covers a five-foot square.
clay tablet, tarnished crown, and rod of absorption          If a swarm is killed, then its square remains clear for
described above.                                             two rounds, until enough beetles crawl forth from
	 If the characters give Anopet the locket from area         cracks and crevices to form a new swarm.
G9, the mummy lord begins to sob pitifully, wailing          	 A massive gong hangs from rotted ropes twenty
over the death of his beloved Zaheida. If the char-          feet into the hallway. The gong is engraved with a
acters manage to animate Zeheida as a mummy (or              picture of dung beetles rolling balls of dung. Tiny
equivalent), the reunited lovers spend a moment              suns sparkle within the center of each dung ball. If
looking at one another with shocked disbelief before         the gong is hit with a blunt instrument, it sends a
(awkwardly) running to one another for an embrace.           reverberating boom throughout the tomb, clearing all
They engage in a long (potentially gruesome) kiss as         swarms within twenty feet of it for five rounds. The
they whisper tearful endearments. Both are bathed in         swarms similarly disperse for any unnaturally loud
a glow of radiant energy before turning into a single,       sound, such as a thunderwave spell or if a character
intermixed pile of dust. The characters feel a warm          proficient in a musical instrument succeeds on a DC
glow of benediction in the wake of this reunion. Their       20 Charisma (Performance) check.
actions no longer trigger curses, and they are freed of      	 If the ropes holding it are severed, the gong can be
any curses from which they were previously suffering.        carefully rolled along the hallway with a successful
                                                             20 Strength (Athletics) check. In the event of a failed
                                                             check, the gong falls flat. Once flat, it requires a
                                                             combined Strength of 60 or higher to lift it up again.
                                                             G9. Scarab Nests
                                                             These two warrens are where the scarabs retreat to
                                                             consume whatever food is unlucky enough to wander
                                                             into their lair. If the floors are cleared of swarms,
                                                             then the characters can see a pile of bones and
                                                             debris interspersed with wisps of stiff, gangrenous
                                                             bandages. The bones are primarily from rats and
                                                             snakes, although humanoid bones are also evident. A
                                                             search of the bones and debris turns up the following:
                                                             	 Area G9a. The surprisingly intact corpse of a
                                                             human female wearing a nonmagical heart-shaped
                                                             locket and clutching an ivory-handled hand mirror
                                                             (worth 100 gp). The corpse belongs to Zaheida (see
                                                             area G7 for details). Zeheida’s corpse is too ancient
                                                             to benefit from raise dead or resurrection but can be
                                                             raised as a mummy in area G23. Taking her locket
                                                             and mirror triggers a curse.
                                                             	 Area G9b. Dozens of dung balls, some as large as
                                                             a small boulder. Any character enterprising enough
                                                             to dissect the dung balls finds a stone within their
                                                             center. Mostly these are ordinary stones but seven
                                                             shards of malachite (20 gp each) and a brilliant fist-
                                                             sized blood diamond (3,000 gp) can also be found
                                           Chapter 7 Plow the Cursed Sands                                             73
     within the dung. Taking the diamond triggers a curse       G11. Lesser Iounic Node
     (roll on the Deadly Curses table in the sidebar earlier
                                                                Beetles can be seen scuttling about this chamber,
     in this chapter).
                                                                although nowhere near as many as before. A large
     G10. Trophy Room                                           node of otherworldly crystal takes up the majority
     The everpresent scarabs are conspicuously absent           of this small cavern. The crystal shines and scintil-
     in this room, as it is warded by enchantments that         lates under even the slightest bit of light, sparkling
     repel vermin. There are nine trophy cases arranged         like a fossilized rainbow. This node is made from a
     throughout the room. A bronze plaque above the             rare crystal that can be used to create ioun stones.
     cases reads:                                               If a character has a set of mining tools and makes a
                                                                successful DC 20 Intelligence (Arcana) check they
                                                                manage to safely extract a single ioun stone (Roll
             PLUNDERED TREASURES OF THE
             GREAT UNDERGROUND EMPIRE                           upon the Ioun Stone table to determine the type).
                                                                The relatively immature nature of this node allows
     	 Three of these cases have been reduced to heaps          for only one such mining attempt. Such an attempt
     of charred kindling, as if blasted by some kind of         triggers a curse.
     fireball. The doors to another two cases hang open.
                                                                  Ioun Stone
     There is nothing to be found within these open cases.
     The four remaining cases, however, contain consider-           d100     Ioun Stone
     able treasure. These treasures include:                        1-15     Awareness
     	 Case 1. A jewel-encrusted egg (500 gp), a clock-             16-30    Protection
     work canary (250 gp), a painting of unparalleled               31-45    Reserve
     beauty (1000 gp), a brass bauble (10 gp), a pot filled
                                                                    46-60    Sustenance
     with gold (300 gp), a platinum bar (200 gp), and an
     ivory torch (50 gp).                                           61-65    Absorption
     	 Case 2. This case is unlocked and untrapped.                 66-70    Agility
     Within can be found a fairy-sized gold coffin (500 gp),        71-75    Fortitude
     the jeweled scepter of Ankhtepot (1000 gp), and a              76-80    Insight
     trunk of jewels (2000 gp). Any character that makes a
                                                                    81-85    Intellect
     successful DC 20 Wisdom (Perception) check notices
     the imprint of a three-pronged spear in the dust on           86-90     Leadership
     one of the shelves. If the crystal trident from area           91-95    Strength
     G14 is placed within the case, then each character             96-97    Greater Absorption
     removes 2 randomly determined curses. If the trident
                                                                   98-99     Mastery
     is removed after it is returned, then the characters
     regain these curses (no saving throw), and trigger a            100     Regeneration
     third curse.
                                                                G12. Iounic Conclave
     	 Case 3. A jade figurine (100 gp), a sapphire
     bracelet (500 gp), a huge diamond (1000 gp), a bag         A large node of iounic stone (see area G11 for
     of unusual mithril coins (750 gp), and a crystal skull     details) fills up the center of this chamber. The node
     (250 gp).                                                  is surrounded by six crystalline boulders that appear
                                                                to be made from the same multi-colored crystal as
     	 Case 4. A jeweled scarab (100 gp), a large emerald       the node. Hundreds of iridescent-shelled beetles
     (300 gp), and a silver chalice filled with fresh blood     hide within the boulder’s nooks and crannies. These
     (200 gp).                                                  beetles have been irradiated by prolonged exposure
     	 Cases one, three, and four are locked. The locks         to the iounic stone. Each boulder has a dominant
     can be opened with a knock spell. Alternatively,           beetle that can animate the boulder into a special
     they can be picked by a character who makes a              type of crystalline galeb duhr. They have the same
     successful DC 25 Dexterity check with thieves’ tools.      statistics as the galeb duhr with the following
     If a character attempts to force the doors open or         changes:
     fails a check to pick the locks, then the case explodes    J The crystalline galeb duhr has 20 AC.
     dealing 8d6 fire damage to all creatures within five
     feet of it. All treasure within the case is destroyed      J Its slam attack is +12 to hit and does an additional
     once it explodes.                                               2d6 slashing damage.
                                                                J It does not have the Animate Boulders action.
74                                               Chapter 7 Plow the Cursed Sands
J When active the galeb duhrs are animated by                	 Jasmal was once a noted sage and vizier. She
     a small whirling iounic insect that orbits their        voraciously consumed all knowledge and by the age
     heads. A creature can use an action to grasp the        of thirteen had read every book within her kingdom.
     beetle, either by making a successful attack roll       By the age of sixteen she knew more than even her
     against AC 24 or a successful DC 24 Dexterity           wisest elders. She wanted to continue her learning
     (Acrobatics) check. If successful both the orbiting     but had no one to learn from. Frustrated, she turned
     insect and the galeb duhr crumble to dust.              to a cursed relic that was reputed to grant its owner
	 The otherwise inert galeb duhrs animate and attack         three wishes. Jasmal knew that the cursed relic
if the characters disturb them or the node. Any char-        would transform her into some sort of animal (in her
acter with a mining kit can make up to two attempts          case a beetle) but reasoned that she could use one
to harvest an ioun stone from this node. See area            of her wishes to reverse the process. In her greedy
G11 for additional details.                                  haste, however, Jasmal overlooked the fact that the
                                                             bearer could not use the wishes themselves, but only
G12. Beetle University                                       on behalf of someone else. Jasmal has spent years
The scuttling, ever-present beetles are more prev-           searching the tombs of Har’akir for a way to reverse
alent in this damp, fungi-filled cavern. Four scarab         her transformation. Recently she has lost hope and
swarms can be found here, resting within puddles of          glumly resides here, feeling an instinctual comfort
water or eating fungi from the ceiling. The swarms           amongst her lesser kin.
are peaceful unless disturbed. Also living within the        	 Jasmal is desperate for conversation and excited
chamber is a giant rhinoceros beetle (use the statis-        to see the characters. She is initially pleasant, but
tics of a rhinoceros but with an Intelligence of 22          before long her haughty, arrogant nature becomes
(+6)) who goes by the name of Jasmal.                        evident as she attempts to correct and belittle the
                                           Chapter 7 Plow the Cursed Sands                                           75
     characters as her intellectual inferiors. If any char-       into its hollowed interior. Blowing into the holes
     acter attempts to return her banter, she challenges          makes music, similar to playing a flute (or compa-
     them to a philosophical debate. Jasmal has one wish          rable instrument).
     remaining and offers to use it on their behalf if they       	 If a character plays Senmet’s Lament in its entirety
     win the debate. Her wish works similar to the wish           while in this room, using the flute (or similar instru-
     spell except it can only duplicate a spell of 7th level or   ment) a compartment in the bottom portion of the
     lower, create a nonmagical object of up to 10,000 gp         column opens up. Playing this song can be accom-
     in value, and effect only a single target.                   plished by a character who knows the entire tune and
     	 If Jasmal wins the debate, she demands that the            has proficiency in any musical instrument. Within
     characters give her any books, scrolls and food they         the opened column can be found an instrument of
     have in their possession.                                    the bards (cli lyre), and sheet music for an unpub-
     	 The philosophical debate can be over any topic of          lished song written by the master composer Seipora
     the DMs choosing. Possible topics include the nature         Dumein (worth 1,000 to an interested buyer). Taking
     of reality, or who came first, mankind or the gods? To       these items triggers a curse (roll on the Deadly
     see who wins the debate, Jasmal and the character            Curses table in the sidebar earlier in this chapter).
     make opposed Intelligence checks, awarding the               G15. Skittering Throne
     win to Jasmal in the case of a tie. Give the character
                                                                  Scarab beetles swarm throughout this chamber
     advantage or bonuses, as appropriate, in the face of
                                                                  in abundance, to the point that it is almost impos-
     spirited role playing.
                                                                  sible to walk without crunching them underfoot.
     	 If a winning character uses their wish to return           As the characters enter the room, the beetles surge
     Jasmal to her original form, she transforms into a           together into one gigantic swarm that then takes on a
     grateful mage, willing to accompany the characters           vaguely humanoid form. The scarab lord (appendix
     throughout their journeys in Har’akir. Each character                                       HAS
                                                                  B) speaks with a thousand chittering voices, “
     loses 1d4 randomly determined curses.                        THAT VILE SORCERER ANOPET SENT YOU
     G13. Cavern of Sonorous Death                                TO DO HIS DIRTY WORK? IF SO THEN I
                                                                  WILL PICK YOUR BONES CLEAN AND FEED
     Dozens of needle-like stalactites hang from the
     ceiling here. Four chasmes roost amongst them,
                                                                  THEM TO MY CHILDREN.”
     attacking any characters that enter their lair. These
     chasmes are smaller than usual (size Medium) and
     have the following additional action:
     Summon Demon (1/Day). The chasme has a 30
      percent chance of summoning one chasme. A
      summoned chasme appears in an unoccupied
      space within 60 feet of its summoner, acts as an
      ally of its summoner, and can’t summon other
      chasmes.
     	 There are sixty-foot-deep pits in the northwest
     and southwest corner of the room. At the bottom
     of the southwest pit can be found a pile of broken
     bones and a crystal trident (500 gp). If any character
     succumbs to the chasmes’ Drone trait, then one of
     the chasmes attempts to grapple the unconscious
     character and drop them into the nearest pit.
     	 A search of the cavern reveals the skeleton of an elf
     near the northern wall. The skeleton has a broken
     flute and a leather pouch. Inside the pouch is a
     scroll that contains sheet music. The sheet music
     is for a mournful song known as Senmet’s Lament.
     Unfortunately, half of the scroll has rotted away,
     leaving the song incomplete. Near the skeleton is a
                                                                                      Haseid is forever cursed
     slender column of stone that has tiny holes carved                              to this horrible existence
76                                                 Chapter 7 Plow the Cursed Sands
	 The scarab lord goes by the name of Haseid, and
details of his feud with Anopet are provided in area                         Serpent Wing
G7. Haseid is vicious and hungry and inclined to
attack the characters, although he is open to attempts       Within these poisoned caverns, yuan-ti work with
to parlay. If the characters offer to kill Anopet, Haseid    dark patience to summon forth a terrible demon.
promises them “a treasure” as well as the use of             G16. Poisonous Hall
“his pets” upon proof of their success. Haseid is less       This hallway slopes steadily downwards. The walls
forthcoming than Anopet if questioned about the              of the hallway are covered in blasphemous scenes of
details of their feud. The scarab lord did, in fact, kill    strange creatures, half-snake and half-human, canni-
his sister when he learned that she was betrothed to         balizing their human kin. Rivulets of polluted water
Anopet, although he only did so because he mistak-           run through small furrows that have worn their way
enly believed that she was irrevocably bewitched.            into the stone floor. The water smells wretched, like a
	 If the characters convince Haseid that they have           combination of rotted food and decomposing flesh.
killed Anopet (attempts to lie require a successful DC       	 Any character who studies the walls and makes a
18 Charisma (Deception) check), then the scarab lord         successful DC 15 Intelligence (Religion or History)
awards them with a clay tablet and a scarab of animal        check recognizes them as chronicling the rise of
influence (a beetle-shaped medallion that is function-       the yuan-ti. The character also discerns that these
ally equivalent to a ring of animal influence). The clay     carvings are extremely old, likely dating back to the
tablet has the phrase ‘2nd’ followed by the picture of       earliest days of the snake people. Summarize for
a devil. Haseid also orders a scarab swarm to follow         that character the information provided in the yuan-ti
and protect the characters while they are in Har’akir.       entry of the Monster Manual. Regardless of the
	 If the characters kill Haseid, his form dissipates.        check’s outcome, studying the carvings fills a crea-
Within his corpse of splattered bugs can be found the        ture with primal, atavistic horror, forcing it to make
clay tablet and scarab of animal influence described         a DC 10 Wisdom saving throw. On a failed save, it
above.                                                       gains one level of terror.
                                           Chapter 7 Plow the Cursed Sands                                             77
     G17. Poisonous Hall
     The walls of this room are also covered in carvings.          Frightful Consequences
     Here the carved serpent-people are undulating                 While the yuan-ti ritual is being performed, a character
                                                                   can gain escalating levels of terror. While a character has
     in some kind of perverse worship before a great,              any levels of terror, it must spend 2 feet of movement for
     shadowy serpent. The poisoned water has pooled                every 1 foot it moves, and it takes 1d4 necrotic damage at
     within the room, bubbling now with caustic potency.           the start of each of its turns for every level of terror it has.
     Within the room, inhaling the water’s fumes as if it          If a spell or effect would end the frightened condition, it
     were a drug, is a yuan-ti abomination (marked A               removes one level of terror. Otherwise, all levels of terror
                                                                   fade one hour after last gaining a level of terror.
     on the map), a giant constrictor snake (marked C
     on the map), and three yuan-ti purebloods (marked             By divine decree Tz’graz does not take necrotic damage. It
                                                                   is imperative to the yuan-ti that she lives, as it is her fear
     P on the map). The creatures attack the characters            that is powering their ritual.
     immediately, although the yuan-ti have disadvantage
     on all attack rolls, saving throws and ability checks
                                                                 some of her tribe members, were recently enslaved
     because they are intoxicated.
                                                                 by the yuan-ti. The yuan-ti forced the jackalweres
     	 Anytime a character moves into the poisoned water         to lead them to the location of this ancient yuan-ti
     (marked on the map) or starts their turn there, they        temple. The yuan-ti hope to use relics from within the
     take 2d4 poison damage.                                     temple to summon forth a totem creature known as
     	 The abomination has a noticeable lump within its          the Serpent-that-is-Night.
     torso. If the yuan-ti is cut open, the characters find      	 Tz’graz, like all of her kind, is a compulsive liar. In
     a partially digested humanoid that has the face of a        fact, she will deceive people even when it is not in
     jackal. This creature is a recently eaten jackalwere        her best interest to do so. She winces whenever she
     slave that accompanied the yuan-ti on their recent          tells the truth, something that can be discerned with
     pilgrimage to this forgotten temple.                        a successful DC 15 Wisdom (Insight) check. She
     G18. Snake Pit                                              carries with her a small knapsack that contains a
                                                                 stone tablet. The tablet has the phrase ‘3rd’ followed
     The floor of this room is filled with a seemingly
                                                                 by the picture of a bird. Tz’graz suspects that there
     bottomless mass of writhing snakes. Their hisses
                                                                 are similar tablets and that they can be used to open
     fill the entirety of the chamber like a sibilant cold-
                                                                 the chest in area G1. Because of this, if freed, she
     blooded chorus. A wooden pole rises from the middle
                                                                 attempts to travel with the characters so that she
     of the room, and lashed to it, just above the snakes,
                                                                 might learn if they have any of the tablets. If she
     is a humanoid jackal. Dozens of snakes crawl up and
                                                                 discovers the information on all four tablets she
     down the creature’s straining body. The southern wall
                                                                 attempts to separate herself from the characters and
     of the room has collapsed, and high atop the rubble
                                                                 open the chest on her own.
     can be seen a cave entrance.
                                                                 	 A loud, rhythmic booming sound, like ceremonial
     	 Moving Through the Pit. A creature takes 1d6
                                                                 drums, can be heard to the south whenever Tz’graz
     piercing damage from snake bites whenever it moves
                                                                 is released. The jackalwere’s eyes widen in panic
     into a 5-foot space in this room or starts its turn in
                                                                 as she exclaims, “You are late! Too late! It comes!
     one. Yuan-ti are immune to this damage. If it takes 4
                                                                 The Serpent-that-is-Night comes! Doom take us all!”
     or more piercing damage from a single roll, a crea-
                                                                 Tz’graz is afflicted by the frightened condition, and
     ture must also make a DC 10 Constitution saving
                                                                 this cannot be removed from her until the end of the
     throw, taking 14 (4d6) poison damage on a failed
                                                                 ritual. In fact, it is her fear that fuels the ritual, a fact
     save, or half as much damage on a successful one.
                                                                 that can be discerned by a successful DC 20 Wisdom
     The snakes are effectively infinite, replenished as
                                                                 (Insight) check. So long as Tz’graz, or any other crea-
     needed by the dark powers of Ravenloft. If a space
                                                                 ture within a mile, has the frightened condition the
     takes any cold damage or is exposed to ever-ice
                                                                 ritual can proceed. From this point on the characters
     (see area G22), then it goes into a lethargic torpor,
                                                                 have 20 rounds to stop the ritual, or else the yuan-ti
     allowing characters to pass through it safely for 1
                                                                 successfully summon the Serpent-that-is-Night
     minute.
                                                                 (appendix B) which then begins to hunt the charac-
     	 What Lies Bound. The restrained creature is               ters for sustenance. For more details on the ritual see
     Tz’graz, a jackalwere prisoner of the yuan-ti. She          area G19.
     is tied up with ropes that can be removed by taking
                                                                 	 The southern half of this room appears to be caved
     an action to do so. Tz’graz is part of a large tribe
                                                                 in. The rubble can be scaled with a successful DC 10
     of itinerant jackalweres that live within the Great
                                                                 Strength (Athletics) check, which leads the charac-
     Underground Desert (area G29). She, as well as
                                                                 ters to a cramped, excavated cavern (area G19).
78                                                Chapter 7 Plow the Cursed Sands
G19. Excavated Ruins                                         G19d. Totems of Terror
Here the remains of a former yuan-ti temple have             When the characters descend into this cavern,
been excavated, mostly by jackalwere slaves that have        they are bombarded by a palpable wave of dread,
since been consumed, in search of a powerful relic           knowing with irrefutable certainty that whatever is
capable of summoning the Serpent-that-is-Night,              coming spells their doom. This terror comes from
a mythic totem creature. In general the tunnels are          two serpentine idols that are functionally equivalent
cramped, with crumbling ceilings that droop as low           to those from area G19c except that the save DC is
as five feet. The tunnel slopes downwards to the             15. This cavern is guarded by a yuan-ti nightmare
east and west. Periodically there are 20 foot drops          speaker (appendix B; marked S on the map) that is
that require a successful DC 10 Strength (Athletics)         protected by a yuan-ti abomination (marked A on
check to navigate without falling. The entire area           the map). The abomination is currently in its snake
is shrouded in a preternatural gloom. Visibility is          form and spends its first action, horrifically molting
reduced to 20 feet, beyond which is 3rd-level magical        its skin to transform into its yuan-ti form, after which
darkness.                                                    it casts its fear spell on the characters.
G19a. Overlook                                               G19e. Totems of Despair
When the characters climb into this cavern, they are         When the characters descend into this final cavern,
bombarded by a palpable wave of dread, knowing               they are bombarded by a palpable wave of dread,
with irrefutable certainty that whatever is coming           knowing with irrefutable certainty that whatever is
spells their doom. Each character must make a                coming spells their doom. This terror comes from
successful DC 10 Wisdom saving throw or gain one             two serpentine idols that are functionally equivalent
level of terror. Fourteen yuan-ti pureblood (marked          to those from area G19c except that the save DC is
P on the map) guard this cavern, overseen by a bone          17. A tomb ophidian (appendix B; marked O on the
naga (Cleric version; marked N on the map).                  map) stands over the recent sacrifices of a dozen
                                                             jackalweres. Next to the ophidian is a medusa,
G19b. New Excavation
                                                             (marked R on the map) beating a set of primitively
This area appears recently unearthed. There
                                                             constructed drums, her serpentine hair waving
are partial slabs of broken walls, cracked urns,
                                                             hypnotically to and fro.
and other excavated relics. Amidst them can be
found a mining kit, a music box, and an articu-              	 The medusa is currently concentrating on the
lated snake made from polished stones             of         ritual. Breaking her concentration disrupts the ritual.
obsidian (worth 200 gp). Taking any of these                 If she manages to perform the ritual to its comple-
items triggers a curse (roll on the table in the                                       tion, tiny wisps of dark-
Deadly Curses sidebar earlier in this chapter).                                        ness and shadow begin
When the music box is opened it plays a full                                           to squirm together into a
rendition of Senmet’s Lament. After hearing                                             writhing, serpentine mass.
the music, any character who is proficient in a                                           The Serpent-that-is-
musical instrument can play this song without                                              Night (appendix B) is
making any checks. If that character has seen the                                              born. Its first task
sheet music from area G14 they recognize that the                                                is to hunt and kill
songs are the same.                                                                              the characters.
G19c. Totems of Fear
When the characters descend into this cavern, they
are bombarded with by a palpable wave of dread
(similar to what they felt in area G19a), knowing with
irrefutable certainty that whatever is coming spells
their doom. The same feeling that was first felt in
area G19a. This terror emanates from two primitive
serpentine idols, carved from a strange, green wood.                                    The Tomb Ophidian is a
These idols have AC 15, 10 hit points, and immu-                                      serpentine undead horror
nity to poison and psychic damage. A creature that
starts its turn within 30 feet of an idol must make a
successful DC 13 Wisdom saving throw or gain one
level of terror. This platform is guarded by six yuan-ti
malisons (Type I; marked M on the map) that fight to
the death.
                                           Chapter 7 Plow the Cursed Sands                                              79
                    Temple Wing                                (Athletics) check. The statues are stone golems. If
                                                               a character knocks on one of the double doors, then
                                                               the nearest golem moves to open it. Otherwise the
     Beyond the crumbling halls of this sacred temple can      golems are inert, acting only to defend themselves
     be found the Great Underground Desert where a vile        from attack. Any character who makes a successful
     necrosphinx guards the scalp of Vecna.                    DC 18 Intelligence (Religion) check recalls that it is
     G20. Reception Area for                                   customary in some temples to knock on doors before
     the Heavenly Hosts                                        presenting oneself to the gods.
     This opulent chamber has the grandiose design of a        G21. Halls of Harpocrates
     temple. Marble benches large enough to accommo-           The double doors to area G16 swing shut silently if
     date a giant line the walls. Golden torches lit with      not held open. The characters can knock from this
     radiant flame are set within tiled columns. Three         side to have one of the golems open the door. This
     large statues of armored titans are arrayed against       otherwise featureless hallway has three bronze
     the northern wall. Huge double doors of solid plat-       doors and three human-sized statues. The two
     inum lead to the east and west. Engraved upon the         statues along the southern wall are of robed humans
     doors are the words, “Ask to enter, and you shall be      covering their ears. The statue along the northern
     received”.                                                wall is of a robed human with their index finger held
     	 There are twelve torches in total, and they are         before their pursed lips.
     enchanted with the continual flame spell. Each            	 If any sound is made within 15 feet of a statue, a
     torch is worth 100 gp, although removing one              plague of locusts spews forth in a 15 foot radius from
     from a pillar triggers a curse (roll on the Deadly        the statues’ mouths. Any creature standing within
     Curses table in the sidebar earlier in this chapter).     the locusts must make a DC 15 Constitution saving
     The doors are not locked, but ponderously heavy.          throw, taking 4d10 slashing damage and 4d10 poison
     Opening them requires a successful DC 26 Strength
80                                              Chapter 7 Plow the Cursed Sands
damage on a failed save, or half as much damage              gp each). The locked cabinet can be forced open
on a successful one. One round later the plague of           with a successful DC 20 Strength (Athletics) check.
locusts retreats into the statues’ interior.                 Alternatively, the lock can be picked by any character
	 Assuming that they are trying to be quiet, a char-         proficient in thieves’ tools who makes a successful
acter must make a DC 10 Dexterity (Stealth) check            DC 20 Dexterity check. Taking the adamantine ingots
everytime they take an action, including move                triggers a curse (roll on the Deadly Curses table in
actions, near one of the statues. Upon failure, they         the sidebar earlier in this chapter).
make enough inadvertent noise to trigger the trap.           	 Early residents of this temple routinely injected the
                                                             fountain waters from area G21 into rats to discern
G22. Font of Wondrous Draughts                               their ever-changing properties. A family of giant lab
This alchemical laboratory is dusty but otherwise            rats still lives within the workshop. The entrance
well preserved. Tables hold beakers and alembics             to their warren is hidden underneath a table and
filled with the coagulated remnants of abandoned             can be discerned with a successful DC 15 Wisdom
experiments. Shelves hold treatises on potion                (Perception) check. The rats can be coaxed forth
brewing and alchemical reactions. A brazier of               from their warren by a successful DC 15 Wisdom
ever-burning coal is in the center of the room, near         (Animal Handling) check or comparable magic. If
a handful of other bizarre contraptions related to           a rat is injected with a potion or magical liquid that
brewsmithing such as a transmutation kiln.                   has a positive effect, the rat appears invigorated. If
	 There are ten sets of alchemist’s supplies, four           a rat is injected with a potion or magical liquid that
sets of brewer’s supplies, a set of tinker’s tools, and      has a negative effect, the rat atrophies and falls into a
five herbalism kits spread throughout the lab. Using         coma.
these supplies, as well as the treatises and the trans-      	 A magical summoning circle has been burned into
mutation kiln, a character who is proficient in alche-       the corner of the room. This magical circle allows a
mist’s supplies can attempt to brew a potion. A char-        character to treat any spell they know that summons
acter can attempt to brew any potion (subject to the         or creates a creature as if it was a ritual. This prop-
DM’s approval) and doing so takes one hour. There            erty can be discerned by any character that makes a
are enough supplies for five such attempts. Brewing          successful DC 15 Intelligence (Arcana) check.
a potion requires an Intelligence check and the DC
depends on whether the potion is common (DC 10),             G24. The Disobedient Manservant
uncommon (DC 15), rare (DC 20), very rare (DC 25),           This small room has the statue of a human wearing
or legendary (DC 30).                                        servants’ garb standing against the northern wall.
	 If the characters search the room thoroughly, they         The statue can be heard muttering to itself about how
also find a small, palm-sized box of adamantine.             no one appreciates it or its hard work. Another giant-
Opening the box reveals a small chunk of magical ice         sized door of platinum leads to the west. As before
known as ever-ice. Whenever the ice is exposed, the          the door is not locked but requires a successful DC
air within twenty feet of it counts as extreme cold.         26 Strength (Athletics) check to open, due to its
Water freezes, small cold-blooded creatures fall into        sheer size and weight.
a torpor, and any creature exposed to the cold for           	 The statue is actually the petrified form of Ebu, a
more than an hour must make a successful DC 10               real-life servant that over time has learned to talk.
Constitution saving throw or suffer a level of exhaus-       Ebu was a servant of this temple, many centuries ago,
tion. Despite its name, ever-ice is not eternal and          but was stubborn and disobedient, often ignoring
melts after an accumulated five hours of exposure.           the orders of the priests. He was eventually turned
If the person carrying the ice ever takes 20 or more         to stone as punishment for his stubbornness and left
hit points of fire damage, then the ice is destroyed,        as a warning for the other servants. Ebu knows a
regardless of whether or not it is exposed.                  magical phrase that can be used to open any of the
                                                             temple’s giant-sized doors but is reluctant to share
G23. Workshop for the Greater Good                           it with anyone who asks, accusing them of trying
There are five bloodstained tables in the center             to get him to do their work. Ebu can be persuaded
of this alchemical workshop. There are manacles              into revealing the phrase with a successful DC 13
set into the table that seem sized to hold a Small           Charisma (Persuasion) check. The magical phrase is
creature. Next to the manacles are a dozen empty             “Heron.”
syringes and a pile of giant rat bones. A locked cage
                                                             	 If the characters cure Ebu’s petrification, he is
along the northern wall has the skeletons of five giant
                                                             delighted and gives them a happy, ecstatic hug. The
rats. Next to it is a locked cabinet which contains
                                                             manservant dutifully trails them throughout the
ten one-pound ingots of adamantine (worth 100
                                           Chapter 7 Plow the Cursed Sands                                               81
     temple, offering to assist with the most minor of tasks      G26. Sacred Shrine of
     and providing information regarding each room.               the Flame that Flies
     Ebu refuses to leave the temple, however, fearful that
     doing so will anger the gods.                                This room is painted in vibrant reds and oranges
                                                                  that twist and twine like wisps of dancing fire. Raised
     G25. Chamber of Sacred Fountains                             steps lead to a gargantuan brazier filled with roaring,
     There are five grandiose fountains in the southern           crackling flames. There are four small platforms
     half of this room. Two of the fountains have clear light     of raised marble in the room. Tribute has been laid
     blue water, whereas two of them spout opaque violet          upon each of these platforms. The tribute includes:
     liquid. A fifth fountain, situated between the other         	 First Platform. A helm of brilliance.
     four, spews forth liquid flame. The walls of the room        	 Second Platform. A staff of fire.
     are covered with intricate carvings that sparkle with
     gold and platinum accents. A massive rug of exquisite        	 Third Platform. A sunblade.
     artsmanship covers the northern half of the room.            	 Fourth Platform. An eversmoking bottle, a lantern
     	 These sacred fountains bubble with magical liquid.         of revealing, and 1000 gp.
     The properties of each fountain changes periodi-             Fiery Wrath of the Phoenix
     cally. Drinking the liquid from a fountain currently         If any item is taken from a platform, the characters
     produces the following effect:                               must make a successful DC 18 Wisdom saving throw
     	 First Blue Fountain. The character must make a             or be cursed to fail their next three death saving
     successful DC 18 Constitution saving throw or have           throws. Immediately thereafter, all items from the
     their hit points reduced to zero and all of their spell      remaining platforms are consumed by fire. Walls of
     slots expended.                                              fire, as per the wall of fire spell, rise to block the exits
     	 Second Blue fountain. The character gains the              from the room. A gargantuan bird with burning red
     benefit of a long rest. If the character is at full hit      plumage rises from the room’s brazier. Firaz Azar, the
     points, then they also gain 3d6 temporary hit points.        Flame that Flies, roars in outrage, “PUNY THIEVES,
                                                                  VERMINOUS BEGGARS, YOUR FLESH WILL
     	 First Violet Fountain. The character triggers 1d4          MELT FOR THIS SACRILEGE” before attacking.
     curses (See area G1).
                                                                  	 Firaz Azar has the statistics of a roc with the
     	 Second Violet Fountain. The character gains the            following changes:
     benefit of the bless spell until they next finish a short
     or long rest.                                                J It is immune to fire damage.
     	 Fountain of Flame. Any creature that enters or             J It has the following additional trait:
     ends its turn in the fountain of flames takes 2d6 fire         Heated Body. A creature that touches Firaz Azar or hits
     damage. The fountain has no other mystical prop-               it with a melee attack while within 5 feet of it takes 9
     erties. It was erected as a tribute to Firaz Azar, the         (2d8) fire damage.
     Flame that Flies (see area G26) as well as to provide
     elemental balance within the temple.                         J It has the following additional action:
     	 Other than divination magic or experimentation               Sirocco. Firaz Azar beats its wings to create a seething
     (see area G20) there is no way to determine the                hot wind in a 60-foot cone. Each creature in that area
                                                                    must make a DC 21 Dexterity saving throw, taking 63
     properties of a particular fountain, short of drinking         (18d6) fire damage on a failed save, or half as much
     its waters. If a creature drinking the waters receives a       damage on a successful one.
     beneficial effect, they can’t do so again for a tenday.
     	 The rug is beautifully made, meticulously woven by         Unquenchable Charity of the Phoenix
     seven generations of master artisans. It is an unmis-        If a character examines the brazier, they find the
     takable work of art worth 5,000 gp. However, it is ten       following inscription:
     feet by fifteen feet and weighs three hundred pounds,             GAZE IN AWE UPON THE RELICS AND
     making it extremely difficult to transport. Taking it          WEALTH OF FIRAZ AZAR, THE FLAME THAT
     triggers a curse (roll on the Deadly Curses table in            FLIES. PLACE YOUR TRIBUTE WITHIN THE
                                                                   FLAMES, IF YOU WOULD SEEK HER BLESSING.
     the sidebar earlier in this chapter). The carvings
     depict the citizens of Har’akir worshiping various,          	 Any tribute placed within the brazier is instantly
     animal-headed gods. The gold and platinum accents            incinerated. If the tribute is meaningless or holds
     are worth 200 gp if removed from the wall, although          no value, then the flames explode in a great confla-
     doing so triggers a curse.                                   gration, inflicting 8d8 fire damage to all characters
                                                                  standing within twenty feet of the brazier. If the
82                                                 Chapter 7 Plow the Cursed Sands
                                                                              Firaz Azar is a proud
                                                                              and ancient phoenix,
                                                                           immovable in its convictions
                                                           this the character must make a successful DC 18
tribute has great religious or sentimental value, or       Intelligence (Religion) check as well as a successful
a monetary value of more than 1,000 gp, then Firaz         DC 18 Wisdom (Medicine) check. There are enough
Azar is pleased. Assuming that she has not been            supplies in the chamber for two such attempts. Any
slain, each character loses 1d4 randomly determined        successfully created mummy follows the commands
curses. They also receive the Blessing of the Phoenix.     of its creator and lasts for 1d4 days before eventually
Blessing of the Phoenix. If you fail a death saving        decomposing into uselessness.
  throw, you can choose to succeed instead (no
  action required). When you do so you are briefly         G28. Barge
  surrounded by benign flames. Once used, this             This large room is well constructed and architec-
  blessing fades.                                          turally grand, with a vaulted ceiling and decorative
                                                           arches, although the interior walls of the chamber
G27. Preparations for a                                    seem more plain in construction. Any character that
Rich and Bountiful Afterlife                               examines the interior walls notice that the mortared,
This is a mummy preparation chamber. There is a            marble blocks look newer than those elsewhere, as if
cabinet filled with surgical hooks, bandages, canopic      the walls were added somewhat recently. Any char-
jars, ointments, wines, and spices. There are three        acter with a mining kit can spend an hour to carve
slabs and two workstations. If a character has access      a hole through the interior walls. Alternatively, a five
to the intact corpse of a humanoid, they can attempt       foot square of wall has AC 15, 25 hit points, and
to transform that humanoid into a mummy. To do             immunity to poison and psychic damage.
                                         Chapter 7 Plow the Cursed Sands                                              83
     	 Behind the interior walls is a well preserved funeral           G29. Great Underground Desert
     barge, sitting atop a raised granite platform. The boat
                                                                       The dry heat of the temple is at its most prominent
     is made from sycamore. Its deck is unadorned other
                                                                       within this room. Its walls have collapsed, giving
     than a bronze plaque which reads:
                                                                       access to the Great Underground Desert. The Great
                                                                       Underground Desert is a sea of sand that stretches
          THE TALE OF THE PRIESTESS NEPHRITI                           for hundreds of miles connecting the many tombs
               A CAUTIONARY PARABLE                                    and temples of Har’akir. The desert’s ceiling is thou-
        Once there was a priestess, common in all ways except          sands of feet overhead, far out of sight of the charac-
        for her unsurpassing beauty, gifted unto her by the            ters. There is not a single speck of naturally occur-
        gods she served. As her beauty blossomed, she began            ring light, although a glowing purple obelisk can be
        to increasingly shirk her duties. Instead, she would           seen roughly a mile into the desert.
        spend her days gazing into the temple’s many foun-
        tains so that she might see her reflection. Offended by        After the characters have traveled half a mile, a
        her self-idolatry, the gods turned her into a fish so that     strange wind begins to blow across the dunes. If
        she might spend her years beneath the waves, unable            Tz’graz is with the characters, she crouches in antic-
        to gaze ever again upon her reflection.                        ipation of danger. The sand begins to dance beneath
                                                                       the ever-building wind. Finally the wind turns into
     	 If the characters enter the hull of the barge they              a hurricane, blowing sand everywhere. Growls and
     find that its floor is made entirely from glass. Looking          hoots echo from the sand storm, as more than a
     through the glass the characters see a strange,                   dozen humanoid creatures charge the characters.
     undersea kingdom populated by schools of small,                   	 The assault force is a tribe of twenty jackalweres
     phosphorescent fish. A minute after entering the                  (unaligned with Tz’graz’s tribe). The jackalweres
     hull, a large fish with iridescent scales and unsur-              wear layers of heavy clothing that protect them from
     passing beauty swims up to gaze at the characters.                the sand storm. But any characters who do not wear
     The fish bats her fishy eyelashes as she watches the              similar clothing take 1d8 slashing damage at the start
     characters with undisguised interest. The fish is the             of their turn from the sand storm. The sand storm
     transformed priestess Nephriti. Anytime a character               will last for five rounds and while it persists the area
     looks upon her they must make a successful DC 15                  is heavily obscured. At the end of the second round of
     Wisdom saving throw or spend their turn incapaci-                 combat read or paraphrase the following:
     tated as they gaze lovingly upon Nephriti. The char-
     acter can repeat the saving throw at the end of each                   A vast tentacle thrusts up from the sand, coiling about
     of their turns, ending the effect upon a success.                      one of the jackalweres. There is the sound of bone
     	 No sound can pass through the glass floor. Even if                   pulverizing, as blood spurts everywhere. There is then
     sound could pass through the glass, Nephriti nowa-                     a second tentacle that begins lashing about just inches
                                                                            from where you are standing.
     days has the intellect of a common fish. Because of
     this she can only communicate using magic such as
     the speak with animals spell. If the characters use               	 The tentacles belong to a submerged sand kraken.
     a mirror or reflective surface to show Nephriti her               A sand kraken has the same statistics as a juvenile
     reflection, she gazes at it for a long moment before              kraken (appendix B) with the following changes:
     turning away. She gives the characters a slight, fishy            J It has three-quarters cover.
     smile before then swimming off contentedly. Each
     character can remove 1d4 randomly determined                      J It has a walking speed of 20 ft. and a burrow
     curses.                                                                speed of 50 ft.
     	 The glass floor has AC 5, a damage threshold of 15,             J Whenever a creature begins their turn grappled
     10 hit points, and immunity to poison and psychic                      by a tentacle, they take 2d6 bludgeoning damage
     damage. If broken, the characters can access a water-                  and must make a successful DC 20 Constitution
     filled shaft that descends for five hundred feet. At the               saving throw or have the breath crushed from
     bottom of the shaft is a crude idol of what appears to                 their lungs.
     be a giant-sized version of Nephriti. Scattered about             J The sand kraken does not have the Lightning
     the idol are a pile of pearls worth a total of 2,000 gp                Strike action or Legendary Actions.
     in total. Taking these pearls triggers a curse (roll on
     the table in the Deadly Curses sidebar).
                                                                       J Its Multiattack is replaced by the following:
                                                                            Multiattack. The sand kraken makes three tentacle
                                                                            attacks, each of which it can replace with a use of
                                                                            Submerge.
84                                                      Chapter 7 Plow the Cursed Sands
J The sand kraken has the following action:
   Submerge. One Medium or smaller creature grap-
                                                                            Black Obelisk
   pled by the sand kraken is pulled beneath the sand.
   If the creature has had its breath crushed from its      A fifteen-foot black obelisk of cracked, glowing stone
   lungs, it begins to suffocate. It can survive for a      rises from the sands of the desert. Within the obelisk
   number of rounds equal to its Constitution modifier      can be seen the beginning of a staircase that leads
   (minimum of 1 round) before being reduced to 0 hit       down into the sands of the desert.
   points. Submerged creatures have disadvantage on
   any checks to escape their grappled condition.           G30. Lair of the Necrosphinx
	 The sand kraken initially splits its attacks between      The staircase leads down for hundreds of feet. Any
the characters and the jackalweres, although the            careless footsteps echo ominously as the characters
jackalweres flee as soon as possible. Should the char-      finish their descent. Once they reach the bottom of
acters flee as well, the sand kraken chooses to pursue      the stairs (marked E on the map) read or paraphrase
whichever group is the largest.                             the following:
                                          Chapter 7 Plow the Cursed Sands                                            85
                                                                         successful DC 15 Insight (Wisdom) check (made
        The staircase opens into a small tomb made from                  with disadvantage due to Alhazred’s Inscrutable trait)
        blocks of crumbling obsidian. Mounds of ceramic                  discerns the faintest hint of a smile. Alhazred no
        coins fill the chamber. Amidst the coins can be seen             longer has disadvantage on all attack rolls and saving
        small chests brimming with sparkling gemstones. It
        is unbearably cold within the tomb. It is eerily quiet           throws.
        as well and, for the moment, all you can hear is the             	 The second riddle is, “I am what happens when
        sound of your own breathing and the beating of your              water freezes and becomes solid. I am what icicles
        own heart. Slowly in the dark you make out something.
                                                                         are made from.” If the characters answer with the
        A leering, feral grin. The grin is attached to a bleached
        skull that has strips of dried flesh hanging from it. The        word ice, then the necrosphinx again dourly congrat-
        humanoid skull is attached to the rotting body of a              ulates them. Any character who makes a successful
        lion. Decomposing wings, made from putrid molting                DC 13 Wisdom (Insight) check (made with disad-
        feathers, flap lazily as the skull’s grin widens. “It’s been     vantage due to Alhazred’s Inscrutable trait) notices
        so long since I’ve had the pleasure of company. Would            that the necrosphinx seems invigorated with the
        you like to play a game?”
                                                                         answered question, gaining in substance and form.
                                                                         Alhazred now has full hit points.
     	 The creature is Alhazred, a necrosphinx (appendix                 	 After a brief pause to collect itself Alhazred
     B; marked by an N on the map). The necrosphinx                      pounces, hoping to feed upon the characters. By
     challenges the characters to a riddling contest, prom-              not asking them a third riddle, he reasons that he
     ising the characters that they can each pick a trea-                cannot be bound by their agreement. As he attacks
     sure of their choice and leave safely if they correctly             he roars, “Foolish mortals, what can stand in the
     solve three riddles. What the characters do not know                face of death?” Although this taunt is not intended
     is that it has been centuries since Alhazred has                    as a riddle, if the characters answer it as if it was
     feasted and he is currently a shell of his former self.             with an earnest answer such as history, or love, then
     Currently he has only 150 hit points and disadvan-                  the necrosphinx stops short, bound by its bargain.
     tage on all attack rolls and saving throws. However,                Otherwise, the necrosphinx fights to the death.
     the necrosphinx rejuvenates every time a creature
                                                                         	 There are more than 100,000 ceramic coins
     answers one of his riddles.
                                                                         scattered throughout the tomb. This is a king’s
         	     If the characters agree to the riddle contest,            fortune within the domain of Har’akir, but worth-
             then Alhazred begins with the following riddle,             less elsewhere. There is an additional 30,000 gp in
                “I am hot and red. I can be used to cook                 gemstones, although a curse is triggered for every
                    food but also can burn down a forest.”               10,000 gp worth of gemstones that is plundered.
                         The necrosphinx begrudgingly                                          The scalp of Vecna can be
                             congratulates the characters if                                        found preserved within a
                                they answer with fire. Any                                              ceramic urn. A stone
                                   character who makes a                                                tablet is visible within
                                                                                                         the mounds of coins,
                                                                                                          although its writing
                                                                                                          is face down. If
                                                                                                        turned over the tablet
                                                                                                      has the phrase ‘4th’
                                                                                                 followed by the picture of a
                                                                                               dragon.
                                                                                                    	      Once the scalp has
                                                                                                    been recovered Skeever
                                                                                                    bounces about excitedly,
                                                                                                 encouraging the characters to
                                                                                                leave this “hot, nasty place” and
                                                                                               return to Castle Avernus.
                                                                                        With a soul darker than the shadows
                                                                                             gripping Moil, Alhazred’s
                                                                                          cruelty truly knows no bounds
86                                                        Chapter 7 Plow the Cursed Sands
Chapter 8
A Skeleton in the Closet
After obtaining at least one Vecnan relic, Skeever offers to      few minutes of wandering, the characters notice
take the characters to the domain of Cavitius. Unknown to         two prominent locales: the Temple of Vecna and the
the players, the Darklord Azalin has absorbed Cavitius into
his own domain of Darkon. Through his imp Skeever Azalin
                                                                  Palace of Vecna.
has manipulated the characters into gathering and bringing        	 The Temple of Vecna is located within the inner
him Vecnan relics so that the Darklord might use them to          wall of the skull, between the eyes. Stairs within the
open a portal that leads out of Ravenloft. After dealing with     interior of the skull lead up to the temple, which has
Azalin, one way or another, the characters escape Ravenloft
and return home.
                                                                  been built into the wall of the skull. Like the rest of
                                                                  the city, the vaulted temple is empty of both furnish-
                                                                  ings and creatures. From this vantage point, however,
                                                                  the characters may attempt a DC 15 Intelligence
                                                                  (Arcana) check to discern that the eyes of the skull
                      nce the characters have obtained            are filled with swirling pools of necrotic energy. Any
                    at least one Vecnan body part,                character who comes in contact with this energy is
                    they can decide that it is time               affected by a disintegrate spell.
                    to visit Citadel Cavitius, Vecna’s            	 The Palace of Vecna is described below.
                    former domain. Skeever is happy
to use his mistwalking powers to accommodate this.                	 For more details on Citadel Cavitius, including
As the characters plunge one last time into the mist,             its surrounding domain, see Ulraunt’s Guide to the
read or paraphrase the following:                                 Planes: The Shadowfell.
   You trudge through the mists long enough that all
   sense of time dissolves. Moments, or perhaps years,
   roll away until you finally see the silhouette of a large
   mound in the distance. It grows closer and closer still
   until it appears as an impossibly huge skull, ready
   to eat you whole. The mists thin out, although they
   never quite dissipate until you find yourself staring at
   a giant, bleached skull towering over you like a small
   mountain.
   A winding road leads its way through the skull’s gaping
   maw. . .
	 As the characters get closer to the skull, they may
attempt a DC 12 Wisdom (Perception) check to
discern that the skull is in fact built from billions
of bones, seamlessly fused together. Those bold
enough to enter the maw of the skull find themselves
emerging into a city built within the skull’s interior.
Crystalline, skull-shaped lights cast strange
shadows amidst the swirling ever-present
mists. Everything within the city, including the
roads, seem to also be made from billions of
fused bones.
	 An occasional zombie, dressed in the
fashion of Darkon, can be seen shambling
noiselessly through the streets. At the
DM’s discretion creatures made from dark,
swirling mist known as mist stalkers (use
the statistics for wraiths) might be found within                                         Citadel Cavitius is an eerie
                                                                                         and imposing sight to behold
abandoned buildings. Otherwise, the city appears
eerily abandoned and deathly silent. After just a
                                                Chapter 8 A Skeleton   in the   Closet                                      87
                 Palace of Vecna
     Within the center of the city is a fearsome structure
     that bears a striking resemblance to a hand, with               Dissolution
     five towers jutting from its top like the fingers of an         The Dark Powers are working to dissolve Cavitius. The
     upraised palm. Whereas most of the fortress appears             characters, during their time within the realm, might
     to be built from the same bone as the rest of Cavitius,         find themselves caught up in this process, gaining levels
                                                                     of dissolution. The greater restoration spell can be used
     the central tower is a deep black spire that rises as           to remove one level of dissolution. The levels have the
     high as the eye can see. Dark stone doors lead into             following effects:
     the palace’s interior.                                          1. Color and vibrancy begins to fade from the character.
                                                                        Their thoughts drift and their personality weakens. There
     H1. Throne Room                                                    are no associated mechanical disadvantages.
     Mists continue to swirl within this grand circular              2. All color bleeds from the character and their posses-
     chamber. Dark impenetrable clouds writhe thirty                    sions, and they begin to become insubstantial. All
     feet overhead, obscuring the ceiling from sight. At                weapon attacks inflict half damage. The character’s
     the far end of the room, raised steps lead to a great              movement speed is halved, although they gain a fly
                                                                        speed of 20 ft. (hover).
     throne that juts forward from a carving of a gigantic
                                                                     3. The character now has a misty translucence, making
     spider web. Everything, from the throne to the walls,
                                                                        them difficult to see and giving them advantage on
     is bleached white, as if the coiling mists have leached            Stealth checks. The character cannot inflict damage
     away every last bit of color.                                      with weapon attacks. Their movement is reduced to 0,
     	 Any character who flies into the dark clouds finds               although they retain a fly speed of 20 ft. (hover).
     themselves quickly disoriented. Within minutes they             4. The character dissipates completely, dissolving into a
     emerge back into the throne room.                                  thin mist that disperses throughout Cavitius. They can
                                                                        only regain their form through the use of a wish spell.
     	 The throne is an exact replica of the Spider Throne
     used by Vecna in his mortal days. If a character sits
     within the chair they feel their awareness dispersed
     throughout the palace. They now know the layout of            	 The mist walkers take the form of petitioners and
     the first floor, including the location of the stairwell      beg the characters to stop and listen to their griev-
     in area H5. However, they also feel a cold sense of           ances. Despite these pleas, the mist walkers attack if
     oblivion, knowing instinctively that the mists are            given the opportunity.
     slowly dissolving Cavitius. The character must make           H3. Dining Hall
     a successful DC 18 Charisma saving throw or gain
                                                                   This long dining hall is bereft of not only color but
     one level of dissolution (see sidebar).
                                                                   sound as well. Even more eerie is the complete and
     	 After a character sits on the throne, four vaguely          total absence of the smells one would expect within
     humanoid creatures coalesce within the mist. These            such a cafeteria. Three lecture halls adjoin the dining
     creatures moan plaintively, “you do not belong here”          hall. Each of these lecture halls has a podium and
     before attacking. These creatures are mist walkers            benches, but little else. If a character spends a round
     (appendix B). Anytime a mist walker from the Palace           searching one of these rooms, there is a 50 percent
     of Vecna hits a creature with its Life Drain attack,          chance that they find a magic item (Roll on Magic
     the target must make a successful DC 14 Charisma              Item Table G in chapter 7 of the Dungeon Master’s
     saving throw or gain one level of dissolution (see the        Guide).
     Dissolution sidebar).
                                                                   	 As soon as the characters enter the dining hall, 1d4
     H2. Throne Room                                               mist walkers spawn within each lecture hall and
     Three rooms line this entry hall. The rooms are               begin to immediately pursue the characters. These
     scoured clean, filled with sterile white mist that coils      mist walkers look like robed humanoids. In a slow,
     about benches, tables, and chairs. In the past these          haunting voice, they demand that the characters
     rooms were used by the citizens of the domain to              submit and sacrifice themselves to Vecna.
     make petitions. Once the characters are halfway               	 While in the dining hall, on initiative count 20,
     through the entry hall, each room spawns 1d4 mist             tentacles of mist rise from the floor and attempt to
     walkers (appendix B) that pursue the characters. At           grab the characters. Each character must succeed on
     this point it is suggested that characters roll initiative    a DC 14 Dexterity saving throw or take 3d6 blud-
     and that this initiative order remain in use until the        geoning damage and be restrained until the end of
     characters exit the first floor.                              their next turn.
88                                                 Chapter 8 A Skeleton   in the   Closet
H4. Inner Hall                                             with hooks and depressions where bodies and skulls
                                                           are mounted. Any character who fought the war
This inner hallway is flanked by three barracks.
                                                           machine in Tovag notes obvious similarities.
These barracks are filled with empty, sheetless beds
and wooden chests. If a character spends a round           	 A staircase leads up to the citadel’s second level.
searching a room, they find a chest with 1,000 gp and      	 The mist is at its thickest in this room, as if trying
a +2 mace, although all subsequent rooms are empty.        to prevent the characters’ escape. Within the mist
	 As soon as the characters enter the inner hall, 1d6      lurks twelve mist walkers, all of which attack the
mist walkers spawn within each barracks and begin          characters. A character can seek refuge within one of
to march towards the characters in tight, military         the war machines, although it takes 10 feet of move-
formation. These mist walkers look like armored            ment to do so. The unfinished war machines lack
guards, and they yell ominously at the characters,         locomotion; however, inside of them can be found a
threatening to execute them for their trespasses.          lever. A character can pull the lever as a free action.
                                                           If they do so, the skulls and bodies surrounding the
	 While in the inner hall, on initiative count 20, the
                                                           machine emit a terrible shriek, heard more with the
hungry mists turn unnaturally cold, draining life from
                                                           soul than the ears. All creatures within fifty feet of
the characters. Each character must make a DC 14
                                                           the war machine must make a DC 15 Constitution
Constitution saving throw. The character takes 6d6
                                                           saving throw. On a failure, a creature drops to 0 hit
cold damage on a failed save, or half as much on a
                                                           points (or dissipates into mist, in the case of the mist
successful one.
                                                           walkers). On a success, a creature takes 6d6 psychic
H5. Infernal Garage                                        damage. Each wagon can use this effect once.
This huge workshop was where Vecnan engineers              	 The fog within this room is tinged red, as if
once worked on the construction of fearsome war            angry. Characters feel a slight burn as they move
machines. These machines, powered by tortured              through the mists’ wet, caustic caress. On initiative
bodies and captured souls, were then used in Vecna’s       count 1, each character must make a successful
war with the forces of Tovag. Five such war machines       DC 10 Charisma saving throw or gain one level of
are currently lined up within the garage. They are         dissolution.
juggernauts shaped from slabs of stone, and covered
                                         Chapter 8 A Skeleton   in the   Closet                                       89
     	 The mist walkers do not pursue the characters up
     the staircase. Azalin has mystically warded the upper               You pass through an archway carved to resemble a
     levels of the fortress, making it safe for the characters           pair of striking serpents. Beyond the archway is a large
                                                                         room filled with a swirling vortex of magical energy, a
     should they make it this far.                                       brilliant and nightmarish sea of color and lightning. As
     H6. Upper Stories                                                   your eyes adjust to its intensity, you hear a low gravelly
                                                                         voice from behind you.
     The echoing upper halls of the palace are filled with               “Do not let the colors fool you. The portal is sealed
     the same mist that pervades throughout Cavitius.                    shut. For now.”
     Room after room is utterly empty until the characters               Turning around you see a lone, robed figure silhou-
     reach the top of the Black Tower (For more details on               etted in the hallway behind you. Skeever shrieks
     the upper levels of the palace see Die Vecna Die!) At               aloud, “Master! Master!”, flying on batlike wings to
     the top of the Black Tower can be found two rooms                   the silhouette. The silhouette speaks again, “Yes, my
     containing murals that provide additional details to                impish familiar. You have done well, bringing these
                                                                         guests to our doorstep.” Skever smiles with true joy in
     Vecna’s back story (appendix A). Also atop the Black                response.
     Tower can be found Vecna’s abandoned throne room.
                                                                         The figure floats forward with an otherworldly determi-
     Once the characters enter the throne room, read, or                 nation, as if nothing could hold it back, filling you with
     paraphrase the following:                                           an eerie sensation. The figure’s red robes are obviously
                                                                         crafted from the finest fabrics, but what is certain to be
                                                                         centuries has long since turned them into a torn and
                                                                         tattered shadow of their former selves, now unfit to
                                                                         provide any sort of protection against temperature or
                                                                         weather. A withered torso is visible beneath the robes
                                                                         and a gaunt arm clutches a scepter, while a jeweled
                                                                         crown rests atop the figure’s head.
                                                                  	 The sinister figure is Azalin Rex (appendix B). He
                                                                  is currently protected by a globe of invulnerability. If
                                                                  attacked, he defends himself with his Negate Spell
                                                                  and Petrified Retribution reactions but does not
                                                                  attack in return. Instead, he attempts to parlay with
                                                                  the characters, introducing himself while assuring
                                                                  them that they are united against a common enemy.
                                                                  Azalin is always thoughtful and slow to talk. He is a
                                                                  strategic genius who has likely been observing the
                                                                  characters for days. He acts and speaks accordingly.
                                                                  	 Skeever sits near Azalin looking at the characters,
                                                                  nodding as his master speaks. If the characters ask
                                                                  Skeever, he explains Azalin to be the wisest in all
                                                     Azalin Rex, Wizard-King
                                                     and Darklord of Darkon
90                                                Chapter 8 A Skeleton   in the   Closet
existence and that the characters would do well to                magic, including this ritual. As such, he must rely on
hear him out. If pressed, he will also divulge that even          the characters to perform the ceremony. He prefers
with how powerful they are, the characters can’t with-            not to discuss his own ulterior motive, which is to use
stand Azalin’s wrath; they should instead consider                the activated portal to escape Ravenloft. However,
themselves fortunate his master has use of them.                  if pressed, he reveals this information honestly. He
	 Azalin is willing to share the following information            suggests that the characters have little choice in the
regarding Vecna:                                                  matter, since he possesses the only copy of the ritual
                                                                  needed to activate the portal. If any characters were
                                                                  dissolved into mist, then Azalin offers to use a wish
   “Long ago the so-called lich lord was betrayed by his
   closest lieutenant, Kas the Destroyer. Once imprisoned         spell to bring them back as added leverage.
                                                                                         Cut and Run
   within Ravenloft Vecna thought that his curse was to
   wage an eternal war against Kas, but I conjecture that
   he was wrong. He is arrogant, but rightly so. In terms
   of power and intellect, he has no equal. But predict-
   ably, the one-eyed fool has a blind spot. I believe that,      If a character willingly completes the grueling, hour-
   despite escaping Ravenloft, he still bears his curse,          long ceremony, then they are immediately afflicted
   and that curse is to always be betrayed by those that          by two levels of exhaustion. Read or paraphrase the
   are closest to him.”                                           following:
	 At this point Azalin gives the characters an aged
scroll (see the handout in appendix C), encouraging                      With the completion of the ritual, a portal opens within
them to read it at a later time. The scroll is in fact                   the swirling maelstrom of energy. The portal takes the
                                                                         shape of a glowing eye. Azalin’s face, illuminated by
a page magically removed from the first tome of
                                                                         the wild kaleidoscope of color, beams in triumph. “At
the stilled tongue, which Vecna kept as a personal                       last! At last, I am free of this dismal prison.” At these
journal for a time.                                                      words, the lich begins to step towards the portal.
	 Azalin is also willing to divulge the following
information:                                                      	 If the characters do not stop Azalin, he steps
J Cavitius has gone dormant since Vecna’s escape,                 through the portal. It is left to the DM’s discretion
   slowly deteriorating over time. Through powerful               whether the lich escapes to plague Toril, or whether
   magic Azalin has been able to absorb Cavitius                  his efforts are thwarted by the Dark Powers. The
   into Darkon. Azalin does not know it, but as a                 characters can attempt to persuade Azalin to stay
   byproduct of this absorption, Darkon is dete-                  behind, reminding him of his duty as ruler of Darkon
   riorating as well. Azalin is visibly shocked and               and pointing out how his actions have brought about
   dismayed if this is brought to his attention.                  the domain’s destruction. Such attempts require a
                                                                  successful DC 25 Charisma (Persuasion) check. If
J The vortex of energy is a permanent tear in the
                                                                  this fails, then the characters will have to physically
   fabric of Ravenloft, created when Vecna made
                                                                  stop him, and combat ensues. Azalin attempts to
   his escape years ago. It can serve as a portal to
                                                                  put on a convincing show but allows the characters
   whatever world Vecna currently resides upon, in
                                                                  to destroy him. He is uncertain of whether killing
   this case Toril.
                                                                  the characters will close the portal and prefers not
J The portal is currently sealed shut. However,                   to take his chances. Assuming the characters are
   Azalin knows of a ritual that can open the portal.             carrying his phylactery (see area E6), he hopes that
   Completion of the ritual requires a Vecnan body                he might be unknowingly carried through the portal
   part.                                                          after his apparent defeat.
J Azalin has a written copy of the ritual that he                 	 One way or another, after stepping through the
     willingly provides the characters, encouraging               portal, the characters are transported back to Toril.
     them to perform it. If any of the characters are             The portal attempts to transport the characters
     spellcasters, they recognize that the ritual is a            directly to Vecna’s seat of power in Waterdeep.
     complex spell that will push them to the limits of           However, Vecna has warded Waterdeep against such
     their mastery. In the absence of any spellcasters,           magics and so the characters emerge a hundred
     the ritual is simply a set of instructions that can          miles north of Waterdeep, along the edge of the High
     be precisely followed by any character.                      Road. Escaping Cavitius, the characters lose all levels
	 If the characters ask why Azalin is unwilling to                of dissolution.
complete the ritual himself, he willingly reveals that            	 From here it is an uneventful three-day journey
his curse prevents him from learning or casting new               north along the High Road to return to Thornhold.
                                                Chapter 8 A Skeleton   in the   Closet                                               91
     Chapter 9
     No Longer Eye to Eye
     The characters find a trap waiting for them when they return
     to Thornhold. Their former employer, Xanathar, has been
     transformed into a death tyrant loyal to Vecna. After de-
     feating Xanathar, the characters find the beholder’s notes.
     These notes detail Xanathar’s plans to recruit allies and de-
     feat Vecna.
                            ecna was not idle while the char-
                          acters ventured throughout
                          Ravenloft. Given time, the Lord of
                          Secrets was able to ascertain that                                       Sylgar
                          Xanathar has been the source of
     recent turmoil. After doing so, he dispatched a group
     of liches to eradicate the eye tyrant. As a warning to
     others who might consider resisting Vecna’s reign,
     the liches razed Thornhold, capturing Xanathar in                   J It is Undead.
     the process. The liches then performed hideous
     rituals upon the beholder, turning them into a death
                                                                         J It is immune to poison damage and the poisoned
                                                                              condition.
     tyrant loyal to Vecna.
     	 When the characters return to Thornhold read or                   J It can’t cast spells.
     paraphrase the following:                                           J It has the following additional trait:
        The last few miles of your journey have been miser-                   Undead Fortitude. If damage reduces the zombie
        able. Brackish mud pulls at your every footstep.                      drider to 0 hit points, it must make a Constitution
        Buzzing swarms of insects hound you relentlessly and                  saving throw with a DC of 5 + the damage taken,
        damp, drizzly mist has soaked you to the bone. It is                  unless the damage is radiant or from a critical hit.
        because of this mist that you didn’t notice, until just               On a success, the zombie drider drops to 1 hit point
        now, that the crumbling fortress of Thornhold has                     instead.
        fallen into a sprawling pile of slime-caked rubble.
                                                                         	 During combat Xanathar repeatedly praises Vecna,
                                                                         condemning those foolish enough to resist the arch-
     	 Allow the characters a minute or two before                       lich’s dominion.
     reading or paraphrasing:
                                                                         	 Should the characters defeat Xanathar, they soon
                                                                         notice a bit of furtive movement amidst the wreckage
        You see a silhouette drifting towards you through the            of Thornhold. Ott Steeltoes (CE male dwarf cultist)
        mist. A large floating orb, with waving eyestalks, it is         emerges from the rubble. Ott tended to Sylgar,
        unmistakably Xanathar. Except. . . something about
        it seems off. The floating body scrapes carelessly
                                                                         Xanathar’s beloved pet goldfish. The dwarf proved
        against the ground, and the eyestalks hang like limp,            inconsequential enough to escape the notice of
        dead weeds. The dead voice that issues forth from the            Vecna’s liches. He has been hiding ever since, scared
        eye tyrant lacks any semblance of humor or life and              to move lest he arouse the ire of his former master.
        is, instead, moaning and monotonous, “There is no                Through it all Ott managed to keep Sylgar alive.
        hope. . . There is no resistance. . . There is only Vecna.”      He also managed to salvage a ledger containing
                                                                         Xanathar’s notes. At this point Ott hopes to travel
     	 If you have access to Rise Of Vecna, then consider                to Leilon and settle there. He is scared that keeping
     using the provided map of Xanathar’s lair. Otherwise,               Sylgar will make him an eventual target for Vecna, so
     the eye tyrant awaits the characters within the ruins               he attempts to persuade the characters into taking
     of Thornhold, guarded by ten zombies and two                        care of the fish. Ott also gives the characters the
     zombie driders. A zombie drider uses the statistics                 pilfered ledger. The ledger is labeled, “XANATHAR’S
     for a drider with the following changes:                            GUIDE TO SAVING THE WORLD”.
92                                                        Chapter 9 No Longer Eye to Eye
        Xanathar's Guide to                                  	 After your group has completed as many side
                                                             missions as desired proceed to chapter 14 where
         Saving the World                                    they will begin the process of sneaking into
                                                             Waterdeep and finally confronting the archlich Vecna.
With Xanathar slain the characters are now in                    Allow the characters to advance one level after
control of their own destiny. Equipped with Vecnan               recoveringXanathar’s Guide to Saving the World.
body parts from Ravenloft, it is now time for them
to consider bringing the fight to Vecna’s doorstep.
Before doing so, however, they would be wise to seek
outside aid and allies. Such attempts are limited only
                                                                   Encounters on the Road
by the scope of their imagination; however, four possi-      At this level the characters are not likely to be both-
bilities are described in chapters 10 through 13.            ered by the mundane hazards of travel such as
	 Notes from the Ledger. The ledger is filled with           fording rivers, food management, or pesky bands
notes scribbled telekinetically by the eye tyrant over       of goblins. Because of this you may consider fast
the last month. The notes are written in Common.             tracking such travel. Regardless of whether you do
They are largely a product of the beholder’s rampant         this, here are some encounters that add context and
paranoia and, as such, are inscrutable. However,             color to the apocalyptic world in which the characters
there is a section labeled “ASSETS” which contains           now live. Generic battle maps are included with all
the following information:                                   the other battle maps in a zipped folder.
J Dwarves!! Need more dwarves! Sloopidoop tells              An Elemental Quandary
   me they are trapped in the Elemental Plane of             During their travels the characters pass through a
   Earth. Send minions to Triboar to speak with              small collection of farms. Smoke still rises from the
   Hellenrae and find out more.                              recently burned crops. This destruction was inflicted
J Vecna is in Waterdeep but how to get in? Can               by an adult red dragon, at the behest of the Cult
   One-Eyed Jax get into Waterdeep? Port Llast on            of the Dragon, after the farmers proved unable to
   the next new moon. Note to self: Have minions             provide “sufficient tribute” for Tiamat.
   pick up spices.                                           	 When the characters arrive there are two cultists
J Need more bribery money. Alliance with                     of the Cult of the Elder Elemental Eye, accompanied
   Tiamat???? Send henchpersons just in case it              by a water elemental and an earth elemental. The
   doesn’t work out. Seek Rezmir in Leilon.                  cultists are offering to restore the decimated fields,
                                                             but only if the farmers give them four children (one
J How to get into Vecna’s magic tower?? Lots of              for each of the elements) to foster as wards and
   magic death traps. Maybe Halaster will help??
                                                             raise in the ways of the Elemental Eye. The farmers
   Have tracked down Durnan to the Stone Hill Inn
                                                             are aghast at the deal, but desperate enough to
   in Phandalin.
                                                             follow through. If the characters offer, the cultists
J Will need distraction to get into the magic                are willing to restore the lands for a tribute of 500
    tower. Gather a war council and make an army?            gp or greater. Alternatively they can be persuaded to
    Promote myself to General?                               accept only two children as wards, if the characters
	 Each bullet point is more fully described in chap-         make a successful DC 18 Charisma (Persuasion or
ters 10 through 13. Your characters can complete as          Intimidation) check.
many or as few of these quests as they like, and in          Deadly Foes
any order; however, if you are going to have the char-
acters search for the dwarves, it is suggested that you      As the characters’ power has grown, so too has their
do that chapter first, as it sets up a base of operations    notoriety, gaining them the notice of Vecna. Consider
for the characters. You can guide characters towards         using any of the following encounters during over-
(or away from) certain options by having them labeled        land travel to reinforce the idea that it is only a matter
as “High Priority” or “Low Priority”. Of course, you         of time until they are found and overwhelmed by
can also supplement or replace any of these quests           Vecna and his many minions:
with quests of your own choosing. For example, if            	 An Officer but not a Gentleman. A death knight
you own Icewind Dale: Rime of the Frostmaiden, you           leading a small Zhentarim troop of twenty veterans
might consider having the characters explore the             accosts the characters as they travel a main road,
Necropolis of Ythryn in hopes of securing a magical          trying to extort them for money. Unless the charac-
spindle that can be used to suppress Vecna’s magic           ters take precautions to disguise themselves, the
(area Y19N in Rime of the Frostmaiden).                      death knight recognizes them and attacks.
                                            Chapter 9 No Longer Eye to Eye                                                93
     	 A Thickheaded Forerunner. One of the enigmatic             	 Walking Cataclysm. If the characters have a
     Skulls from Skullport (see area K2 in chapter 14 for         town or city that they frequent, such as Triboar, then
     statistics) is dispatched by Vecna to track down and         Vecna sends a zombie tarrasque to destroy the city
     eliminate the characters. It finds them just as they         as punishment for harboring the characters. This
     are setting up camp and attacks. If the characters           mutilated undead monstrosity is missing its left hand
     vanquish the skull but remain in that spot, they are         and left eye. The characters receive urgent word
     attacked five hours later by a lich and four wraiths.        from one of their contacts within the city that the
     	 Dangerous Game. The Grim Hunter (appendix B)               slow-moving tarrasque will reach the city within five
     is dispatched to track down and kill the characters.         days. A zombie tarrasque has the same statistics as
     He shadows them for a week, trying to learn as much          a tarrasque except that it is Undead, can make only
     about them as possible before picking a strategic            a single Claw attack with its Multiattack action, and
     opportunity to pick them off one at a time.                  has the following additional trait:
     	 Lord of Fangs. Lord Haroln, a warrior vampire,               Undead Fortitude. If damage reduces the zombie
                                                                    tarrasque to 0 hit points, it must make a Constitution
     and one of Vecna’s most loyal servants, tracks the             saving throw with a DC of 5 + the damage taken,
     characters down to whatever town they are passing              unless the damage is radiant or from a critical hit. On
     through. He is accompanied by four vampire spawn.              a success, the zombie tarrasque drops to 1 hit point
     Lord Haroln confronts the characters publicly, having          instead.
     his vampire spawn kill innocent bystanders if it             	 Young Outside, Dead Inside. The characters
     appears the characters are about to flee. If defeated        attract the attention of Innova, a lich that has adopted
     but not slain, the vampire lord continues to relent-         the form of a six-year-old girl. Innova arranges to be
     lessly hunt the characters.                                  discovered in the wilderness, pretending to be lost.
                                                                  She then ambushes the characters at the most oppor-
                                                                  tune time. Innova’s phylactery is hidden thousands
                                                                  of miles away, allowing her to serve as a recurring
                                                                  threat.
                                                                  Obligatory Oozes
                                                                  The ground beneath the characters begins to tremble
                                                                  unexpectedly. Underneath them the earth has been
                                                                  rotted by the demon taint of Juiblex, the demon lord
                                                                  of oozes, and soon erupts like a noisome boil, show-
                                                                  ering putrid slime everywhere. Green slime (see the
                                                                  Dungeon Master’s Guide) now covers the ground and
                                                                  hangs from the trees within a one-mile radius. Other
                                                                  creatures, such as gelatinous cubes, gibbering
                                                                  mouthers, and black pudding bubble up from the
                                                                  ground periodically. Just as the characters are about
                                                                  to escape the area, a gargantuan slime-tainted worm
                                                                  bursts forth from the ground and attacks them. Use
                                                                  the statistics of a purple worm, except it does an
                                                                  additional 1d8 acid damage with its attacks and has
                                                                  the Acid Breath action of an adult black dragon.
                                                                  Powerful Allies
                                                                  Thankfully the characters’ deeds have also earned
                                                                  them the notice of powerful forces of good. Arrange
                                                                  for these allies to have a meaningful debut, perhaps
                                                                  arriving just as the characters are overwhelmed
                                                                  by some of the nefarious forces mentioned above.
                                                                  Possible encounters include:
                        Lord Haroln is just one
                          of the many menaces
                       the characters might face
94                                                 Chapter 9 No Longer Eye to Eye
	 The Archmage. At any point where the charac-                Realms from Zariel’s infernal excursions (see Doomed
ters find themselves potentially overwhelmed, there           Forgotten Realms: SwOrd COast Gazetteer for   additional
is a loud, thunderous burst of blinding energy that           details regarding Zariel). If your characters have
coalesces into a portal. The plane-hopping, chaotic           played Rise Of Vecna, then this is an excellent opportu-
neutral archmage Mordenkainen emerges from the                nity for them to reunite with Maximus. The Hellriders
portal. Depending on circumstances, Mordenkainen              are tracking down an infernal battalion of devils, and
either helps the characters or encourages them to             it is a coincidence that they have crossed paths with
flee through his portal. Either way, once the conflict        the characters. However, if the characters can demon-
has been resolved, he introduces himself as a long            strate that they are committed to virtue and justice,
time rival of Vecna’s, while offering his services.           then the Hellriders bestow each character with one of
	 Mordenkainen is a stern, bald man with a neatly             the two-wheeled infernal war machines (see Archon’s
trimmed black goatee beard and a penetrating stare.           Ride in appendix E).
Because of his history with Vecna, he is an excel-            	 The Grim. The characters notice that they
lent resource for characters that wish to learn more          are being followed by a fluffy white cloud, atop
about the archlich. Mordenkainen is willing to cast           which rests a single tower whose roof is painted
any wizard spell that might assist the characters,            to resemble a floppy, blue wizard’s hat. When the
especially teleport. Although he will not journey             tower eventually catches them a staircase of clouds
with them, the archmage does offer the characters             descends to the ground. Should the characters
a diamond that has been carved into the shape of a            climb the staircase, they find Harshnag the Grim,
house. Any character holding the diamond can use              a legendary good-aligned frost giant (for more on
an action to cast the Mordenkainen’s magnificent              Harshnag see appendix A). The floors of the two-sto-
mansion spell. The diamond crumbles to dust after it          ried stone tower are made of solidified cloud and
is used.                                                      are filled with giant-sized furniture. The top floor
	 The Doom Raider. While traveling along a road               holds an orb of navigation (appendix D). Harshnag
the characters run across the shield dwarf priestess,         commends the characters for their accomplishments
Istrid Horn (NE female shield dwarf war cleric).              and encourages them to continue fighting against the
Istrid is part of the Doom Raiders, a group of unscru-        forces of Vecna. To help with this Harshnag offers the
pulous adventurers who liked to plunder lich lairs            characters ownership of the tower before departing
(called “dooms” by some). The Doom Raiders were               on foot to return to the frozen North. If any of the
once part of the Zhentarim but left the faction after it      characters are barbarians, Harshnag offers them
allied itself with Vecna. Like all of the Doom Raiders,       Gurt’s greataxe (appendix D) as a token of respect.
Istrid hates liches and wants to see the Maimed               This legendary weapon has the potential to unbal-
Lord deposed. However, she is still an opportunist.           ance the game, so consider requiring the character
Istrid is one of the few clerics in the Realms that           to complete a personalized quest before successfully
has managed to maintain contact with her deity                attuning to it.
(Vergadain, the dwarven god of wealth and luck).              	 If the characters are reckless with their cloud castle
She can cast cleric spells up to 9th level and offers         (flying it near a village or city, for example) then
to do so for the characters, charging as much as she          Vecna’s forces learn of its existence. Shortly there-
thinks she can get away with. Given her background            after a dracolich is dispatched to destroy it.
Istrid is also an excellent resource for hunting down         	 The Loremaster. At some point, as the characters
and killing liches, something she is glad to do. . . for a    are debating over a particular course of action, their
discounted price.                                             deliberations are politely interrupted by the ghost of
	 The Hellriders. As the characters travel along a            renowned scribe Volothamp Geddarm. The ghost still
road, they hear a loud, churning metallic sound in the        sports his trademark floppy hat and scarf. He strokes
distance. This grinding noise grows closer and closer         his ghostly mustache thoughtfully as he introduces
at an alarming rate before the characters finally             himself as, “Volothump Geddarm, spectral celebrity
see, in the distance, two bulky armored coaches               who has crossed over because none other could be
that appear miraculously self-propelled. Dozens of            trusted to chronicle the redemption of the Realms.”
smaller, two-wheeled machines mounted by soldiers             After helping the characters resolve any unsettled
in devil-bone armor surround the coaches. These               debates, Volo begins to earnestly interview them.
unusual contraptions are modified infernal vehicles           At the DM’s discretion, the ghost might accompany
(appendix E for additional details).                          the characters on their journeys, although he avoids
	 The men and women in devil bone armor (good-                combat if he does so. Despite being prone to embel-
aligned knights) are members of the Hellriders, an            lishment, Volo is still a font of information and can
elite order of knights dedicated to protecting the            answer most questions regarding recent events
                                             Chapter 9 No Longer Eye to Eye                                              95
     throughout the Sword Coast. If Volo is asked how            Watch out for the Fine Print
     he died, he says that he was murdered by a wizard
                                                                 While traveling the characters are accosted by
     named Ybtihw, although refuses to go into greater
                                                                 Flibbertiggibet, an imp who seeks their help. Flibber,
     detail regarding it.
                                                                 as it prefers to be called, is the only survivor of a
     	 The Tyrant. Frighteningly, when beholders dream,          larger infernal legion that was tasked by Zariel to
     their dreams become reality. If the characters have         seek out and destroy nearby demons. It does not
     agreed to watch over Sylgar, then consider having the       want to return without finishing its task, knowing
     goldfish, due to prolonged exposure and imprinting to       that it will be punished for failure. Because of this it
     Xanathar, develop this characteristic as well. Initially    approaches the characters with a bargain.
     this manifests as the characters discovering strange
                                                                 	 The crafty imp suggests that if the characters kill
     puddles or ornamental fish bowls when they wake up
                                                                 the demons, it will give them 1,000 gp and award
     from a long rest. Consider having it culminate with
                                                                 one of them a devilish boon on behalf of Zariel. If the
     Sylgar, at a dramatic moment, dreaming Xanathar
                                                                 characters agree, then Flibber produces a vellum
     back into existence.
                                                                 scroll (appendix C) with the deal written in blood. He
     Pillaging Giants                                            asks each character to sign this contract using their
     The characters encounter a roving band of three             own blood before then signing it with his own.
     mountain giants (appendix B), five ogres, ten               	 If the characters ask about why there is an asterisk
     bugbears, and thirty goblins. The creatures hail            next to the word kill, then Flibber just waves it off as
     from the mountain giant capital, Grudd Haug, and            referencing the standard legal definition of killing as,
     are gathering tribute for their liege, the monstrous        “being obliterated from existence”. If the characters
     Chief Guh. If the giants see the characters, then their     ask about the portion written in Infernal, Flibber
     leader, Glumglum, demands that they hand over all           dismissively refers to it as “standard boilerplate stuff”
     food, as well as any edible looking pets or mounts. To      that indicates the characters forfeit their souls should
     complicate matters the giants have a covered wagon          they fail to hold up their end of the contract. If a
     filled with ten prisoners (commoners) taken from            character can read Infernal, they can confirm that all
     whatever community is nearest (If the characters            of this is true. Any character who makes a successful
     have played Academy Of Adventure, consider having           DC 20 Arcana check realizes that demons are not
     the Marauders captive as well). The characters are          truly destroyed when killed on the Material Plane,
     celebrated as liberators and heroes if they slay the        instead reforming within the Abyss. If confronted
     giants and rescue the imprisoned townsfolk.                 with this information Flibber can be convinced to
                                                                 change the terms of the contract with a successful
     Saving a Dragon                                             DC 20 Charisma (Persuasion) check or a successful
     A hunting horn can be heard blasting repeatedly             DC 10 Charisma (Intimidation) check. In this case
     in the distance. If the characters investigate, they        Flibber allows the characters to renegotiate the defi-
     discover a black dragon wyrmling running franti-            nition of the word “kill” but also no longer offers an
     cally, its injured wing hanging limp at its side. Two       infernal boon.
     fire titans (appendix B) then rise over a small hill
                                                                 	 The demons are currently holed up in a nearby cave
     and begin running towards the wyrmling. If the
                                                                 that connects to the Underdark. There is a marilith
     characters don’t intervene, the titans quickly dispatch
                                                                 and two vrocks. If the characters kill the demons
     the dragon, cutting off its head and throwing it into
                                                                 without successfully renegotiating the contract, then
     a sack. If the characters aid the wyrmling, it hisses
                                                                 Flibber laughs at them, gleefully declaring that they
     its gratitude in Draconic. If left alone it will inev-
                                                                 have breached the contract and forfeit their souls
     itably die. However, if the characters either fix its
                                                                 before turning invisible and fleeing (In this case the
     wing through magic or spend 1 hour and make a
                                                                 characters, upon death, are reborn in the Nine Hells
     successful DC 18 Wisdom (Medicine) check, the
                                                                 as lemures). If the characters successfully renego-
     wyrmling manages to safely return to its distant lair.
                                                                 tiated the contract then Flibber begrudgingly gives
     Word of the characters’ actions spread through the
                                                                 them any agreed upon rewards. If Flibber agreed to a
     area and the characters find themselves received
                                                                 devilish boon then it awards one character with:
     favorably should they later encounter Rezmir
     (see chapter 12). For their service, the Black              Charm of Many Tongues. You can speak and under-
     Wyrmspeaker gifts the characters with a randomly             stand all languages, you gain proficiency in the
     selected magic item from Magic Item Table F in the           Deception and Persuasion skills, and you can add
     Dungeon Master’s Guide.                                      your proficiency bonus twice, rather than once,
                                                                  when using those skills. This charm vanishes from
                                                                  you when you die.
96                                                Chapter 9 No Longer Eye to Eye
                                                                                      Ogremoch is an unlikely but
                                                                                     important ally in the search
                                                                                      for Bruenor Battlehammer
Chapter 10
Dropping the Battlehammer
The characters recruit the assistance of the Cult of the Elder
Elemental Eye to track down Bruenor Battlehammer, the miss-      	 Through a diplomatic combination of strength
ing dwarven king. After finding out that Bruenor has been        and appeasement, Triboar has managed to retain its
trapped by dao within the Elemental Plane of Earth, the char-    independence from the various factions governing
acters must travel to the City of Jewels. After fomenting an     the Realms. If anything, Triboar has grown in pros-
uprising, the characters must lead Bruenor’s people, as well
                                                                 perity since Vecna’s conquest. Triboar provides an
as the petrified king, to safety.
                                                                 ideal place for the characters to rest, spend coin, and
                                                                 engage in other non-adventurous pursuits. As such
                                                                 it is recommended that DMs encourage the charac-
                                                                 ters to finish this quest first. Details on Triboar can
                                                                 be found in Rise Of Vecna as well as Storm King’s
                                                                 Thunder. In the absence of these books populate the
                 riboar is the natural starting point            town with a handful of colorful, high-level NPCs as
               for those looking for Hellenrae. The              well as some shops where the characters might be
               large town stands at the intersection             able to spend their hard-earned coin.
               of the Long Road and Evermoor Way.                	 Before beginning this chapter, read the Dwarfholds
               Its flat, fertile ground makes it ideal           of the North section of appendix A to familiarize your-
for farming and ranching. Because of this, Triboar is            self with what has befallen the dwarves since Vecna’s
a sprawling, decentralized town.                                 conquest.
                                             Chapter 10 Dropping the Battlehammer                                          97
                 Cult of the                                      	 Upon entering the temple Hellenrae spends five
                                                                  minutes slowly tracing the surface of the earthen
             Elder Elemental Eye                                  doorway as if searching for something. She sourly
                                                                  silences anyone who disrupts her concentration
     Hellenrae (appendix B), also known as the Abbess             during this process, snarling, “Now I have to start
     of Stone, is a high-ranking member of the Cult of the        over” every time someone does so. After an unin-
     Elder Elemental Eye (for information on this cult            terrupted five minutes she stops her tracing, coils
     see Doomed Forgotten Realms: SwOrd COast Gazetteer).         back her arm, and then jabs at the wall with a single
     In these difficult times many of the townsfolk have          finger. There is a harmless explosion of shrapnel as
     turned to her for reassurance and security. When the         a passageway is exposed. Hellenrae beckons for the
     characters arrive, Hellenrae can be found within a           characters to enter the passage if they would seek
     small church, delivering a sermon on the importance          audience with Ogrémoch. The abbess, however,
     of patience and fortitude. She is a dour, unsmiling          refuses to accompany the characters.
                                                                    An Audience with Ogrémoch
     woman who habitually wears drab robes and a
     golden gargoyle mask with no eye holes. Beneath her
     mask can be seen the scarred sockets of her missing
     eyes, although thanks to her blindsight, this does not       For those brave enough to enter the passage, it slopes
     hold her back.                                               down steeply. This, combined with the floor’s loose
                                                                  rock, makes for precarious footing. The passage
     	 The Cult of the Elder Elemental Eye currently
                                                                  appears to only descend for thirty feet, although
     views Vecna as an enemy and is eager to see his
                                                                  as soon as the characters get within ten feet of the
     downfall. Because of this Hellenrae is receptive to
                                                                  passage’s end, there is a loud churning sound and the
     the characters, so long as they patiently wait out her
                                                                  tunnel extends itself, as if it were being burrowed by
     sermon. She informs the characters that while she
                                                                  some invisible beast. At the same time, the ceiling
     does not know what has befallen the dwarves, she
                                                                  begins to groan and the tunnel behind the characters
     is confident that her lord and liege, Ogrémoch, the
                                                                  collapses, leaving them trapped within a thirty-foot
     Mountain of Doom, does and offers to take the char-
                                                                  pocket of earth.
     acters to visit him.
                                                                  	 This ever-extending pocket of earth continues to
     	 Should the characters accept her invitation, she
                                                                  descend deeper and deeper. Unless the characters
     steps out of the small stone building that she was
                                                                  have taken precautions, the air within their bubble
     using as a church, beckoning for them to follow. She
                                                                  exhausts itself within twenty minutes. At this point
     stands with her legs arched, bracing herself in a
                                                                  a character can hold their breath for a number of
     martial arts posture, before slowly moving her arms
                                                                  minutes equal to 1 + their Constitution modifier
     and upper torso in a graceful dance. After a minute
                                                                  (minimum of 30 seconds). Once a character runs out
     of this the ground begins to tremble, and then three
                                                                  of breath, they can survive for a number of rounds
     bulettes burst from the ground. Hellenrae mounts
                                                                  equal to their Constitution modifier (minimum 1
     one of these subdued beasts while gesturing for the
                                                                  round). At the start of their next turn, they drop to
     characters to mount the other two. Regardless of the
                                                                  0 hit points and are dying, and they can’t regain hit
     characters’ actions Hellenrae and her bulettes wait
                                                                  points or be stabilized until they can breathe again.
     only a minute before racing off. The abbess sets a
     relentless pace, traveling roughly 20 miles southeast,       	 Just after the first character runs out of breath (or
     into the Dessarain Hills, before finally arriving at the     after ten minutes if the characters do not run out of
     Temple of Elemental Unity.                                   breath) the tunnel finally opens into a large cavern. At
                                                                  this point stale air rushes into the chamber, allowing
     	 The Temple of Elemental Unity is a hemisphere of
                                                                  any dying character to breathe again.
     raw, jagged stone raised straight from the earth. It is
     a savage-looking building obviously not built to satisfy     	 This colossal cavern is an alien landscape filled
     any sense of civilized aesthetics. The interior of the       with soaring stone buttresses, weirdly twisting
     hemispherical building is spacious and houses four           columns, and gargantuan shards of glowing crystal.
     portals to the elemental planes. A doorway of flame          A long path of steps is cut into the uneven floor and
     burns along the southern wall and a doorway of raw           wends its way between the mighty stone pillars to the
     earth, scarcely distinguishable from its neighboring         cavern’s core. There, the steps climb to the base of
     stone, is set into the northern wall. In the center of       a stone platform. Atop this platform is a shambling,
     the temple is a pool of water, and a shaft is carved         50-foot-tall colossus of rock, with crystal growths
     into the ceiling above it.                                   embedded throughout its body. This colossus is
98                                              Chapter 10 Dropping the Battlehammer
Ogrémoch (appendix B), the Prince of Elemental               deep gnomes. These miners are excavating the
Earth. Ogrémoch’s voice sounds like grinding stones          cavern walls. Scores of gargoyles wielding vicious
as he queries, “STRANGE. WORMS. WHY?”                        whips flit about, flogging the miners sadistically.
	 The Prince of Evil Earth. Interacting with                 	 The statue is Bruenor Battlehammer, petrified by
Ogrémoch is a test of patience. The Mountain that            the Great Khan of the dao as a trophy. The statue is
Walks is slow and ponderous not only in form but             often displayed within the Dismal Delve to demor-
also in words and thought. He takes a long pause             alize and deter any rebellious dwarves. The statue
between every spoken word and when holding a                 has AC 15 and 150 hit points. This petrification is
conversation, he often takes ten or fifteen minutes to       divine in origin and can only be removed through a
respond. Although he is a poor communicator, he is           wish spell or by taking Bruenor far enough from the
an excellent listener and can often infer much from          City of Jewels (see below for when this happens).
what is given to him.                                        	 The stone gargoyle is an exceptionally powerful
	 If asked about the dwarves or Bruenor, Ogrémoch            margoyle known as Terrathraxus, the Earthen
responds, “DWARVES. SLAVES. BRUENOR. STONE.”                 Scourge (appendix B). It has four arms and wields
	 Unless they take pains to prevent this, Ogrémoch           greatswords studded with jagged deposits of acidic
can infer that the characters seek the defeat of Vecna.      salt. One of its arms wields a scepter made from pink
Because of this the Elemental Prince is willing to           crystal. This scepter is connected to the collars worn
help them. He offers to teleport the characters to           by the dwarves and gnomes and, if one is attuned to
Bruenor with the following words, “PORTAL? DWARVES.          the scepter, it can be used to either remove a collar
ONE. PURPLE. STONES. EXIT.” (This is short for, “Would       or issue a command to any creature wearing a collar.
you like a portal? It can take you to the dwarves,           A creature wearing a collar need not comply with
although it will be one-way. To return follow the            a command but experiences 1d4 psychic damage
purple stones.”) Ogrémoch is willing to offer more           for every round they do not. Whenever a collar is
information, particularly that contained in appendix         removed it is rendered inert and cannot be reused.
A, although he may take hours, or even days, to do so        	 Upon the characters’ sudden appearance
effectively.                                                 Terrathraxus roars and immediately attacks. The
	 Whenever he thinks the characters are ready,               dwarves and gnomes cheer loudly and begin to attack
Ogrémoch opens a portal to the Elemental Plane of            their gargoyle captors using picks and thrown rocks.
Earth. The portal is a stone monolith that constantly        Such actions contradict their standing commands,
changes its shape, filling the great cavern with a thun-     however, so the miners experience 1d4 psychic
derous grinding noise. Once the characters step into         damage every round that they do so. For simplicity
it, they find themselves in the Dismal Delve.                assume that 10 miners are reduced to 0 hit points
                                                             each round. When Terrathraxus is reduced to 70 hit
           The Dismal Delve                                  points, it yells loudly, “If I am going to be sent to oblivion, then
                                                             I am going to bring your pathetic king with me!” The margoyle
The Dismal Delve is a vast cavern, spanning                  then uses a reaction, if possible, to attack the statue
hundreds of miles in all directions, that surrounds          of Bruenor. From this point on Terrathraxus dedi-
the City of Jewels, the capital city of the dao. The         cates all its actions to destroying Bruenor.
dao are a race of earth-based genies who take great          	 Once the margoyle has been defeated any
pride in their wealth and use armies of slaves to mine       remaining gargoyle guards flee. The remaining
the Dismal Delve in search of new veins of ore and           dwarves and gnomes swarm the characters, hefting
gemstones.                                                   them into the air while hailing them as heroes. Any
	 The characters arrive loudly atop a flattened spire        character with a passive perception of 16 or higher
near the delve’s edge (in the spaces marked E on the         notices that dozens of protruding geodes, scattered
map). Atop the spire is the statue of a dwarf carved         throughout the delve, begin to glow a bright purple.
with a fierce and proud demeanor (marked B on the
map). The dwarf wears full plate armor and wields
an axe and a shield. Standing near the statue is a             Death of the King
twenty-foot-tall gargoyle made of stone (marked T on           If the statue of Bruenor is destroyed by Terrathraxus,
                                                               dwarven morale is dealt a grievous blow. In this case
the map). Below the spire can be seen hundreds of              allow one of the three advisors, or perhaps a gnomish or
dwarves (guard) and deep gnomes wearing collars                dwarven PC, to step into the role of Bruenor Battlehammer.
made from rose-colored quartz. There are two                   In the face of low morale, all three advisors push for an
hundred dwarves in total, as well as one hundred               immediate escape from the Dismal Delve.
                                         Chapter 10 Dropping the Battlehammer                                                       99
              A Time for Planning                                 J Kolathid (NG female deep gnome) is a wizened
                                                                      mystic who speaks on behalf of the svirfneblin.
                                                                      She is initially suspicious of the characters, wary
      After a brief celebration a shocked uncertainty settles
                                                                      that they might not have the best interests of her
      over the former prisoners. From the group of liber-
                                                                      people at heart.
      ated prisoners, three potential advisors emerge:
                                                                  	 These three advisors attempt to confer privately
      J Lieutenant Abatha Lea (LG female dwarf veteran)           with the characters. If the purple geodes have not
         is the highest-ranking dwarf. She is old, even by        been noticed, then Kolathid brings them to the
         dwarf standards, but her strength and vitality           character’s attention. The deep gnome speaks of
         remains undiminished and the only sign of her            old legends in which Ogrémoch has used glowing
         age is her braided silver hair.                          purple stones to guide supplicants from danger. Both
      J Grimnir (CG male dwarf priest) is the spiritual           Abatha and Grimnir agree with this interpretation.
         backbone of the former prisoners. His eyes have          Beyond this, however, the advisors disagree. Abatha
         been gouged out, but he refuses to let this hold         suggests the characters rally the current prisoners
         him back.                                                and leave immediately, noting that the dao might
100                                             Chapter 10 Dropping the Battlehammer
return at any moment to quell the uprising. Grimnir
suggests that the miners are exhausted and need to                       March for Freedom
rest. After such a rest Grimnir suggests that he lead a      Following the purple geodes leads the characters into
group of dwarves and gnomes to some nearby subter-           a capacious tunnel, easily large enough to accommo-
ranean gardens to salvage food for what might be a           date their followers (see the Elemental Earth map
lengthy journey. Kolathid takes a more militaristic          for a generic stretch of tunnel). After a few hours of
stance, suggesting that they press their advantage           travel, passing dozens of branching side tunnels, the
and attempt to liberate more of their brethren before        characters come across three domesticated bulettes
continuing.                                                  grazing upon a pile of rubble. These docile creatures
	 For every twelve hours spent within the delve              will not attack, even in self-defense. However, they
there is a cumulative twenty percent chance that an          can be convinced to follow the characters with a
assault party attacks the characters. This assault           successful DC 21 Wisdom (Animal Handling) check.
party consists of a dao, two earth elementals and
fifty gargoyles. Have the characters fight the dao and       The Mud Hills
the elementals, and assume the dwarves and gnomes            Roughly ten hours after encountering the bulettes,
fight the gargoyles. When the characters prevail, any        the tunnel begins to pass near an area of the
remaining gargoyles flee; however, 3d6 followers             Elemental Plane of Earth known as the Mud Hills.
are slain for every round of combat. The chance              The ground grows soft and spongy before eventually
of a future assault party resets to twenty percent;          turning into a viscous mud that grasps greedily at the
however, the next assault party will be twice as large       boots of those walking through it. After another hour
as the first. This pattern continues indefinitely until      of travel the ground turns watery, resembling quick-
the characters are either slain or flee the delve.           sand rather than mud.
	 Grimnir’s Advice. Grimnir insists that everyone            	 If the characters allowed their allies time to rest,
spend twelve hours resting. After this he is willing         the dwarves and gnomes push through undaunted.
to lead a squad of fifty dwarves to nearby gardens           However, if they were unable to rest, then ten percent
to forage for food. If allowed to do so he returns           of the army perishes within the mud unless the char-
with ample provisions twelve hours later. He then            acters take action to prevent this. Such actions might
insists that it would be wise to visit a nearby well         range from the use of powerful magic to an inspiring
and gather some water. If allowed to do so he takes          speech. Regardless, halfway through the trek the
another squad of fifty dwarves and returns, twelve           dwarves carrying Bruenor stumble, and their liege
hours later, successfully. Finally, Grimnir mentions         falls into the grasping muck. The characters have
that the dwarves noticed some abandoned barracks             two rounds to secure Bruenor before the six-hun-
while gathering water and suggests he lead a party of        dred-pound statue sinks into the mud, after which it
a hundred dwarves to gather weapons and armor for            is sucked into the Paraelemental Plane of Ooze.
their journey. If allowed to do so, he and the dwarves       	 After another few hours the ground begins to
are intercepted and killed.                                  solidify, and the characters pass into an area known
	 Kolathid’s Advice. Kolathid initially insists on           as the Tunnels of Madness.
taking a group of fifty dwarves and fifty deep gnomes        Tunnels of Madness
to go looking for others that might be saved. If
                                                             Over the next ten hours the tunnel becomes smaller
allowed to do so she returns, after twelve hours, with
                                                             and is honeycombed with hundreds of strangely
an extra one hundred dwarves and one hundred
                                                             shaped holes. An eerie wind blows through the
deep gnomes. Afterwards she asks to go again with a
                                                             tunnel, creating an alien melody as it passes through
new group of fifty dwarves and fifty deep gnomes. If
                                                             the various holes. The wind blows from a nearby
allowed to do so she returns twenty-four hours later
                                                             portal to the Plane of Pandemonium. After two hours
with an extra one hundred and fifty dwarves and two
                                                             of travel, the characters must make a DC 20 Wisdom
hundred deep gnomes. She then asks to make one
                                                             saving throw (The saving throw can be made with
last trip to liberate more prisoners. If allowed to do
                                                             advantage if the characters have plugged their ears or
so she leaves with one hundred dwarves and one
                                                             taken similar precautions). If the characters fail the
hundred deep gnomes, all of whom are slain before
                                                             saving throw, then they are afflicted with a short-term
they can return.
                                                             madness (Dungeon Master’s Guide, chapter 8). If the
	 At some point the characters will decide that it is        characters fail the saving throw by five or more, then
time to flee the Dismal Delve. Before leaving, the           they are also afflicted with a long-term madness. If
dwarves create a makeshift platform of stone that            the characters fail the saving throw by ten or more,
they use to carry the statue of their king.                  then they are also afflicted by an indefinite madness.
                                         Chapter 10 Dropping the Battlehammer                                          101
      	 Shortly after this check a death slaad, accompa-                finally emerging on the other side of the stone wall.
      nied by a green slaad and a hundred troglodytes,                  While lost the characters are set upon by a search
      emerges from the tunnels to attack the characters.                party consisting of two dao, three earth elementals
      Have the characters battle the death slaad and green              and a hundred gargoyles. Have the characters fight
      slaad, while assuming the followers deal with the                 the dao and the elementals, and assume the dwarves
      troglodytes (see the Tunnels of Madness map). If                  and gnomes fight the gargoyles. When the characters
      there are more than three hundred followers, then                 prevail, any remaining gargoyles flee; however, 3d6
      they manage to overwhelm the troglodytes without                  followers are slain for every round of combat.
      suffering any casualties. Otherwise, 1d10 followers               	 The purple geodes lead a twisting route for another
      are killed for each round that the characters spend               five hours before ending, yet again, in a dead end. At
      fighting the slaadi.                                              this point the characters have fled far enough from
                                                                        the City of Jewels that the magic petrifying Bruenor
       Rise of Vecna                                                    begins to fade. There is a great shattering sound from
       If the characters have played Rise Of Vecna and one of           him as he flexes his muscles, cracking through his
       them bears the blessing of Ssendam, the slaadi refuse to         stony cocoon. At the same time a whirling portal, like
       attack the characters. Instead, the green slaad offers to        the one the characters used to access the Elemental
       accompany and protect the characters during their trek.          Plane, opens at the end of the tunnel. The portal is
                                                                        two hundred feet from the characters.
                                                                        	 As soon as someone steps towards the portal, the
      The Home Stretch                                                  very planes themselves begin to shake with unbri-
      After another four hours of travel the purple-lit                 dled, elemental fury. A corpulent dao, dressed in
      pathway ends abruptly in a smooth stone wall. This                layers of bright silk and wearing an array of glittering
      barrier was recently erected by the divine decree of              jewelry, rises from the ground between the characters
      the dao’s Great Khan. It Is fifty feet thick and cannot           and the portal. The dao is Koh Nur, the Great Khan
      be broken through by conventional tactics. If the char-           (marked K on the map; appendix B). Accompanying
      acters brought the bulettes with them, they can be                the dao is his stone giant seneschal, Rockribs
      coaxed into burrowing through the wall. Otherwise,                (marked R on the map). Rockribs holds a series of
      the characters and their companions will have to use              adamantine chains, at the end of which are leashed
      side tunnels to circumvent the barrier. If the char-              a pack of eight slavering umber hulks (marked U on
      acters allowed Kolathid to gather allies, then one                the map).
      of the rescued deep gnomes, a ranger by the name
                                                                        	 The Great Khan’s voice washes over the characters
      of Svirtblx, approaches the characters, indicating
                                                                        like an avalanche, each thunderous word sending
      that he can lead the group around the barrier. He is
                                                                        cracks throughout the ceiling,
      true to his word and can find an alternative path that
      requires just eight hours of additional travel. Without                   “INSIGNIFICANT WORMS. YOU
      Svirtblx the characters must make a successful DC                       WILL EXPERIENCE A THOUSAND
      21 Survival check or get lost for 1d4 days before                       UNPARALLELED PAINS FOR YOUR
                                                                                      PRESUMPTIONS!”
102                                                   Chapter 10 Dropping the Battlehammer
	 At this the Khan explodes in uncontrolled fury,
triggering a cave-in within the tunnel. In response                                The Return
Bruenor yells to his people, “Quick lads and lasses!          Upon their return the characters are glumly
Run to the portal!” The dwarven monarch then                  welcomed by the golden-masked Hellenrae. After
turns to the characters, “Ye will have to keep that           cursing them for dirtying up her temple, she begrudg-
blowhard occupied, lest he use his powers to                  ingly informs the characters that Ogrémoch was
close the portal!”                                            pleased by their success. She gives the characters
	 If the Khan is left unattacked for a round, he spends       six pairs of smooth, matched stones. She refers to
his turn concentrating and closing the portal. At this        these stones as Ears of Ogrémoch. They are func-
point the portal can only be reopened by breaking             tionally equivalent to sending stones, although any
the Khan’s concentration. Rockribs releases his               message sent through them can also be heard by the
umber hulks to harry the characters while fighting by         Elemental Prince of Earth. Hellenrae then sourly
his master’s side. While this is happening, Bruenor           kicks the characters out of her temple, suggesting
begins to lead his army through the portal. Unless the        that they retreat to nearby Triboar.
characters intervene in some way, it takes five rounds        	 At Triboar the characters are heralded as heroes
for everyone to fully evacuate. During the second             for their role in the return of the dwarves. The Lord
round of combat, a falling boulder pins a dwarf and           Protector of Triboar, Daratha Shendrel, bestows
two deep gnomes. Removing the boulder requires a              upon the characters an abandoned stone mansion
successful DC 18 Strength (Athletics) check. During           known as Boar’s Rest, once owned by a wizard who
the fourth round of combat, one of the umber hulks            ran afoul of Vecna. Bruenor thanks the characters
breaks from combat and begins trying to kill the              profusely, declaring them honorary dwarves and
fleeing dwarves.                                              pledging his assistance should they ever need it. Over
	 At the end of the fifth round of combat, once all           the course of the next month the deep gnomes move
the dwarves and gnomes have been evacuated,                   south, settling within the Throne of Primordial Unity.
Bruenor rushes into the fray, hobbling the Khan with          Half of the dwarves settle in Triboar. The remainder
a thunderous blow to his kneecap. Bruenor yells to            of the dwarves travel north with Bruenor, seeking
the characters, “I’ve got him now! Rush for the               Ironmaster, where Bruenor believes the rest of his
portal before it’s too late. My people need ye!” It           kin can be found.
is up to the characters how to proceed at this point.
If they listen to Bruenor, then they emerge from the                    Allow the characters to gain one level
portal within the Temple of Elemental Unity. A long                        after successfully returning from
minute later, just as the portal is about to close, they                     the   Elemental Plane of Earth.
see Bruenor dramatically dive headfirst through, his
helm tumbling to the floor as he lands with a loud
OOMPH! Should the characters insist that Bruenor
flee first, then they will all need to be able to reach
the portal, which is 100 feet from the Khan, before
the Khan can close it.
                                          Chapter 10 Dropping the Battlehammer                                         103
      Chapter 11
      Worse Things Happen at Sea
      The characters journey to Port Llast to recruit the assistance   escort the characters to an abandoned building
      of the drow elf, Jarlaxle Baenre. Jarlaxle agrees to aid the     where a slender drow in bright, vibrant clothing
      characters if they agree to help the swashbuckler kill a krak-
      en that has been destroying his ships. Using Jarlaxle’s subma-
                                                                       awaits. The drow wears an eye-patch and a wide-
      rine, the Scarlet Marpenoth, the characters venture into an      brimmed, plumed hat. The drow is, in fact, a drow
      undersea trench to battle the menacing aberration.               mage masquerading as Jarlaxle, leader of the Bregan
                                                                       D’aerthe, through a disguise self spell. The drow
                                                                       listens to the characters carefully, cryptically moving
                                                                       his eye-patch from one eye to the other over the
                                                                       course of the conversation. Read or paraphrase the
                       he small coastal town of Port Llast             drow mage’s response to any pleas:
                     has been abandoned for years and its
                     harbor is strewn with long-plundered                   “I’m not a fan of Vecna, that rattling asymmetric
                     shipwrecks. However, this location is                  horror. And Lolth knows I’d love nothing more than
                     still the only accessible port between                 to see him ingloriously upended. But I am up to my
      Luskan and Evernight. On moonless nights, Jarlaxle                    boots in trouble of my own. A long slumbering kraken
      Baenre and the Bregan D’aerthe often sneak into                       has recently awakened and is terrorizing my shipping
                                                                            lanes. This overgrown calamaro has already taken out
      Port Llast, smuggling goods to and from the main-                     six of our vessels. If you remove this thorn from my
      land. For more details on the Bregan D’aerthe see                     side, then I will be more inclined to help with your
      Doomed Forgotten Realms: SwOrd COast Gazetteer.                       own. What say you?”
                         Port Llast                                    	 He can provide the following information:
      If the characters visit Port Llast during a new moon,
                                                                       J The kraken sleeps in an undersea chasm known
                                                                            as the Rift. Jarlaxle has a Lantanese submarine,
      they find a bustling marketplace temporarily set-up.
                                                                            called the Scarlet Marpenoth, that he plans to
      Shadowy figures make deals amidst ruined houses.
                                                                            take into the chasm to kill the kraken. It will
      Row boats with muffled oars load and unload cargo.
                                                                            arrive in Port Llast in two weeks.
      Darkened wagons with padded wheels noiselessly
      roll through the streets.                                        J If the characters help kill the kraken, then
      	 Six male drow gunslingers (appendix B) and two                      Jarlaxle will agree to smuggle the characters into
      male drow mages set up a perimeter twenty-four                        Skullport, a small city of thugs and brigands that
      hours before the new moon and remain on guard                         exists beneath Waterdeep. According to the drow
      until the following daybreak. These drow confront                     this is the easiest way to sneak into Waterdeep.
      the characters whenever they arrive, questioning                 J Jarlaxle recently arranged for the shipment of five
      them before demanding that they submit to a detect                   harpoons of kraken slaying (see arrows of slaying)
      thoughts spell. Once the drow are convinced that                     but the shipment was destroyed by the kraken
      the characters do not work for Vecna, they allow                     before it could reach Jarlaxle.
      them to come and go as they please. These drow are               	 Additionally, if a character makes a successful
      members of the Bregan D’aerthe.                                  DC 15 Intelligence (Arcana) check, summarize the
      	 The merchants of Port Llast sell primarily                     information contained in the kraken section of the
      mundane items. Goods for sale include food, water,               Monster Manual for them.
      spices, alcohol, medicine, and books. There is
      an obvious spirit of community that pervades the                   For a Good Cause
      market. Haggling is minimal and all goods are                      During their conversations, “Jarlaxle” will appeal to the
      exchanged at a fair or discounted price. The market                characters for donations to the Bregan D’aerthe, referring
      sets up around three hours before midnight and                     to his faction as the last credible force of good within the
                                                                         Realms. If the characters ask for something in return, then
      promptly disperses three hours after midnight.
                                                                         “Jarlaxle” offers to procure magical items for them at 150
      	 If the characters inquire about One-Eyed Jax, they               percent their normal value. The drow requests that the
      are met with blank, confused stares. However, an                   characters pay ahead of time and delivers the items to Port
      hour later two drow gunslingers show up and quietly                Llast two weeks later.
104                                                  Chapter 11 Worse Things Happen at Sea
      Voyage Under the Sea                                  Optional Encounter
                                                            During the voyage, the crew sings a myriad of
The Lantanese submarine shows up two weeks later,           different shanties. After two days, the characters are
as promised. For a description and map of the inte-         likely capable of singing along. One of the shanties
rior of the Scarlet Marpenoth, refer to appendix E.         in particular, “Get Away,” eventually turns out to be a
The submarine is commanded by Captain Zardoz                portent of things to come. The shanty goes like this:
Zord, a well-built, scantily clad man wearing scarlet
apparel designed to accentuate his trim figure and
                                                            Close your eyes, mates, when you see what
bountiful chest hair. The swashbuckling captain             cannot be.
is none other than a magically disguised Jarlaxle                                                        es
                                                            Close your ears, mates, when that sound com
Baenre (appendix B).                                        from the sea.
                                                                                                      ling
	 The Rift is located roughly halfway between               Hold your breath, mates, when you’re knee
                                                            down to pray,
Waterdeep and the Whale Bones. It takes about four          Pray to the gods we get away.
days of undersea travel for the submarine to get there      And we’ll race the wind when they come to
                                                                                                        claim
from Port Llast. The Rift is three miles deep and           our lives.
one mile long. It is initially five hundred feet wide,      And we’ll ride the waves while we’re strong
although it tapers claustrophobically the further           enough to fight.
                                                                                                      time to
down the characters descend. It is supernaturally           Yes we’ll race the wind when we’re out of
                                                             pray,
dark within the Rift, and all light within the chasm         Pray to the gods we get away.
has its range reduced by one half.
                                                            	 Suddenly while singing the shanty, a faint knocking
                                                            is heard from the outside of the Scarlet Marpenoth.
                                                            Two vadatajs (appendix B) are crawling on the hull,
                                                            knocking to receive a sacrifice and staying out of
                                                            sight of the windows. If let in, they proceed to attack
                                                            anything living in sight, fighting to the death.
                                                            	 The characters or crew can offer up two or more
                                                            humanoids to the vadatajs by forcing them out of the
                                                            submarine without diving suits. Doing so appeases
                                                            the vadatajs, who will settle for drowning the sacri-
                                                            fices and leave the rest of the crew alone.
                                                            	 If left to their own devices, the vadatajs eventually
                                                            stop knocking and instead attempt to feel any vibra-
                                                            tions running through the hull, letting them know
                                                            when most of the crew are asleep. At this point, they
                                                            forcefully break open the door of area I4 (appendix
                                                            E). If the Scarlet Marphenoth’s Electrify Hull action
                                                            is activated, the vadatajs take the appropriate
                                                                       damage and break down the door. It takes 8
                                                                       hours of work to adequately repair a door
                                                                                broken down by the vadatajs.
                                       Chapter 11 Worse Things Happen at Sea                                          105
                The Hunt is Afoot                                   Water Pressure
                                                                    A spell that allows one to breathe underwater provides no
      At the top of the Rift, Zardoz asks the characters            protection against the crushing effect of water pressure
      if they would prefer to exit the submarine before             unless the spell’s description says otherwise. Water pres-
                                                                    sure increases with depth as described below.
      descending. If so, the characters can don diving suits        ½-1 mile. Creatures and vehicles at Maelstrom’s depth take
      before exiting the vehicle (see area I4 in appendix             7 (2d6) bludgeoning damage per minute from water
      E for additional details). While wearing diving suits,          pressure unless they are adapted or built to withstand
      the characters are immune to the crushing of water              this environment. Storm giants, whales, sharks, crusta-
      pressure down to depths of 2½ mile (see the Water               ceans, and aquatic invertebrates are immune to water
                                                                      pressure at this depth, as are vehicles with a damage
      Pressure sidebar).                                              threshold of 10 or higher.
      	The Scarlet Marpenoth descends or ascends at a               1-3 miles. Creatures and vehicles at this depth take 14 (4d6)
      speed of 1 mile per hour, or at ¼ mile per hour if it           bludgeoning damage per minute from water pressure
      needs to dive through heavy foliage.                            unless they are adapted or built to withstand this envi-
                                                                      ronment. Algae blights, deep scions, and octopuses are
      	 One Mile Down. After a mile’s descent, the chasm              among the creatures immune to water pressure at this
      becomes clogged with a tangle of kelp and seaweed.              depth, as are vehicles with a damage threshold of 15 or
      At least one character is required to leave the vehicle         higher.
      to clear a path through the undersea foliage. After           3+ miles. Creatures and vehicles at this depth take 28 (8d6)
      a thousand feet of strenuous bushwhacking (about                bludgeoning damage per minute from water pressure
      45 minutes of work), any characters outside of the              unless they are adapted or built to withstand this envi-
      submarine are attacked by two algae blights (use                ronment. Few creatures, such as dragon turtles, krakens,
                                                                      and sahuagin, are immune to water pressure at this
      the statistics for shambling mound). At the same                depth, as are vehicles with a damage threshold of 30 or
      time 1d4+1 algae blights manage to worm their way               higher.
      through the submarine’s propulsion system and into
      the interior of the Scarlet Marpenoth, attacking any
                                                                  	 Three Miles Down. The kraken, along with a
      living creature they encounter. Soon after, the tangled
                                                                  juvenile kraken (appendix B), awaits the charac-
      skein of algae gives way to an inky darkness as pure
                                                                  ters at the bottom of the rift (see the Rift battle map
      and perfect as the void.
                                                                  which also outlines the Scarlet Marpenoth as well
      	 Two Miles Down. After another mile’s descent,             as the two krakens). Scattered beneath it are the
      the dark purity of the aquatic abyss is broken by a         broken hulls of dozens of sailing vessels, some of
      vast school of strange, phosphorescent fish. The            which seem hundreds of years old. A successful
      fish are swimming upwards, en masse, in panic.              DC 20 Intelligence (Investigation) check notices a
      Heedless of their surroundings, the fish smash              galleon that is free of the barnacles and seaweeds
      headlong into the Marpenoth, their collision ringing        that encrust most of the other vessels. A quick search
      throughout the submarine like hail along a tin roof.        of the galleon finds a shattered iron box with six
      The ever-amassing entrails of the fish begins to dim        harpoons of kraken slaying.
      the submarine’s gemstone headlight. Similarly, the
                                                                  	 The krakens target the submarine until they take
      windshield of the Marpenoth is soon caked in phos-
                                                                  damage from a different source. They then focus
      phorescent goo, obscuring the submarine’s view.
                                                                  their attacks on this new target. The krakens are a
      	 At this point the kraken’s voice telepathically           savage force of nature and fight accordingly, relying
      booms, “WHAT FOOLS AWAKEN Urthuvn?” The                     on brute strength to eradicate the characters. The
      characters then see the briefest shadow of an impos-        monstrosities fight to the death, refusing to flee from
      sibly large tentacle before five giant octopuses attack     their own lair.
      the Marpenoth and any characters swimming near it.
      Unless calmed by the characters, Lorella, the pilot,
      immediately assumes that they are under attack by                            A Liar's Word
      the kraken. In a panic she begins launching torpe-          In the event of success, Jarlaxle drops his disguise,
      does and releasing depth mines, potentially injuring        congratulating the characters and his crew. The dark
      adjacent characters in the process. The fish swarm          elf returns the characters to Port Llast, or elsewhere
      disperses soon after the octopuses are dealt with. At       if they prefer. He is good to his word and agrees
      this point, it is a simple matter for the characters to     to smuggle them into Skullport at a date of their
      clean the submarine’s illumination crystal and wind-        choosing (see chapter 14).
      shield before continuing their descent.
                                                                           Allow the characters to gain one level
                                                                                  after defeating the kraken.
106                                             Chapter 11 Worse Things Happen at Sea
Chapter 11 Worse Things Happen at Sea   107
      Chapter 12
      Here Be Dragons
      The characters travel to Leilon to recruit the aid of Tiamat in   	 Any inquiries regarding Rezmir are met with imme-
      their upcoming battle against Vecna. After speaking with the      diate suspicion. The cultists request that the charac-
      Black Wyrmspeaker, Rezmir, the characters are tasked with
      sneaking into Neverwinter Wood to steal the Vonindod, an
                                                                        ters wait within an abandoned farmstead along the
      adamantine titan of death forged by the fire giants.              edge of the city. Twenty-four hours later a cult fanatic
                                                                        accompanied by four cultists and twelve kobolds asks
                                                                        the characters to follow her. She leads the charac-
                                                                        ters from the farmstead into the marshy borders
                                                                        of the Mere of the Dead. From there she spends a
                             or those seeking an alliance with          harrowing two days safely guiding the characters
                           Tiamat, Leilon is a natural                  through a gauntlet of quicksand, shambling mounds,
                           starting point. The town is                  and hungry crocodiles of gargantuan proportions.
                           currently under the control of the           The journey ends at Castle Naerytar.
                           Cult of the Dragon. These cult-
      ists serve the black dragon twins, Voaraghamanthar
      and Waervaerendor. Very few know of the existence
                                                                                        Castle Naerytar
      of both dragons as they pretend to be a single dragon,            Castle Naerytar is a crumpling, moss-covered struc-
      Voaraghamanthar. There are fifty Cult of the Dragon               ture hidden deep within the Mere of Dead Men. It
      members (forty-five cultists, four cult leaders, and              serves as one of Rezmir’s many strongholds, and
      one mage) in total, housed throughout Leilon. They                she is currently residing there with her retinue of
      are served by one hundred kobolds who are scat-                   servants. As the characters arrive a dark, massive
      tered about the town and mud flats. For more details              silhouette blots out the day’s sun, casting the area
      on the Cult of the Dragon see Doomed Forgotten Realms:            in darkness. Soon after, Voaraghamanthar, an adult
      SwOrd COast Gazetteer                                             black dragon, lands before the characters. Riding
                               Leilon
                                                                        astride the dragon is the Black Wyrmspeaker,
                                                                        Rezmir (appendix B) who gracefully dismounts
                                                                        to confront the characters. Mere seconds later
      Leilon is a small town near the High Road, nestled                Voaraghamanthar’s twin, Waervaerendor (adult
      between mountains to the east and coastal mudflats                black dragon), perches atop the castle under the
      to the west. South of Leilon is the Mere of Dead Men,             effects of a ring of invisibility.
      a trackless swamp created almost a thousand years
                                                                        	 Rezmir’s initial plan is to kill the characters and
      ago by the lich Iniarv.
                                                                        take their treasure as tribute for Tiamat. However,
                                                                        she is also curious as to the characters’ motives and
                                                                        is willing to hear them out. Rezmir is whole-heartedly
                                                                        devoted to Tiamat and knows that the Dragon Queen
                                                                        seeks to dethrone Vecna. Because of this she is
                                                                        receptive to any plans that involve the lich’s downfall.
                                                                        After hearing the characters out, Rezmir makes the
                                                                        following proposal:
                                                                            “Her five-headed majesty has long sought the destruc-
                                                                            tion of Vecna. However, powerful magics prevent her,
                                                                            as well as her children, from assaulting the accursed
                                                                            one. Her cause has been further hampered by fire
                                                                            giants allied with Vecna. With the lich king’s help these
                                                                            giants have managed to craft Vonindod, the Titan of
                                                                            Death. The giants have managed to use this abomi-
                                                                            nable construct with great effect, killing many of our
                                                                            kind. If you were to seek the notice of our chromatic
                            Leilon is swarming with                         queen, the true lord of Toril, then you might do so by
                          kobolds dedicated to Tiamat
                                                                            stealing the Vonindod and bringing it to us for safe
                                                                            transport to Tiamat’s Soaring Citadel.”
108                                                        Chapter 12 Here Be Dragons
                                                                 	 In return, Rezmir offers five 50,000 gp gemstones.
                                                                     If the characters ask for greater assistance and
                                                                       make a successful DC 20 Charisma (Persuasion)
                                                                         check, then Rezmir offers them an obsidian
                                                                          sending stone which the characters can use
                                                                         to contact the half-dragon. Upon contact, the
                                                                     characters can request a rare magic item that will
                                                                 be delivered to them within two weeks.
                                                                 	 Upon reaching a deal the cult fanatic leads the
                                                                 characters back to Leilon. In the absence of a deal
                                                                 Rezmir and the dragons attack the characters in
                                                                 hopes of plundering their corpses.
                                                                               Neverwinter Wood
                                                                 The Neverwinter Wood holds countless ruins and
                                                                 more than a few crumbling castles. The area around
                                                                 Gauntlgrym is heavily patrolled by the fire giants and
                                                                 their servants. Bypassing these patrols requires a
                                                                 successful DC 15 group Dexterity (Stealth) check. A
           Though Rezmir is an imposing figure,                  typical patrol consists of one fire titan (appendix B)
          her mighty dragon, Voaraghamanthar,
                 is perhaps even more so                         and three ogres. Each patrol carries a horn that is
                                                                 sounded immediately upon the detection of intruders.
                                                                 Once a horn is blown, additional patrols arrive every
                                                                 five minutes.
	 Rezmir can provide additional information:                     	 The Vonindod rests within a forest clearing
J The Vonindod is an 80-foot-tall construct forged               (marked V on the map). It is currently being tended
   from adamantine. It wields an adamantine                      by two fire titans, two salamanders, and two azers.
   greatsword that can easily cleave through drag-               The perimeter of the clearing is warded by an invis-
   onscale as well as an adamantine harpoon that                 ible tripwire of magic that issues forth the sound of a
   can fell even an ancient dragon. The titan is                 blasting horn if tripped. The tripwire can be detected
   not an animated construct but rather piloted by               with detect magic. If detected, it is easily avoided.
   unknown creatures.                                            	 The Vonindod is 80 feet tall. It has been crafted to
J The Vonindod is currently inactive and stationed               look like an imposing fire giant with a horned helm
   within the Neverwinter Wood near the fire giant               and a greatsword. A massive harpoon is attached to
   fortress of Gauntlgrym. Rezmir can provide a                  its back. The construct is almost entirely composed
   map to where the construct is located within the              of adamantine with two huge rubies for eyes. There
   forest. The area about Gauntlgrym, much like                  is a visible access port in the Vonindod’s right heel.
   Waterdeep, is warded against the intrusion of                 The access port is locked, although the lock can
   dragons and their ilk.                                        be picked with a successful DC 25 Dexterity check
                                                                 made with thieves’ tools. The adamantine lock
J Rezmir suggests that the characters sneak                      cannot be broken, although a hole large enough for
   through the woods and break into the Vonindod.                a Medium-sized creature to crawl through can be
   If they can pilot the construct to the edge of the            burned through the port with Tiamat’s acid. The
   woods, then Rezmir can arrange for the construct              access port leads to area J1.
   to be transported to the Soaring Citadel, where
   it can be protected by Tiamat and her consorts.               J1. Legs of the Vonindod
   Rezmir warns the party against retaining the                  The Vonindod has two legs. Each of the legs is
   Vonindod, as the titan would be easy for Vecna                roughly 10 feet in diameter and 40 feet tall. Their
   and his liches to track. To aid with this task,               interior is lined with a network of pipes and adaman-
   Rezmir offers up a dragonscale receptacle filled              tine rivets. There is an intricate series of gears along
   with Tiamat’s divine acid. This highly concen-                the construct’s knees. Ladders lead up to area J2.
   trated acid works like alchemist’s fire (PHB)                 Two salamanders are currently performing routine
   except that it inflicts 10d6 acid damage.                     maintenance within the Vonindod’s left leg.
                                                  Chapter 12 Here Be Dragons                                                109
      J2. Waist of the Vonindod                                    J4. Command Deck
      Both legs open into a 20 foot long, 10 foot wide             The hollow interior of the Vonindod’s head is a
      chamber. Each leg is capped with an open trapdoor.           10-foot tall, 10-foot-wide cylinder. The titan’s two
      The trapdoors can be closed from this room. The              ruby eyes are visible from within the head, although
      trapdoors can be locked by spinning a large wheel            they are too opaque to see through clearly. Between
      clockwise and unlocked by spinning the wheel coun-           the eyes is a pedestal upon which rests a smooth,
      terclockwise. Once locked, the trapdoors can only            adamantine orb. An open trapdoor, like those in area
      be forced open with a successful DC 25 Strength              J2, leads down to area J3.
      (Athletics) check. The room is sweltering hot and has        	 The giant ruby eyes are worth 25,000 gp and
      a caustic, sulfurous stench to it. Hundreds of iron          weigh 250 lb. apiece. They are firmly attached to the
      crates line the walls, filled with chunks of dark, smol-     colossus and cannot be removed unless the construct
      dering stone. A steep metal stairwell leads 15 feet up       is reduced to 0 hit points. If a character touches one
      to area J3.                                                  of the gemstones, they can see through the eyes of
      	 The salamanders working within the construct’s left        the Vonindod. Any character that makes a successful
      leg can be heard with a successful DC 15 Wisdom              DC 13 Intelligence (Arcana) check discerns that they
      (Perception) check. They are intent upon their work          can cast spells through the ruby eyes.
      and do not come up unless they hear sounds of                	 The adamantine orb controls the Vonindod. It
      obvious intrusion.	                                          is also firmly attached to the pedestal and cannot
      	 The smoldering stones are cinderstone, a type of           be removed unless the construct is reduced to 0
      coal native to the Elemental Plane of Fire. They are         hit points. If a character touches the orb, they gain
      used to power the Vonindod.                                  immediate control of the Vonindod, although main-
                                                                   taining control requires Concentration. Such control
      J3. Torso of the Vonindod                                    is absolute until the character loses contact with the
      The torso is partitioned off from the waist by an iron       orb, loses their concentration, or the Vonindod is
      latticework floor that glows faintly with ambient heat.      reduced to 0 hit points. For details on the Vonindod
      A large burning furnace is affixed to the front of the       see below.
      torso. Along the back of the torso is a portal of raging,
                                                                   	 Charnov. Within this chamber is the fire titan
      hungry flame. The furnace is tended by a hulking
                                                                   priest, Charnov. Charnov has had his size perma-
      humanoid with magma-red skin. The humanoid
                                                                   nently reduced, allowing the fire giant to move
      wears a fine silk robe and is bedecked in brass and
                                                                   comfortably. He fights to the death to defend the
      gold torcs, chains, and rings that glitter with jewels. A
                                                                   Vonindod. Charnov has the statistics of a fire titan
      ladder leads up to area J4.
                                                                   with the following changes:
      	 The portal is connected to the Elemental Plane
      of Fire. It leads to a mining facility on the outskirts      J His size is Medium.
      of the legendary City of Brass. The fire giants are          J He has disadvantage on Strength checks and
      currently replenishing their supply of cinderstone.               inflicts half damage with melee attacks.
      Three rounds after the characters enter this room, a         J As an action Charnov can cast one of the following
      startled azer emerges from the portal with a wheel-               spells, using Wisdom as the spellcasting ability
      barrow full of cinderstone.                                       (spell save DC 15):
      	 The humanoid is an efreeti who refers to himself                At will: guiding bolt, light, sacred flame
      as Cinderstorm, the Bringer of Death, and Lord of
      the Titan. Cinderstorm is a cruel, arrogant crea-            J Charnov has the following additional actions:
      ture who attacks any intruders on sight. As a lair                Inner Fire (Recharge 6). Charnov targets a creature
      action, on initiative count 20 (losing initiative ties)           that isn’t a Construct or Undead that he can see
                                                                        within 60 feet, causing a surge of revitalizing heat to
      Cinderstorm can cause the portal to explode in a                  course through it. As a result, the target regains up
      great conflagration of flame. Such a conflagration                to lost 70 hit points and any conditions that cause it
      inflicts 17 (5d6) fire damage to any creature standing            to be blinded, deafened, or diseased end.
      within the torso. The sounds of fighting quickly draw             Searing Rain (Recharge 4-6). A vertical column of
      the attention of the fire titan priest from area J4.              searing flames descends from the sky. Each creature
                                                                        in a 10-foot-radius, 40-foot-high cylinder centered on
                                                                        a point within 60 feet of Charnov must make a DC
                                                                        15 Dexterity saving throw. A creature takes 4d6 fire
                                                                        damage and 4d6 radiant damage on a failed save, or
                                                                        half as much damage on a successful one.
110                                                   Chapter 12 Here Be Dragons
                                                             	 Just as the characters near the edge of the wood
                                                             they are attacked again:
                                                               	Round 1. Three fire titans rush from the nearby
                                                                  woods. They each use their heat metal ability
                                                                  on the head of the Vonindod. For the next five
                                                                  rounds any creature within area J4 takes 3d6 fire
                                                                    damage on the beginning of their turn, poten-
          Chromatic dragons make for
                                                                    tially breaking their concentration. The fire
        exceptionally powerful but also                            titans then begin to batter the Vonindod, hoping
           extremely dangerous allies
                                                                 to render it inactive.
                                                              	Round 2. Two siege catapults (marked C on the
                                                             map), each of which is strategically positioned 100
                                                             feet away from the Vonindod, fire upon the construct.
                                                             Each siege catapult is manned by a fire titan. The
                                                              siege catapults have AC 20 and 100 hit points. As
                                                              long as they are manned by a Huge sized creature,
           The Great Escape                                  the catapults can launch one boulder every round.
                                                                   These boulders have +17 to hit and inflict 28
Upon gaining control of the Vonindod, the characters               (4d8 + 10) bludgeoning damage, or twice as
must pilot it to the edge of the Neverwinter Wood,              much to any structure or construct such as the
which is about a mile away. Given the suddenness                Vonindod. Anytime the Vonindod is hit by one of
of their assault, they encounter little organized            these boulders the person piloting it must make a
resistance as they do so. During this trek, use the          successful DC 17 Dexterity check or the Vonindod is
following statistics for the Vonindod:                       knocked prone.
J The Vonindod’s size is Gargantuan.                         	 Rounds 3-5. Unless the characters have taken
                                                             precautions to seal it, the fire portal in area J3 flares
J It has AC 25 and 500 hit points. If reduced to 0           to life. A fire elemental led by an azer emerges
   hit points, the Vonindod has a speed of 0 feet and        from the portal and heads for area J4, attacking any
   can no longer take actions.                               characters it finds along the way. For the next three
J It has a speed of 40 feet.                                 rounds 2d4 magmin emerge from the portal each
                                                             round.
J If prone, the person piloting it can use an action to
   command it to stand up.                                   	 Round 6. At this point a bolt of lightning flashes
                                                             from the skies, obliterating one of the catapults.
J It is immune to fire damage                                This is soon followed by a punishing storm of hail
J It can’t be critically hit.                                and frost that engulfs any fire titans still attacking
                                                             the Vonindod, turning them quickly into frozen
J The person piloting it can use an action to have
                                                             statues. Immediately afterwards an ancient white
   the Vonindod attack three times with its greats-
                                                             dragon lands atop the frozen giants, smashing them
   word or make one attack with its harpoon.
                                                             into chunks of bloody ice while roaring loudly. Any
   Greatsword. Melee Weapon Attack: +17 to hit, reach
   15 ft., one target. Hit: 46 (8d8 + 10) slashing damage.   remaining fire titans immediately flee in terror and
   When the Vonindod rolls a 20 on its attack roll, its      any characters within 120 feet of the dragon must
   target takes an additional 28 slashing damage. It         succeed on a DC 16 Wisdom saving throw or become
   then rolls another d20. If the Vonindod rolls a 20, it    frightened for 1 minute.
   lops off one of the target’s limbs, with the effect of
   such loss determined by the DM.
                                                               Fire Titans and the Ordning
   Harpoon. Melee or Ranged Weapon Attack: +17 to              The Realms were already in great turmoil when Annam,
   hit, reach 15 ft. or range 200/800., one target. Hit:       the All-Father, broke the ordning, the divinely ordained
   46 (8d8 + 10) piercing damage. If the target is a           hierarchy amongst the giants (as described in Storm King’s
   dragon, then it must make a DC 21 Constitution              Thunder). Because of this, the heroes of the Realms were
   saving throw, taking an extra 12d20 piercing damage         unable to save King Hekaton, Lord of the Storm Giants,
   on a failed save, or half as much extra damage on a         and restore the sundered hierarchy. Now, years later, the
   successful one.                                             ordning remains in flux. Currently the fire giants rest atop
                                                               the hierarchy. In their new position of power, they refer to
	 The characters are attacked once during their                themselves as fire titans, although most others still refer to
journey to the edge of the woods by a patrol                   them as fire giants.
consisting of one fire titan and three ogres.
                                              Chapter 12 Here Be Dragons                                                        111
             Draconian Accolades
      The ancient white dragon is the White Wyrm,
      Arveiaturace. Although once blinded by cataracts,         	 Upon their arrival the two dragons demand that
      she has since had her vision restored by Tiamat. A        the characters exit the Vonindod. After doing so, the
      frozen, desiccated corpse is saddled to her back, the     dragons disdainfully distribute any rewards promised
      remnants of an old wizard that once served as her         to the characters by Rezmir. They then each grab a
      friend and confidant. Accompanying Arveiaturace is        shoulder of the massive construct, and fly off to the
      an ancient blue dragon known as Iymrith.                  southeast, towards Tiamat’s Soaring Citadel.
112                                                Chapter 12 Here Be Dragons
Chapter 13
Fatal Attraction
The characters visit a newly remodeled Undermountain to            	 If confronted, Durnan denies his former life, loudly
recruit the aid of Halaster Blackcloak, the Mad Mage of Un-        declaring that the characters have had a bit too
dermountain. The archmage is willing to assist the charac-
ters, but only after they help him kill three of his former
                                                                   much to drink. He then whispers for the characters
apprentices.                                                       to meet him after the bar has closed. If the charac-
                                                                   ters are respectful of this wish, Durnan is willing to
                                                                   hear them out. During conversation, the barkeep is
                                                                   sparing with his words, preferring to listen rather
                                                                   than talk. If the characters indicate that they wish to
                       handalin is the natural starting            speak with Halaster or access Undermountain, then
                    point for those seeking Halaster               Durnan responds as follows:
                    Blackcloak. The town is ruled by
                    a gang of twenty thugs referred                    “I’d warn you off, although I suspect your mind is
                    to as the Redbrand Ruffians.                       set. That wizard is dangerously mad and not to be
The Ruffians are led by Glassstaff (LE male human                      trifled with. It is true that I have a mirror, a gift from
mage). For more details on Phandalin see Lost                          the mage himself, that can transport anyone daft
Mines of Phandelver.                                                   enough straight into the dungeon. If you’d like to go,
                                                                       I won’t stop you. At the very least, it will put an end
                    Phandalin
                                                                       to you poking your noses around places they have no
                                                                       business.”
Phandalin is a frontier town built upon the ruins of               	 Durnan brings down a large, heavy, oval glass
an older settlement. Its remote location has served                mirror. He lays it upon the floor and then waves his
it well in the intervening years, and it has been left             hands over it. As he does so the glass begins to ripple
largely untouched since Vecna’s conquest. The town                 gently like water. The bartender warns the characters
boasts about eighty buildings and serves as home to                that the portal is likely one-way and that they will
an assortment of farmers, woodcutters, fur traders,                need to find their own way out of Undermountain
and prospectors.                                                   before bidding them good riddance. If the characters
	 The Stonehill Inn can be found within the center                 touch the mirror, they are transported to area K1.
of the town. It is a plain building of fieldstone and
rough-hewn timbers. It is filled, most hours of the
                                                                   K1. Entry Chamber
day, by townsfolk enjoying the local cider. Tending                There is a flash of teleportational energy, and the
the bar is a middle-aged man with a receding hair-                 characters find themselves in a dark, forty-foot square
line and thick, bushy mustache. The bartender goes                 chamber with a floor of sand. The walls are made
by the name of Dern (N male human veteran) but                     from plain, fitted stone. A dark-watered river runs
is, in fact, Durnan, the renowned former proprietor                along the western side of the room. A rickety gondola
of Waterdeep’s Yawning Portal. To avoid arrest and                 floats within the river, moored to a short, broad dock.
execution, Durnan fled Waterdeep long ago. He                      A tall, gaunt, male human stands in the northeastern
has since been laying low in the remote town of                    corner of the room. He wears dark, tattered robes
Phandalin.                                                         adorned with eyelike patterns.
                                                                   	 The statue is a wax replica of Halaster Blackcloak,
                                                                   the Mad Mage of Undermountain. The robes are
 River Properties                                                  part of the statue and cannot be removed. Within five
 The river is oily and dark. Although the boat drifts smoothly     seconds of the character’s arrival the statue begins to
 along the river, the waters themselves seem placid and            giggle before proclaiming, “Welcome to the new and
 there is no evidence of a current. The boat moves 10 feet
 a round. The water is 20 feet deep and unbearably cold            improved Undermountain! Better tricks! Better traps!
 to the touch. Any character who spends a round within             Better apprentices! You are currently on level one, the
 the enervating water must make a successful DC 15                 Museum Level. Please step on the gondola, and after
 Constitution saving throw or become inflicted with one            a brief historical tour, you will be teleported to the
 level of exhaustion.                                              most appropriate level of the dungeon.”
                                                   Chapter 13 Fatal Attraction                                                      113
      	 Gondola. The rickety gondola is twenty feet long,         noble families from Waterdeep. If the character
      ten feet wide and can hold up to eight Medium-              succeeds on their check by five or more, they note
      sized characters. A crystal orb is embedded within          that one of the family crests signifies buried treasure.
      the prow of the gondola, near which is a small,             If the characters examine this shield closely, they
      satchel-sized wooden box with a small slit in its top.      note that it can be removed from the wall. Behind
      Scrawled in Common along the front of the box are           the shield is a small niche which contains a ring of
      the words, “One coin per passenger”. The box can            feather fall. Any character that uses detect magic,
      easily be opened and closed and is functionally equiv-      discovers the presence of a shield of missile attrac-
      alent to a bag of devouring.                                tion hanging amidst the otherwise non-magical
      	 If any number of coins are placed within the box,         shields.
      even if it is fewer than the number of passengers,          	 While the characters drift through this corridor, the
      a bright yellow light emanates from the prow’s orb,         voice of Halaster echoes like a deranged tour guide,
      and the gondola begins to drift south towards area          “The foundation of what would eventually become
      K2. If a character touches the orb, it goes dark and        known as Undermountain was built under Mount
      the gondola stops moving. Similarly, the orb goes           Waterdeep more than two thousand years ago by
      dark and the gondola stops if there are no characters       clever little dwarves. Their home would eventually be
      within it. If a character touches the orb again, the orb    conquered by a villainous combination of drow and
      lights up and the gondola begins to move along its          duergar. About a thousand years later the eminent
      appointed route.                                            archmage Halaster Blackcloak, also known as yours
      	Treasure. Strange bones are buried within the              truly, settled the area. He brought with him a prom-
      sand. If a character takes the time to dig through          ising group of ungrateful apprentices known as the
      the sand and makes a successful DC 20 Wisdom                Seven. After settling the area Halaster did the Realms
      (Perception) check, they discover a bead of force.          a great service by hunting down and killing the drow
                                                                  vermin infesting the dwarven Underhalls.
      K2. Hall of Shields
      The walls of this corridor are adorned with shields
                                                                  	 Oh! Look up ahead, we are about to enter one of
      that shine brightly as if freshly forged. A variety of
                                                                  Halaster’s most popular creations, the Chamber of
      crests and sigils adorn the shields. Any character
                                                                  Many Pillars. I hope that you remembered to pay your
      who makes a successful DC 15 Intelligence (History)
                                                                  dues!”
      check discerns that most of these crests belong to          	 At this point the gondola drifts into area K3.
114                                                  Chapter 13 Fatal Attraction
K3. Chamber of Many Pillars                                  it and their items disappear completely. The mirrors
                                                             lose their powers immediately after creating a dupli-
Plain stone pillars rise from the water throughout
                                                             cate, or if removed from the wall.
this flooded chamber. The river continues through a
passageway to the west. Stairs rising from the water         	 Any reflections created by these mirrors do their
lead to a raised hallway to the north. The words             best to kill their counterpart and take their place.
“Certain fun this way!” are scrawled atop the stairs.        Characters can prevent this from happening by
If the characters have each placed one coin within           dousing their illumination, hiding within the bottom
the gondola’s box, then the gondola simply drifts            of the gondola, turning invisible, or using any other
into the room, weaving north to avoid the pillars            comparable strategy.
before exiting to the west. However, if any character        	 The gondola stops if any reflections are created
has not paid, then four bone nagas hiding beneath            and does not resume movement until they have been
the impenetrably dark water attempt to knock the             dealt with. Once the gondola has passed the mirrors,
characters off the gondola. If at any time unpaid            it floats north and then west. While doing so the
characters put their coin into the box, the nagas stop       voice of Halaster resumes, “Over time the town of
attacking and retreat beneath the water. At this point       Waterdeep was founded atop Halaster’s legendary
the gondola continues its journey west.                      dungeon and the two locales have been forever linked.
	 The entire room is under the effect of a permanent         The Yawning Portal Inn was famously created as an
antimagic field spell, although the nagas and their          entry point to the dungeon, allowing adventurers
magic are immune to this effect.                             access to Halaster’s fabled halls.
	 Any character who inspects the southern pillar and         	 And so it was until the arrival of Vecna. The great
makes a successful DC 20 Intelligence (Investigation)        usurper tempted Halaster’s greedy, faithless appren-
check discerns a loose stone near the top of the pillar.     tices into betraying the great mage. Surprised at this
Behind the stone is a compartment containing a half-         unexpected turn of events, Halaster was forced to
melted candle of invocation.                                 flee, tearing Undermountain itself from the ground
	 As the gondola exits the room the voice of Halaster
                                                             beneath Mount Waterdeep and embedding it within a
returns with exaggerated seriousness,
                                                             distant, hidden demiplane. During these years of hiding
                                                             Halaster has renovated his dungeon. Bigger monsters!
“After liberating the Underhalls from the drow,              Reconstructed levels! Thrilling, new traps! And a new,
Halaster took an arcane sabbatical to explore the            more loyal, collection of awesome apprentices –
various planes of the multiverse. During his travels he      including a dragon turtle sorcerer!”
simultaneously mastered more than a dozen conflicting
                                                             	 The gondola reaches the end of the river. Along the
planar philosophies, giving rise to the singular idiosyn-
                                                             wall is a portal crackling with blue energy. Tiny eyes
cratic brilliance for which he has become renowned.
                                                             can be seen dancing within the portal. Halaster’s
Soon after this sabbatical, Halaster peacefully relo-
                                                             voice concludes, “Unfortunately most of New
cated many planar refuges within the sanctuary
of the Underhalls, gifting them great treasure and           Undermountain is still under construction. But for
protecting them with devious traps. Speaking of              those seeking an audience with Halaster Blackcloak,
which! Up ahead, we have Halaster’s infamous Hall of         Slayer of Devils, Savior of Faerûn, and all-around great
Mirrors where your reflections come to life and try          guy, please mind your step as you exit the gondola.”
to kill you. Such wonderful nostalgia!”                      	 Any character who steps through the portal finds
                                                             themselves in area K7. After stepping through the
	 At this point the gondola drifts into area K4.
                                                             portal these characters find themselves magically
K4. Hall of Mirrors                                          rejuvenated, as if they had just completed a long rest.
Sixteen five-foot niches line this hallway, their floor      K5. Gift Shop
just slightly elevated above the waterline. At the
                                                             The sign reading ‘GIFT SHOP’ is set next to a door
back of each niche hangs a large, heavy oval glass
                                                             of thin, flimsy wood. The door has no handle or
mirror. The mirrors hang from hooks and can be
                                                             keyhole, and due to magic, cannot be forced open or
easily removed from the wall. The four westernmost
                                                             damaged by anything short of a wish spell. For infor-
mirrors are mirrors of opposition. If a character
                                                             mation on how to open the door see area K6.
creates a reflection in the mirror’s surface, an exact
duplicate of that character comes into being. This           	 The gift shop is covered in dust that puffs upward
opposite immediately attacks the original. The dupli-        with every step. There is a wooden counter along
cate has all the possessions and powers of its orig-         the eastern end of the room. Behind the counter can
inal. Upon the defeat or destruction of the duplicate,       be seen the wooden statue of a merchant, as well as
                                                             three sets of shelves.
                                             Chapter 13 Fatal Attraction                                                115
      	 The wooden statue is of a female half-orc. If a           	 First Statue. This statue is of a scorpion creature
      character investigates the statue with a successful         with the upper body of a male human. The name
      DC 13 Intelligence (Investigation) check, they notice       Elyndraun is written in Common on the plinth but
      that the head can be opened. Opening the head               has been crossed out with chalk. Written beneath it,
      reveals a wooden sculpture of an intellect devourer.        in Goblin, is the name Smelly Bottom, although this
      If a character investigates the sculpture with a            has also been crossed out with paint. Written beneath
      successful DC 16 Intelligence (Investigation) check,        it is the word “Dumb”.
      they notice that the intellect devourer can be opened.      	 Second Statue. The second statue is of a towering
      Opening the sculpture reveals a small wooden                golem. The name Ruathyndar is written in Common
      figurine of a mind flayer. If a character investigates      on the plinth but has been crossed out with chalk.
      the figurine with a successful DC 19 Intelligence           Written beneath it, in Goblin, is the name Stupid
      (Investigation) check, they find a cunningly hidden         Skull, although this has also been crossed out with
      clasp that allows the head to open. Opening the mind        paint. Written beneath it is the word “Dumber”.
      flayer’s head reveals a tiny beholder. If a character
                                                                  	 Third Statue. This statue is of a gaunt female with
      investigates the beholder with a successful DC 22
                                                                  wings and bone spurs along her forearms. The name
      Intelligence (Investigation) check, they notice that it
                                                                  Onthalass is written in Common on the plinth but has
      can be opened. The beholder can be opened by any
                                                                  been crossed out with chalk. Written beneath it, in
      character proficient in jeweler’s tools who makes a
                                                                  Goblin, is the name Born Toothless, although this has
      successful DC 14 Dexterity check. On a failed check
                                                                  also been crossed out with paint. Written beneath it
      the beholder is destroyed. Alternatively, a Tiny char-
                                                                  is the word “Dumbest”.
      acter can successfully open the beholder. Within the
      beholder is a microscopic gold statue of Halaster that      	 A character recognizes the statues as former
      magically grows to a height of four inches if emptied       apprentices of Halaster with a successful DC 15
      from the beholder. The statue of Halaster is function-      Intelligence (History) check (see area K8 and
      ally equivalent to a +2 wand of the war mage.               appendix B for details on the apprentices).
      	 The shelves contain hundreds of tabards with logos        	 Covered Basket. If the characters open the basket
      like “UNDERMOUNTAIN 1501”, “THE MAD MAGE OF                 they find ten rotten tomatoes. The basket radiates
      UNDERMOUNTAIN” and “I DIDN’T ASK HOW BIG THE                conjuration magic and magically refills with rotten
      ROOM IS, I SAID I CAST FIREBALL” embroidered on             tomatoes at the dawn of each day. If a tomato is
      them. A padded teak box contains a set of twen-             thrown at a statue, it hits with a sickening splat.
      ty-three beautifully crafted glass balls (worth 100 gp      Immediately afterwards a loud bell sound rings
      each). If a character looks within a glass ball, they       throughout the chamber. If a character hits all three
      can see a perfectly preserved miniaturized dungeon          statues with tomatoes, then the characters hear the
      level. If you have the adventure Waterdeep: Dungeon         sound of a door unlocking. The door to area K5 is
      of the Mad Mage, consider allowing the characters to        now unlocked and open.
      use the glass balls to teleport to any dungeon level.
                                                                  K7. Devil’s Tea Party
      K6. The Ungrateful Hall                                     The characters appear in a short hallway that leads
      This large chamber is dominated by three stone              north into a grand dining room (entering from the
      statues that stand atop circular plinths. A small,          path marked EN on the map). A large, rectangular
      covered basket that reeks terribly of rotting fruit rests   table carved from mahogany takes up much of the
      against the east wall. Monsters lair randomly within        room. The table is decorated with a vast array of teas
      this room, attacking the characters on sight.               and pastries displayed upon a delicate porcelain tea
                                                                  set with a red devil’s motif. The tea set is worth 1,000
      Random Monsters
                                                                  gp, although it is extremely difficult to transport
          d8    Monsters                                          without breaking. Seated around the table are a pit
          1     1d2 behirs                                        fiend (marked P on the map), an erinyes (marked E
          2     1d4 xorn                                          on the map), a bone devil (marked BO on the map), a
          3     3d4 gnoll fangs of Yenoghu                        barbed devil (marked BA on the map), a chain devil
          4     1d12 trolls                                       (marked C on the map), and an imp (marked I on the
                                                                  map). The devils are being served by two lemures
          5     1d4 ettins
                                                                  dressed in butler’s garb (both marked L on the map).
          6     1d6 ghosts
                                                                  	 The voice of Halaster returns as the characters
          7     2d10 shadows
                                                                  enter the room, “Recent focus groups described the
          8     1d6 gelatinous cubes                              previous Undermountain as inhospitable. In response
116                                                  Chapter 13 Fatal Attraction
to this, as a gesture of indiscriminate hospitality, we        eyes darting from one creature to the next. No tea is
welcome you to partake in a royal tea party. Only              served to the chain devil. If released, its chains start
afterwards will you be able to see Halaster. Enjoy!”           flailing, possibly destroying parts of the tea set, but
	 There is a vacant seat for each character, although          but deliberately avoiding harming another creature,
none of the seats are adjacent to one another. As the          before tying the devil down once more 1 minute later.
characters sit down the erinyes rings a tiny bell and          	 Imp. The imp’s name is Fixatox. He boasts that
announces, “Welcomed guests, we begin our                      it only took eighty-seven years to ascend from a
party with introductions and boasting. We                      lemure into an imp. Fixatox grovels to each character,
shall start with the pre-eminent Lord Baron                    regardless of their class, pleading that they accept
Krinkrik’ik’ik.”                                               him as a familiar. If any character agrees, Fixatox
	 Below are the introductions, boasts, and person-             drafts up a convoluted contract that, if signed, binds
ality of each devil. Have the characters alternate with        the character into serving as the imp’s familiar. This
the devils during the introductions and boasting.              clumsy attempt at deception can be detected with a
	 Pit Fiend. The pit fiend’s name is Lord Baron                successful DC 5 Intelligence (Investigation) check.
Krinkrik’ik’ik, Servant of Over-Baron Naroldanok,              	 After introductions, Dark Lady Lyshinia says that
who serves his Great Lord Dispater. His boast is that          it is time for the guests to toast their host. The devils
he led the hoards of Dis while repelling an invasion           refuse to proceed until each character has made a
by Yeenoghu. He is the most pleasant of the devils,            toast. After each toast all characters and devils are
as he is secure in his place above the others but he is        expected to sip scalding hot tea that has been brewed
quick to anger if it is pointed out that he is still “just”    from the River Styx. A character takes 1d4 fire
a middle man within the infernal hierarchy.                    damage each time they sip some tea. At the end of
	 Erinyes. The erinyes’ name is Dark Lady Lyshinia.            the introductions each character who consumed tea
Her boast is that she has seduced scores of souls              must make a successful DC 15 Constitution saving
in Mammon’s great gaming halls and served as                   throw or gain one level of exhaustion. Alternatively,
Mammon’s most trusted spy on Toril. She is an                  a character can pretend to sip tea by making a
expert temptress who will do her best to tempt                 successful DC 15 Charisma (Deception) check.
characters towards dark acts. She is willing to offer          	 Get This Party Started. After toasts, the tea party
magical items (either two rare items or one very rare          officially begins. It is an elaborate, tedious affair
item) or infernal assistance (a legion of lesser devils        filled with bewildering, inexplicable niceties. The
who participate in the War for Waterdeep) in the fight         devils take their time during the ceremony, hoping to
against Vecna to characters willing to sell their souls.       confuse or infuriate impatient characters. From start
	 Bone Devil. The bone devil’s name is Akzanabon.              to finish the tea party takes a total of four hours. Each
It scowls and refuses to boast, declaring, “I will             character must make a successful DC 15 Intelligence
not debase myself by bragging to                               (History) check to avoid making any mistakes during
these lesser beings. I have stepped in                         the ceremony. Additionally, any character of chaotic
Phlegothasian sludge worth more than                           alignment makes their check with disadvantage. If
these dim-witted cretins.” Akzanabon is                        a character fails their check, they either lose their
a vile, hateful creature that communicates almost              temper or make an egregious breach of etiquette.
entirely through taunts and insults. It hopes to goad          The character must then make a successful DC
the characters into attacking, which would allow the           15 Wisdom saving throw or be afflicted by a curse.
devils to attack in turn.                                      Anytime the character speaks aloud they must
	 Barbed Devil. The barbed devil’s name is                     include the words “please” or “thank you” or take 1d6
Skree’ska’skritrit. It boasts that it has sliced the           fire damage (Alternatively, if this seems too tedious,
throats of a thousand mortal creatures, and returned           the character takes an immediate 6d6 fire damage).
hundreds of Abyss-spawn to their homes across the              	 The tea party concludes with a round of vicious
River Styx. He is deceptively nice, offering pastries          insults, during which the devils and characters trade
to the characters and inquiring about their armor.             verbal barbs with one another. After they have done
In truth he is trying to get close so that he can              so, there is a loud chime. Halaster’s disembodied
attack them, although the magic binding him to this            voice announces, “Halaster will see you now.” Any
chamber ultimately prevents him from doing so.                 character who walks into the northern hallway finds
	 Chain Devil. The chain devil’s mind is incapable             a glowing red portal. Stepping through the portal
of storing memories for more than 1 minute and                 leads to area K8. If the characters approach this
it is no longer aware of its own identity. It sits on          portal without completing the tea ceremony they
a chair, bound and gagged with its own chains, its             instead find a portal to the Nine Hells.
                                               Chapter 13 Fatal Attraction                                                 117
      K8. Tomb of Ungrateful Apprentices                          questions such as, “What are your favorite types of
      The characters appear in the middle of a gloomy,            traps?”, “Do you think an amber hulk should be more
      sepulchral chamber that is dominated by three empty         or less powerful than an umber hulk?”, and “Are lost
      sarcophagi, two of which are exceptionally large (in        dwarven tombs becoming a little too cliché?”
      the spaces marked E on the map). Along the northern         	 Halaster is receptive to any requests for help,
      wall is a mantle place decorated with a dozen               particularly if they involve the downfall of Vecna.
      severed Manshoon heads. Along each remaining                However, Halaster is only willing to help the charac-
      wall is a stone statue of a stoic-faced armored knight      ters if they help him finish the Tomb of the Ungrateful
      (stone golem). Standing before the sarcophagi is            Apprentices. Halaster interprets any inquiries about
      Halaster Blackcloak (appendix B; marked H on the            what this means as consent and begins waving his
      map). The Mad Mage grins as he asks, “Welcome to            hands while casting a powerful summoning spell.
      the new dungeon level twenty three. We are currently        Moments later a very surprised looking creature with
      standing in the Tomb of the Ungrateful Apprentices.         the lower body of a scorpion and the upper torso of a
      What do you think?”                                         male human appears in the center of the tomb. The
      	 Conversing with Halaster is a challenge. He               creature’s torso is draped in pajamas and its eight
      mutters under his breath and giggles inappropri-            chitinous legs are capped with fuzzy scorpion slip-
      ately. He is seemingly oblivious to any attempts at         pers. The summoned being is Muiral the Misshapen
      flattery but responds with fury to any perceived            (appendix B), one of Halaster’s former apprentices
      slight. Halaster is in the middle of fully redesigning      that has just been mystically abducted from his quar-
      Undermountain and pesters the characters with               ters in the Hosttower of the Arcane.
118                                                  Chapter 13 Fatal Attraction
    A Bloody Apprenticeship                                  Arcturia
                                                             After the fall of Trobriand, Halaster returns to his
                                                             corporeal form and summons one last apprentice,
Halaster plans to murder three former apprentices.
                                                             Arcturia (appendix B).
Muiral the Misshapen                                         	 Arcturia immediately holds her hands up in
Halaster intones, “Muiral the Misshapen, you have            surrender before pleading with the characters,
been branded a traitor and a terrible apprentice.            “Whatever this senile fool has promised you, I
*giggle* Now that I have new apprentices you are no          promise to double it. Trust me when I say that there
longer needed and have been sentenced to death. I am         is not an ounce of compassion or love in that with-
graciously allowing my new friends the honor.” At this       ered heart. I should know. . .” Any character who
point Halaster gestures to the characters.                   makes a successful DC 20 Wisdom (Insight) check
	 Muiral was abducted from his bedchambers                   discerns a brief look of sadness cross Arcturia’s face.
mid-sleep. Because of this he spends the first round         	 Halaster titters in response, chanting, “You’re
rubbing his eyes in incredulous disbelief. He then           rubber, I’m glue” before urging the characters to kill
attempts to cast teleport, although this spell fails         Arcturia.
because of the wards Halaster has placed throughout
Undermountain. Finally, Muiral snarls, uses a bonus          	 Arcturia once, long ago, loved Halaster deeply. At
action to conjure forth a long sword, and attacks the        the time the Mad Mage rebuffed these affections, but
characters regardless of whether or not they have yet        over the years has come to regret it. Considerable
attacked him.                                                animosity now exists between these two rivals;
                                                             however, socially adept characters may be able to
	 Halaster avoids combat. Instead, he taunts Muiral          bring about reconciliation. Such an epic feat of
while shouting encouragement (and the occasional             diplomacy requires a successful DC 20 Charisma
constructive criticism) to the characters. The Mad           (Persuasion) check made against Arcturia and a
Mage can be persuaded to take a single action to             successful DC 22 Charisma (Persuasion) against
help the characters if they make a successful DC 20          Halaster.
Charisma (Persuasion) check. As an action Halaster
will take the Obliterate Nuisance action or direct one       	 If the characters side with Arcturia and kill
of his stone golems to attack his former apprentice.         Halaster, then she is true to her word. She is deeply
Alternatively, if the characters manage to trick Muiral      unsettled that Halaster has killed her two comrades
into saying something insulting about Halaster, the          and managed to summon her into Undermountain.
Mad Mage grows infuriated and targets Muiral with            This is enough to convince her that it might be in her
Greater Obliteration.                                        best interest to betray Vecna. She can provide any of
                                                             the information that Halaster might provide, as well
	 If there is ever a point where just a single character     as a key to enter the Tower of Ahghairon (see below).
is left conscious, then Halaster fully enters the fray,      As the head of the Arcane Brotherhood, she can
fighting until the apprentice is defeated.                   provide considerable service to the characters over
Trobriand the Metal Mage                                     the course of the adventure. However, she is deeply
Promptly after Muiral is defeated Halaster waves             pragmatic, and if at any point she thinks that they
his hands a second time, summoning an iron golem             will be unable to vanquish Vecna, she turns on the
whose face has been forged into the likeness of a            characters.
skull. This iron golem is Trobriand the Metal Mage           	 If, instead, the characters attack Arcturia, she casts
(appendix B), another one of Halaster’s treacherous          shape change and changes into an ancient green
apprentices.                                                 dragon. When reduced to 200 hit points, if the spell
	 Yet again Halaster condemns the former apprentice          is still active, she uses an action to turn into a pit
before imploring the characters to kill him.                 fiend. From this point Arcturia fights to the death.
	 Trobriand immediately uses a bonus action to               	 Once Arcturia is defeated, Halaster claps heartily,
summon two scaladar (appendix B), that burrow                congratulating the characters for putting on a good
their way out from the floor. Trobriand directs the          show. The demented archmage then orders his stone
scaladar to attack the characters before lumbering           golems to entomb the dead apprentices within their
towards Halaster. Trobriand pummels the Mad Mage,            respective sarcophagi. He finally gives the characters
who giggles throughout the beating, for two rounds           a small pouch which holds one horned ring as well
until Halaster turns himself into an insubstantial           as a button that reads, “I made it all the way to level
ghost and sticks his tongue out at Trobriand. At             23 of Undermountain and all I got was this stupid button”.
this point the frustrated iron golem turns upon the          The horned ring is a very rare magic item that allows
characters.
                                             Chapter 13 Fatal Attraction                                                  119
      the wearer to use an action to teleport to area K8        J To get from Skullport to Waterdeep, Halaster
      within Undermountain. Once used, the ring becomes              suggests the characters visit Tas Velldarn, “an old,
      nonmagical.                                                    dear friend”.
      	 At the conclusion of combat Halaster is willing to      J Halaster indicates that once inside Waterdeep,
      provide the following information and assistance:             Vecna can be found within the Tower of
      J Halaster warns the characters against entering              Ahghairon. The tower is warded by powerful,
         Waterdeep directly, suggesting instead that they           protective magics; however, Halaster is willing to
         enter through Skullport, an underworld city built          supply the characters with a small golden key that
         beneath Waterdeep.                                         can be used to temporarily deactivate the wards.
      J Giggling profusely, Halaster provides the char-         	 At the conclusion of these dealings, Halaster
         acters with a glowing potion and instructs them        volunteers to teleport the characters to any locale
         to deliver it to the “skull-faced beggar within        of their choosing, giggling as he does so. Halaster
         Skullport”.                                            can teleport the characters directly to Skullport, if
                                                                they are inclined, however cannot teleport them into
                                                                Waterdeep because of its magical wards.
120                                                Chapter 13 Fatal Attraction
Chapter 14
The War for Waterdeep
After recruiting allies, the characters begin planning their
assault on Vecna. The characters must first convince their                             The War Council
allies to stage an attack on Waterdeep. Using this as a dis-
traction, the characters can sneak into Skullport, an under-         The first step for planning the war is calling together
world city that exists beneath Mount Waterdeep. From Skull-          a War Council. This can be done at a physical loca-
port the characters can teleport into Waterdeep and assault          tion, from a distance via magic, or any combination
Ahghairon’s Tower, the seat of Vecna’s power. In the tower
                                                                     of the two. Likely participants in the War Council are
the characters fight and vanquish Vecna, only to find that
the lich’s essence has fled to a phylactery secreted within          included in the table below. Most of the suggested
Castle Waterdeep.                                                    participants are committed to their own self-interest
                                                                     and will need to be persuaded to fight. Bruenor is
                                                                     more than willing to fight Vecna, although he will
                                                                     have to be persuaded to work with some allies, such
                                                                     as Jarlaxle, who the dwarf sees as untrustworthy. The
                                                                     key to persuading each participant is deducing and
                                                                     leveraging their key desire (listed below). As a DM
                                                                     you are welcome to adjudicate this session as briefly
                        roceed to this chapter when the
                                                                     or extensively as you prefer, using a combination of
                      characters have made the deci-
                                                                     roleplaying and skill checks.
                      sion that it is time to assault
Vecna. Xanathar’s plan calls for sneaking into                       	 The characters, of course, may wish to include
Waterdeep through an underground city known as                       other factions as well. If they played Rise Of Vecna,
Skullport. Once in Waterdeep, the characters can                     for example, they may include Princess Serissa in
break into Ahghairon’s Tower, where Vecna currently                  their War Council. As another example, if the char-
resides. The beholder crime lord’s plan then calls                   acters were particularly kind to the modrons in the
for an army to simultaneously besiege Waterdeep,                     Hosttower of the Arcane, then Primus might offer a
providing a distraction that allows the characters to                regiment of modrons for battle. Use this council as
enter the city more easily. This War for Waterdeep                   an opportunity to encourage and reward creativity.
is not essential for the adventure, although it does                 	 Once the participants have been persuaded and
provide a memorable backdrop to the campaign’s                       their roles have been assigned, it is time for the char-
conclusion.                                                          acters to infiltrate the City of Splendors.
    Council        Description
    Member
    Bruenor        The dwarven king has spent his time rallying the scattered remnants of his people to his banner and has
 Battlehammer      found considerable reinforcements sequestered within distant Ironmaster. Key Desire. Revenge upon Vecna
                   for the death of his people.
                   The half-dragon speaks on behalf of Tiamat who is willing to pledge a wing of dragons to the battle; however,
  Wyrmspeaker      Waterdeep is currently protected by Ahghairon’s dragonward, a powerful mythal that prevents dragons from
    Rezmir         passing over the city. This dragonward is created by a magical staff known as the Dragonstaff of Ahghairon.
                   Key Desire. Treasure for Tiamat’s hoard, as well as the Dragonstaff, so that Tiamat might destroy it.
                   The drow elf is an expert thief, capable of sneaking in and out of even the most secure location. Because of
 Jarlaxle Baenre   this, he is well suited to sneaking into Waterdeep and procuring the Dragonstaff. Jarlaxle also commands a
                   sizable navy that he is willing to use in combat, so long as he is properly compensated. Key Desire. To rule
                   Luskan yet again.
                   The Mad Mage of Undermountain, if included in the council, speaks primarily in giggling non-sequiturs. If
    Halaster       pressed, however, the archmage will pledge to provide arcane support to any armies, neutralizing liches and
   Blackcloak      rival archmages as needed. Key Desire. Relocating Undermountain beneath Waterdeep as well as attempting
                   to convince one of the characters to serve as a new apprentice.
                   The cultist speaks on behalf of not only Ogremoch but the other three Elemental Princes as well. The
                   Elemental Princes are willing to pledge a small army of mephits and elementals. Keep in mind that
                   Ogremoch is cognizant of anything communicated by the characters through Ears of Ogremoch, which
   Hellenrae       may or may not sabotage negotiations. Key Desire. The Elemental Princes seek to free Tharzidun, the god
                   of Eternal Darkness, Decay, Entropy, Malign Knowledge, Insanity, and Cold, although they do not share this
                   knowledge with the characters. They believe that Tharzidun is being held captive by Vecna and thus require
                   little persuasion to help. For more details on Tharizdun see the Doomed Forgotten Realms: SwOrd COast Gazetteer.
                                                Chapter 14 The War   for   Waterdeep                                                  121
                        Waterdeep                                  	 It is assumed that the characters use Skullport
                                                                   (described below) to circumvent Waterdeep’s heavily
      According to the Sword Coast Adventurer’s Guide,             guarded streets. As such the City of Splendors is left
      “The City of Splendors is a bustling, walled city on         largely undetailed. For DMs seeking additional infor-
      the Sword Coast. Some merchants have dubbed                  mation refer to Waterdeep: Dragon Heist.
      Waterdeep the best supply center in the world,
      with the largest collection of superb craft workers,
      experts, useful contacts, and potential hirelings to be
                                                                                          Skullport
      found anywhere. Others caution that the city houses          The book Skullport describes the Port of Shadow as:
      a veritable army of potential enemies for those who          “. . . a dismal and dangerous domain populated by the
      aren’t careful – and everyone agrees that its wide,          most vile beings the Underdark has to offer. In this
      crowded streets are full of spies.”                          underworld city beneath Mount Waterdeep, anything
      	 Much of Waterdeep remains the same under                   and everything can be bought, sold, or traded for a
      Vecna’s rule. The city is still filled with some of the      price. Slavers, smugglers, mercenaries, and black-
      Realm’s finest crafters. If anything, there are more         market merchants operate openly in Skullport.
      spies than ever. On top of this, the city remains            Thirteen enigmatic Skulls rule and maintain order
      protected by Ahgairon’s dragonward, a powerful               in the city. These floating disembodied creatures
      enchantment that makes it impossible for dragons             wander Skullport, which takes its name from their
      and all other creatures of the dragon type to physi-         presence, tending to aims only they can fathom and
      cally enter the city or its sewers. Some of the notable      enforcing their sometimes whimsical and often harsh
      changes to Waterdeep include:                                will through the use of cryptic magical abilities.”
      J The City of Splendors is no longer ruled by a              	 This subterranean city is most often accessed
         council of Masked Lords. Vecna has proclaimed             through caves along the western edge of Mount
         himself the new lord of Waterdeep, although he            Waterdeep. However, it can also be accessed through
         has delegated his authority to the Zhentarim.             the underground River Sargauth. It is this route that
         The Zhentarim, in turn, are led by the archmage           Jarlaxle’s Scarlet Marpenoth uses to smuggle the
         Manshoon who dwells within the city’s Southern            characters into the Port.
         Ward in Kolat Towers.                                     	 Both the seacaves and the River Sargauth lead
                                                                   to a raised, fortified isle referred to as Skull Island.
      J Of the original seventy-eight noble families that
                                                                   From the northern edge of Skull Island, a bridge
         predate Vecna, roughly a third remain. The
                                                                   referred to as the Murkspan Bridge connects to a
         surviving lineages are those that were most
                                                                   large cavern which contains the majority of Skullport.
         immoral and corrupt. Most of these families were
                                                                   This portion of the city is broken into three districts,
         blackmailed in one way or another into either
                                                                   the Port District, the Trade District, and the Heart
         helping Vecna with his conquest of Waterdeep or,
                                                                   District.
         at the very least, not interfering.
                                                                   	 The city is further described as:
      J The eight Walking Statues of Waterdeep
          (appendix B) have all been reshaped into                 “. . . having a deteriorated, haphazard look to it.
          Vecna’s likeness. They are typically controlled by       Structures within the port have been literally thrown
          Manshoon, although Vecna can supersede this              together out of whatever materials were on hand at
          control should he wish.                                  the time and carved from and assembled around the
                                                                   cave walls, stalactites, and stalagmites of the giant
      	 At this point, it is likely that Vecna is aware of the
                                                                   cavern the city is built in. As a result, the streets wind
      characters’ existence, and so Waterdeep is well
                                                                   and twist, and many of the buildings look as though
      fortified. Each of the city’s five gates are guarded
                                                                   they are ready to topple over at any moment. Most
      by dozens of Zhentarim thugs, a lich magically
                                                                   wood comes from the wrecks of seagoing vessels
      disguised as a thug, and a death knight. The harbor
                                                                   that have met with misfortune. While wandering
      is guarded by a small army of thugs and three other
                                                                   the streets of the port city, one may see the masts
      magically disguised liches. The skies are patrolled
                                                                   and ribs of ancient ships being used as supports,
      by invisible will-o’-wisps and Zhentarim veterans
                                                                   the hulls and cabin windows of long-destroyed ships
      mounted on wyverns. The city itself is filled with
                                                                   now reused as walls and windows of tenements, and
      hundreds of spies, ranging from street urchins to
                                                                   the rigging of ship-wrecked vessels connecting to
      magically disguised arcanaloths, all of which would
                                                                   catwalks up above.
      happily turn in the characters for a chance to curry
      Vecna’s favor.
122                                                Chapter 14 The War   for   Waterdeep
High overhead, rope bridges and catwalks provide a
precarious access to structures carved out of stalac-            An Alternative to Shradin
tites and massive columns of stone. The streets are              If the characters did not learn about the skull-faced beggar
relatively clear of rubble or debris, and some are               from Halaster, then replace him with Tasselgryn Velldarn
even paved with irregular bits of granite and flint.             (area L12). Upon learning of the characters’ arrival,
                                                                 Tasselgryn seeks them out and shares the same informa-
Most alleyways and narrow thoroughfares between
                                                                 tion that Shardin would have provided.
businesses consist of hard-packed dirt into which
wooden beams have been submerged or bare earth
over which planks have been laid. The only light in             bearings before any further introductions. Please
Skullport comes from sickly yellow lanterns, glowing            return in three hours and we shall discuss how I
pools of fungus and lichen emitting green foxfire,              might repay your service.”
torches, braziers of coal, bioluminescent fish kept in          	 At this point Shradin begins to act, once again, as
glass aquariums, and pans of large glowworms.”                  an amnesic beggar, responding to any further inqui-
	 Since Vecna’s conquest, Skullport has remained                ries with a blank, vacuous stare.
largely unchanged. Previously the enigmatic Skulls              	 Should the characters return later, they find a
(see the Skull-faced Beggar section and area L2                 changed man. Although outwardly identical, the
for more information) had been cursed so that they              necromancer now carries himself with an air of
could never leave the confines of Skullport. Upon his           supreme confidence. At this point, he is willing to
arrival, Vecna used his powers to liberate the Skulls           engage with the characters. When they arrive read or
from this imprisonment. In turn, they have pledged              paraphrase the following:
their subservience. Their capricious authority is rein-
forced by the Black Network, also loyal to Vecna, who
                                                                      The skull-faced beggar now stands with a more confi-
oversee the governance of Skullport, particularly its
                                                                      dent, regal poise and the relaxed airs of one who was
slave trade.                                                          expecting you. His voice is a low hiss, like the whis-
                                                                      pers of worms boring through dead flesh, “Damn that
The Skull-Faced Beggar                                                Halaster, yet again – all of this just because I caught
Unless the DM deems otherwise, the characters                         him cheating in a game of three-dragon ante we were
                                                                      playing with Tas. It seems those blasted thirteen skulls
are smuggled into Skullport without incident. Upon
                                                                      still run the place, although they now apparently serve
sneaking into Skullport, the characters’ most likely                  some higher power that calls itself Vecna. Before we
first action is to look for the “skull-faced beggar.” This            go any further, we will need to take care of these skulls.
wretched creature has been a staple of Skullport for                  Doing so will allow you to escape Skullport and allow
as long as anyone can remember, and most inhab-                       me to reclaim my rightful role as ruler of this dung
itants of the city willingly provide directions to his                heap.”
teetering hovel of rotting, mildewed crates. The
skull-faced beggar is an emaciated humanoid dressed             	 Shradin is extremely knowledgeable when it comes
in rags that smell of rotting fish. His skin has turned         to Skullport and is now caught up on present-day
translucent over the years, revealing his skull.                dealings. He willingly shares this knowledge with the
	 The skull-faced beggar is, in truth, Shradin                  characters and can provide the following information:
Mulophor (NE male human archmage), a former                     J The Skulls are remnants of ancient Netherese
necromancer of power and prominence who once                          wizards who have overseen Skullport since its
ruled Skullport many years ago. During an argument                    conception.
with Halaster Blackcloak, an acquaintance and rival,
Shradin’s memory was wiped clean. He has since
                                                                J The Skulls are powerful but capricious. Many
                                                                      years ago, they were allied with Shradin but
aimlessly wandered the alleys of Skullport, panhan-
                                                                      ultimately turned upon him and betrayed him
dling for sustenance.
                                                                      (This is a sore topic on which Shradin refuses to
	 If the characters give Halaster’s glowing draught to                elaborate).
Shradin, he mistakes it for alcohol and drinks it down
greedily. He then lets out a sharp gasp of surprise             J The Skulls were once immortal and would reform
as his vacant eyes become lucid and appraising. He                    whenever slain. They also used to be bound to
looks about suspiciously before finally whispering                    Skullport. Vecna has found a way to liberate
to the characters, “Curse that fool of an archmage                    them, and the Skulls are now free to roam wher-
for stealing my memories, but blessings to you for                    ever they please. This has come at the cost,
bringing them back. I see that, despite the years, I                  however, of their immortality.
have not wandered far. Allow me time to regain my
                                           Chapter 14 The War   for   Waterdeep                                                    123
      J The Skulls often travel alone, but when one is
         threatened the others will quickly come to its                    Skullport, Lower Level
         aid. Because of this, Shradin recommends a             At this point the characters must explore the city in
         coordinated attack on the Skulls. To make such         search of allies in their inevitable fight against the
         an attack Shradin suggests that the charac-            Skulls. Below is a list of notable locations, most of
         ters attempt to recruit other allies from within       which have been adapted from the book Skullport.
         Skullport. These allies include Zstulkk Ssarmn
         (area L2) the Skum Lord (area L4), Misker the          	 See the Skull Island and Lower City maps for an
         Pirate Tyrant (area L5), Sangalor of the Secrets       overview of the city’s layout.
         (area L13), and Kesra Tanor’Thal (area L16).           L1. Skull Island
         Shradin can provide the location of each of these      The entirety of Skull Island is taken up by a heavily
         potential allies.                                      fortified compound that headquarters the Zhentarim.
      J Tas is short for Tasselgryn Velldarn, a mutual          There are more than two hundred veterans stationed
         friend to both Shradin and Halaster. She is an         here at any time, supported by an equal number of
         archmage of considerable power and runs the            underlings and at least one archmage. Within the
         Poisoned Quill (area L12) in the Trade District. A     walled compound can be found barracks, armories,
         little-known secret is that Tas has a teleportation    and prisons as well as the infamous Tower of Seven
         circle in her shop that can transport the char-        Woes. This imposing structure is carved into a
         acters anywhere they want within Waterdeep.            massive stalactite that looks as if it pierces the
         However, so long as the Skulls live, the magic of      southern end of the island. The Tower was once dedi-
         the teleportation circle is suppressed                 cated to Loviatar, the Maiden of Pain, and used to
                                                                torture prisoners. It has since been repurposed and
124                                             Chapter 14 The War   for   Waterdeep
houses an array of Vecnan birthing vats. The artificial
organisms created within these vats are then sold to            The Thirteen Skulls of Skullport
the highest bidder at the Open Market (area L2).                Each of the thirteen skulls is larger than a regular skull and
	 The water surrounding Skull Island, known as                  wrathed in flame. It has the same statistics as a demilich
                                                                with the following changes:
Skull Pool, hides hundreds of smaller caves, hidden
                                                                  •	 It can use an action to teleport itself, along with any
within the base of the isle, as well as dozens of                 vassal skulls, anywhere within Skullport.
rotting shipwrecks. These caves and shipwrecks                    •	 It can telepathically communicate with any of the other
serve as home to giant sharks as well as a tribe of               twelve Skulls.
aquatic trolls loyal to the Zhentarim. Chasms within              •	 It can cast the incendiary cloud or fire storm spells at will
Skull Pool connect with the Underdark, and it is not              without expending a spell slot.
uncommon for kuo-toa and aboleth to periodically                	 Furthermore, it is always accompanied by 1d4+1 vassal
emerge from these tunnels in hopes of doing busi-               skulls (same statistics as a flameskull).
ness within Skullport.
L2. Open Market                                                Vecnan blueprints that can be obtained from the
                                                               Zhentarim fortress on Skull Island. The fortress is
This open-air market is surrounded by businesses
                                                               heavily guarded. As such, a character must make
and warehouses. It has a festive, almost circus-like
                                                               a successful DC 25 Dexterity (Stealth) check to
atmosphere, with hundreds of vendors all attempting
                                                               sneak into the compound and steal the blueprints.
to shout over one another. Kuo toa fetishes, drow
                                                               If the blueprints are successfully stolen and given to
armor, zombie porters, and encaged flumphs (a
                                                               Zstulkk, then the yuan-ti agrees to aid the characters
mind flayer delicacy) are just some of the more
                                                               against the Skulls.
unusual items for sale within the market. A large,
flame-wreathed skull floats 50 feet above the market,          L3. Mhaug’s Hogs
watching the commerce below while being orbited                This ramshackle shop is run by the night hag,
by 1d4+1 smaller skulls. The larger skull is one of            Mhaug. Her wares, animated zombies, dangle from
the thirteen Skulls of Skullport (see the The Thirteen         the rafters. A quartet of zombies hanging from the
Skulls of Skullport sidebar for its statistics).               store’s awning attempt to clumsily play music while
	 Snake Eyes. Zstulkk Ssarmn, a yuan-ti abom-                  sputtering out incomprehensible jingles. A zombie
ination who single-handedly runs the Iron Ring                 can be purchased for 50 gp. Larger, more exotic
consortium is a nigh permanent fixture within the              zombies are also available for sale but stored at an
marketplace. The Iron Ring is currently comprised              external location.
almost entirely of yuan-ti, and they are second only to        	 Mhaug has the indefatigable happiness of someone
the Zhentarim in terms of slave trade. Zstulkk speaks          living their best life. She is a natural merchant who
with soft sibilant hisses that are subtly hypnotic, so         particularly enjoys her monthly “Grand Opening’’
that listeners find themselves subconsciously leaning          sale. A secret that she keeps is that she can see
in whenever the yuan-ti talks. The cold-hearted slaver         through the eyes of every zombie she has enchanted.
is a cunning and ruthless leader, willing to sacrifice         The nosy hag is very likely to use this to spy on the
anything or anyone for a profit. If approached by the          characters. Mhaug’s commercial success has been
characters, Zstulkk eyes the floating Skull nervously,         largely due to the disappearance of Shradin. Because
suggesting that they hold their conversation in a              of this, if she realizes that the necromancer has been
nearby alley.                                                  restored to his senses, she is likely to inform the
	 Like many in Skullport, Zstulkk resents the Vecnan           Skulls.
occupation of Skullport. He would welcome a shift in
power but is reluctant to risk his own life. A bribe of
                                                               L4. Sewer Lair of the Skum Lord
50,000 gold is sufficient to earn his assistance. This         A metal grate here lifts as easily as any door,
bribe can be reduced to 25,000 gold if the characters          allowing access to a ladder that descends into the
make a successful DC 20 Charisma (Persuasion or                city’s sewers. The ladder leads down hundreds of
Intimidation) check. Once bribed, Zstulkk promises             feet before opening into a slimy underground grotto
that he will attack one of the Skulls at a day and time        dominated by a stagnant pool. Within this pool can
of the characters’ choosing.                                   be found the Skum Lord, a powerful aboleth, tended
                                                               by twenty skum (appendix B) servitors. The Skum
	 Alternatively, the characters can earn Zstulkk’s             Lord owns close to thirty percent of the buildings in
assistance by completing a quest. The yuan-ti wants            Skullport and uses its small army of skum to collect
to set up his own laboratories for the creation of
artificial life. To accomplish this task, he needs
                                          Chapter 14 The War   for   Waterdeep                                                       125
      rent every tenday. Those that cannot pay are dragged        Wisdom (Survival) check to successfully track down
      into the depths of the sewers, where they are horrifi-      the elusive cultists. Ridding the sewers of the cultists,
      cally transformed into skum.                                one way or another, earns the aid of the Skum Lord.
      	 The Skum Lord is willing to speak with the char-          L5. Misker’s Manse
      acters, although such interactions are dangerous,
                                                                  Misker is an ancient beholder who has outlived most
      as it shamelessly attempts to enslave whichever
                                                                  of its kin. Its hide is dulled and cracked, and its eyes
      character seems the most weak-willed. Like many
                                                                  are milky and astigmatic. The beholder wears black
      in Skullport, the Skum Lord resents the Vecnan
                                                                  eye patches over two of its eyestalks, underneath
      occupation of Skullport. It would welcome a shift in
                                                                  which lies eyes with unique abilities.
      power but is reluctant to risk its own life. A bribe of
      50,000 gold is sufficient to earn its assistance. This      	 Years ago, Misker was driven into hiding by
      bribe can be reduced to 25,000 gold if the characters       Xanathar. With the disappearance of the Eye Tyrant,
      make a successful DC 20 Charisma (Persuasion or             however, Misker’s smuggling operations have flour-
      Intimidation) check. Once bribed, the Skum Lord             ished. The beholder is known for creating complex,
      promises that it will attack one of the Skulls at a day     self-perpetuating trade chains. Although it has
      and time of the characters’ choosing.                       warehouses throughout Skullport, it can most often
                                                                  be found within its heavily trapped mansion in the
      	 Alternatively, the characters can earn the Skum
                                                                  heart of the Trade District. A tribe of fifty kobolds
      Lord’s assistance by completing a quest. The
                                                                  live within the mansion, maintaining the traps and
      aboleth’s kingdom has been plagued by an overflow of
                                                                  worshiping Misker.
      trash and sewage. It is willing to aid the characters if
      they put an end to this problem. This problem stems         	 If the characters visit the beholder’s abode, it is
      from the recent excursions of a band of ten cultists of     willing to meet with them in a large, opulent chamber
      Malar (werewolves) who have been hunting otyughs            filled with statues of groveling kobolds. Negotiating
      within the sewers. As the otyughs continue to die,          with Misker is a perilous endeavor, as the paranoid
      the trash that they once consumed has been piling           beholder suspects the characters are up to foul
      up. Characters who search the sewers can find the           play and tries continuously to catch them in lies.
      dead otyughs with a successful DC 20 Intelligence           Like many in Skullport, Misker resents the Vecnan
      (Investigation) check. They can then attempt a DC 20        occupation of Skullport. It would welcome a shift in
126                                               Chapter 14 The War   for   Waterdeep
power but is reluctant to risk its own life. A bribe of        	 The Raging Bull. The luxurious inn is located near
50,000 gold is sufficient to earn its assistance. This         a landmark known as the Raging Bull. The Raging
bribe can be reduced to 25,000 gold if the characters          Bull is a caged minotaur who has been imprisoned
make a successful DC 20 Charisma (Persuasion or                for years. Kept alive by magic, it has long since
Intimidation) check. Once bribed, Misker promises              descended into madness and bellows loudly at all
that it will attack one of the Skulls at a day and time        hours, attacking anyone that approaches its cage. A
of the characters’ choosing.                                   pair of brave, enterprising goblin twins, Nyk and Nok,
	 If the characters mention Misker’s ancient rival,            make a living by harvesting and selling the unusual
Xanathar, the beholder becomes visibly excited.                mushrooms that grow in the minotaur’s manure.
                                                                     Skullport, Central Level
Misker is willing to trade its aid for the location of
Xanathar’s former lair, the recovered ledger, and
everything the characters know regarding Xanathar.
If the characters are carrying Sylgar, Misker tries to         The Central City map shows the general layout.
convince them to give it the goldfish. Even if the char-       L9. The Bat’s Roost
acters are forthcoming and accommodating, the para-
                                                               This leaning two-story building is made from crum-
noid Misker accuses them of holding back informa-
                                                               bling stone and damp, rotted wood. It reeks of bat
tion. These hostilities can be defused by a successful
                                                               guano. Within is a bar that serves wretched, over-
DC 15 Wisdom (Persuasion) check. If successful, the
                                                               priced drinks. Despite this, the Bat’s Roost is a
pirate tyrant pledges its aid; otherwise, it kicks them
                                                               popular establishment due to its trained bat fights.
out of its home.
L6. The Crowing Cockatrice                                     L10. The Mortar and Pestle
                                                               Run by Ruuth, a willowy human mage who was once
This squalid inn is emblematic of the many other
                                                               an agent of the Harpers, this shop specializes in the
impoverished taverns scattered throughout the Port
                                                               sale of rare spell components. Ruuth also sells up to
District. It is run by a former scullery cook, “Slop”
                                                               5th-level spell scrolls. If the characters demonstrate
Gallowshank, and his ghost barmaid, Setana. The
                                                               that they are of good alignment, then Ruuth is quick
Cockatrice’s food is barely edible, and its straw beds
                                                               to befriend them, offering them a scroll of protection
are infested with bed bugs. Sleeping and dining here
                                                               and two potions of fire resistance in aid.
is an excellent way to preserve anonymity (as well
as save money, costing only a handful of copper);              L11. The Waterclock
however, it is an insufferable experience.                     This massive landmark is critical to the commercial
L7. Clockwork Wonders                                          viability of Skullport. Its massive mechanism is built
                                                               into a huge stalactite. It not only tells the hour of
This workshop is the home of two married gnome
                                                               the day, but also keeps track of days, tendays, and
artificers, Tykkyl and Tohkkal Burrwarden. Their
                                                               months. It requires continual maintenance, which is
claim to fame is the massive waterclock that hangs
                                                               provided by dozens of former priests of Gond, the god
above the Trade Lanes (area L11). The gnomes
                                                               of craft, smithing, and inventiveness.
specialize in clocks and can make gorgeous clocks of
any size that measure time with astonishing preci-             	 The clock magically reflects any magic that is
sion. Their recent passion, however, is prosthetic             directed towards it. It also has hundreds of traps
limbs. Such limbs cost between 2,000 and 5,000 gp;             designed to dismember or kill anyone foolish enough
however, they function perfectly as long as they are           to tamper with it. Finally, there is always at least one
oiled and wound daily. Characters that purchase an             Skull within sight of the waterclock, who will attack
artificial limb can request add-ons such as increased          anyone seen disturbing it.
durability or spring-loaded weapons, although doing            L12. The Poisoned Quill
so increases the price of the prosthetic.
                                                               This squalid, one-story shack smells of moldy
L8. The Deepfires                                              parchment. It is the home and shop of Tasselgryn
The Deepfires is a luxury high-priced inn that caters          Velldarn. “Tas” is an elderly archmage who works
to wealthy clientele. It provides gourmet meals,               as a counterfeiter, producing nearly any document
heated baths, and feather beds all for the cost of 20          or writ required of her. Her secret is that she was
gp a night. The inn is private and well protected. The         good friends with Halaster Blackcloak before he was
owner of the bar, Vhondryl, and her partner, Raella            forced to relocate Undermountain. She is delighted
Hiess, also dabble in alchemy and can brew any                 to hear that the Mad Mage is still alive. Upon
potion or poison from the Dungeon Master’s Guide               receiving such good news, she invites the characters
within a day’s time.                                           to sit with her for tea and gossip.
                                          Chapter 14 The War   for   Waterdeep                                            127
      	 Like many in Skullport, Tas resents the Vecnan            	 Murderous Mimicry. Alternatively, the charac-
      occupation of Skullport. She would welcome a shift          ters can earn Sangalor’s assistance by completing a
      in power and is happy to assist the characters in an        quest. The mind flayer has been paid to investigate
      assault against the Skulls. Once the characters are         some mysterious murders that have happened over
      successful in such an assault, she promises to use          the last month within the Heart District. Over half a
      her teleportation circle spell to secretly transport        dozen victims with no apparent connection have been
      them into Waterdeep.                                        found crushed along the streets, seemingly thrown
                                                                  off one of the district’s many catwalks. The murderer
      L13. Sangalor’s Home                                        is an ancient mimic who has taken the shape of a
      This home resembles a huge nautilus shell, adorned          forty-foot-long catwalk. The ancient mimic has the
      with stained glass windows. It is richly appointed          statistics of a mimic with the following changes:
      with expensive, alien-looking furniture. Hundreds of
      books are strewn everywhere.                                J Its size is Gargantuan.
      	 Sangalor is a lawful neutral mind flayer whose            J It has 200 hit points.
      trade is finding out secrets for high paying clientele.     J Its Adhesive trait requires a DC 18 check to
      It is soft-spoken and sagely and typically wears dark              escape from.
      purple robes embroidered with cryptic runes. It is
      easy to converse with the illithid although the natu-
                                                                  J Its Pseudopod action is replaced with the
                                                                         following action:
      rally curious creature could talk for days if allowed to.
      Like many in Skullport, Sangalor resents the Vecnan                Pseudopod. Melee Weapon Attack: +10 to hit, reach 10
                                                                         ft., one target. Hit: 19 (3d8+6) bludgeoning damage.
      occupation of Skullport. It would welcome a shift in               If the ancient mimic is in object form, the target is
      power but is reluctant to risk its own life. A bribe of            subjected to its Adhesive trait.
      50,000 gold is sufficient to earn its assistance. This
                                                                  J It gains the following actions:
      bribe can be reduced to 25,000 gold if the characters
                                                                      Multiattack. The mimic makes five Pseudopod
      make a successful DC 20 Charisma (Persuasion or                 attacks.
      Intimidation) check. Once bribed, Sangalor promises         	 The ancient mimic is a cautious murderer, only
      that it will attack one of the Skulls at a day and time     attacking if it thinks that a character is alone. If the
      of the characters’ choosing.                                mimic is found and slain, Sangalor pledges its assis-
                                                                  tance to the characters.
128                                               Chapter 14 The War   for   Waterdeep
     Skullport, Upper Level                                    monstrous proportion lair within the refuge, spin-
                                                               ning multihued tapestries of spider silk to shelter the
The Upper City map shows the general layout.                   garrison from prying eyes. These webs have been
                                                               specially treated so that they are immune to flames. It
L14. The Maedar’s Widow                                        is from here that the drow supervise Skullport’s trade
This upscale shop is run by the medusa, Morganis               with the denizens of the Underdark.
Andropoea. Morganis purchases artificially acceler-            	 Within Tanor’Thal can be found Kesra Tanor’Thal.
ated organisms from the Zhentarim, costumes and                Kesra is a drow priestess who rules over the drow
equips them, poses them as needed, and then petri-             of Skullport. She is remarkably young for a drow
fies them. Although most of her clientele are wealthy          of such influence. Her orange eyes are flecked with
nobles from Waterdeep, Morganis is willing to ship             gold, and she has a small spider-shaped birthmark on
her “sculptures” anywhere in the Realms.                       the back of her left hand. Both traits are said to indi-
L15. The Worm’s Gullet                                         cate divine favor. She is a haughty and headstrong
                                                               free spirit who, despite her meteoric rise to power,
The Worm’s Gullet is named for the giant purple
                                                               still feels as if she is destined for greater things. She
worm that was hollowed out and petrified. Its most
                                                               deigns to speak with any characters who identify as
recent owner is the legendary halfling gourmand
                                                               male. Instead, she assumes that any characters who
and chef, Smallfry. Smallfry is known for his 700 gp
                                                               identify as female are the leaders of the party.
7 course feasts, all of which take place within the
expensively decorated interior of the purple worm.             	 Like many in Skullport, Kesra resents the Vecnan
These feasts are never the same and feature exotic             occupation of Skullport. She would welcome a
dishes such as poached cockatrice chicks encased in            shift in power but is reluctant to risk her own life. A
an immature gelatinous cube or boiled hook horror              bribe of 50,000 gold is sufficient to earn her assis-
clam bakes.                                                    tance. This bribe can be reduced to 25,000 gold if
                                                               the characters make a successful DC 20 Charisma
L16. Tanor’Thal Refuge                                         (Persuasion or Intimidation) check. Once bribed,
The drow elves of Skullport live within Tanor’Thal             Kesra promises that she will attack one of the Skulls
Refuge, a sinister stronghold shaped like an obese             at a day and time of the characters’ choosing.
spider clinging to the ceiling of the cavern. Spiders of
                                          Chapter 14 The War   for   Waterdeep                                             129
      	 Alternatively, the characters can earn Kesra’s
      assistance by completing a quest. The drow priestess
      has been considering trying to muscle in on Misker’s       	 Take note of how many Skulls are being attacked
      smuggling business. As such, she would like the            by the characters and their allies. From this you
      characters to investigate each of the beholder’s           can determine how many of the thirteen Skulls
      three primary warehouses and report back on their          are unimpeded. Every two rounds after the start of
      layout and defenses. Doing this effectively requires a     combat, one of these remaining Skulls teleports,
      successful DC 25 Intelligence (Investigation) check.       along with its vassal skulls, to a random fight to aid
      Failing this check by more than 15 means that the          one of its kin. If two additional skulls teleport to any
      characters are caught, earning the ire of the Pirate       of the NPCs, then that NPC is overwhelmed and
      Tyrant. If the characters successfully scout out the       slain, managing to only kill one of the Skulls and
      warehouses, Kesra pledges her aid.                         reduce the others to half of their hit points. The two
                                                                 surviving Skulls teleport together to a random battle
       Battle Against the Skulls                                 thereafter.
      The Skulls are rarely together and at most times of
      the day are separately patrolling Skullport. As such,
                                                                               Departing Skullport
      it is easy enough to plan a coordinated ambush. Such       The defeat of the Skulls dramatically shifts the power
      coordination is made possible by the massive water-        structure within Skullport. The Skulls were despised
      clock (area L11) that dominates the Trade District.        by most of the city’s residents. Because of this the
      There is always a Skull overseeing commerce in the         characters are heralded as heroes. The Zhentarim
      open market (see area L2 for statistics). Shradin          retreat to Skull Island, collapsing the Murkspan
      suggests that the characters ambush this Skull at the      Bridge as they do so. Over the next few months, the
      appointed hour.                                            remaining factions secretly wage war against one
      	 Once the characters initiate their attack, the market    another in hopes of laying claim to Skullport. Unless
      plunges into chaos. Within two rounds most of the          the characters intervene, Shradin is destined to come
      area has been evacuated, although twenty onlookers         out on top.
      remain, watching the conflict from a cautious              	 Tas is true to her word and willingly teleports the
      distance. Every round thereafter 1d6 Zhentarim             characters to Waterdeep. She can teleport them
      veterans join the fray. These reinforcements can be        anywhere within the city but suggests that they
      frightened away by a successful DC 15 Charisma             teleport directly to the Tower of Ahghairon so that
      (Intimidation) check. Alternatively, the onlookers can     they might bypass any guards or sentries stationed
      be bribed with 100 gp or coerced with a successful         throughout the city. If Tas was defeated during the
      DC 15 Charisma (Persuasion) check to fend off rein-        battle with the Skulls, then Shradin or one of the
      forcements. All reinforcements immediately flee to         other surviving NPCs can transport the characters to
      Skull Island if the characters kill one of the Skulls.     the Tower of Ahghairon.
130                                              Chapter 14 The War   for   Waterdeep
        Tower of Ahghairon                                     seek his audience, you must make a proper sacrifice.”
                                                               Killing any living creature within 20 feet of this door
As promised, the characters are transported directly           is a sufficient sacrifice. If the door is opened without
to the Tower of Ahghairon.                                     making a sacrifice, the character who opens the door
                                                               must make a successful DC 18 Wisdom saving throw
	 Ahghairon’s Tower is a plain, slender stone pinnacle         or become cursed to fail their next three death saving
with few windows. It stands roughly 50 feet tall and           throws. This curse can only be removed by a greater
has a conical roof. The area around it is clear of             restoration or wish spell.
debris or vegetation. The square within which the
tower stands is guarded by an archmage (marked                 	 Silver Door. The second door is made from silver
M on the map), two champions (marked C on the                  and has hundreds of sigils carved into it. Amidst the
map; appendix B), a war priest (marked P on the                sigils is the phrase, “Vecna is the Lord of Magic. If
map; appendix B), and a warlord (marked W on the               you would seek his audience, you must prove your
map; appendix B). However, if the characters have              worth.” Any character who makes a successful DC
recruited Jarlaxle to assault Waterdeep, then these            10 Intelligence (Arcana) check discerns that the door
guards have been restationed to the Dock Ward.                 is magically trapped. Moreover, they discern that the
                                                               trap can be disarmed by expending an 8th or 9th level
	 Ten feet from the tower are a series of invisible,           spell slot or completing an arcane ritual that requires
permanent magical wards that hinder intrusion.                 a successful DC 25 Intelligence (Arcana) check to
These wards replicate the effects of the force cage,           complete. If a character fails this ritual or opens the
prismatic sphere, and time stop spells. Any guards             door without disarming the trap, a blast of energy
know the location of these wards and, in battle, try to        erupts 60 feet into the corridor, spreading around
trick the characters into walking into them.	                  corners. All creatures in the blast must succeed on
	 If a character with Halaster’s golden key                    a DC 18 Intelligence saving throw or be illuminated
approaches the front of the tower, the force cage              by a purple light that gives them disadvantage on
effect warps, creating a five-foot-wide passage leading        Stealth checks , prevents them from turning invisible,
to the tower’s unadorned, wooden door. The door is             and imposes vulnerability to force damage. These
unlocked and leads into area M1.                               effects can be removed by a dispel magic spell or by
M1. Forty-Eight Divine Desecrations                            completing a long rest.
A door of bleached bone bars further entry to the              	 Gold Door. The third door is made from gold and
tower. Etched into the door are forty eight blasphe-           has a skull carved into it. Beneath the skull is the
mous phrases, each one a debasement of one of the              phrase, “Vecna is the Lord of Secrets. If you would
Realms’ major deities. Any character who makes                 seek his audience, you must share your greatest
a successful DC 10 Intelligence (Religion) check               secret.” If a character shares aloud their greatest
realizes that the door is cursed and opening it will           secret, then they can open the door safely. Otherwise,
inflict divine damnation. They also realize that the           they must make a successful DC 18 Charisma saving
curse can be removed by reciting a prayer to each of           throw or have all of their secrets telepathically
the offending deities. Reciting all forty eight prayers        revealed to all creatures within half a mile. If this
correctly requires a successful DC 20 (Intelligence)           occurs then all of the tower’s occupants are aware of
Religion check. If the door is opened without reciting         the character’s arrival.
these prayers, every creature within 10 feet of the            M3. Arcanus Fundare
door must make a DC 18 Constitution saving throw,              Upon entrance it is immediately apparent that the
taking 10d10 necrotic damage on a failed save, or              tower’s interior vastly exceeds its exterior circumfer-
half as much damage on a successful one.                       ence. The entrance chamber is a huge library with
	 If anyone casts mage hand in this room, or                   towering, thirty-foot-tall bookshelves. A pair of ghostly
anywhere else in the tower, it turns into a living spell       hands float near the ceiling. In the northeast corner
(Bigby’s hand – appendix B) and attacks the caster.            of the room is a raised, carpeted floor upon which is a
M2. The Threefold Sacrifice                                    lectern. The lectern holds a large, open book. Seated
                                                               at nearby desks are two arcanaloths (marked A on
Three doors, one immediately after the other, bar              the map) and an ultroloth (marked U on the map).
further progress into the tower’s interior.                    If the characters have recruited Halaster to assault
	 Bronze Door. The first door is made from bronze              Waterdeep, then one of these arcanaloths has left
and has the symbol of Vecna, an eye in the palm of             to fight the archmage. A frowning nycaloth towers
a left hand, carved into it. Beneath the symbol is the         between them (marked N on the map). The only
phrase, “Vecna is the Lord of Death. If you would              obvious exit from the room is a door to the north.
                                          Chapter 14 The War   for   Waterdeep                                             131
      	 The yugoloths are the tower’s most recent care-           bookshelves hold hundreds of sealed ceramic urns
      takers. The arcanaloths are hospitable and curious,         that hold living spells within them. The living spells
      immediately welcoming the characters while giving           are made from flickering, ephemeral energy and lose
      them a tour of the lower floor. The nycaloth is violent     their life if removed from this chamber.
      and impatient and has a 10% cumulative chance any           	 The Book of Keeping. The lectern holds a copy
      given minute of blowing up and attacking the charac-        of the Book of Keeping (marked BoK on the map).
      ters. The ultroloth remains a dispassionate observer,       This flesh-bound tome is warm to the touch and
      although it (as well as the arcanaloths) assists the        holds the true names of thousands of yugoloths.
      nycaloth should combat ensue.	                              Knowledge of a yugoloth’s true name grants power
      	 Books and Books and Books. The bookshelves                over it. The book can be recognized for what it is
      contain thousands of spellbooks. Collectively these         with a successful DC 15 Intelligence (Arcana) check.
      tomes include every wizard’s spell from the Player’s        A character can attempt to use an action to read the
      Handbook, as well as any other supplements that the         book and bind one of the yugoloths with a successful
      DM might wish to include. There are also thousands          DC 20 Intelligence (Arcana) check. Any yugoloth
      of ancient books on the fundamentals of arcane              bound in this way is forced to follow the charac-
      magic. A wizard who spends sufficient time studying         ter’s commands, although the yugoloth resents the
      these books can, at the DM’s discretion, attempt to         control and attempts, whenever possible, to interpret
      create their own spell. Also tucked within the book-        commands in a way that subverts the character’s
      shelves are a manual of bodily health, a manual of          intent. A character can control only one yugoloth at a
      gainful exercise, a manual of quickness of action,          time.
      three tomes of clear thought, a tome of leadership          	 Battle! If the yugoloths see the characters exam-
      and influence, three tomes of the stilled tongue, and       ining the Book of Keeping too closely, they attack
      a tome of understanding. Few of the library’s books         immediately. They also attack if the characters
      are labeled; however, the spectral hands can be             attempt to open the northern door. In the event of a
      commanded to fetch any specific tome. The western           fight, the ultroloth teleports to the ceramic urns and
132                                               Chapter 14 The War   for   Waterdeep
uses an action to release Bigby’s hand (marked H                down elusive “ultra rares.” If given the opportunity
on the map) and blade of disaster (marked D on the              he questions the characters about their magic items,
map) living spells (appendix B), ordering them to               fawning over anything unusual. After questioning
attack the characters. It can release one living spell          the characters, Zender tries to get them to trade
of its choice on each of its turns, using its action. The       items, offering to swap magical items of compara-
nycaloth hefts the nearest table. While holding a table         tive rarity for one another. Zender can retrieve any
the nycaloth has three quarters cover. It can also take         magical item that the DM deems appropriate from
the following action in lieu of a Greataxe attack:              an extra-dimensional magical space and stores any
 Table Flip. Melee or Ranged Weapon Attack: +9 to hit,          retrieved items in the same extra-dimensional space.
 reach 5 ft. or range 30/60 ft., all creatures within a         	 Zender is an expert at crafting magical items and
 5 foot by 10 foot area. Hit: 19 (4d6 + 5) bludgeoning          is excited to show the characters his various work
 damage.
                                                                stations. He is particularly excited to talk with char-
	 The door leads to area M4. Each of the four                   acters that have crafting proficiencies. In addition
windows looks out upon the bubbling volcanic peaks              to details regarding his work stations, Zender can
of Gehenna. Any creature that touches a window                  reveal the following information:
can choose to teleport to Khalas, the first layer of
Gehenna.                                                        J Vecna has been seeking a set of artifacts referred
M4. Lower Ebon Hall                                                   to as the Nether Scrolls.
The smooth ebony floor of this hallway is made                  J The Nether Scrolls consist of five chapters.
from petrified black pudding that undulates slightly                  The first chapter is Arcanus Fundare, or the
as if trying to break free from its imprisonment.                     Foundations of Magic. The second chapter is
To the west is a spiral staircase that leads up to                    Magicus Creare, and deals with the creation of
area M5. To the east is an ornate candelabra set                      magic items. The third chapter is Major Creare
beside a summoning circle. The candelabra has                         and deals with the creation of constructs. The
fourteen candles in total, one for each creature                      fourth chapter is Planus Mechanus, or the Study
type (Aberration, Beast, etc). A successful DC 15                     of the Planes. The last chapter is Ars Factum and
Intelligence (Arcana) check discerns that if a specific               deals with the study of artifacts.
candle is lit, then a character can attempt a ritual            J Each of the first five floors of the tower are dedi-
to summon any creature of the designated type that                    cated to one of these five chapters.
is CR 2 or lower. Completing the ritual requires a
successful DC 20 Intelligence (Arcana) check. In the            J Zender can share details regarding the first and
event of a failure, the character takes 3d6 psychic                   second floor of the tower, but has never been to
damage and the summoned creature is hostile to                        any of the other floors.
the character. In the event of a success, the creature          	 Zender’s true name is not within the Book of
follows the character’s commands before disap-                  Keeping. The yugoloth attacks any characters he
pearing in a puff of smoke one hour later. There can            thinks are trying to steal or damage his items.
only be one summoned creature at any given time.
                                                                	 The display cabinet (marked C on the map) holds
M5. Upper Ebon Hall                                             a brazier of commanding fire elementals, a gem of
Like the lower hall, the floor here is made from                brightness, a ring of the ram, and a staff of healing.
petrified black pudding. A spiral staircase to the west         These items are sealed behind a permanent wall of
leads down to area M4, whereas a spiral staircase               force spell. These items have been crafted by Zender
to the east leads up to area M12. An imposing set of            and are intricately connected to his life force. If he
double doors leads to area M6.                                  dies or is banished to Gehenna, the items turn to
                                                                dust. If Zender fights within this chamber, the items
M6. Magicus Creare                                              help him in the following way:
This vast chamber has a high, vaulted ceiling. Sturdy           Brazier of Commanding Fire Elementals. On initia-
wooden doors lead to the east, south, and west. A                 tive count 20 (losing ties), the brazier summons
display case hangs from the east wall. The room is                a fire elemental. The fire elemental immediately
occupied by an ultroloth who goes by the name of                  attacks the characters, and on subsequent rounds
Zender (marked Z on the map).                                     takes its turn on initiative count 20. If the fire
	 Zender is initially friendly to the characters unless           elemental is reduced to 0 hit points, the brazier
they are accompanied by an enslaved yugoloth.                     summons a new fire elemental on the next initiative
He is a passionate collector of magical items who                 count 20.
is always looking to “complete his sets” and hunt
                                           Chapter 14 The War   for   Waterdeep                                           133
      Gem of Brightness. On initiative count 15 (losing
       ties), the gem shoots a beam of light at a creature         The “Ultra Rare” Ebony Water Lily
       of Zender’s choosing. That character must succeed           If the characters have Oliviér Fight with them (from the
       on a DC 15 Constitution saving throw or become              “Don’t Hate the Player” random encounter presented
       blinded for 1 minute. The character can repeat the          in chapter 4 of Rise Of Vecna), his love for Arcana the
                                                                   Conclave soon becomes apparent to Zender who is also an
       saving throw at the end of each of its turns, ending
                                                                   avid player. If they get to talking, Oliviér might reveal he has
       the effect on itself on a success.                          an extremely rare card in his possession, sought after by
      Ring of the Ram. On initiative count 10 (losing ties),       collectors far and wide: the Ebony Water Lily. The card is in
       the ring projects a spectral ram’s head that attacks        near mint condition and Zender is willing to trade almost
                                                                   anything to obtain it, at your discretion.
       a creature of Zender’s choosing. The ram’s head
       makes an attack roll with a +7 bonus. On a hit, the
       creature takes 3d10 force damage and is pushed
                                                                  	 If the characters enter the room without Zender,
       10 feet away from the display case.
                                                                  then the magical weapons animate and attack
      Staff of Healing. On initiative count 5 (losing ties),      (marked W on the map). For convenience use the
       the staff heals Zender for 3d8 + 9 hit points.             statistics of a flying sword, adjusting the damage
      M7. Weapon Storage                                          type as necessary. Any weapon that is reduced to
                                                                  0 hit points is broken and no longer useful. A char-
      This room is filled with hundreds of weapons. Each
                                                                  acter can attempt to grab an item by making an
      weapon has some sort of historical significance that
                                                                  opposed Grapple check. If successful the character
      Zander is willing to share with the characters. In
                                                                  manages to subdue the weapon, rendering it inert
      addition to these nonmagical weapons, there is a
                                                                  and nonmagical. Once this happens all remaining
      spear of slaying (construct), a dagger of warning, a
                                                                  weapons lose their enchantments, dropping to the
      dragonslayer longsword, a +2 halberd, and a holy
                                                                  floor as nonmagical weapons.
      avenger greatsword.
134                                               Chapter 14 The War   for   Waterdeep
M8. Armor Storage                                              	 If the characters have played Rise Of Vecna and one
This room is filled with dozens of suits of armor.             of them wields Zespara’s perfect blade, Zespara is
Each suit of armor has some sort of historical signifi-        fascinated by the smithy. She implores the charac-
cance that Zender is willing to share with the charac-         ters to let her speak with Zender. Zender, in turn, is
ters. In addition to these nonmagical suits of armor,          curious about Zespara and seeks to learn from her.
there is mithril ring mail, adamantine plate armor,            If the characters indulge this exchange for an hour,
elven chain, leather armor of resistance (necrotic),           then Zender agrees to apply his forging techniques to
and armor of invulnerability.                                  Zespara’s perfect blade, granting it the properties of
                                                               a vorpal sword. This forging process takes an addi-
	 Any character that examines the magical suits of             tional hour.
armor and makes a successful DC 18 Intelligence
(Investigation) check notices that they are engraved           M11. Alchemy Lab
with a small sigil. If asked, Zender informs the char-         This chamber is filled with alchemical equipment. A
acters that the sigil is a failsafe requested by Vecna         trough along the eastern wall contains a randomly
that allows the archlich to make any of these suits of         determined potion weird (marked P on the map;
armor explode upon command. An exploding suit of               see the “Potion Weirds” sidebar). The potion weird
armor is completely destroyed. It deals 10d10 force            attacks if disturbed.
damage to anyone wearing it, and 5d10 force damage
to anyone carrying it.                                          Potion Weirds
                                                                A potion weird is created when an alchemist fuses a water
M9. R&D                                                         weird with a magical potion. The magical potion mutates
                                                                the weird in the following ways:
The room itself has two crafting tables. Shelves along
the eastern wall hold hundreds of scrolls. These                     d6   Potion
scrolls contain the formulas for crafting any common,                     Potion of Fire Breath. As a bonus action the potion
uncommon, or rare magical item from the Dungeon                           weird can exhale fire at a target within 30 feet of
                                                                     1    it. The target must make a DC 13 Dexterity saving
Master’s Guide. Shelves along the western wall hold                       throw, taking 4d6 fire damage on a failed save, or
100,000 gold pieces worth of crafting supplies. For                       half as much damage on a successful one.
details on crafting magical items see chapter 6 in the                    Potion of Giant Strength. The potion weird has a
                                                                     2
Dungeon Master’s Guide.                                                   strength of 25 (+7).
	 A strange machine sits on one of the tables (marked                     Potion of Healing. The potion weird regains 4d4+4
                                                                     3    hit points at the start of each of its turns, provided
M on the map). The machine has a small display                            it has at least 1 hit point.
window, a lever, and a chute. If a character pulls the
                                                                          Potion of Heroism. The potion weird has 10
lever, a card is randomly selected from a deck of                         temporary hit points. Whenever the weird makes
many things and displayed in the window. The effect                  4    an attack roll or a saving throw, it can roll a d4 and
                                                                          add the number rolled to the attack roll or saving
of the card is resolved, and then a randomly selected                     throw.
magic item from Table C in the Dungeon Master’s
                                                                          Potion of Invulnerability. The potion weird has
Guide is dispensed through the chute. A character                    5    resistance to all damage.
may use this machine once every thirty days. The
                                                                          Potion of Poison. The potion weird’s Constrict
deck of many things and dispensed magical items                      6    attack does an additional 3d6 poison damage.
exist within an extradimensional space and cannot
be found if the machine is broken open. Zender is
particularly proud of this contraption and allows each         	 A table in the center of the room contains an
character to pull the lever, if they are so inclined.          unusual machine built from beakers, tubes, and
                                                               pipettes. If a magical potion is poured into the
M10. Smithy                                                    contraption, it flows through the machine, changing
This room is a fully stocked smithy. The forge, which          in color, consistency, and enchantment. Any
smells like flowers, can be used to craft magical              legendary potion is transformed into a randomly
weapons and armor. Any character who is proficient             determined very rare potion. Any very rare potion is
with smith’s tools can attempt a DC 25 Strength                transformed into a randomly determined rare potion.
check to fix any broken weapon from area M7. Only              Any rare potion is transformed into a randomly deter-
one such attempt can be made for each weapon.                  mined uncommon potion. Any uncommon potion is
Similarly, a character who is proficient in smith’s            turned into a common potion. Any common potion
tools can attempt a DC 15 Dexterity check to remove            turns into pungent, multi-colored vinegar. Zender is
Vecna’s sigil from a suit of armor.                            happy to show the characters how the device works,
                                                               as well as allow them to use it.
                                          Chapter 14 The War   for   Waterdeep                                                     135
      M12. Major Creare, Lower Level                             opened (or wedged shut) with a successful DC 20
                                                                 Dexterity check made using thieves’ tools, although a
      This large room is filled with intricate machinery that
                                                                 failed check triggers a shrieking alarm accompanied
      beeps and hums loudly. In the center of the room is
                                                                 by flashing red strobe lights (see below for the effect
      a raised platform of copper grating. The platform
                                                                 of an alarm). The vats have AC 13 and 20 hit points.
      is 5 feet off the ground and can be accessed by a
                                                                 Destroying a vat also sets off an alarm.
      variety of staircases. On the platform are dozens of
      vats made from tinted glass. Large machines line           	 The mechanical eyes have AC 10, 1 hit point, a fly
      the walls of the room, and smaller consoles can be         speed of 40, and truesight 40 feet. Anytime a char-
      seen on the platform. A dozen glowing mechanical           acter enters the room or begins their turn in the
      eyeballs fly in a random pattern throughout the            room, they must make a successful DC 20 Dexterity
      chamber.                                                   (Stealth) check or be detected by the eyes, triggering
                                                                 a shrieking alarm accompanied by flashing red strobe
      	 A Dark Menagerie. There are forty Medium sized
                                                                 lights. Damaging an eye also sets off an alarm.
      vats, all of which hold a slumbering demos magen
      (appendix B). There are eight Large sized vats. One        	 Red Alert! An alarm immediately alerts Phesteus
      of these contains an artificially accelerated organism     (area M13; marked P on the map; appendix B) to the
      clone of Jarlaxle (appendix B), and the others contain     characters’ arrival. The gnome artificer, in his space
      partially formed clones of the characters as well          armor, can be seen through a window in the eastern
      as NPCs that the characters have interacted with.          wall. This window is made from specially constructed
      There are three Huge sized vats that contain clones        glassteel and is functionally equivalent to a wall of
      of Halaster and Xanathar (appendix B), as well as          force spell. Each round Phesteus taunts the char-
      the partially complete clone of a five-headed dragon.      acters through an intercom while activating clones.
      There are two Gargantuan sized vats. One of them           These clones attack the characters once released
      holds an incomplete clone of Vecna. The other              from their vats.
      contains an elder brain (appendix B). A vat can be
136                                              Chapter 14 The War   for   Waterdeep
First Round. Four magen and Jarlaxle.                         Phesteus is accompanied by Miniamat (appendix B),
Second Round. Five magen and Xanathar.                        an experimental, miniaturized clone of Tiamat. Both
                                                              Phesteus and Miniamat fight to the death.
Third Round. Six magen and Halaster.
                                                              	 A glowing red portal is visible at the eastern end of
Fourth Round. Seven magen and the elder brain.
                                                              the room. Stepping through the portal transports the
Subsequent Rounds. Six magen.                                 characters to area M14.
	 A character proficient in tinker tools can access           M14. Planus Mechanus
one of the consoles to try to prevent the vats from
                                                              This area is a pocket of stability that resides within
opening. To succeed they must make an opposed
                                                              the Ethereal Plane (For details on the various planes
Intelligence check against Phesteus. If successful, the
                                                              of existence as well as their planar effects see chapter
vats cannot open until the character’s next turn.
                                                              2 of the Dungeon Master’s Guide). The ground is
	 There are two stone staircases that lead twenty feet        made of exotic, green stone harvested from the
up to area M13. The staircases end in metallic doors          living crust of the Plane of Earth. Glowing geometric
that are magnetically sealed. The doors have AC 20,           shapes have been etched into the stone floor. A
50 hit points, and immunity to poison and psychic             dozen floating, prismatic portals drift aimlessly
damage. Damaging a door triggers an alarm.                    about. The edges of the area are obscured by roiling
M13. Major Creare, Upper Level                                mist. Scattered throughout the mist are curtains of
                                                              vaporous color. In the center of the room is a twen-
Beyond the magnetically sealed doors is a laboratory
                                                              ty-foot tall attractive, well-muscled humanoid with
that holds a collection of inert golems manufac-
                                                              blue skin and dark eyes (marked V on the map). The
tured from unusual materials such as mithral and
                                                              humanoid wears airy, shimmering silks and a feath-
razorvine. This area is the workshop of Phesteus
                                                              ered helmet. Circling overhead is a white-feathered
(appendix B), a master artificer in service of Vecna.
                                                              roc (marked R on the map).
                                         Chapter 14 The War   for   Waterdeep                                            137
      	 The humanoid is Vol’kra, Breacher of Worlds and
                                                                          Portal Effects
      Maker of Ways, a Neutral Evil empyrean who will-
                                                                              d6       Effect
      ingly crafts portals for Vecna. He has the following
      actions instead of the Maul and Bolt actions:                                    A storm of thoughts, known as a psychic wind,
                                                                                       blasts the characters from the Astral Plane.
       Gravelight Blade. Melee Weapon Attack: +17 to hit, reach                1       Each character must make a successful DC 18
       10 ft., one target. Hit: 31 (6d6 + 10) slashing damage.                         Intelligence saving throw or suffer a random effect
       If the target is a creature, it must also make a DC 20                          from the Psychic Wind Effects table in the Dungeon
                                                                                       Master’s Guide.
       Constitution saving throw. On a failed save, the target
       takes 22 (4d10) necrotic damage, and until the end of                           Glimmering mist drifts from the Feywild,
       its next turn, it sheds bright light out to a radius of 30                      enveloping the characters. Each character must
                                                                               2       make a successful DC 18 Wisdom saving throw or
       feet and dim light for an additional 30 feet. This light is                     experience memory loss, forgetting the events of
       gravelight. On a successful save, the target takes half as                      the last 1d10 days.
       much necrotic damage and doesn’t shed light.                                    A conflagration of flame erupts from the Elemental
       Gravelight Bolt. Ranged Spell Attack: +15 to hit, range 60                      Plane of Fire. Each character must make a DC 18
       ft., up to two creatures. Hit: 22 (4d10) necrotic damage                3       Dexterity saving throw. A character takes 42 (12d6)
       and the target must make a DC 23 Constitution saving                            fire damage on a failed save, or half as much
                                                                                       damage on a successful one.
       throw. On a failed save, the target takes 22 (4d10)
       necrotic damage, and until the end of its next turn, it                         The characters are blasted by Pandemonium’s
       sheds bright light out to a radius of 30 feet and dim                           incessant winds of madness. Each character must
                                                                                       make a successful DC 18 Wisdom saving throw
       light for an additional 30 feet. This light is gravelight.              4       or gain one level of exhaustion. Any character of
       On a successful save, the target takes half as much                             lawful alignment makes their saving throw with
       necrotic damage and doesn’t shed light.                                         disadvantage and, upon failure, gains two levels of
                                                                                       exhaustion.
                                                                                       A portal to another world briefly opens, releasing
       Gravelight                                                              5       1d4 flying horrors (appendix B) that attack the
       Within this magical light, magical darkness is expunged,                        characters immediately.
       and illusion and transmutation magic ceases to function.                        A portal to another world briefly opens, releasing
       Such spells can’t be cast in the light and can’t manifest               6       a tsucora quori (appendix B) that attacks the
       magical effects there. A creature also can’t change its shape                   characters immediately.
       within the light, and if it is already in another shape when it   	 The curtains of vaporous color are ethereal
       enters the light, it immediately returns to its normal shape.
                                                                         curtains (see the Dungeon Master’s Guide). Horrific
                                                                         creatures such as floating skulls and spectral killers
      	 To Vol’kra all “lesser” creatures look the same.                 can be seen floating through the ethereal curtains.
      Because of this he assumes that the characters are
      servants of Vecna and does not question their pres-
      ence. Should the characters repeatedly act suspi-
      ciously, however, the empyrean and his roc attack.
      	 There are a total of nine portals inscribed upon
                                                                                                Vol’kra’s mighty roc is known as
      the floor. There is a portal attuned to each of the                                       Argent the Soaring Avalanche
      following locations: Astral Plane, Plane of Air, Plane
      of Earth, Plane of Fire, Plane of Water, the Outlands,
      area M13, and area M15. The destination of a
      portal can be determined with a successful DC 15
      Intelligence (Arcana) check. A portal can be activated
      with a successful DC 18 Intelligence (Arcana) check.
      Vol’kra carries with him a tome on planar construc-
      tion. Any character with the tome can figure out the
      details of the portals, including where they go and
      how to activate them, given an hour of careful study.
      	 The floating portals are not yet fully created and,
      because of this, lead to a random destination. Such
      portals can lead to another location on Toril, a
      different world, any of the planes of existence, or even
      to different points in time.
      	 Portal Combat. In combat, Vol’kra can activate
      one of the embryonic portals. On initiative count 20
      (losing ties), Vol’kra activates a portal to trigger a
      random effect from the Portal Effects table:
138                                                      Chapter 14 The War   for   Waterdeep
M15. Ars Factum                                                	 A World of Mirrors. There are more than a thou-
                                                               sand mirrors lining the room, each of which is func-
This is a large circular chamber that is 60 feet in
                                                               tionally equivalent to a crystal ball. These mirrors are
diameter. The walls and ceiling of the chamber are
                                                               used by the Eye to watch over the realms on behalf of
built out of mirrors of various shapes and sizes.
                                                               its master. The Eye can use up to one hundred such
On the northern side of the chamber, four circular
                                                               mirrors at a time and does not need to touch them
steps rise to a great black throne that appears to jut
                                                               to activate them. If a mirror is somehow removed
forward from a gigantic spider web that stretches
                                                               from the wall or ceiling, then it loses its enchant-
across the entire wall. A massive mahogany table,
                                                               ments. Characters peering into the mirrors can see
with books and papers scattered across it, rests
                                                               brief glimpses of the War for Waterdeep unfolding.
before the throne. A glowing green portal in the
                                                               It should be apparent that although their allies are
western wall leads to area M14. An archway in
                                                               fighting valiantly, they are losing the battle. If the
the eastern wall opens into a staircase that winds
                                                               characters hope to turn the tide, they will need to find
upwards to area M16.
                                                               and vanquish the archlich Vecna.
	 Seated within the throne is the Eye (marked E on
                                                               	 Lost Notes. The books and papers scattered
the map; appendix B). Standing beside the throne is
                                                               across the table all deal with the creation of artifacts.
the Hand (marked H on the map; appendix B).
                                                               There are notes concerning the destruction of the
	 The Eye speaks to the characters telepathically              Book of Exalted Deeds as well as instructions for
as they enter the room, each word squelching in                how to craft replicas of the Wand of Orcus. Most of
their brains as if pulled forth from grasping mud. It          the notes, however, deal with research regarding
declares, “Your coming has been foreseen just as               something referred to as the Nether Scrolls as well
your fall is preordained.” At this point both golems           as the construction of something referred to as the
attack, fighting loyally to the death.                         Soulmonger. Searching through these notes reveals
                                                               the following details:
                                          Chapter 14 The War   for   Waterdeep                                             139
      J The Nether Scrolls are a set of fifty scrolls that        J The Soulmonger has recently been moved from
         deal with fundamental magic theory. Two such                    the jungles of Chult to Castle Waterdeep.
         sets are known to exist, and they are rumored to         J By studying the Nether Scrolls Vecna has recently
         bestow limitless magical knowledge to anyone                    figured out how to empower the Soulmonger to
         with the patience to study them. These scrolls                  serve as the lich’s phylactery. If Vecna fuses his
         were the secret behind the Netheril empire.                     essence to the Soulmonger, he can begin a ritual
      J The second set of Nether Scrolls was trans-                      that takes four hours and will ultimately elevate
         formed by the elves into a golden tree in which                 him to greater godhood.
         was perched a small silver bird and a snake with
         golden, silver, and electrum scales. This tree was       M16. Quess’ar’teranthvar
         known as Quess’Ar’Teranthvar, or the Golden              The staircase from area M15 opens into a 60-foot
         Grove of Hidden Knowledge. The elves could               diameter chamber at the top of the tower. The
         study the leaves, bark and roots of this tree as         ground is hard-packed dirt with patches of brittle,
         easily as a human sage could read a scroll.              drying grass that crunch underfoot. In the center
                                                                  of the room is an aged tree. Its canopy of drooping
      J A pile of notes makes it evident that the Eye has
                                                                  branches hang over the entirety of the room. The
         been using its mirrors for years to find the lost
                                                                  trunk of the tree looks to be made of bleached bone,
         Nether Scrolls and that they were recently found
                                                                  as do the tips of its twisting roots that can be seen
         and recovered by Vecnan agents within the last
                                                                  occasionally sprouting from the earth. The tree’s
         month.
                                                                  white, gold-tinged leaves are warm to the touch
      J The Soulmonger is a device designed to devour             and have the texture of dried, leathery flesh. Any
         the souls of the living. It feasted during a wave        character who makes a successful DC 15 Wisdom
         of catastrophes orchestrated by Vecna and then           (Perception) check spots a skeletal bird (raven) and
         used these souls to provide a corporeal form for         skeletal cat roosting within the tree’s uppermost
         the Lord of Secrets.                                     branches.
140                                               Chapter 14 The War   for   Waterdeep
	 This tree is a warped manifestation of the Nether               M17. Paradise Lost
Scrolls recently acquired by Vecna. Any character
                                                                  When Vecna first occupied the Tower of Ahghairon,
that examines the tree closely notes tiny arcane runes
                                                                  he unexpectedly discovered that the founding Lord of
formed naturally into the bark, leaves, and roots of
                                                                  Waterdeep still lived, ensconced within his tower in a
the tree. If any character spends more than a minute
                                                                  state of suspended animation. The Maimed Lord let
attempting to study the runes, or touches any part
                                                                  Ahghairon be just in case the slumbering archmage
of the tree, the tree animates and begins to attack
                                                                  might one day prove useful. Recently, this patience
the characters. The tree has AC 11, 400 hit points,
                                                                  was rewarded.
and vulnerability to bludgeoning damage. Killing
either the cat or the raven removes 50 hit points from            	 Because he is not native to Faerun, the Nether
the tree. On its turn, the tree intersperses five slam            Scrolls have resisted Vecna’s attempt to master
attacks amongst all characters within the room. Its               their knowledge. In response, the archlich fused
slam attacks are +13 to hit and inflict 20 (3d6 + 10)             Ahghairon with the scrolls so that the slumbering
bludgeoning damage.                                               archmage could absorb their knowledge subcon-
                                                                  sciously. Vecna then visits Ahghairon’s dreams in
	 Each round of combat, on initiative count 20, 1d4
                                                                  the guise of a student, coaxing the archmage into
revenants claw their way from the earth. The reve-
                                                                  teaching him that subconsciously gained knowledge.
nants have the appearance of previous adversaries
that have been recently slain by the characters.                  	 The Dream. The characters are physically trans-
                                                                  ported into a dream world carefully crafted by the
	 The Dreamer. Once the tree has been reduced to
                                                                  dark god Vecna. It takes the form of a beautiful park
0 hit points, all remaining revenants collapse into a
                                                                  with rolling hills, trickling streams, and inviting
pile of bones and dust. There is a drawn-out rending
                                                                  benches. The warm, sunny air smells like fresh cut
noise as the trunk of the tree splits open, revealing
                                                                  grass. Sitting in the grass is a younger, more vital
the emaciated frame of an aged male human. A
                                                                  version of Ahghairon, lecturing a group of ten dark-
successful DC 15 Intelligence (History) check
                                                                  robed students. Amongst the students is Vecna,
discerns that the figure is Ahghairon (archmage), the
                                                                  posing as an older man missing his left eye and hand.
first Open Lord of Waterdeep. The figure’s eyes are
open but periodically twitch, as if dreaming. At this             	 As master of this realm, Vecna immediately
point any character who touches either Ahghairon or               senses the characters’ intrusion. The dark lord
the tree is transported to area M17.                              snarls, “Pretentious fools! Knowledge of the
                                                                  Nether Scrolls is mine and mine alone!” At
                                                                  this, the beautiful blue skies darken and turn red,
                                                                  trembling with peals of angry thunder. The grass
                                                                  smolders and burns away, revealing hell-blasted
                                                                  stone beneath. The remaining nine students scream
                                                                  as their flesh melts away and they transform into
                                                                  dretches. Vecna begins to grow, unfurling batlike
                                                                  wings that tear through his robes. With an abyssal
                                                                  snarl he completes his transformation into a balor.
                                                                  At this point Vecna and the dretches immediately
                                                                  attack, determined to mercilessly eradicate the
                                                                  characters.
                                                                  	 Death is Only the Beginning. If a dretch is
                                                                  reduced to 0 hit points, then on its turn a chasme
                                                                  hatches from the demonic ichor left behind upon its
                                                                  death and attacks the characters. If the chasme is
                                                                  reduced to 0 hit points, then on its next turn its ichor
                                                                  mutates into a glabrezu. Finally, should the glabrezu
                                                                  be reduced to 0 hit points, then on its next turn its
                                                                  remains transform into a marilith.
                                                                  	 The Ally. Ahghairon is confused and aghast. On the
                                                                  first round of combat, he attempts to cast a spell, but
                                                                  the rock beneath his feet bubbles upwards, encasing
                Ahghairon remains a potent
                combatant in his own right                        the archmage in a cocoon of stone. The cocoon of
                                                                  stone has AC 17 and 50 hit points. If the cocoon is
                                                                  destroyed, then Ahghairon is freed but still confused.
                                             Chapter 14 The War   for   Waterdeep                                            141
      A successful DC 15 Charisma (Persuasion) check                   	 Any character that makes a successful DC 18
      helps him break through the paralysis of indecision              Wisdom (Perception) check notices Ahghairon on the
      and assist the characters in battling Vecna.                     street buried under some rubble. Assuming he was
      	 Developments. If any of the characters are wearing             alive at the time of Vecna’s defeat, the archmage is
      armor from area M8, then Vecna uses an action to                 stable but at 0 hit points. It takes a successful DC 20
      make the armor explode. Otherwise Vecna focuses                  Strength (Athletics) check to and one round of effort
      on melee attacks, hoping to eradicate the characters.            free Ahghairon from the rubble.
      Once Vecna is reduced to 0 hit points, the dream                 	 Battle in the Streets. The disembodied essence of
      ends and the characters are transported to area M18.             Vecna simultaneously inhabits the nearby forms of
                                                                       three walking statues (appendix B). The first statue
      M18. Streets of Waterdeep                                        lumbers into view two rounds after the characters
      With Vecna defeated inside his dream world, there                regain consciousness, threatening the characters
      is an explosion of magical energy that destroys the              with complete destruction. Another statue arrives
      Tower of Ahghairon. Much like Castle Avernus, the                every two rounds thereafter until all three have
      resulting rubble from the exploded tower remains                 arrived. If the characters arranged for Jarlaxle to steal
      frozen in place. This tower of floating rubble is                the Dragonstaff of Ahghairon and for Tiamat to assist
      a hundred feet high and eighty feet in diameter.                 in the War for Waterdeep, then Klauth, an ancient
      Characters can move through the rubble, hopping                  red dragon, swoops in briefly on round three, oblit-
      from one stone to the next, with a successful DC 10              erating one of the statues with a devastating gout of
      Strength (Athletics) check. Failing their check means            dragonflame.
      that they fall to the streets below. The rubble counts
                                                                       	 Once all three statues are present, Vecna speaks
      as difficult terrain.
                                                                       from their mouths simultaneously, threatening the
      	 The characters find themselves draped across these             destruction of the characters and all they hold dear.
      floating stones as they slowly regain consciousness.             As the characters battle the statues, the War for
      Townsfolk are gathering about the tower, gawking at              Waterdeep rages about them. Zhentarim soldiers
      the strange spectacle. Leaves from the Nether Scrolls            run through the streets. Assuming they are part of
      waft in the wind, settling on the floating rubble or             the battle, the ground shakes with the roar of distant
      the plaza below. The first time a wizard spends an               dragons. The sounds of war horns echo regularly,
      action to study one of these leaves, they are granted            interrupted every so often by a thunderous blast of
      arcane insight by rolling a d6 on the Minor Nether               arcane energy. Consider personalizing this battle to
      Scrolls Effect table to gain a magical boon. At your             your campaign, allowing long term allies or recurring
      discretion, you can also allow a non-wizard to do so             villains to join the fray.
      by having them roll a d4 on the table instead.
      Minor Nether Scroll Effect                                                  A Cataclysmic Promise
       d6   Effect
            Arcane Syncope. You can speak all languages and you        When the last of the walking statues is destroyed, the
        1   can roll an additional time on this table.                 broken remains of the severed stone heads begin to
            Primordial Ward. Whenever you finish a short or long       laugh in unison, followed by a villainous monologue:
            rest, you can choose one damage type from among            “WITH MY DESTRUCTION YOU HAVE GUARANTEED THE DOOM
       2    acid, cold, fire, lightning, and thunder, then gain        OF YOUR INSIGNIFICANT WORLD. ALREADY MY ESSENCE IS
            temporary hit points equal to your character level.
            While these temporary hit points remain, you are           FUSING WITH THE SOULMONGER, WHERE I WILL FEED UPON
            resistant against damage from the chosen type.             THE MILLIONS OF SOULS CONTAINED WITHIN. ONCE I AM
                                                                       FINISHED, I WILL BE GREATER THAN A GOD! AND MY FIRST
        3   Mystic Resilience. You gain proficiency in saving
            throws using an ability of your choice.                    ACTION WILL BE TO BURN YOUR PATHETIC, DUNGHEAP OF A
                                                                       WORLD TO ASH!” After this final pronouncement the
            Ability Score Increase. You can increase one ability
        4   score of your choice by 1. As normal, you can’t increase   broken statues go silent.
            an ability score above 20 using this feature.
                                                                       	 It should be apparent that the characters need
            Spell Mastery. Choose a 1st-level wizard spell and a       to find and destroy the Soulmonger before Vecna
       5    2nd-level wizard spell that are in your spellbook. You
            can cast those spells at their lowest level without        completes his metamorphosis. They have four hours
            expending a spell slot when you have them prepared.        to do so. The Soulmonger can be found within
            Signature Spell. Choose a 3rd-level wizard spell in your   Castle Waterdeep. All of this should be evident if
            spellbook as your signature spell. You always have this    the characters read the notes from area M15. If for
            spell prepared, it doesn’t count against the number
       6    of spells you have prepared, and you can cast it once      some reason they did not, then use an NPC such as
            at 3rd level without expending a spell slot. When you      Ahghairon or Halaster to deduce and communicate
            do so, you can’t do so again until you finish a short or
            long rest.                                                 this information.
142                                                    Chapter 14 The War   for   Waterdeep
Chapter 15
The Rise or Fall of Vecna
The characters race to Castle Waterdeep, only to find it mag-
ically sealed. The characters must then possess the bodies of                    Castle Waterdeep
nine trickster gods trapped within the castle’s dungeons and
use them to deactivate the castle’s forcefield. Once they have      The steep winding path leads all the way to the
done so, the characters rush to destroy Vecna’s phylactery,         castle’s gates. With war waging throughout the city,
only to find it protected by the archlich Acererak. The char-       there are no guards to be encountered. However,
acters have an opportunity to turn Acererak against Vecna
                                                                    an impenetrable shield of green energy surrounds
before finally facing the Maimed Lord’s full and final wrath.
                                                                    the castle. The shield is immune to all damage and
                                                                    cannot be penetrated by any magic such as teleport
                                                                    or dimension door. As the characters attempt to
                                                                    determine how to bypass the barrier, read or para-
                                                                    phrase the following:
                                                                         A high-pitched voice, like the cawing of a dying bird,
                                                                         echoes faintly in your thoughts. “He has tortured us
                                                                         for so long. Our time is drawing to an end. But we
                                                                         can sense your presence, it glows strong and bright
                     astle Waterdeep is roughly half a                   to ones such as us. Lend us your power, and we will
                    mile from Ahghairon’s Tower. To                      open the gates. All we ask in return is that you make
                    get there the characters must                        Acererak pay for the millions of torments he has
                    head east along Waterdeep Way,                       inflicted upon us.”
following the contours of Mount Waterdeep. After a
brief turn south along Hillock Court the characters                 	 The voice belongs to Papazotl, one of nine trick-
find a winding path that ascends Mount Waterdeep,                   ster gods imprisoned within the dungeons of Castle
ultimately leading to the castle. The details of this               Waterdeep by the archlich Acererak. These gods hail
brief journey are left to the DM’s discretion, as they              from the distant jungles of Chult. Slain by Acererak
will vary depending on which armies (if any) are                    during the construction of his deathtrap dungeon,
fighting with the characters. However, it should be                 the Tomb of Annihilation, their spirits lived on, and
evident that the destruction of Ahghairon’s Tower                   they tried to foil the archlich’s plans. Unfortunately,
has demoralized Vecna’s forces, turning the tide of                 Acererak beat the trickster gods yet again, bestowing
battle. Despite this, all will have been for nothing if             corporeal form to their ghostly spirits so that he
the characters do not stop Vecna’s impending meta-                  might repeatedly torture and kill them for their impu-
morphosis.                                                          dence. These gods are shown on the table below.
Trickster Gods
Spirit             Align.   Personality                  Flaw                                  Enemy               Form
I’jin (female)      CN      Fickle and unpredictable “I never stick to a plan.”                Obo’laka            almiraj
Kubazan             CG      Wild and spirited            “I am fearless and not afraid to      Papazotl            froghemoth
(male)                                                   take great risks.”
Moa (male)           LG     Truthful and kind            “I must always speak the truth.”      Wongo               jaculi
Nangnang            NE      Selfish and cruel            “I won’t share with others.”          Shagambi            grung
(female)
Obo’laka            LN      Nervous and obsessive        “I am risk-averse and a slave to      I’jin               zorbo
(female)                                                 routine.”
Papazotl             LE     Shrewd and conniving         “I bow before no one and expect       Kubazan             eblis
(male)                                                   others to do as I command.”
Shagambi            NG      Wise and virtuous            “I never show mercy to evildoers.” Nangnang               kamadan
(female)
Unkh                 N      Self-absorbed and            “I am incapable of making             -                   flail snail
(female)                    indecisive                   decisions.”
Wongo                CE     Violent and deranged         “I act without concern for the        Moa                 su-monster
(male)                                                   well-being of others.”
                                                Chapter 15 The Rise or Fall of Vecna                                              143
      	 If the characters agree to Papazotl’s request, then         additional 1d10 piercing damage. Moa can stiffen
      each character can possess the body of one of the             his serpentine body to serve as a ladder to help any
      trickster gods. A character can possess a given god           creatures escape the pit.
      as long as they share at least one aspect of alignment.       	 The stone double doors leading into area N2 can
      For example, a chaotic good character could possess           be pushed open by any number of trickster gods with
      any trickster god with either good or chaotic in their        a combined Strength of 20 or higher. The doors are
      alignment. Whereas the gods had been starved and              protected with an alarm spell, however, that begins
      weakened to the point of exhaustion, they become              to shriek ceaselessly like a loud siren as soon as they
      invigorated once possessed by a character. If a god           are opened.
      dies while possessed by a character, that character
      can choose to possess another god, subject to the             N2. Control Room
      restrictions above, or return to their own body.              The control room is a large octagonal chamber with
      Handouts of the trickster gods are provided in                an iron floor, walls, ceiling, and rafters. Thousands of
      appendix C. Replace each god’s Intelligence and               twisting pipes line the room, and bouts of steam peri-
      Wisdom with that of the possessing character. Also            odically burst forth from where the pipes are riveted
      give the trickster god any Intelligence related profi-        together. Although not visible, massive steam-pow-
      ciencies attained by the character. Finally, although         ered cogs can be heard churning behind the walls
      the characters retain their own personality and               and beneath the floor. A strange machine with an
      alignment, they are subtly influenced by the flaws of         array of buttons and levers can be seen in the center
      the god they possess and are encouraged to role play          of the room. Beyond it is a closed set of adaman-
      accordingly.                                                  tine double doors. Six other tunnels lead out of the
                                                                    control room.
                   Dungeons of                                      	 The steam blowing through the pipes comes
                Castle Waterdeep
                                                                    directly from the Paraelemental planes. In turn, it
                                                                    powers the hundreds of traps scattered throughout
                                                                    Castle Waterdeep as well as the forcefield that
      Castle Waterdeep was designed by Acererak to be               currently protects the fortress. The amount of steam
      the ultimate deathtrap dungeon. However, divine               used by the traps is measured precisely and regulated
      intervention provides the characters with an unusual          by steam release valves. If too much steam courses
      opportunity to neutralize it from within.                     through the pipes, a failsafe system shuts everything
      N1. Cells                                                     down, temporarily disabling all traps and forcefields.
                                                                    To activate this failsafe five steam release valves must
      These damp, mold-ridden cells are barely large
                                                                    be opened (see the “Steam Release Valves” sidebar).
      enough to hold their occupants. Imprisoned within
                                                                    This information is known to the trickster gods from
      them can be found I’jin (N1a), Kubazan (N1d), Moa
                                                                    their years of confinement and communicated to the
      (N1c), Nangnang (N1b), Obo’laka (N1e), Papazotl
                                                                    characters as they enter this room.
      (N1g), Shagambi (N1h), Unkh (N1i), and Wongo
      (N1f). Because the trickster guards are always left           	 The control machine can be figured out by any
      in a state of near death, the doors to their cells are        character that makes a successful DC 15 Intelligence
      unlocked. The doors to most of the cells can be               (Investigation) check. Only Nangnang, Papazotl, or
      pushed open in either direction by a creature with a          Wongo have the appropriate appendages to operate
      Strength of 10 or higher. The only exception is the           the machine. Once they have determined how the
      large double doors leading into Kubazan’s cell, which         machine works, they may use an action to trigger
      require a Strength of 20 or higher to push open.              either of the following effects:
      	 The hallway is made of the same damp, moldy
      stone as the cells. Hidden within it are two covered            Huge and Large Creatures
      pit traps. The pit traps can be detected with a                 Because Kubazan is Huge he cannot fit into 5-foot-wide
      successful DC 15 Wisdom (Perception) check.                     tunnels. Kubazan can squeeze through 10-foot-wide
      I’jin is too tiny to trigger the trap and can run over          tunnels but must spend 1 extra foot for every foot he
                                                                      moves there, and he has disadvantage on attack rolls and
      the covered pits safely. Kubazan and Unkh trigger
                                                                      Dexterity saving throws. Attack rolls made against Kubazan
      the trap but are too large to fall into the pit. Any            have advantage whenever he is squeezing into a smaller
      other trickster god must make a successful DC 15                space. Similarly, Moa, Papazotl, Shagambi and Unkh must
      Dexterity saving throw or fall 10 feet into a pit of            squeeze to fit into 5-foot-wide tunnels.
      spikes, taking 1d6 bludgeoning damage plus an
144                                               Chapter 15 The Rise or Fall of Vecna
J Open or close as many of the four covered pits            N3. Hangry Hallway
   hidden within the control room. Any creature
                                                            A steam release valve is visible at the end of this
   standing on a pit when it opens must make a
                                                            illuminated 50-foot-long hallway. The ceiling along
   successful DC 15 Dexterity saving throw or fall
                                                            the first 45 feet of the hallway smashes down with a
   into the pit. The pits are 20 feet deep and any
                                                            thunderous crash every six seconds. The ground of
   creature falling into them takes damage from
                                                            the hallway is littered with broken stone and counts
   falling as normal (1d6 bludgeoning damage for
                                                            as difficult terrain. Any creature caught in the hallway
   every 10 feet fallen).
                                                            when this happens takes 100 bludgeoning damage.
J Trigger a gout of flame from area N7. This gout           	 Tricks of the Trickster Gods. The easiest way to
    of flame extends in a 5-foot-wide line all the          access this steam valve is by having I’jin take the
    way to the other end of the room. Each crea-            Dash action, although the players may have other
    ture standing in the gout of flame takes 8d6 fire       ideas of their own.
    damage on a failed save, or half as much damage
    on a successful one. This action can only be taken      N4. Barred Access
    once every two rounds.                                  An adamantine grate bars access to this hallway.
	 Any creature that climbs or flies through the rafters     I’jin can squeeze through the holes in the grate and
finds a hidden steam release valve.                         Obo’laka can use her claws to rend through the
                                                            adamantine. The grate can also be ripped from the
	 The adamantine double doors are locked and can
                                                            wall with a successful DC 20 Strength (Athletics)
only be opened from the northern side (area N9). See
                                                            check. A steam release valve can be found at the end
the “Divine Release” section for details on when they
                                                            of this pipe-lined hallway.
are opened.
                                        Chapter 15 The Rise or Fall of Vecna                                           145
                                                                         N8. Abyss of Annihilation
       Steam Release Valves                                              This room appears to be a vast pit that drops off into
       Any of the trickster gods can use an action to turn a steam       the inky blackness of impenetrable void. Despite
       release with their various appendages, or in the case of
       I’jin, by running along the top of the valve as if it were a      appearances, the pit is only 30 feet deep. However,
       treadmill. After doing so the pipes begin to rattle wildly        it ends in a gargantuan sphere of annihilation that is
       as an excess amount of steam floods through the system.           fixed in place and cannot be moved. Three 5-foot-di-
       Each time a valve is activated, there is a 20 percent chance      ameter platforms of banded wood float at ground
       that one of the pipes breaks, releasing a steam mephit that       level. A steam release valve can be accessed from the
       attacks the nearest trickster god.	
                                                                         third platform.
                                                                         	 Tricks of the Trickster Gods. Moa and Nangnang
      N5. Wizardly Wards                                                 can jump from platform to platform easily.
      This room is lined with glowing crystals that appear               Alternatively, Papazotl can fly to the third platform.
      to power a network of whirring cogs. These cogs are
      connected by a series of pipes. A steam release valve
                                                                         N9. Egress
      can be seen on the center of the floor. There are four             This broad stone tunnel ends in a staircase that
      statues in the room. Each statue looks like a cowled               can be used to access the upper levels of Castle
      wizard with an outstretched wand. The wands begin                  Waterdeep. As a Dungeon Master you are free to
      to glow ominously when a creature looks into the                   develop these levels, further expanding Acererak’s
      room. If a creature enters the room, each statue                   deathtrap dungeon. However, doing so is not recom-
      attacks the creature with a magic missile spell. The               mended as it may detract from the urgency of stop-
      statues fire a second volley of magic missiles if any              ping Vecna’s impending apotheosis.
      creature tampers with the steam release valve.                     N10. Barracks of the Tomb Dwarves
      		Tricks of the Trickster Gods. If Unkh enters the                 This barren room is filled with dust and spiderwebs.
      room her shell automatically reflects the attacks,                 Plain slabs of stone serve as beds for the dozens of
      destroying the statues in the process.                             tomb dwarves that lair here. These tomb dwarves are
      N6. Arrows Away                                                    dwarf miners abducted by Acererak and transformed
                                                                         into wights (wielding battleaxes and light crossbows)
      Hundreds of arrows shoot continuously through                      to exploit their expertise in underground construc-
      thousands of holes dotted throughout the length of                 tion. This undead maintenance crew now works to
      this adamantine-lined hallway. A steam release valve               keep the castle’s traps in working order. Acererak
      can be seen at the end of the hall.                                has a total force of forty tomb dwarves, although less
      	 The arrows are in perpetual motion and every time                than ten are found here at any given time.
      one shoots through a hole, it is teleported so that it             	 The tomb dwarves periodically take the remains
      shoots out of another hole. When a creature moves                  of adventurers who have perished within the castle,
      into or through the hallway, they take 1d6 piercing                stitch them together, and bolt them into suits of
      damage for every 5 feet they travel.                               armor. The resultant shambling golems are referred
      	 Tricks of the Trickster Gods. The adamantine                     to as tomb guardians and have the same statistics
      floor triggers Obo’laka’s Natural Armor trait, making              as flesh golems with AC 17. There is always at least
      her impervious to the arrows.                                      one of these guardians within the barracks.
      N7. Incinerator                                                    N11. Withers’ Office
      This circular hallway is filled with blistering hot                This cluttered office is filled with charcoal blueprints
      flame and serves as the dungeon’s incinerator. If a                of devious traps, each one more deranged than the
      character takes the time to look                                                next. Filthy bird cages hang from the
      through the flames, they see                                                         ceiling, in which skeletal songbirds
      a steam release valve at the                                                           rasp hoarsely. Seated before a
      end of the hallway. When                                                               desk is the shriveled corpse of a
      a creature moves into                                                                   humanoid wearing moldy robes
      or through the hallway,                                                                    and a bronze mask sculpted to
      they take 3d6 fire damage                                                                    look like a frowning visage.
      for every 5 feet they travel. If the                                                          Three crawling claws scuttle
      incinerator is active (see area                                                               around the floor near the
      N2), then the flames within this                                                                humanoid.
      tunnel dissipate for one round.
                                                          The tomb dwarves act as
                                                         both guards and workforce
146                                                    Chapter 15 The Rise or Fall of Vecna
	 The humanoid is Withers, a former engineer from
the distant land of Chult, whose trap-making skills                                 Denouement
pleased Acererak who has since transformed the                 Once the castle’s protective field and interior traps
engineer into a wight with the following changes:              have been disabled, the characters can safely enter
J He has an Intelligence of 16 (+3).                           Castle Waterdeep. The once proud fortress has
J He has a challenge rating of 4 (1,100 XP).                   been turned into a hideous deathtrap, and this is
                                                               still evident as the characters walk through its halls.
J He lacks the Longbow action.                                 Rotting corpses hang impaled upon rusted spikes.
J He has the following additional actions:                     Open pits drop into planar vortices. Overhanging it
                                                               all is the necrotic energy of the Soulmonger, a foul,
Corrosive Fangs. Withers targets up to two creatures he
cans see within 60 feet. A target must succeed on a DC         tainted energy that is palpable enough to follow
13 Dexterity saving throw or take 2d6 acid damage.             directly to its source.
Lightning Lance (Recharge 6). A line of crackling energy       	 After walking through a series of grand hallways
projects from Withers in a line that is 100 feet long and      the characters emerge into a grand throne room (in
5 feet wide. Each creature in the line must make a DC 13       the spaces marked E on the map).
Dexterity saving throw, taking 8d6 lightning damage on
a failed save, or half as much damage on a successful          	 Read or paraphrase the following:
one. The energy ignites flammable objects in the area
that aren’t being worn or carried.                                  Within the throne room is an enormous stone skull.
Spellcasting. Withers casts one of the following spells,            Wraithlike forms swirl within the skulls eye sockets,
using Intelligence as his spell casting ability (spell save         and otherworldly screams hang in the air. Seated in
DC 13):                                                             a throne behind the skull is a skeletal figure wrapped
 At will: mage hand, minor illusion, prestidigitation               in moldering robes and clutching a skull-tipped staff.
                                                                    Hateful pinpricks of white light burn in its eye sockets,
	 Wither’s books are about natural history, anatomy,                and a two-foot-diameter sphere of utter darkness
and engineering. His skeletal songbirds are tame but                floats in the air beside it. Its voice, though so soft you
cannot fly. The wight’s bronze mask is worth 25 gp.                 can barely hear it, is somehow more terrifying than
                                                                    the skull’s wails, “You are too late fools. In a matter
             Divine Release                                         of minutes Vecna will be reborn from my Soulmonger,
                                                                    crafted by my own genius, and your world will be torn
                                                                    asunder. Then we shall conquer the next reality, and
When the adamantine doors separating areas N2                       the next again, until all that remains is death. None can
and N9 are opened, they briefly retract into the                    withstand the combined might of Acererak and Vecna.”
ceiling before lowering and locking immediately after
their use. After the first and second steam release            	 The stone skull (marked S on the map) is the
valve is turned, a tomb dwarf (see area N10) steps             newest iteration of the Soulmonger. The skeletal
through the double doors and attacks the nearest               form is Acererak (marked A on the map; appendix
trickster god. After the third steam release valve             B). The archlich is more than willing to fight the
is turned, a tomb guardian (see area N10) steps                characters if attacked. However, he is also willing to
through the double door and attacks the nearest                speak with them, gloating about the futility of their
trickster god. After the fourth steam release valve is         actions and the doom about to befall the Realms.
turned, Withers (see area N11) accompanied by three            During such conversations any character who makes
crawling claws, steps through the double doors.                a successful DC 15 Wisdom (Insight) check discerns
The crawling claws attack the smallest trickster god,          that Acererak’s loyalty towards Vecna is wavering.
ideally I’jin, whereas Withers attacks whichever trick-        Acererak has come to resent Vecna treating him as
ster god seems the most physically threatening.                an underling, especially when it was Acererak who
	 After either the release of the fifth steam release          created the Soulmonger. Acererak also believes that
valve or the death of Withers, the characters are              it should be him, not Vecna, feasting on the souls
jarringly returned to their bodies. They find them-            within the stone relic. Because of this Acererak
selves standing before Castle Waterdeep. The force-            can be convinced to betray Vecna with a successful
field is gone, and an open gate beckons them into the          DC 25 Charisma (Persuasion) check. This check
castle. Their mission complete, the trickster gods             succeeds automatically if the characters provide
sacrifice themselves, peacefully passing on to what-           proof that Vecna was responsible for the death of
ever afterlife awaits them. In gratitude, they infuse          Acererak’s mother (see chapter 8 and appendix C).
the characters with divine energy, granting each
character the benefit of a long rest. Proceed to the
Denouement section.
                                           Chapter 15 The Rise or Fall of Vecna                                                  147
      Option One: Deathly Betrayal                                       	 Vecna is mildly wounded from the destruction of
      Should Acererak decide to betray Vecna read or para-               the Soulmonger and has been reduced to 700 hit
      phrase the following:                                              points. Nonetheless, he is undaunted as he attacks
                                                                         the characters.
                                                                                     The Fall of Vecna
         Acererak turns towards the stone skull, brandishing
         his ancient, crooked staff. The staff flares darkly
         and then lets out a hideous, soul-rending shriek. In
         response the stone begins to crack and then break. As           When Vecna is reduced to 0 hit points, read or para-
         the wraithlike souls flee from the phylactery they are          phrase the following:
         greedily consumed by the smaller skull affixed to the
         staff. The staff’s skull begins to grow larger and larger
         until it threatens to consume the entirety of the enor-             Vecna, the Maimed God, the Whispered One, Lord of
         mous Soulmonger.                                                    the Doomed Sword Coast is briefly felled. His single
         A thunderous voice booms in response,                               eye blazes with a depthless fury, “ANTS! WORMS!
         “TREACHEROUS FIEND. YOU REVEAL YOUR TRUE                            I COULD WIPE YOU FROM EXISTENCE WITH THE
         COLORS TOO LATE.” The voice is so powerful that                     MERE WAVE OF A HAND. THE BLINK OF AN EYE.”
         it shakes the very foundation of Castle Waterdeep,                  The lich gathers his power, preparing to crush you
         sending chunks of stone falling from above. There is                from existence. In response the ground begins to
         a blinding explosion of energy as the two titanic liches            crack and misty tendrils, reminiscent of your time in
         wage war against one another.                                       Ravenloft, coil about the lich lord, holding him fast.
         When the energy clears naught remains of Acererak                   For the first time you see his features contort in panic
         but a pile of ash. The Soulmonger lies in a pile of                 as he thrashes helplessly against the ever-constricting
         smoking ruin. And amidst it, standing triumphantly,                 bonds. “NO! NEVER! I AM VECNA, AND I WILL NOT BE
         is the Maimed Lord Vecna. He is visibly shaken,                     CAGED! I ESCAPED YOUR PRISON. I ESCAP...” The lich’s
         although he steels his resolve as he turns his one good             cries are cut short as one of the tendrils wraps about
         eye towards you,“FOR TOO LONG YOU HAVE MEDDLED                      his throat. The lich continues to thrash and rage, but it
         IN MY AFFAIRS. LET US BEGIN THE FIRST OF YOUR                       is all for naught as he is fully enveloped by the mist.
         INFINITE TORTURES.”                                                 Mere seconds later there is naught but the fading
                                                                             echoes of a fallen lord.
      	Vecna (appendix B) is gravely injured from his
                                                                            Concluding the Adventure
      battle against Acererak and has been reduced to
      500 hit points. Nonetheless, he is undaunted as he
      attacks the characters.
                                                                         With the fall of Vecna, the War for Waterdeep perma-
      Option Two: Undaunted Heroism                                      nently turns. The allies assembled by the characters
      Alternatively, if the characters fight and defeat
                                                                         overwhelm Vecna’s forces, and Waterdeep is quickly
      Acererak, they must then destroy the Soulmonger.
                                                                         reclaimed. The City of Splendors becomes the center
      It is a Huge object with AC 15, 200 hit points,
                                                                         of a newly forged resistance. The characters are
      vulnerability to radiant damage, and immunity to
                                                                         greeted as heroes by the townsfolk of Waterdeep. In
      bludgeoning, piercing, and slashing damage from
                                                                         time the walking statues are refashioned into the like-
      nonmagical attacks.
                                                                         ness of the characters, and a local holiday is declared
      	 Once the Soulmonger has been reduced to 0 hit                    in their honor. Heroes, both old and new, flock to the
      points, read or paraphrase the following:                          characters seeking their advice and mentorship.
                                                                         	 However, the stain of Vecna is not easily removed,
         The stone skull shatters, and a myriad of tiny lights
         pour forth from within. These bright souls coil through         and even with the Whispered One’s defeat, evil still
         the air like a tornado, blazing upward and then                 holds a tight grip upon the land. Because of this, the
         vanishing in a blinding, spectral flash. A thunderous           campaign need not end here. Epic level plot hooks
         voice booms in response,“NO! IT IS TOO EARLY! YOU               can be found in the Doomed Forgotten Realms: SwOrd
         WILL PAY FOR YOUR INSOLENCE!” The voice is so                   COast Gazetteer and rules for play beyond level 20
         powerful that it shakes the very foundation of Castle
         Waterdeep, sending chunks of stone falling from
                                                                         can be found in Quill & Cauldron’s EPIC CHARACTERS.
         above.                                                          Possible future adventures include:
         There is an explosion of energy. When it clears the             J Depending upon the characters’ actions, the
         Soulmonger lies in a pile of smoking ruin. Amidst                    Darklord Azalin may or may not seek to fill the
         it stands the Maimed Lord Vecna. He is visibly                       void left by Vecna’s defeat. Or, worse, the release
         angry as he turns his one good eye towards the
         characters, “FOR TOO LONG YOU HAVE MEDDLED IN MY                     of a second Darklord into the Forgotten Realms
         AFFAIRS. LET US BEGIN THE FIRST OF YOUR INFINITE                     might weaken the walls of Ravenloft, allowing
         TORTURES.”                                                           other denizens of the Shadowfell to seep into the
                                                                              Sword Coast.
148                                                    Chapter 15 The Rise or Fall of Vecna
J Soon after Vecna’s defeat, Arwyn Neverember,                    inside out. The characters must venture into the
   the charismatic bastard daughter of Lord Dagult                demon-infested Underdark to find the legendary
   Neverember visits Waterdeep. She quickly wins                  archmage Gromph Baenre and cleanse the fungal
   over the people who begin to clamor for her to                 contamination.
   serve, as her father had, as Open Lord. However,          J Tiamat, the Queen of Dragons, has bided her
   behind Arwyn’s charming facade hides a dark                   time, knowing that Vecna’s narcissistic aggres-
   secret. Her loyalty still lies with her birth city            sions would lead to his eventual demise. Now
   of Neverwinter, and she has made a dark pact                  that she has been proven correct, she chooses
   that will allow her to save her homeland from                 to strike. Dragons descend, en masse, upon the
   the Shadowfell, but only by replacing it with                 Sword Coast. The only way to stop Tiamat is to
   Waterdeep.                                                    claim the legendary Draakhorn from Tiamat’s
J A concerned member of the Watchful Order of                    former fortress in Avernus. Doing so, however,
   Magists and Protectors approaches the char-                   will require infernal allies and the only way to
   acters to alert them of an alarming increase in               make such allies is to win a dangerous race of
   earthquakes throughout the Realms. Soon after,                infernal vehicles, known as the Cannonball Run,
   a member of the Dungsweeper’s Guild warns the                 that weaves its way through hundreds of miles of
   characters about a fungal infestation within the              blasted, infernal wastelands.
   sewers of Waterdeep. After some investigation it          	 Regardless of whether the campaign continues
   is revealed that Zuggtmoy, the Demon Queen of             the players should be congratulated for a job well
   Fungi, has, like a cancer, infected the very core         done. Not many can boast of going toe-to-toe with the
   of Toril and is literally rotting the world from the      legendary Vecna and living to tell of it.
                                         Chapter 15 The Rise or Fall of Vecna                                        149
      Appendix A
      Secrets of the Whispered One
      Artificially Accelerated Organisms����������������� 150                          	 Gnome bioengineers perfected a process where a
      Azalin Rex�������������������������������������������������������������151       lump of dead flesh could be placed into these vats,
                                                                                        precisely stimulated with electricity, and then grown
      Citadel Cavitius����������������������������������������������������151
                                                                                        into a fully developed sentient being. These beings
      Dawn of a New Age��������������������������������������������� 152               are known as Artificially Accelerated Organisms,
      Dwarfholds of the North�������������������������������� 152                      or AAOs. The entire process is governed by a near
      Harshnag the Grim���������������������������������������������153                infinite number of variables, each fine-tuned by the
      Madame Irina Radanavich����������������������������������154                     bioengineers.
      Other Deities������������������������������������������������������� 156         	 The eventual death of these AAOs have proven
                                                                                        sufficient to nourish Vecna, although not to the
      The Harpells�������������������������������������������������������� 156         same degree as the death of naturally conceived life.
      The Ordning���������������������������������������������������������157          However, since these AAOs are created without the
      Tovag��������������������������������������������������������������������� 158   divine spark of conception, their existence does not
      Vecna's Endgame�������������������������������������������������� 158            drain his power. Now that their creation has been
                                                                                        perfected, Vecna has set up hundreds of birthing vats
                                                                                        in the undercity of Mirabar.
                                                                                        	 Most AAOs are human. They typically begin life
                                                                                        between the ages of 16 and 20, with a false memory
             Artificially Accelerated                                                   of a fully lived life. Males and females are manufac-
                                                                                        tured in equal proportions. Early batches of AAOs
                     Organisms                                                          were crafted to look identical but more recent
                                                                                        batches have varied body types, skin tones, personal
      As a god of death, Vecna continues to naturally draw                              features, intellect, and personality. AAOs always have
      sustenance from the death of sentient humanoids.                                  an identifying mark on the inside of their left wrist.
      However, he is drained in equal measure whenever                                  Despite varying in other qualities, most AAOs tend
      humanoid life is naturally conceived. Such is the                                 to be naturally compliant. Although they can be quite
      cosmic balance. Vecna, never one to accept such                                   smart, they often lack imagination and are predis-
      arbitrary limitations, immediately set his mind to                                posed to depression. AAOs have souls, at least in the
      rebalancing life and death.                                                       sense that they can be brought back from the dead
      	 Vecna studied Ravenloft extensively while impris-                               with raise dead or similar magic. Whether they have
      oned there. From these studies he learned an old                                  souls in a deeper philosophical or theological sense
      Vistani secret—the existence of Barovia, a domain                                 is left to the DM’s discretion.
      where many of the inhabitants were living, soulless                               	 In secret experimental laboratories deep beneath
      shells. Upon successfully conquering Faerûn, Vecna                                Mirabar, more unusual AAOs are created. Some of
      immediately turned his immeasurable intellect                                     these AAOs are created to be personal servants or
      toward replicating this bland facsimile of life. It took                          bodyguards for high-ranking Vecnan clergy. Others
      years, but eventually even life itself yielded its secrets                        are created simply for the sake of experimentation.
      to Vecna.                                                                         In these subterranean workshops, everything from
      	 In the Hosttower of the Arcane, Vecnan disci-                                   aasimars to tieflings can be manufactured. AAOs
      ples opened rifts to Ravenloft. They perfected a                                  produced in these workshops have special identi-
      condensation process that transmuted the endless                                  fying marks, indicative of their position, that serve as
      Mists of Ravenloft into liquid form. This liquid was                              badges of authority.
      then infused with primal energy siphoned from the                                 	 It is recommended that the characters play through
      Positive Material plane. Birthing vats, reverse-engi-                             the adventure path as AAOs. These adventures
      neered from Netherese technology, were filled with                                present an alternate version of Faerûn, referred to
      this liquid. These birthing vats were powered by the                              as the Doomed Forgotten Realms. Having the characters
      Orderer, a mechanical device from Mechanus capable                                “newly born” into this world should help maximize
      of altering reality.                                                              its explorational impact. You can either inform your
150                                                              Appendix A Secrets     of the   Whispered One
players about this unique twist immediately or let             	 The lich eventually discovered that any powerful
them discover it unexpectedly once the adventure               personality might be granted a land in Ravenloft, so
begins.                                                        rather than stay in Barovia, he walked into Strahd’s
	 Playing AAOs should provide a fun and novel role-            choking fog. His forceful personality created Darkon,
playing experience. However, it might run contrary to          the largest domain in Ravenloft.
the expectations of some players, particularly if they         	 More than anything else, Azaln desires power.
played the first installment of this adventure path            Ravenloft gave him tremendous strength, but it para-
with standard character types. DMs are encouraged              lyzed him as well. He can never rise above the experi-
to work with such players to help meet their expecta-          ence level he now holds, nor can he ever learn more
tions. The experimental laboratories should be able            magic. Even if presented with a scroll and tutored
to create any combination of race and class that is            in the use of the new spells upon it, he cannot learn
acceptable to the DM.                                          them. Magical information – even that not related
	 The fact that their life was created from a lump of          to spells – seems to slip through his mind like dust
dead flesh allows for the characters to still have a           through a net. If he were offered information about
connection to this world, perhaps as a reincarnated            the workings of the Demiplane of Dread, for instance,
version of whomever the flesh came from. Such char-            he would not remember it, yet he would bear the pain
acters can still have families, homesteads, and buried         of knowing that he once grasped that information. It
secrets that can be easily embedded within the larger          is his curse to exist among mortals whose potential
adventure path.                                                is, by comparison, boundless. If another wizard casts
                                                               a spell that Azalin does not know, the lich burns with
                 Azalin Rex                                    rage.
          RAVENLOFT DOMAINS AND DENIZENS                       Azalin is wholly evil and brilliant. Though he cannot
                                                               remember new spells, his retention of other details is
Azalin was once a powerful human wizard-king.                  remarkable. He knows who has visited Darkon in the
Even as he gained them, Azalin became hopelessly               past and who is visiting the land today. He also moni-
obsessed with accumulating ever more power and                 tors activities in other domains. His plots contain
magical learning. Never one to care about right or             circles within circles, always pitting rivals against
wrong, he eagerly became a lich.                               each other. Almost as soon as it appears he has made
	 As an undead mage he ruled and tormented his                 a mistake, his enemies learn painfully that they are
subjects for decades. Finally, they hired a powerful           doing exactly what he wanted them to do.
                                                                                 Citadel Cavitius
band of mercenaries to destroy him, and Azalin,
desperate and near capture, fled into a glen cloaked
in fog. The mercenaries searched the glen but could
not find him. The Mists of Ravenloft had carried him           Within the upper floors of Vecna’s Palace can be
into Barovia, the domain ruled by Strahd.                      found a shrine decorated with murals that depict the
                                                               history of Vecna. For players interested in the lore
	 Despite his incredible powers, Azalin was trapped
                                                               and backstory of the Maimed Lord, you can read
in Ravenloft, and he was further humiliated as he
                                                               or paraphrase the following (abbreviated from Die
was subjugated by the lord of Barovia, Strahd von
                                                               Vecna Die!):
Zarovich. Though Azalin’sphysical powers were
greater than Strahd’s, the mage still feared the               	 Scene One. A handsome young wizard wearing
vampire. Azalin was mystified by Strahd’s connection           robes adorned with snakes casts a spell that causes
to the land: He believed that without Strahd, Barovia          an elderly man in ornate platemail to writhe in pain
and all within it – including himself – would cease            before him, as a mixture of soldiers and spellcasters
to exist. Under great duress Azalin because Strahd’s           look on in awe. The warrior’s skull is starting to split
servant, and he loathed every moment of it. He vowed           open, revealing his brain.
that if he won his freedom, he would never again               	 Scene Two. The same wizard, now wearing a
swear fealty to any creature, living or dead.                  crown and sitting on a throne of snakes, looks
	 At Strahd’s behest, Azalin taught him great                  on with a wistful smile as a hooded executioner
sorceries. In addition, Azalin spent much time inves-          prepares to strike a noble woman wearing an elegant
tigating the mysterious Mists surrounding Barovia.             dress and jewelry of a fashion that is unknown to
Strahd wanted him to try to find a way out of the              the characters. Corpses litter the ground around the
demiplane, and Azalin, yearning for the same escape,           figures.
willingly complied.
                                       Appendix A Secrets   of the   Whispered One                                        151
      	 Scene Three. Now in his middle years, the wizard
      in snake-adorned robes stands on a ragged cliff. On a
                                                                                      Dawn of a New Age
      plain below, armies clash while a city is destroyed by          Vecna has made considerable strides toward
      the very earth, which rises up and smashes its walls            remaking the world in his own image. After finalizing
      as meteors streak from the sky into the city’s heart. It        his conquest, he abandoned the Dale Reckoning
      is clear that the devastation is taking place as a result       dating system and changed the year to 1 VR (Vecnan
      of a spell being cast by the wizard. The storm clouds           Reckoning): The Year of the Whispered One. This
      overhead resemble misty snakes.                                 campaign takes place in the year 5 VR.
      	 Scene Four. The wizard in the snake-robes is now              	 The names of Bigby, Drawmij, Mordenkainen,
      well past his physical prime. He is slaying a half-elf          Nystul, Otiluke, Otto, Rary, and Tenser are spoken of
      in similar robes; both figures are aglow with magical           with revilement by the Vecnan establishment. Vecna
      energies. Around them, other wizards are engaged in             has claimed that they are arcane plagiarists who
      magical battles as well, half of them wearing snake             stole their signature spells from Vecna. Because of
      robes like those the old wizard possesses. Ghostly              this, such spells have been renamed and practicing
      snakes writhe through the scene.                                wizards now learn Vecna’s floating disk, rather than
      	 Scene Five. This scene is more of a sculpture than            Tenser’s floating disk.
      a relief. It is a life-size statue of the wizard from the
      other scenes, except now his features are gaunt and
      skeletal. His hands are bony talons. His snake-robes
                                                                                Dwarfholds of the North
      are still of the same styling, but a new crown rests            The first portion of this adventure takes place
      upon his brow, a crown that appears to be formed by             primarily in Mirabar, and references former dwarven
      snakes wrapping themselves around his skull. He is              strongholds. Because of this, a brief overview of
      also seated on a different throne, one that is made             the dwarves’ fate in the Doomed Forgotten Realms is
      from the fused bones of humans. Its back appears                provided below:
      to be a large spider web that spreads across the wall
                                                                      	 Vecna saved the dwarves for last. The deep rift
      behind him. Caught in the web are dozens of tiny
                                                                      between the dwarves of the north and the remainder
      humanoid figures, their faces and bodies contorted
                                                                      of the Sword Coast was hardly a secret. What was a
      in terrible agony. Alongside Vecna’s throne are dying,
                                                                      secret, however, was the true depth of this rift—some-
      disemboweled victims, each wearing what appears to
                                                                      thing which none of the races were honest enough to
      be a holy symbol on a burning necklace.
                                                                      admit, even to themselves. Before his invasion, Vecna
      	 Scene Six. This scene features a giant of a man in            installed agents in key positions within the dwarven
      ornate platemail, still of ancient and unidentifiable           governments. These agents, over the years, further
      make, who is single-handedly defeating a ragtag army            inflamed these bitter prejudices. Vecna rotted the
      of men and women led by an armored cleric with a                dwarven empire from the inside out, softening it up
      sunburst on her breastplate. The giant man wields               for his inevitable conquest.
      a short sword with a serrated blade; his breastplate
                                                                      	 So, when Vecna came for the humans, the dwarves
      is adorned with the serpent symbols that appeared
                                                                      withheld their aid. And when Vecna came for the
      on the robes of the wizard in the previous scenes.
                                                                      elves, still they withheld their aid. Tragically, when
      Overhead are storm clouds, and in them are subtle
                                                                      Vecna finally came for the dwarves, there were none
      representations of undead wizard-kings and serpents.
                                                                      left to save them.
      If they have met him before, the characters recognize
      the giant man as Kas.                                           	 Citadel Adbar fell first. Its conquest was a historical
                                                                      embodiment of Vecna’s key principle, “Everything,
      	 Scene Seven. In this scene, the warrior from the
                                                                      even the most impregnable fortress, has a secret that
      previous image battles the undead wizard-king,
                                                                      can bring about its demise.” In this case, the secret
      driving his short sword into the wizard’s chest. The
                                                                      involved King Harnoth, the ruler of Citadel Adbar.
      wizard in turn has unleashed a spell that blasts both
                                                                      Unbeknownst to the general populace, Harnoth
      of them into oblivion. The warrior is being flung back-
                                                                      was slain during the War of the Silver Marches. To
      ward into a black pool of darkness hovering in the air,
                                                                      prevent political turmoil, the Citadel’s elders hired a
      and the wizard’s left arm (with the exception of his
                                                                      doppelganger to replace the king. This doppelganger
      hand) is already ablaze with all-consuming magic.
                                                                      became the mouthpiece of the elders, allowing them
                                                                      to secretly rule the Citadel from the shadows. But
                                                                      Vecna knows all secrets. He arranged for his agents
                                                                      to expose this ruse, bringing about the civil unrest the
                                                                      elders had hoped to avoid.
152                                              Appendix A Secrets   of the   Whispered One
	 And so, Citadel Adbar, the dwarven stronghold that
for eighteen centuries had stood firm against every
                                                                               Harshnag the Grim
                                                                                     STORM KING’S THUNDER
threat from every foe, was brought low by a secret.
	 Once Adbar fell, the others soon followed. One               Harshnag the Grim is a legendary good-aligned
after another, Citadel Felbarr, Sundabar, Mithral Hall,        frost giant. In taverns throughout the North, he is
Gauntlgrym, and, of course, Mirabar, fell to Vecna’s           known as a monster to some and a hero to others. In
militaristic machinations. Many of the dwarves died.           Waterdeep, he’s remembered as the largest member
They had bled much for their ancestral homelands               of Force Grey, a notoriously destructive adventuring
and they loathed the thought of fleeing. However, it           company that came to the city’s defense on more than
soon became evident, even in the face of such stub-            one occasion. Believed to be hundreds of years old,
born valor, that fighting Vecna was a lost cause.              Harshnag wanders the wilderness with greataxe in
	 The legendary king Bruenor Battlehammer rallied              hand, seeking to lay low his giant brethren.
together the remaining dwarves. One third of his               	 Harshnag looks like a typical frost except that
armies, he declared, would march west to Ironmaster            he’s clad in plate armor and wears the skull of a
in search of allies. The non-combatants, largely               white dragon as a helm. His jagged axe also looks
children and elders, but also scholars and craftsmen,          quite formidable. He’s a giant of few words who
marched with Bruenor and another third of his army.            prefers to let his actions do his talking. When he
Their pilgrimage cut straight through the Underdark            does speak outside of combat, he comes across as
in hopes of finding sanctuary in the hidden deep               surprisingly calm and soft-spoken. While swinging
gnome city of Blingdenstone. The remaining third               his axe in battle, however, he bellows and laughs like
of his army, bolstered by the infamous Gutbuster               a berserker. In the company of small adventurers,
Brigade, stayed behind to harry their enemies and              he tries not to dominate social situations or make
protect their fleeing kin.                                     too many decisions for them because he knows how
	 Nowadays, the north is a much different place.               fragile and inflated their egos can be.
Years ago, Gruumsh-Baur, an upstart orc shaman                 	 Harshnag is a frost giant, with the following
loyal to Vecna, killed King Logru and took control of          changes:
the Kingdom of Many-Arrows. The Many-Arrow orcs
                                                               J His alignment is Chaotic Good.
did most of the fighting against the dwarves and, for
it, Vecna gave them much of the dwarves’ kingdom               J He has 204 hit points and wears a suit of +3 plate
to claim as their own. Although they still call Dark                  armor that resizes to fit its wearer. This armor
Arrow Keep their capital, the orcs also hold garrisons                gives him AC 21.
at Citadel Adbar, Citadel Felbarr, and Sundabar.               J He speaks Common and Giant.
	 An army of fire giants, led by the imperious Duke            J Harshnag has the following trait:
Zalto, currently occupies Gauntlgrym and Ironslag.
There, they use an imprisoned fire primordial to                Legendary Resistance (1/Day). When Harshnag fails a
                                                                saving throw, he can choose to succeed instead.
reforge ancient weapons for use in their bitter war
against Tiamat.                                                J He wields Gurt’s greataxe, which has a long
	 The great shadow dragon Shimmergloom yet again                      history as well as some cold-related proper-
calls Mithral Hall his home. The Cult of the Dragon                   ties (appendix D). As a result he also has the
has populated nearby Settlestone. From there, they                    following action:
tend to the needs of the temperamental dracolisk.               Gurt’s Greataxe. Melee Weapon Attack: +11 to hit, reach
                                                                10 ft., one target. Hit: 26 (3d12 + 7) slashing damage ,
                                                                or 39 (5d12 + 7) slashing damage if the target is human.
                                                               J His challenge rating is 9 (5,000 XP).
                                       Appendix A Secrets   of the   Whispered One                                         153
           Madame Irina Radanavich                                   throughout his travels, he’d begun to be haunted by
                                                                     dreams of her, in which she was trapped in some
      Irina Radanavich’s family was one of the rare non-hal-         ruined and deserted house engulfed in a magical
      fling inhabitants embraced by the people of Rivalis.           Mist haunted by impossible monsters. These dreams
      She spent many happy years during her childhood                had become so frequent and so terrible that he could
      in this village, playing on the lakeshores while her           barely do his job. As soon as his ship returned to
      father, a fisherman, plied his trade out on the waters.        Martira Bay, he raced home to make sure she was
      She loved the peaceful people, the temperate climes,           safe.
      and the easygoing way of life of Rivalis. To Irina, this       	 “Now, my dear sister,” he said. “Why don’t you
      was paradise.                                                  welcome me home to Rivalis?”
      	 Irina’s twin brother, Gaston, was of a more adven-           	 She beckoned him to her, embracing him in a hug,
      turous spirit. When he was old enough, he decided it           unaware that she had invited an unspeakable evil
      was his calling to travel to Martira Bay and find a job        into the village. Her brother slept the next day away,
      on the crew of one of the sailing vessels that period-         locking himself in his bedroom. The next evening,
      ically set out for distant ports in faraway lands. He          their parents and the other townspeople welcomed
      wanted to see the entire world. Irina was heartbroken          Gaston home with open arms.
      to see him go, as the two of them had always been              	 A few weeks later, the first townsperson, a young
      inseparably close.                                             halfling girl, disappeared. Over the following weeks
      	 Several months after he left, Irina began to be              and months, others would disappear more and more
      haunted by dreams. In these dreams, Gaston’s ship              frequently. Rumors of lake monsters and brigands
      was damaged by a storm and was forced to take                  became ways of explaining what was happening.
      shelter in the bay of one of the islands off the Jagged        Such horrors were less terrifying than the unknown.
      Coast. Overlooking this bay was a keep. For several            	 As time went on, Irina began to suspect her brother.
      days, the ship sheltered in this bay as the storm              He would hide in the basement during the day,
      continued to rage. They began to suspect that this             claiming an allergy to the sun that he had developed
      weather was supernatural in nature, devised to keep            over the course of his voyage. She would go to his
      them trapped there for some reason they could not              room at night and find his bed empty. Traveling the
      determine. Every night, a light shone behind a single          streets of the town, she’d spot in the periphery of her
      window near the top of the keep overlooking the bay.           vision a shadowy shape, but when she turned to see
      	 In another dream, Irina watched her brother                  what was there, it was already gone. Eventually, he
      explore this castle, wandering its hallways with a             admitted to her what she already knew.
      few other brave members of the crew, their way lit by          	 “We can’t stay here, Dear Sister,” he said. “People
      sputtering torches. The castle was deserted, save for          will soon suspect, and they will come to destroy me.
      the rats and spiders, but as they neared the pinnacle          I might be compelled to defend myself, and I don’t
      of the keep and the source of the light, a chill wind          want to cause any more harm than I already have.”
      began to blow over them, periodically extinguishing
                                                                     	 Irina agreed to leave with him, and they began
      their torches and forcing them to relight them.
                                                                     making plans, gathering supplies to head off into
      Eventually, they came to a large wooden door, and
                                                                     the woods north of the city. On the night that they
      opening the door, they met the lord of the castle, a
                                                                     made their departure, they stumbled across Arian
      vampire of such age, power, and corruption that his
                                                                     Windfoot, then a member of the town’s volunteer
      body had been twisted into an unnatural, unspeak-
                                                                     guard, patrolling the perimeter of the village. A
      able shape. She would see only a glimpse of it in her
                                                                     curious sort, Arian had already been doing some
      dreams before she awoke: flailing tentacles, bright
                                                                     private sleuthing and had come to suspect Irina and
      red eyes, fingers with knifelike talons flashing forth to
                                                                     her brother of wrongdoing. He stood bravely before
      grab at the sailors, at her brother.
                                                                     them but was no match for Gaston’s power.
      	 As suddenly as they’d come, the dreams faded. Irina
                                                                     	 As Arian’s lifeblood soaked into the grass, Irina
      continued to live in relative happiness within Rivalis,
                                                                     pleaded with her brother to save him. She couldn’t
      though her happy demeanor had been diminished by
                                                                     bear for him to be responsible for the loss of even
      the memory of these dreams.
                                                                     one more innocent life. Gaston did as she bade and
      	 One evening, Irina felt a compulsion to crawl from           transformed Arian into the undead.
      her bed and get dressed. Leaving the house, she
                                                                     	 With Arian writhing in the painful throes of trans-
      wandered to the village’s edge, where she found her
                                                                     formation, they fled into the woods to the north.
      brother standing before her. “Sister!” he said. “I’m
                                                                     There, they encountered a band of brigands that
      so glad to see you in one piece!” He explained that
154                                             Appendix A Secrets   of the   Whispered One
Gaston brought under his thrall. Over the years,               This is not the life she would have chosen for herself,
these men and women became Irina and Gaston’s                  and she regrets her actions. These circumstances
new family. The Radanavich clan was born.                      leave her haunted and hopeless:
	 Eventually, Rudolph Van Richten, a young doctor              J Madame Radanavich’s brother Gaston has been
who had taken up residence in Rivalis, heard rumors                   sent to his final death by Rudolph Van Richten.
of the brigands that would periodically raid the roads                There is no spell or power in the land that can
and even the village, occasionally kidnapping some                    restore him to life. Living in a land haunted by
hapless villager who would never be heard from                        ghosts, vampires, and all manners of undead, she
again. His curiosity and his desire for renown getting                wishes his spirit would visit her, but the halls of
the better of him, Rudolph began to investigate. He                   Richten Haus remain forever quiet, save for the
located the brigands’ camp and watched them for                       footsteps of ghouls.
several nights, learning their patterns. Already well
                                                               J The Radanavich clan has been reduced to one of
versed through his studies in vampiric lore, he recog-
                                                                      the lowest forms of unlife. What’s worse, when
nized the nature of Gaston’s nocturnal movements.
                                                                      Madame Radanavich looks into the eyes of these
Staking out the brigands’ camp, he waited until the
                                                                      slavering ghouls, she believes she can detect,
perfect moment and, with the aid of a cloak of invis-
                                                                      deep inside them, the faintest hint of awareness.
ibility he had found during his travels, he managed
                                                                      Do they know what they have become?
to infiltrate the camp without being detected and
destroyed Gaston.                                              J Madame Radanavich is trapped in the home
                                                                      of her sworn enemy, Rudolph Van Richten.
	 Meanwhile, with the assistance of a renegade
                                                                      Everywhere she looks, she is haunted by memo-
Vistani who lived among the brigands, along with
                                                                      ries of her defeat at his hands. Though his victory
the knowledge her brother had picked up during his
                                                                      was costly, Van Richten was able to return his son
foreign studies and his nights serving as a thrall to
                                                                      to peace, and he is responsible for the death of
his vampire sire prior to his release, Irina had begun
                                                                      Irina’s beloved brother. She would give anything
the study of hedge magic. She eventually grew into a
                                                                      to get her hands on him, but she knows she is
powerful mage, and through the wards and enchant-
                                                                      trapped forevermore in this house.
ments she had placed around the camp, she was able
to deduce the identity of her brother’s killer.                Roleplaying Madame Radanavich
	 Thus began a long and bitter rivalry that ended with         Madame Radanavich was, for much of her life, a
Madame Radanavich kidnapping Rudolph’s son and                 kind and caring soul. This vestige of her identity still
delivering him to another vampire lord, Baron Metus,           exists. Indeed, she understands that she is at least
an ally of hers who had continued teaching her in              partly to blame for having to flee her peaceful exis-
the ways of magic. She transformed Erasmus into                tence in Rivalis and for the death of her brother. She
a vampire, leaving Van Richten no other option but             hates that she must continue to be part of this bitter
to slay his own son as an act of mercy. On that day,           feud with Rudolph Van Richten, and if she could go
Van Richten vowed revenge against Baron Metus,                 back in time, she would reverse everything that had
Madame Radanavich and the Radanavich clan.                     happened. Perhaps, in another life, she and Rudolph
	 What he did not know was that other eyes had                 might have even been friends.
already fallen upon her for what she’d done. The               	 Personality Trait. “I have learned from a life full of
night after Erasmus’ death, the Mists swept through            mistakes, but alas, it is too late to reverse them or to
the brigands’ camp, and when Madame Irina                      change course.”
Radanavich awoke again, she found herself in the
                                                               	Ideal. “If one deals in vengeance, they will find it
ruins of Richten Haus, accompanied by her clans-
                                                               visited back upon them tenfold. The best option is to
people, who had been reduced into slavering ghouls
                                                               learn to forgive and forget.”
eager to obey her every command but unable to offer
the warmth and companionship they’d given her in               	Bond. “I am trapped in the home of my sworn
life. Thus began her new life, alone and hopeless, in          enemy. While here, I will use this time to study and
the home of her hated enemy.                                   learn. Perhaps there is a way out of all this.”
                                                               	 Flaw. “If I have made one mistake in life, it is to
Madame Radanavich’s Torment                                    love too purely and too strongly. My brother, my
Madame Radanavich sacrificed the bliss of pastoral             clan. Perhaps in a perverse way, I have even learned
life within Rivalis to protect her brother and found           to love my enemy. If I escape, will I even have the
herself the leader of a gang of murderous brigands.            heart to visit upon him the fate he most assuredly
                                                               deserves?”
                                       Appendix A Secrets   of the   Whispered One                                          155
                      Other Deities                                                           The Harpells
      Soon after Vecna’s conquest, he proclaimed that                Vecna knew that a family of archmages was nothing
      he had single-handedly slain all the deities of the            to take lightly. In the early days of his conquest,
      Forgotten Realms pantheon. Worship of these false,             Vecna sent a small army of liches to the Ivy Mansion,
      dead gods was immediately criminalized. Churches               demanding that the Harpells surrender and swear
      were torn down. Holy scriptures were burned.                   fealty to Vecna. The Harpells refused and what
      	 This is a lie. Vecna brought with him seven magical          followed was an arcane battle the likes of which the
      items from his home world, which, carefully arranged           Realms has rarely witnessed. Although the Harpells
      across the Realms, have cast a mystical web of                 managed to evacuate the village’s inhabitants,
      energy over all of Toril, cutting off all other gods from      Longsaddle itself was utterly destroyed. After a few
      their followers.                                               days of battle, the tireless undead liches triumphed
                                                                     over the exhausted Harpells. The Ivy Mansion’s
      	 Inconsistencies have been explained away. It is
                                                                     defenses were finally breached, and the structure was
      common knowledge that Auril, The Frostmaiden,
                                                                     demolished, killing the Harpells, who were trapped
      lives in the arctic north under her blanket of eternal
                                                                     inside.
      winter. Vecnan orthodoxy claims that she is a
      powerful elemental spirit, rather than an actual               	 Or so the world thought.
      deity. The Whispered One’s bioengineers worship                	 In truth, the Harpells were saved by the quick
      Gelf Darkhearth, the brother and divine antithesis             thinking of the eccentric Siegfried Harpell. Siegried
      of the primary god of gnomes, Garl Glittergold. The            was an arcane cosmologist who specialized in the
      Vecnan stance is that Gelf is an infernal patron,              study of the heavens, particularly the moon. He
      similar to those of warlocks, and not an actual god.           was able to use an enchanted telescope to secretly
      Finally, although there have been recent instances of          transport his family to a safehouse on the moon. The
      clerics and paladins demonstrating divine power, it is         Harpells have lived there ever since, rebuilding their
      claimed that they are merely tapping into their dead           Ivy Mansion and plotting their revenge.
      gods’ fading, vestigial energies.                              	 The Harpells are now secretly scouring Toril for the
                                                                     lost Nether Scrolls. They hope to find these scrolls,
                                                                     primarily to prevent them from falling into Vecna’s
                                                                     hands. However, the Harpells also plan to study the
                                                                     scrolls so that they might increase their own power.
                                                                     Then they might be able to liberate the Sword Coast
                                                                     from Vecna’s iron grasp.
156                                             Appendix A Secrets   of the   Whispered One
                  The Ordning                                   scattered throughout the Realms. Iymrith has
                                                                returned to her lair in the Anauroch Desert. Serissa’s
The final portion of this adventure deals with the              whereabouts remain unknown. 	
giants of the Sword Coast. In particular, the char-             	 To signify their diminished power the storm giants
acters will have cause to infiltrate the hill giants’           are occasionally referred to as rain giants, although
steadfast, Grudd Haug, and assault the Maelstrom,               they detest this relabeling.
the abandoned undersea fortress of the storm giants.            Cloud Giants
A brief overview of the giants’ fate in the Doomed
Forgotten Realms is provided below:
                                                                Many of the cloud giants have rallied under the
                                                                banner of Countess Sansuri. Some roam the far
	 The Realms were already in great turmoil when                 north in their cloud fortresses, searching fallen
Annam, the All-Father, broke the ordning, the divinely          Ostoria for relics of their ancient past. Others have
ordained hierarchy amongst the giants (as described             elevated themselves beyond the clouds, where
in Storm King’s Thunder). Because of this, the heroes           the sky touches the stars, to await the downfall of
of the Realms were unable to save King Hekaton,                 Faerûn. Annam has grown impatient with their
Lord of the Storm Giants, and restore the sundered              isolationist lifestyle and has demoted the cloud giants
hierarchy. Now, years later, the ordning remains in             accordingly.
flux. The current standings amongst the giants are
(from least to greatest):                                       Mountain Giants (formerly Hill
Stone Giants                                                    Giants)
                                                                The hill giants are encamped within their relocated
The stone giants were the only giants to take a stand
                                                                capital, Grudd Haug. They demand a constant flow
against the incursions of Vecna. Shortly after Vecna
                                                                of tribute from Triboar, Goldenfields, and the many
conquered Waterdeep, a stone giant thane awakened
                                                                settlements in between. This tribute is primarily
a slumbering tarrasque, directing it toward the City
                                                                in the form of food, which is then fed to their
of Splendors. Vecna easily slew the creature, severing
                                                                monstrously large chieftain, Chief Guh. Guh has
its left hand and gouging out its left eye before raising
                                                                spent the last ten years famishing the Realms while
it as a zombie. Vecna then ordered his forces to track
                                                                gorging herself. She is now of immense size and
down and eradicate every last stone giant. Although
                                                                easily the largest giant in the world. As a reward, the
a few still remain, they do so in hidden seclusion,
                                                                hill giants have been elevated substantially within the
secreted within remote corners of the Underdark.
                                                                ordning and are now known as mountain giants.
Rain Giants (formerly Storm Giants) Frost Giants
Iymrith, an ancient blue dragon, secretly took the
                                                                Jarl Storvald and his frost giants still seek Artus
form of a giant and infiltrated the royal courts of the
                                                                Cimber, bearer of the Ring of Winter. They are now
storm giants well before the ordning was broken.
                                                                entrenched within the frozen north, allied with the
Because of this, Iymirth was perfectly positioned to
                                                                Frost Maiden Auril so that she might help them
take full advantage of the chaos that ensued after
                                                                find the Ring of Winter and bring about the Age of
Annam’s fateful decree. The blue dragon arranged
                                                                Everlasting Ice. The giants are currently spread
for the murder of the storm giant queen Neri, as well
                                                                throughout the abandoned Ten-Towns, warring with
as the abduction of King Hekaton. She positioned
                                                                the duergar and their chardalyn dragon, as well as
herself as a surrogate parent to the three princesses,
                                                                with the White Wyrm, Arveiaturace.
Mirran, Nym, and Serissa, using her influence to turn
them against one another. The eventual result was a             Fire Giants
brief and bloody civil war.                                     With the return of Tiamat, the ancient conflict
	 During this turmoil, Iymrith’s duplicity was                  between giants and dragons has reignited. Duke
revealed. Serissa was forced to kill her two sisters            Zalto and his fire giants have shown the greatest
and flee the Maelstrom, the underwater citadel from             initiative in this renewed battle against dragon-
which her family had ruled. Knowing that Imyrith                kind, earning them the respect of Annam. The fire
coveted the Wyrmskull Throne, a relic of great power,           giants currently occupy the former dwarven strong-
Serissa took with her the Ruling Scepter necessary              hold of Gauntlgrym as well as the great dungeon-
for controlling the throne.                                     forge, Ironslag. They have successfully reignited
	 Shortly afterwards, King Hekaton was slain by                 the adamantine forge of Ironslag and used it to
his abductors, precipitating the storm giants’ fall in          reforge Vonindod, the Titan of Death. Equipped with
Annam’s divine hierarchy. The Maelstrom was aban-               Vonindod, the fire giants are now singularly focused
doned and the storm giants, weakened in stature,                on hunting and killing the dragons of the Realms.
                                        Appendix A Secrets   of the   Whispered One                                       157
                            Tovag                                    	 The domain itself is dreary and utilitarian. It is
                                                                     bound between the river Tamross to the east and the
      In Tovag, the only constant is impending war. The              Burning Peaks to the west. A mist-shrouded range
      vampire Kas, Darklord of Tovag, was once the cham-             of volcanic mountains, the Burning Peaks used to
      pion of the lich Vecna. Wielding the artifact that             separate the domains of Kas and Vecna. Tor Gorak,
      bears his name, he betrayed his master, and the                located along the western banks of the Tamross river,
      resulting battle supposedly destroyed them both. In            is the capital city of Tovag. Although Kas has his own
      truth, both were claimed by the Mists where they               solitary fortress in the north, he is most often found
      were bound together in perpetual warfare. In time,             commanding his military from Castle Xiphos, his
      Vecna managed to escape Ravenloft. Oblivious to this           fortified base of operations within Tor Gorak.
      fact, Kas continues to wage a one-sided war. From              For more details on Tovag see Ulraunt’s Guide to the
      Van Richten’s Guide to Ravenloft, “Patrols of pris-            Planes: The Shadowfell.
      oner-soldiers under undead commanders scour the
      land, dragooning strangers to serve in Kas’s armies                              Vecna's Endgame
      and to manufacture bizarre war machines. When Kas
      deems the time right, he sends his forces into the             Vecna picked Waterdeep as his center of power
      Mists, believing that Vecna’s realm lies just beyond.          for many reasons. Chief amongst them was that
      Invariably, those troops never return, leaving the             Waterdeep is blanketed by a permanent, undis-
      vampire to rage, rebuild his forces, and continue his          pellable magical effect called Ahgairon’s dragonward.
      search for the Sword of Kas, which he considers his            Because of this enchantment, dragons and all other
      key to victory.”                                               creatures of the dragon type are physically unable to
      	 Tovag’s entire culture is built around the perpetu-          enter the city or its sewers.
      ation of this endless battle. When a child is born, it         	 Vecna spends most of his time sequestered in the
      is left in the woods for 24 hours. Should it survive           Tower of Ahghairon, leaving the day-to-day gover-
      the experience, then it has proven its potential to            nance of Waterdeep to his Zhentarim allies. Vecna
      contribute to the military effort. Should it perish,           is focused on two primary goals—furthering his
      then the domain has one less mouth to feed. Within             arcane mastery and transcending godhood. To attain
      Tovag, infants and children grow faster than normal,           both these goals, Vecna seeks the Nether Scrolls, a
      reaching peak physical maturity between six and                set of fifty golden scrolls that form the foundation
      nine years of age. During this time, children are              of modern magical theory on Faerûn. The informa-
      taught not only how to fight war but also why they             tion revealed by a study of these scrolls is reputedly
      must fight war. At all times, Vecna is vilified. Should        commensurate with the reader’s wizardly abilities.
      a babe fail to return from the woods, it is the doing          As the first god to read these scrolls, Vecna hopes
      of Vecna. Should a child grow sick and die, it is the          to discover spells powerful enough to destroy and
      doing of Vecna. And, of course, when a soldier fails to        rebuild the cosmos.
      return from the Mists, it is inevitably due to Vecna. In       	 Even without these scrolls, Vecna’s power grows
      addition to this, Kas periodically stages attacks upon         daily. This growth is fueled by an ever-increasing
      his own people. These attacks serve the purpose of             proportion of Realmsfolk turning toward his worship.
      providing practice for the military, while also empha-         Vecna gains further power from the death of any
      sizing its necessity.                                          humanoid, although he is weakened by the concep-
      	 Military prowess is celebrated above all else.               tion of life. However, by creating artificial life (see
      Most military positions of note are held by undead             below) Vecna has destroyed the delicate balance
      commanders. The living primarily serve as foot                 between life and death, ensuring his continued
      soldiers or provide menial support. Small armies               empowerment.
      often battle one another in skirmishes that can last           	 It is only a matter of time until Vecna achieves
      for months. The winners of these mock combats                  divine supremacy. Once he does, he will turn his
      are then commemorated during the many military                 attention to the heavens, for he is a jealous god who
      parades held in Kas’s honor. Recent winners include            will brook no equal. He longs for the complete and
      the Legion of Dread Devastation and Wintersplinter’s           total destruction of the Realms’s pantheon. Then,
      Blight Brigade. Once a year the winning platoons               once he reigns as the sole deity of Toril, he will turn
      square off against one another in a gladiatorial               his attention to the conquest of the multiverse.
      combat known as the Clash. In addition to prestige
      and glory, the victor of the Clash is allowed to ask one
      boon from Kas himself.
158                                             Appendix A Secrets   of the   Whispered One
Appendix B
Monsters and NPCs
Acererak���������������������������������������������������������������� 160     Rezmir�������������������������������������������������������������������� 196
Arcane Adaptoid��������������������������������������������������161             Salizarr������������������������������������������������������������������197
Arcturia���������������������������������������������������������������� 162     Scaladar��������������������������������������������������������������� 198
Azalin Rex�������������������������������������������������������������163       Scarab Lord��������������������������������������������������������� 199
Blackstar Knight������������������������������������������������ 164             Scarab Swarm�������������������������������������������������������200
Bleakborn������������������������������������������������������������� 164       Secret Eater���������������������������������������������������������� 201
Captain Callous�������������������������������������������������� 165            Serpent-That-Is-Night�����������������������������������������202
Champion�������������������������������������������������������������� 166       Severed Head������������������������������������������������������� 203
Drow Gunslinger������������������������������������������������ 166              Shadow Assassin������������������������������������������������� 203
Ebbasheyth������������������������������������������������������������167        Skum����������������������������������������������������������������������204
Elder Brain����������������������������������������������������������� 168       Terrathraxus�������������������������������������������������������204
Eye, The������������������������������������������������������������������ 169   Tomb Ophidian�����������������������������������������������������205
Feedling�����������������������������������������������������������������170     Trobriand�������������������������������������������������������������206
Fire Titan����������������������������������������������������������������170    Tsucora Quori����������������������������������������������������� 207
Flying Horror������������������������������������������������������ 171          Vadataj������������������������������������������������������������������208
Giant, Mountain�������������������������������������������������� 171            Vecna���������������������������������������������������������������������209
Gnoll Vampire�������������������������������������������������������172          Walking Statue�����������������������������������������������������211
Graxigon���������������������������������������������������������������173       War Priest��������������������������������������������������������������211
Great Khan������������������������������������������������������������ 174       Warlord���������������������������������������������������������������� 212
Grim Hunter, The�������������������������������������������������175             Wereshark������������������������������������������������������������ 212
Halaster Blackcloak�������������������������������������������176                Xanathar���������������������������������������������������������������213
Hand, The��������������������������������������������������������������177       Yuan-Ti Nightmare Speaker���������������������������������214
Headless Horseman���������������������������������������������178
Hellenrae��������������������������������������������������������������179        Mighty Wizards and Spellcasting
Jarlaxle Baenre���������������������������������������������������� 180           In this appendix are included a host of legendary wizards.
Juvenile Kraken����������������������������������������������������181            For ease of use at your table, the Spellcasting trait of such
                                                                                   a wizard includes just a few select spells. However, you
Kas the Destroyer����������������������������������������������� 182              should feel free to modify this to your liking during play.
Kraken Priest������������������������������������������������������� 184          If you don’t feel comfortable making it up as you play, use
Living Spell, Bigby's Hand��������������������������������� 184                   the table below to gauge what spell a wizard can cast and
                                                                                   how many times. Use only spells from the wizard spell list.
Living Spell, Blade of Disaster������������������������� 185                                                    Legendary
                                                                                     Spell     Archmage
Madame Radanavich������������������������������������������� 186                    Level    (CR 10 - 19)       Archmage             Vecna
                                                                                                                (CR 20 - 29)
Magen, Demos�������������������������������������������������������187                1st          At will               At will               At will
Miniamat��������������������������������������������������������������� 188          2nd           At will               At will               At will
Mist Walker���������������������������������������������������������� 189            3rd         3/day each              At will               At will
Muiral the Misshapen���������������������������������������� 190                     4th        2/day each               At will               At will
Necrosphinx����������������������������������������������������������191             5th         1/day each           3/day each               At will
Nemhain���������������������������������������������������������������� 192          6th         1/day each           2/day each            3/day each
Ogrémoch�������������������������������������������������������������193             7th            1/day             1/day each            2/day each
Phesteus��������������������������������������������������������������� 194          8th            1/day             1/day each            1/day each
Quickling������������������������������������������������������������� 194           9th            1/day                 1/day             1/day each
Radanovich Ghoul��������������������������������������������� 195
                                                              Appendix B Monsters and NPCs                                                                          159
                               Acererak
                           TOMB OF ANNIHILATION
      Acererak is an archlich who travels between worlds and
      is known to take sick pleasure in devouring the souls of                  	 Acererak is a former disciple of Vecna. At the behest of
      adventurers, whom he lures into trap-ridden dungeons                      his former master Acererak built a necromantic device
      where they suffer horrible deaths. His most recent                        called the Soulmonger that fed off the souls of the dead to
      dungeon is built within the interior of Castle Waterdeep.                 fuel Vecna’s ascension into the Forgotten Realms.
       Acererak                                                                 and has vulnerability to necrotic damage. Greater restoration,
                                                                                remove curse, or similar magic ends the curse on the target.
       Medium Undead (Wizard), Neutral Evil
                                                                                Necrotic Burst. Melee or Ranged Spell Attack: +15 to hit, reach
       Armor Class 21 (natural armor)                                           5 ft. or range 120 ft., one target. Hit: 53 (8d10 + 8) necrotic
                                                                                damage.
       Hit Points 285 (30d8 +150)
                                                                                Death Nova (Recharge 5-6). Pure necrotic energy momen-
       Speed 30 ft.                                                             tarily fills a 60-foot-radius sphere centered on a point
                                                                                Acererak can see within 150 feet. Each creature in that area
                                                                                must make a DC 23 Constitution saving throw, taking 28
         STR         DEX         CON           INT       WIS        CHA         (8d6) necrotic damage on a failed save, or half as much
        13 (+1)     16 (+3)     20 (+5)       27 (+8)   21 (+5)    20 (+5)      damage on a successful one.
                                                                                Spellcasting. Acererak casts one of the following spells, using
       Saving Throws Con +12, Int +15, Wis +12                                  Intelligence as the spellcasting ability (spell save DC 23):
       Skills Arcana +22, History +22, Insight +12, Perception +12,             At will: animate dead, arcane lock, detect magic, knock, mage
       Religion +15                                                              hand, prestidigitation
       Damage Resistances cold and lightning                                    1/day each: feeblemind, maze, mind blank, power word kill,
                                                                                 time stop, wall of force
       Damage Immunities necrotic, poison; bludgeoning, piercing,
       and slashing from nonmagical attacks                                     Reactions
       Condition Immunities blinded, charmed, deafened, exhaus-                 Arcane Defense (3/Day). When he is hit by an attack, Acererak
       tion, frightened, paralyzed, petrified, poisoned, stunned                protects himself with an invisible barrier of magical force.
       Senses truesight 120 ft., passive Perception 22                          Until the end of his next turn, he gains a +5 bonus to AC,
       Languages Abyssal, Common, Draconic, Dwarvish, Elvish,                   including against the triggering attack.
       Giant, Infernal, Primordial, Undercommon                                 Negate Spell (Recharge 5–6). Acererak tries to interrupt a
       Challenge 23 (50,000 XP)                  Proficiency Bonus +7          spell he sees a creature casting within 60 feet of him. If the
                                                                                spell is 3rd level or lower, the spell fails and has no effect. If
                                                                                the spell is 4th level or higher, Acererak makes an Intelligence
       Special Equipment. Acererak carries the Staff of the Forgotten           check against a DC of 10 + the spell’s level. On a success, the
       One (appendix D). He wears a talisman of the sphere and has              spell fails and has no effect.
       a sphere of annihilation under his control.
       Legendary Resistance (3/Day). If Acererak fails a saving                 Legendary Actions
       throw, he can choose to succeed instead.
                                                                                Acererak can take 3 legendary actions, choosing from the
       Rejuvenation. Acererak’s body turns to dust when he drops                options below. Only one legendary action option can be
       to 0 hit points, and his equipment is left behind. Acererak              used at a time and only at the end of another creature’s turn.
       gains a new body after 1d10 days, regaining all hit points and           Acererak regains spent legendary actions at the start of his
       becoming active again. The new body appears within 5 feet of             turn.
       Acererak’s phylactery, the location of which is hidden.
                                                                                At-Will Spell. Acererak casts one of his at-will spells.
       Turn Resistance. Acererak has advantage on saving throws
       against any effect that turns undead.                                    Paralyzing Touch. Acererak makes one Paralyzing Touch
                                                                                attack.
       Actions                                                                  Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze
                                                                                on one creature he can see within 10 feet of him. The target
       Multiattack. Acererak makes one Paralyzing Touch attack,                 must succeed on a DC 20 Wisdom saving throw against this
       uses Spellcasting, or uses Death Nova if he can. Acererak                magic or become frightened for 1 minute. The frightened
       also uses Invoke Curse once and Necrotic Burst twice.                    target can repeat the saving throw at the end of each of its
       Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft.,            turns, ending the effect on itself on a success. If a target’s
       one target. Hit: 10 (3d6) cold damage, and the target must               saving throw is successful or the effect ends for it, the target
       succeed on a DC 20 Constitution saving throw or be para-                 is immune to Acererak’s gaze for the next 24 hours.
       lyzed for 1 minute. The target can repeat the saving throw at            Talisman of the Sphere (Costs 2 Actions). Acererak uses his
       the end of each of its turns, ending the effect on itself on a           talisman of the sphere to move the sphere of annihilation under
       success.                                                                 his control up to 90 feet.
       Invoke Curse (7 Charges/Day). While holding the Staff of the             Disrupt Life (Costs 3 Actions). Each creature within 20 feet
       Forgotten One, Acererak expends 1 charge from it and targets             of Acererak must make a DC 20 Constitution saving throw
       one creature he can see within 60 feet of him. The target                against this magic, taking 42 (12d6) necrotic damage on a
       must succeed on a DC 23 Constitution saving throw or be                  failed save, or half as much damage on a successful one.
       cursed. Until the curse ends, the target can’t regain hit points
160                                                               Appendix B Monsters and NPCs
                 Arcane Adaptoid
An arcane adaptoid is a special construct created by the
Arcane Brotherhood to test potential apprentices. The
adaptoid looks much like a shield guardian; however, its
armored exterior is covered in glowing red and green
runes. The runes that glow red indicate the construct’s
immunities, whereas the runes that glow green indicate its
vulnerabilities.
 Arcane Adaptoid
 Large Construct, Unaligned
 Armor Class 17 (natural armor)
 Hit Points 102 (15d10 + 20)
 Speed 30 ft.
   STR          DEX            CON       INT      WIS      CHA
  20 (+5)       8 (-1)        15 (+2)   7 (-2)   10 (+0)   3 (-4)
 Damage Vulnerabilities see below
 Damage Immunities see below
 Condition Immunities charmed, exhaustion, frightened,
 paralyzed, poisoned
 Senses blindsight 10 ft., darkvision 60 ft., passive
 Perception 10
 Languages Understands commands given in any language
 but can’t speak
 Challenge 8 (3,900 XP)                  Proficiency Bonus +3
 Arcane Adaptation. An adaptoid has vulnerability to two
 randomly determined damage types (1 bludgeoning, 2
 piercing, 3 slashing, 4 poison, 5, psychic, 6 radiant, 7-8 acid,
 9-10 fire, 11-12 cold, 13-14 force, 15-16 lightning, 17-18 thunder,
 19-20 necrotic). It has immunity to all other damage types.
 Every time an adaptoid receives damage, its vulnerabilities
 are rerandomized at the end of that turn..
 Runed Exterior. The adaptoid’s armored exterior is covered
 in glowing arcane runes. Any character that makes a
 successful DC 10 Intelligence (Arcana) check can use these
 runes to discern the adaptoid’s vulnerabilities.
 Actions
 Multiattack. The arcane adaptoid makes three Fist attacks.
 Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
 Hit: 12 (2d6 + 5) bludgeoning damage.
 Adaptive Blast (Recharge 6). A stroke of energy forming a
 line 100 feet long and 5 feet wide blasts from the adaptoid
 in a direction of its choosing. Each creature in the line must
 make a Dexterity saving throw. A creature takes 6d6 damage
 on a failed save, or half as much damage on a successful
 one. The damage type of the blast is randomly determined
 from the vulnerabilities of any nearby adaptoids, or deter-
 mined purely at random if there are no nearby adaptoids.
                                                       Appendix B Monsters and NPCs   161
                                Arcturia                                        	 Arcturia continued her experiments with magically
                                                                                altering the bodies and natures of beings. She is now
                                                                                driven by a constant urge to tamper with intelligent life,
      One of the more ambitious of Halaster’s former appren-                    reshaping bodies to suit her every whim. When suitable
      tices, this brilliant, creative, highly-strung mage harbored              candidates are few, she works on herself. As a result,
      secret dreams of marrying her master. His going under-                    Arcturia now sports a fairy-like face and figure, complete
      ground and subsequent strange, even hostile behavior                      with translucent, sylph-like wings. Her body is covered in
      drove her into open madness.                                              hardened blue scales, and she has sharp bone spurs along
                                                                                her forearms and elbows.
       Arcturia                                                                 turns, ending the effect on itself on a success.
       Medium Undead (Wizard), Chaotic Evil                                     Solar Eruption (Recharge 6). Brilliant sunlight momentarily
                                                                                fills a 60-foot-radius sphere centered on a point Arcturia
       Armor Class 20 (natural armor)                                           can see within 150 feet. Any darkness in the light that was
                                                                                created by a spell is dispelled and each creature in the light
       Hit Points 135 (18d8 +54)                                                must make a Constitution saving throw. On a failed save, a
       Speed 30 ft., fly 60 ft. (hover)                                         creature takes 42 (12d6) radiant damage and is blinded for 1
                                                                                minute. On a successful save, it takes half as much damage
                                                                                and isn’t blinded.
         STR         DEX         CON           INT       WIS        CHA         	 A creature blinded by this light makes another Constitution
        20 (+5)     16 (+3)     16 (+3)       20 (+5)   14 (+2)    16 (+3)      saving throw at the end of each of its turns. On a successful
                                                                                save, it is no longer blinded.
       Saving Throws Con +10, Int +12, Wis +9                                   Spellcasting. Arcturia casts one of the following spells, using
                                                                                Intelligence as the spellcasting ability (spell save DC 20):
       Skills Arcana +19, History +12, Insight +9, Perception +9
                                                                                At will: detect magic, mage hand, magic missile, polymorph,
       Damage Resistances cold, lightning, necrotic                               prestidigitation
       Damage Immunities poison; bludgeoning, piercing, and                     2/day each: disintegrate
       slashing from nonmagical attacks
                                                                                1/day each: shape change, true polymorph
       Condition Immunities charmed, exhaustion, frightened, para-
       lyzed, poisoned                                                          Reactions
       Senses truesight 120 ft., passive Perception 19                          Arcane Defense (3/Day). When she is hit by an attack,
       Languages Abyssal, Common, Draconic, Dwarvish, Elvish,                   Arcturia protects herself with an invisible barrier of magical
       Infernal, Undercommon                                                    force. Until the end of her next turn, she gains a +5 bonus to
       Challenge 22 (41,000 XP)                  Proficiency Bonus +7          AC, including against the triggering attack.
                                                                                Negate Spell (Recharge 5–6). Arcturia tries to interrupt a
       Deadly Movement. Whenever Arcturia first moves into a                    spell she sees a creature casting within 60 feet of her. If the
       square adjacent to another creature, she can attack that                 spell is 3rd level or lower, the spell fails and has no effect. If
       creature with her Bone Spurs attack. She may use this trait              the spell is 4th level or higher, Arcturia makes an Intelligence
       on multiple creatures on the same turn.                                  check against a DC of 10 + the spell’s level. On a success, the
                                                                                spell fails and has no effect.
       Legendary Resistance (3/Day). If Arcturia fails a saving throw,
       she can choose to succeed instead.                                       Legendary Actions
       Regeneration. Arcturia regains 10 hit points at the start of her
       turn. If she takes acid or lightning damage, this trait doesn’t          Arcturia can take 3 legendary actions, choosing from the
       function at the start of Arcturia’s next turn.                           options below. Only one legendary action option can be
                                                                                used at a time and only at the end of another creature’s turn.
       Rejuvenation. Arcturia’s body turns to dust if she starts                Arcturia regains spent legendary actions at the start of her
       her turn with 0 hit points and doesn’t regenerate. Arcturia              turn.
       gains a new body after 1d10 days, regaining all hit points and
       becoming active again. The new body appears within 5 feet of             At-Will Spell. Arcturia casts one of her at-will spells.
       Arcturia’s phylactery, which is always one of her many living            Paralyzing Touch. Arcturia makes one Bone Spurs attack.
       experiments.                                                             Frightening Gaze (Costs 2 Actions). Arcturia fixes her gaze
       Turn Resistance. Arcturia has advantage on saving throws                 on one creature she can see within 10 feet of her. The target
       against any effect that turns undead.                                    must succeed on a DC 20 Wisdom saving throw against this
                                                                                magic or become frightened for 1 minute. The frightened
       Actions                                                                  target can repeat the saving throw at the end of each of its
                                                                                turns, ending the effect on itself on a success. If a target’s
       Multiattack. Arcturia makes two Bone Spurs attacks.                      saving throw is successful or the effect ends for it, the target
       Bone Spurs. Melee Spell Attack: +12 to hit, reach 5 ft., one             is immune to Arcturia’s gaze for the next 24 hours.
       target. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6)                  Disrupt Life (Costs 3 Actions). Each creature within 20 feet
       cold damage, and the target must succeed on a DC 18                      of Arcturia must make a DC 20 Constitution saving throw
       Constitution saving throw or be paralyzed for 1 minute. The              against this magic, taking 21 (6d6) necrotic damage on a
       target can repeat the saving throw at the end of each of its             failed save, or half as much damage on a successful one.
162                                                               Appendix B Monsters and NPCs
                        Azalin Rex                                     to describe -- a mixture of mold, dust, and sour decay. Yet
                                                                       anyone who has smelled death before instantly recognizes
                                                                       the scent.
Azalin’s body is a dried skeletal thing held together by
                                                                       	 Azalin wears a cape with a burial shroud girding his
magic. His eye sockets are black and empty, with pinpoints
                                                                       loins and a few pieces of jewelry. His cape is black with
of light burning deep in their recesses. His nose is an
                                                                       blood-red trim, which he leaves open to display his with-
empty skeletal hole that is shaped like an inverted heart.
                                                                       ered body. On his head he wears a black iron crown.
The flesh still clings to his bones, but it is withered like
that of a mummy. He exudes an aura of intense cold as                  	 For more details on Azalin’s lore see his section in
well as the unmistakable stench of death. The odor is hard             appendix A.
 Azalin Rex                                                            explosion of fire centered on a point he can see within 120
                                                                       feet of him. Each creature in a 20-foot-radius sphere centered
 Medium Undead (Wizard), Lawful Evil
                                                                       on that point must make a DC 23 Constitution saving throw,
                                                                       taking 60 force damage on a failed save, or half as much
 Armor Class 17 (natural armor)                                        damage on a successful one.
 Hit Points 285 (30d8 +150)                                            Spellcasting. Azalin casts one of the following spells, using
 Speed 30 ft.                                                          Intelligence as the spellcasting ability (spell save DC 23):
                                                                       At will: animate dead, detect magic, levitate, telekinesis
   STR          DEX        CON          INT       WIS       CHA        2/day each: globe of invulnerability, Otiluke’s freezing sphere
  13 (+1)      8 (−1)     20 (+5)      27 (+8)   21 (+5)   20 (+5)     1/day each: dominate monster, power word kill, wish
                                                                       Bonus Actions
 Saving Throws Con +12, Int +15, Wis +12                               Summon Undead (1/Day). Azalin magically summons five
 Skills Arcana +22, History +22, Insight +12, Perception +12,          wights or wraiths. The summoned creatures appear in
 Religion +15                                                          unoccupied spaces within 60 feet of Azalin, whom they obey.
 Damage Resistances cold and lightning                                 They take their turns immediately after Azalin. Each lasts for
                                                                       1 hour, until it or Azalin dies, or until Azalin dismisses it as a
 Damage Immunities necrotic, poison; bludgeoning, piercing,            bonus action.
 and slashing from nonmagical attacks
 Condition Immunities blinded, charmed, deafened, exhaus-              Reactions
 tion, frightened, paralyzed, petrified, poisoned, stunned
                                                                       Negate Spell (Recharge 5–6). Azalin tries to interrupt a spell
 Senses truesight 120 ft., passive Perception 22                       he sees a creature casting within 60 feet of him. If the spell
 Languages Abyssal, Common, Draconic, Dwarvish, Elvish,                is 3rd level or lower, the spell fails and has no effect. If the
 Giant, Infernal, Primordial, Undercommon                              spell is 4th level or higher, Azalin makes an Intelligence check
 Challenge 23 (50,000 XP)                  Proficiency Bonus +7       against a DC of 10 + the spell’s level. On a success, the spell
                                                                       fails and has no effect.
 Arcane Mastery. Any saving throw against Azalin’s Arcane              Petrified Retribution (Recharge 5-6). When he is hit by
 Explosion, Petrified Rertribution, or a spell cast by Azalin is       an attack, Azalin forces the attacker to make a DC 23
 made with disadvantage.                                               Constitution saving throw. On a successful save, nothing
                                                                       happens. On a failed save, the attacker is restrained as its
 Legendary Resistance (3/Day). If Azalin fails a saving throw,         flesh begins to harden and it must repeat the saving throw
 he can choose to succeed instead.                                     at the end of each of its turns. If it succeeds this save three
 Rejuvenation. Azalin’s body turns to dust when he drops to            times, the effect ends. If it fails three times, it is turned to
 0 hit points, and his equipment is left behind. Azalin gains          stone and subjected to the petrified condition for 1 minute.
 a new body after 1d10 days, regaining all hit points and              The successes and failures don’t need to be consecutive;
 becoming active again. The new body appears within 5 feet of          keep track of both until the target collects three of a kind.
 Azalin’s phylactery, a platinum dragon’s head with ruby eyes.         If the creature is physically broken while petrified, it suffers
 Spell Resistance. Azalin has advantage on saving throws               from similar deformities if it reverts to its original state.
                                                                       Legendary Actions
 against spells and resistance against the damage from spells.
 Turn Immunity. Azalin is immune to effects that turn undead.
                                                                       Azalin can take 3 legendary actions, choosing from the
 Actions                                                               options below. Only one legendary action option can be
                                                                       used at a time and only at the end of another creature’s turn.
 Multiattack. Azalin makes two Paralyzing Touch or Arcane              Azalin regains spent legendary actions at the start of his turn.
 Burst attacks.
                                                                       At-Will Spell. Azalin casts one of his at-will spells (This spell
 Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft.,         can’t benefit from the Arcane Mastery or Overchannel traits).
 one target. Hit: 10 (3d6) cold damage, and the target must
 succeed on a DC 20 Constitution saving throw or be para-              Translocation. Azalin magically teleports up to 60 feet to an
 lyzed for 1 minute. The target can repeat the saving throw at         unoccupied space he can see.
 the end of each of its turns, ending the effect on itself on a        Refocus Arcana. Azalin recharges his Negate Spell or
 success.                                                              Petrified Retribution reaction.
 Arcane Burst. Melee or Ranged Spell Attack. +15 to hit, reach         Disrupt Life (Costs 3 Actions). Each creature within 20 feet of
 5 ft. or range 120 ft., one target. Hit: 88 force damage.             Azalin must make a DC 20 Constitution saving throw against
 Arcane Explosion (Recharge 4–6). Azalin creates a magical             this magic, taking 42 (12d6) necrotic damage on a failed save,
                                                                       or half as much damage on a successful one.
                                                       Appendix B Monsters and NPCs                                                         163
                      Blackstar Knight
          ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
      Wicked golems created to serve their dark master, Kas.
                                                                                                         Bleakborn
                                                                                    ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
       Blackstar Knight
       Medium Construct, Typically Lawful Neutral                               Bleakborn resemble zombies, only they are covered in
                                                                                layers of rime and ice. While hibernating this resembles
       Armor Class 19 (natural armor)                                           an icy tomb but it melts and cracks when in the presence
       Hit Points 170 (20d8 + 80)                                               of living creatures. Once freed from its frozen prison, the
                                                                                bleakborn shambles towards its prey, the cracking ice
       Speed 30 ft.                                                             sounding like breaking bone. As it gets closer it absorbs
                                                                                warmth from the living, revitalizing itself in the process.
         STR          DEX         CON           INT      WIS        CHA
        24 (+7)       9 (-1)     18 (+4)      10 (+0)   10 (+0)    10 (+0)
                                                                                 Bleakborn
                                                                                 Medium Undead, Typically Neutral Evil
       Skills Athletics +11, Intimidation +4
       Damage Resistances fire, poison, psychic; bludgeoning,                    Armor Class 15 (natural armor)
       piercing, and slashing from nonmagical attacks that aren’t
       adamantine                                                                Hit Points 82 (11d8 + 33)
       Condition Immunities charmed, exhaustion, frightened,                     Speed 30 ft.
       paralyzed, petrified, poisoned
       Senses darkvision 120 ft., passive Perception 10                             STR         DEX         CON           INT      WIS     CHA
       Languages understands the languages it knew in life and                     18 (+4)     10 (+0)     17 (+3)       4 (-3)   6 (-2)   6 (-2)
       the languages of its creator but can’t speak
       Challenge 16 (15,000 XP)                Proficiency Bonus +5
                                                                                 Saving Throws Wisdom +1
       Immutable Form. The blackstar knight is immune to any                     Damage Resistances necrotic
       spell or effect that would alter its form.                                Damage Immunities cold, fire, poison
       Magic Resistance. The blackstar knight has advantage on                   Condition Immunities charmed, exhaustion, frightened
       saving throws against spells and other magical effects.                   Senses darkvision 120 ft, passive Perception 8
       Magic Weapons. The blackstar knight’s weapon attacks are                  Languages understands the languages it knew in life but
       magical.                                                                  can’t speak
       Actions                                                                   Challenge 7 (2,900 XP)                Proficiency Bonus +3
       Multiattack. The blackstar knight makes four melee attacks                Cold to the Touch. A creature that touches the bleakborn
       in any combination.                                                       or hits it with a melee attack while within 5 feet of it takes 7
       Deathsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,                 (2d6) cold damage.
       one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8)                Heat-Draining Aura. At the start of each of the bleakborn’s
       necrotic damage. If the target is a creature, it must succeed             turns, each creature within 15 feet of it takes 7 (2d6) cold
       on a DC 19 Wisdom saving throw or be deathmarked. While                   damage and the bleakborn regains lost hit points equal to
       deathmarked, a creature takes 9 (2d8) necrotic damage at                  half the damage done. A humanoid slain by this damage
       start of each of its turns. A creature can use an action to               rises as a bleakborn at the end of its next turn.
       repeat the saving throw on each of its turns, ending the
       effect on itself on a success.                                            	 Unless the bleakborn’s remains are sprinked with holy
                                                                                 water or destroyed, this trait continues to function even
       Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one                   after the bleakborn is reduced to 0 hit points.
       target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target
       is a creature, it must succeed on a DC 19 Strength saving                 Turn Resistance. The bleakborn has advantage on saving
       throw or be knocked prone.                                                throws against any effect that turns undead.
       Blackstar Lightning. Ranged Spell Attack: +8 to hit, range                Undead Fortitude. If damage reduces the bleakborn to 0 hit
       120 ft., one creature. Hit: 45 (10d8) necrotic damage and                 points, it must make a Constitution saving throw with a DC
       each other creature within 10 feet of the target takes 9                  of 5 + the damage taken, unless the damage is radiant or
       (2d8) necrotic damage. Each creature that takes damage                    from a critical hit. On a success, the bleakborn drops to 1
       must succeed on a DC 19 Constitution saving throw or be                   hit point instead.
                                                                                 Actions
       stunned until the end of its next turn.
       Reactions                                                                 Multiattack. The bleakborn makes two slam attacks.
       Undying Duty (1/Day). When the blackstar knight is reduced                Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
       to 0 hit points, it can target any number of creatures within             Hit: 7 (1d6 + 4) bludgeoning damage plus 16 (3d10) cold
       10 feet of it, dealing 11 (2d10) necrotic damage to each                  damage. A humanoid slain by this attack rises 1 minute later
       undead and 5 (1d10) necrotic damage to all other creatures,               as a zombie, unless the humanoid is restored to life or its
       regaining lost hit points equal to the total damage dealt.                body is destroyed.
164                                                               Appendix B Monsters and NPCs
                  Captain Callous
                         CALL FROM THE DEEP
Captain Callous is the notorious tiefling pirate captain of
The Devil’s Fin and a direct descendant of Asmodeus. He
has ashen skin, goat-like legs, eyes that glow like embers,
and is never without his tricorn hat.
 Captain Callous                                                       Sneak Attack (1/Turn). Callous deals an extra 10 (3d6)
                                                                       damage when he hits a target with a weapon attack and has
 Medium Humanoid (Tiefling), Neutral Evil
                                                                       advantage on the attack roll, or when the target is within
                                                                       5 feet of an ally of the captain that isn’t incapacitated and
 Armor Class 20 (breastplate)                                          Callous doesn’t have disadvantage on the attack roll.
 Hit Points 117 (18d8 + 36)                                            Special Equipment. Callous wears a cap of water breathing,
 Speed 30 ft.                                                          gloves of swimming and climbing, and a mantle of spell resis-
                                                                       tance. While wearing the gloves, climbing and swimming
                                                                       don’t cost him extra movement, and he has a +5 bonus to
   STR          DEX         CON          INT      WIS       CHA        Strength (Athletics) checks made to climb or swim.
  11 (+0)      18 (+4)     14 (+2)     14 (+2)   10 (+0)   20 (+5)
                                                                       Actions
                                                                       Multiattack. Callous makes three Rapier attacks or two Pistol
 Saving Throws Str +3, Dex +7, Wis +3                                  attacks.
 Skills Acrobatics +7, Intimidation +8, Perception +6                  Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
 Damage Resistances fire                                               Hit: 8 (1d8 + 4) piercing damage.
 Senses darkvision 60 ft., passive Perception 16                       Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one
 Languages Common, Infernal                                            target. Hit: 9 (1d10 + 4) piercing damage.
 Challenge 8 (3,900 XP)                   Proficiency Bonus +3        Spellcasting. Callous casts one of the following spells,
                                                                       requiring no material components and using Charisma as
                                                                       the spellcasting ability (spell save DC 15):
 Demands of Nessus. At the start of each of Callous’ turns,
 he can choose one ally he can see within 30 feet of him. The          At will: thaumaturgy
 chosen ally loses 10 hit points and Callous regains the same          3/day each: misty step
 number of hit points. If Callous is incapacitated, he makes no        1/day each: darkness
 choice; instead, the closest ally within 30 feet is the chosen        Summon Devil (1/Day). Callous summons 1d4 bearded devils
 ally.                                                                 with no chance of failure.
 Fiendish Blessing. Callous’ AC includes his Charisma bonus.
 Firearm Expert. Callous has had extensive practice with fire-         Bonus Actions
 arms, giving him the following benefits:                              Light Footed. Callous takes the Dash or Disengage action.
    •	 He ignores the loading quality of firearms with which he
    is proficient.                                                     Reactions
    •	 Being within 5 feet of a hostile creature doesn’t impose        Fiery Reprimand (Recharge 6). When he takes damage from
    disadvantage on his ranged attack rolls.                           a creature he can see, Callous magically conjures searing
    •	 If he makes an attack with a one-handed weapon, he can          flames around that creature, forcing it to make a DC 15
    use a bonus action to attack with a loaded firearm he is           Dexterity saving throw. It takes 16 (3d10) fire damage on a
    holding.                                                           failed save, or half as much damage on a successful one.
 Magic Resistance. When wearing his mantle of spell resis-             Parry. Callous adds 3 to his AC against one melee attack that
 tance, Callous has advantage on saving throws against spells          would hit him. To do so, Callous must see the attacker and
 and other magical effects.                                            be wielding a melee weapon.
                                                       Appendix B Monsters and NPCs                                                       165
                                                                                           Drow Gunslinger
                                                                                             WATERDEEP: DRAGON HEIST
                                                                          Firearms aren’t widely available in the North, but some
                                                                          members of Bregan D’aerthe are equipped with Lantanese
                              Champion
                                                                          pistols, bullets, and packets of smokepowder. These drow
                                                                          gunslingers are expert pistoleers, as skilled with their guns
                      MONSTERS OF THE MULTIVERSE                          as the best archers are with their bows.
      Champions are mighty warriors who honed their fighting
      skills in wars or gladiatorial pits. To soldiers and other           Drow Gunslinger
      people who fight for a living, champions are as influential          Medium Humanoid (Elf ), Any Alignment
      as nobles, and their presence is courted as a sign of status
      among rulers.                                                        Armor Class 18 (studded leather, shield)
                                                                           Hit Points 84 (13d8 + 26)
                                                                           Speed 30 ft.
       Champion
       Medium Humanoid, Any Alignment
                                                                              STR        DEX         CON         INT      WIS       CHA
       Armor Class 18 (plate)                                                13 (+1)    18 (+4)     14 (+2)    11 (+0)   13 (+1)   14 (+2)
       Hit Points 143 (22d8 + 44)
       Speed 30 ft.                                                        Saving Throws Dex +6, Con +4, Wis +3
                                                                           Skills Perception +3, Stealth +8
         STR        DEX        CON        INT      WIS        CHA          Senses darkvision 120 ft., passive Perception 13
        20 (+5)    15 (+2)    14 (+2)   10 (+0)   14 (+2)    12 (+1)       Languages Elvish, Undercommon
                                                                           Challenge 4 (1,100 XP)                 Proficiency Bonus +2
       Saving Throws Str +9, Con +6
                                                                           Fey Ancestry. The drow has advantage on saving throws
       Skills Athletics +9, Intimidation +5, Perception +6                 against being charmed, and magic can’t put the drow to
       Senses passive Perception 16                                        sleep.
       Languages any one language (usually Common)                         Gunslinger. Being within 5 feet of a hostile creature or
       Challenge 9 (5,000 XP)                  Proficiency Bonus +4       attacking at long range doesn’t impose disadvantage on
                                                                           the drow’s ranged attack rolls with a pistol. In addition,
                                                                           the drow ignores half cover and three-quarters cover when
       Indomitable (2/Day). The champion rerolls a failed saving           making ranged attacks with a pistol.
       throw.
                                                                           Sunlight Sensitivity. While in sunlight, the drow has disad-
       Actions                                                             vantage on attack rolls, as well as on Wisdom (Perception)
                                                                           checks that rely on sight.
       Multiattack. The champion makes three Greatsword or
       Shortbow attacks.                                                   Actions
       Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,            Multiattack. The drow makes two Shortsword attacks.
       one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6)
       slashing damage if the champion has more than half of its           Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
       total hit points remaining.                                         target. Hit: 7 (1d6 + 4) piercing damage.
       Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320             Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range
       ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6)     30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus
       piercing damage if the champion has more than half of its           11 (2d10) poison damage.
       total hit points remaining.                                         Spellcasting. The drow’s spellcasting ability is Charisma
                                                                           (spell save DC 12). It can cast the following spells, requiring
       Bonus Actions                                                       no material components:
       Second Wind (Recharges after a Short or Long Rest). As a            At will: dancing lights
       bonus action, the champion can regain 20 hit points.                1/day each: darkness, faerie fire, levitate (self only)
166                                                         Appendix B Monsters and NPCs
                         Ebbasheyth
Ebbasheyth is a creature of purest shadow. Once a black
dragon, it has since been corrupted by the taint of the
Shadowfell and transformed into a shadow dragon.
As a sign of her power Ebbasheyth has served as both
an advisor and mount to the Darklord Azalin Rex. The
shadow dragon now slumbers within the remains of Castle
Avernus, awaiting the lich’s inevitable return.
 Ebbasheyth                                                            Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
                                                                       Hit: 13 (2d6 + 6) slashing damage.
 Huge Dragon, Chaotic Evil
                                                                       Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
 Armor Class 19 (natural armor)                                        Hit: 15 (2d8 + 6) bludgeoning damage.
 Hit Points 195 (17d12 + 85)                                           Frightful Presence. Each creature of Ebbasheyth’s choice
                                                                       that is within 120 feet of Ebbasheyth and aware of her must
 Speed 40 ft., fly 80 ft., swim 40 ft.                                 succeed on a DC 16 Wisdom saving throw or become fright-
                                                                       ened for 1 minute. A creature can repeat the saving throw
                                                                       at the end of each of its turns, ending the effect on itself on
   STR          DEX           CON        INT      WIS       CHA        a success. If a creature’s saving throw is successful or the
  23 (+6)      14 (+2)       21 (+5)   14 (+2)   13 (+1)   17 (+3)     effect ends for it, the creature is immune to the dragon’s
                                                                       Frightful Presence for the next 24 hours.
 Saving Throws Dex +7, Con +10, Wis +6, Cha +8                         Shadow Breath (Recharge 5 − 6). The dragon exhales
                                                                       shadowy acid in a 60 foot line that is 5 feet wide. Each crea-
 Skills Perception +11, Stealth +12                                    ture in that line must make a DC 18 Dexterity saving throw,
 Damage Resistances necrotic                                           taking 54 (12d8) necrotic damage on a failed save, or half as
 Damage Immunities acid                                                much damage on a successful one. A humanoid reduced to 0
                                                                       hit points by this damage dies, and an undead shadow rises
 Senses blindsight 60 ft.,darkvision 120 ft., passive Perception       from its corpse and acts immediately after the dragon in the
 21                                                                    initiative count. The shadow is under the dragon’s control.
 Languages Common, Draconic
 Challenge 16 (15,000 XP)                 Proficiency Bonus +5        Bonus Actions
                                                                       Shadow Stealth. Ebbasheyth takes the Hide action, provided
 Amphibious. Ebbasheyth can breathe air and water.                     she is in dim light or darkness.
 Legendary Resistance (3/Day). If Ebbasheyth fails a saving
 throw, she can choose to succeed instead.
                                                                       Legendary Actions
 Living Shadow. While in dim light or darkness, Ebbasheyth             Ebbasheyth can take 3 legendary actions, choosing from
 has resistance to damage that isn’t force, psychic or radiant.        the options below. Only one legendary action option can be
                                                                       used at a time and only at the end of another creature’s turn.
 Sunlight Sensitivity. While in sunlight, Ebbasheyth has disad-        Ebbasheyth regains spent legendary actions at the start of
 vantage on attack rolls, as well as on Wisdom (Perception)            her turn.
 checks that rely on sight.
                                                                       Detect. Ebbasheyth makes a Wisdom (Perception) check.
 Actions                                                               Tail Attack. Ebbasheyth makes a tail attack.
 Multiattack. Ebbasheyth can use her Frightful Presence. She           Wing Attack (costs 2 Actions). Ebbasheyth beats her wings.
 then makes one Bite attack and two Claw attacks.                      Each creature within 10 feet of Ebbasheyth must succeed on
                                                                       a DC 19 Dexterity saving throw or take 13 (2d6 + 6) blud-
 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.      geoning damage and be knocked prone. Ebbasheyth can then
 Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic              fly up to half her flying speed.
 damage.
                                                       Appendix B Monsters and NPCs                                                       167
                                Elder Brain
                         MONSTERS OF THE MULTIVERSE
      The ultimate expression of mind flayer domination, an
      elder brain sprawls within a vat of viscous brine, cared
      for by mind flayer minions as it touches the thoughts of
      creatures near and far. It scrawls upon the canvas of the
      creatures’ minds, rewriting their thoughts and authoring
      their dreams.
       Elder Brain                                                                     on itself on a success.
       Large Aberration (Mind Flayer), Typically Lawful Evil                           Spellcasting. The elder brain casts one of the following spells,
                                                                                       requiring no spell components and using Intelligence as the
       Armor Class 10                                                                  spellcasting ability (spell save DC 18):
       Hit Points 210 (20d10 +100)                                                     At will: detect thoughts, levitate
       Speed 5 ft., swim 10 ft.                                                        3/day: modify memory
                                                                                       1/day each: dominate monster, plane shift (self only)
         STR           DEX          CON          INT            WIS        CHA         Bonus Actions
        15 (+2)       10 (+0)      20 (+5)      21 (+5)        19 (+4)    24 (+7)      Psychic Link. The elder brain targets one incapacitated crea-
                                                                                       ture it senses with its Creature Sense trait and establishes
                                                                                       a psychic link with the target. Until the link ends, the elder
       Saving Throws Int +10, Wis +9, Cha +12                                          brain can perceive everything the target senses. The target
       Skills Arcana +10, Deception +12, Insight +14, Intimidation                     becomes aware that something is linked to its mind once
       +12, Persuasion +12                                                             it is no longer incapacitated, and the elder brain can termi-
       Senses blindsight 120 ft., passive Perception 14                                nate the link at any time (no action required). The target can
                                                                                       use an action on its turn to attempt to break the link, doing
       Languages understands Common, Deep Speech, and                                  so with a successful DC 18 Charisma saving throw. On a
       Undercommon but can’t speak, telepathy 5 miles                                  successful save, the target takes 10 (3d6) psychic damage.
       Challenge 14 (11,500 XP)                Proficiency Bonus +5                   The link also ends if the target and the elder brain are more
                                                                                       than 5 miles apart. The elder brain can form psychic links
       Creature Sense. The elder brain is aware of creatures within                    with up to ten creatures at a time.
       5 miles of it that have an Intelligence score of 4 or higher. It                Sense Thoughts. The elder brain targets a creature with which
       knows the distance and direction to each creature, as well                      it has a psychic link. The elder brain gains insight into the
       as each one’s Intelligence score but can’t sense anything                       target’s emotional state and foremost thoughts (including
       else about it. A creature protected by a mind blank spell, a                    worries, loves, and hates).
       nondetection spell, or similar magic can’t be perceived in
       this manner.                                                                    Legendary Actions
       Legendary Resistance (3/Day). If the elder brain fails a saving                 The elder brain can take 3 legendary actions, choosing from
       throw, it can choose to succeed instead.                                        the options below. Only one legendary action option can be
       Magic Resistance. The elder brain has advantage on saving                       used at a time and only at the end of another creature’s turn.
       throws against spells and other magical effects.                                The elder brain regains spent legendary actions at the start of
       Telepathic Hub. The elder brain can use its telepathy to                        its turn.
       initiate and maintain telepathic conversations with up to ten                   Break Concentration. The elder brain targets one creature
       creatures at a time. The elder brain can let those creatures                    within 120 feet of it with which it has a psychic link. The elder
       telepathically hear each other while connected in this way.                     brain breaks the creature’s concentration on a spell it has
                                                                                       cast. The creature also takes 2 (1d4) psychic damage per level
       Actions                                                                         of the spell.
       Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one                     Psychic Pulse. If the elder brain targets one creature within
       target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is                  120 feet of it with which it has a psychic link. The target and
       a Huge or smaller creature, it is grappled (escape DC 15) and                   enemies of the elder brain within 30 feet of the target take 10
       takes 9 (1d8 + 5) psychic damage at the start of each of its                    (3d6) psychic damage.
       turns until the grapple ends. The elder brain can have up to                    Sever Psychic Link. The elder brain targets one creature
       four targets grappled at a time.                                                within 120 feet of it with which it has a psychic link. The elder
       Mind Blast (Recharge 5 – 6). Creatures of the elder                             brain ends the link, causing the creature to have disadvan-
       brain’s choice within 60 feet of it must succeed on a DC                        tage on all ability checks, attack rolls, and saving throws until
       18 Intelligence saving throw or take 32 (5d10 + 5) psychic                      the end of the creature’s next turn.
       damage and be stunned for 1 minute. A target can repeat the                     Tentacle Attack (Costs 2 Actions). The elder brain makes one
       saving throw at the end of each of its turns, ending the effect                 Tentacle attack.
168                                                                      Appendix B Monsters and NPCs
                                Eye, The
     ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
The Eye is a roughly humanoid golem crafted entirely of
eyes torn from the sockets of still living murderers or trai-
tors. The golem moves with disgusting, slurping sounds as
the moist eyeballs that make up its feet rise and fall from
the floor. Similarly, when it speaks, its voice makes a sticky,
slurping sound similar to stepping in deep mud, then
pulling one’s feet loose.
 The Eye                                                                 Keen Sight. The Eye has advantage on Wisdom (Perception)
                                                                         checks that rely on sight.
 Large Construct, Lawful Evil
                                                                         Immutable Form. The Eye is immune to any spell or effect
 Armor Class 18 (natural armor)                                          that would alter its form.
 Hit Points 161 (19d10 + 57)                                             Magic Resistance. The Eye has advantage on saving throws
                                                                         against spells and other magical effects.
 Speed 30 ft.
                                                                         X-Ray Vision. The Eye’s vision penetrates 1 foot of stone,
                                                                         1 inch of common metal, or up to 3 feet of wood or dirt.
   STR            DEX            CON       INT      WIS       CHA        Thicker substances block this vision, as does a thin sheet of
                                                                         lead.
  20 (+5)        9 (−1)         17 (+3)   6 (−2)   17 (+3)   21 (+5)
                                                                         Actions
 Skills Arcana +10, Perception +15                                       Multiattack. The Eye makes two Gaze attacks.
 Saving Throws Int +4, Wis +9, Cha +11                                   Gaze. Melee or Ranged Spell Attack: +11 to hit, reach 5 ft.
 Damage Resistances necrotic                                               or range 120 ft., one creature that can see the Eye. Hit: 16
                                                                           (2d10 + 4) psychic damage, and the target must make a
 Damage Immunities bludgeoning, piercing, poison, slashing                 DC 19 Wisdom saving throw. On a failed save, the target is
 Condition Immunities charmed, frightened, paralyzed, petri-               stunned until the end of its next turn.
 fied, poisoned                                                          Withering Rays. Thin pale rays are projecting from a multi-
 Senses truesight 120 ft. passive Perception 25                            tude of th Eye’s eyes, targeting a creature, an object, or a
 Languages Understands Common but can’t speak, telep-                      creation of magical force, such as the wall created by wall of
 athy120 ft.                                                               force. A creature targeted by these rays must succeed on a
 Challenge 18 (20,000 XP)                Proficiency Bonus +6             DC 19 a Dexterity saving throw or take 75 (10d6 + 40) force
                                                                           damage. The target is disintegrated if this damage leaves it
                                                                           with 0 hit points.
 Eyebite. The Eye’s eyes are imbued with dread power. When               	 A disintegrated creature and everything it is wearing and
 a creature that can see the Eye starts its turn within 30 feet of         carrying, except magic items, are reduced to a pile of fine
 it, the Eye can force it to make a DC 19 Wisdom saving throw              gray dust. The creature can be restored to life only by means
 if it can see the creature. On a failed save, the creature is             of a true resurrection or a wish spell.
 affected by one of the following effects. On a successful save,
 the creature is immune to the Eye’s eyebite trait for 24 hours.         Innate Spellcasting. The Eye’s innate spellcasting ability is
                                                                           Charisma. It can cast the following spells (spell save DC 19),
    Asleep. The creature falls unconscious. It wakes up if it              requiring no material or verbal components.
    takes any damage or if another creature uses its action to
    shake the sleeper awake.                                             At will: clairvoyance, crown of madness
    Panicked. The creature is frightened of the Eye. On each of          3/day: dominate monster
    its turns, the frightened creature must take the Dash action
    and move away from the Eye by the safest and shortest                Legendary Actions
    available route, unless there is nowhere to move. If the             The Eye can take 3 legendary actions, choosing from the
    target moves to a place at least 60 feet away from the Eye           options below. Only one legendary action option can be used
    where it can no longer see the Eye, this effect ends.                at a time and only at the end of another creature’s turn. The
    Sickened. The creature has disadvantage on attack rolls and          Eye regains spent legendary actions at the start of its turn.
    ability checks. At the end of each of its turns, it can make         Cast Spell (Costs 2 Actions). The Eye casts a spell it can cast
    another Wisdom saving throw. If it succeeds, the effect              at will.
    ends.                                                                Domination (Costs 3 Actions). The Eye casts dominate
 	 Unless surprised, a creature can avert its eyes to avoid the          monster, expending a use as normal.
 saving throw at the start of its turn. If the creature does so,         Gaze. The Eye makes one Gaze attack.
 it has disadvantage on attack rolls against the Eye until the
 start of its next turn. If the creature looks at the Eye in the         Move. The Eye moves up to its speed.
 meantime, it must immediately make the saving throw.                    Wither (Costs 2 Actions). The Eye uses its Withering Rays.
                                                         Appendix B Monsters and NPCs                                                       169
                                                                                                     Fire Titan
                                                                          The Realms were already in great turmoil when Annam,
                                                                          the All-Father, broke the ordning, the divinely ordained
                                                                          hierarchy amongst the giants (as described in Storm
                                                                          King’s Thunder). Because of this, the heroes of the Realms
                                                                          were unable to save King Hekaton, Lord of the Storm
                                                                          Giants, and restore the sundered hierarchy. Now, years
                                                                          later, the ordning remains in flux. Currently the fire giants
                                                                          rest atop the hierarchy. In their new position of power, they
                                                                          refer to themselves as fire titans, although most others still
                                                                          refer to them as fire giants.
                                                                           Fire Titan
                                                                           Huge Giant, Lawful Evil
                                                                           Armor Class 19 (plate)
                                 Feedling                                  Hit Points 230 (20d12 + 100)
                                                                           Speed 30 ft.
      These malevolent fey are the embodiment of nature’s
      insatiable hunger. Their features vary greatly. Some are                STR         DEX         CON        INT      WIS       CHA
      covered in fur and horns whereas others are smooth                     29 (+9)     10 (+0)     23 (+6)   10 (+0)   14 (+2)   13 (+1)
      skinned with three swishing tails. The one shared char-
      acteristic, however, is the gaping, fang-lined maw that fills
      almost the entirety of their face. The sadistic creatures            Saving Throws Dex +5, Con +11, Cha +6
      enjoy tormenting their prey before feasting because they             Skills Athletics +14, Perception +7
      prefer the taste of adrenaline-drenched flesh.                       Damage Immunities fire
                                                                           Senses passive Perception 17
                                                                           Languages Giant
       Feedling                                                            Challenge 13 (10,000 XP)             Proficiency Bonus +5
       Small Fey, Chaotic Evil
       Armor Class 13                                                      Actions
       Hit Points 10 (4d6 - 4)                                             Multiattack. The fire titan makes two Greatsword attacks.
       Speed 40 ft.                                                        Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft.,
                                                                           one target. Hit: 30 (6d6 + 9) slashing damage.
          STR          DEX       CON       INT      WIS       CHA          Conflagration. The fire titan chooses a point within 150 feet.
                                                                           Each creature in a 20-foot-radius from that point must make
         7 (−2)       14 (+2)    9 (−1)   7 (−2)   6 (−2)     9 (−1)       a DC 19 Dexterity saving throw. A target takes 35 (10d6)
                                                                           fire damage on a failed save, or half as much damage on a
       Senses darkvision 60 ft., passive Perception 8                      successful one.
       Languages Sylvan                                                    Red-Hot Incandescence. The fire titan targets a manufac-
                                                                           tured metal object, such as a metal weapon or a suit of
       Challenge 1/4 (50 XP)                  Proficiency Bonus +2        heavy or medium metal armor, that it can see within 60 feet,
                                                                           causing the object to glow red-hot. Any creature in phys-
       Pack Tactics. The feedling has advantage on an attack roll          ical contact with the object takes 9 (2d8) fire damage. The
       against a creature if at least one of the feedling’s allies is      heat stays in the object for as long as the fire titan retains
       within 5 feet of the creature and the ally isn’t incapacitated.     concentration (as if concentrating on a spell).
                                                                           	 If a creature is holding or wearing the object and takes
       Actions                                                             the damage from it, the creature must succeed on a DC 19
                                                                           Constitution saving throw or drop the object if it can. If it
       Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.      doesn’t drop the object, it has disadvantage on attack rolls
       Hit: 6 (1d10 + 1) piercing damage, and the feedling attaches        and ability checks until the start of the fire titan’s next turn.
       to the target. While attached, the feedling can’t attack, and
       at the start of each of the feedling’s turns, the target takes
       6 (1d10 + 1) necrotic damage. The attached feedling moves
                                                                           Bonus Actions
       with the target whenever the target moves, requiring none           Incandescent Broil. Provided the fire titan retains concen-
       of the feedling’s movement. The feedling can detach itself          tration on its Red-Hot Incandescence and didn’t use it this
       by spending 5 feet of its movement on its turn. A creature,         turn, it causes any creature in physical contact with the
       including the target, can use its action to detach a feedling.      affected object takes 9 (2d8) fire damage once more.
170                                                         Appendix B Monsters and NPCs
                     Flying Horror
               GUILDMASTER’S GUIDE TO RAVNICA
Terrifying evils stalk, fly, and scuttle in the dark corners
of the distant world of Ravnica, from the depths of the
undercity to the blackest parts of the night sky. Collectively,
                                                                                       Giant, Mountain
these creatures are called horrors – a variety of things that
lurk in the dark and embody the deepest fears of Ravnica’s          With the recent upheaval amidst the Realms, Annam’s
people. All are evil creatures with dim reason and preter-          Ordning has been reshuffled. The once lowly hill giants
natural cunning.                                                    have been promoted, less through any accomplishment of
                                                                    their own than through the failures of those above them,
                                                                    particularly the storm giants. All of the hill giant’s attri-
                                                                    butes have now been amplified. They are stronger, dumber,
 Flying Horror                                                      crueler, and more gluttonous than ever before. To reflect
 Medium Aberration, Neutral Evil
                                                                    this new-found strength and prominence, these giants are
                                                                    now referred to as mountain giants.
 Armor Class 16 (natural armor)
 Hit Points 49 (9d8 + 9)
 Speed 30 ft., fly 60 ft.                                            Mountain Giant
                                                                     Huge Giant, Chaotic Evil
    STR         DEX         CON       INT      WIS       CHA
   9 (−1)      20 (+5)     12 (+1)   2 (−4)   15 (+2)   16 (+3)      Armor Class 13 (natural armor)
                                                                     Hit Points 162 (13d12 + 78)
                                                                     Speed 40 ft.
 Skills Perception +4, Stealth +7
 Damage Vulnerabilities radiant
                                                                        STR          DEX         CON       INT         WIS       CHA
 Condition Immunities frightened
                                                                       25 (+7)      8 (−1)      23 (+6)   7 (−2)      9 (−1)    6 (−2)
 Senses darkvision 120 ft., passive Perception 14
 Languages ---
 Challenge 3 (700 XP)                   Proficiency Bonus +2        Saving Throws Str +10, Con +9
                                                                     Skills Perception +2
 Fear Frenzy. The horror has advantage on attack rolls               Senses passive Perception 12
 against frightened creatures.                                       Languages Giant
 Sunlight Sensitivity. While in sunlight, the horror has disad-      Challenge 8 (3,900 XP)                       Proficiency Bonus +33
 vantage on attack rolls and on Wisdom (Perception) checks
 that rely on sight.
 Actions                                                             Actions
                                                                     Multiattack. The giant makes two Greatclub attacks.
 Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
 target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6)              Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one
 psychic damage.                                                     target. Hit: 28 (6d6 + 7) bludgeoning damage.
 Frightening Screech (Recharge 5 – 6). The horror screeches.         Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft.,
 Each creature within 30 feet of it that can hear it must            one target. Hit: 29 (4d10 + 7) bludgeoning damage.
 succeed on a DC 13 Wisdom saving throw or be frightened             Squash. Melee Weapon Attack: +10 to hit, reach 10 ft., one
 of it for 1 minute. The frightened creature can repeat the          Medium or smaller creature. Hit: 35 (8d6 + 7) bludgeoning
 saving throw at the end of each of its turns, ending the            damage, the giant lands prone in the target’s space, and
 effect on itself on a success. If a creature’s saving throw is      the target is grappled (escape DC 18). Until this grapple
 successful or the effect ends for it, the creature is immune        ends, the target is prone. The grapple ends early if the giant
 to the horror’s Frightening Screech for the next 24 hours.          stands up.
                                                    Appendix B Monsters and NPCs                                                           171
                          Gnoll Vampire
                         RIME OF THE FROSTMAIDEN
      When a gnoll’s ravenous hunger is so great that it craves
      flesh and blood even after death, it can rise as a vampire to
      continue its feeding frenzy.
      	 A gnoll vampire is a savage predator that feeds on the
      blood of the living. It cackles maniacally when it catches
      the scent of its prey and quickly moves in for the kill,
      tearing away flesh with its claws, gorging on meat and
      blood, and leaving nothing behind but bones, gristle, and
      the victim’s blood-spattered belongings.
       Gnoll Vampire                                                          Vampire Weakness. The vampire has the following flaws:
       Medium Undead (Shapechanger), Chaotic Evil                               Enraged by Celestial. If it hears words of Celestial spoken,
                                                                                the vampire must try to attack the source of those spoken
       Armor Class 17 (natural armor)                                           words on its next turn. If these words come from multiple
                                                                                sources and from opposite directions, the vampire is
       Hit Points 93 (11d8 + 44)                                                restrained. Otherwise, it moves to attack what it perceives
       Speed 30 ft.                                                             to be the closest source.
                                                                                Repulsed by Perfume. The vampire has disadvantage on
                                                                                melee attack rolls made against any creature wearing
         STR         DEX         CON          INT      WIS        CHA           perfume or carrying an open container of it.
        20 (+5)     18 (+4)     18 (+4)      6 (-2)   12 (+1)     9 (-1)        Stake to the Heart. If a piercing weapon made of wood
                                                                                is driven into the vampire’s heart while the vampire is
       Saving Throws Dex +7, Con +7                                             incapacitated, the vampire is paralyzed until the stake is
                                                                                removed.
       Damage Resistances necrotic; bludgeoning, piercing, and
       slashing damage from nonmagical attacks                                  Sunlight Hypersensitivity. The vampire takes 20 radiant
                                                                                damage when it starts its turn in sunlight. While in
       Senses darkvision 120 ft., passive Perception 11                         sunlight, it has disadvantage on attack rolls and ability
       Languages Abyssal, Gnoll                                                 checks.
       Challenge 8 (3,900 XP)                  Proficiency Bonus +3
                                                                              Actions
       Keen Smell. The vampire has advantage on Wisdom                        Multiattack (Vampire Form Only). The vampire makes two
       (Perception) checks that rely on smell.                                attacks: one with its bite and one with its claws.
       Rampage. When it reduces a creature to 0 hit points with a             Bite (Hyena or Vampire Form Only). Melee Weapon Attack:
       melee attack on its turn, the vampire can take a bonus action          +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing
       to move up to half its speed and make a bite attack.                   damage plus 9 (2d8) necrotic damage. The target’s hit point
                                                                              maximum is reduced by an amount equal to the necrotic
       Regeneration. The vampire regains 10 hit points at the start           damage taken, and the vampire regains hit points equal to
       of its turn if it has at least 1 hit point and isn’t in sunlight.      that amount. The reduction lasts until the target finishes a
       If the vampire takes radiant damage or damage from holy                long rest. The target dies if its hit point maximum is reduced
       water, this trait doesn’t function at the start of its next turn.      to 0.
       Shape Changer. If the vampire isn’t in sunlight, it can use its        Claws (Vampire Form Only). Melee Weapon Attack. +8 to hit,
       action to polymorph into a Large hyena or a Medium cloud of            reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.
       mist, or back into its true form.
                                                                              Frightening Cackle (Hyena or Vampire Form Only). The
       	 While in hyena form, the vampire can’t speak, and its                vampire emits a bone-chilling cackle. Each creature of the
       walking speed is 50 feet. Its statistics, other than its size and      vampire’s choice that is within 120 feet of the vampire and
       speed, are unchanged. Anything it is wearing transforms with           can hear its cackle must succeed on a DC 15 Wisdom saving
       it, but nothing it is carrying does. It reverts to its true form if    throw or become frightened for 1 minute. A creature can
       it dies.                                                               repeat the saving throw at the end of each of its turns, ending
       	 While in mist form, the vampire can’t take any actions,              the effects on itself on a success. If a creature’s saving throw
       speak, or manipulate objects. It is weightless, has a flying           is successful or the effect ends for it, the creature is immune
       speed of 20 feet, can hover, and can enter a hostile crea-             to the vampire’s Frightful Cackle for the next 24 hours.
       ture’s space and stop there. In addition, if air can pass              Sickening Gaze (Hyena or Vampire Form Only). The vampire
       through a space, the mist can do so without squeezing, and             targets one humanoid it can see within 30 feet of it. If the
       it can’t pass through water. It has advantage on Strength,             target can see the vampire, the target must succeed on a
       Dexterity, and Constitution saving throws, and is immune               DC 15 Constitution saving throw against this magic or be
       to all nonmagical damage, except the damage it takes from              poisoned for 24 hours. A creature whose saving throw is
       sunlight.                                                              successful is immune to this vampire’s Sickening Gaze for 24
       Unusual Nature. The vampire doesn’t require air.                       hours.
172                                                             Appendix B Monsters and NPCs
                            Graxigon
The monstrosity known as Graxigon has been stitched
together from modron parts harvested exclusively from
rogue modrons into the blasphemous facsimile of an
octon. Its body is made from the torsos of monodrones
and duodrones fused together. It has eight spidery, multi-
jointed legs, like those of a tridrone. Quadrone wings have
been stapled to the back of the monstrosity. It has a total of
eight arms that it uses to wield its collection of gear-pow-
ered blunderbusses. Rather than metallic and shiny, its
body is a bluish purple like bruised, broken flesh.
 Graxigon                                                              carrying.
 Large Construct, Neutral Evil                                         Magical Resistance. Graxigon has advantage on saving
                                                                       throws against spells and other magical effects.
 Armor Class 16 (natural armor)
                                                                       Actions
 Hit Points 110 (13d10 + 39)
 Speed 30 ft., fly 30 ft.                                              Multiattack. Graxigon makes four attacks which can be any
                                                                       combination of its Psychic Lash or Blunderbuss attacks.
                                                                       Psychic Lash. Melee Weapon Attack. +9 to hit, reach 5 ft., one
    STR          DEX          CON       INT       WIS       CHA        target. Hit: 15 (2d10 + 4) psychic damage. If the target is hit,
   13 (+1)      18 (+4)      16 (+3)   19 (+4)   14 (+2)   14 (+2)     it must succeed on a DC 17 Intelligence saving throw or be
                                                                       stunned until the end of its next turn.
                                                                       Blunderbuss. Ranged Weapon Attack: +9 to hit, range 150/600
 Saving Throws Int +9, Wis +7, Cha +7                                  ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8)
 Skills Arcana +9, Insight +7, Intimidation +7, Perception +7,         thunder damage.
 Damage Resistances acid, cold, and fire; bludgeoning,                 Mind Blast (Recharge 5 – 6). Graxigon magically emits
 piercing and slashing from nonmagical weapons                         psychic energy in a 60-foot-cone. Each creature in that area
                                                                       must succeed on a DC 17 Intelligence saving throw or take
 Damage Immunities psychic                                             22 (4d8 +4) psychic damage and be stunned for 1 minute. A
 Senses truesight 120 ft., passive Perception 17                       creature can repeat the saving throw at the end of each of its
 Languages Auran, Celestial, Deep Speech, Infernal, Modron,            turns, ending the effect on itself on a success.
 Undercommon, telepathy 120 ft.                                        Spellcasting. Graxigon’s spellcasting ability is Intelligence
 Challenge 13 (10,000 XP)                  Proficiency Bonus +5       (spell save DC 17). It can cast the following spells, requiring
                                                                       no components:
 Disintegration. If Graxigon dies, its body disintegrates into         3/day: dimension door
 dust, leaving behind its weapons and everything else it was           1/day each: dominate monster, haste, telekinesis, teleport
                                                       Appendix B Monsters and NPCs                                                       173
                               Great Khan
      The Great Khan rules over the dao from his opulent palace
      within the City of Jewels. Like all his kind he is vain and
      greedy, even by dao standards, covered in a wealth of spar-
      kling jewelry and priceless ornamentations. His lower half
      is a maelstrom of swirling sand that glitters like diamond
      dust, although his corpulent torso is made from nearly
      impenetrable bedrock.
       Great Khan                                                                Magic Resistance. The Great Khan has advantage on saving
                                                                                 throws against spells, and other magical effects.
       Huge Elemental (Wizard), Neutral Evil
                                                                                 Actions
       Armor Class 20 (natural armor)
       Hit Points 418 (27d12 + 243)                                              Multiattack. The Great Khan makes two Bejeweled Maul
                                                                                 attacks.
       Speed 30 ft., burrow 30 ft., fly 30 ft.
                                                                                 Bejeweled Maul. Melee Weapon Attack: +13 to hit, reach 10
                                                                                 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, plus
         STR          DEX         CON            INT      WIS        CHA         9 (2d8) slashing damage. If the target is a Huge or smaller
                                                                                 creature, it must succeed on a DC 20 Strength check or be
        25 (+7)      10 (+0)     28 (+9)       15 (+2)   13 (+1)    18 (+4)      knocked prone.
                                                                                 Spellcasting. The Great Khan’s spellcasting ability is
       Saving Throws Int +8, Wis +7, Cha +10                                     Charisma (spell save DC 18). He can cast the following
                                                                                 spells, requiring no material components:
       Damage Resistances bludgeoning, piercing, and slashing
       damage from nonmagical weapons.                                           At will: detect evil and good, detect magic, stone shape
       Damage Immunities poison                                                  3/day each: passwall, move earth
       Condition Immunities charmed, frightened, paralyzed, petri-               1/day each: conjure elemental (earth elemental only), plane
       fied, poisoned, prone                                                      shift (self only), wall of stone
       Senses darkvision 120 ft., passive Perception 11                          Legendary Actions
       Languages Common, Terran
                                                                                 The Great Khan can take 3 legendary actions, choosing from
       Challenge 18 (20,000 XP)                Proficiency Bonus +6             the options below. Only one legendary action option can be
                                                                                 used at a time and only at the end of another creature’s turn.
       Earth Glide. The Great Khan can burrow through nonmag-                    The Great Khan regains spent legendary actions at the start
       ical, unworked earth and stone. While doing so, he doesn’t                of his turns.
       disturb the material he moves through.                                    Attack. The Great Khan makes one Bejewelled Maul attack.
       Elemental Demise. If the Great Khan dies, he disintegrates                Scintillate (Costs 2 Actions). The jewels surrounding the Khan
       into crystalline powder, leaving behind only the equipment he             flare with a piercing radiance. All creatures within 10 feet of
       was wearing or carrying.                                                  the Khan who are looking at him must make a successful DC
       Elemental Rejuvenation. As long as the Great Khan is on the               20 Constitution saving throw or be blinded until the end of
       Elemental Plane of Earth, he regains 20 hit points at the start           their next turn.
       of his turn.                                                              Stoneskin (Costs 2 Actions). Until the start of his next turn,
       Legendary Resistance (3/Day). If the Great Khan fails a saving            the Great Khan has a +5 bonus to his AC.
       throw, he can choose to succeed instead.
174                                                                Appendix B Monsters and NPCs
                 Grim Hunter, The
In the early days of Vecna’s invasion, a drow elf and his
companions, champions of good, stood fast against the
forces of evil. Time and time again they managed to thwart
the plans of the Maimed Lord. Sadly, their luck would one
day run out. The companions were hunting the legendary
relic, the Eye of Vecna, with hopes of using it against the
lich. They were ambushed, and the drow elf was forced to
pluck his own eye out and replace it with the relic, gaining
enough power to save his friends but dooming his soul in
the process. He resisted the corruption of the fell relic for
as long as he could, but eventually even his indomitable
will crumbled before the might of Vecna, and this one-time
champion of good became one of Vecna’s most deadly
assassins.
 The Grim Hunter                                                       ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 3 (1d6)
                                                                       cold damage.
 Medium Humanoid (Elf, Wizard), Neutral Evil
                                                                       +2 Defending Scimitar. Melee Weapon Attack: +13 to hit, reach
 Armor Class 21 (+1 studded leather armor, +2 defending                5 ft., one target. Hit: 11 (1d6 + 8) slashing damage.
 scimitar)                                                             +3 Longbow. Ranged Weapon Attack: +14 to hit, range 150/600
 Hit Points 170 (20d8 + 80)                                            ft., one target. Hit: 13 (1d8 + 9) piercing damage.
 Speed 30 ft.                                                          Spellcasting. The Grim Hunter’s spellcasting ability is
                                                                       Charisma (spell save DC 15). He can cast the following
                                                                       spells, requiring no material components:
    STR        DEX          CON         INT       WIS       CHA        At will: dancing lights
   13 (+1)    22 (+6)      18 (+4)     12 (+1)   15 (+2)   14 (+2)     3/day each: clairvoyance, crown of madness
                                                                       1/day each: darkness, disintegrate, dominate monster, eyebite,
                                                                        faerie fire, levitate (self only)
 Saving Throws Dex +11, Wis +7
                                                                       X-Ray Vision. The Grim Hunter’s vision penetrates 1 foot
 Skills Acrobatics +11, Perception +7, Stealth +11                     of stone, 1 inch of common metal, or up to 3 feet of wood
 Senses darkvision 120 ft., truesight 120 ft., passive Perception      or dirt. Thicker substances block this vision, as does a thin
 17                                                                    sheet of lead.
 Languages Common, Dwarvish, Elvish, Undercommon
 Challenge 15 (13,000 XP)                  Proficiency Bonus +5
                                                                       Bonus Actions
                                                                       Second Wind (Recharges after a Short of Long Rest). The
                                                                       Grim Hunter can regain 25 hit points.
 Fey Ancestry. The Grim Hunter has advantage on saving
 throws against being charmed, and magic can’t put him to
 sleep.
                                                                       Reactions
 Legendary Resistance (3/Day). If the Grim Hunter fails a              Parry. The Grim Hunter adds 5 to his AC against one melee
 saving throw, he can choose to succeed instead.                       attack that would hit him. To do so, the Grim Hunter must
                                                                       see the attacker and be wielding a melee weapon.
 Special Equipment. The Grim Hunter has replaced one of his
 eyes with the Eye of Vecna. He also wields a +3 frost scimitar, a
 +2 defending scimitar, and a +3 longbow. Finally, he wears a +1
                                                                       Legendary Actions
 studded leather.                                                      The Grim Hunter can take 3 legendary actions, choosing
 Sunlight Sensitivity. While in sunlight, the Grim Hunter              from the options below. Only one legendary action option
 has disadvantage on attack rolls, as well as on Wisdom                can be used at a time and only at the end of another crea-
 (Perception) checks that rely on sight.                               ture’s turn. The Grim Hunter regains spent legendary actions
                                                                       at the start of his turn.
 Superior Critical. The Grim Hunter’s weapon attacks score a
 critical hit on a roll of 18 − 20.                                    Attack (costs 2 Actions). The Grim Hunter makes one attack
                                                                       with his +3 frost scimitar or two attacks with his +3 longbow.
 Actions                                                               Eye of the Maimed Lord. The Grim Hunter fixes the Eye of
                                                                       Vecna upon any target within 60 feet. That target must make
 Multiattack. The Grim Hunter makes four weapon attacks:               a successful DC 15 Wisdom saving throw or be afflicted by
 two with his +3 frost scimitar and two with his +2 defending          the frightened condition until the end of their next turn.
 scimitar, or four with his +3 longbow. He can draw or stow
 any number of weapons.                                                Quick Step. The Grim Hunter moves up to his speed without
                                                                       provoking opportunity attacks.
 +3 Frost Scimitar. Melee Weapon Attack: +14 to hit, reach 5
                                                       Appendix B Monsters and NPCs                                                      175
                  Halaster Blackcloak
                WATERDEEP: DUNGEON OF THE MAD MAGE
      Halaster Blackcloak is “The Mad Mage of
      Undermountain,” its principal creator and caretaker, the
      deranged, fiendish mind behind most of its traps and
      horrors. He looks upon the dungeon as a dear and deadly
      home, an amusement gallery in which others perform to
      entertain him. His true form is that of a tall, gaunt old man
      in robes embroidered with blinking eyes. He giggles and
      mutters continually, although contrary to appearances, he
      is always alert and attentive to what is going on around
      him.
       Halaster Blackcloak                                                     Blast Scepter. Halaster uses his blast scepter to cast thunder-
                                                                               wave as a 4th-level spell (save DC 16).
       Medium Humanoid (Human, Wizard), Chaotic Evil
                                                                               Elemental Implosion (Recharge 5–6). Halaster creates a
       Armor Class 14 (17 with mage armor)                                     magical implosion of elemental energy on himself. Each
                                                                               other creature within 20 feet of him must make a DC 22
       Hit Points 246 (29d8 +116)                                              Constitution saving throw. On a failed save, a creature takes
       Speed 30 ft.                                                            45 (10d8) damage and is pulled to the closest unoccupied
                                                                               space to Halaster, before being forcefully hurled back twice as
                                                                               far as it was pulled (minimum of 5 feet) in a straight line. On
         STR         DEX        CON        INT          WIS        CHA         a successful save, a creature takes half as much damage and
        10 (+0)     18 (+4)    18 (+4)    24 (+7)      18 (+4)    18 (+4)      is pushed 5 feet backwards.
                                                                               	 Each time Halaster creates this implosion, he decides what
                                                                               type of damage it deals, choosing between acid, cold, fire,
       Saving Throws Int +14, Wis +11                                          lightning, or thunder.
       Skills Arcana +21, History +21, Perception +11                          Greater Obliteration (Recharge 5 − 6). Halaster targets a
       Damage Resistances fire and lightning (granted by the blast             creature within 60 ft. The targeted creature must make a
       scepter; see “Special Equipment” below)                                 DC 22 Dexterity saving throw. On a failed save, the target
       Senses darkvision 120 ft., passive Perception 21                        takes 123 (6d20 + 80) force damage, or half as much on a
                                                                               successful one.
       Languages Abyssal, Celestial, Common, Draconic, Dwarvish,
       Elvish, Infernal, Undercommon                                           Spellcasting. Halaster casts one of the following spells, using
                                                                               Intelligence as the spellcasting ability (spell save DC 22):
       Challenge 23 (50,000 XP)                 Proficiency Bonus +7
                                                                               At will: counterspell, detect magic, disguise self, fly, mage armor,
                                                                               magic missile, silent image
       Special Equipment. Halaster wears a robe of eyes that lets              3/day each: Bigby’s hand, fire shield, programmed illusion
       him see in all directions, gives him darkvision out to a range
       of 120 feet, grants advantage on Wisdom (Perception) checks             2/day each: etherealness, min, teleport, wall of force
       that rely on sight, and allows him to see invisible creatures           1/day each: maze, time stop, wish
       and objects, as well as into the Ethereal Plane, out to a range
       of 120 feet.                                                            Reactions
       	 Halaster wields a blast scepter (a very rare magic item that          Negate Spell. Halaster tries to interrupt a spell he sees a
       requires attunement). It can be used as an arcane focus.                creature casting within 60 feet of him. If the spell is 3rd level
       Whoever is attuned to the blast scepter gains resistance to             or lower, the spell fails and has no effect. If the spell is 4th
       fire and lightning damage and can as an action use it to cast           level or higher, Halaster makes an Intelligence check against
       thunderwave as a 4th-level spell (save DC 16).                          a DC of 10 + the spell’s level. On a success, the spell fails and
       	 Halaster also wears a horned ring (a very rare magic item             has no effect.
       that requires attunement), which allows an attuned wearer to
       ignore Undermountain’s magical restrictions.                            Legendary Actions
       Legendary Resistance (3/Day). If Halaster fails a saving                Halaster can take 3 legendary actions, choosing from the
       throw, he can choose to succeed instead.                                options below. Only one legendary action option can be
       Rejuvenation. If Halaster dies in Undermountain, he revives             used at a time and only at the end of another creature’s turn.
       after 1d10 days with all his hit points and any missing body            Halaster regains spent legendary actions at the start of his
       parts restored. His new body appears in a random safe loca-             turn.
       tion in Undermountain.                                                  Cast Lesser Spell. Halaster casts an at-will spell.
       Actions                                                                 Translocation. Halaster magically teleports up to 60 feet to
                                                                               an unoccupied space he can see.
       Multiattack. Halaster makes three Obliterate Nuisance                   Cast Greater Spell (costs 2 Actions). Halaster casts one of his
       attacks.                                                                3/day spells.
       Obliterate Nuisance. Melee or Ranged Spell Attack: +14 to hit,          Spell Ward (costs 2 Actions). Halaster removes a magical
       reach 5 ft. or range 120 ft., one target. Hit: 40 (6d10 + 7) force      effect of his choice that afflicts him.
       damage.
176                                                              Appendix B Monsters and NPCs
                            Hand, The
     ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
The Hand is a roughly humanoid golem pieced together
from the hands of still living murderers or traitors. The
hideous 7-foot-tall golem wears black robes that drag
behind it as it walks upon a pair of gauntlet-wielding
storm giant hands. Its telepathic voice sounds like a raspy
whisper and is always accompanied by the sound of the
golem snapping its many fingers at random.
 The Hand                                                                that would alter its form.
 Large Construct, Lawful Evil                                            Magic Resistance. The Hand has advantage on saving throws
                                                                         against spells and other magical effects.
 Armor Class 19 (natural armor)                                          Spider Climb. The Hand can climb difficult surfaces,
 Hit Points 252 (24d10 + 120)                                            including upside down on ceilings, without needing to make
                                                                         an ability check.
 Speed 40 ft.
                                                                         Actions
   STR           DEX             CON       INT      WIS       CHA        Multiattack. The Hand makes two Slam attacks.
  25 (+7)       14 (+2)         20 (+5)   3 (−4)   11 (+0)   10 (+0)     Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
                                                                         Hit: 20 (3d8 + 7) bludgeoning damage plus 9 (2d8) necrotic
                                                                         damage and the target is grappled (escape DC 21) if it is a
 Skills Acrobatics +8, Athletics +13, Stealth +8                         Medium or smaller creature. While grappled in this way, the
 Saving Throws Int +2, Wis +6, Cha +6                                    creature is also restrained.
 Damage Resistances necrotic                                             Legendary Actions
 Damage Immunities cold, lightning, poison, psychic; blud-
 geoning, piercing, and slashing from nonmagical attacks                 The Hand can take 3 legendary actions, choosing from the
                                                                         options below. Only one legendary action option can be used
 Condition Immunities charmed, exhaustion, frightened, para-             at a time and only at the end of another creature’s turn. The
 lyzed, petrified, poisoned                                              Hand regains spent legendary actions at the start of its turn.
 Senses blindsight 120 ft. (blind beyond this radius), passive           Move. The Hand moves up to its speed.
 Perception 10
                                                                         Slam. The Hand uses its slam attack.
 Languages Understands Common but can’t speak, telepathy
 60 ft.                                                                  Choke (Costs 2 Actions). The Hand forces a creature it has
                                                                         grappled to make a DC 21 Constitution saving throw. On a
 Challenge 18 (20,000 XP)                  Proficiency Bonus +6         failed save the target runs out of breath, starts suffocating,
                                                                         and cannot speak until the grapple ends.
 Grasping Hands. Any creature that starts its turn grappled by           Crush (Costs 2 Actions). The Hand targets a creature it has
 the Hand takes 9 (2d8) bludgeoning damage. In addition, the             grappled. The target must make a DC 21 Strength saving
 Hand also suffers no penalty to its movement speed while                throw. On a failed save, the target takes 18 (4d8) bludgeoning
 attempting to move with a grappled creature.                            damage and gains 1 level of exhaustion. On a successful
 Immutable Form. The Hand is immune to any spell or effect               save, the target takes half as much damage and doesn’t gain
                                                                         exhaustion.
                                                         Appendix B Monsters and NPCs                                                      177
                    Headless Horseman
      Just as Strahd is rumored to be the first vampire, the
      Headless Horseman is said to be the first Dullahan. When
      the moon takes the shape of Death’s Sickle, the horseman
      rides the roads of Ravenloft, seeking to behead anyone
      whose footsteps call him forth.
      	 Every domain has its own tale of the origin of the
      Horseman. Perhaps none of them are true. Or perhaps all
      of them are true. The only certainty, however, is that no
      one is safe from his sickle.
       Headless Horseman                                                    Implacable. When moving the Headless Horseman cannot
                                                                            be stopped. He runs through any barriers or occupied spaces
       Medium Undead, Lawful Evil
                                                                            as if they did not exist and runs over any pits as if they were
                                                                            solid ground.
       Armor Class 16 (natural armor)
                                                                            Rideby. The Headless Horseman doesn’t provoke opportu-
       Hit Points 230 (20d8 + 140)                                          nity attacks when he rides out of an enemy’s reach.
       Speed 90 ft.                                                         Turn Immunity. The Headless Horseman is immune to
                                                                            effects that turn undead.
         STR         DEX         CON        INT      WIS        CHA         Actions
        20 (+5)     17 (+3)     24 (+7)   14 (+2)   16 (+3)    18 (+4)
                                                                            Multiattack. The Headless Horseman can make three Sickle
                                                                            attacks, although only two of these may apply to the same
       Saving Throws Str +10, Wis +8, Cha +9                                target.
       Skills Animal Handling +13, Intimidate +9, Perception +8             Sickle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                                            Hit: 13 (3d4 + 9) slashing damage plus 11 (2d10) necrotic
       Damage Resistances necrotic, psychic; bludgeoning, piercing          damage. The Headless Horseman lands a critical hit on a roll
       and slashing from nonmagical attacks                                 of 18, 19, or 20.
       Damage Immunities poison
       Condition Immunities blinded, charmed, deafened, exhaus-             Bonus Actions
       tion, frightened, paralyzed, poisoned, prone, restrained,            Headless Voice (Recharge 5-6). The Headless Horseman uses
       stunned                                                              one of the following options:
       Senses blindsight 120 ft., passive Perception 18                       Death’s Calling. The Headless Horseman targets a living
       Languages Common                                                       creature it can see within 60 feet. The target must succeed
       Challenge 15 (13,000 XP)                Proficiency Bonus +5          on a DC 18 Wisdom saving throw or be cursed until cured
                                                                              and become paralyzed with dread for 1 minute. If the
                                                                              Headless Horseman knows and whispers the target’s
       As One. The Headless Horseman and his dark steed cannot                name, the target has disadvantage on the saving throw.
       be separated and are considered to be a single creature.               While cursed, the target has disadvantage on death saving
       Fear Aura. Any creature hostile to the Headless Horseman               throws and gains no benefits from resting. A paralyzed
       that starts its turn within 30 feet of himmust make a DC 18            target can repeat the saving throw at the end of each of
       Wisdom saving throw, unless the Headless Horseman is                   its turns, ending the paralyzed condition on itself on a
       incapacitated. On a failed save, the creature is frightened            success.
       until the start of its next turn. If a creature’s saving throw         Warped Wail. An echoing shriek issues from the stump
       is successful, the creature is immune to the Headless                  of the Headless Horseman’s neck. Each creature of the
       Horseman’s Fear Aura for the next 24 hours.                            Horseman’s choice within 60 feet of it must make a DC
       Grounded. Any creature that starts their turn within 200 feet          18 Wisdom saving throw. Each creature takes 32 (6d10)
       of the Headless Horseman and is in the air must make a                 psychic damage on a failed save, or half as much damage
       successful DC 18 Strength saving throw or be pulled 60 feet            on a successful one. If one or more creatures fail the
       towards the ground.                                                    saving throw, the Headless Horseman gains 10 temporary
                                                                              hit points.
178                                                           Appendix B Monsters and NPCs
                       Hellenrae
                 PRINCES OF THE APOCALYPSE
Hellenrae lost her sight as a child. A bitter, angry orphan,
she was taken in by a monastic order and trained to use
her other senses to compensate. However, she took the
monks’ philosophy of self-denial and emptiness of mind to
extremes, seeking to fill herself with the dark power she
sensed sleeping in the earth and rock around her.
	 Hellenrae is a dour, unsmiling woman who habitually
wears drab robes and a golden gargoyle mask with no eye
holes. She despises weakness in any form. Therefore, she
hates just about everybody, and barely tolerates her fellow
cultists.
 Hellenrae
 Medium Humanoid (Human), Lawful Evil
 Armor Class 16
 Hit Points 78 (12d8 + 24)
 Speed 50 ft.
   STR        DEX        CON         INT      WIS       CHA
  13 (+1)    18 (+4)    14 (+2)    10 (+0)   15 (+2)   13 (+1)
 Skills Acrobatics +7, Athletics +4, Insight +5, Perception +5
 Damage Immunities poison
 Condition Immunities blinded, poisoned
 Senses blindsight 60 ft. (blind beyond this radius),passive
 Perception 15
 Languages Common, Terran
 Challenge 5 (1,800 XP)                   Proficiency Bonus +3
 Evasion. If Hellenrae is subjected to an effect that allows her
 to make a Dexterity saving throw to take only half damage,
 she instead takes no damage if she succeeds on the saving
 throw, and only half damage if she fails.
 Stunning Strike (Recharge 5 − 6). When Hellenrae hits a
 target with a melee weapon attack, the target must succeed
 on a DC 13 Constitution saving throw or be stunned until
 the end of Hellenrae’s next turn.
 Actions
 Multiattack. Hellenrae makes three Unarmed Strike attacks.
 Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
 one target. Hit: 9 (1d10 + 4) bludgeoning damage.
 Reactions
 Parry and Counter. Hellenrae adds 3 to her AC against one
 melee or ranged weapon attack that would hit her. To do so,
 she must be able to sense the attacker with her blindsight.
 If the attack misses, Hellenrae can make one melee attack
 against the attacker if it is within her reach.
                                                   Appendix B Monsters and NPCs   179
                      Jarlaxle Baenre
                          WATERDEEP: DRAGON HEIST
      Jarlaxle is a flamboyant, swashbuckling drow iconoclast.
      He is the leader of the renegade faction Bregan D’aerthe.
      The drow swashbuckler is gifted with a sharp mind, a
      sense of humor, puissant skill with a blade, and a wealth
      of useful magic items. Jarlaxle typically wears vibrant
      clothing, a fashionable eyepatch, and a wide-brimmed hat.
       Jarlaxle Baenre                                                        Suave Defense. While Jarlaxle is wearing light or no armor
                                                                              and wielding no shield, his AC includes his Charisma
       Medium Humanoid (Elf ), Chaotic Neutral
                                                                              modifier.
       Armor Class 24 (+3 leather armor, Suave Defense)                       Sunlight Sensitivity. When not wearing his knave’s eye
                                                                              patch, Jarlaxle has disadvantage on attack rolls, as well as on
       Hit Points 123 (19d8 + 38)                                             Wisdom (Perception) checks that rely on sight.
       Speed 30 ft.
                                                                              Actions
         STR         DEX         CON         INT       WIS        CHA         Multiattack. Jarlaxle makes three attacks with his +3 rapier
                                                                              or two attacks with daggers created by his bracer of flying
        12 (+1)     22 (+6)     14 (+2)     20 (+5)   16 (+3)    19 (+4)      daggers.
                                                                              +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one
       Saving Throws Dex +11, Wis +8                                          target. Hit: 13 (1d8 + 9) piercing damage.
       Skills Acrobatics +11, Athletics +6, Deception +14, Perception         Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60
       +8, Sleight of Hand +11, Stealth +16                                   ft., one target. Hit: 8 (1d4 + 6) piercing damage.
       Senses darkvision 120 ft., passive Perception 18                       Spellcasting. Jarlaxle’s spellcasting ability is Charisma (spell
                                                                              save DC 17). He can cast the following spells, requiring no
       Languages Abyssal, Common, Draconic, Dwarvish, Elvish,                 material components:
       Undercommon
                                                                              At will: dancing lights
       Challenge 15 (13,000 XP)                 Proficiency Bonus +5
                                                                              1/day each: darkness, faerie fire, levitate (self only)
       Fey Ancestry. Jarlaxle has advantage on saving throws against          Legendary Actions
       being charmed, and magic can’t put him to sleep.
                                                                              Jarlaxle can take 3 legendary actions, choosing from the
       Legendary Resistance (3/Day). If Jarlaxle fails a saving throw,        options below. Only one legendary action option can be
       he can choose to succeed instead.                                      used at a time and only at the end of another creature’s turn.
       Master Attuner. Jarlaxle can attune to up to five magic items,         Jarlaxle regains spent legendary actions at the start of his
       and he can attune to magic items that normally require                 turn.
       attunement by a sorcerer, warlock, or wizard.                          Quick Step. Jarlaxle moves up to his speed without provoking
       Sneak Attack. Jarlaxle deals an extra 24 (7d6) damage when             opportunity attacks.
       he hits a target with a weapon attack and has advantage on             Attack (costs 2 Actions). Jarlaxle makes one attack with his
       the attack roll, or when the target is within 5 feet of an ally        +3 rapier or two attacks with daggers created by his bracer of
       of Jarlaxle’s that isn’t incapacitated and Jarlaxle doesn’t have       flying daggers.
       disadvantage on the attack roll.
180                                                             Appendix B Monsters and NPCs
                  Juvenile Kraken
                        GHOSTS OF SALTMARSH
Although immature, a juvenile kraken is still monstrous
to behold, with oily, dark green flesh, 20-foot-long arms,
and a ravenous mouth lined with hundreds of dagger-like
teeth. Its enormous eyes are surrounded by an aura of red
energy, a harbinger of the greater power that awaits it once
it fully matures.
 Juvenile KraKEN                                                          	 If the kraken takes 35 damage or more on a single turn
                                                                          from a creature inside of it, the kraken must succeed on a DC
 Huge Monstrosity (Titan), Chaotic Evil
                                                                          23 Constitution saving throw at the end of that turn or regur-
                                                                          gitate all swallowed creatures, which fall prone in spaces
 Armor Class 16 (natural armor)                                           within 10 feet of the kraken. If the kraken dies, a swallowed
 Hit Points 207 (18d12 + 90)                                              creature is no longer restrained by it and can escape from the
 Speed 20 ft., swim 50 ft.                                                corpse using 10 feet of movement, exiting prone.
                                                                          Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one
                                                                          target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target
   STR          DEX          CON           INT       WIS       CHA        is grappled (escape DC 20). Until the grapple ends, the target
  24 (+7)      11 (+0)      20 (+5)       19 (+4)   15 (+2)   17 (+3)     is restrained. The kraken has ten tentacles, each of which can
                                                                          grapple one target.
                                                                          Fling. One Medium or smaller object held or creature
 Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7                   grappled by the kraken is thrown up to 40 feet in a random
 Damage Resistances bludgeoning, piercing, and slashing                   direction and knocked prone. If a thrown target strikes a solid
 from nonmagical attacks.                                                 surface, the target takes 3 (1d6) bludgeoning damage for
 Damage Immunities lightning                                              every 10 feet it was thrown. If the target is thrown at another
                                                                          creature, that creature must succeed on a DC 13 Dexterity
 Condition Immunities frightened, paralyzed                               saving throw or take the same damage and be knocked
 Senses truesight 120 ft., passive Perception 12                          prone.
 Languages understands Abyssal, Celestial, Infernal, and                  Lightning Strike. The kraken magically creates a bolt of
 Primordial but can’t speak; telepathy 60 ft.                             lightning, which can strike a target the kraken can see within
 Challenge 14 (11,500 XP)                 Proficiency Bonus +5           90 feet of it. The target must make a DC 18 Dexterity saving
                                                                          throw, taking 22 (4d10) lightning damage on a failed save, or
                                                                          half as much damage on a successful one.
 Amphibious. The kraken can breathe air and water.
 Freedom of Movement. The kraken ignores difficult terrain,               Legendary Actions
 and magical effects can’t reduce its speed or cause it to be             The kraken can take 3 legendary actions, choosing from the
 restrained. It can spend 5 feet of movement to escape from               options below. Only one legendary action option can be used
 nonmagical restraints or being grappled.                                 at a time and only at the end of another creature’s turn. The
 Actions                                                                  kraken regains spent legendary actions at the start of its turn.
                                                                          Tentacle Attack (Costs 2 Actions). The kraken makes one
 Multiattack. The kraken makes two Tentacle attacks, each of              tentacle attack.
 which it can replace with a use of Fling.
                                                                          Fling. The kraken uses Fling.
 Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
 Hit: 20 (3d8 + 75) piercing damage. If the target is a Medium            Ink Cloud (Costs 3 Actions). While underwater, the kraken
 or smaller creature grappled by the kraken, that creature                expels an ink cloud in a 40-foot radius. The cloud spreads
 is swallowed and the grapple ends. While swallowed, the                  around corners, and that area is heavily obscured to crea-
 creature is blinded and restrained, it has total cover against           tures other than the kraken. Each creature other than the
 attacks and other effects outside the kraken, and it takes 21            kraken that ends its turn there must succeed on a DC 18
 (6d6) acid damage at the start of each of the kraken’s turns.            Constitution saving throw, taking 11 (2d10) poison damage
 One medium or two smaller creatures can be swallowed at                  on a failed save or half as much damage on a successful one.
 the same time.                                                           A strong current disperses the cloud, which otherwise disap-
                                                                          pears at the end of the kraken’s next turn.
                                                          Appendix B Monsters and NPCs                                                       181
                    Kas the Destroyer
          ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
      When Kas was still a mortal man he quickly became
      known as Kas the Bloody Handed due to his affinity for               	 Kas learned much from Vecna. He is cunning and char-
      brutality. Most sages still refer to him as such. After he           ismatic, and always speaks clearly. His voice is composed
      turned on Vecna, he became known as Kas the Betrayer.                and carries weight; when Kas speaks, others listen. He
      Vecna and his cult refer to him only with this title. When           always stands straight and looks a person straight in the
      he became Darklord of Tovag, it wasn’t long before he                eyes when he talks to them. His undead eyes never blink,
      acquired a new title: Kas the Destroyer. This is the title           and his gaze feels both accommodating and threatening all
      that he still uses today.                                            at once.
       Kas                                                                 Shapechanger trait) instead of falling unconscious, provided
                                                                           that he isn’t in direct sunlight or running water. If he can’t
       Medium Undead, Lawful Evil
                                                                           transform, then he is destroyed.
       Armor Class 25 (black iron plate + black iron shield + Black        	 While he has 0 hit points in mist form, he can’t revert
       Mask of Kas)                                                        to his vampire form, and he must reach his resting place
                                                                           within 24 hours or be destroyed. Once in his resting place,
       Hit Points 560 (40d8 + 240)                                         he reverts to his vampire form. He is then paralyzed until he
       Speed 60 ft., climb 60 ft.                                          regains at least 1 hit point.
                                                                           Regeneration. Kas regains 50 hit points at the start of his
                                                                           turn if he has at least 1 hit point.
         STR         DEX        CON       INT       WIS        CHA
                                                                           Shadow Blend. While in dim light or darkness, Kas can use
        22 (+6)     22 (+6)    22 (+6)   22 (+6)   22 (+6)    22 (+6)      a bonus action to become invisible, along with anything he
                                                                           is wearing or carrying. The invisibility lasts until Kas uses a
       Saving Throws Str +16, Dex +16, Con +16, Int +16, Wis +16,          bonus action to end it or until Kas attacks, is in bright light,
       Cha +16                                                             or is incapacitated.
       Skills Acrobatics +16, Athletics +16, Intimidation +16,             Shapechanger. Kas can use his action to polymorph into a
       Perception +16, Stealth +16                                         Medium cloud of mist, or back into his true form. While in
                                                                           mist form, Kas can’t take any other actions, speak, or manip-
       Damage Resistances cold, fire, lightning, necrotic, psychic;        ulate objects. He is weightless, has a flying speed of 40 feet,
       bludgeoning, piercing and slashing from nonmagical attacks          can hover, and can enter a hostile creature’s space and stop
       Condition Immunities charmed, exhaustion, frightened,               there. In addition, if air can pass through a space, the mist
       poisoned                                                            can do so without squeezing, and it can’t pass through water.
       Senses blindsight 120 ft., passive Perception 26                    He has advantage on Strength, Dexterity, and Constitution
                                                                           saving throws, and he is immune to all nonmagical damage,
       Languages all                                                       except the damage he takes from sunlight.
       Challenge 35 (265,000 XP)                Proficiency Bonus +10     Anything he is wearing or carrying transforms with him. He
                                                                           reverts to his true form if he dies.
       Aggressive. As a bonus action, Kas can move up to his speed         Special Equipment. Kas wields a +3 Sword of Unbridled
       toward a hostile creature that he can see.                          Fury and a shield, both crafted from the finest black iron. He
       Armor of Kas. Any critical hit against Kas becomes a normal         cannot be disarmed of either. He also wears +3 plate armor,
       hit. In addition, any time Kas is targeted by a magic missile       also crafted from black iron. Finally, Kas also wears the
       spell, a cantrip that requires a saving throw, or a spell that      Black Mask of Kas, giving him resistance to cold and psychic
       requires a ranged attack, roll a d6. On a 1 to 5, Kas us unaf-      damage, granting him the ability to dominate undead, and
       fected. On a 6, Kas is unaffected, and the effect is reflected      making him immune to effects that lower his ability scores or
       back at the caster as though it originated from Kas, turning        obliterate him.
       the caster into the target. Kas has advantage on saving             Spider Climb. Kas can climb difficult surfaces, including
       throws against all other spells and magical effects.                upside down on ceilings, without needing to make an ability
       Aura of Hate. Kas and any allies within 30 feet of him gain         check.
       a bonus to melee weapon damage rolls equal to Kas’s                 Standing Leap. Kas’s long jump is up to 50 feet and his high
       Charisma modifier (included in Kas’s attacks).                      jump is up to 40 feet, with or without a running start.
       Into the Fray. Kas adds a d10 to his initiative rolls.              Turn Immunity. Kas is immune to effects that turn undead.
       Legendary Resistance (3/Day). If Kas fails a saving throw, he
       can choose to succeed instead.                                      Actions
       Master Swordsman. Kas makes all sword attacks with                  Multiattack. Kas releases a Terrifying Howl or Will-Shattering
       advantage.                                                          Howl. He then makes four attacks with his Sword of
       Misty Escape. When he drops to 0 hit points outside his             Unbridled Fury. He can make a bite attack in place of one of
       resting place, Kas transforms into a cloud of mist (as in the       the sword attacks.
182                                                          Appendix B Monsters and NPCs
Sword of Unbridled Fury. Melee Weapon Attack: +19 to hit,            his howl must succeed on a DC 23 Wisdom saving throw or
reach 5 ft., one target. Hit: 19 (1d8 + 9 plus 6) slashing           be frightened for 1 minute. A frightened target can repeat the
damage, or 20 (1d10 + 9 plus 6) slashing damage if held in           saving throw at the end of each of its turns, ending the effect
two hands, plus 27 (6d8) thunder damage. The sword scores            on itself on a success. If a target’s saving throw is successful
a critical hit on a roll of 19 or 20. On a critical hit, the sword   or the effect ends for it, the target is immune to Kas’s
deals an additional 20 psychic damage and Kas gains 20               Terrifying Howl for the next 24 hours. Undead have disadvan-
temporary hit points. On a critical hit against a creature with      tage on the saving throw.
fewer than 50 hit points remaining that isn’t a construct, the       Will-shattering Howl. Kas releases a ghastly howl that
target must also succeed on a DC 24 Constitution saving              threatens to shatter the will of living creatures. A creature
throw or be slain instantly as the sword tears the target’s          that isn’t a construct or undead within 60 feet of Kas and able
life from its body. Each swing of the sword creates a burst          to hear his howl must succeed on a DC 23 Charisma saving
of thunderous sound that can be heard up to 100 feet away.           throw or lose its concentration.
In addition, the sword’s fury can’t be held back; any area of
magical silence active within 30 feet of it is forcibly ended        Reactions
when the sword is used to make an attack.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.      Kas’s Parry. Kas adds 10 to his AC against one melee attack
Hit: 19 (2d6 + 6 plus 6) piercing damage plus 33 (6d10)               that would hit him. To do so, Kas must see the attacker and
necrotic damage. The target’s hit point maximum is reduced            be wielding a melee weapon. If the attack misses, Kas can
by an amount equal to the necrotic damage taken, and Kas              make a melee attack against the attacker as part of the same
regains hit points equal to that amount. The reduction lasts          reaction using the weapon he used to parry the incoming
until the target finishes a long rest. The target dies if this        attack.
effect reduces its hit point maximum to 0. A humanoid slain          Kas’s Punishment. When a creature within 120 feet of Kas
in this way and then buried in the ground rises the following         moves with a flying speed or takes the Dash action to
night as a vampire spawn under Kas’s control.                         move away from him, Kas attempts to magically punish
	 In addition, if the target is under the effects of one or more      the creature for its cowardice or dishonorable tactics. The
beneficial spells, Kas can choose to end one of the spells            target must succeed on a DC 23 Strength saving throw or
affecting the target. If the target is under the effects of one       be forcefully pulled towards the ground, landing prone, and
or more beneficial potions, Kas can instead choose to end a           having its movement speed reduced to 0 until the end of its
potion effect, gaining the effect of the potion himself for the       next turn.
remainder of its duration.                                           Legendary Actions
	 If Kas misses with a bite attack on his turn, he can make an
additional bite attack as a bonus action.                            Kas can take 5 legendary actions, choosing from the options
                                                                     below. Only one legendary action option can be used at
Betrayer’s Whirlwind (Recharge 5 – 6). Roll a d4. Kas makes          a time and only at the end of another creature’s turn. Kas
that many attacks with his Sword of Unbridled Fury against           regains spent legendary actions at the start of his turn.
each creature within 5 feet of him. If the target is undead, Kas
makes twice the number of attacks against it.                        Bite (Costs 3 Actions). Kas makes one bite attack.
Dominate Undead. Kas targets one undead creature he can              Kas’s Challenge. Kas targets a creature he can see within 10
see within 60 feet of him. The target must succeed on a DC           feet of him. For 1 minute while the target can see Kas, the
24 Wisdom saving throw or be magically charmed by Kas                target has disadvantage on attack rolls against all creatures
until Kas dies or until he is on a different plane of existence      except Kas and takes 11 (2d10) psychic damage each time it
from the target. The charmed target is under Kas’s control           attacks a creature other than Kas. Additionally, for the same
and can’t take reactions, and Kas and the target can commu-          duration, the target provokes opportunity attacks from Kas
nicate telepathically with each other over any distance.             even if it takes the Disengage action.
	 Kas’s Dominate Undead works even against undead that               Kas’s Jaunt (Costs 2 Actions). Kas magically teleports, along
are immune to the charmed condition, provided they aren’t a          with any equipment he is wearing or carrying, up to 60 feet to
lesser or greater deity.                                             an unoccupied space he can see.
Kas’s Recovery (Recharge 4 – 6). Kas regains 50 hit points and       Kas’s Recovery (Costs 2 Actions). Kas uses his Kas’s Recovery
is cured of all curses, diseases, and conditions affecting him.      action if he can.
Terrifying Howl. Kas releases a terrifying howl. Any beast,          Sword Attack (Costs 2 Actions). Kas moves up to his speed
humanoid, or undead within 300 feet of Kas and able to hear          and makes an attack with his Sword of Unbridled Fury.
                                                   Appendix B Monsters and NPCs                                                         183
                                                                                          Living Spell, Bigby's Hand
                            Kraken Priest                                                    ICEWIND DALE: RIME OF THE FROSTMAIDEN
                        MONSTERS OF THE MULTIVERSE
                                                                                   A living Bigby’s hand is a large, hovering hand of shim-
      A kraken can seem godlike to folk who have witnessed its                     mering translucent force. It often serves as a guardian,
      fury. Those who believe that its might comes from being a                    attacking creatures that cross its path while remaining
      divine entity and those who seek to appease the monster                      loyal to its caster.
      through its veneration sometimes find themselves infused
      with special abilities, to serve thereafter as kraken priests.
                                                                                    Living Bigby's Hand
                                                                                    Large Construct, Unaligned
       KRAKEN PRIEST
       Medium Monstrosity, Typically Chaotic Evil                                   Armor Class 20 (natural armor)
                                                                                    Hit Points 52 (5d10 + 25)
       Armor Class 15 (natural armor)                                               Speed 0 ft., fly 60 ft. (hover)
       Hit Points 75 (10d8 + 30)
       Speed 30 ft., swim 30 ft.                                                       STR         DEX            CON       INT      WIS       CHA
                                                                                      26 (+8)     10 (+0)        20 (+5)   1 (−5)   10 (+0)   1 (−5)
          STR         DEX          CON           INT        WIS        CHA
         12 (+1)     10 (+0)      16 (+3)      10 (+0)     15 (+2)    14 (+2)       Saving Throws Dex +2, Wis +2
                                                                                    Skills Perception +2, Stealth +2
       Skills Perception +5                                                         Damage Immunities poison
       Senses passive Perception 15                                                 Condition Immunities blinded, charmed, deafened,
       Languages any two languages                                                  exhaustion, frightened, paralyzed, petrified, poisoned,
                                                                                    unconscious
       Challenge 5 (1,800 XP)                           Proficiency Bonus +3
                                                                                    Senses darkvision 60 ft., passive Perception 12
                                                                                    Languages −
       Amphibious. The priest can breathe air and water.
                                                                                    Challenge 4 (1,100 XP)                 Proficiency Bonus +2
       Actions
       Multiattack. The priest makes two Thunderous Touch or                        Magical Essence. If the living spell is targeted by a dispel
       Thunderbolt attacks.                                                         magic cast using a spell slot of 5th level or higher, it is
                                                                                    instantly snuffed from existence. This can be discerned by
       Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,                any creature that makes a successful DC 15 Intelligence
       one target. Hit: 27 (5d10) thunder damage.                                   (Arcana) check.
       Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft.,                   Magic Resistance. The living spell has advantage on saving
       one target. Hit: 11 (2d10) lightning damage plus 11 (2d10)                   throws against spells and other magical effects.
       thunder damage, and the target is knocked prone.
                                                                                    Unusual Nature. The living spell doesn’t require air, food,
       Spellcasting. The priest casts one of the following spells,                  drink, or sleep.
       requiring no material components and using Wisdom as
       the spellcasting ability (spell save DC 13):                                 Actions
       At will: command, create or destroy water
                                                                                    Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one
       3/day each: control water, darkness, water breathing, water                  target. Hit: 26 (4d8 + 8) force damage. If the target is a
        walk                                                                        Large or smaller creature, the living spell can move it up
       1/day: Evard’s black tentacles                                               to 5 feet and move with it, without provoking opportunity
       Voice of the Kraken (Recharges after a Short or Long Rest).                  attacks.
       A kraken speaks through the priest with a thunderous voice                   Grasping Hand. The living spell attempts to grab a Huge or
       audible within 300 feet. Creatures of the priest’s choice that               smaller creature within 5 feet of it. The target must succeed
       can hear the kraken’s words (which are spoken in Abyssal,                    on a DC 15 Dexterity saving throw or be grappled (escape
       Infernal, or Primordial) must succeed on a DC 14 Charisma                    DC 15). Until the grapple ends, the target takes 15 (2d6 + 8)
       saving throw or be frightened for 1 minute. A frightened                     bludgeoning damage at the start of each of its turns. The
       target can repeat the saving throw at the end of each of its                 living spell can grapple only one creature at a time and can’t
       turns, ending the effect on itself on a success.                             use Force Fist until the grapple ends.
184                                                                  Appendix B Monsters and NPCs
 Living Spell, Blade of Disaster
           ICEWIND DALE: RIME OF THE FROSTMAIDEN
A living blade of disaster is a blade of disaster spell with
a wicked will of its own. It looks like a floating black
planar rift in the shape of a sword. Like a demon, it craves
destruction.
 Living Blade of Disaster
 Large Construct, Chaotic Evil
 Armor Class 14 (natural armor)
 Hit Points 67 (9d6 + 36)
 Speed 0 ft., fly 30 ft. (hover)
   STR           DEX          CON       INT      WIS       CHA
  10 (+0)       16 (+3)      19 (+4)   6 (−2)   10 (+0)   3 (−4)
 Damage Immunities poison; bludgeoning, piercing, and
 slashing from nonmagical attacks
 Condition Immunities blinded, deafened, exhaustion,
 grappled, paralyzed, petrified, poisoned, restrained,
 unconscious
 Senses darkvision 60 ft., passive Perception 10
 Languages −
 Challenge 8 (3,900 XP)                 Proficiency Bonus +3
 Magical Essence. If the living spell is targeted by a dispel
 magic cast using a spell slot of 9th level or higher, it is
 instantly snuffed from existence. This can be discerned by
 any creature that makes a successful DC 15 Intelligence
 (Arcana) check.
 Magic Resistance. The living spell has advantage on saving
 throws against spells and other magical effects.
 Unfettered. The living spell can move through any barrier,
 even a wall of magical force.
 Unusual Nature. The living spell doesn’t require air, food,
 drink, or sleep.
 Actions
 Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one
 target. Hit: 26 (4d12) force damage, unless the living spell
 rolled an 18 or higher on the d20 for the attack, in which
 case the attack is a critical hit that deals 78 (12d12) force
 damage instead.
 Reactions
 Preemptive Strike. The living spell makes a melee attack
 against a creature that starts its turn within 5 feet of the
 living spell.
                                                      Appendix B Monsters and NPCs   185
                  Madame Radanavich
                      MONSTERS OF THE MULTIVERSE
      Madame Radanavich is an elderly woman dressed in the
      traditional garb of the Vistani, though all the color has
      faded from it, leaving her clad in drab grays, whites, and
      blacks. Her hair is stark white, and her eyes are cloudy
      with age. As a warlock, she devoted herself to a vampiric
      patron. The powers that she received from her pact have
      only grown since she became the Darklord of Richten
      Haus. Although not prone to combat, she is a terrible foe if
      engaged.
      	 For more details regarding her background and person-
      ality see appendix A.
       Madame Radanavich                                                     Actions
       Medium Humanoid (Human, Warlock), Chaotic Neutral
                                                                             Multiattack. Madame Radanavich makes three Bloody Shiv
                                                                             attacks.
       Armor Class 13 (16 with mage armor)                                   Bloody Shiv. Melee or Ranged Weapon Attack: +7 to hit, reach
       Hit Points 221 (34d8 + 68)                                            5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing
       Speed 30 ft.                                                          damage plus 13 (4d6) necrotic damage.
                                                                             Blood Mist (1/Day). Madame Radanavich exudes a crimson
                                                                             red mist. All creatures within 30 feet of Madame Radanavich
          STR       DEX         CON        INT        WIS        CHA         of her choice must make a DC 18 Constitution saving throw.
         9 (−1)    16 (+3)     15 (+2)    12 (+1)    12 (+1)    20 (+5)      On a failed save, a creature takes 36 (8d8) necrotic damage.
                                                                             On a failed save, a creature takes half as much damage.
                                                                             Madame Radanavich gains temporary hit points equal to the
       Saving Throws Wis +6, Cha +10                                         total damage dealt. Undead and Constructs are immune to
       Skills Arcana +6, History +6                                          this attack.
       Damage Resistances necrotic, psychic; bludgeoning,                    Spellcasting. Madame Radanavich casts one of the following
       piercing, and slashing from nonmagical attacks                        spells, using Charisma as the spellcasting ability (spell save
                                                                             DC 18):
       Condition Immunities charmed, frightened
                                                                             At will: detect magic, mage armor (self only), mage hand, speak
       Senses darkvision 60 ft., passive Perception 11                        with dead
       Languages Common, Halfling, telepathy 30 ft.                          1/day each: Evard’s black tentacles, detect thoughts, true seeing
       Challenge 13 (10,000 XP)                Proficiency Bonus +5
                                                                             Bonus Actions
       Hungering Aura. At the start of each of Madame                        Misty Step. Madame Radanavich briefly turns into a blood
       Radanavich’s turns, each creature of her choice within 10             red mist, teleporting up to 30 feet to an unoccupied space
       feet of her must succeed on a DC 18 Constitution saving               that she can see.
       throw or take 20 (6d6) necrotic damage, provided Madame               Summon Undead (1/Day). Madame Radanavich magically
       Radanavich is not incapacitated.                                      summons three Radanavich ghouls. The summoned crea-
       Legendary Resistance (3/Day). If Madame Radanavich fails a            tures appear in unoccupied spaces within 60 feet of Madame
       saving throw, she can choose to succeed instead.                      Radanavich, whom they obey. They take their turns immedi-
       Regeneration. Madame Radanavich regains 10 hit points at              ately after Madame Radanavich. Each lasts for 1 hour, until it
       the start of her turn if she has at least 1 hit point. If Madame      or Madame Radanavich dies, or until the warlock dismisses it
       Radanavich takes radiant damage, this trait doesn’t function          as a bonus action.
       at the start of her next turn.
186                                                            Appendix B Monsters and NPCs
                    Magen, Demos
          ICEWIND DALE: RIME OF THE FROSTMAIDEN
Magen are magical, humanlike beings created by a wizard
spell, or other arcane means. Though magen look like
humanoids with green skin, they are constructs. When one
is wounded, its blood is seen to have the color and consis-
tency of mercury. When one is killed, its body disappears
in a burst of harmless fire with a cloud of smoke that
quickly dissipates.
	 Demos magen wear armor, wield weapons, and typically
serve as guards.
 Demos Magen
 Medium Construct, Unaligned
 Armor Class 16 (chain mail)
 Hit Points 51 (6d8 + 24)
 Speed 30 ft.
   STR         DEX         CON        INT      WIS       CHA
  14 (+2)     14 (+2)     18 (+4)   10 (+0)   10 (+0)   7 (−2)
 Damage Immunities poison
 Condition Immunities charmed, exhaustion, frightened,
 paralyzed, poisoned
 Senses passive Perception 10
 Languages Understands commands given by its creator but
 can’t speak
 Challenge 2 (450 XP)               Proficiency Bonus +2
 Fiery End. If the magen dies, its body disintegrates in a
 harmless burst of fire and smoke, leaving behind anything it
 was wearing or carrying.
 Magic Resistance. The magen has advantage on saving
 throws against spells and other magical effects.
 Undead Nature. The magen doesn’t require air, food, drink,
 or sleep.
 Actions
 Multiattack. The magen makes two Greatsword attacks.
 Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
 target. Hit: 9 (2d6 + 2) slashing damage.
 Light Crossbow. Ranged Weapon Attack: +4 to hit, range
 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
                                                    Appendix B Monsters and NPCs   187
                                    Miniamat
      Vecnan bioengineers tried multiple times to create an arti-
      ficial replicant of Tiamat. Although nominally successful,
      the replicated organism always inevitably turned upon its
      creators, destroying countless laboratories in the process.
      Success was eventually realized when the bioengineers
      added canine properties. And thus Miniamat was born.
      The Princess of Dragons is the size of a large bulldog. Her
      necks are proportionally shorter than they should be and
      her heads are vaguely canine shaped. When she speaks,
      shrill barks are intermixed amidst her otherwise impe-
      rious roars.
       Miniamat                                                                 Legendary Actions
       Small Dragon, Chaotic Evil
                                                                                Miniamat can take 5 legendary actions, choosing from the
                                                                                options below. Only one legendary action option can be used
       Armor Class 15 (natural armor)                                           at a time and only at the end of another creature’s turn. She
       Hit Points 170 (20d6 + 100)                                              regains spent legendary actions at the start of her turn.
       Speed 20 ft., fly 40 ft.                                                 	 Miniamat’s legendary actions are associated with her five
                                                                                dragon heads. Once Minimat chooses a legendary action
                                                                                option for one of her heads, she can’t choose another one
         STR          DEX            CON        INT      WIS        CHA         associated with that head until the start of her next turn.
        20 (+5)      10 (+0)        20 (+5)   10 (+0)   10 (+0)    10 (+0)      Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                                                Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) acid damage
                                                                                (black dragon head), lightning damage (blue dragon head),
       Saving Throws Str +10, Con +10                                           poison damage (green dragon head), fire damage (red
       Skills Perception +5                                                     dragon head), or cold damage (white dragon head).
       Damage Immunities acid, cold, fire, lightning, poison; blud-             Black Dragon Head: Acid Breath (Costs 2 Actions). Miniamat
       geoning, piercing, and slashing from nonmagical weapons                  breathes acid in a 30-foot line that is 5 feet wide. Each crea-
                                                                                ture in that line must make a DC 17 Dexterity saving throw,
       Senses darkvision 120 ft., passive Perception 15                         taking 22 (5d8) acid damage on a failed save, or half as much
       Languages Common, Draconic                                               damage on a successful one.
       Challenge 13 (10,000 XP)                Proficiency Bonus +5            Blue Dragon Head: Lightning Breath (Costs 2 Actions).
                                                                                Miniamat breathes lightning in a 30-foot line that is 5 feet
       Legendary Resistance (3/Day). If Miniamat fails a saving                 wide. Each creature in that line must make a DC 17 Dexterity
       throw, she can choose to succeed instead.                                saving throw, taking 22 (4d10) lightning damage on a failed
                                                                                save, or half as much damage on a successful one.
       Multiple Heads. Miniamat can take one reaction per turn,
       rather than only one per round. She also has advantage on                Green Dragon Head: Poison Breath (Costs 2 Actions).
       saving throws against being knocked unconscious. If she fails            Miniamat breathes poisonous gas in a 15-foot cone. Each
       a saving throw against an effect that would stun a creature,             creature in that area must make a DC 17 Dexterity saving
       one of her unspent legendary actions is spent.                           throw, taking 21 (6d6) poison damage on a failed save, or
                                                                                half as much damage on a successful one.
       Actions                                                                  Red Dragon Head: Fire Breath (Costs 2 Actions). Miniamat
                                                                                breathes fire in a 15-foot cone. Each creature in that area
       Multiattack. Miniamat makes two Claw attacks and one Tail                must make a DC 17 Dexterity saving throw, taking 24 (7d6)
       attack.                                                                  fire damage on a failed save, or half as much damage on a
       Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.          successful one.
       Hit: 12 (2d6 + 5) slashing damage.                                       White Dragon Head: Cold Breath (Costs 2 Actions). Miniamat
       Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.          breathes an icy blast in a 15-foot cone. Each creature in that
       Hit: 14 (2d8 + 5) bludgeoning damage.                                    area must make a DC 17 Dexterity saving throw, taking 22
                                                                                (5d8) cold damage on a failed save, or half as much damage
                                                                                on a successful one.
188                                                               Appendix B Monsters and NPCs
                      Mist Walker
Untold, half-formed evils lurk amid the Mists, the
yet-to-be-realized imaginings of the Dark Powers and
the remnants of ruined domains. While such nightmares
typically manifest as nothing more than impressions, whis-
pers, or vaporous visions amid the fog, mysterious eddies
in the Mists sometimes gather such evils, forcing them into
unique mist-shapen bodies untethered from the laws of
reason or reality.
 Mist Walker
 Medium Undead, Typically Neutral Evil
 Armor Class 13
 Hit Points 67 (9d8 + 27)
 Speed 0 ft., fly 30 ft. (hover)
    STR         DEX         CON           INT       WIS       CHA
   6 (-2)      16 (+3)     16 (+3)       12 (+1)   14 (+2)   15 (+2)
 Damage Resistances acid, cold, fire, lightning, thunder;
 bludgeoning, piercing, and slashing from nonmagical
 attacks that aren’t silvered
 Damage Immunities necrotic, poison
 Condition Immunities charmed, exhaustion, grappled, para-
 lyzed, petrified, poisoned, prone, restrained
 Senses darkvision 60 ft., passive Perception 12
 Languages the languages it knew in life
 Challenge 5 (1,800 XP)                  Proficiency Bonus +3
 Misty Form. The mist walker can occupy another creature’s
 space and vice versa. In addition, if air can pass through
 a space, the mist walker can pass through it without
 squeezing. Each foot of movement in water costs it 2 extra
 feet, rather than 1 extra foot. The mist walker can’t manip-
 ulate objects in any way that requires fingers or manual
 dexterity.
 Sunlight Sensitivity. While in sunlight, the mist walker
 has disadvantage on attack rolls, as well as on Wisdom
 (Perception) checks that rely on sight.
 Unusual Nature. The mist walker doesn’t require air, food,
 drink, or sleep.
 Actions
 Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one
 creature. Hit: 21 (4d8 + 3) necrotic damage. The target
 must succeed on a DC 14 Constitution saving throw or its
 hit point maximum is reduced by an amount equal to the
 damage taken. This reduction lasts until the target finishes
 a long rest. The target dies if this effect reduces its hit point
 maximum to 0.
 Create Mist Walker (1/Day). The mist walker targets a
 humanoid within 10 feet of it that has been dead for no
 longer than 1 minute and died violently. The target’s spirit
 rises as a mist walker in the space of its corpse or in the
 nearest unoccupied space.
                                                         Appendix B Monsters and NPCs   189
                  Muiral the Misshapen
                  WATERDEEP: DUNGEON OF THE MAD MAGE
      Muiral was an accomplished human warrior who long
      served as Halaster’s bodyguard. His descent into madness
      began when he asked the Mad Mage to tutor him in the
      wizardly arts. Muiral learned enough magic to trans-
      form himself into a half-scorpion monstrosity, becoming
      known as Muiral the Misshapen. Years later Muiral
      betrayed Halaster, turning on his former master. In turn,
      he was banished from Undermountain. He now dwells
      in the Hosttower of the Arcane as part of the Arcane
      Brotherhood.
       Muiral                                                                       Power Spark (Recharge 4–6). Muiral creates a magical burst
                                                                                    of electricity centered on a point he can see within 120 feet
       Large Monstrosity (Wizard), Chaotic Evil
                                                                                    of him. Each creature in a 20-foot-radius sphere centered on
                                                                                    that point must make a DC 17 Dexterity saving throw, taking
       Armor Class 16 (natural armor)                                               28 (8d6) lightning damage on a failed save, or half as much
       Hit Points 195 (23d10 +69)                                                   damage on a successful one.
       Speed 50 ft.                                                                 Spellcasting. Muiral casts one of the following spells, using
                                                                                    Intelligence as the spellcasting ability (spell save DC 17):
                                                                                    At will: detect magic, mage hand, prestidigitation
         STR           DEX         CON             INT       WIS        CHA
                                                                                    2/day each: cloud kill, contagion, teleport
        19 (+4)       11 (+0)     16 (+3)         18 (+4)   13 (+1)    18 (+4)
                                                                                    1/day each: Mordenkainen’s sword, prismatic spray, wall of force
       Saving Throws Con +8, Int +9                                                 Reactions
       Skills Arcana +9, Athletics +9, Perception +6, Stealth +5                    Negate Spell (Recharge 5–6). Muiral tries to interrupt a spell
       Senses darkvision 120 ft., passive Perception 16                             he sees a creature casting within 60 feet of him. If the spell is
                                                                                    3rd level or lower, the spell fails and has no effect. If the spell
       Languages Common, Draconic, Dwarvish, Elvish, Goblin,                        is 4th level or higher, Muiral makes an Intelligence check
       Undercommon                                                                  against a DC of 10 + the spell’s level. On a success, the spell
       Challenge 13 (10,000 XP)                 Proficiency Bonus +5               fails and has no effect.
       Legendary Resistance (3/Day). If Muiral fails a saving throw,                Legendary Actions
       he can choose to succeed instead.                                            Muiral can take 3 legendary actions, choosing from the
                                                                                    options below. Only one legendary action option can be
       Actions                                                                      used at a time and only at the end of another creature’s turn.
       Multiattack. Muiral makes two Longsword attacks and one                      Muiral regains spent legendary actions at the start of his
        Sting attack.                                                               turn.
       Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one                  Poison Spray. Muiral shoots a spray of toxic poison from
       target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4)                  his tail at a single creature within 30 feet. That creature
       slashing damage if used with two hands.                                      must make a DC 17 Constitution saving throw or take 3d12
                                                                                    damage.
       Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
       Hit: 9 (1d10 + 4) piercing damage. The target must make                      Lunging Attack (Costs 2 Actions). Muiral makes one long-
       a DC 16 Constitution saving throw, taking 27 (6d8) poison                    sword attack that has a reach of 10 feet.
       damage on a failed save, or half as much damage on a                         Retreating Strike (Costs 3 Actions). Muiral moves up to his
       successful one.                                                              speed without provoking opportunity attacks. Before the
                                                                                    move, he can make one longsword attack.
190                                                                   Appendix B Monsters and NPCs
                       Necrosphinx
    ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
Powerful necromancers or undead who seek to acquire
divine relics may find themselves facing a sphinx. If they
manage the astounding feat of slaying the sphinx, the
carcass of the dead creature might prove as valuable as
the relics they sought – or perhaps even more so to the
right buyer. While only a learned necromancer will likely
be aware of the ancient ritual, a sphinx can be granted
undeath and given new purpose if the need or desire to do
so arises.
 Necrosphinx                                                           Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
                                                                       Hit: 17 (2d10 + 6) necrotic damage.
 Large Undead, Lawful Evil
                                                                       Riddle. The necrosphinx mentally targets all creatures within
 Armor Class 20 (natural armor)                                        120 feet of it that are infected with mind necrosis. Each target
                                                                       must make a DC 18 Intelligence saving throw, taking 19
 Hit Points 345 (22d10 + 210)                                          (3d12) psychic damage on a failed save, or half as much on a
 Speed 40 ft., fly 60 ft.                                              successful one.
                                                                       Necrotic Roar (3/Day). The necrosphinx emits a magical
                                                                       roar. Each time it roars before finishing a long rest, the roar
   STR          DEX           CON        INT      WIS       CHA        is louder and the effect is different, as detailed below. Each
  23 (+6)      10 (+0)       22 (+6)   16 (+3)   18 (+4)   20 (+5)     creature within 500 feet of the necrosphinx and able to hear
                                                                       the roar must make a saving throw.
 Saving Throws Dex +6, Con +12, Int +9, Wis +10                           First Roar. Each creature that fails a DC 18 Wisdom saving
                                                                          throw is frightened for 1 minute. A frightened creature can
 Skills Arcana +9, Perception +10, Religion +15                           repeat the saving throw at the end of each of its turns,
 Damage Immunities necrotic, poison, psychic; bludgeoning,                ending the effect on itself on a success.
 piercing, and slashing damage from nonmagical attacks.                   Second Roar. Each creature that fails a DC 18 Wisdom
 Condition Immunities charmed, exhaustion, frightened,                    saving throw is deafened and frightened for 1 minute. A
 poisoned                                                                 frightened creature is paralyzed and can repeat the saving
 Senses truesight 120 ft., passive Perception 20                          throw at the end of each of its turns, ending the effect on
                                                                          itself on a success.
 Languages Common, Sphinx
                                                                          Third Roar. Each creature makes a DC 18 Constitution
 Challenge 20 (25,000 XP)                 Proficiency Bonus +6           saving throw. On a failed save, a creature takes 26 (4d12)
                                                                          psychic damage, falls asleep, and remains unconscious for
 Inscrutable. The necrosphinx is immune to any effect that                1 minute. The target awakens if it takes damage or another
 would sense its emotions or read its thoughts, as well as                creature takes an action to wake it. This roar has no effect
 any divination spell that it refuses. Wisdom (Insight) checks            on constructs and undead. On a successful save, a crea-
 made to ascertain the necrosphinx’s intentions or sincerity              ture takes half as much damage and doesn’t fall asleep.
 have disadvantage.
 Legendary Resistance (3/Day). If the necrosphinx fails a
                                                                       Legendary Actions
 saving throw, it can choose to succeed instead.                       The necrosphinx can take 3 legendary actions, choosing from
 Mind Necrosis. Whenever the necrosphinx deals damage to a             the options below. Only one legendary action option can be
 creature, the creature must succeed on a DC 18 Intelligence           used at a time and only at the end of another creature’s turn.
 saving throw or be cursed with mind necrosis. While cursed,           The necrosphinx regains spent legendary actions at the start
 a creature is vulnerable to psychic damage and has disad-             of his turn.
 vantage on saving throws against the necrosphinx’s Necrotic           Claw. The necrosphinx makes a claw attack.
 Roar. The curse lasts until removed.                                  Riddle (Costs 2 Actions). The necrosphinx uses its Riddle
 Actions                                                               action.
                                                                       Teleport (Costs 2 Actions). The necrosphinx magically tele-
 Multiattack. The necrosphinx makes three Claw attacks.                ports, along with any equipment it is wearing or carrying, up
                                                                       to 120 feet to an unoccupied space it can see.
                                                       Appendix B Monsters and NPCs                                                       191
                                Nemhain
          ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
      Nemhains are a type of spirit created, not by accident,
      but rather by purpose. These terrible haunts are born of
      rituals so foul that most necromancers refuse to speak of
      them. Part of these unspoken rituals involves the sacrifice
      of those closest to the target, binding their souls forever to
      the nemhain. Once the ritual is completed the target’s soul,
      no matter how pure it might have once been, inevitably
      turns dark and twisted.
       Nemhain                                                              Actions
       Medium Undead, Neutral Evil
                                                                            Languishing Touch. Melee Weapon Attack: +10 to hit, reach
                                                                            5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage plus 18
       Armor Class 18 (natural armor)                                       (4d8) cold damage. The target must succeed on a DC 17
       Hit Points 161 (17d8 + 85)                                           Constitution saving throw or have its proficiency bonus
       Speed 0 ft., fly 40 (hover)                                          reduced by 1. The reduction lasts until the target finishes a
                                                                            short or long rest, or until cured by a greater restoration or
                                                                            wish spell.
          STR        DEX         CON        INT      WIS        CHA         Etherealness. The nemhain enters the Ethereal Plane from
         7 (-2)     19 (+4)     20 (+5)   10 (+0)   12 (+1)    19 (+4)      the Material Plane, or vice versa. It is visible on the Material
                                                                            Plane while it is in the Border Ethereal, and vice versa, yet it
                                                                            can’t affect or be affected by anything on the other plane.
       Saving Throws Dex +9, Int +5, Wis +6, Cha +9                         Spellcasting.The nemhain casts one of the following spells,
       Skills Insight +6, Intimidation +9, Perception +6, Religion +5       requiring no material components and using Intelligence as
                                                                            the spellcasting ability (spell save DC 17):
       Damage Resistances psychic; bludgeoning, piercing, and
       slashing damage from nonmagical weapons                              At will: invisibility, speak with dead
       Damage Immunities necrotic, poison                                   2/day each: telekinesis
       Condition Immunities charmed, exhaustion, frightened, grap-          1/day each: anti-life shell, wall of force
       pled, paralyzed, petrified, poisoned, prone, restrained              Spirit Barrage (Recharge 5–6). The nemhain momentarily
       Senses darkvision 120 ft., passive Perception 22                     releases her bound spirits in a vicious torrent that fills a
                                                                            60-foot cone before each spirit returns to the nemhain. Each
       Languages the languages it knew in life                              creature in that area must make a DC 17 Constitution saving
       Challenge 13 (10,000 XP)                 Proficiency Bonus +5       throw, taking 36 (8d8) necrotic damage on a failed save, or
                                                                            half as much on a successful one.
       Bound Spirits. The area within 15 feet of the nemhain is
       filled with swirling, malicious spirits. Creatures other than        Bonus Actions
       Constructs and Undead spend two feet of movement for                 Spirit Scout. The nemhain commands one of the countless
       every foot moved within the area. Additionally, when such a          spirits surrounding it to break away or commands a spirit
       creature enters the area for the first time on a turn or starts      that has already broken away. The spirit moves up to 40 feet
       its turn there, it must make a DC 17 Wisdom saving throw,            in a direction of the nemhain’s choice. There is no limit to
       taking 18 (4d8) necrotic damage on a failed save, or half as         how far away from nemhain the spirit can move, but it can’t
       much on a successful one.                                            enter another plane of existence. The nemhain mentally
       Ethereal Sight. The nemhain can see 60 feet into the Ethereal        receives visual information from the spirit, which has normal
       Plane when it is on the Material Plane, and vice versa.              vision and darkvision out to 120 feet. The spirit can look in
       Magic Resistance. The nemhain has advantage on saving                every direction.
       throws against spells and other magical effects.                     	 The spirit has the statistics of a ghost, except that it is Tiny,
       Profane Regeneration. The nemhain regains 20 hit points at           has 25 hit points, and cannot take any actions. If the spirit is
       the start of its turn and it ignores any damage that reduces         reduced to 0 hit points, it instantly returns to the nemhain.
       it to 0 hit points unless it is from a critical hit or radiant
       damage.                                                              Reactions
       Rejuvenation. If the nemhain dies and has a ritual object            Spectral Rebuke. When the nemhain takes damage from a
       (usually a monolith, statue, or similar object), it gains a new      creature it can see within 60 feet of it, the nemhain can force
       body in 1d10 days, regaining all its hit points and becoming         that creature to make a DC 17 Constitution saving throw. On
       active again. The new body appears within 5 feet of the ritual       a failed save, the creature takes 11 (2d10) necrotic damage.
       object.
192                                                           Appendix B Monsters and NPCs
                          Ogrémoch
                   PRINCES OF THE APOCALYPSE
The Prince of Evil Earth is Ogrémoch, the Mountain
that Walks. His natural form is a shambling, 50-foot-
tall colossus of rock, with crystal growths embedded
throughout his body. When he bothers to speak, his voice
sounds like grinding stones.
	 Ogrémoch is a miser who regards all the resources
and treasures found in the ground as his own. He holds
nothing but contempt for mortals (or any other denizens
of the Material Plane) and desires nothing more than to
crush and subjugate whomever he encounters. What he
can’t crush, he endures and outlasts.
 Ogrémoch                                                             Hit: 30 (4d10 + 8) bludgeoning damage.
 Gargantuan Elemental, Neutral Evil                                   Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft., one
                                                                      target. Hit: 46 (7d10 + 8) bludgeoning damage. If the target is
 Armor Class 20 (natural armor)                                       a creature, it must succeed on a DC 23 Strength saving throw
                                                                      or be knocked prone.
 Hit Points 526 (27d20 + 243)
                                                                      Spellcasting. Ogrémoch’s spellcasting ability is Charisma
 Speed 50 ft., burrow 50 ft.                                          (spell save DC 20). He can cast the following spells, requiring
                                                                      no material components:
   STR          DEX         CON         INT      WIS       CHA        At will: meld into stone, move earth, wall of stone
  26 (+8)      11 (+0)     28 (+9)    11 (+0)   15 (+2)   22 (+6)     Summon Elemental (1/Day). Ogrémoch summons up to
                                                                      three earth elementals and loses 30 hit points for each
                                                                      elemental he summons. Summoned elementals have
 Saving Throws Str +14, Con +15, Wis +8                               maximum hit points, appear within 100 feet of Ogrémoch,
 Damage Resistances bludgeoning, piercing, and slashing               and disappear if Ogrémoch is reduced to 0 hit points.
 damage from nonmagical weapons.                                      Legendary Actions
 Damage Immunities poison
                                                                      Ogrémoch can take 3 legendary actions, choosing from the
 Condition Immunities charmed, frightened, paralyzed, petri-          options below. Only one legendary action option can be
 fied, poisoned, prone                                                used at a time and only at the end of another creature’s turn.
 Senses blindsight 120 ft., tremorsense 120 ft., passive              Ogrémoch regains spent legendary actions at the start of his
 Perception 12                                                        turn.
 Languages Common, Terran                                             Illuminating Crystals. Ogrémoch’s crystalline protrusions
 Challenge 20 (24,500 XP)                Proficiency Bonus +6        flare. Each creature within 30 feet of Ogrémoch becomes
                                                                      outlined in orange light, shedding dim light in a 10-foot
                                                                      radius. Any attack roll against an affected creature has advan-
 Empowered Attack. Ogrémoch’s slam attacks are treated as             tage if the attacker can see it, and the affected creature can’t
 magical and adamantine for the purpose of bypassing resis-           benefit from being invisible.
 tance and immunity to nonmagical weapons.
                                                                      Stomp (Costs 2 Actions). Ogrémoch stomps the ground,
 Legendary Resistance (3/Day). If Ogrémoch fails a saving             creating an earth tremor that extends in a 30-foot-radius.
 throw, he can choose to succeed instead.                             Other creatures standing on the ground in that radius must
 Magic Resistance. Ogrémoch has advantage on saving                   succeed on a DC 23 Dexterity saving throw or fall prone.
 throws against spells, and other magical effects.                    Create Gargoyle. (Costs 3 Actions). Ogrémoch’s hit points
 Siege Monster. Ogrémoch deals double damage to objects               are reduced by 50 as he breaks off a chunk of his body and
 and structures with his melee and ranged weapon attacks.             places it on the ground in an unoccupied space within 15
                                                                      feet of him. The chunk of rock instantly transforms into a
 Actions                                                              gargoyle and acts on the same initiative count as Ogrémoch.
 Multiattack. Ogrémoch makes two Slam attacks.                        Ogrémoch can’t use this action if he has 50 hit points or
                                                                      fewer. The gargoyle obeys Ogrémoch’s commands and fights
 Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.     until destroyed.
                                                      Appendix B Monsters and NPCs                                                       193
                                 Phesteus
      Phesteus is the lead bioengineer and the creator of
      artificially accelerated organisms. The gnome wears full
      mechanized battle armor and a spherical helmet of tinted
      glass that hides his features. His research is his single-
      minded passion, and because of this he spends all of his
      time working obsessively in his laboratory.
       Phesteus
       Small Humanoid (Gnome, Artificer), Lawful Evil
       Armor Class 23 (infused +2 plate and infused +1 shield)
                                                                                                          Quickling
       Hit Points 140 (40d8 - 40)
       Speed 30 ft.
          STR         DEX         CON         INT        WIS        CHA         Quicklings rocket through haunting, twisted forests where
                                                                                the unseelie fey hold sway, both in the Feywild and in the
         8 (−1)      14 (+2)      8 (−1)     22 (+6)    14 (+2)    14 (+2)      world. Racing faster than the eye can track, each appears
                                                                                as little more than a blurry wavering in the air.
       Saving Throws Str +5, Dex +8, Con +11, Int +18, Wis +8, Cha              	 A quickling is a small, slender fey, similar to a miniature
       +8                                                                       elf with sharp, feral features. Its cold, cruel eyes gleam like
       Skills Investigation +12, Medicine +8, Perception +8                     jewels.
       Senses darkvision 60 ft., passive Perception 18
       Languages Common, Gnomish
       Challenge 17 (10,000 XP)               Proficiency Bonus +6              Quickling
                                                                                 Tiny Fey, Chaotic Evil
       Helm of Awareness. Phesteus has advantage on initiative
       rolls. In addition, he can’t be surprised, provided he isn’t              Armor Class 16
       incapacitated.                                                            Hit Points 10 (3d4 + 3)
       Legendary Resistance (1/Day). If Phesteus fails a saving                  Speed 120 ft.
       throw, he can choose to succeed instead.
       Actions                                                                      STR          DEX       CON        INT      WIS       CHA
       Multiattack. Pheseus makes two Percussive Strike attacks                    4 (−3)       23 (+6)   13 (+1)   10 (+0)   12 (+1)   7 (−2)
       and one Antimatter Rifle attack or three Antimatter Rifle
       attacks.
       Percussive Strike. Melee Weapon Attack: +12 to hit, reach 5               Skills Acrobatics +8, Sleight of Hand +8, Stealth +8,
       ft., one target. Hit: 29 (5d8 + 6) thunder damage and the                 Perception +5
       target is pushed 20 feet away from Phesteus. The target                   Senses darkvision 60 ft., passive Perception 15
       must also make a successful DC 20 Strength saving throw                   Languages Common, Sylvan
       or be knocked prone.                                                      Challenge 1 (200 XP)                   Proficiency Bonus +2
       Antimatter Rifle. Ranged Weapon Attack: +12 to hit, range
       120/360 ft., one target. Hit: 33 (6d8+6) necrotic damage.                 Blurred Movement. Attack rolls against the quickling have
       Spellcasting. Phesteus casts one of the following spells,                 disadvantage unless the quickling is incapacitated or
       using Intelligence as the spellcasting ability (spell save DC             restrained.
       20):                                                                      Evasion. If the quickling is subjected to an effect that allows
       At will: detect magic, mage hand, prestidigitation,                       it to make a Dexterity saving throw to take only half damage,
        thunderwave                                                              it instead takes no damage if it succeeds on the saving
       3/day: lightning bolt                                                     throw, and only half damage if it fails.
       1/day each: animate objects, Bigby’s hand, wall of force
                                                                                 Actions
       Reactions                                                                 Multiattack. The quickling makes three Dagger attacks.
       Soul of Artifice (3/Day). If Phesteus is reduced to 0 hit                 Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5
       points, he can use his reaction to drop to 1 hit point instead            ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing
       of 0.                                                                     damage.
194                                                               Appendix B Monsters and NPCs
               Radanovich Ghoul
These wretched, feral creatures look like ordinary ghouls;
however, they are garbed in the torn clothing of the Vistani.
These ghouls were once part of Madame Radanavich’s
band of brigands. Whereas previously they preyed meta-
phorically on the weak, these predatorial urges are now
manifested more literally.
 Radanovich Ghoul
 Medium Undead, Chaotic Evil
 Armor Class 14
 Hit Points 72 (16d8)
 Speed 30 ft.
   STR         DEX         CON       INT      WIS       CHA
  16 (+3)     18 (+4)     10 (+0)   7 (−2)   10 (+0)   6 (−2)
 Damage Resistances necrotic
 Damage Immunities poison
 Condition Immunities charmed, exhaustion, poisoned
 Senses darkvision 60 ft., passive Perception 10
 Languages Common
 Challenge 4 (1,100 XP)                 Proficiency Bonus +2
 Blurred Movement. Attack rolls against the quickling have
 disadvantage unless the quickling is incapacitated or
 restrained.
 Evasion. If the quickling is subjected to an effect that allows
 it to make a Dexterity saving throw to take only half damage,
 it instead takes no damage if it succeeds on the saving
 throw, and only half damage if it fails.
 Actions
 Multiattack. The Radanavich ghoul makes one Bite attack
 and two Claw attacks.
 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one crea-
 ture. Hit: 11 (2d6 + 4) piercing damage.
 Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
 Hit: 9 (2d4 + 4) slashing damage. If the target is a creature
 other than an elf or undead, it must 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.
                                                   Appendix B Monsters and NPCs   195
                                  Rezmir
                       HOARD OF THE DRAGON QUEEN
      Rezmir is a tall, imposing dark-scaled humanoid with
      draconic features. She wears rich purple robes embroi-
      dered with gold and wields an equally dark, serrated
      greatsword. At most times her features are hidden behind
      an ebony skull mask with curved, protruding horns.
      Rezmir is the anointed Black Wyrmspeaker, one of five
      such speakers that sit atop the hierarchy of the Cult of the
      Dragon. Because of her position she commands unques-
      tioning obedience from all cultists, as well as begrudging
      respect from most dragons.
       Rezmir                                                                      while wearing the Black Dragon Mask, she can choose to
                                                                                   succeed instead.
       Medium Humanoid (Half-Black Dragon), Neutral Evil
                                                                                   Actions
       Armor Class 13 (15 with the Black Dragon Mask)
       Hit Points 90 (12d8 + 36)                                                   Hazirawn (Greatsword). Melee Weapon Attack: +9 to hit,
                                                                                   reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus
       Speed 30 ft.                                                                7 (2d6) necrotic damage. If the target is a creature, it can’t
                                                                                   regain hit points for 1 minute. The target can make a DC 15
                                                                                   Constitution saving throw at the end of each of its turns,
         STR         DEX         CON          INT           WIS        CHA         ending this effect early on a success.
        18 (+4)     16 (+3)     16 (+3)     15 (+2)        12 (+1)    14 (+2)      Caustic Bolt. Ranged Weapon Attack: +8 to hit, range 90 ft.,
                                                                                   one target. Hit: 18 (4d8) acid damage.
       Saving Throws Dex +6, Wis +4                                                Acid Breath (Recharge 5 − 6). Rezmir breathes acid in a
                                                                                   30-foot line that is 5 feet wide. Each creature in the line
       Skills Arcana +5, Stealth +9                                                must make a DC 14 Dexterity saving throw, taking 22 (5d8)
       Damage Immunities acid                                                      acid damage on a failed save, or half as much damage on a
       Condition Immunities charmed, frightened                                    successful one.
       Senses blindsight 10 ft., darkvision 120 ft., passive Perception
       11                                                                          Legendary Actions
       Languages Common, Draconic, Infernal, Giant, Netherese                      If she is wearing the Black Dragon Mask, Rezmir can take up
                                                                                   to two legendary actions between each of her turns, taking
       Challenge 7 (2,900 XP)                    Proficiency Bonus +3             the actions all at once or spreading them over the round.
                                                                                   A legendary action can be taken only at the start or end of
       Special Equipment. Rezmir has the Black Dragon Mask and                     a turn. Rezmir has the following legendary action options,
       Hazirawn (appendix D).                                                      some of which expend more than one action when taken:
       Amphibious. Rezmir can breathe air and water.                               Attack. Rezmir makes one Greatsword attack.
       Dark Advantage. Once per turn, Rezmir can deal an extra 10                  Hide. Rezmir takes the Hide action.
       (3d6) damage when she hits with a weapon attack, provided                   Darkness (Costs 2 Actions). A 15-foot radius of magical
       Rezmir has advantage on the attack roll.                                    darkness extends from a point Rezmir can see within 60 feet
       Draconic Majesty. While wearing no armor and wearing the                    of her and spreads around corners. The darkness lasts as
       Black Dragon Mask, Rezmir adds her Charisma bonus to her                    long as Rezmir maintains concentration, up to 1 minute. A
       AC (included).                                                              creature with darkvision can’t see through this darkness, and
       Immolation. When Rezmir is reduced to 0 hit points, her                     no natural light can illuminate it. If any of the area overlaps
       body disintegrates into a pile of ash.                                      with an area of light created by a spell of 2nd level or lower,
                                                                                   the spell creating the light is dispelled.
       Legendary Resistance (1/Day). If Rezmir fails a saving throw
196                                                                  Appendix B Monsters and NPCs
                         Salizarr
Salizarr is a meazel ghoul that exhibits multiple person-
alities, all of which are serial killers. His most common
personalities include the Closet Man, Old Scurvy Jake,
Them, and He Who Bends Men. Each personality has a
different hunting ground and hunting style. The personali-
ties are deeply distrustful of one another, arguing amongst
themselves aloud anytime Salizarr speaks with another
living being.
 Salizarr
 Medium Undead, Neutral Evil
 Armor Class 14                                                      Actions
 Hit Points 72 (16d8)                                                Multiattack. Salizaar makes two Claw attacks and a Garrote
 Speed 30 ft.                                                        attack.
                                                                     Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one crea-
                                                                     ture. Hit: 12 (2d6 + 5) slashing damage. If the target is a
   STR         DEX         CON        INT      WIS       CHA         creature other than an elf or undead, it must succeed on a
  11 (+0)     20 (+5)     14 (+2)   14 (+2)   13 (+1)   10 (+0)      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.
 Saving Throws Dex +9, Int +6                                        Garrote. Melee Weapon Attack: +9 to hit, reach 5 ft., one
 Skills Acrobatics +9, Deception +4, Perception +4, Stealth +13      target of Salizarr’s size or smaller. Hit: 8 (1d6 + 5) blud-
                                                                     geoning damage, and the target is grappled (escape DC 17
 Damage Resistances necrotic                                         with disadvantage). Until the grapple ends, the target takes
 Damage Immunities poison                                            19 (4d6 + 5) bludgeoning damage at the start of each of
 Condition Immunities charmed, exhaustion, poisoned                  Salizarr’s turns. Salizarr can’t make weapon attacks while
 Senses darkvision 120 ft., passive Perception 11                    grappling a creature in this way.
 Languages Common                                                    Shadow Teleport (Recharge 5 − 6). Salizarr, any equipment he
                                                                     is wearing or carrying, and any creature he is grappling tele-
 Challenge 12 (8,400 XP)                 Proficiency Bonus +4       port to an unoccupied square within 500 feet of it, provided
                                                                     that the starting space and the destination are in dim light or
 Assassinate. During his first turn, Salizarr has advantage on       darkness. The destination must be a place Salizarr has seen
 attack rolls against any creature that hasn’t taken a turn. Any     before, but it need not be within line of sight. If the destina-
 hit scored against a surprised creature is a critical hit.          tion space is occupied, the teleportation leads to the nearest
 Evasion. If Salizarr is subjected to an effect that allows him      unoccupied space.
 to make a Dexterity saving throw to take only half damage,          	 Any other creature Salizarr teleports becomes cursed for 1
 Salizarr instead takes no damage if he succeeds on the              hour or until the curse is ended by remove curse or greater
 saving throw, and only half damage if he fails.                     restoration. Until the curse ends, every Undead and every
 Sneak Attack. Once per turn, Salizarr deal an extra 17 (5d6)        creature native to the Shadowfell within 300 feet of the
 damage when he hits a target with a weapon attack and has           cursed creature can sense it, which prevents that creature
 advantage on the attack roll, or when the target is within 5        from hiding from them.
 feet of an ally of Salizarr that isn’t incapacitated and Salizaar
 doesn’t have disadvantage on the attack roll.                       Bonus Actions
 Turn Resistance. Salizarr has advantage on saving throws            Shadow Stealth. While in dim light or darkness, Salizarr
 against any effect that turns undead.                               takes the Hide action.
                                                    Appendix B Monsters and NPCs                                                        197
                               Scaladar
                  WATERDEEP: DUNGEON OF THE MAD MAGE
      Scaladar are constructs created by Trobriand, one of
      Halaster’s former apprentices. They move and attack like
      giant scorpions, grabbing prey with two large pincer claws
      and delivering a deadly pulse of lightning with their metal
      stinger tails.
       Scaladar
       Huge Construct, Unaligned
       Armor Class 19 (natural armor)
       Hit Points 94 (7d12 + 49)
       Speed 30 ft., climb 20 ft.
         STR         DEX            CON       INT      WIS         CHA
        19 (+4)     10 (+0)        25 (+7)   1 (−5)   12 (+1)     1 (−5)
       Damage Resistances fire; bludgeoning, piercing, and
       slashing from nonmagical attacks
       Damage Immunities force, lightning, poison
       Condition Immunities charmed, paralyzed, poisoned
       Senses darkvision 60 ft., passive Perception 11
       Languages --
       Challenge 8 (8,900 XP)                 Proficiency Bonus +3
       Lightning Absorption. Whenever the scaladar is subjected to
       lightning damage, it takes no damage, and its string deals
       an extra 11 (2d10) lightning damage until the end of its next
       turn.
       Scaladar Link. The scaladar knows the location of other
       scaladar within 100 feet of it, and it can sense when any of
       them take damage.
       Actions
       Multiattack. The scaladar makes two Claw attacks and one
       Sting attack.
       Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one
       target. Hit: 10 (1d12 +4) bludgeoning damage, and the target
       is grappled (escape DC 15). The scaladar has two claws,
       each of which can grapple one target.
       Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one
       target. Hit: 9 (1d10 +4) piercing damage plus 11 (2d10) light-
       ning damage.
198                                                             Appendix B Monsters and NPCs
                       Scarab Lord
     ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
A scarab lord is composed entirely of undead scarabs that
are magically bound to the skull of a humanoid. The ritual
used to create a scarab lord involves a life-draining process
that infuses scarabs with undeath. These undead beetles
eat away at the flesh and bone of the person conducting
the ritual, leaving behind only their skull and a twisted
sentience.
 Scarab Lord                                                                 within 5 feet of it takes 10 (4d4) piercing damage plus 7 (2d6)
                                                                             necrotic damage and must make a DC 19 Constitution saving
 Large Swarm of Tiny Undead, Lawful Neutral or Lawful Evil
                                                                             throw or be poisoned for 1 minute. In addition, the scarab
                                                                             lord can enter a hostile creature’s space and stop there. The
 Armor Class 11 (natural armor)                                              first time it enters a creature’s space on its turn, that creature
 Hit Points 210 (20d10 + 100)                                                takes 10 (4d4) piercing damage plus 7 (2d6) necrotic damage
 Speed 40 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (hover)               and must make a DC 19 Constitution saving throw or be
                                                                             poisoned for 1 minute.
                                                                             	 The target loses any damage resistances it has while
   STR          DEX         CON          INT         WIS         CHA         poisoned by the scarab lord. The target can repeat the saving
  16 (+3)      16 (+3)     21 (+5)      12 (+1)     20 (+5)     18 (+4)      throw at the end of each of its turns, ending the effect on
                                                                             itself on a success.
                                                                             Turn Immunity. The scarab lord is immune to effects that
 Skills Intimidation +10, Perception +11                                     turn undead.
 Damage Resistances bludgeoning, necrotic, piercing, poison,
 psychic, slashing                                                           Actions
 Condition Immunities charmed, frightened, paralyzed, petri-                 Multiattack. The scarab lord makes two attacks that can be
 fied, prone, restrained, stunned                                            any combination of a Thousand Bites and Cursed Kris.
 Senses darkvision 120 ft., passive Perception 21                            A Thousand Bites. Melee Weapon Attack: +9 to hit, reach
 Languages whatever languages it knew in life                                5 ft., one target. Hit: 18 (6d4 + 3) piercing damage plus 14
 Challenge 20 (25,000 XP)                Proficiency Bonus +3               (4d6) necrotic damage. If the target is a creature, it must
                                                                             make a DC 19 Constitution saving throw or be poisoned for 1
                                                                             minute. The target loses any damage resistances it has while
 Immutable Form. The scarab lord is immune to any spell or                   poisoned by the scarab lord. The target can repeat the saving
 effect that would alter its form.                                           throw at the end of each of its turns, ending the effect on
 Magic Resistance. The scarab lord has advantage on saving                   itself on a success.
 throws against spells and other magical effects.                            Cursed Kris. Melee Weapon Attack: +9 to hit, reach 5 ft., one
 Swarm Form. The scarab lord can move through a space                        target. Hit: 5 (1d4 + 3) piercing damage, and the target must
 as narrow as 1 foot wide without squeezing. A creature that                 succeed on a DC 19 Wisdom saving throw or become cursed.
 touches the scarab lord or hits it with a melee attack while                While cursed, the target has disadvantage on Constitution
                                                                             saving throws. A remove curse spell ends this effect.
                                                             Appendix B Monsters and NPCs                                                         199
                         Scarab Swarm
                    VAN RICHTEN’S GUIDE TO RAVENLOFT
      Base creatures are among the first to respond to sinister
      forces at work in a land. As nefarious powers grip an area,
      populations of maggots, scarabs, and similar scavenging
      insects explode and become aggressive. Such swarms
      crawl about in a vaguely bipedal shape while making skit-
      tering noises that sound like whispered chanting.
       Scarab Swarm
       Medium Swarm of Tiny Beasts
       Armor Class 13 (natural armor)
       Hit Points 27 (5d8 + 5)
       Speed 30 ft., burrow 30 ft., climb 30 ft.
          STR        DEX         CON       INT      WIS         CHA
         3 (−4)     14 (+2)     13 (+1)   1 (−5)   12 (+1)     1 (−5)
       Damage Resistances bludgeoning, piercing, slashing
       Condition Immunities charmed, frightened, grappled, para-
       lyzed, petrified, prone, restrained, stunned
       Senses tremorsense 60 ft., passive Perception 11
       Languages −
       Challenge 3 (700 XP)                    Proficiency Bonus +2
       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 scarab. The swarm can’t
       regain hit points or gain temporary hit points.
       Skeletonize. If the swarm starts its turn in the same space
       as a dead creature that is Large or smaller, the corpse is
       destroyed, leaving behind only equipment and bones (or
       exoskeleton).
       Spider Climb. The swarm can climb difficult surfaces,
       including upside down on ceilings, without needing to
       make an ability check.
       Actions
       Ravenous Bites. Melee Weapon Attack: +4 to hit, reach 0
       ft., one target in the swarm’s space. Hit: 14 (4d6) piercing
       damage, or 7 (2d6) piercing damage if the swarm has half
       of its hit points or fewer. If the target is a creature, scarabs
       burrow into its body, and the creature takes 3 (1d6) piercing
       damage at the start of each of its turns. Any creature can
       use an action to kill or remove the scarabs with fire or a
       weapon that deals piercing damage, causing 1 damage of
       the appropriate type to the target. A creature reduced to 0
       hit points by the swarm’s piercing damage dies.
200                                                          Appendix B Monsters and NPCs
                       Secret Eater
     ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
Secret eaters are the physical manifestation of Vecna’s
insatiable hunger for secrets. They take the form of a
hovering skull that tirelessly scours the fallen libraries and
hidden catacombs of the world searching for lost knowl-
edge. Like the Maimed Lord himself, secret eaters are
deviously cunning. They can replace the skull of any dead
humanoid, and then control the corpse as if it were its own
body. Thus disguised, secret eaters befriend travelers, only
to pry forth their most intimate secrets before inevitably
betraying them.
 Secret Eater                                                          on a DC 18 Intelligence saving throw against this magic or
                                                                       take 44 (8d10) psychic damage and have one of its secrets
 Tiny Undead, Typically Neutral Evil
                                                                       magically revealed to the secret eater with preference for dark
                                                                       or evil secrets. The secret eater can use this secret to create
 Armor Class 20 (natural armor )                                       one of the following effects.
 Hit Points 50 (20d4)                                                     Dark Divination. The target must immediately reveal to the
 Speed 0 ft., fly 40 ft. (hover)                                          secret eater what its intended course of action is on its next
                                                                          turn. The creature must attempt to complete the intended
                                                                          course of action to the best of its ability on its next turn.
     STR        DEX           CON       INT       WIS       CHA           Devour Secret. The secret eater regains lost hit points equal
    1 (-5)     20 (+5)       10 (+0)   20 (+5)   17 (+3)   19 (+4)        to the psychic damage done. If the secret eater is at its hit
                                                                          point maximum or it returns to its hit point maximum due
                                                                          to regaining hit points from this feature, it gains the excess
 Saving Throws Con +5, Int +10, Wis +8, Cha +9                            restored hit points as temporary hit points.
 Skills Deception +14, Insight +8, Persuasion +9                          Dismantle Insight. A creature that has its secrets eaten can’t
 Damage Resistances bludgeoning, piercing, and slashing                   add its proficiency bonus to its saving throws against the
 from magical attacks                                                     secret eater’s spells and effects until the end of the secret
 Damage Immunities necrotic, poison, psychic; bludgeoning,                eater’s next turn.
 piercing, and slashing from nonmagical attacks                        Share Knowledge. The secret eater magically reveals all
 Condition Immunities charmed, deafened, exhaustion, fright-           secrets it knows to Vecna, who gains the same benefits as the
 ened, paralyzed, petrified, poisoned, prone, stunned                  secret eater.
 Senses truesight 120 feet, passive Perception 13                      Body Thief. The secret eater targets a dead humanoid within
                                                                       5 feet of it. The target’s skull crumbles and the secret eater
 Languages understands all languages but can’t speak, telep-           teleports into the target’s head to take the skull’s place, and
 athy 60 feet                                                          takes control of the target’s body. While inside a creature,
 Challenge 15 (13,000 XP)                Proficiency Bonus +5         the secret eater has total cover against attacks and other
                                                                       effects originating outside its host. The secret eater retains
 Avoidance. If the secret eater is subjected to an effect that         its Intelligence, Wisdom, and Charisma scores, as well as its
 allows it to make a saving throw to take only half damage, it         languages, its telepathy, and its traits. It otherwise adopts
 instead takes no damage if it succeeds on the saving throw,           the target’s statistics. It knows everything the creature knew,
 and only half damage if it fails.                                     including spells and languages.
 False Appearance. While the secret eater remains motionless,          	 If the host body drops to 0 hit points, the secret eater must
 it is indistinguishable from a normal skull.                          leave it. A protection from evil and good spell cast on the body
                                                                       drives the secret eater out. The secret eater is also forced out
 Legendary Resistance (1/Day). If the secret eater fails a saving      if the target regains its destroyed skull by means of a wish
 throw, it can choose to succeed instead.                              spell. By spending 5 feet of its movement, the secret eater
 Psychic Barrier. A creature that touches the secret eater or          can voluntarily leave the body, teleporting to the nearest
 hits it with a melee attack while within 5 feet of it takes 11        unoccupied space within 5 feet of it. The body then collapses
 (2d10) psychic damage.                                                and remains dead.
 Turn Immunity. The secret eater is immune to effects that             Sending. The secret eater casts the sending spell to relay a
 turn undead.                                                          message to Vecna, requiring no components.
 Vecna’s Weakness. The secret eater is vulnerable to all
 damage dealt to it by the Sword of Kas.                               Reactions
 Actions                                                               Psychic Retaliation. If the secret eater is hit by an attack from
                                                                       a creature that has failed its saving throw against the secret
 Multiattack. The secret eater uses its Eat Secrets twice. If          eater’s Dark Divination feature, or if a creature attempts
 the secret eater is within 120 feet of Vecna it can also use its      to read the secret eater’s mind, the secret eater forces the
 Share Knowledge.                                                      assailant to make a DC 18 Intelligence saving throw. On a
 Eat Secrets. The secret eater targets one creature it can see         failed save, the attacker is paralyzed until the start of its next
 within 20 feet of it that has a brain. The target must succeed        turn.
                                                       Appendix B Monsters and NPCs                                                         201
                Serpent-That-Is-Night
                     VAN RICHTEN’S GUIDE TO RAVENLOFT
      The Serpent-that-is-Night is a totem creature that dates
      back to the earliest days of the yuan-ti. It is a nightmarish
      manifestation of Dendar, the Night Serpent, made flesh.
      The serpent’s scales are made of hardened darkness.
      Whenever it opens its mouth, its quivering tongue tasting
      the air in search of prey, a purplish, otherworldly glow
      emanates from its interior. Its other features are more
      fluid, so that it smells and sounds like whatever those
      around it fear most.
       Serpent-That-Is-Night                                                   Nightmare Prison. Any creature or object that Serpent-that-
                                                                               is-Night swallows is transported to a demiplane that can
       Large Aberration, Neutral Evil
                                                                               be entered by no other means. A creature in this nightmare
                                                                               prison is affected by the Assailing Nightmares trait at the
       Armor Class 19 (natural armor)                                          start of each of Serpent-that-is-Night’s turns. A creature
       Hit Points 237 (25d10 + 100)                                            can leave this demiplane only by using magic that enables
       Speed 40 ft., climb 40 ft., swim 40 ft.                                 planar travel, such as the plane shift spell. Within the plane is
                                                                               Serpent-that-is-Night’s gizzard, slowly grinding undigested
                                                                               nightmares into fuel that sustains it. If the gizzard takes 30
         STR           DEX          CON        INT      WIS        CHA         damage or more on a single turn from a creature inside of it,
        22 (+6)       18 (+4)      19 (+4)   10 (+0)   10 (+0)    19 (+4)      Serpent-that-is-Night must succeed on a DC 21 Constitution
                                                                               saving throw at the end of that turn or regurgitate all swal-
                                                                               lowed creatures, which fall prone in a space within 5 feet of
       Saving Throws Dex +9, Con +9, Wis +5                                    Serpent-that-is-Night. If Serpent-that-is-Night dies, the demi-
                                                                               plane disappears. The demiplane is otherwise indestructible.
       Skills Athletics +11, Perception +5, Stealth +14
                                                                               Psychic Mirror. If Serpent-that-is-Night takes psychic
       Damage Vulnerabilities cold                                             damage, each creature within 10 feet of it takes that damage
       Damage Resistances bludgeoning, piercing, and slashing                  instead; Serpent-that-is-Night takes none of the damage. In
       from nonmagical attacks                                                 addition, Serpent-that-is-Night’s thoughts and location can’t
       Damage Immunities poison, psychic                                       be discerned by magic.
       Condition Immunities charmed, exhaustion, frightened,
       poisoned, prone
                                                                               Actions
       Senses blindsight 120 ft. (penetrates magical darkness),                Multiattack. Serpent-that-is-Night uses its Unleash
       passive Perception 15                                                   Nightmares attack and then makes a bite attack.
       Languages Abyssal, Draconic                                             Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
                                                                               Hit: 19 (3d8 + 6) bludgeoning damage, plus 13 (3d8) psychic
       Challenge 14 (11,500 XP)                  Proficiency Bonus +5         damage. If the target is a Medium or smaller creature,
                                                                               it must succeed on a DC 17 Dexterity saving throw or be
       Assailing Nightmares. Serpent-that-is-Night is made from                swallowed by Serpent-that-is-Night. The swallowed target,
       collected nightmares. It possesses several abilities that               along with everything it is wearing and carrying, appears in
       unleash these nightmares upon its foes. A creature assailed             an unoccupied space on the floor of Serpent-that-is-Night’s
       by these nightmares takes 5 (1d10) psychic damage. The first            Nightmare Prison.
       time on a turn that a creature takes this damage, it must               Unleash Nightmares. Serpent-that-is-Night targets a creature
       succeed on a DC 17 Wisdom saving throw or gain one level                within 60 feet of it with its Assailing Nightmares trait.
       of exhaustion. If a creature gains six levels of exhaustion due
       to this trait, it doesn’t die; instead it drops unconscious as it       Legendary Actions
       falls into an eternal slumber and can’t be awoken by anything
       short of a greater restoration spell.                                   Serpent-that-is-Night can take 3 legendary actions, choosing
       Repository of Nightmares. When Serpent-that-is-Night drops              from the options below. Only one legendary action option
       to 0 hit points or dies, all nightmares within it are released          can be used at a time and only at the end of another crea-
       back into the world and its body is destroyed. Each creature            ture’s turn. Serpent-that-is-Night regains spent legendary
       within 30 feet of it must make a DC 17 Wisdom saving throw,             actions at the start of its turn.
       taking 33 (6d10) psychic damage on a failed save, or half as            Bite. Serpent-that-is-Night makes a Bite attack.
       much on a successful one.                                               Move. Serpent-that-is-Night moves up to its speed.
       Legendary Resistance (1/Day). If Serpent-that-is-Night fails a          Unleash Nightmares (Costs 2 Actions). Serpent-that-is-Night
       saving throw, it can choose to succeed instead.                         uses its Unleash Nightmare action.
202                                                              Appendix B Monsters and NPCs
                                                                                         Shadow Assassin
                                                                                     WATERDEEP: DUNGEON OF THE MAD MAGE
                                                                         A shadow assassin looks like an undead shadow (as
                                                                         described in the Monster Manual) that wields shortswords
                                                                         also made of shadow. It exists only to slay the living.
                      Severed Head
                                                                          Shadow Assassin
These are the severed heads of the Headless Horseman’s                    Medium Undead, Chaotic Evil
victims. Their faces are streaked with dirt and covered in
bruises. Their noses are often broken into odd angles, and                Armor Class 14
their hair is matted with dried leaves and filth. They have
                                                                          Hit Points 78 (12d8 + 24)
been driven mad by their beheading, as is evidenced by
their ceaseless laughter and bulging, deranged eyes.                      Speed 40 ft.
                                                                             STR         DEX        CON       INT        WIS        CHA
 Severed Head                                                               6 (−2)      19 (+4)    14 (+2)   13 (+1)    12 (+1)    14 (+2)
 Tiny Undead, Chaotic Evil
 Armor Class 15                                                           Saving Throws Dex +8, Int +5
 Hit Points 39 (14d4 + 4)                                                 Skills Perception +9, Stealth +12
 Speed fly 40 ft. (hover)                                                 Damage Vulnerabilities radiant
                                                                          Damage Resistances acid, cold, fire, lightning, thunder;
                                                                          bludgeoning, piercing, and slashing from nonmagical
    STR         DEX           CON       INT      WIS         CHA          attacks
   5 (−3)      20 (+5)       14 (+2)   7 (−2)   6 (−3)       9 (−1)       Damage Immunities necrotic, poison
                                                                          Senses darkvision 60 ft., passive Perception 19
 Saving Throws Dex +8, Int +1                                             Languages understands the languages it knew in life but
                                                                          can’t speak
 Damage Resistances necrotic
                                                                          Challenge 9 (5,000 XP)                 Proficiency Bonus +4
 Damage Immunities poison
 Condition Immunities charmed, exhaustion, frightened,
 paralyzed, poisoned, stunned                                             Amorphous. The assassin can move through a space as
                                                                          narrow as 1 inch wide without squeezing.
 Senses darkvision 60 ft., passive Perception 8
                                                                          Shadow Stealth. While in dim light or darkness, the
 Languages the languages it knew in life                                  assassin can take the Hide action as a bonus action.
 Challenge 6 (2,300 XP)                 Proficiency Bonus +3             Sunlight Weakness. While in sunlight, the assassin has
                                                                          disadvantage on attack rolls, ability checks, and saving
 Evasion. If the severed head is subjected to an effect that              throws.
 allows it to make a Dexterity saving throw to take only half
 damage, the severed head instead takes no damage if it                   Actions
 succeeds on the saving throw, and only half damage if it                 Multiattack. The assassin makes two Shadow Blade
 fails.                                                                   attacks.
 Sneak Attack. Once per turn, the severed head deals an                   Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft.,
 extra 14 (4d6) damage when it hits a target with a bite attack           one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
 and has advantage on the attack roll, or when the target is              necrotic damage. Unless the target is immune to necrotic
 within 5 feet of an ally of the severed head that isn’t inca-            damage, the target’s Strength score is reduced by 1d4 each
 pacitated and the severed head doesn’t have disadvantage.                time it is hit by this attack. The target dies if its Strength is
 Actions                                                                  reduced to 0. The reduction lasts until the target finishes
                                                                          a short or long rest. If a non-evil humanoid dies from this
 Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.           attack, a shadow (see the Monster Manual) rises from the
 Hit: 6 (3d4 + 5) piercing damage.                                        corpse 1d4 hours later.
                                                         Appendix B Monsters and NPCs                                                         203
                                      Skum
                            GHOSTS OF SALTMARSH
      Skum are creatures that have succumbed to an aboleth’s                                   Terrathraxus
      magic through its disease-bearing touch. Transformed,
      they barely resemble their past forms, their skin turning            This mutant gargoyle is rumored to have been created
      slimy and translucent while their limbs warp to resemble             from a shard of Ogremoch’s stony heart and, because of
      those of deep-sea oddities. Skum are bound to their                  that, is infused with an exceptional propensity for wanton
      aboleth master not just by their cursed state, but by a              chaos and destruction. The massive gargoyle feasts upon
      psychic bond that compels them to serve its every sinister           its lesser kin and because of this has grown to towering
      whim.	                                                               proportions. Terrathraxus greatly enjoys inflicting pain
                                                                           upon others and carries salt-studded weapons that can
                                                                           burn through the stony carpaces of the elemental plane’s
       Skum                                                                earthen denizens. The gargoyle has a passionate hatred
       Medium Aberration, Unaligned                                        for dwarfs, as it views them as insufferably arrogant.
                                                                           Because of this Terrathraxus takes great pleasure in
       Armor Class 14 (natural armor)                                      seeing them humbled.
       Hit Points 93 (11d8 + 44)
       Speed 20 ft., swim 40 ft.
                                                                            Terrathraxus
                                                                            Huge Elemental, Lawful Evil
         STR         DEX         CON       INT      WIS       CHA
        19 (+4)     11 (+0)     18 (+4)   7 (−1)   12 (+1)    9 (−1)        Armor Class 20 (natural armor)
                                                                            Hit Points 276 (24d12 + 120)
       Skills Perception +4                                                 Speed 40 ft., fly 40 ft.
       Damage Resistances psychic
       Senses darkvision 120 ft., passive Perception 14                        STR         DEX         CON        INT      WIS      CHA
       Languages Common, Deep Speech, telepathy 60 ft.                        29 (+9)     10 (+0)     20 (+5)   10 (+0)   10 (+0)   9 (−1)
       Challenge 5 (1,800 XP)                 Proficiency Bonus +4
                                                                            Skills Athletics +15, Perception +6
       Abolethic Vassal. The skum is permanently charmed by its
       aboleth master.                                                      Damage Immunities poison; bludgeoning, piercing, and
                                                                            slashing from nonmagical attacks
       Amphibious. The skum can breathe air and water.
                                                                            Condition Immunities exhaustion, petrified, poisoned
       Psychic Conditioning. The skum is immune to the fright-
       ened and charmed condition unless they are from effects              Senses darkvision 60 ft., passive Perception 16
       created by an aboleth.                                               Languages Common, Terran
       Water Dependency. The skum takes 6 (1d12) acid damage                Challenge 17 (18,000 XP)              Proficiency Bonus +6
       every 10 minutes it goes without exposure to water.
       Actions                                                              Actions
       Multiattack. The skum makes two Trident attacks and one              Multiattack. Terraraxus makes three attacks: one with its
       Mind-Breaking Touch attack.                                          claw and two with its corrosive greatswords.
       Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one            Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
       target. Hit: 7 (1d6 + 4) piercing damage.                            target. Hit: 16 (2d6 + 9) slashing damage, and the target is
       Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach           grappled (escape DC 25).
       5 ft., one target. Hit: 18 (4d8) psychic damage, and the             Corrosive Greatsword. Melee Weapon Attack: +15 to hit,
       target has disadvantage on Wisdom saving throws until the            reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage,
       end of the skum’s next turn.                                         plus 14 (4d6) acid damage.
204                                                          Appendix B Monsters and NPCs
                      Tomb Ophidian
     ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
Tomb ophidians have a serpentine body crafted from
stone, metal, and bone, given life through the skull that is
mounted where a head should be. Durable and timeless,
these constructs stand guard through the ages, protecting
sacred tombs and buried pyramids.
 Tomb Ophidian                                                              throw if the ophidian isn’t incapacitated and can see the
                                                                            creature. If the saving throw fails by 5 or more, the creature
 Large Undead, Typically Lawful Neutral or Neutral Evil
                                                                            is instantly petrified. Otherwise, a creature that fails the
                                                                            save begins to turn to sand and is restrained. The restrained
 Armor Class 16 (natural armor)                                             creature must repeat the saving throw at the end of its next
 Hit Points 190 (20d10 + 80)                                                turn, becoming petrified on a failure or ending the effect on a
 Speed 40 ft., burrow 30 ft., climb 30 ft., swim 30 ft.                     success. The petrification lasts until the creature is freed by a
                                                                            greater restoration spell or similar magic.
                                                                            	 Unless surprised, a creature can avert its eyes to avoid the
   STR           DEX         CON            INT        WIS       CHA        saving throw at the start of its turn. If the creature does so, it
  22 (+6)       11 (+1)     18 (+4)        1 (-5)     15 (+2)   10 (+0)     can’t see the ophidian until the start of its next turn, when it
                                                                            can avert its eyes again. If the creature looks at the ophidian
                                                                            in the meantime, it must immediately make the save.
 Skills Intimidation +4, Perception +6                                      	 If the ophidian sees itself reflected on a polished surface
 Damage Immunities fire, poison, psychic; bludgeoning,                      within 30 feet of it and in an area of bright light, the ophidian
 piercing, and slashing from nonmagical attacks that aren’t                 is, due to its curse, affected by its own gaze.
 adamantine
 Condition Immunities charmed, exhaustion, frightened, para-                Actions
 lyzed, petrified, poisoned                                                 Multiattack. The ophidian makes one Bite attack, one
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception           Constrict attack, and two attacks with its Glaive or Claw.
 16                                                                         Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
 Languages understands the languages it knew in life but                    Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) necrotic
 can’t speak                                                                damage.
 Challenge 12 (8,400 XP)                  Proficiency Bonus +4             Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
                                                                            Hit: 15 (2d8 + 6) slashing damage.
 Immutable Form. The ophidian is immune to any spell or                     Glaive. Melee Weapon Attack: +10 to hit, reach 15 ft., one
 effect that would alter its form.                                          target. Hit: 17 (2d10 + 6) slashing damage.
 Magic Resistance. The ophidian has advantage on saving                     Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one
 throws against spells and other magical effects.                           Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning
                                                                            damage, and the target is grappled (escape DC 18). Until this
 Magic Weapons. The ophidian’s weapon attacks are magical.                  grapple ends, the target is restrained and takes 16 (3d6 + 6)
 Petrifying Gaze. When a creature that can see the ophidi-                  bludgeoning damage at the start of each of its turns, and the
 an’s eyes starts its turn within 30 feet of the ophidian, the              ophidian can’t constrict another target.
 ophidian can force it to make a DC 16 Constitution saving
                                                            Appendix B Monsters and NPCs                                                         205
                                 Trobriand
      Trobriand, also known as the Metal Mage, is one of
      Halaster’s most powerful ex-apprentices. He was a secre-
      tive, careful archmage who rarely left his heavily-guarded
      laboratories. When sighted, he appeared as a thin, clean-
      shaven man with long steel gray hair. He was unnaturally
      tall but stooped with age.
      	 In recent years Trobriand has managed to transport his
      essence into a specially prepared iron golem. The Metal
      Mage safeguards his original body as a failsafe. However,
      he is unaware that this body has since passed away and
      is no longer a suitable vessel. Because of this, Trobriand
      will die whenever the golem he inhabits is destroyed. The
      Metal Mage has become increasingly confrontational of
      late, his aggression bolstered by his nigh indestructible
      body.
       Trobriand                                                                  Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
                                                                                  Hit: 20 (3d8 + 7) bludgeoning damage.
       Large Construct (Wizard), Neutral Evil
                                                                                  Fiery Explosion. Trobriand creates a magical explosion of fire
       Armor Class 23 (natural armor)                                             centered on a point he can see within 120 feet of him. Each
                                                                                  creature in a 20-foot-radius sphere centered on that point
       Hit Points 315 (30d10 + 150)                                               must make a DC 20 Dexterity saving throw, taking 49 (14d6)
       Speed 30 ft.                                                               fire damage on a failed save, or half as much damage on a
                                                                                  successful one.
                                                                                  Poisoned Breath (Recharge 6). Trobriand exhales poisonous
         STR           DEX         CON           INT       WIS        CHA         gas in a 30 foot cone. Each creature in that area must make
        24 (+7)       9 (−1)      20 (+5)       20 (+5)   11 (+0)    1 (−5)       a DC 20 Constitution saving throw, taking 54 (12d8) poison
                                                                                  damage on a failed save, or half as much on a successful
                                                                                  one.
       Saving Throws Con +11, Int +11
                                                                                  Spellcasting. Trobriand casts one of the following spells,
       Skills Arcana +11, History +11                                             using Intelligence as the spellcasting ability (spell save DC
       Damage Immunities fire, poison; bludgeoning, piercing and                  20):
       slashing from nonmagical attacks not made with adamantine                  At will: detect magic, mage hand, prestidigitation
       weapons
                                                                                  3/day: greater invisibility, haste
       Condition Immunities charmed, exhaustion, frightened, para-
       lyzed, petrified, poisoned                                                 1/day each: globe of invulnerability, power word stun
       Senses darkvision 120 ft., passive Perception 10                           Bonus Actions
       Languages Abyssal, Celestial, Common, Draconic, Dwarvish,                  Quicksilver Step. Briefly transforming into liquid metal,
       Elvish, Infernal, Undercommon                                              Trobriand teleports up to 30 feet to an unoccupied space that
       Challenge 20 (41,000 XP)                Proficiency Bonus +6              he can see before reforming into his true self.
       Fire Absorption. Whenever Trobriand is subjected to fire                   Reactions
       damage, he takes no damage and instead regains a number                    Arcane Defense (3/Day). When he is hit by an attack,Tro-
       of hit points equal to the fire damage dealt.                              briand protects himself with an invisible barrier of magical
       Immutable Form. Trobriand is immune to any spell or effect                 force. Until the end of his next turn, he gains a +5 bonus to
       that would alter his form.                                                 AC, including against the triggering attack.
       Magic Resistance. Trobriand has advantage on saving throws                 Negate Spell (Recharge 5-6). Trobriand tries to interrupt
       against spells and other magical effects.                                   a spell he sees a creature casting within 60 feet of him.
                                                                                   If the spell is 3rd level or lower, the spell fails and has no
       Actions                                                                     effect. If the spell is 4th level or higher, Trobriand makes an
                                                                                   Intelligence check against a DC of 10 + the spell’s level. On a
       Multiattack. Trobriand makes two Slam attacks.                              success, the spell fails and has no effect.
206                                                                 Appendix B Monsters and NPCs
                     Tsucora Quori
             EBERRON: RISING FROM THE LAST WAR
Tsucora quori are nightmarish creatures. Their headless
torsos are covered with eyes and twitching limbs, including
two massive arms that end in powerful pincers and a
serpentine tail tipped with a vicious stinger. They are cruel
and calculating, enjoying the power they wield over others
as they concoct elaborate schemes to advance their own
positions and discredit their rivals.
 Tsucora Quori                                                       Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                     Hit: 13 (4d4 + 6) slashing damage.
 Medium Aberration, Lawful Evil
                                                                     Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one
 Armor Class 16 (natural armor)                                      target. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d10)
                                                                     psychic damage, and the target must succeed on a DC 14
 Hit Points 68 (8d8 + 32)                                            Wisdom saving throw or be frightened of the quori for 1
 Speed 40 ft.                                                        minute. The target can repeat the saving throw at the end of
                                                                     each of its turns, ending the effect on itself on a success.
                                                                     Possession (Recharge 6). One humanoid that the quori can
   STR          DEX         CON        INT      WIS       CHA        see within 5 feet of it must succeed on a DC 14 Charisma
  17 (+3)      14 (+2)     18 (+4)   14 (+2)   14 (+2)   16 (+3)     saving throw or be possessed by the quori; the quori then
                                                                     disappears, and the arget is incapacitated and loses control
                                                                     of its body. The quori now controls the body but doesn’t
 Saving Throws Wis +5, Cha +6                                        deprive the target of awareness. The quori can’t be targeted
 Skills Insight +5, Perception +5                                    by any attack, spell, or other effect, and it retains its align-
 Damage Resistances psychic                                          ment, Intelligence, Wisdom, Charisma, and immunity
                                                                     to being charmed and frightened. It otherwise uses the
 Condition Immunities charmed, frightened                            possessed target’s statistics, but doesn’t gain access to the
 Senses darkvision 60 ft., passive Perception 15                     target’s knowledge, class features, or proficiencies.
 Languages Common, Quori                                             	 The possession lasts until the body drops to 0 hit points,
 Challenge 7 (2,900 XP)                  Proficiency Bonus +3       the quori ends it as a bonus action, or the quori is forced
                                                                     out by an effect like the dispel evil and good spell. When
                                                                     the possession ends, the quori reappears in an unoccupied
 Actions                                                             space within 5 feet of the body. The target is immune to
                                                                     this quori’s Possession for 24 hours after succeeding on the
 Multiattack. The quori makes one Pincer attack, one Claws           saving throw or after the possession ends.
 attack, and one Stinger attack.                                     Spellcasting. The quori’s spellcasting ability is Charisma
 Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.    (spell save DC 14). It can cast the following spells, requiring
 Hit: 8 (1d10 + 3) bludgeoning damage. The target is grappled        no material components:
 (escape DC 14) if it is a Large or smaller creature. The quori      At will: charm person
 has two pincers, each of which can grapple one target.
                                                                     1/day each: fear
                                                     Appendix B Monsters and NPCs                                                       207
                                 Vadataj
          ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL
      The vadataj are cursed undead who, one way or another,
      had the arrogance and audacity to think themselves better
      than the seas. Often they are knights, still wearing the
      algae-tangled armor that they foolishly thought would
      protect them from the ocean’s vengeful grasp. Vadataj are
      most prominent in the Shadowfell but with Evernight’s
      appearance along the Sword Coast, an increasing number
      have been spotted throughout the Realms.
       Vadataj                                                               Phantasmal Terror, or Spellcasting. It then makes two attacks
                                                                             with its Cursed Greatsword.
       Medium Undead, Typically Any Evil
                                                                             Cursed Greatsword. Melee Weapon Attack: +11 to hit, reach
       Armor Class 18 (full plate)                                           5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 22
                                                                             (4d10) necrotic damage. If the target is a creature, it must
       Hit Points 221 (26d8 + 104)                                           succeed on a DC 18 Wisdom saving throw or be cursed
       Speed 30 ft., swim 30 ft.                                             with vadataj drowning. The cursed target gains the Aura of
                                                                             Drowning trait. The curse lasts until removed by a remove
                                                                             curse spell or other magic.
         STR          DEX         CON       INT       WIS        CHA         Drowning Visions (Recharge 4–6). The vadataj magically
        20 (+5)      15 (+2)     19 (+4)   19 (+4)   15 (+2)    12 (+1)      conjures forth horrible sensation of fatally drowning in the
                                                                             minds of creatures in a 60-foot cone. Each creature in that
                                                                             area must succeed on a DC 18 Wisdom saving throw or be
       Saving Throws Dex +8, Wis +8                                          frightened of the vadataj until the end of its next turn. While a
       Skills Arcana +10, Athletics +11, Deception +7                        creature is frightened in this way, its speed is halved, and it is
       Damage Resistances cold, fire; bludgeoning, piercing, and             incapacitated.
       slashing from nonmagical attacks that aren’t silvered                 Phantasmal Terror. The vadataj targets one creature it can
       Damage Immunities necrotic, poison                                    see within 120 feet. The target must succeed on a DC 18
                                                                             Wisdom saving throw, or it takes 16 (3d10) psychic damage
       Condition Immunities exhaustion, paralyzed, poisoned                  and is frightened of the vadataj until the end of its next turn.
       Senses darkvision 120 ft., passive Perception 12                      Final Gurgle (1/Day). The vadataj inhales deeply, drawing the
       Languages the languages it knew in life                               breath away from creatures around it, before finally releasing
       Challenge 18 (20,000 XP)                 Proficiency Bonus +6        the horrible gurgling sound of hundreds of drowning crea-
                                                                             tures. This gurgle has no effect on constructs, oozes, and
                                                                             undead. All other creatures within 30 feet of the vadataj that
       Aura of Drowning. A creature within 10 feet of the vadataj            can hear it must make a DC 18 Constitution saving throw.
       can’t breathe and must hold its breath or begin to suffocate.         On a failure, a creature drops to 0 hit points. On a success, a
       In addition, a creature that starts its turn in the aura and          creature becomes immune to the Final Gurgle of all vadataj
       doesn’t have a swim speed or isn’t undead has its movement            for 24 hours.
       speed halved until the start of its next turn.
                                                                             Spellcasting. The vadataj casts one of the following spells,
       Magic Resistance. The vadataj has advantage on saving                 using Intelligence as the spellcasting ability (spell save DC
       throws against spells and other magical effects.                      18):
       Turn Immunity. The vadataj is immune to effects that turn             At will: blur, disguise self, hallucinatory terrain (as an action,
       undead.                                                                changing the terrain to look underwater), invisibility,
       Unusual Nature. The vadataj doesn’t require air, food, drink,          phantom steed (as an action)
       or sleep.                                                             3/day: mislead, programmed illusion, seeming
       Actions                                                               1/day each: mirage arcane (as an action, changing the terrain
                                                                              to look underwater)
       Multiattack. The vadataj uses Drowning Visions if it can,
208                                                            Appendix B Monsters and NPCs
                                        Vecna
                Vecna is evil, cunning, and ruthless beyond understanding,
                wanting only to end all life and destroy all other deities
                so he can assume the mantle of a supreme Overgod. His
                talent for scheming is unrivaled throughout the multiverse,
                expertly manipulating individuals, groups, and entire
                nations to carry out his desires.
                	 The Maimed God’s voice is like a coarse and hollow
                whisper accompanied by faint gasps like a dying man
                taking his last breath and distant, nearly inaudible screams
                and yawns. Despite this, his every word rings clearly and is
                full of conviction and commanding will.
                	 Vecna’s every decision is ingeniously premeditated,
                driven exclusively by cunning and purest logic. Calculating
                the odds of every foreseeable outcome comes as naturally
                to the Undying King as not breathing. The only subject that
                can bring even a hint of emotion to the Arch-Lich is Kas;
                the one who betrayed him and severed his eye and hand.
Appendix B Monsters and NPCs                                                   209
      Vecna                                                                  within 120 feet. The target and each creature within 10 feet of
                                                                             it must succeed on a DC 26 Charisma saving throw or take
      Medium Undead (Wizard), Neutral Evil
                                                                             58 (4d8 + 40) necrotic damage. Constructs and Undead auto-
                                                                             matically succeed on this saving throw. A creature’s hit point
      Armor Class 22 (natural armor)                                         maximum is reduced by an amount equal to the necrotic
      Hit Points 650 (52d8 +416)                                             damage dealt, and Vecna regains hit points equal to half that
      Speed 30 ft., fly 20 ft. (hover)                                       amount. This reduction lasts for a creature until it finishes a
                                                                             short or long rest. A creature dies if its hit point maximum is
                                                                             reduced to 0, and if it is a Humanoid, it immediately rises as
        STR         DEX         CON           INT       WIS       CHA        a zombie (see the Monster Manual) under Vecna’s control.
       20 (+5)     16 (+3)     26 (+8)       26 (+8)   21 (+5)   24 (+7)     Spellcasting. Vecna casts one of the following spells,
                                                                             requiring no material components and using Intelligence as
                                                                             the spellcasting ability (spell save DC 26):
      Saving Throws Con +18, Int +18, Wis +15                                At will: animate dead (as an action), detect magic, dispel
      Skills Arcana +28, Deception +17, History +18, Insight +15,              magic, fly, lightning bolt, mage hand, prestidigitation
      Perception +15                                                         2/day each: dimension door, invisibility, scrying (as an action)
      Damage Resistances lightning                                           1/day each: dominate monster, foresight, globe of invulnerability,
      Damage Immunities cold, necrotic, poison; bludgeoning,                   plane shift (self only), prismatic wall, wish
      piercing, and slashing from nonmagical attacks                         Touch of Vecna. Melee Spell Attack: +18 to hit, reach 5 ft., one
      Condition Immunities blinded, charmed, exhaustion, fright-             target. Hit: 21 (6d6) cold damage. If the target has a skeleton,
      ened, paralyzed, petrified, poisoned, stunned, unconscious             it must succeed on a DC 18 Constitution saving throw or
      Senses truesight 120 ft., passive Perception 25                        drop to 0 hit points as its bones turn to jelly.
      Languages all, telepathy 120 ft.                                       Bonus Actions
      Challenge 35 (265,000 XP)               Proficiency Bonus +10
                                                                             Aura of the Damned. Vecna activates or deactivates this
                                                                             aura. While active, flying, spectral entities fill a 30-foot sphere
      Legendary Resistance (5/Day). If Vecna fails a saving throw,           centered on Vecna. When a creature that isn’t an Undead
      he can choose to succeed instead.                                      enters the affected area for the first time on a turn or starts
      Special Equipment. Vecna carries a magic +3 dagger named               its turn there, it takes 18 (4d8) necrotic damage. If a creature
      Afterthought. In the hands of anyone other than Vecna,                 takes at least 10 necrotic damage, it must also make a DC 26
      Afterthought is a +2 dagger.                                           Wisdom saving throw. On a failed save, the creature is fright-
      The Maimed Lord. If Vecna is reunited with his left eye and            ened of Vecna until the start of its next turn.
      left hand his Challenge rating increases to 37 (315,000 XP).           Vile Teleport. Vecna teleports, along with any equipment he is
      He can then take 1 additional legendary action each round              wearing or carrying, up to 30 feet to an unoccupied space he
      and he loses the Vecna’s Weakness trait.                               can see. He can cause each creature of his choice within 15
      Turn Immunity. Vecna is immune to effects that turn undead.            feet of his destination space to take 10 (3d6) psychic damage.
                                                                             If at least one creature takes this damage, Vecna regains 80
      Undying. If Vecna is slain, his soul refuses to accept its fate        hit points.
      and lives on as a disembodied spirit that fashions a new
      body for itself after 1d100 years. Vecna’s soul can fashion a          Reactions
      new body even if its old body was burned to ash or otherwise
      obliterated. When the new body is complete, Vecna regains              Dread Counterspell. Vecna utters a dread word to interrupt
      all his hit points and becomes active again. Vecna’s new body          a creature he can see that is casting a spell. If the spell is 4th
      appears anywhere within 100 miles of where Vecna was slain.            level or lower, it fails and has no effect. If the spell is 5th level
      Unusual Nature. Vecna doesn’t require air, food, drink, or             or higher, Vecna makes an Intelligence check (DC 10 + the
      sleep.                                                                 spell’s level). On a success, the spell fails and has no effect.
                                                                             Whatever the spell’s level, the caster takes 10 (3d6) psychic
      Vecna’s Weakness. Vecna is vulnerable to all damage dealt to           damage if the spell fails.
      him by the Sword of Kas, or by anyone who has grafted one of
      Vecna’s body parts.                                                    Fell Rebuke. In response to being hit by an attack, Vecna
                                                                             utters a fell word, dealing 21 (6d6) necrotic damage to the
      X-ray Vision. Vecna’s vision penetrates 1 foot of stone, 1 inch        attacker, and Vecna teleports, along with any equipment he is
      of common metal, or up to 3 feet of wood or dirt. Thicker              wearing or carrying, up to 30 feet to an unoccupied space he
      substances block the vision, as does a thin sheet of lead.             can see.
      Actions                                                                Legendary Actions
      Multiattack. Vecna uses Soul-Stealing Gaze, Spellcasting,              Vecna can take 3 legendary actions, choosing from the
      or Touch of Vecna. He then makes two attacks with                      options below. Only one legendary action option can be
      Afterthought.                                                          used at a time and only at the end of another creature’s turn.
      Afterthought. Melee Weapon Attack: +16 to hit, reach 5 ft.,            Vecna regains spent legendary actions at the start of his turn.
      one target. Hit: 8 (1d4 + 6) piercing damage plus 18 (4d8)             Attack. Vecna makes an attack with Afterthought.
      necrotic damage. If the target is a creature, it is afflicted by
      entropic magic, taking 18 (4d8) necrotic damage at the start           Chrono Spurt (Costs 2 Actions). Vecna regains the use of a
      of each of its turns. Immediately after taking this damage             reaction.
      on its turn, the target can make a DC 22 Constitution saving           Disrupt Life (Costs 3 Actions). Each living creature within 20
      throw, ending the effect on itself on a success. Until it              feet of Vecna must make a DC 26 Constitution saving throw
      succeeds on this save, the afflicted target can’t regain hit           against this magic, taking 70 (20d6) necrotic damage on a
      points.                                                                failed save, or half as much damage on a successful one.
      Soul-Stealing Gaze. Vecna targets one creature he can see              Rotting Arcana (Costs 2 Actions). Vecna uses Soul-Stealing
                                                                             Gaze, Spellcasting, or Touch of Vecna.
210                                                          Appendix B Monsters and NPCs
                  Walking Statue
                    WATERDEEP: DRAGON HEIST
Scattered throughout Waterdeep are eight enormous
                                                                                            War Priest
                                                                                    MONSTERS OF THE MULTIVERSE
statues that can defend the city in times of great peril.
Because they are so destructive, the walking statues
are used only to fend off armies and seemingly insur-              War priests worship deities of war and combat. They
mountable foes. Each statue once had a name and a                  plan tactics, lead soldiers into battle, confront enemy
unique appearance but in recent years they all have been           spellcasters, and tend to casualties. A war priest might
resculpted to look like the archlich Vecna.                        command an army or serve as a warlord’s right hand on
                                                                   the battlefield.
 Walking Statue                                                     War Priest
 Gargantuan Construct, Unaligned                                    Medium Humanoid (Cleric), Any Alignment
 Armor Class 17 (natural armor)                                     Armor Class 18 (plate)
 Hit Points 314 (17d20 + 136)                                       Hit Points 117 (18d8 + 36)
 Speed 60 ft.                                                       Speed 30 ft.
    STR         DEX        CON       INT      WIS       CHA            STR         DEX        CON         INT        WIS       CHA
  30 (+10)     8 (−1)     27 (+8)   1 (−5)   10 (+0)   1 (−5)         16 (+3)     10 (+0)    14 (+2)    11 (+0)     17 (+3)   13 (+1)
 Saving Throws Con +14                                              Saving Throws Con +6, Wis +7
 Damage Immunities cold, fire, poison, psychic; blud-               Skills Intimidation +5, Religion +4
 geoning, piercing and slashing from nonmagical attacks not         Senses passive Perception 13
 made with adamantine weapons
                                                                    Languages any two languages
 Condition Immunities charmed, exhaustion, frightened,
 paralyzed, petrified, poisoned, stunned                            Challenge 9 (5,000 XP)                       Proficiency Bonus +4
 Senses truesight 120 ft., passive Perception 10
 Languages −                                                        Actions
 Challenge 18 (20,000 XP)               Proficiency Bonus +6       Multiattack. The war priest makes two Maul attacks, and it
                                                                    uses Holy Fire.
 Crumbling Colossus. When the statue drops to 0 hit points,         Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
 it crumbles and is destroyed. Any creature on the ground           Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radiant
 within 30 feet of the crumbling statue must make a DC              damage..
 22 Dexterity saving throw, taking 22 (4d10) bludgeoning
 damage on a failed save, or half as much damage on a               Holy Fire. The war priest targets one creature it can see
 successful one.                                                    within 60 feet of it. The target must make a DC 15 Wisdom
                                                                    saving throw. On a failed save, the target takes 12 (2d8 +
 Immutable Form. The statue is immune to any spell or               3) radiant damage, and is blinded until the start of the war
 effect that would alter its form.                                  priest’s next turn. On a successful save, the target takes half
 Magic Resistance. The statue has advantage on saving               as much damage and isn’t blinded.
 throws against spells and other magical effects.                   Spellcasting. The war priest casts one of the following
 Siege Monster. The statue deals double damage to objects           spells, using Wisdom as the spellcasting ability (spell save
 and structures.                                                    DC 15):
 Actions
                                                                    At will: light, spare the dying, thaumaturgy
                                                                    1/day each: banishment, command, dispel magic, flame strike,
 Multiattack. The statue makes two Slam attacks.                     guardian of faith, hold person, lesser restoration, revivify
 Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one
 target. Hit: 29 (3d12 + 10) bludgeoning damage.                    Bonus Actions
 Hurled Stone. Ranged Weapon Attack: +16 to hit, range              Healing Light (Recharge Recharge 4 − 6). The war priest or
 200/800 ft., one target. Hit: 43 (6d10+10) bludgeoning             one creature of its choice within 60 feet of it regains 12 (2d8
 damage.                                                            + 3) hit points.
                                                   Appendix B Monsters and NPCs                                                          211
                              Warlord
                                                                                                    Wereshark
                      MONSTERS OF THE MULTIVERSE
      Scattered throughout Waterdeep are eight enormous                                             CALL FROM THE DEEP
      statues that can defend the city in times of great peril.
      Because they are so destructive, the walking statues                  Weresharks are ruthless in the pursuit of prey. In their
      are used only to fend off armies and seemingly insur-                 humanoid form they are aggressive loners, making their
      mountable foes. Each statue once had a name and a                     homes in sea caves and deserted fishing hamlets. In shark
      unique appearance but in recent years they all have been              form they act as any shark would, always on the lookout
      resculpted to look like the archlich Vecna.                           for an easy meal. Like a werewolf, a wereshark can wield
                                                                            weapons in its hybrid form, but prefers to tear foes apart
                                                                            with its gaping, many-toothed maw.
       Warlord
       Medium Humanoid, Any Alignment
                                                                             Wereshark
       Armor Class 18 (plate)                                                Medium Humanoid (Human, Shapechanger), Chaotic Evil
       Hit Points 229 (27d8 + 108)
       Speed 30 ft.                                                          Armor Class 11 in humanoid form, 12 (natural armor) in
                                                                             shark or hybrid form
         STR        DEX        CON        INT        WIS        CHA          Hit Points 58 (9d8 + 18)
        20 (+5)    16 (+3)    18 (+4)    12 (+1)    12 (+1)    18 (+4)       Speed 30 ft. (0 ft., swim 40 ft. in shark form)
                                                                                STR        DEX         CON        INT        WIS       CHA
       Saving Throws Str +9, Dex +7, Con +8
                                                                               18 (+4)    13 (+1)     14 (+2)   10 (+0)     11 (+0)   10 (+0)
       Skills Athletics +9, Intimidation +8, Perception +5,
       Persuasion +8
       Senses passive Perception 15                                          Skills Perception +4
       Languages any two languages                                           Damage Immunities bludgeoning, piercing, and slashing
       Challenge 12 (8,400 XP)                 Proficiency Bonus +4         damage from nonmagical attacks that aren’t silvered
                                                                             Senses blindsight 30 ft., passive Perception 14
       Indomitable (3/Day). The warlord can reroll a saving throw            Languages Common (can’t speak in shark form)
       it fails. It must use the new roll.                                   Challenge 3 (700 XP)                   Proficiency Bonus +2
       Survivor. The warlord regains 10 hit points at the start of its
       turn if it has fewer than half its hit points but at least 1 hit      Blood Frenzy. The wereshark has advantage on melee attack
       point.                                                                rolls against any creature that doesn’t have all its hit points.
       Actions                                                               Amphibious (Hybrid Form Only). The wereshark can breathe
                                                                             air and water.
       Multiattack. The warlord makes two Greatsword or                      Water Breathing (Shark Form Only). The wereshark can
       Shortbow attacks.                                                     only breathe underwater.
       Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
       target. Hit: 12 (2d6 + 5) slashing damage.                            Actions
       Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft.,          Multiattack (Humanoid or Hybrid Form Only). The were-
       one target. Hit: 6 (1d6 + 3) piercing damage.                         shark makes one Bite attack and one Shortsword attack
       Legendary Actions                                                     (hybrid form) or two Shortsword attacks (hybrid form).
                                                                             Bite (Shark or Hybrid Form Only). Melee Weapon Attack:
       The warlord can take 3 legendary actions, choosing from               +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing
       the options below. Only one legendary action option can               damage. If the target is a humanoid, it must succeed on a
       be used at a time and only at the end of another creature’s           DC 12 Constitution saving throw or be cursed with were-
       turn. The warlord regains spent legendary actions at the              shark lycanthropy.
       start of its turn.                                                    Shortsword (Humanoid or Hybrid Form Only). Melee
       Command Ally. The warlord targets one ally it can see                 Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +
       within 30 feet of it. If the target can see and hear the              4) piercing damage.
       warlord, the target can make one weapon attack as a reac-
       tion and gains advantage on the attack roll.                          Bonus Actions
       Weapon Attack. The warlord makes a weapon attack.                     Change Shape. The wereshark transforms into a shark-hu-
       Frighten Foe (Costs 2 Actions). The warlord targets one               manoid hybrid or into a hunter shark, or back into its true
       enemy it can see within 30 feet of it. If the target can see          form, which is humanoid. Its statistics, other than its AC,
       and hear it, the target must succeed on a DC 16 Wisdom                are the same in all forms. Any equipment it is wearing or
       saving throw or be frightened until the end of the warlord’s          carrying isn’t transformed. It reverts to its true form if it
       next turn.                                                            dies.
212                                                           Appendix B Monsters and NPCs
                     Xanathar
Xanathar is the latest in a long line of beholder crime
lords who ruled the seedy underbelly of Waterdeep. It,
like its forerunners, was an eye tyrant – a type of beholder
that willingly chooses to live with and interact with other
creatures. To do this effectively an eye tyrant is required to
rein in the otherwise rampant paranoia that characterizes
beholders.
	 Before Vecna revealed himself he took note of adver-
saries that might prove troublesome. Chief amongst these
was Xanathar. More than raw power, Vecna feared knowl-
edge. And Xanathar had such knowledge in abundance.
This was something Vecna could not abide.
	 As always, Vecna defeated Xanathar by using its secrets
against it. Vecnan agents infiltrated the Xanathar Guild,
a haven of thieves and slavers led by Xanathar. This
agent kidnapped Xanathar’s beloved pet goldfish, Sylgar.
With the loss of his fish, the Xanathar’s paranoia became
untethered. He tore apart his own organization, accusing
everyone close to him of duplicity. Unable to trust anyone
Xanathar lived in seclusion in the Underdark before even-
tually settling into his lair beneath Thornhold.
	 Sylgar was magically preserved within an adamantine
sphere, kept alive in the eventuality that Vecna might need
leverage over Xanathar. The sphere was taken south where
it was entrusted to a pit fiend endebted to Vecna. Sylgar
has traded hands over the years and is most recently in the
possession of the Hellrider, Lord Maximus.
Game Statistics
Xanathar is a beholder that wears magic rings on three
of its eyestalks. It is attuned to all three rings, which don’t
alter the beholder’s challenge rating. It wears a ring of
invisibility on its fear ray eyestalk, a ring of mind shielding
on its sleep ray eyestalk, and a ring of resistance (force) on
its slowing ray eyestalk.
                                                  Appendix B Monsters and NPCs   213
          Yuan-Ti Nightmare Speaker
      Nightmare speakers are female yuan-ti malison (the type
      that has a human head and upper body with a serpentine
      lower body instead of legs) priests that make a pact with
      Dendar the Night Serpent to feed their deity the fears and
      nightmares of their victims in exchange for power in the
      mortal world. The priestesses receive nightmarish visions
      from Dendar, which they interpret as prophecies, and then
      use their magic and influence to make these visions come
      true.
      	 The cruelest of all yuan-ti, nightmare speakers revel in
      torturing prisoners and slaves, leaving them in a constant
      state of fear and dread. They prefer to terrify rather than
      kill their opponents.
       Yuan-Ti Nightmare Speaker                                                      is grappled (escape DC 14) if it is a Large or smaller creature.
                                                                                      Until this grapple ends, the target is restrained. The yuan-ti
       Medium Monstrosity (Warlock), Typically Neutral Evil
                                                                                      can constrict only one creature at a time.
       Armor Class 14 (natural armor)                                                 Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit,
                                                                                      reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
       Hit Points 71 (13d8 + 13)
                                                                                      Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft.,
       Speed 30 ft.                                                                   one target. Hit: 16 (3d8 + 3) necrotic damage.
                                                                                      Invoke Nightmare (Recharges after a Short or Long Rest).
         STR          DEX          CON           INT           WIS        CHA         The yuan-ti taps into the nightmares of a creature it can see
                                                                                      within 60 feet of it and creates an illusory, immobile manifes-
        16 (+3)      14 (+2)      13 (+1)      14 (+2)        12 (+1)    16 (+3)      tation of the creature’s deepest fears, visible only to that crea-
                                                                                      ture. The target must make a DC 13 Intelligence saving throw.
       Saving Throws Wis +3, Cha +5                                                   On a failed save, the target takes 22 (4d10) psychic damage
                                                                                      and is frightened of the manifestation, believing it to be real.
       Skills Deception +5, Stealth +4                                                The yuan-ti must concentrate to maintain the illusion (as if
       Damage Immunities poison                                                       concentrating on a spell), which lasts for up to 1 minute and
       Condition Immunities poisoned                                                  can’t be harmed. The target can repeat the saving throw at
                                                                                      the end of each of its turns, ending the illusion on a success,
       Senses darkvision 120 ft., passive Perception 11                               or taking 11 (2d10) psychic damage on a failure.
       Languages Abyssal, Common, Draconic                                            Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the
       Challenge 4 (1,100 XP)                  Proficiency Bonus +2                  following spells, requiring no material components and using
                                                                                      Charisma as the spellcasting ability (spell save DC 13):
       Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s                   At will: animal friendship (snakes only), mage hand, message,
       darkvision.                                                                     prestidigitation
       Magic Resistance. The yuan-ti has advantage on saving                          3/day: suggestion
       throws against spells and other magical effects.                               2/day each: darkness, fear
       Actions                                                                        Bonus Actions
       Multiattack. The yuan-ti makes one Constrict attack and one                    Change Shape. The yuan-ti transforms into a Medium snake
       Scimitar attack, or it makes two Spectral Fangs attacks..                      or back into its true form. Its statistics are the same in either
       Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one                   form. Any equipment it is wearing or carrying isn’t trans-
       target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target                   formed. If it dies, it stays in its current form.
214                                                                     Appendix B Monsters and NPCs
Appendix C
Handouts
A Page from Vecna's Personal Journal����������� 215
Flibber's Contract (Original Infernal)����������� 216
Flibber's Contract (Original Translated)�������217
Flibber's Contract (Revised Infernal)������������� 218
Flibber's Contract (Revised Translated)��������� 219
Trickster God: I'jin����������������������������������������������220
Trickster God: Kubazan������������������������������������� 221
Trickster God: Moa���������������������������������������������222
Trickster God: Nangnang���������������������������������223
Trickster God: Obo'laka������������������������������������ 224
Trickster God: Papazotl�������������������������������������225
Trickster God: Shagambi������������������������������������226
Trickster God: Unkh������������������������������������������� 227
Trickster God: Wongo���������������������������������������228
                                                A Page from
                                          Vecna's Personal Journal
                             Intriguing news. . . The balor Tarnhem has impregnated
                             a common woman of little import. As the spawn of a
                             balor, the cambion child, Acererak, would make for a
                             promising apprentice. However, he has been abandoned
                             by his father, and despite his wolfish heritage is being
                             raised by his mother to believe himself a sheep. The child
                             squanders his potential doting on this woman while
                             playing childish games.
                             It should be easy to arrange for his mother’s death.
                             Revealing her secret, that she has consorted with devils,
                             should be sufficient to rouse a village mob. With his heart
                             hardened by hate and loss, this is certain to turn Acererak
                             to a darker path. . . One that will ultimately lead him
                             to me. And soon I, Vecna, will be the child’s mentor and
                             master.
                                                            Appendix C Handouts            215
                      Flibber's Contract (Original Infernal)
      The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be
      a marilith and two of which must be vrocks. This obligation must be completed within no more than
      nine days.
      Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
      the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal
      Boon for each signee as well as a sum total of 1,000 gold pieces.
      This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, with-
      out undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon
      obligations, the deal is considered complete and concluded.
      When signed by both parties, this contract as a whole remains in effect and can’t be tampered
      with further by either party, any of their respective representatives, or an unaffiliated party. As such,
      both parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
      Any violation of this contract on the part of Flibber immediately holds the contract null and
      void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of
      this contract on the part of the recipient immediately grants irrevocable rights over the recipi-
      ent(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal
      representative as they see fit.
      The contract is completed when both parties have fulfilled their obligations as described herein.
      If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have
      violated the terms of the contract.
      *to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss,
      as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the
      Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract.
                                                                           Flibber
                 Recipient(s)’s signature(s)                             Flibbertiggibet’s signature
216                                              Appendix C Handouts
              Flibber's Contract (Original Translated)
The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be
a marilith and two of which must be vrocks. This obligation must be completed within no more than
nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal
Boon for each signee as well as a sum total of 1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without un-
due duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations,
the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered with
further by either party, any of their respective representatives, or an unaffiliated party. As such, both
parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and void, giv-
ing the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract
on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the
Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see
fit.
The contract is completed when both parties have fulfilled their obligations as described herein. If
the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the
terms of the contract.
*to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss,
as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the
Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract.
           Recipient(s)’s signature(s)
                                                                     Flibber
                                                                     Flibbertiggibet’s signature
                                           Appendix C Handouts                                                  217
                      Flibber's Contract (Revised Infernal)
      The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and
      two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation
      must be completed within no more than nine days.
      Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
      the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of
      1,000 gold pieces.
      This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, with-
      out undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon
      obligations, the deal is considered complete and concluded.
      When signed by both parties, this contract as a whole remains in effect and can’t be tampered
      with further by either party, any of their respective representatives, or an unaffiliated party. As such,
      both parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
      Any violation of this contract on the part of Flibber immediately holds the contract null and
      void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of
      this contract on the part of the recipient immediately grants irrevocable rights over the recipi-
      ent(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal
      representative as they see fit.
      The contract is completed when both parties have fulfilled their obligations as described herein.
      If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have
      violated the terms of the contract.
      *to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus causing
      it to be reborn there.
                                                                          Flibber
                 Recipient(s)’s signature(s)                            Flibbertiggibet’s signature
218                                              Appendix C Handouts
              Flibber's Contract (Revised Translated)
The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and
two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation
must be completed within no more than nine days.
Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet
the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of
1,000 gold pieces.
This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without un-
due duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations,
the deal is considered complete and concluded.
When signed by both parties, this contract as a whole remains in effect and can’t be tampered with
further by either party, any of their respective representatives, or an unaffiliated party. As such, both
parties agree to defend the contract’ in a reasonable manner, to the best of their ability.
Any violation of this contract on the part of Flibber immediately holds the contract null and void, giv-
ing the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract
on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the
Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see
fit.
The contract is completed when both parties have fulfilled their obligations as described herein. If
the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the
terms of the contract.
*to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus caus-
ing it to be reborn there.
           Recipient(s)’s signature(s)
                                                                     Flibber
                                                                     Flibbertiggibet’s signature
                                           Appendix C Handouts                                                  219
                     Trickster God: I'jin
      I’jin is fickle and unpredictable and never sticks to a
      plan. The trickster spirit takes the form of an almiraj. An
      almiraj is a large, timid rabbit with a 1-foot-long spiral
      horn emerging from its forehead, not unlike the horn of a
      unicorn.
       I'jin
       Small Beast (Avatar), Chaotic Neutral
       Armor Class 13
       Hit Points 3 (1d6)
       Speed 50 ft.
          STR         DEX          CON          INT      WIS       CHA
         2 (−4)      16 (+3)      10 (+0)      2 (−4)   14 (+2)   10 (+0)
       Skills Perception +4, Stealth +5
       Senses darkvision 30 ft., passive Perception 14
       Languages –
       Challenge 0 (10 XP)                    Proficiency Bonus +2
       Keen Senses. I’jin has advantage on Wisdom (Perception)
       checks that rely on hearing or sight.
       Actions
       Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
       Hit: 5 (1d4 + 3) piercing damage.
       Missiles of Magic. I’jin shoots two glowing darts of magical
       force from his horn. Each dart hits a creature of his choice
       that he can see within 30 feet. A dart deals 1d4+1 force
       damage to the target. The darts all strike simultaneously,
       and I’jin can direct them to hit separate creatures.
220                               Appendix C Handouts
         Trickster God: Kubazan
Kubazan is wild and spirited and not afraid to take great
risks. The trickster spirit takes the form of a froghemoth.
A froghemoth is an amphibious predator as big as an
elephant. It lairs in swamps and has four tentacles, a thick
rubbery hide, a fang-filled maw with a prehensile tongue,
and an extendable stalk sporting three bulbous eyes that
face in different directions.
 Kubazan                                                              Actions
 Huge Monstrosity (Avatar), Chaotic Good
                                                                      Multiattack. Kubazan makes two attacks with his tentacles.
                                                                      He can also use his tongue or bite.
 Armor Class 14 (natural armor)                                       Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one
 Hit Points 184 (16d12 + 80)                                          target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target
 Speed 30 ft., swim 30 ft.                                            is grappled (escape DC 16) if it is a Huge or smaller creature.
                                                                      Until the grapple ends, Kubazan can’t use this tentacle on
                                                                      another target. Kubazan has four tentacles.
   STR          DEX         CON         INT      WIS       CHA        Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
  23 (+6)      13 (+1)     20 (+5)     2 (−4)   12 (+1)   5 (−3)      Hit: 22 (3d10 + 6) piercing damage, and the target is swal-
                                                                      lowed if it is a Medium or smaller creature. A swallowed
                                                                      creature is blinded and restrained, has total cover against
 Saving Throws Con +9, Wis +5                                         attacks and other effects outside Kubazan, and takes 10 (3d6)
 Skills Perception +9, Stealth +5                                     acid damage at the start of each of Kubazan’s turns.
 Damage Resistances fire, lightning                                   	 Kubazan’s gullet can hold up to two creatures at a time. If
                                                                      Kubazan takes 20 damage or more on a single turn from a
 Senses darkvision 60 ft., passive Perception 19                      creature inside it, he must succeed on a DC 20 Constitution
 Languages –                                                          saving throw at the end of that turn or regurgitate all swal-
 Challenge 10 (5,900 XP)                 Proficiency Bonus +4        lowed creatures, each of which falls prone in a space with
                                                                      10 feet of Kubazan. If Kubazan dies, a swallowed creature is
                                                                      no longer restrained by him and can escape from the corpse
 Amphibious. Kubazan can breathe air and water.                       using 10 feet of movement, exiting prone.
 Shock Susceptibility. If Kubazan takes lightning damage, it
 suffers several effects until the end of its next turn: its speed    Tongue. Kubazan can target one Medium or smaller creature
 is halved, it takes a -2 penalty to AC and Dexterity saving          that he can see within 20 feet of him. The target must make
 throws, it can’t use reactions or Multiattack, and on its turn,      a DC 18 Strength saving throw. On a failed save, the target
 it can use either an action or a bonus action, not both.             is pulled into an unoccupied space within 5 feet of Kubazan,
                                                                      and Kubazan can make a bite attack against it as a bonus
                                                                      action.
                                                          Appendix C Handouts                                                           221
                     Trickster God: Moa
      Moa is truthful and kind and must always speak the truth.
      The trickster spirit takes the form of a jaculi. A jaculi is a
      15-foot-long snake that can alter the color and texture of
      its scales to camouflage itself. Altering its appearance to
      resemble wood or stone, it coils around pillars and tree
      trunks from which it launches itself like a javelin, striking
      with great force and accuracy.
       Moa
       Large Beast (Avatar), Lawful Good
       Armor Class 14 (natural armor)
       Hit Points 16 (3d10)
       Speed 30 ft., climb 20 ft.
         STR          DEX         CON        INT         WIS      CHA
        15 (+2)      14 (+2)     11 (+0)    2 (−4)      8 (−1)   3 (−4)
       Skills Athletics +4, Perception +1, Stealth +4
       Senses blindsight 30 ft., passive Perception 11
       Languages –
       Challenge 1/2 (100 XP)                   Proficiency Bonus +2
       Camouflage. Moa has advantage on Dexterity (Stealth)
       checks made to hide.
       Keen Smell. Moa has advantage on Wisdom (Perception)
       checks that rely on smell.
       Actions
       Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
       Hit: 9 (2d6 + 2) piercing damage.
       Spring. Moa springs up to 30 feet in a straight line and
       makes a bite attack against a target within his reach. This
       attack has advantage if Moa springs at least 10 feet. If the
       attack hits, the bite deals an extra 7 (2d6) piercing damage.
222                               Appendix C Handouts
        Trickster God: Nangnang
Nangnang is selfish and cruel and will not share with
others. The trickster spirit takes the form of a red grung.
Grung are aggressive, frog-like humanoids found in rain-
forests and jungles. They are fiercely territorial and see
themselves as superior to most other creatures. Red grung
are the tribe’s scholars and spellcasters.
 Nangnang                                                                 otherwise comes into direct contact with her skin must
                                                                          succeed on a DC 12 Constitution saving throw or become
 Small Humanoid (Avatar), Neutral Evil
                                                                          poisoned for 1 minute. A poisoned creature no longer in
                                                                          direct contact with Nangnang can repeat the saving throw at
 Armor Class 13 (16 with barkskin)                                        the end of each of its turns, ending the effect on itself on a
 Hit Points 27 (5d6 + 10)                                                 success.
 Speed 25 ft., climb 25 ft.                                               Spellcasting. Nangnang is a 9th-level spellcaster. Her spell-
                                                                          casting ability is Wisdom (spell save DC 12, +4 to hit with
                                                                          spell attacks). She knows the following spells:
    STR         DEX         CON            INT      WIS       CHA
                                                                          1st level (4 slots): cure wounds, jump
   7 (−2)      16 (+3)     15 (+2)       10 (+0)   15 (+2)   11 (+0)
                                                                          2nd level (3 slots): barkskin, spike growth
                                                                          3rd level (2 slots): plant growth
 Saving Throws Dex +5                                                     Standing Leap. Nangnang’s long jump is up to 25 feet and
 Skills Athletics +2, Perception +4, Stealth +5, Survival +4              her high jump is up to 15 feet, with or without a running start
 Damage Immunities poison
                                                                          Actions
 Condition Immunities poisoned
 Senses passive Perception 14                                             Dagger. Melee or Ranged Weapon Attack: +5 to hit,
                                                                          reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
 Languages Grung                                                          piercing damage, and the target must succeed on a DC 12
 Challenge 1 (200 XP)                      Proficiency Bonus +2          Constitution saving throw or take 5 (2d4) poison damage.
                                                                          Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
 Amphibious. Nangnang can breathe air and water.                          one target. Hit: 6 (1d6 + 3) piercing damage, and the target
 Poisonous Skin. Any creature that grapples Nangnang or                   must succeed on a DC 12 Constitution saving throw or take 5
                                                                          (2d4) poison damage.
                                                              Appendix C Handouts                                                           223
               Trickster God: Obo'laka
      Obo’laka is nervous, obsessive, and a slave to routine. The
      trickster spirit takes the form of a zorbo. A zorbo is a fero-
      cious omnivore similar in size and appearance to a koala.
      Living in trees and caves, it has long claws, a dour dispo-
      sition, and a fondness for humanoid flesh. A zorbo alters
      its natural armor to match its surroundings, and it can
      weaken and destroy armor, shields, and protective magic
      items with its sharp claws.
       Obo'laka
       Small Monstrosity (Avatar), Lawful Neutral
       Armor Class 10 (see Natural Armor feature)
       Hit Points 27 (6d6 + 6)
       Speed 30 ft., climb 30 ft.
          STR         DEX          CON          INT        WIS       CHA
         13 (+1)     11 (+0)      13 (+1)      3 (−4)     12 (+1)   7 (−2)
       Skills Athletics +3
       Senses passive Perception 11
       Languages –
       Challenge 1/2 (100 XP)                          Proficiency Bonus +2
       Magic Resistance. Obo’laka has advantage on saving
       throws against spells and other magical effects.
       Natural Armor. Obo’laka magically absorbs the natural
       strength of its surroundings, adjusting her Armor Class
       based on the material it is standing or climbing on: AC
       15 for wood or bone, AC 17 for earth or stone, or AC 19
       for metal. If Obo’laka isn’t in contact with any of these
       substances, her AC is 10.
       Actions
       Destructive Claws. Melee Weapon Attack: +3 to hit, reach
       5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if
       the target is a creature wearing armor, carrying a shield,
       or in possession of a magic item that improves its AC, it
       must make a DC 11 Dexterity saving throw. On a failed save,
       one such item worn or carried by the creature (the target’s
       choice) magically deteriorates, taking permanent and cumu-
       lative -1 penalty to the AC it offers, and Obo’laka gains a +1
       bonus to AC until the start of its next turn. Armor reduced
       to an AC of 10 or a shield or magic item that drops to 0 AC
       increase is destroyed.
224                               Appendix C Handouts
         Trickster God: Papazotl
Papazotl is shrewd and cunning and bows before no one,
expecting others to bow to his commands. The trickster
spirit takes the form of an eblis. An eblis is an intelligent,
evil crane that looms 8 feet tall and lays eggs as mundane
birds do. They can manipulate objects with their beaks and
feet.
 Papazotl
 Large Monstrosity (Avatar), Neutral Evil
 Armor Class 13
 Hit Points 26 (4d10 + 4)
 Speed 30 ft., fly 40 ft.
    STR          DEX          CON            INT         WIS       CHA
   11 (+0)      16 (+3)      12 (+1)        12 (+1)     14 (+2)   11 (+0)
 Skills Perception +4
 Senses passive Perception 14
 Languages Auran, Common
 Challenge 1 (200 XP)                                Proficiency Bonus +2
 Innate Spellcasting. Papazotl’s innate spellcasting ability
 is Intelligence (spell save DC 11). He can innately cast the
 following spells, requiring no material components:
 1/day each: blur, hypnotic pattern, minor illusion
 Actions
 Multiattack. Papazotl attacks twice with his beak.
 Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
 Hit: 5 (1d4 + 3) piercing damage.
                           Appendix C Handouts                               225
              Trickster God: Shagambi
      Shagambi is wise and virtuous and never shows mercy to
      evildoers. The trickster spirit takes the form of a kamadan.
      A kamadan is a feline predator that resembles a leopard
      with six snakes sprouting from its shoulders. Although it
      bears a passing resemblance to a displacer beast, the two
      creatures are unrelated.
       Shagambi                                                               be knocked prone. If the target is knocked prone, Shagambi
                                                                              can make two attacks – one with her bite and one with her
       Large Monstrosity (Avatar), Neutral Good
                                                                              snakes – against it as a bonus action.
       Armor Class 13                                                         Actions
       Hit Points 67 (9d10 + 18)                                              Multiattack. Shagambi makes two attacks: one with her bite
       Speed 30 ft.ft.                                                        or claw and one with her snakes.
                                                                              Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
         STR          DEX         CON          INT      WIS       CHA         Hit: 6 (1d6 + 3) piercing damage.
        16 (+3)      16 (+3)     14 (+2)      3 (−4)   14 (+2)   10 (+0)      Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                                                                              Hit: 6 (1d6 + 3) slashing damage.
       Skills Perception +4, Stealth +7                                       Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                                              target. Hit: 6 (1d6 + 3) piercing damage, and the target must
       Senses passive Perception 14                                           make a DC 12 Constitution saving throw, taking 21 (6d6)
       Languages –                                                            poison damage on a failed save, or half as much damage on
       Challenge 4 (1,100 XP)                         Proficiency Bonus +2   a successful one.
                                                                              Sleep Breath (Recharges after a Short of Long Rest).
       Keen Smell. Shagambi has advantage on Wisdom                           Shagambi exhales sleep gas in a 30-foot cone. Each creature
       (Perception) checks that rely on smell.                                in that area must succeed on a DC 12 Constitution saving
                                                                              throw or fall unconscious for 10 minutes. This effect ends for
       Pounce. If Shagambi moves at least 20 feet straight toward a           a creature if it takes damage or someone uses an action to
       creature and then hits it with a claw attack on the same turn,         wake it.
       that target must succeed on a DC 13 Strength saving throw or
226                                                                 Appendix C Handouts
              Trickster God: Unkh
Unkh is self-absorbed and indecisive. The trickster spirit
takes the form of a flail snail. A flail snail is a creature
of elemental earth that is prized for its multihued shell.
Hunters might be lulled into a false sense of confidence
upon sighting this ponderous, seemingly nonhostile
creature. If any other creature large enough to be a threat
approaches too close, though, the snail unleashes a flash
of scintillating light and then attacks with its mace-like
tentacles.
 Unkh                                                                  3 - 4. No additional effect.
 Large Elemental (Avatar), Neutral                                     5 - 6. Unkh’s shell converts some of the spell’s energy into
                                                                       a burst of destructive force. Each creature within 30 feet of
 Armor Class 16 (natural armor)                                        Unkh must make a DC 15 Constitution saving throw, taking
                                                                       1d6 force damage per level of the spell on a failed save, or
 Hit Points 52 (5d10 + 25)                                             half as much damage on a successful one.
 Speed 10 ft.                                                        Flail Tentacles. Unkh has five flail tentacles. Whenever Unkh
                                                                     takes 10 damage or more on a single turn, one of its tentacles
    STR          DEX        CON       INT      WIS       CHA         dies. If even one tentacle remains, Unkh regrows all dead
                                                                     ones within 1d4 days. If all her tentacles die, Unkh retracts
   17 (+3)      5 (−3)     20 (+5)   3 (−4)   10 (+2)   5 (−3)       into her shell, gaining total cover, and she begins wailing, a
                                                                     sound that can be heard for 600 feet, stopping only when she
                                                                     dies 5d6 minutes later. Healing magic that restores limbs,
 Damage Immunities fire, poison                                      such as the regenerate spell, can halt this dying process.
 Condition Immunities poisoned
 Senses darkvision 60 ft., tremorsense 60 ft., passive               Actions
 Perception 10                                                       Multiattack. Unkh makes as many Flail Tentacle attacks as
 Languages –                                                         she has flail tentacles, all against the same target.
 Challenge 3 (700 XP)                   Proficiency Bonus +2        Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft.,
                                                                     one target. Hit: 6 (1d6 + 3) bludgeoning damage.
 Antimagic Shell. Unkh has advantage on saving throws                Scintillating Shell (Recharges after a Short of Long Rest).
 against spells, and any creature making a spell attack against      Unkh’s shell emits dazzling, colored light until the end of her
 Unkh has disadvantage on the attack roll. If Unkh succeeds          next turn. During this time, the shell sheds bright light in a
 on her saving throw against a spell or a spell attack misses        30-foot radius and dim light for an additional 30 feet, and
 her, an additional effect might occur, as determined by rolling     creatures that can see Unkh have disadvantage on attack
 a d6:                                                               rolls against her. In addition, any creature within the fight
   1 - 2. If the spell affects an area or has multiple targets, it   light and able to see Unkh when this power is activated must
   fails and has no effect. If the spell targets only Unkh, it has   succeed on a DC 15 Wisdom saving throw or be stunned until
   no effect on her and is reflected back at the caster, using       the light ends.
   the spell slot level, spell save DC, attack bonus, and spell-     Shell Defense. Unkh withdraws into her shell, gaining a +4
   casting ability of the caster.                                    bonus to AC until she emerges. She can emerge from her
                                                                     shell as a bonus action on her turn.
                                                        Appendix C Handouts                                                            227
                  Trickster God: Wongo
      Wongo is violent and deranged, acting without concern
      for the well-being of others. The trickster spirit takes the
      form of a su-monster. Su-monsters are cunning, wicked
      primates that inhabit forsaken wilderness areas and caves.
      Adults stand 5 feet tall and have long prehensile tails.
      Although they can grasp tools and weapons with their tails
      or clawed feet, su-monsters prefer to rend prey with their
      claws. Adult su-monsters can also project blasts of psionic
      energy that leave enemies stunned and unable to flee or
      defend themselves.
       Wongo
       Medium Monstrosity (Avatar), Chaotic Evil
       Armor Class 12
       Hit Points 27 (5d8 + 5)
       Speed 30 ft., climb 30 ft.
         STR          DEX         CON           INT        WIS      CHA
        14 (+2)      15 (+2)     12 (+1)       9 (−1)     13 (+1)   9 (−1)
       Skills Athletics +6, Perception +3
       Senses passive Perception 13
       Languages –
       Challenge 1 (200 XP)                            Proficiency Bonus +2
       Actions
       Multiattack. Wongo makes two attacks: one with his bite
       and one with his claws.
       Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
       Hit: 4 (1d4 + 2) piercing damage.
       Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
       target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 +2)
       slashing damage if Wongo is hanging by his tail and all four
       of his limbs are free.
       Psychic Crush (Recharge 5 -- 6). Wongo targets one creature
       he can see within 30 feet of him. The target must succeed
       on a DC 11 Wisdom saving throw or take 17 (5d6) psychic
       damage and be stunned for 1 minute. The stunned target
       can repeat the saving throw at the end of each of its turns,
       ending the effect on itself on a success.
228                               Appendix C Handouts
Appendix D
Magic Items
Black Dragon Mask��������������������������������������������230
Cloak of Lesser Invisibility�������������������������������230
Gurt’s Greataxe���������������������������������������������������230
Hazirawn��������������������������������������������������������������230
Knave’s Eyepatch��������������������������������������������������230
Lesser Known Vecnan Relics����������������������������� 231
 First Digit of Vecna�������������������������������������������������� 231
 Foot of Vecna������������������������������������������������������������ 231
 Incisors of Vecna������������������������������������������������������ 231
 Molar of Vecna���������������������������������������������������������232
 Right Eye of Vecna����������������������������������������������������232
 Scalp of Vecna�����������������������������������������������������������232
 Second Digit of Vecna���������������������������������������������232
 Skin of Vecna�������������������������������������������������������������233
 Third Digit of Vecna�������������������������������������������������233
Navigation Orb��������������������������������������������������� 233
Pipe of Smoke Monsters������������������������������������ 233
Ring of Truth-Telling���������������������������������������� 233
Staff of the Forgotten One����������������������������� 234
                                                                  Appendix D Magic Items   229
                                                                      his service to Waterdeep. Uthgardt barbarians recog-
      Black         Dragon Mask
      Wondrous item, legendary, requires attunement                   nize the weapon on sight and attack any giant that
      This horned mask of glossy ebony has horns and a                wields it.
      skull-like mien. The mask reshapes to fit a wearer              	 You have a +1 bonus to attack and damage rolls
      attuned to it. While you are wearing the mask and               made with this magic weapon. It is sized for a giant,
      attuned to it, you can access the following properties.         weighs 325 pounds, and deals 3d12 slashing damage
      	 Damage Absorption. You have damage resistance                 on a hit, plus an extra 2d12 slashing damage if the
      to acid. If you already have damage resistance to               target is human.
      acid from another source, you gain immunity to acid             	 The axe sheds light as a torch when the tempera-
      damage. If you already have immunity to acid damage             ture around it drops below 0 degrees Fahrenheit. The
      from another source, you regain hit points equal to             light can’t be shut off in these conditions.
      half of any acid damage you are dealt.
                                                                      	 As an action, you can cast a version of the heat
      	 Draconic Majesty. While you are wearing no                    metal spell (save DC 13) that deals cold damage
      armor, you can add your Charisma bonus to your                  instead of fire damage. Once this power is used, it
      Armor Class.                                                    can’t be used again until the next dawn.
      	 Dragon Breath. If you have a breath weapon that
      requires rest to recharge, it gains a recharge of 6.            Hazirawn
                                                                      Weapon (greatsword), legendary, requires attunement
      	 Dragon Sight. You gain darkvision with a radius of            A sentient (Neutral Evil) greatsword, Hazirawn is
      60 feet, or an additional 60 feet of darkvision if you          capable of speech in Common and Netherese. Even
      already have that sense. Once per day, you can gain             if you aren’t attuned to the sword, you gain a +1
      blindsight out to a range of 30 feet for 5 minutes.             bonus on attack rolls and damage rolls made with
      	 Dragon Tongue. You can speak and understand                   this weapon. If you are attuned to Hazirawn, you deal
      Draconic. You also have advantage on any Charisma               an extra 1d6 necrotic damage when you hit with the
      check you make against black dragons.                           weapon.
      	 Legendary Resistance (1/Day). If you fail a saving            	 Increased Potency. While you are attuned to this
      throw, you can choose to succeed instead.                       weapon, its bonus on attack rolls and damage rolls
                                                                      increases to +2, and a hit deals an extra 2d6 necrotic
      	 Water Breathing. You can breathe underwater.
                                                                      damage (instead of 1d6).
      Cloak          of Lesser Invisibility
      Wondrous item, rare (requires attunement)
                                                                      	 Spells. Hazirawn has 4 charges to cast spells.
                                                                      As long as the sword is attuned to you and you are
      While wearing this cloak, you can pull its hood over            holding it in your hand, you can cast detect magic
      your head to cause yourself to become invisible.                (1 charge), detect evil and good (1 charge), or
      While you are invisible, anything you are carrying              detect thoughts (2 charges). Each night at midnight,
      or wearing is invisible with you. You become visible            Hazirawn regains 1d4 expended charges.
      when you cease wearing the hood. Pulling the hood
      up or down requires an action.                                  	 Wounding. While you are attuned to the weapon,
                                                                      any creature that you hit with Hazirawn can’t regain
      	 Deduct the time you are invisible, in increments of           hit points for 1 minute. The target can make a DC
      1 minute, from the cloak’s maximum duration of 1                15 Constitution saving throw at the end of each of its
      hour. For every uninterrupted period of 12 hours the            turns, ending this effect early on a success.
      cloak goes unused, it regains 30 minutes of duration.
      The invisibility ends if you attack or cast a spell, and        Knave’s            Eyepatch
      the cloak cannot be used again for another 12 hours.            Wondrous item, rare (requires attunement)
                                                                      While wearing this eye patch, you gain these benefits:
      Gurt’s          Greataxe
      Weapon (greataxe), legendary (requires attunement)
                                                                      • You have advantage on Wisdom (Perception)
                                                                      checks that rely on sight.
      In the Year of the Icy Axe (123 DR), the frost giant
      lord Gurt fell to Uthgar Gardolfsson – leader of the            • If you have the Sunlight Sensitivity trait, you are
      folk who would become the Uthgardt barbarians – in              unaffected by the trait.
      a battle that marked the ascendance of humankind                • You are immune to magic that allows other crea-
      over the giants in the Dessarin Valley. Gurt’s greataxe         tures to read your thoughts or determine whether
      was buried in Morgur’s Mound until it was unearthed             you are lying. Creatures can communicate telepathi-
      and brought back to Waterdeep. After laying in                  cally with you only if you allow it.
      the city’s vaults for decades, the axe was given to
      Harshnag, a frost giant adventurer, in recognition of
230                                                        Appendix D Magic Items
Lesser Known Vecnan Relics                                      Foot       of Vecna
                                                                Wondrous item, artifact (requires attunement)
The following is adapted from Die Vecna Die!:
                                                                The foot of Vecna is from Vecna’s original body.
	 “The notoriety of the Hand and Eye of Vecna                   Hard and blackened, the left foot is also attached to
extends across many lands and worlds. Other lesser              an attenuated ankle and lower calf – jagged, black-
relics of Vecna also survive but have garnered little           ened bones protrude from the end. Once in place,
distinction. These lesser relics are activated like             it functions as a normal foot, although a recipient
the Hand and Eye. If placed in a position of corre-             walks with a strange hitch to their stride.
sponding anatomy on a living body, the lesser relic
grafts itself into position and takes on the normal             	 Random Properties. The foot has the following
functions of the missing body part, despite appearing           randomly determined properties determined from
mummified and dead.                                             the Artifact Properties Table in chapter 7 of the
                                                                Dungeon Master’s Guide:
	 Each lesser relic grants protections should they
                                                                  • 1 minor beneficial property
ever come upon Vecna. Those with relic grafts have
+3 Armor Class and saving throws against any spell                • 1 major beneficial property
cast by Vecna. They also have resistance to any                   • 1 minor detrimental property
damage inflicted by Vecna and their attacks inflict             	 Spells. The foot has 7 charges. You can use an
double damage to Vecna. Finally, each possessor is              action and expend 1 or more of its charges to cast
invisible to any attempts by Vecna to scry them in any          one of the following spells: freedom of movement
manner. “                                                       (4 charges), jump (1 charge), levitation (2 charges),
                                                                spider climb (2 charges), water walk (3 charges).
 First      Digit of Vecna                                      You can use a bonus action and expend 1 charge to
 Wondrous item, artifact (requires attunement)
 The first digit of Vecna is a mummified thumb from             cast feather fall. The foot regains 1d4 + 3 expended
 Vecna’s original right hand, complete with a black-            charges daily at dawn. 	
 ened, clawlike nail. Once in place, it functions as a          	 Destroying the Foot. Any single source of damage
 normal thumb on the recipient’s right hand, if a bit           that equals or exceeds 33 hit points of damage
 overlarge and ugly.                                            destroys the foot. In addition, someone using the
 	 Random Properties. The thumb has the                         molar of Vecna can destroy the foot.
 following randomly determined properties deter-                Incisors           of Vecna
 mined from the Artifact Properties Table in chapter            Wondrous item, artifact (requires attunement)
 7 of the Dungeon Master’s Guide:                               The incisors of Vecna are from Vecna’s original
   • 1 minor beneficial property                                body. Hard and blackened, the teeth have excep-
   • 1 major beneficial property                                tionally long roots, and they come to natural
                                                                razor-sharp points. Once in place, they function
   • 1 minor detrimental property
                                                                are normal teeth, although a recipient who doesn’t
 	 Command Fates. The thumb has 4 charges, and                  want to reveal their presence must always make a
 expended charges replenish daily at dawn. You can              conscious effort not to reveal the vampirelike fangs.
 use an action and expend 1 charge to give either a
 thumbs-up or thumbs-down to a targeted creature.               	 Random Properties. The incisors have the
 If you give a thumbs-up, then the creature is healed           following randomly determined properties deter-
 for 3d6 hit points and receives the benefit of the             mined from the Artifact Properties Table in chapter
 bless spell for one hour. If you give a thumbs-down,           7 of the Dungeon Master’s Guide:
 the creature must succeed on a DC 15 Charisma                    • 1 minor beneficial property
 saving throw or take 3d6 necrotic damage and be                  • 1 major beneficial property
 inflicted by the bane spell for one hour.                        • 1 minor detrimental property
 	 Destroying the First Digit. Any single source                	 Prey on the Living. As an action you may turn
 of damage that equals or exceeds 33 hit points of              yourself into a vampire, as per the shapechange
 damage destroys the thumb. In addition, someone                spell, for one hour. This effect cannot be ended
 using the molar of Vecna can destroy the thumb.                voluntarily. The incisors can’t be used again this
                                                                way until the next dawn.
                                                                	 Destroying the Incisors. Any single source of
                                                                damage that equals or exceeds 33 hit points of
                                                                damage destroys the incisors. In addition, someone
                                                                using the molar of Vecna can destroy the incisors.
                                                 Appendix D Magic Items                                                 231
      Molar          of Vecna                                      Scalp       of Vecna
      Wondrous item, artifact (requires attunement)                Wondrous item, artifact (requires attunement)
      The molar of Vecna is a petrified tooth from Vecna’s         A mummified flap of scalp and hair. The hair is
      original body. Hard and blackened, the tooth                 white but sparse, attaining a length of 3 inches.
      appears flat and unexceptional. Once in place, you           Once in place, it appears as a white streak in the
      have resistance to poison damage and immunity to             recipient’s normal hair, if any.
      the poisoned condition.                                      	 Random Properties. The scalp has the following
      	 Random Properties. The molar has the following             randomly determined properties determined from
      randomly determined properties determined from               the Artifact Properties Table in chapter 7 of the
      the Artifact Properties Table in chapter 7 of the            Dungeon Master’s Guide:
      Dungeon Master’s Guide:                                        • 1 minor beneficial property
        • 1 minor beneficial property                                • 1 major beneficial property
        • 1 major beneficial property                                • 1 minor detrimental property
        • 1 minor detrimental property                              Command Hair. As a bonus action, you can
      	 Consume Magic. As an action, you can bite                  animate your hair, causing it to grow up to 30 feet
      into any magical item that you are holding. If the           in length, move up to 20 feet and entangle a Large
      magical item is common, uncommon, rare, or very              or smaller creature that you can see. The target
      rare, then you destroy the magic item and gain 2d8           must succeed on a DC 13 Dexterity saving throw
      temporary hit points.                                        or become grappled by the hair (escape DC 15).
      	 Destroying the Molar. Any single source of                 Until this grapple ends, the target is restrained. You
      damage that equals or exceeds 33 hit points of               can use a bonus action to release the target, which
      damage destroys the molar.                                   is also freed if you die or become incapacitated. A
                                                                   tendril of hair has AC 20, 20 hit points, and lasts
      Right       Eye of Vecna                                     for up to one minute. The scalp can’t be used this
      Wondrous item, artifact (requires attunement)
      The right eye of Vecna is a mummified eyeball from           way again until the next dawn.
      Vecna’s original right eye socket. The eye resembles         	 Destroying the Scalp. Any single source of
      nothing so much as an albino prune, wrinkled and             damage that equals or exceeds 33 hit points of
      leathery. Once in place, it functions as a normal eye        damage destroys the scalp. In addition, someone
      in the recipient’s right eye socket, though it appears       using the molar of Vecna can destroy the scalp.
      hazed and milky as if blind.                                 Second          Digit of Vecna
      	 Random Properties. The eye has the following               Wondrous item, artifact (requires attunement)
      randomly determined properties determined from               A mummified index finger from Vecna’s original
      the Artifact Properties Table in chapter 7 of the            right hand, complete with a blackened, clawlike
      Dungeon Master’s Guide:                                      nail. Once in place, it functions as a normal fore-
                                                                   finger on the recipient’s right hand.
        • 1 minor beneficial property
        • 1 major beneficial property                              	 Random Properties. The forefinger has the
        • 1 minor detrimental property                             following randomly determined properties deter-
                                                                   mined from the Artifact Properties Table in chapter
      	 Darkening. You can use an action to stare at a
                                                                   7 of the Dungeon Master’s Guide:
      creature within 60 feet. If you do so, the creature
      must succeed on a DC 15 Constitution saving                    • 1 minor beneficial property
      throw or become afflicted with the blinded condi-              • 1 major beneficial property
      tion for one day. The eye can’t be used again this             • 1 minor detrimental property
      way until the next dawn.                                     	 Domination. You can use an action to point at a
      	 Destroying the Right Eye. Any single source                target humanoid within 60 feet, palm up, and then
      of damage that equals or exceeds 33 hit points               crook your finger in a beckoning gesture. If you
      of damage destroys the forefinger. In addition,              do so, the humanoid must succeed on a DC 15
      someone using the molar of Vecna can destroy the             Wisdom saving throw or be affected by the domi-
      eye.                                                         nate person spell. The finger can’t be used again
                                                                   this way until the next dawn.
                                                                   	 Destroying the Second Digit. Any single source
                                                                   of damage that equals or exceeds 33 hit points
                                                                   of damage destroys the forefinger. In addition,
                                                                   someone using the molar of Vecna can destroy it.
232                                                   Appendix D Magic Items
Skin      of Vecna                                             rots into uselessness seconds after impact. You
Wondrous item, artifact (requires attunement)                  cannot use it as a weapon until it regrows at the
The skin of Vecna is from Vecna’s original body, and           next dawn.
it once covered the left half of his face, neck, and           	 Destroying the Third Digit. Any single source
upper chest. Tough and leathery, it is still flexible          of damage that equals or exceeds 33 hit points of
enough to be unrolled. Once in place, it functions             damage destroys the middle finger. In addition,
as a normal skin; however, the left side of the recip-         someone using the molar of Vecna can destroy the
ient’s face, neck, and upper torso obviously doesn’t           middle finger.
match the skin on the right side, what with its
darkly scabrous color and texture. You have resis-           Navigation                   Orb
tance to cold and fire damage.                               Wondrous item, very rare (requires attunement)
                                                             A navigation orb is a hollow, 7-foot-diameter sphere
	 Random Properties. The skin has the following              of thin, polished mithral with a large skye (cloud)
randomly determined properties determined from               rune embossed on its outer surface. The orb levitates
the Artifact Properties Table in chapter 7 of the            10 feet above the ground and is keyed to a particular
Dungeon Master’s Guide:                                      cloud castle, allowing you to control the castle’s alti-
  • 1 minor beneficial property                              tude and movement while the orb is inside the castle.
  • 1 major beneficial property                              If the orb is destroyed or removed from its castle, the
  • 1 minor detrimental property                             castle’s altitude and location remain fixed until the
	 Spells. The skin has 7 charges. You can use an             orb is returned or replaced.
action and expend 1 or more of its charges to cast            	 As an action, if you are touching the orb, you can
one of the following spells upon yourself: mirror            cause one of the following effects to occur:
image (2 charges), polymorph (4 charges), protec-              • The castle moves at a speed of 1 mph in a straight
tion from energy (3 charges), stoneskin (4 charges).           line in a direction of your choice until the castle
The skin regains 1d4 + 3 expended charges daily at             stops or is made to stop, or until another action is
dawn. 	                                                        used to change its direction. If this movement brings
	 Destroying the Skin. Any single source of                    the castle into contact with the ground, the castle
damage that equals or exceeds 33 hit points of                 lands gently.
damage destroys the skin. In addition, someone                 • The castle, if it is moving, comes to a gradual stop.
using the molar of Vecna can destroy the skin.                 • The castle makes a slow, 90-degree-turn clockwise
Third       Digit of Vecna                                     or counterclockwise (turning a northerly view into
Wondrous item, artifact (requires attunement)                  a westerly view, for example). The castle can turn
The third digit of Vecna is a mummified medial                 while it is moving in a straight line.
finger from Vecna’s original right hand. The nail is         	 Any creature touching the orb knows the altitude
especially long, and it almost resembles the blade           of the base of the castle above the ground or water
of a small dagger. Once in place, it functions as a          below it.
normal middle finger on the recipient’s right hand,
if a bit clumsy due to the long nail.                        Pipe      of Smoke Monsters
                                                             Wondrous item, common
	 Random Properties. The middle finger has the
                                                             While smoking this pipe, you can use an action
following randomly determined properties deter-
                                                             to exhale a puff of smoke that takes the form of a
mined from the Artifact Properties Table in chapter
                                                             single creature, such as a dragon, a flumph, or a
7 of the Dungeon Master’s Guide:
                                                             froghemoth. Regardless of the creature’s natural size,
  • 1 minor beneficial property                              the summoned creature will be small enough to fit in
  • 1 major beneficial property                              a 1-foot cube and loses its shape after a few seconds,
  • 1 minor detrimental property                             becoming an ordinary puff of smoke.
	 Magic Weapon. The third digit of Vecna is a
magic weapon that is equivalent to a dagger of               Ring       of Truth-Telling
                                                             Ring, uncommon (requires attunement)
venom.                                                       While wearing this ring, you have advantage on
	 Slay the Living. You can use an attack action to           Wisdom (Insight) checks to determine whether
shoot this nail at any a non-undead creature within          someone is lying to you.
30 feet. The nail functions as an arrow of slaying
that requires a DC 15 Constitution saving throw
for a chosen type of creature. The nail immediately
                                                Appendix D Magic Items                                                   233
                                                                                           protects Acererak from this spirit’s vengeance. Each
      Staff            of the Forgotten One
      Staff, artifact (requires attunement by a sorcerer, warlock, or wizard)              time a creature other than Acererak expends any of
      This crooked staff is carved from bone and topped                                    the staff’s charges, there is a 50 percent chance that
      with the skull of a forgotten archmage whom                                          the life force tries to possess the staff wielder. The
      Acererak destroyed long ago. Etched into the skull’s                                 wielder must succeed on a DC 20 Charisma saving
      forehead is Acererak’s rune, which is known on many                                  throw or be possessed, becoming an NPC under the
      worlds as a sign of death.                                                           DM’s control. If the intruding life force is targeted by
      	 Beneficial Properties. While the staff is on your                                  magic such as a dispel evil and good spell, it becomes
      person, you gain the following benefits:                                             trapped in the staff once more. Once it takes control
                                                                                           of another creature, the insane spirit of the dead
       • Your proficiency bonus to Intelligence (Arcana) and
                                                                                           archmage attempts to destroy the staff.
       Intelligence (History) checks is doubled.
       • You can’t be blinded, charmed, deafened, fright-                                  	 Destroying the Staff. A creature in possession of
       ened, petrified, or stunned.                                                        the staff can use an action to break it over one knee
                                                                                           or a solid surface. The staff is destroyed and releases
       • Undead with a challenge rating of 2 or lower will
                                                                                           its remaining magic in an explosion that expands
       neither threaten nor attack you unless you harm
                                                                                           to fill a 30-foot-radius sphere centered on it. Each
       them.
                                                                                           creature in the area must make a DC 18 Dexterity
       • You can wield the staff as a +3 quarterstaff that
                                                                                           saving throw, taking 132 (24d10) force damage on a
       deals an extra 10 (3d6) necrotic damage on a hit.
                                                                                           failed save, or half as much damage on a successful
      	 Invoke Curse. The Staff of the Forgotten One has                                   one. When the staff is destroyed, the life force of the
      7 charges and regains 1d4 + 3 expended charges                                       Forgotten One is released to the afterlife. Where it
      daily at dawn. While holding the staff, you can use                                  goes is anyone’s guess.
      an action to expend 1 charge and target one crea-
                                                                                           	 Casting the staff into a sphere of annihilation
      ture you can see within 60 of you. The target must
                                                                                           destroys both the staff and the life force trapped
      succeed on a Constitution saving throw (using your
                                                                                           within it. The staff doesn’t explode if destroyed in this
      spell save DC) or be cursed. While cursed in this way,
                                                                                           manner, but its destruction causes the sphere to be
      the target can’t regain hit points and has vulnerability
                                                                                           destroyed as well.
      to necrotic damage. A greater restoration, remove
      curse, or similar spell ends the curse on the target.
      	 The Forgotten One. The bodiless life force of a
      dead archmage empowers the staff and is impris-
      oned within it. The rune carved into the staff’s skull
234                                                                             Appendix D Magic Items
Appendix E
Vehicles
Archon's Ride������������������������������������������������������236
Redeemer��������������������������������������������������������������� 237
Scarlet Marpenoth��������������������������������������������� 237
                   nfernal war machines are vehicles built
                   in the Nine Hells and typically fueled
                   by the souls of the damned. Smaller
                   war machines carry raiding parties or
                   scouts. Larger, more menacing war                           Damage Threshold
                   machines can crush entire hordes of                         A vehicle with a damage threshold has immunity
                   demons.                                                     to all damage unless it takes an amount of damage
                                                                               equal to or greater than its damage threshold value,
                               Rules                                           in which case it takes damage as normal.
                                                                               Speed
Infernal war machines have their own stat blocks                               A vehicle’s speed represents the distance it can travel
similar to those for creatures but with the following                          in 1 round. How much of that speed it travels each
considerations.                                                                round is determined by its driver.
Creature and Cargo Capacity                                                    Opportunity Attacks
                                                                               War machines are subject to the rule on opportu-
Creature capacity describes how many creatures
                                                                               nity attacks outlined in chapter 9 of the Player’s
can ride the infernal war machine comfortably. More
                                                                               Handbook. When a war machine provokes an oppor-
creatures can fit by squeezing or by clinging to the
                                                                               tunity attack, the attacker can target the vehicle or
outside of the vehicle.
                                                                               any creature riding on or inside it that doesn’t have
Armor Class                                                                    total cover and is within reach.
Infernal war machines are made of infernal iron                                Ability Scores
and bristle with spikes, blades, chains, and siege
                                                                               A war machine has the six ability scores and corre-
weapons. An infernal war machine typically has an
                                                                               sponding modifiers. Its size and weight determines
Armor Class of 19 + its Dexterity modifier. While the
                                                                               its Strength. Dexterity represents its handling and
vehicle is not moving, attack rolls made against it
                                                                               maneuverability. A vehicle’s Constitution reflects its
have advantage.
                                                                               durability and quality of construction. Infernal war
	 While the vehicle is not moving, attack rolls made                           machines usually have a score of 0 in Intelligence,
against it have advantage.                                                     Wisdom, and Charisma.
Hit Points                                                                     	 If an infernal war machine has a 0 in a score, it
An infernal war machine’s hit points can be restored                           automatically fails any ability check or saving throw
by making repairs to the vehicle. To repair a vehicle,                         that uses that score.
the vehicle must be stationary, and the creature doing                         Soul Fuel
the repairs must have the necessary spare parts.
                                                                               The engine at the heart of every infernal war machine
After 1 hour of repair work, the creature makes a
                                                                               has a furnace fueled by soul coins. A soul coin is a
DC 15 Dexterity check, adding its proficiency bonus
                                                                               large coin minted from infernal iron that carries a
to the check if it is proficient with the tools used
                                                                               bound soul within it.
to make repairs. If the check succeeds, the vehicle
regains 2d4 + 2 hit points.                                                    Demon Ichor Boost
	 When an infernal war machine drops to 0 hit                                  Pouring a flask of demon ichor into an infernal war
points, it ceases to function and is damaged beyond                            machine’s furnace increases the vehicle’s speed by 30
repair.                                                                        feet for 1 minute.
                                                                 Appendix E Vehicles                                                     235
                                                                                            Archon's Ride
                                                                    Archon’s Ride is a two-wheeled infernal war machine
                                                                    that handles like a motorcycle. It has spiked wheels,
                                                                    a melodious engine, and a cowl shaped vaguely like a
                                                                    grinning angel’s visage, with plumed wings for handle
                                                                    bars. What the vehicle lacks in weapons, it makes up
      Actions Stations and Crew                                     for with speed and maneuverability.
      An infernal war machine doesn’t have actions of
      its own. It relies on crew to occupy stations and
      use their actions to operate the vehicle’s various              Archon's Ride
                                                                      Large vehicle (500 lb.)
      functions.
      	 A creature can use an action of the station it’s              Creature Capacity 1 Medium creature
      occupying. Once a creature uses a station’s action,             Cargo Capacity 100 lb.
      that action can’t be used again until the start of that         Armor Class 23 (19 while motionless)
      creature’s next turn. Only one creature can occupy              Hit Points 30 (damage threshold 5, mishap threshold 10)
      each station.                                                   Speed 120 ft.
      	 A creature not occupying an action station is either
      in a passenger seat or clinging to the outside of the              STR          DEX        CON       INT      WIS      CHA
      vehicle. It can take actions as normal.                           14 (+2)      18 (+4)    12 (+1)   0 (−5)   0 (−5)   0 (−5)
      Helm
      The helm of an infernal war machine is a chair with             Damage Immunities fire, poison, psychic
      a wheel, levers, pedals, and other controls. The helm           Condition Immunities blinded, charmed, deafened, fright-
      requires a driver to operate. An infernal war machine           ened, paralyzed, petrified, poisoned, stunned, unconscious
      with no driver automatically fails Dexterity saving             Flames of Redemption. When a soul coin is fed into the
                                                                      Redeemer’s furnace, the soul is purified. This purification
      throws.                                                         process provides enough fuel for the Redeemer to operate
      	 A driver proficient with land vehicles can add their          for one tenday.
      proficiency bonus to ability checks and saving throws           Jump. If the Archon’s Ride moves at least 30 feet in a
                                                                      straight line, it can clear a distance of up to 60 feet when
      made using the infernal war machine’s ability scores.           jumping over a chasm, ravine, or other gap. Each foot it
      Drive. While the infernal war machine’s engine is on,           clears on the jump costs a foot of movement.
         the driver can use an action to propel the vehicle           Prone Deficiency. If the Archon’s Ride falls prone, it can’t
         up to its speed or bring the vehicle to a dead stop.         right itself and is incapacitated until pulled upright.
         While the vehicle is moving, the driver can steer it         Stunt. On its turn, the driver of the Archon’s Ride can
                                                                      expend 10 feet of movement to perform one free vehicle
         along any course.                                            stunt such as a wheelie or burnout. Before the stunt can be
      	 If the driver incapacitated, leaves the helm, or does         performed, the Archon’s Ride must move at least 10 feet in
         nothing to alter the infernal war machine’s course           a straight line. If the driver succeeds on a DC 10 Dexterity
         and speed, the vehicle moves in the same direction           check using the bike’s Dexterity, the student is successful.
                                                                      Otherwise, the driver is unable to perform the stunt and
         and at the same speed as it did during the driver’s          can’t attempt another stunt until the start of its next turn.
         last turn until it hits an obstacle big enough to stop       If the check fails by 5 or more, the Archon’s Ride and all
         it.                                                          creatures riding it immediately fall prone as the bike wipes
                                                                      out and comes to a dead stop.
      Bonus Actions. As a bonus action, the driver can do
         one of the following:                                        Action Stations
       • Start the infernal war machine’s engine or shut it           Helm (Requires 1 Crew and Grants Half Cover). Drive and
       off.                                                           steer the Archon’s Ride.
       • Cause the infernal war machine to take the Dash              Reaction
       or Disengage action while the vehicle’s engine is              Juke. If the Archon’s Ride is able to move, the driver can
       running.                                                       use its reaction to grant the Archon’s Ride advantage on a
       • Insert a soul coin or pour a flask of demon ichor            Dexterity saving throw.
       into the engine’s furnace.
236                                                        Appendix E Vehicles
                           Redeemer
The Redeemer is a bulky, armored coach that
rumbles loudly as it crushes obstacles and enemies
in its path with the help of a swinging wrecking ball.                         Scarlet Marpenoth
Iron jaws are mounted on the front of the vehicle,
which handles like a garbage truck.                                 The Scarlet Marpenoth is a Lantanese submarine
                                                                    owned and operated by the drow elf Jarlaxle. It is
                                                                    crewed by Jarlaxle Baenre (in the guise of Zardoz
                                                                    Zord) and two gnomes, Breena and Lorella.
 Redeemer
 Gargantuan Vehicle (12,000 lb.)                                    Submarine Features
 Creature Capacity 8 Medium creatures
                                                                    The Scarlet Marpenoth has AC 20, 300 hit points, a
 Cargo Capacity 1 ton
                                                                    damage threshold of 15, and immunity to poison and
 Armor Class 19                                                     psychic damage. The submarine’s structural integrity
 Hit Points 200 (damage threshold 10)                               fails when the vessel drops to 0 hit points, where-
 Speed 50 ft.                                                       upon it floods and sinks. The submarine is worth
                                                                    15,000 gp intact and requires at least one pilot and
                                                                    one engineer to operate. It has a maximum speed of
    STR         DEX          CON       INT      WIS      CHA
                                                                    2 miles per hour and can hold up to 10 passengers
   18 (+4)     10 (+0)      18 (+4)   0 (−5)   0 (−5)   0 (−5)
                                                                    plus 2 tons of cargo.
                                                                    	 The submarine has the following general features:
 Damage Immunities fire, poison, psychic
 Condition Immunities blinded, charmed, deafened, fright-            • Interior spaces are unlit.
 ened, paralyzed, petrified, poisoned, stunned, unconscious          • All furnishings and features are bolted down.
 Crushing Wheels. The Redeemer can move through the                  • Chambers are 8 feet high, with 6-foot-high
 space of any Large or smaller creature. When it does, the
 creature must succeed on a DC 11 Dexterity saving throw or          passages and doorways connecting them.
 take 22 (4d10) bludgeoning damage and be knocked prone.             • Air magically circulates through a complex ventila-
 If the creature was already prone, it takes an extra 22 (4d10)      tion system and small metal grills set into the floors.
 bludgeoning damage. This trait can’t be used against a
 particular creature more than once each turn.                      	 Doors are made of steel and have AC 19, 27 hit
 Flames of Redemption. When a soul coin is fed into the             points, a damage threshold of 10, and immunity to
 Redeemer’s furnace, the soul is purified. This purification
 process provides enough fuel for the Redeemer to operate           poison and psychic damage. A door’s lock can be
 for one tenday.                                                    picked by a character who makes a successful DC 18
 Magic Weapons. The Redeemer’s weapon attacks are                   Dexterity check using thieves’ tools. A door can be
 magical.                                                           forced open by a character who succeeds on a DC 25
 Action Stations                                                    Strength (Athletics) check. Jarlaxle and the gnomes
                                                                    aboard the Scarlet Marpenoth have keys to all locked
 Chomper (Requires 1 Crew and Grants Half Cover). Melee
 Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6    doors. All doors are airtight while closed.
 + 4) piercing damage. A target reduced to 0 hit points by          I1. Entrance Hatch
 this damage is ground to bits and spit out through pipes
 on both sides of the Redeemer. Any nonmagical items the            There is a circular metal hatch in the ceiling here.
 target was holding or carrying are destroyed as well.              The hatch is opened by turning its valve wheel. This
 Wrecking Ball (Requires 1 Crew and Grants Half Cover).             area is magically pressurized to keep water from
 Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
 40 (8d8 + 4) bludgeoning damage. Double the damage if              entering the Scarlet Marpenoth if the hatch is opened
 the target is an object or a structure.                            while underwater.
 Harpoon Flinger, Front (Requires 1 Crew and Grants Half
 Cover). Ammunition: 10 harpoons. Ranged Weapon Attack:             I2. Hatch to Lower Deck
 +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing        A ladder here leads to the submarine’s lower deck.
 damage.
                                                                    The floorplan of the lower deck parallels that of the
 Harpoon Flinger, Hind (Requires 1 Crew and Grants Half
 Cover). Ammunition: 10 harpoons. Ranged Weapon Attack:             upper deck. It contains sleeping quarters for Jarlaxle
 +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing        and his crew, a dining room and galley, and the
 damage.                                                            submarine’s air system.
                                                        Appendix E Vehicles                                                    237
      I3. Engine Room                                            • To port and starboard, 3-foot-high, 2-foot-wide
                                                                 passageways lead deeper into the machinery.
      The door to this area is locked. A plaque on the door
                                                                 Medium creatures must squeeze to move through
      reads “ENGINE ROOM” in Common and Gnomish.
                                                                 these passages.
      The room has the following features:
                                                               	 Machinery. The engine is a quasi-magical machine
      • The engine room is filled with machines that hiss,
                                                               that controls the submarine’s propulsion and depth
      whir and clatter constantly. A rock gnome named
                                                               and powers the fins and rudder that control direction.
      Breena Bafflestone (commoner) monitors the
                                                               A detect magic spell or similar magic reveals an aura
      machinery at all times. Nearby is a copper speaking
                                                               of transmutation magic throughout the area.
      tube that enables her to communicate with the
      control room command center (area I5).                   	 A character who has proficiency with tinker’s
      • Drawers in the walls contain screwdrivers,             tools can use the tools to upgrade the machinery,
      wrenches, and other tools.                               increasing the submarine’s speed to 3 miles per hour,
                                                               with a successful DC 20 Intelligence check. The
                                                               engine can be destroyed. It has AC 16, 50 hit points,
                                                               and immunity to poison and psychic damage.
238                                                   Appendix E Vehicles
I4. Stateroom                                               	 Piloting the Scarlet Marpenoth. Lorella and
                                                            Jarlaxle can pilot the Scarlet Marpenoth without
Each of these chambers holds a net hammock, a steel
                                                            needing to make a check. Any other creature must
foot locker, a shrine of Lolth, and an experimental
                                                            succeed on a DC 20 Intelligence check to figure out
diving suit. The diving suits consist of a pressure-re-
                                                            the controls. From the control panel, the pilot can
sistant padded suit made of canvas with iron fittings
                                                            control its speed, direction, and depth, as well as acti-
and iron gauntlets. A fishbowl helmet attaches to the
                                                            vate its combat system. The combat systems include:
suit’s collar and functions as a cap of water breathing.
                                                            Electrify Hull. As an action the pilot can electrify
These rooms are assigned to any characters traveling
                                                              the outer hull for 1 minute, after which the system
within the vessel.
                                                              requires 1 hour to recharge. Any creature that
I5. Control Room                                              comes into contact with or starts its turn in contact
The control room has two levels, an observation               with the outer hull when it’s electrified must make
deck and command center, with two ladders running             a DC 15 Dexterity check, taking 22 (4d10) lightning
between the levels. Two circular soundproof windows           damage on a failed save, or half as much damage
are embedded in the port and starboard bulkheads.             on a successful one. A creature wearing metal
The window panes are made of glassteel, a resilient           armor has disadvantage on this saving throw. A
metal magically rendered transparent.                         character who has proficiency with tinker’s tools
	 Observation Deck. The observation deck is an                can use the tools to change the damage type
elevated, 10-foot-high metal platform with a grilled          from lightning to cold, with a successful DC 20
floor, supported by two metal columns. Two padded             Intelligence check.
swivel chairs are bolted to the deck, which is              Depth Charges. The Scarlet Marpenoth carries five
enclosed by a thin steel railing. The height of each         depth charges. As an action the pilot may release
chair can be adjusted to accommodate a Small or              any number of depth charges within 30 feet of the
Medium creature. Between the two chairs is a bronze          submarine. Any creature of size Medium or larger
periscope that can be raised or lowered. The peri-           that moves into the same space as the depth charge
scope has a gemstone headlight that provides 120             or an adjacent space triggers an explosion that hits
feet of illumination when extended underwater.               all creatures within a 20-foot radius. Each creature
	 Command Center. The command center is                      in the area must make a DC 15 Constitution saving
manned by Jarlaxle (disguised as Zardoz Zord) and            throw, taking 54 (12d8) thunder damage on a failed
a rock gnome pilot named Lorella Middenpump                  save, or half as much damage on a successful one.
(commoner). Lorella sits in the pilot’s swivel chair,       Torpedos. The Scarlet Marpenoth carries five torpe-
which is bolted to the floor and can be lowered or           does. As an action the pilot may fire one of these
raised to accommodate a Small or Medium creature.            torpedoes at any creature within 120 feet of the
The chair is situated before a panel of dials, levers,       submarine. This is a Ranged attack that is +10 to
and buttons. A copper speaking tube enables Lorella          hit and inflicts 36 (8d8) thunder damage.
to speak with Breena in the engine room (area I3).
                                                Appendix E Vehicles                                                     239
      Appendix F
      Bridging from other Adventures
      Baldur's Gate: Descent into Avernus��������������240                        J Time passes differently in Avernus. Because of
      Curse of Strahd��������������������������������������������������240           this, the characters emerge into the fully devel-
                                                                                      oped Doomed Forgotten Realms.
      Out of the Abyss�������������������������������������������������240
      Princes of the Apocalypse��������������������������������� 241              J Skip the trip to Luskan and the Hosttower of the
                                                                                      Arcane (chapter 1). Instead, one of the charac-
      Rime of the Frostmaiden����������������������������������� 241                 ters’ former allies recruits them to travel directly
      Rise of Tiamat������������������������������������������������������� 241      to Ravenloft in search of information on how to
      Storm King's Thunder���������������������������������������� 242               defeat Vecna.
      The Wild Beyond the Witchlight��������������������� 242                     J Shorten the characters’ time in Ravenloft by
      Tomb of Annihilation���������������������������������������� 242               having them recover just two lesser Vecnan relics.
      Waterdeep: Dragon Heist                                                      J The information from chapter 9 on how to best
      & Dungeon of the Mad Mage��������������������������� 242                       gather allies for the fight against Vecna can
                                                                                      be provided by the ally that helped them get
                                                                                      to Ravenloft. Thus, much of chapter 9 can be
                                                                                      omitted.
                                                                                                 Curse of Strahd
                                 ALL OF VECNA      is an excellent
                           continuation to most Wizard                             The characters should be 10th level when they finish
                           of the Coast hardcover adven-                           Curse of Strahd. Because of this, it is the perfect
                           tures. Whereas your characters                          adventure to lead into Rise Of Vecna, and very few
      may have successfully prevented one of the realm’s                           modifications are necessary.
      catastrophes, they could not be everywhere at once,                          J Have the characters emerge from Ravenloft
      and the realm has still been ruined by the machi-                               directly into the Doomed Forgotten Realms.
      nations of Vecna. Fall Of Vecna likely takes place
                                                                                   J Consider having Xanathar select the charac-
      years after they completed their last adventure. After
                                                                                      ters because of their previous experience with
      reading or paraphrasing the Rise of Vecna section of
                                                                                      Ravenloft.
      the Introduction (making any necessary adjustments)
                                                                                                Out of the Abyss
      have your players discuss how their characters have
      spent the intervening years.
      	 Because the Doomed Forgotten Realms occurs in a
      timeline where every hardcover adventure has ended                           The characters should be 15th level when they finish
      in failure, the impact of any single book is relatively                      Out of the Abyss. Because of this much of the earlier
      minor. As such, adjustments should be minimal.                               half of Rise Of Vecna will need to be skipped and/or
      Suggested adjustments include:                                               have its challenge rating increased. For simplicity,
                                                                                   to raise the challenge rating, increase the number of
                    Baldur's Gate:                                                 monsters as well as their base statistics. Additionally:
                 Descent into Avernus                                              J Skip the trip to Luskan and the Hosttower of the
                                                                                      Arcane (chapter 1). Instead, one of the charac-
                                                                                      ters’ former allies recruits them to travel directly
      The characters should be 13th level when they
                                                                                      to Ravenloft in search of information on how to
      finish Descent into Avernus. Because of this some
                                                                                      defeat Vecna.
      of the earlier chapters of Rise Of Vecna will need to
      be skipped, and their challenge rating will need to                          J Shorten the characters’ time in Ravenloft by
      be increased. For simplicity, to raise the challenge                            having them recover just a single lesser Vecnan
      rating, increase the number of monsters as well as                              relic. Advance them one level for escaping
      their base statistics. Additionally:                                            Ravenloft.
240                                                         Appendix F Bridging from other Adventures
J The information from chapter 9 on how to best
   gather allies for the fight against Vecna can
                                                                           Rime of the Frostmaiden
   be provided by the ally that helped them get
                                                                 The characters should be 11th level when they finish
   to Ravenloft. Thus, much of chapter 9 can be
                                                                 Rime of the Frostmaiden. Because of this, it is the
   omitted.
                                                                 perfect adventure to lead into Rise Of Vecna, and very
J Chapters 10 onwards can play mostly as written,                few modifications are necessary.
   although you may need to continue to slightly
                                                                 J Consider having Xanathar transport the charac-
   increase the difficulty of some encounters. For
                                                                     ters directly to Ravenloft, essentially skipping
   chapters 10 through 13, have the characters
                                                                     chapter 1.
   advance one level for every two chapters they
   complete, rather than one level for every chapter             J If you do use Luskan, remove the references
   they complete.                                                    to eternal snow and darkness, New Ten
                                                                     Towns, and the optional encounter with the
     Princes of the Apocalypse                                       duergar. Lorewise, have Gromph Baenre be the
                                                                     Overwizard of the North rather than Avarice.
                                                                                       Rise of Tiamat
The characters should be 15th level when they finish
Princes of the Apocalypse. Because of this much
of the earlier half of Rise Of Vecna will need to be
skipped and/or have its challenge rating increased.              The characters should be 14th or 15th level when
For simplicity, to raise the challenge rating, increase          they finish Rise of Tiamat. Because of this much
the number of monsters as well as their base statis-             of the earlier half of Rise Of Vecna will need to be
tics. Additionally:                                              skipped and/or have its challenge rating increased.
                                                                 For simplicity, to raise the challenge rating, increase
J If it is not too late, consider having the Elemental
                                                                 the number of monsters as well as their base statis-
   Prince pull the characters into the Elemental
                                                                 tics. Additionally:
   Planes. Have the characters narratively discuss
   their time in the Elemental Planes and how they               J If it is not too late, consider having Tiamat take
   escape. When they return, they find that five years               the characters with her when she is pulled back
   have passed and that the Realms have changed                      into Avernus. Have the characters narratively
   much in their absence.                                            discuss their time in Avernus and how they
                                                                     escape. When they return, they find that five years
J Skip the trip to Luskan and the Hosttower of the                   have passed and that the Realms have changed
   Arcane (chapter 1). Instead, one of the charac-
                                                                     much in their absence.
   ters’ former allies recruits them to travel directly
   to Ravenloft in search of information on how to               J Skip the trip to Luskan and the Hosttower of the
   defeat Vecna.                                                     Arcane (chapter 1). Instead, one of the charac-
                                                                     ters’ former allies recruits them to travel directly
J Shorten the characters’ time in Ravenloft by                       to Ravenloft in search of information on how to
   having them recover just a single lesser Vecnan
                                                                     defeat Vecna.
   relic. Advance them one level for escaping
   Ravenloft.                                                    J Shorten the characters’ time in Ravenloft by
                                                                     having them recover just a single lesser Vecnan
J The information from chapter 9 on how to best                      relic. Advance them one level for escaping
   gather allies for the fight against Vecna can
                                                                     Ravenloft.
   be provided by the ally that helped them get
   to Ravenloft. Thus, much of chapter 9 can be                  J The information from chapter 9 on how to best
   omitted.                                                          gather allies for the fight against Vecna can
                                                                     be provided by the ally that helped them get
J Chapters 10 onwards can play mostly as written,                    to Ravenloft. Thus, much of chapter 9 can be
   although you may need to continue to slightly
                                                                     omitted.
   increase the difficulty of some encounters. In
   chapter 10 replace Hellenrae with another NPC                 J Chapters 10 onwards can play mostly as written,
   quest giver such as Mordenkainen (chapter 9).                     although you may need to continue to slightly
   For chapters 10 through 13, have the characters                   increase the difficulty of some encounters. In
   advance one level for every two chapters they                     chapter 12 replace Rezmir with another NPC
   complete rather than one level for every chapter                  quest giver such as Harshnag the Grim (appendix
   they complete.                                                    A). For chapters 10 through 13, have the charac-
                                       Appendix F Bridging   from other   Adventures                                        241
          ters advance one level for every two chapters they
          complete, rather than one level for every chapter
                                                                          Waterdeep: Dragon Heist
          they complete.                                                 & Dungeon of the Mad Mage
               Storm King's Thunder                                 The characters should be 5th level when they finish
                                                                    Dragon Heist. The characters could be anywhere
      The characters should be 10th level when they finish          from 5th to 20th level if they played Dungeon of the
      Storm King’s Thunder. Because of this, it is the              Mad Mage. It is suggested that:
      perfect adventure to lead into Rise Of Vecna, and very        J If the characters are less than 10th level, have
      few modifications are necessary.                                   them advance to 10th level after describing
      J Depending on the characters’ actions in Storm                    how their characters spent the years during
          King’s Thunder, it may not make sense for the                  Vecna’s conquest and the formation of the Doomed
                                                                         Forgotten Realms.
          Vonindod to be assembled. Because of this you
          may need to skip chapter 12. Regardless, if the           J If the characters are more than 10th level, then
          Ordning was preserved, use fire giant statistics               you will need to skip or condense chapters as
          for fire titans and hill giant statistics for mountain         well as increase encounter difficulties. Depending
          giants.                                                        on what level the characters are, you should be
                                                                         able to find suitable modifications by looking at
                   The Wild Beyond                                       the suggestions above.
                    the Witchlight                                  J Depending on how Dragon Heist unfolded, it may
                                                                         not make sense for Xanathar to be the char-
                                                                         acters’ initial patron. In this case replace the
      The characters should be 8th level when they finish                beholder with another prominent NPC from that
      The Wild Beyond the Witchlight. Because of this, it is             adventure.
      the perfect adventure to lead into Rise Of Vecna, and
      very few modifications are necessary.                         J It is unlikely that your characters killed Halaster
                                                                         and are still of a level suitable for this adventure.
      J Time passes differently in the Feywild. Because of               As such you should be able to play chapter 13 as
          this the characters can emerge into a fully devel-
                                                                         written.
          oped version of the Doomed Forgotten Realms.
      J Run all of the suggested optional encounters in
          Luskan, and consider adding some of your own.
          Allow characters to advance to level 9 when they
          enter the Hosttower of the Arcane.
      J While in Ravenloft, have the characters gather all
          of the lesser Vecnan relics.
      J
               Tomb of Annihilation
      The characters should be 11th level when they finish
      Tomb of Annihilation. Because of this, it is the perfect
      adventure to lead into Rise Of Vecna, and very few
      modifications are necessary.
      J Consider having Xanathar transport the charac-
          ters directly to Ravenloft, essentially skipping
          chapter 1.
      J If the characters destroyed the Soulmonger, then
          consider skipping chapter 15. Instead Vecna
          has embedded his phylactery within the walking
          statues of Waterdeep, and once they have been
          destroyed, he is fully defeated.
242                                             Appendix F Bridging from other Adventures
Thank you for your support
It has been five years since the
Maimed Lord, Vecna, conquered the
Sword Coast. However, as he is soon
to learn, there is a difference between
taking something and holding it. It
is now up to your players to journey
to the Dread Domains of Ravenloft
in search of unexpected allies and
long buried secrets. Then, they will
rally the Realms’ disparate factions
and besiege Waterdeep, the seat of
Vecna’s power. Finally they will stand,
toe-to-toe, in battle with the greatest
lich in all the multiverse. Along the
way, their characters will advance
from 10th to 20th level.
Will your players rise to the challenge
– or will this be yet another failure in a
string of failed campaigns?
There is only one way to find out!