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Community Copy - Epic Legacy Tome of Titans - Vol. 2

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91% found this document useful (11 votes)
22K views499 pages

Community Copy - Epic Legacy Tome of Titans - Vol. 2

Uploaded by

rohneturner
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits

Authors: Ryan Servis, Celeste Conowitch, Jon Kelly, Paul Wright, Ady Veisz Draghia, James Dewar, Zeke
Gonzalez, Abhilash Jayachandra, JB Litle, Cassandra MacDonald, and Sarah Madsen

Edi�ng: Misty Bourne, Jon Kelly

Ar�sts: Juan Arrabal, Helge Balzer, BNE Design, Ambrose Hoilman, Daniel Kamarudin, Mateo Marjoram,
Chris�na Qi, Jason Strutz

License
©2CGaming, LLC. All Rights Reserved. The 2CGaming logos and name and the book name (Epic Legacy Tome of Titans: Volume 2) are protected by
copyright and trademark. Any reproduc�on or unauthorized use of material contained herein is prohibited without the express writen permissions of
2CGaming, LLC or its authorized representa�ves.

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
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material by E. Gary Gygax and Dave Arneson. END OF LICENSE

1
Introduc�on
“From the first whisper of dusk to the last sigh of dawn, the vast theater of night unveils its drama. Within
this tome, legends unfold and titans rise and fall, but all are cradled in the shadowed palms of my eternal
kingdom. As you delve deeper into these sagas, let them ignite your imagination and challenge your
perceptions. However, be ever mindful: the most profound stories, the most luminous triumphs, all
eventually merge into the quiet lullaby sung by the vast, inexorable night that I, and I alone, rule.”

– The Midnight King

Preface
Heroes rise, but what defines their greatness, if not the shadows they stand against? If you've journeyed
through the annals of 5th Edi�on to its lo�y peaks, you may have some�mes felt that the adversaries
awai�ng your champions felt... less than legendary. Their mechanics may have felt uninspired, or perhaps
their integra�on into your story felt forced or unnatural. But a true nemesis, a veritable �tan, should be
awe-inspiring, steeped in rich lore and bolstered by mechanics that make every encounter memorable.
That’s the essence of this tome. Delve into the pages of the Epic Legacy Tome of Titans - Volume 2 and
discover twenty-two �tans, spanning both �meless foes like Elthias, the Dracofiend and new marvels such
as Glosstmoor, Theyarch of the Grey Mist, and Chernoz-Vetesh, the Molten Devasta�on.

But these �tans are not mere stat blocks; they are epic tales wai�ng to unfold. They are intricately designed
to promise not just batlefield prowess but a mul�faceted antagonist, ensuring engagement in every facet
of play. Whether you’re naviga�ng the upper echelons of 5th Edi�on or diving into the profound power of
the Epic Legacy system, this tome ensures an unforgetable campaign. It's not just about challenging the
players; it's about cra�ing stories that resonate long a�er the dice have stopped rolling.

Acknowledgements
Every RPG tome we cra� is a testament to our dreams and the undying support of our backers. With every
itera�on, Epic Legacy con�nues to inspire players, kindling the imagina�ons of dedicated DMs and weaving
tales that bond friends for life. It's a humbling experience to spark such joy and crea�vity, and our gra�tude
is boundless. As we evolve and expand our repertoire, the trust and belief of our backers propel us forward.

This volume, an amalgama�on of countless hours and unwavering passion, represents the latest pinnacle
in our RPG design journey. Our backers, by entrus�ng us with their support, have helped us reach new
heights, and for that, our gra�tude knows no bounds. We have poured our souls into this tome, and it's
our earnest hope that it adds magic to every campaign it graces. Thank you.

– The 2CGaming Team

Every project is a collec�ve effort, and this tome is no excep�on. Our team's dedica�on, burning the
midnight oil, developing, re-developing, and refining the project has breathed life into this work. A toast
to our imagina�ve writers, who cra�ed intriguing tales and mechanics for these �tans, bringing forth a
diversity unparalleled. Our core team remains the bedrock of our endeavor:

Ryan Servis, our beacon of quality and innova�on, con�nues to guide our design and narra�ve pursuits.
Connect and challenge him at www.2cgaming.com or on Twiter @2cgaming.

Jon Kelly, the seasoned D&D aficionado and founder, brings his vast experience to the table, and is
responsible several �tans in this volume as well as the unifying efforts across them.

Celeste Conowitch, the powerhouse from the Pacific Northwest, enriches our narra�ves, shaping tales
that cap�vate. Track her epic journey on Twiter @cconowitch.

Ady Veisz Draghia remains the voice of our community, with development of Tha-Nalkaret and Udoroth,
drawing from diverse TTRPG systems to enhance our offerings.

Paul Wright, with his passion for D&D, offers invaluable insights, ensuring our crea�ons remain exci�ng
and challenging. Connect with Paul on Twiter and the 2CGaming Discord @Iceoverlord.

Addi�onal amazing Titans created by various pillars and established authors from the community,
including James Dewar, Zeke Gonzalez, Abhilash Jayachandra, JB Litle, Cassandra MacDonald, and Sarah
Madsen.

What's New in This Volume


Embarking on the journey to create a sequel to the acclaimed Tome of Titans was both thrilling and
daun�ng. We sought to deliver more than just colossal foes; we aimed to shape legends. Every �tan in this
volume has been cra�ed to not only challenge but to intrigue, to weave tales of grandeur. Alongside each
�tan, we offer a wealth of tools to help DMs seamlessly integrate these legends into their campaigns. From
their origins and allies to their strategies and legacies, every facet is me�culously detailed. The focus is
similar to that of the Tome of Titans – Volume 1: a mix of known 5th Edi�on legends, monstrous
interpreta�ons of myths from around the world, and new �tanic foes from the minds of our writers.

Epic Legacy Compa�bility


As we expand the horizons of 5th Edi�on gameplay through our Epic Legacy system, this volume promises
compa�bility, posing challenges even for the most seasoned heroes. However, while this book is designed
with Epic Legacy in mind, it is not limited by it. For those not venturing into the Epic realms, a few of these
�tans might prove too daun�ng, but fear not, for the majority will serve as worthy adversaries for any
campaign. Alongside the Epic Legacy stat blocks (the “mythic” versions of these �tans) are foes that pose
significant challenge to Tier 4 par�es – usually with Challenge between 22 and 30. These are likely to be
incredible foes for non-Epic par�es, but conquerable, nevertheless.
How to Use This Book
Every great tale has a worthy antagonist, a figure that challenges the heroes in a variety of devious and
dangerous ways. Fantasy and 5th Edi�on feature mighty creatures that can fill this role, but they o�en lack
the necessary details to fully u�lize their storytelling poten�al. With the Epic Legacy Tome of Titans, that
is no longer the case. The awe-inspiring creatures found in this book range from sinister gods to heroic
knights, otherworldly horrors, and more. Each has the poten�al to tell a different type of story in your
campaign and shape your game world. These are not foes who sit contentedly in a dungeon, wai�ng for
the heroes to show up. They are movers and shakers. Their very existence demands recogni�on and
apprecia�on, something a party of characters may find themselves doing long before they meet the �tan
face to face. Whether it’s the iconic archdevil Asmodeus or the mysterious sun lotus from beyond the
stars, each �tan is me�culously designed to be a formidable influence on a campaign from �er 1 all the
way to �er 4 and beyond!

You will find the �tans here are more than mere foes. They are developed characters with unique
personali�es, powers, and rela�onships that take many adventures to fully explore. Expect each �tan to
deliver many sessions of content up to an en�re campaign’s worth of terrific storytelling.

Building a Campaign
While you can certainly use the �tans in this book to serve as a worthy punching bag for your most
powerful characters, they can be so much more. These creatures deserve to be a presence, or even the
centerpiece, of your campaign. Accompanying them is a selec�on of resources including a recommended
campaign arc around which the DM can flesh out adventures and story. Each arc is designed to synergize
with the �tan’s features and personality and is divided up into three sec�ons: an introduc�on, a conflict,
and a conclusion.

An introduc�on showcases how to make the characters aware of the �tan’s presence without oblitera�ng
them with a mighty foe beyond their ability. If you are looking for a way to hook your players into a plot
concerning the �tan or just want to make them aware this awesome being exists, this is where you should
start.

Next, we outline a conflict, the primary source of antagonism between the characters and the �tan. The
scope and scale of this conflict varies from �tan to �tan, but in all cases, it demonstrates how the �tan is
aggressive toward the characters or influences the world around them. When you need the �tan to make
an impact or facilitate exci�ng encounters, this is where the magic happens.

Every great story needs an ending. At the end of a �tan’s story arc is a conclusion that brings the conflict
between the characters and your antagonist to a head. This is nearly always a climac�c affair, full of epic
moments, drama, and excitement. In ideal circumstances, your players will have struggled migh�ly to get
this far, and you want to make sure the payoff for all these hardships is well worth it.

Challenges
A �tan wouldn’t be much without the provision of epic challenges. With such a diverse array of abili�es
and expansive resources, each �tan has tremendous poten�al to challenge the characters in all three
pillars of 5th Edi�on play. Whether your players crave explora�on, combat, or roleplaying, these �tans
provide. Within each �tan’s “Challenges” sec�on you will find a host of lore, plot hooks, and mechanical
tools to flesh out such encounters. A memorable antagonist cannot just be a ferocious sta�s�cs block that
pummels the characters into oblivion. It should influence all aspects of the campaign. With whom do the
characters interact, and how? Where must the heroes travel, and what are the perils they face along the
way? What minions and allies of the �tan will the characters face, and in what capacity? All these ques�ons
and more are explored in each �tan’s chapter and include the following sec�ons.

Exploration
An o�en-underserved area of 5th Edi�on, explora�on is a major component of a �tan’s design. These
creatures are too powerful and too important to not impact the world around them. Some extend their
reach across the planes, while others forge devious lairs or control realms for the characters to explore. A
�tan’s explora�on sec�on details the nature of these interac�ons to help DMs cra� appropriate
encounters.

Addi�onally, each �tan possesses a lair from which its opera�ons are based. O�en this loca�on is the site
of many different encounters with the �tan, but reaching such a formidable and dangerous place is an act
of heroic explora�on in itself. This lair is no mere place of rest for its �tan. It is a loca�on of tremendous
significance to your game world, shaping the lore of your campaign and the fantasy elements within it.

Social
A good story usually involves some social interac�on, and epic antagonists o�en have a lot to say. The
social component of a �tan’s writeup plays off its personality traits, how it affects the people of a fantasy
world, and how its allies influence the realm. While not all �tans detailed here are great conversa�onalists,
there is much to be gained by social interac�ons, either directly with them or with others in the lands they
influence. Learning a �tan’s secrets, bartering with its minions, or enlis�ng allies to take up arms against
the foe are all worthy components of the social gameplay pillar your players can experience

Combat
The foes of this book present some of the greatest challenges any 5th Edi�on character is likely to face.
While you don’t necessarily need to use a �tan as a final boss for your campaign, they are certainly well
suited for the role. The combat sec�on of each �tan details not only different scenarios in which the
creature may be batled, but how to resolve such conflicts in a manner best suited for your campaign.

Detailed tac�cal writeups ensure that your campaign’s �tan is run smoothly and effec�vely, guaranteeing
a climac�c encounter your players will talk about for years. Too o�en a primary antagonist in a 5th Edi�on
campaign fails to deliver on a quality combat experience, so be sure to read this sec�on thoroughly be-
fore running combat with a �tan. You will even find a collec�on of plot hooks and examples to help flesh
out unique encounters that are more than just opportuni�es to cross swords. Any direct conflict with a
�tan is a moment of tremendous importance to both the characters and the world, and this sec�on helps
a DM bring that reality to life.
Sta�s�cs
No legendary foe is complete without a collec�on of awesome sta�s�cs. Each �tan has been designed to
deliver on a combat experience that is both formidable and thema�c. These aren’t just monsters with high
Challenge Ra�ngs. Their mechanics are innova�ve and unique, forcing players to think on their feet as they
encounter devasta�ng atacks and overwhelming effects beyond anything they have faced before.
Defea�ng a �tan is in- tended to be the hardest thing your players have ever had to do. They will likely
struggle migh�ly to even have a chance at victory, especially when compared to “ordinary” monsters of a
�tan’s Challenge Ra�ng. This is inten�onal. Characters should walk into batle against a �tan well prepared
for what lies ahead, possessing uniquely effec�ve tools, strategies, weapons, and knowledge that will help
compensate for the massive gap in strength between them and their foe. Do not take these writeups
lightly. A �tan can easily mop the floor with an overconfident or under- prepared party. We here at
2CGaming have mastered high-level monster design, and while we understand most tables are used to
their characters being extremely overpowered at higher �ers of play, these �tans are built with that truth
in mind. Combat with a �tan is a challenge of the highest caliber, tes�ng your players’ knowledge, skill,
and strategy.

Mythic Statistics
For those daring souls running these �tans using 2CGaming’s Epic Legacy system, each �tan possesses an
array of special sta�s�cs that transform it from formidable 5E antagonist to an Epic foe of godlike power.
As a mythic creature, the �tan conforms to the design principles found in the Epic Legacy Hero’s Handbook,
which details what general changes occur when a creature is made using these specialized Epic Legacy
elements. A mythic creature is a world-shatering force, suitable only for Epic characters to challenge.
Ordinary 5th Edi�on characters cannot hope to compete. Under no circumstances should you use these
sta�s�cs in a standard game of 5th Edi�on. It is guaranteed to result in disaster.

Monster Classifications
Titans within this book are classified into groups based on their strengths and abili�es, which helps a DM
easily understand their role on the batlefield. Each monster possesses a classifica�on, with the most
powerful among them being “elites” who are proficient in mul�ple classifica�ons simultaneously. By
understanding this system of classifica�ons, you can cra� encounters that deliver on a specific challenge
you want your players to experience. Do you want your heroes to dodge sniper fire as they storm a
fortress? Use an ar�llery creature. Looking for a fearsome beast that crushes adventurers beneath its feet?
Try a brute. Perhaps you need a final boss for your dungeon, in which case all you must do is find an
appropriate elite. This system is a throwback to 4th Edi�on and helps create encounters that deliver on a
specific style of play. The details of each classifica�on and how to use them can be found in this sec�on.

Ar�llery. The ar�llery classifica�on indicates ranged combat specialists with abili�es that
can harry enemies from afar. Only the best snipers can match an ar�llery creature at
ranged combat, which can o�en unleash firepower that puts even the most op�mized
eldritch blast–slinging warlock to shame. Ar�llery creatures are vulnerable at close range,
relying on allies or their own evasive abili�es to stay out of melee. An ar�llery wants to
end a fight from afar, keeping its enemies on the defensive and struggling to find cover.
Brute. Brutes are savage melee combatants specializing in giving out as much punishment
as they take. Free from player interference, a brute quickly pulverizes vulnerable
characters and dismantles tac�cal advantages. Brutes can be counted on to take powerful
hits and o�en do so to protect vulnerable allies or objec�ves. A brute seeks to be the focus
of a fight, soaking up punishment and returning the favor tenfold.

Controller. Controllers may not be the ones who kill a character, but they certainly make
things easier for their allies. Controllers unleash debilita�ng effects that impair or cripple
their enemies and are most effec�ve when paired with more directly lethal creatures able
to capitalize on advantages the controller provides. A controller wants to secure victory
through tac�cal superiority, placing itself and its allies into a winning posi�on that requires
only a final killing blow.

Elite. Elites are monsters with enough diverse strengths to fit mul�ple classifica�ons. Only
the most powerful creatures are classified as elites and possess few weaknesses that
adventurers can exploit. As rare as they are powerful, elites can be considered bosses that
lurk at the end of a dangerous dungeon or the climax of an epic adventure. An elite is
o�en legendary and crushes opposi�on with overwhelming power.

Leader. Leaders are masterful support creatures that aid allies with healing, magical
enhancement, and other powerful buffs. Leaders rarely possess significant kill poten�al,
focusing instead on teamwork and keeping their deadly allies in top figh�ng shape.
Leaders need at least a few allies to help, preferring those that help them accomplish
their encounter objec�ves. In combat, a leader alleviates harm on its allies, undoing
damage with an efficiency that is nearly impossible to outclass.

Lurker. Master ambushers and assassins, lurkers strike first and hard. Using evasion and
stealth to achieve their goals, lurkers are slippery foes that are difficult to lock down and
destroy. Because adventurers travel in groups, most lurkers require the assistance of
other creatures to finish the job. A lurker seeks to eliminate threats systema�cally and
swi�ly, taking heroes out of commission before they have a chance to respond.

Skirmisher. Mobility specialists, skirmishers use hit-and- run tac�cs to deliver precise
blows while avoiding reprisal. A skirmisher can swi�ly capitalize on a vulnerable enemy or
disrupt a tac�cal advantage. Clever skirmishers are good at teamwork, wai�ng for the
precise moment to strike or bai�ng frustrated adventurers into chasing them into traps. A
skirmisher wants to frustrate and harass its target by being too dangerous to ignore but
too elusive to easily kill.
Soldier. Tac�cal melee combatants of the highest caliber, creatures with the soldier
classifica�on are an implacable barrier that cannot be overcome with brute force. These
creatures o�en plant themselves firmly between any force seeking to assail weaker al-
lies, punishing those who injure their comrades with a frigh�ul vengeance. A solider never
fights alone and wants to enable and protect its more vulnerable allies to achieve victory.

Resources
Few creatures have only their own raw strength to pose a challenge. Most �tans are dynamic foes with a
storied history and considerable influence, which can be demonstrated through their considerable assets
and allies. Many of the encounters a �tan facilitates rely on these elements. Explora�on encounters can
be spiced up thanks to the vast tracts of land possessed and guarded by a powerful �tan, requiring careful
planning to safely approach its lair. Social encounters can involve nego�a�ng with a �tan’s allies or
atemp�ng to persuade other NPCs to take up arms against the foe. Combat encounters can involve hordes
of minions, magical items, or even unique spells that make a challenging fight even more deadly. You will
find all these elements and more in this sec�on, so consider how to integrate these tools into your
encounters.

Embrace the legacy once more. Dive into the epic adventures awai�ng in the Tome of Titans - Volume 2!
1
Anazelle-Shan (Mythic 1)
The Creator
“The universe provides. One must only ask politely.”

Description
Artistic genius can take many unusual forms. Few are stranger than the noble djinni known as
Anazelle-Shan. This elemental is a striking feminine figure with pale blue skin of a composition
not unlike pottery. Her hands are those of a working artist, one who toils obsessively over her
craft with unbridled passion. Anazelle’s most striking feature is her magnificent hair. Its long
braids are composed of an ever shifting but harmonious conflux of elemental matter. Earth, wind,
fire, and water all exist in perfect balance, whipping about the djinni as though her locks were
alive. This unusual feature reflects Anazelle’s true nature. She is the pinnacle of elemental
existence, having incorporated disparate forces into her form without compromising on what
makes them unique. When the Creator speaks, her voice is soft and slow, articulating each word
with considerable weight. While she may appear a reclusive and eccentric artist, the wisest know
that only a true master of elemental forces can exist in such a state. Those who dare test the
Creator in battle swiftly find themselves facing the combined might of the elemental planes,
channeled effortlessly through one mighty being.

Profile
Personality: Creative
Ideals: Anazelle lives to create. She is constantly searching for new materials from which to
fashion magnificent weapons and armor. Each creation is an experiment, a steppingstone toward
some yet unknown magnum opus that is but a twinkle in her eye. Thanks to her affinity for the
elements, the djinni can create nearly anything given enough time, shaping materials using
elemental forces beyond the ability of any mortal smith.
Bonds: The Creator holds a deep affection for her works. Each weapon and piece of armor is
given a name and displayed in a manner befitting such a masterpiece. Anazelle only parts with
such beloved creations when she feels it is the will of destiny. However, no matter the nature of
the gift, Anazelle-Shan expects her creation to be returned one day. Those who renege on this
arrangement are counted among her direst foes.
Flaws: Anazelle-Shan is consumed with her craft. She creates for no other purpose than to give
herself artistic satisfaction. Her weapons and armor could save nations or bring great evils to
heel, but few have left her armories. While many view this practice as selfish given her virtuous
nature, the truth is that the djinni is so emotionally attached to her work she could only bear to

2
part with her creations under unique circumstances. Nevertheless, the fact remains that the tools
of Anazelle-Shan are a tremendous well of untapped potential.
Legend: The races of djinn are a proud and divided people. While each is granted incredible
elemental power, they are separated across cultures and realms by the elements of air, earth,
fire, and water. With so many differences between them, the djinn could never reconcile and
share in their collective greatness. Eager to learn of her elemental cousins, the young djinni
Anazelle-Shan turned to the elements in search of answers. Within their primordial chaos she
found harmony. Air and earth were not inherently in opposition, nor were water and fire. They
were merely being forced together in crude and violent ways. With an artist’s touch Anazelle
began weaving the elements as none had done before, creating incredible works that earned her
acclaim from all her fellow genies. What began as a journey of artistic diplomacy expanded into
a career of genius armor and weapon smithing. Countless creatures began to covet her creations,
forcing the Creator to flee with the secrets of her techniques so that she may work in peace.

Anazelle-Shan in Your Campaign


The Creator makes for a most unusual antagonist in a campaign. While she is not malevolent,
cruel, or ambitious, she is driven. Her work inspires her to seek out rare materials and hoard
tremendous power. Such activities are impossible to ignore by forces of good and evil alike. Every
weapon she displays in her galleries could be used to carve the hearts out of fiends. Every armor
she polishes could protect a noble from assassination. Rare metals and materials she acquires
would be better spent improving the lives of countless other creatures. But Anazelle either does
not know or chooses not to concern herself with
such affairs. Her work is far too important. One
day she will forge her ultimate creation: a perfect
combination of artistry and tool, as flawless as
the pure elements that power her Worldforge.

Introduction
Since Anazelle keeps to herself, her introduction
will be a rumor or legend telling of her works
rather than a direction confrontation. The
characters can easily hear of her from any
learned smith or artisan, and her name is swiftly
mentioned whenever a crisis is afoot. Should the
heroes or the world around them be in dire
straits, the prospect of requisitioning legendarily
powerful equipment from the famed elemental
smith is too promising to not attempt. Surely her
benevolent nature would make her receptive to

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an impassioned plea in the name of a worthy cause … if only it were so easy. The first step will be
finding Anazelle’s hidden workshop, then the negotiating process can begin.

Conflict
Should the characters make an earnest effort to gain Anazelle’s favor and acquire her arms and
armor, they have their work cut out for them. It becomes immediately clear that the elemental
is extremely reluctant to part with any of her works. The favors she asks come with no sure
promises, instead leading to further, more arduous tasks to better serve her artistic ends. While
Anazelle doesn’t intend to be deceptive, she bases her decision to bequeath her works on
emotions and her sense of cosmic purpose rather than any bargain. In most cases she would love
nothing more than to hand her creations over to the right person – it’s just finding the right
person that is so difficult, even in the best of circumstances. Surrounded by her creations and
running low on patience, the characters may be sorely tempted to steal one of her many
creations. While this is less difficult and less dangerous than it appears, the wrath of the angry
artist is fierce. Even if they steal the item for a good cause and return it later, Anazelle will seek
to punish those responsible by the most severe methods available.

Conclusion
If the party performed all her tasks to Anazelle’s satisfaction, she still has one final test: honorable
combat, to determine if the party would use her gifts responsibly and return them safely. If the
heroes cannot demonstrate this to her high standards, all their labor will have been for naught,
leading to a troubling impasse that could quickly come to blows. Alternatively, if the characters
stole from Anazelle, she takes great efforts to track them down and reclaim her property. Her
own sense of justice demands a thorough demonstration of her powers so that all may witness
the gravity of such folly, even though the battle is unlikely to be lethal. Only if the characters
refuse to return what they have taken does she use lethal force, for their crimes have not only
wronged her sense of artistic ethics but have taken her away from her precious work.

Challenges
Anazelle can pose exploration, social, or combat challenges to characters who interact with her.

Exploration
The Creator has chosen to live a life of seclusion to better protect her work and creative process.
Thankfully her home is nestled in a far-flung forest on the material plane. While not impossible
to find, her lair and its Worldforge have produced profound and strange effects on the
surrounding environment. Here the elemental planes have bled into the material world, creating

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all manner of strange phenomena that are harmful to most native beings. However, an artist
needs materials to produce great works. Anazelle-Shan routinely enlists the help of other beings
to track down rare and valuable materials ideal for new creations. These trusted traders and
merchants are well compensated for their work, receiving what few items Anazelle deems
unworthy of joining her collection (though still extraordinary by mortal standards). Tracking
materials for Anazelle and venturing to her elemental-infused home are exploratory challenges
worthy of mighty heroes.

Regional Effects
The region containing Anazelle’s lair is transformed by her elemental power, which creates the
following effects within 15 miles of her lair.
• Creatures that atempt to transport between the planes in the affected area always arrive in
a random, safe loca�on on an elemental plane, regardless of their intended des�na�on.

• Elementals that are conjured or summoned into the affected area can choose to remain for
as long as they like, even if they would otherwise be forced to return from whence they came
by a spell or effect.

• The area is transformed into a strange elemental environment known as a conflux domain
(see the New Doman: Conflux sidebar).

If Anazelle is destroyed, these effects fade immediately.

New Domain: Conflux


A conflux domain is a rare congruence of elemental
harmony. Air, earth, fire, and water all exist in
primal, magical states as they would on the
elemental planes. However, instead of conflicting
with each other, the elements are in alignment.
Great stones twist through the air on blasts of wind,
while water and fire flow down rivers in perfect
synergy. These magical displays are reflective of a
beautiful and cosmic order brought to the area, one
that allows many ordinarily hostile creatures to find
peace and companionship.

Creatures. Dragons, elementals, and constructs are the most common types of creatures found
within a conflux domain. However, any creature with a strong affinity for the elements may find
itself enjoying its comfort and safety.

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Detection. A successful DC 24 Wisdom (Survival) check is required to determine a conflux
domain’s true nature.
Properties. A conflux domain causes the following effects within its area.
• Elemental Oddi�es. Due to a confluence of elemental energies, creatures na�ve to the area
have immunity to cold, fire, lightning, and thunder damage.

• Unnatural Wonders. When an environmental effect within the area would deal cold, fire,
lightning, or thunder damage, it instead deals a different type of damage chosen from cold,
fire, lightning, or thunder damage.

• Trans-planar Physics. When a non-na�ve creature enters the affected area for the first �me
in 24 hours, it must succeed on a DC 20 Charisma saving throw or be par�ally banished from
the dimensional space for as long as it remains within the area. While so banished, the
creature’s speed is halved, and it deals half damage to other creatures. If an affected creature
leaves the area, it cannot reenter the domain un�l 24 hours have passed.

Anazelle’s Lair
Deep within Anazelle’s territory, surrounded by whirling vortices of elemental power, is an open-
air workshop and a modest house that Anazelle calls home. Most of the space is dedicated to a
massive structure roiling with spheres of pure, refined elemental matter. Called the Worldforge,
it is here that Anazelle harnesses the power that forged the planes to fashion her arms and armor.
The Creator uses this tool with extraordinary skill, drawing forth its elemental energies and
painting her creations into being. While the Worldforge is indeed impressive, within the earth
beneath it is a grand gallery holding hundreds of magical weapons and armor. Each was
handcrafted by Anazelle and stands among the finest ever produced. Some are gigantic and fit
for titans, while others are comfortable in the subtle grip of halflings. No matter your needs or
desires, there is no doubt that the armory of Anazelle has what you are looking for.

Lair Actions
On initiative count 20 (losing initiative ties), Anazelle can take a lair action to cause one of the
following effects. If Anazelle is using her mythic statistics, she can instead choose to take a mythic
action or lair action, but not both. Anazelle can’t use the same effect twice in a row.
• Anazelle conjures a magical weapon or armor of legendary quality or lower from within her
gallery. The item either appears in her free hand (if a weapon) or is immediately donned by
her (if armor), and she becomes immediately atuned to it (when applicable). This item
returns to the gallery when she uses this op�on again.

• A vortex of swirling elemental mater appears in a 20-foot radius centered on a point


within the lair, which lasts un�l the next ini�a�ve count of 20. When a creature enters the

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area for the first �me on a turn or starts its turn there, it must succeed on a DC 20
Cons�tu�on saving throw or suffer one of the following effects (Anazelle’s choice):

– The creature takes 22 (4d10) fire damage.

– The creature is thrown 60 feet away from the vortex in a straight line, landing prone.

– The creature is knocked unconscious un�l the end of that turn.

– The creature cannot take bonus ac�ons or reac�ons un�l the end of its next turn.

• An elemental friendly to Anazelle appears in an unoccupied space of her choice within the
lair.

Exploration Encounters
Whether it is tracking down the Worldforge’s wielder or running errands on her behalf, there are
many exploratory tasks a heroic adventuring party may find themselves embroiled in when
encountering Anazelle-Shan. The elements are not kind forces to mortal forms. Environments
and allies the Creator finds pleasant may be extremely hazardous to mortals who seek her out.
Her home is surrounded by rivers of fire, boulders soaring through the sky like missiles,
wandering lakes of frigid cold, and other bizarre phenomena. Even a single encounter with such
a force could spell the end for an unprepared party.

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• Precious Cargo. An extremely rare shipment of everslate is on its way to Anazelle’s lair.
This legendary stone is completely indestructible once it has been cooled from its molten
state, making transporting the material dangerous and difficult. Magically transporting it
may result in its unintentional cooling, so the molten stone must be manually carried to
the Creator’s abode. Anyone who accomplishes such an epic deed on Anazelle’s behalf is
sure to earn a favor like no other.

• Art Vandalism. A mighty paladin entrusted with one of Anazelle’s suits of armor returns it
to her in a catastrophically damaged state. Enraged at this callous disregard for her work,
the Creator puts out a bounty on the noble hero: return them to her to face punishment
and receive the refurbished armor as compensa�on.

• Unspeakable Crea�on. A dark and disturbing weapon has been stolen from Anazelle’s
armory. Known as the Wrackblade, this fearsome sword is said to inflict devasta�ng pain
on those it harms. In a bout of great anger and rage Anazelle forged this weapon, then in
shame at what she had done, she hid it away. Now the weapon is in possession of forces
unknown, and she is desperate to get it back, especially if this can be accomplished in a
manner that doesn’t damage her reputa�on as an ar�st.

New Enchantment: Agony (+4) 1


When you score a critical hit on a creature with an attack using this weapon, it becomes
wracked with agonizing pain until it is restored to its hit point maximum. While in this state, the
creature cannot communicate verbally, cannot take bonus actions or reactions, and cannot
benefit from resting.

Social
As an artist and creature of good, Anazelle is quite a social being. She enjoys conversations about
art, weapons, and armor, so long as the topics remain focused on the design and fashioning of
such things. She detests those who speak of violence with joy or ambition, preferring the
company of those who understand her craft and respect the nature of what she does. She has
heard the arguments against her practices and ethics a thousand times and is weary of debating
them. Only the most charismatic and persuasive speakers can even begin to negotiate on the
renting of items from her arsenal. Her knowledge of the elemental forces is based purely on
instinct and intuition. She cares not to understand the history or purpose of the forces she
commands, only their nature. Her words are colorful, creative, and thoughtful, much like the
works she labors so hard to create.

1More enchantments and info on how to apply them can be found in the Epic Legacy Campaign
Codex by 2CGaming.

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Social Encounters
Other than trying to convince Anazelle to lend her creations to a cause, there is rarely an incentive
for conflict with the Creator. Instead, many social encounters surrounding a campaign featuring
the djinni will involve other creatures interested in her work, such as merchants trying to peddle
rare materials, thieves looking to pull a heist, or diplomats seeking to appeal to her nature.
Whether the characters are working for or against her will determine the nature of many of these
interactions. They may be tasked with fending off pesky sycophants or foiling cunning
manipulators trying to exploit Anazelle’s creations. Alternatively, the heroes could be working to
undermine her network of allies and suppliers. Doing so will make her favorite pastime of forging
weapons and armor more challenging by the day and will hopefully force her to the negotiating
table.
• Gains from Trade. A convoy of merchants wishes to parlay with Anazelle, offering to trade
many wondrous and powerful magic items for one of her works. While reluctant at first,
Anazelle is impressed by the sheer volume of items being offered. If there were some silver-
tongued heroes able to sway her heart, now would be the perfect �me to come to the
merchants’ aid and earn a he�y commission fee in the process.

• Burnout. In a fit of crea�ve depression, Anazelle is unable to fashion any addi�onal weapons


or armor. Claiming that she has lost her inspira�on, the despondent elemental’s pain
becomes known far and wide. Daring counselors are sought to alleviate her misery, a task
that is likely far more complicated and dangerous than it first appears. However, nothing gets
the ball rolling like a good therapy session,
presuming some heroes are up to the task.

• Family Maters. A clan of djinn claiming to


be Anazelle’s distant rela�ves uses an
obscure legal right that allows a family to
claim a percentage of another’s holdings,
provided they can demonstrate the wealth
is not going to good use. Desperate to
prevent the loss of her collec�on, the
Creator seeks advocates who can argue her
case in court and ensure her works don’t fall
into the hands of her avaricious “rela�ves.”

Combat
Battling Anazelle is not something that happens often. She is far too powerful to take lightly and
far too decent a soul to attack without good cause. Most issues between her and others can be
worked out nonviolently, but when roused to anger she can prove a deadly foe. Having spent her
life among various djinn from all corners of the universe, Anazelle has mastered the elements to
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a prodigious degree. Her powers can devastate all but the most powerful foes, and when
seriously threatened she has a large arsenal upon which to call. Despite her great power, she
mostly fights alone. Her solitary nature and egocentric pursuits have earned her few friends
willing to put their lives on the line. However, a few offers of her precious weapons would be
more than enough to bring formidable mercenaries rushing to her defense.

Combat Encounter Example: A Final Trial


After a long journey filled with tasks and trials, the party finally has a chance to acquire one of
Anazelle-Shan's legendary creations. True to her nature, the djinni offers them one final
challenge: prove their worth in combat. Stepping into her arena of elemental fusion, the
characters face Anazelle-Shan as she shapes her elemental hair into various weapons, testing not
only their skill but their resolve. All the while, the Worldforge glows ominously, its light
fluctuating with the rhythm of combat. Even if the adventurers win, they must demonstrate a
certain level of restraint and tactical prowess, proving they are worthy caretakers of her
masterpieces. Failure to meet her high standards could lead to disappointment and a broken
alliance. But meeting her expectations could earn them a tool of incredible power, on a long-
term lease, of course.

Tactics
Battlefield Classification: Artillery
While she lacks the fancy spellcasting of other magical creatures, Anazelle makes up for her
more limited array of abilities with staggering power. Her traits are simple but effective. The
most important is Elemental Conflux, which introduces a choice you must make with broad
implications for the fight. Each element she chooses comes with a corresponding damage type
and effective utility option that grants versatility on the battlefield. Examine each of these
options carefully to determine the advantages most likely to prove effective against the party.
For example, the air option is ideal for staying out of range of melee characters or to take the
fight to troublesome flying foes. Don’t discount the importance of her versatile damage types.
Use this to circumvent defenses and exploit vulnerabilities.
Anazelle’s actions are also formidable. On each of her turns, she chooses from two extremely
potent options that are further augmented by her ability to customize her kit with her
Elemental Conflux trait. Eruption is an incredibly dangerous effect that requires some time to
come into full effect. This makes it best paired with options like Prison or the water effect on
Torrent, which keep characters standing in one place long enough for the eruption to go off.
Elemental Bolts is a good default when you need damage spread out among several targets. Its
considerable range and strong attack bonus mean at least one of the party members is highly
likely to be hit. Prison is ideal for locking down characters who prove dangerous or need to be
isolated from allies. Use this to keep dangerous characters away from Anazelle or a downed
character from receiving aid. Siphon is your option for dealing with spells and magic items that
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prove too dangerous, while Torrent produces a variety of debilitating effects that ensure
Anazelle remains in control of the battlefield. Pairing these actions appropriately is key to
victory. Look for combos and ideal targets, as you’ll need to get as much mileage as possible
from her limited action count. Don’t forget to use Primordial Conduit. This ability effectively
doubles Anazelle’s damage and should not be taken lightly.
Easier Tactics – Avoid using Prison more than once in a round, and never use Siphon on magic
items. Don’t worry too much if characters get close to Anazelle. While she functions great at
range, she is still dangerous in close quarters, and it allows players a chance to put the hurt on
her. Be careful when using Eruption. Careless players may find their characters accidentally
within its affected area at a bad moment. Let the Creator express the same element for two to
three turns. This will give the characters a chance to adapt to her damage and strategies before
she changes things up.
Harder Tactics – Put Prison around the most dangerous party members as quickly as possible.
This is particularly effective against spellcasters, as many spells do no damage to objects and
can prevent easy escape. Only use Torrent when you can hit three or more characters, favoring
Elemental Bolts and other more damaging options. For a truly brutal combo, use Eruption
followed by Primordial Conduit as a legendary action to devastate any affected characters.
Favor the earth and air options on Elemental Conflux, as the movement granted by each can
quite easily keep Anazelle away from dangerous foes or in hard-to-reach places, including
underground.

Anazelle-Shan
Medium elemental (titan), lawful good

Armor Class 19 (natural armor)


Hit Points 675 (54d8 + 432)
Speed 40 ft.
STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 26 (+8) 19 (+4) 28 (+9) 16 (+3)

Saving Throws Str +15, Con +16, Int +12, Wis +17
Skills Arcana +12, History +12, Perception +17, Persuasion +11
Damage Resistances acid, cold, fire, lightning, thunder.
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks.

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Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, stunned,
unconscious.
Senses darkvision 120 ft., passive Perception 27
Languages Aquan, Auran, Common, Ignan, Terran.
Challenge 27 (105,000 XP)

TRAITS
Elemental Conflux. Anazelle’s body is composed of harmonious elemental energies. At the start
of each of her turns, she may choose which of those energies is expressed, chosen from the
following options, which gives her the corresponding benefits. Additionally, when Anazelle deals
elemental damage, she instead deals damage according to which element she is expressing.
• Air. Anazelle has a flying speed of 60 feet (hover), and her elemental damage is thunder.

• Earth. Anazelle has a burrowing speed of 30 feet and tremorsense out to a range of 60
feet, and her elemental damage is bludgeoning.

• Fire. When a creature hits Anazelle with a weapon atack while within 5 feet of her, the
creature takes 22 (5d8) fire damage. Anazelle’s elemental damage is fire.

• Water. At the end of each of her turns, Anazelle regains 22 (5d8) hit points. Anazelle’s
elemental damage is cold.

Mythic Resistance. When Anazelle fails a saving throw, she can expend one of her unspent
legendary actions to succeed instead.

ACTIONS
Multiattack. Anazelle takes two different actions, chosen from the following options.
Elemental Bolts. Ranged Spell Attack: +17 to hit, range 300 ft., three different targets. Hit: 37
(8d6 + 9) elemental damage.
Eruption. Anazelle magically commands the ground in a 30-foot space within 300 feet of her to
erupt with elemental power. The area becomes difficult terrain, and at the start of Anazelle’s
next turn the ground erupts in a column of elements that rises to a height of 100 feet. Creatures
in the affected area when the ground erupts must succeed on a DC 25 Dexterity saving throw or
take 135 (30d8) elemental damage, or half as much on a success.
Primordial Conduit (Recharge 5–6). Anazelle charges herself with overwhelming power until the
end of her next turn. For the duration of the effect, creatures cannot have immunity to damage
dealt by her, and all damage she deals is doubled.

12
Prison. Anazelle conjures an elemental prison around a creature she can see within 120 feet of
her. The prison is an object with an AC of 15 and 50 hit points that is the same size as its target.
A creature has total cover from everything outside the prison, and vice versa. At the end of each
of its turns, a creature within the prison takes 22 (4d10) elemental damage. The prison lasts for
1 hour or until Anazelle uses this option again.
Siphon. Anazelle siphons the magic away from a spell or magic item of legendary quality or lower
that she can see within 120 feet of her. If the target is a magic item being held or worn by a
creature, that creature can attempt a DC 25 Charisma saving throw, preventing the effect on a
success. Otherwise, the magic item becomes an ordinary item. If the target is a spell, the spell
ends.
Torrent. Anazelle magically projects a torrent of elemental power in a 300-foot line that is 5 feet
wide. Each creature in the affected area must succeed on a DC 25 Constitution saving throw or
be coated in elemental matter for 1 minute. A creature so coated suffers an effect according to
which element Anazelle was expressing when she took this action. At the end of each of its turns,
an affected creature can repeat the saving throw, ending the effect on a success.
• Air. The target is wreathed in swirling winds, causing it to automa�cally miss on ranged
atacks.

• Earth. The target is coated in heavy earth, preven�ng it from taking bonus ac�ons or
reac�ons.

• Fire. The target is saturated with choking smoke, preven�ng it from speaking or cas�ng spells
with verbal components.

• Water. The target is doused in icy water, reducing its speed to 5 feet.

LEGENDARY ACTIONS
Anazelle can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. Anazelle
regains spent legendary actions at the start of her turn.
Expression. Anazelle changes her expressed element per her Elemental Conflux feature.
Move. Anazelle moves up to her speed.
Elemental Power (Costs 2 Actions). Anazelle uses her Elemental Bolts, Prison, Torrent, or Siphon
action.
Primordial Conduit (Costs 3 Actions). Anazelle uses or recharges her Primordial Conduit action.

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Mythic Anazelle-Shan
Because Anazelle’s challenge is mythic 1, the differences between her two forms are not as
significant as most more powerful mythic creatures, but there are some key strategic differences.
Her hit points and damage are increased, along with her defenses. However, her most formidable
improvement is her mythic actions, specifically Worldforge. This grants her an incredibly
powerful damage option that can quickly escalate out of control. The alternative is Dispersion,
which allows her to move more easily about the battlefield. Don’t use the Worldforge weapon
right away. Let it “bake” for a bit before unleashing its devastating power. This will ensure a truly
terrifying outcome.

Mythic Effects
As a mythic creature, Anazelle causes the following effects.
Elemental Fabrication. Anazelle can masterfully create magical arms and armor using her
Worldforge, twisting the elements into shape with her bare hands. By spending 1 month of
continuous, strenuous activity, she can create a single magical weapon or armor of legendary
quality or lower.
Illustrations of The Creator. Anazelle uses her magical paint brush to “paint” her creations into
existence. She is proficient in anything that involves the creation of items, objects, or structures
in this manner and doubles her proficiency bonus when making ability checks to do so. Her
associated score for such checks is always Wisdom.
Additionally, Anazelle can magically create any mundane stone or metal material she touches at
a rate of 1,000 pounds of the material per day. Doing so requires 1 hour of strenuous activity.

Mythic Anazelle-Shan
Medium mythic elemental (titan), lawful good

Armor Class 21 (natural armor)


Hit Points 925 (74d8 + 592)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
26 (+8) 15 (+2) 29 (+8) 21 (+5) 30 (+10) 19 (+4)

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Saving Throws Str +16, Dex +10, Con +16, Int +13, Wis +18, Cha +12
Skills Arcana +13, History +13, Perception +18, Persuasion +12
Damage Resistances acid, cold, fire, lightning, thunder.
Damage Immunities bludgeoning, piercing, and slashing from non-Epic attacks.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, stunned,
unconscious.
Senses darkvision 120 ft., passive Perception 28
Languages Aquan, Auran, Common, Ignan, Terran.
Challenge Mythic 1

TRAITS
Elemental Conflux. Anazelle’s body is composed of harmonious elemental energies. At the start
of each of her turns, she may choose which of those energies is expressed, chosen from the
following options, which gives her the corresponding benefits. Additionally, when Anazelle deals
elemental damage, she instead deals damage according to which element she is expressing.
• Air. Anazelle has a flying speed of 90 feet (hover), and her elemental damage is thunder.

• Earth. Anazelle has a burrowing speed of 40 feet and tremorsense out to a range of 60 feet,
and her elemental damage is bludgeoning.

• Fire. When a creature hits Anazelle with a weapon atack while within 5 feet of her, the
creature takes 27 (6d8) fire damage. Anazelle’s elemental damage is fire.

• Water. At the end of each of her turns, Anazelle regains 27 (6d8) hit points. Anazelle’s
elemental damage is cold.

Mythic Resistance. When Anazelle fails a saving throw, she can expend one of her unspent
legendary actions to succeed instead.

ACTIONS
Multiattack. Anazelle takes two different actions, chosen from the following options.
Elemental Bolts. Ranged Spell Attack: +18 to hit, range 300 ft., three different targets. Hit: 38
(8d6 + 10) elemental damage.
Eruption. Anazelle magically commands the ground in a 30-foot space within 300 feet of her to
erupt with elemental power. The area becomes difficult terrain, and at the start of Anazelle’s

15
next turn the ground erupts in a column of elements that rises to a height of 100 feet. Creatures
in the affected area when the ground erupts must succeed on a DC 26 Dexterity saving throw or
take 180 (40d8) elemental damage, or half as much on a success.
Primordial Conduit (Recharge 5–6). Anazelle charges herself with overwhelming power until the
end of her next turn. For the duration of the effect, creatures cannot have immunity to damage
dealt by her, and all damage she deals is doubled.
Prison. Anazelle conjures an elemental prison around a creature she can see within 120 feet of
her. The prison is an object with an AC of 18 and 75 hit points that is the same size as its target.
A creature has total cover from everything outside the prison, and vice versa. At the end of each
of its turns, a creature within the prison takes 22 (4d10) elemental damage. The prison lasts for
1 hour or until Anazelle uses this option again.
Siphon. Anazelle siphons the magic away from a spell or magic item of legendary quality or lower
that she can see within 120 feet of her. If the target is a magic item being held or worn by a
creature, that creature can attempt a DC 26 Charisma saving throw, preventing the effect on a
success. Otherwise, the magic item becomes an ordinary item. If the target is a spell, the spell
ends.
Torrent. Anazelle magically projects a torrent of elemental power in a 300-foot line that is 5 feet
wide. Each creature in the affected area must succeed on a DC 26 Constitution saving throw or
be coated in elemental matter for 1 minute. A creature so coated suffers an effect according to
which element Anazelle was expressing when she took this action. At the end of each of its turns,
an affected creature can repeat the saving throw, ending the effect on a success.
• Air. The target is wreathed in swirling winds, causing it to automa�cally miss on ranged
atacks.

• Earth. The target is coated in heavy earth, preven�ng it from taking bonus ac�ons or
reac�ons.

• Fire. The target is saturated with choking smoke, preven�ng it from speaking or cas�ng spells
with verbal components.

• Water. The target is doused in icy water, reducing its speed to 5 feet.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Anazelle takes a mythic action to cause one of the
following effects. Anazelle can’t use the same effect twice in a row.
Dispersion. Anazelle discorporates into elemental matter and vanishes. At the start of her next
turn, she reappears in an unoccupied space of her choice within 60 feet of where she vanished.

16
Worldforge. Anazelle conjures a magical weapon of pure elemental matter, which appears in her
free hand. The weapon takes the form of a simple or martial weapon of her choice. Instead of a
weapon attack, Anazelle makes a spell attack (+18 to hit) with the weapon. On a successful hit,
the weapon deals its damage plus an additional 35 (10d6) elemental damage. If Anazelle uses
this option again, this additional elemental damage increases by 35 (10d6) to a maximum of 175
(50d6) elemental damage. When Anazelle would take her Elemental Bolts, Prison, Torrent, or
Siphon action, she may instead make a single attack with the weapon. The weapon lasts for 1
hour or until Anazelle no longer holds the weapon.

LEGENDARY ACTIONS
Anazelle can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. Anazelle
regains spent legendary actions at the start of her turn.
Expression. Anazelle changes her expressed element per her Elemental Conflux feature.
Move. Anazelle moves up to her speed.
Elemental Power (Costs 2 Actions). Anazelle uses her Elemental Bolts, Prison, Torrent, or Siphon
action.
Primordial Conduit (Costs 3 Actions). Anazelle uses or recharges her Primordial Conduit action.

Resources
As an artificer of the highest caliber and a respected artist, Anazelle-Shan has a colorful selection
of resources at her disposal. The exact capacity of her extensive armory is not known, but even
a cautious assessment would consider it nearly apocalyptic in scope. Thankfully, these assets are
difficult to deploy. Anazelle can only use so many at a time and trusts few others to handle them
responsibly. However, few problems are among the djinni’s power to solve. Her extensive arsenal
provides the right tool for most jobs. Even in the rare instance her weapons and armor don’t
suffice, she can make something that can. Her solutions are always as creative as they are
effective. Her designs are elegant tools from a genius mind rather than blunt, inarticulate
instruments. This practice extends to her allies as well. If Anazelle requires the aid of another,
she chooses carefully, with a mind toward practicality and artistry. After all, where is the joy in
overcoming a challenge in a mundane manner?

Allies
Aside from her works, Anazelle has a retinue of fast friends who have earned her trust over the
centuries. These allies can be called upon to aid her in times of great need thanks to a magical

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portrait hall within the djinni’s home. This gallery contains dozens of paintings of her comrades,
some of whom are even deceased. Anazelle can communicate with these allies through their
paintings and magically conjure them to her side if they are willing. Most are eager to fight
alongside their patron, for the Creator is not known for making fair-weather friends.
• House of Crimson Winds. While she is not close to her extended family, Anazelle is
nonetheless a part of a mighty djinn line of great power and influence. Though she is loath
to call upon the House of the Crimson Winds, there is no substitute for this family. As a clan
of warlords and conquerors, the House knows all too well how to deal with a problem. Their
methods may be unsubtle and crude, but few can stand in the path of an angry army of
elementals with genie commanders at the helm.

New Organization: House of the Crimson Winds


Name: House of the Crimson Winds
Leadership: Diarchy (King and Queen)
Membership: Medium (83 members): genies (djinn)
Alignment: Chaotic neutral
Motto: “War on the winds, blood on the sands.”
Resources: Armies (elementals), arms and armor, military expertise
Creed: The outer planes are rife with warfare and chaos. In a cosmology of near-infinite realms,
it stands to reasons there are nigh-infinite battlefields. And where there are battlefields, there is
a need for warriors. The House of the Crimson Winds is in the business of warriors. This noble
family of djinn sell their services to those who have enemies to fight. Their elemental armies
always stand ready, deploying across the planes in an instant to any battlefield. These tactical
strikes are always accompanied by a furious sandstorm echoing with the howl of genie warriors.
The House has never failed to uphold a contract, nor have they lost a battle, though many suspect
it is because they refuse to work for a losing side.

• The Colorling. Anazelle requires the finest mixtures to paint her creations. Talented though
she may be, she lacks the alchemical skill to mix rare materials and fluids into suitable
concoctions for her work. Instead, the creature known as the Colorling takes the role as her
paint maker. This strange creature has never been seen by mortal eyes, as it lives within a
small cave on Anazelle’s property. The Creator herself knows little about it, only that when
she leaves materials at its doorstep, the next day she has fresh paints to begin her artistry.

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Rewards
The death or defeat of Anazelle-Shan is an ominous moment. Many will mourn the Creator’s
passing, while others will rejoice at the prospect of her weapons and armor becoming accessible.
Thousands will flock to her home with frantic speed, desperate to snag even a single item from
the now unguarded armory. This convergence inevitably leads to confrontation as creatures
squabble over every blade and helm. The characters will naturally have first pickings of these
items should they be close by; otherwise, they would do well to journey there immediately. Even
in the best circumstances, they will only get one chance to pluck some choice items from the
armory before they have competitors. Most creatures give Anazelle-Shan’s killers a wide berth,
but not all.
In the event Anazelle is feeling generous and wishes to reward those who earn her respect and
admiration, she may bestow a special coin minted with an image of her face. Known as a forge
token, this useful trinket can get one of the Creator’s weapons on loan in a pinch.

Forge Token
Wondrous item, very rare

This large, golden coin is minted with the face of an elegant genie on
both sides. As an action, you may flip the coin into the air and name a
magical weapon or armor whose rarity cannot be greater than
extraordinary2. The coin then vanishes, and the named item appears. If
the item is within the armory of Anazelle-Shan, it appears either in your
free hand(s) if a weapon or donned on your body if armor. If the item
you named is not within the Creator’s armory, a close approximation
appears instead (such as the same type of armor or weapon).
Additionally, if the magic item requires attunement, you may
immediately attune to the item. The item lasts for 1 hour, at which point
it vanishes.

2Extraordinary is a special rarity defined in the 2CGaming Supplement, the Epic Legacy
Campaign Codex

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20
Mircalla Karnstein (Mythic 2)
Beloved Countess
“Your life and death are mine forever.”

Description
Standing amid the crumbling ruins of her castle or laughing behind a mask at a ball, Mircalla,
Countess Karnstein, is a beautiful young woman. With thick, dark-brown hair, lustrous dark eyes,
and an elegant, slender form, Mircalla looks nothing like the gaunt, wasted vampires of legend.
On the contrary, her skin is flush and warm, her arms look inviting, and her smile lights fires in
the hearts of even the dourest individuals. She dresses as befits a noblewoman of her apparent
age in fine gowns of exquisite taste, but she still maintains an air of eerie innocence. Her vampiric
nature is betrayed by the barest hint of fangs and a supernatural influence that warps the mind,
bending all to her will.

Profile
Personality: Lonely
Ideals: Mircalla longs for company. She is eager to invite any passing travelers to her castle for
rest and recouperation, and she travels to other villages if too much time lapses between
newcomers. She wishes nothing more than to find another young woman with whom to share
her endless years.
Bonds: Mircalla chooses young women to raise as vampires, only straying from this in extreme
circumstances. As strong as her desire for a companion is, she is fiercely secretive and rarely
divulges anything about herself or her past. She has a few charmed servants who tend to her
bidding, but otherwise she is alone.
Flaws: Mircalla becomes easily obsessed with people, particularly those of accomplishment and
significance. Though most of her victims are only visited by her once, Mircalla’s attentions are
easily ensnared by a pretty face or a kind word. In such instances, Mircalla does everything she
can to ingratiate herself to the object of her affection, contriving situations and excuses to spend
as much time in their presence as possible. While initially quite flattering to the recipient, it is
only a matter of time before Mircalla finally relents to her hunger. However, she only feeds upon
her obsession a little at a time, drawing out the victim’s slow demise over the course of weeks,
days, or years. Anyone who gets between her and the object of her obsession earns her ire and,
in extreme cases, her violent wrath.
Legend: Born into a noble family in the isolated mountain village of Karnstein, Mircalla lived her
childhood wrapped in luxury and loneliness. With few noble families in the area, and fewer still

21
with girls her age, she spent much of her time wandering the halls of her family’s vast castle and
gazing out over the snow-dappled houses of the village below. When a sudden, mysterious illness
struck her family, Mircalla died – along with her mother and father – and then rose some nights
later, waking in her tomb as a vampire. The creature responsible for her change never made itself
known, leaving Mircalla to discover the boundaries of her new existence on her own. Since then,
Mircalla has indulged her hunger at every turn, unafraid of what she has become, traveling under
various pseudonyms – typically anagrams of her name, such as Carmilla, Millarca, and Marcilla.
Many famous names have vanished over the years, whisked away to Mircalla’s castle, never to
be seen again.

Mircalla Karnstein in Your Campaign


A campaign centered around Mircalla is one of deception and a slow, inexorable downfall.
Whether the characters find themselves guests of the Countess Karnstein at her castle after a
quest or she arrives in the characters’ own city under one of her many guises, Mircalla is patient,
subtle, manipulative, and charming. She has no desire for conflict, and if exposed as what she
truly is, she flees back to her castle where she has the upper hand – though she is inevitably
drawn back to the object of her obsession.

Introduction
Perhaps your characters find themselves stranded in the harsh mountain wilderness during their
travels, only to stumble upon a small, destitute village and the sprawling castle that looms over
it. Or perhaps Mircalla arrives as a new noblewoman to the characters’ city and takes a disturbing
interest in one of them or one of their NPC allies. Either way, be slow to hint that Mircalla is not
entirely what she seems. Though her advances may be bold and her attentions potentially
unnerving, she should not immediately be identifiable as a foe or even as anything other than
human.

Conflict
Most of Mircalla’s interactions with the characters are nothing other than civilized and charming.
If the characters are guests at her castle, she is the epitome of a welcoming host. If she is
introduced to them elsewhere, she is polite and courteous, showing all the hallmarks of a noble
upbringing, though she does not lord her rank over others.
Conflict with Mircalla generally only arises when one of two things occurs: she is denied access
to the object of her obsession, or her true nature is revealed. If anyone tries to keep her from the
woman she desires, she first attempts to bypass their blockade with stealth and her supernatural
abilities, creeping into her prey’s bedroom under cover of night. If these attempts are thwarted,
she has no qualms with eliminating the offending individual, though she goes to great lengths to

22
make it look like an accident and as if she had nothing whatsoever to do with it. If she is
discovered and confronted, she flees back to her castle. There she mourns, rages, and waits.
This conflict only occurs after some time. If she is a visitor in another city, the first hint that
something is amiss is the deaths of young women in town, an event the party may not even
connect with the Countess Karnstein at first. The women all fall suddenly ill with symptoms of
lethargy and fever, and they die after several days. The women all claim to have nightmares of a
large black cat or shadowy figure at their bed at the onset of the illness and continuing until their
death. No medicine helps, no healers can determine the cause, and the illness strangely does not
spread to others. Nevertheless, every week or so, another young woman falls ill and dies of the
same symptoms.
At the same time, Mircalla exhibits odd, somewhat eccentric behavior. She often sleeps late into
the day and can be discovered wandering at night, a habit she blames on sleepwalking. Religious
displays make her uncomfortable and may even send her into a pique if continued after she
protests. If she has fixated on a new victim, she can be moody in their presence, swinging from
joy to emotional and near-desperate expressions of devotion to brooding silence.
Even with all the clues, the characters may not realize the truth about Mircalla until she attempts
to feed from one of them or one of their NPC allies. Even when being fed from, however, few
victims realize what is happening, and instead wake the next morning with a memory of a vivid
dream of a large cat or shadowy figure by their bed and a pain in the neck or chest. If Mircalla is
confronted by someone while feeding, this is when Mircalla is most vulnerable, when all her
deceptions and charm are stripped away and her truth is laid bare. If she is caught at this moment,
she flees, abandoning her charade and her assumed identity and returning to Castle Karnstein.

Conclusion
The characters’ final battle with Mircalla takes place within the crumbling walls of Castle
Karnstein. Whether the adventure started there or in a distant city, Mircalla always returns to
the seat of her power to lick her proverbial wounds and plot her revenge. She is unable to accept
the fact that the object of her obsession may not want her as well, and if that person travels to
her castle to confront her, she does everything she can to avoid killing them. If her obsession
dies, she turns her grief and rage onto the rest of the party, blaming them for forcing her hand.
Mircalla’s cyclical reign of terror only ends when the characters kill her, burn her body, and
scatter the ashes in running water. Any women who are still alive and suffering the effects of her
feeding recover, and the village of Karnstein eventually grows and flourishes, free from the
oppressive effects of Mircalla’s supernatural presence. Should the characters fall in the final
battle, Mircalla attempts to spare the object of her obsession, only to feed from them over the
next few nights and either kill them in her overzealousness or turn them into a vampire spawn
under her control. Then she turns her gaze outward again, and her cycle of obsession begins
anew.

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Challenges
Mircalla can pose exploration, social, or combat challenges to characters who interact with her.

Exploration
The village of Karnstein, the forest around it, and the castle that looms above it are all rich with
opportunities for exploration. The village of Karnstein is a hamlet made of stone and timber
houses with wooden shingles and large hearths to fight off the constant winter chill. The
townsfolk know the truth about Mircalla, though their version of it is muddled with superstition
and folk tales. They rarely speak of it, except for a passing curse or muttered folk charm against
evil as they go about their daily tasks with their shoulders hunched and eyes downcast.
Castle Karnstein was once grand and opulent but has fallen to the ravages of time. With so few
servants remaining at the castle, only a handful of rooms are maintained, and the rest have fallen
to dust, disrepair, and the elements. Some of Mircalla’s former victims – those she managed to
turn to vampires rather than kill outright – linger in the labyrinthine hallways, forgotten by their
beloved mistress, longing for her attention, and fearing it in equal measure. Other creatures have
taken up residence in the abandoned rooms, and their presence paired with Mircalla’s ignored
brides makes exploring the castle a deadly endeavor.

Regional Effects
The region around Castle Karnstein is warped by Mircalla’s supernatural presence, creating the
following effects within 10 miles of the castle:
• The weather is always cold and cloudy, and o�en snowy. Travel on the roads takes twice as
long, and any ability check to navigate the forests or track creatures is made at
disadvantage. Mircalla can summon a snowstorm in the area, dropping feet of snow in a
short amount of �me, blocking travel into or out of the village, and trapping visitors within
the walls of Castle Karnstein.

• Any humanoid creature of CR 5 or lower that dies in the area immediately rises as a ghost,
provided it has not been transformed into vampire spawn or other undead. The ghost then
does everything in its power to head directly for Castle Karnstein, where it joins the other
undead in haun�ng the grounds. A creature transformed in this way cannot be brought
back to life with anything short of a wish spell un�l its ghost is destroyed.

• Creatures in the area have a constant feeling of being watched, even when inside a tent,
cave, home, or other structure, making it hard to relax and even more difficult to sleep.
When taking a long rest, characters must atempt a DC 18 Charisma saving throw, gaining
no benefit from the rest, and gaining a level of exhaus�on on a failure.

If Mircalla is destroyed, these effects immediately fade.

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Mircalla Karnstein’s Lair
Castle Karnstein perches on a craggy
mountainside overlooking the small town of
Karnstein. Low clouds constantly blot out the
sun, and snow falls almost year-round,
keeping everything blanketed in icy white
and obscuring the view of the wretched town
below. Made of pale, rough-cut stone, the
castle has stood for centuries and shows the
wear and tear of the passing years on its
crumbling facade and the dusty interior.
A few of the rooms glow with their original
splendor. The entryway, dining hall, library,
and parlor are all kept immaculately clean,
well lit, and warm with fires blazing in the
hearths, and a handful of guest rooms and
Mircalla’s suite are similarly maintained.
Even still, an observant visitor may note the
couches sag a bit, the rugs are frayed at the edges, and the thick curtains are faded from years of
exposure. Any visitor who wanders finds locked doors that hide dark, cold rooms full of collapsing
furniture and moth-eaten linens. Mice, rats, and worse have wormed their way in through cracks
in the windows or holes in the roof and now lurk in the shadows and corners of these abandoned
chambers. Forgotten treasures lie in broken dressers, the frigid attic hides unknown secrets
draped beneath sheets, and the winding cellar holds more than just casks of wine.
In the gardens, a stone tomb hides behind an ivy-draped wall. Inside, Mircalla sleeps, hungers,
and waits.

Lair Actions
On initiative count 20 (losing initiative ties), Mircalla can take a lair action to cause one of the
following effects. If Mircalla is using her mythic statistics, she can instead choose to take a
mythic action or lair action, but not both. Mircalla can’t use the same effect twice in a row.
• Mircalla summons 1d4 ghosts. The spirits of all who have died in and around Castle
Karnstein emerge from the walls, floors, and ceilings and atack targets of Mircalla’s
choosing. The ghosts remain un�l destroyed. If Mircalla is killed while they are s�ll present,
they immediately stop figh�ng, sigh their thanks, and disperse into nothingness.

• An icy wind sweeps through the castle. Every creature within 120 feet of Mircalla must
atempt a DC 23 Cons�tu�on saving throw. On a failure, the creature takes 2d10 cold

25
damage and has disadvantage on atack rolls for the next minute as their muscles seize. An
affected creature may repeat the saving throw at the end of its turn, ending the effect on a
success.

Exploration Encounters
Karnstein’s remote location and the castle’s sprawling design offer a wealth of potential
exploration encounters. The forest around the village and the village itself offer clues to the evil
that resides over the countryside. The castle can be utilized as a dungeon and filled with vampire
spawn, ghosts of Mircalla’s family members, or other creatures that have crept in and made their
home there. Forgotten treasures and secrets can be found within its depths.
A Missing Daughter. The daughter of a local noble went missing on her way home from an
extended journey. The last message he received from her said they were stopping in a small
village as a snowstorm set in, and their normal route was blocked by the snow. She and her
escorts planned a different route through the mountains to beat the weather. She has not been
heard from since. The noble requests the characters search for her, starting at her last known
location.
Mircalla’s Guest. The characters become lost on a trip
through the woods near Karnstein and must take shelter
in the nearby village for the evening. Overnight, enough
snow falls to make travel impossible, and while they are
stranded, they receive an invitation from the countess to
join her at her castle. She offers a warm meal, friendly
conversation, and comfortable beds until the roads have
cleared enough for the characters to move on. During
their stay at the castle, the characters hear the voice of a
young woman calling for help in the dead of night from
somewhere deeper in the castle.
Sole Survivor. A panicked, distraught nobleman
approaches the characters for help. He and his daughter
took in a mysterious guest a few months ago, a strange
young woman who took an instant and intense liking to
his daughter. After an odd few weeks during which his
daughter and this guest were rarely apart, his daughter began experiencing strange nightmares,
then fell ill and eventually died. The guest disappeared. The father is convinced this guest was
the cause of his daughter’s demise and has managed to locate her home, a remote village deep
in the mountains. He wishes the characters to accompany him to find and slay this monster.

26
Social
Mircalla is a noblewoman, one raised in wealth and privilege, educated in academics, and
navigating the politics of high society. She is an attentive conversationalist, showing a keen
interest in whatever topic her companion wishes to discuss, and she always seems to want to
know more, especially about the object of her obsession. She is fascinated by the characters and
wants to hear all their tales of exploration and adventure. She rarely talks about herself, and in
fact often claims she cannot speak of what occurred in her life before she met the characters,
becoming petulant and irritated if pressed.
Mircalla is well-read, knows all the latest ballroom dances, and understands the intricacies of
noble titles and stations. Despite her social savvy, she navigates every situation with a wide-eyed
guile that implies a sheltered upbringing. She does not seem to hold any ill will toward anyone
for longer than a few moments, and any displeasure she expresses has the hue of a child upset
at not getting their way.
If encountered in her castle prior to being revealed, Mircalla is a kind hostess and offers all the
luxuries the characters could want. She is kind to her scant few servants, though in a distracted,
noblesse oblige fashion. She is overjoyed at having guests after so long and insists they stay for
as long as they wish.

Social Encounters
The Crimson Masquerade. A local noble is holding a masquerade ball in honor of their birthday
and invites the characters to attend. During the evening, the characters are approached by a
young woman who claims she’s recently arrived and is always interested in making new friends.
She refuses to reveal her identity during the party, however, as it would break the rules of the
masquerade, and takes a childlike delight in keeping the characters guessing.

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A Wayward Ward. A carriage approaches the characters’ home or the home of an NPC ally. Inside
is a middle-aged woman who claims to be Mircalla’s mother. She insists she has urgent business
elsewhere of which she cannot speak and requires the characters to take her daughter in for two
weeks while she makes her trip. She refuses to put her up in an inn or other establishment,
claiming that while Mircalla is mentally sound, she requires constant companionship. She offers
to pay if the party is particularly resistant, and she departs just as quickly as she arrived, leaving
behind a shy but pleasant Mircalla.
The Village. The characters come to Karnstein, stopping within the small hamlet below the
crumbling castle. The villagers here are cold and inhospitable and spit on the ground or mutter
under their breath when asked about the castle or Mircalla. If the characters tell the villagers
they are there to kill the countess, they receive nothing but mockery and cold shoulders.

Combat
Mircalla never gets into combat outside Castle Karnstein, resorting to social graces to avoid
conflict, or fleeing if pressed. The only time she resorts to violence away from her home is to
eliminate a particularly troublesome barrier to the object of her obsession, and she only does so
if she’s confident she can kill the offending individual without issue. If she is attacked or
unmasked, she simply flees, preferring instead to trust the high walls and denizens of her castle
to protect her from any interlopers. If cornered, however, she fights ruthlessly.
When in combat, Mircalla does not fight alone. She summons allies to aid her, whether they be
her blood servants, forgotten brides, ghosts that haunt her estate, or even the wolves and
creatures of the forest. She is an intelligent foe and prefers to charm and dominate her
opponents to end combat rather than fight to the death.

Combat Encounter Example: Come to Me


Mircalla waits in her castle as the characters approach. After being unmasked as a vampire, she
fled from the characters’ town and regrouped at her seat of power, preparing her blood servants
to kill or turn away the invading characters. The creatures of the forest have attempted to
dissuade the characters from approaching and, though they have failed, Mircalla receives
constant updates from the ravens and other spies as to the location and condition of her foes.
She is ready, and they are coming.

Tactics
Battlefield Classification: Controller
Mircalla is a challenging opponent thanks to her ability to easily influence minds. Her very
presence can enchant other creatures into utter servitude, while her abilities dismantle and

28
manipulate her foes. Her most formidable trait is Beguiling Charms, which prevents any foe from
harming her unless they pass a formidable saving throw. She is a countess after all; the unworthy
cannot lay hands upon her. Her Shapechanger trait provides considerable flexibility on the
battlefield and grants her a unique escape tactic via her smoke form.
Mircalla possesses a Bite like no other vampire. It deals obscene damage, particularly if it scores
a critical hit. Keep this in mind when attacking characters, especially if Mircalla has advantage.
However, the countess prefers to keep her distance, using Insidious Command to dismantle her
opponents. For those who prove resistant to her influence, Curse of Obsession provides a trump
card. Those cursed by its effects are utterly at her mercy; with it, she can potentially defeat an
entire party in one fell swoop. When things get serious, she can unleash her Desolate Wail to
render her foes defenseless, an inelegant but deadly solution.
As a controller, Mircalla specializes in turning characters against one another or limiting their
actions. She rarely enters battle alone and is instead surrounded by sycophants enthralled by her
power. Managing this influence is key to victory. Her protectors need not be optimal, but they
should serve as a stalwart barrier between Mircalla and her enemies.
Easier Tactics – Mircalla is mercurial, easily swinging from one emotion to the next. If she sees
harm come to the object of her affection, or if the character she has fixated on refuses her, she
becomes enraged. Taunts and heckling hit their mark often, leading to Mircalla becoming
distracted and sloppy with her battle strategies. She may release one grappled foe to go after
another who angers her, leaving her open to opportunity attacks, or she might fail to notice one
opponent’s weakness because of the desire to harm another.
Harder Tactics – If given her choice of location for a confrontation, Mircalla draws her opponents
to the top of the wall between the castle courtyard and the cliff overlooking the village. Here, she
can easily fling her foes to the frozen ground 300 feet below, funnel them through the narrow
surface of the walkway, or quickly flee to her tomb in the garden to regenerate. Locating
Mircalla’s tomb requires a successful DC 20 Intelligence (Investigation) or DC 25 Wisdom
(Perception) check. Once a character locates the tomb, they do not have to repeat the check to
find it again in the future.

Mircalla Karnstein
Medium undead, neutral evil

Armor Class 18 (natural armor)


Hit Points 517 (45d8 + 315)
Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA

29
21 (+5) 22 (+6) 24 (+7) 18 (+4) 20 (+5) 26 (+8)

Saving Throws Dex +14, Con +15, Cha +16


Skills Athletics +13, Deception +24, History +12, Perception +13, Persuasion +16, Stealth +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunities necrotic, poison.
Condition Immunities exhausted, poisoned.
Senses truesight 120 ft., passive Perception 23
Languages Abyssal, Common, Elvish, Infernal, plus four other languages.
Challenge 26 (90,000 XP)

TRAITS
Beguiling Charms. When a creature attacks or attempts to knowingly harm Mircalla for the first
time on a turn, it must succeed on a DC 24 Wisdom saving throw or be unable to attack or harm
Mircalla for the remainder of that turn. A creature immune to the charmed condition has
advantage on this saving throw.
Mythic Resistance. If Mircalla fails a saving throw, she can expend an unspent legendary action
to succeed instead.
Shapechange. Mircalla can use her action to polymorph into a non-legendary beast, dragon,
giant, or humanoid she has seen before of CR 26 or lower, into a cloud of formless smoke, or back
into her true form. When Mircalla transforms into another creature in this manner, the form
always has black eyes and fangs, and it conceals her true nature as undead unless a creature
succeeds on a DC 24 Wisdom (Insight) check. She reverts to her true form if she dies. Any
equipment she is wearing or carrying is absorbed by the new form.
While in the form of a creature, Mircalla retains all her game statistics except her action options,
physical ability scores, and size, which are replaced by those of the creature.
While in smoke form, Mircalla is vulnerable to radiant damage, is immune to all other damage
types, and has advantage on Strength, Dexterity, and Constitution saving throws. If air can pass
through a space, Mircalla can pass through as well. She cannot pass through water in this form
and cannot take actions other than the Dash action, the Hide action, or to return to her true form.

30
Vampire Nobility1. Mircalla is not subject to the weaknesses suffered by ordinary vampires.
When she would suffer a weakness that would affect ordinary vampires, she instead has
disadvantage on attack rolls, saving throws, and ability checks for 1 hour or until she is not
exposed to that weakness, whichever comes first.
Additionally, Mircalla treats public displays of religious devotion as a vampire weakness.

ACTIONS
Multiattack. Mircalla uses her Insidious Command twice, each of which must be against a
different target.
Bite. Melee Spell Attack: +16 to hit, reach 5 ft., one willing creature or a creature that is grappled
by Mircalla, incapacitated, or restrained. Hit: 13 (1d10 + 8) piercing damage plus 105 (30d6)
necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic
damage dealt, and Mircalla regains a number of hit points equal to the necrotic damage dealt.
The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0. Mircalla can choose for a dragon, giant, or humanoid slain in this way to
rise within 24 hours as a vampire under her control (see the Vampire Template for details).
Curse of Obsession. Each creature of Mircalla’s choice that is within 30 feet of her and can detect
her with any of its senses must succeed on a DC 24 Charisma saving throw or become
permanently cursed by Mircalla. A creature immune to the charmed condition has advantage on
this saving throw. While cursed by her, a creature suffers the following effects.
• The creature sees Mircalla as a trusted and beloved companion they would give their life to
protect.

• The creature automa�cally fails saving throws against Mircalla’s Beguiling Charms and
Insidious Command features.

• The creature cannot willingly move away from Mircalla unless she allows it.

If a creature succeeds on the saving throw or the effect ends for it, it is immune to Mircalla’s
Curse of Obsession for 24 hours. A creature freed from the curse realizes it has been cursed by
Mircalla.
Desolate Wail (Recharge 5–6). Mircalla can release a scream of loneliness and despair. Enemy
creatures within 60 feet of Mircalla that can hear her must succeed on a DC 24 Wisdom saving
throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of
its turns, ending the effect on a success or taking 28 (8d6) psychic damage on a failure.

1This feature references a collection of weaknesses unique to vampires, detailed in the 5th
Edition core rules.

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Insidious Command. Mircalla utters a magical command chosen from the following options to
an enemy creature she can see within 120 feet that can hear her. The target must succeed on a
DC 24 Wisdom saving throw or suffer the corresponding effect.
• Sacrifice. The target loses 27 (5d10) hit points, and Mircalla regains an equal number of hit
points.

• Suffer. The target takes 65 (10d12) psychic damage, or half as much on a success.

• Treachery. The target uses its reac�on to make a single weapon atack against a creature of
Mircalla’s choice within range. The atacking creature does everything in its power to harm
the target.

• Tribute. On the target’s next turn, it moves toward Mircalla by the most direct means
possible and hands her an object of her choice that it is carrying (if within reach) or drops
the object.

LEGENDARY ACTIONS
Mircalla can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. Mircalla regains spent
legendary actions at the start of her turn.
Move. Mircalla moves up to her speed without provoking opportunity attacks.
Seize. Mircalla attempts to grapple a creature within reach.
Insidious Command (Costs 2 Actions). Mircalla uses her Insidious Command action.
Bite (Costs 3 Actions). Mircalla makes one Bite attack.
Shapechange (Costs 3 Actions). Mircalla uses her Shapechange feature.

Mythic Mircalla Karnstein


Mythic Mircalla is stronger, faster, and deadlier than her non-mythic counterpart. Her bite inflicts
more damage and drains the very essence from her victims, creating a devastating death spiral
that can destroy even the strongest adventurers. Key to her new strategy is the Mind Drain
action. This is her only mythic action, but its effects are dramatic. Since Charisma and Wisdom
saving throws are key to resisting Mircalla, this action reduces a character’s result. While the
initial effect isn’t too serious, it quickly grows more severe. This pairs extremely well with many
of her actions, so be sure to keep track of which characters are suffering the worst of its effects.
Once it has escalated enough, it is likely the heroes will finally succumb to the countess’s will and
join the ranks of her servants.

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Mythic Effects
As a mythic creature, Mircalla Karnstein causes the following effects.
Create Blood Servant. Mircalla can permanently bind a willing creature’s will to her own by
performing a profane ritual. A willing humanoid creature of CR or level 9 or higher that drinks at
least 1 cup of Mircalla’s blood every day for 3 consecutive days is magically transformed into a
creature known as a blood servant or a vampire spawn (Mircalla’s choice). Blood servants are
unshakably loyal to Mircalla and can never willingly act against her interests. If Mircalla is
permanently slain, a blood servant reverts to its original state.

Unholy Regeneration. When Mircalla begins a short or long rest within her tomb, she finishes a
short rest in 10 minutes or a long rest in 1 hour.
Additionally, if Mircalla is slain outside her tomb, her body and everything she is carrying vanishes
in a cloud of black smoke. Her body immediately appears in her coffin, which, if removed,
vanishes, and reappears in the tomb within 1 hour. Over the course of 24 hours while her body
remains in the tomb, Mircalla is restored to “life” at her hit point maximum. If a creature performs
a religious funeral rite for Mircalla while she is in this state within the tomb, she is permanently

33
destroyed. Performing such a rite requires a successful DC 22 Intelligence (Religion) check, or the
attempt fails and that creature cannot attempt it again for 24 hours.

Mythic Mircalla Karnstein


Medium mythic undead, neutral evil

Hit Points 1,174 (87d8 + 783)


Speed 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 28 (+9) 19 (+4) 22 (+6) 30 (+10)

Saving Throws Str +16, Dex +15, Con +18, Int +13, Wis +15, Cha +19
Skills Athletics +16, Deception +28, History +13, Perception +15, Persuasion +19, Stealth +15
Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures.
Damage Immunities necrotic, poison.
Condition Immunities exhausted, poisoned.
Senses truesight 120 ft., passive Perception 25
Languages Abyssal, Common, Elvish, Infernal, plus four other languages.
Challenge Mythic 2

TRAITS
Beguiling Charms. When a creature would attack or attempts to knowingly harm Mircalla for the
first time on a turn, it must succeed on a DC 27 Wisdom saving throw or be unable to attack or
harm Mircalla for the remainder of that turn. A creature immune to the charmed condition has
advantage on this saving throw.
Mythic Resistance. If Mircalla fails a saving throw, she can expend an unspent legendary action
to succeed instead.
Shapechange. Mircalla can use her action to polymorph into a non-legendary beast, dragon,
giant, or humanoid she has seen before of CR 29 or lower, into a cloud of formless smoke, or back
into her true form. When Mircalla transforms into another creature in this manner, the form

34
always has black eyes and fangs, and it conceals her true nature as undead unless a creature
succeeds on a DC 27 Wisdom (Insight) check. She reverts to her true form if she dies. Any
equipment she is wearing or carrying is absorbed by the new form.
While in the form of a creature, Mircalla retains all her game statistics except her action options,
physical ability scores, and size, which are replaced by those of the creature.
While in smoke form, Mircalla is vulnerable to radiant damage, is immune to all other damage
types, and has advantage on Strength, Dexterity, and Constitution saving throws. If air can pass
through a space, Mircalla can pass through as well. She cannot pass through water in this form
and cannot take actions other than the Dash action, the Hide action, or to return to her true form.
Vampire Nobility2. Mircalla is not subject to the weaknesses suffered by ordinary vampires.
When she would suffer a weakness that would affect ordinary vampires, she instead has
disadvantage on attack rolls, saving throws, and ability checks for 1 hour or until she is not
exposed to that weakness, whichever comes first.
Additionally, Mircalla treats public displays of religious devotion as a vampire weakness.

ACTIONS
Multiattack. Mircalla uses her Insidious Command twice, each of which must be against a
different target.
Bite. Melee Spell Attack: +19 to hit, reach 5 ft., one willing creature or a creature that is grappled
by Mircalla, incapacitated, or restrained. Hit: 19 (1d10 + 9) piercing damage plus 165 (30d10)
necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic
damage dealt, and Mircalla regains a number of hit points equal to the necrotic damage dealt.
The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit
point maximum to 0. Mircalla can choose for a dragon, giant, or humanoid slain in this way to
rise within 24 hours as a vampire under her control (see the Vampire Template for details).
Curse of Obsession. Each creature of Mircalla’s choice that is within 30 feet of her and can detect
her with any of its senses must succeed on a DC 27 Charisma saving throw or become
permanently cursed by Mircalla. A creature immune to the charmed condition has advantage on
this saving throw. While cursed by her, a creature suffers the following effects.
• The creature sees Mircalla as a trusted and beloved companion they would give their life to
protect.

• The creature automa�cally fails saving throws against Mircalla’s Beguiling Charms and
Insidious Command features.

2This feature references a collection of weaknesses unique to vampires, detailed in the 5th
Edition core rules.

35
• The creature cannot willingly move away from Mircalla unless she allows it.

If a creature succeeds on the saving throw or the effect ends for it, it is immune to Mircalla’s
Curse of Obsession for 24 hours. A creature freed from the curse realizes it has been cursed by
Mircalla.
Desolate Wail (Recharge 5–6). Mircalla can release a scream of loneliness and despair. Enemy
creatures within 60 feet of Mircalla that can hear her must succeed on a DC 27 Wisdom saving
throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of
its turns, ending the effect on a success or taking 35 (10d6) psychic damage on a failure.
Insidious Command. Mircalla utters a magical command chosen from the following options to
an enemy creature she can see within 120 feet that can hear her. The target must succeed on a
DC 27 Wisdom saving throw or suffer the corresponding effect.
• Sacrifice. The target loses 49 (9d10) hit points, and Mircalla regains an equal number of hit
points.

• Suffer. The target takes 110 (17d12) psychic damage, or half as much on a success.

• Treachery. The target uses its reac�on to make a single weapon atack against a creature of
Mircalla’s choice within range. The atacking creature does everything in its power to harm
the target.

• Tribute. On the target’s next turn, it moves toward Mircalla by the most direct means
possible and hands her an object of her choice that it is carrying (if within reach) or drops
the object.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Mircalla can choose to take a mythic action to cause
one of the following effects. Mircalla can’t target the same creature with this effect twice in a
row.
Mind Drain. Mircalla magically drains the mind of up to two creatures she can see within 120
feet of her. When the target would make a saving throw or ability check using Intelligence,
Wisdom, or Charisma, it rolls 1d4 and subtracts the amount rolled from the result. Each
subsequent time an affected creature suffers this effect, the size of the die increases. A 1d4
becomes 1d6, a 1d6 becomes 1d8, a 1d8 becomes 1d10, and a 1d10 becomes 1d12. This effect
lasts for 24 hours or until the affected creature benefits from a greater restoration spell.

LEGENDARY ACTIONS

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Mircalla can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. Mircalla regains spent
legendary actions at the start of her turn.
Move. Mircalla moves up to her speed without provoking opportunity attacks.
Seize. Mircalla attempts to grapple a creature within reach.
Insidious Command (Costs 2 Actions). Mircalla uses her Insidious Command action.
Bite (Costs 3 Actions). Mircalla makes one Bite attack.
Shapechange (Costs 3 Actions). Mircalla uses her Shapechange feature.

Resources
Mircalla was born into and enjoys the comforts of a wealthy noble family. Though her wealth has
dwindled over the years, she has vaults of gold, leverage over the roadways, and countless ways
to charm and swindle other fine nobles out of their goods and services. Money is no object for
Mircalla.
The town of Karnstein provides a constant supply of potential blood servants, and the forest
around the castle contains countless wolves and other predators to heed her bidding. Interlopers
attempting to storm the castle find themselves fighting against such creatures before they even
reach the winding road up the mountainside. Within her castle, her forgotten brides lurk in the
crumbling towers and abandoned wings of the estate. Though Mircalla has shunned them, they
still serve her every whim through magical compulsion that extends beyond their mortal lives.
When Mircalla leaves her stronghold to temporarily reenter society, she brings one or all her
three oldest blood servants – Margaux De LaFontaine, Richard Clair, and Sophia Perrodon – who
aid her deceptions and help maintain her charade.

Allies
Forgotten Brides. Three young women have been turned into vampire spawn by Mircalla,
brought home to Castle Karnstein, and discarded after a few years. Bound to Mircalla and Castle
Karnstein by a supernatural devotion, the brides haunt the cold, abandoned portions of the
castle. They are petty, jealous, and vengeful, their hearts and souls twisted by Mircalla’s dark
power and cruelty. The brides often bicker among themselves but can work together when
properly motivated. If there are visitors in the castle, the brides often stalk them from the
shadows, watching and waiting. If a visitor enters the abandoned parts of the castle, they may
feed on them or may even creep into the visitor’s room under cover of night. If Mircalla dies, the
brides are free to leave the castle and establish themselves elsewhere.

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Margaux De LaFontaine. One of Mircalla’s oldest friends, Margaux (neutral evil blood servant)
became a blood servant when she visited Castle Karnstein after the events of the terrible “illness”
that claimed Mircalla’s family and left her changed. She is cunning and beautiful, with deep
brown skin and thick black hair. When she accompanies Mircalla away from the castle, she poses
as her lady in waiting or her companion.
Richard Clair. Richard (lawful evil blood servant) was Mircalla’s father’s man, a valet that had
served in Castle Karnstein for most of his life. He was the first blood servant Mircalla created and
looks to be in his 70s. He is a quiet, confident man, and he is often the only person Mircalla will
listen to when she enters one of her piques. He fills many roles, acting as butler, escort, and
father figure.
Sophia Perrodon. Sophia Perrodon (neutral evil blood servant) appears as a woman in her late
50s or early 60s with honey-blond hair going gray at the temples. Sophia was once Mircalla’s
governess, and she now serves a similar role as a blood servant in her household. She often takes
on the role of Mircalla’s mother when they are away from the castle, as it would not be fitting
for a young woman of Mircalla’s station to be traveling alone.
The Ghosts of Karnstein. Many have died in Karnstein over the years, nobles, and commoners
alike. From Mircalla’s parents, the first victims of the creature that made Mircalla what she is, to
villagers and visitors that have fallen to Mircalla’s hunger, the halls of the castle are thick with
unsettled spirits. These ghosts hold knowledge of what Mircalla truly is – and how to destroy her
permanently – but they are bound to her and the castle by old magic. They are loyal to her but
avoid her at all costs, coming to her aid only when compelled.
Woodland Beasts. The beasts of the nearby forest bend to Mircalla’s whims, acting as her spies
and enforcers outside the castle. They harry travelers within the forest, causing them to search
out the shelter of Castle Karnstein, and they keep the townsfolk in line. If ever there is talk of a
revolt against Mircalla, the offending townsfolk often go missing or turn up mauled by wolves in
their own beds. Some of the creatures that are at Mircalla’s beck and call include bats, ravens,
wolves, dire wolves, and brown bears.

Blood Servant
Medium humanoid, any evil

Armor Class 12
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 14 (+2) 12 (+1) 14 (+2)

38
Saving Throws Str +8, Con +8
Skills Athletics +8, Intimidation +6, Investigation +6, Medicine +6, Perception +5
Damage Resistances bludgeoning, slashing, and piercing from nonmagical attacks.
Senses darkvision 60 ft., passive Perception 15
Languages Common, plus two additional languages.
Challenge 9 (5,000 XP)

TRAITS
Blood Rage. If the blood servant witnesses an act of violence against Mircalla, an irrational frenzy
takes over and they can enter a blood rage. During this period, they gain advantage on attack
rolls and resistance to damage other than psychic and radiant damage. The effect ends if they
fall unconscious, if no attacks are made against them, or if Mircalla is not harmed for 1 minute.
Separation Delirium. A blood servant that is separated from Mircalla for longer than 1 year
becomes desperate to return to her side. The blood servant becomes erratic, their behavior
unpredictable, harming themselves and others in their attempts to reunite with Mircalla. They
refuse all food, instead eating bugs, rats, and other small creatures they catch themselves. Their
temperament does not return to normal until they reach Mircalla and spend 24 consecutive
hours in her presence.
Slowed Aging. The blood servant’s life is supernaturally extended. They age only 1 year for every
10 years that pass.

ACTIONS
Multiattack. The blood servant makes four attacks.
Dark Crossbow. Ranged Weapon Attack: +6 to hit, range 80/360 ft., one target. Hit: 8 (1d8 + 4)
piercing damage plus 10 (3d6) necrotic damage.
Dark Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing
damage plus 10 (3d6) necrotic damage.
Restraining Grapple. Melee Weapon Attack: +6 to hit, range 5 ft., one creature. Hit: The creature
is grappled (escape DC 17) and is restrained.

REACTIONS

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Self-Sacrifice. As a reaction, when an attack would hit Mircalla and she is within 10 feet of the
blood servant, the blood servant can throw themselves in the way of the attack, taking the hit
instead.

Rewards
If Mircalla is killed by the party, Castle Karnstein stands empty and in need of a new owner. Even
if characters have no desire to remain, the castle itself is filled with wealth and treasures they
can easily take for themselves. The characters also gain the gratitude of the townsfolk, who are
willing to aid the party in the future. If any of Mircalla’s blood servants remain, they return to
themselves after her death and offer to serve the characters if they wish to claim Castle Karnstein
as their own.
Mircalla’s Gravestone, which served as a place of healing and rest for the Countess, becomes a
beacon of renewal and inspiration. The tombstone can be moved from Castle Karnstein or left to
remain in its final resting spot.

Mircalla’s Gravestone
Wondrous item, legendary (requires attunement)
Mircalla’s Gravestone is a carved stone slab, 3
feet wide by 8 feet long and roughly 7 inches
thick, laid upon the sarcophagus where Mircalla
was interred. It is carved with vines and dancing
skeletons, and the epitaph reads:
Mircalla, Countess Karnstein
Beloved by All
May Your Rest Be Eternal

Up to eight creatures can attune to the


Gravestone at one time.
While attuned to this item and within half a mile
of it, you gain the following benefits:

• You regenerate 1 hit point at the start of each of your turns (10 hit points per minute).

• You only need to rest half the required time to gain the benefits of a long rest.

• You have advantage on death saving throws.

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41
Noctua Ursa Primis (Mythic 2)
The First Owlbear
“A ferocious statement on the folly of wizardry, and of the wilderness unconstrained”

Description
Noctua Ursa is not simply an owlbear, it is the first and most powerful of its kind. The ritual that
created it has resulted in a creature not only large and powerful, but innately and extremely
magical. Its hide is thick and glows faintly with magical runes, both from its creation and added
by itself later, on the dark brown background of muscle and fur. It stands on either two or four
paws each with claws the size of scimitars, often sitting while discussing or deciding on a course
of action. Most differently from others of its kind are the two large wings sprouting from its back
and often folded neatly at its sides. These are often used to gesture while it speaks and are spread
to full wingspan when it wishes to frighten or awe. Halfway up its pelt feathers begin to sprout
in a slow ombre moving lighter up to its head. Its head feathers stand out like a more golden
crown around large owl-like eyes above a beak capable of splitting and shattering any meal or
enemy unfortunate enough to get close.

Profile
Personality: Untamed
Ideals: Noctua Ursa Primis is a creature of untamable ferocity, empowered by a wizard's magic.
Having been born in a foolish attempt to constrain nature it now stands for the wilderness,
viewing it as a subject to be protected. It is not above its natural instincts however, and a greed
for food and wealth, as well as a desire to control those around it has taken deep root in its mind.
Only then, it believes, will it truly be safe.
Bonds: The bond between Noctua Ursa Primis and the land it inhabits is so strong it affects reality
itself. Its subconscious desires and thoughts are projected onto the land around it. Protecting and
ruling this land and its natural inhabitants drives its thoughts and decisions.
Flaws: While powerful and intrinsically magical from its creation Noctua Ursa is at its heart a
beast of the wilds. Its drive and thinking are based on that of an apex predator trying to remain
at the top of the heap. This compounded with its calamitous creation leads to it attempting to
rule through fear and power, forever placing it at odds with civilizations that slowly encroach its
lands.
Legend: When the forgotten wizard began their experiments combining and refining the Beasts
of the surrounding forest, they could have never imagined the result. With claws of bear and
head of owl their creation was much more than its parts, the very magic that made it becoming

42
part of its very being. Due to its ensuing rampage and the destruction of the tower of its creation,
the series of experiments has never been recreated. Never again has the power, ferocity, and
cunning intelligence of the original owlbear been matched.
Noctua Ursa Primis is still a wild beast that sticks to the forest. Taking roost in the ruins of the
tower in which it was made, it has studied the books of its creator, whilst spreading its
influence further and further throughout the world. Creating owlbears of differing shapes and
sizes they collect information, take note of supplies, and then send their underlings to seize
what they want. As such they act more like a mob boss controlling a territory than anything
else. Bend to their will and you will have a safe, if slightly less prosperous life, oppose them and
face their wrath.
Only a fool thinks the claws and beak of this titan are its primary threats. From its rune covered
hide it should be clear the beast is infused with magical power and has long ago mastered using
it to its advantage. Scorched survivors even tell tales of it swallowing their very spells, before
returning them against them.
Luckily, however it seems the beast hibernates for now, though its awakening will be felt
abruptly, bringing change and ruin to the civilized world.

Noctua Ursa Primis in Your Campaign


Dealing with the great Owlbear is not something that comes out of the blue. During the decades
of hibernation its presence is well known, and, in fact, useful to the surrounding villagers. While
asleep it dreams of plenty, and feasting, and this shapes the plane surrounding it. Farmers and
homesteaders have been known to set up in the surrounding area, taking advantage of crops that
grow plentifully and without effort, wilderness flourishing with game, and hives and rivers that
seemingly never empty. Sanitariums and hospitals even set up close by, taking advantage of the
restful sleep easily achieved under its influence, and the healing properties it seems to have.
While the first few to do this every cycle undoubtedly do so considering the effect of its eventual
awakening, those starting a decade later are often unaware of the true cost of this paradise.
Like a sudden change in the seasons the awakening is felt immediately to those paying attention.
It always begins the same, awakening to the day feeling more refreshed and filled with energy
than ever before, and with a ferocious appetite. Elders who have been through this before
knowing what comes next, fields once prosperous grow wildly breaching the fences and fields
that once so simply housed them, game once so plentiful and passive becomes cunning, avoiding
traps and hunters at best, or at worst instead preys on those unfortunate enough to trespass the
woods.
Both the effect and fear of awakening will guide your campaign. Noctua Ursa Primis can exist as
a background detail from low level play, possibly with the players utilizing its positive effects, or
befriending villages and towns that live within its influence. Its awakening serves as a call to

43
greater adventure, and whether the decision is to entreat with it, plot to return it to slumber, or
face the great Owlbear head on, it will bring a suitable finale, or story beat to your game.
The goals of Noctua Ursa Primis are simple and guided by its nature. It wishes for plenty, safety,
control over its environment, and above all to never be captured or chained again. Its mind,
however, is not as simple as its goals, its natural cunning has been enhanced both by wizard
experimentation, its creation, and the devouring of its creator. As such it comes at its goals more
like a mob boss than a wild animal. Noctua Ursa Primis approaches its goals directly, though
utilizes its Noctua and Ursa underlings to communicate and collect its demands. Because of this
Noctua Ursa Primis stays in its lair throughout the campaign, with the journey to meet it serving
as its natural end point.

Introduction
The appearance of this titan should not be sudden. Its effects are felt throughout the world, both
good and bad, and these should be the party’s first experience of Noctua Ursa Primis and its
power. Introduce these early, even if the party doesn’t know the cause of these effects, either
the plenty of hibernation or the raging wilds under its awoken influence. Low level parties can
even explore the region surrounding the hibernating titan, even tracking down its lair and
reporting on it, without facing the danger of its might.
For higher level parties introduce Noctua Ursa Primis in its awakened state. Terrain changes
overnight, beasts run wild, and the screech of Noctua and Ursa Owlbears is heard throughout the
night as they run their master's gambit. With the wilderness gone rabid and people of the world
shaken down for wealth the course of action should be clear, we must deal with Noctua Ursa
Primis.

Conflict
While when it is hibernating Noctua Ursa Primis is a benefit to the towns and people around it
this quickly changes when it awakens. The changes to the world and demands from Noctua Ursa
Primis will drive conflict against it. Its awakening should shift it to the forefront of a campaign
until it is dealt with. NPC’s and friends of the party will soon come under Noctua Ursa’s effects
and demands, the very environment they live in turning against them. For a more direct approach
Noctua Owlbears will scout and contact the party, demanding capitulation, and spoils, followed
by squads of hostile Ursa Owlbears if these demands are not met. A diplomatic approach will see
the party try to reason with Noctua Ursa, to either move on or return to its slumber. Magically
gifted individuals may even contact cabals of Wizards and attempt a powerful ritual to forcibly
return it to sleep, and the land to plenty.

44
Conclusion
Whether the party bends the knee to Noctua Ursa Primis, fights against it, or strives for a
pragmatic solution they will eventually come to its lair. Here their skills will be put to the test. If
they have come as friends, tributaries, or not obviously hostile strangers they are greeted with a
glorious feast, and strangely entertaining play but together by the Noctuas. Whether successful
or not Noctua Ursa Primis will not bow to a lesser, nor agree to any plan however ingenious,
without a fight that is. To prove their worth, and work off its excess energy for another nap, the
party will spar with the great beast, proving themselves through mind and might before gaining
victory.
For those on a more hostile approach the lair is not so easily entered, the followers of Noctua
Ursa Primis and denizens of the forest defend their sovereign with tooth, claw, and beak. Once

45
within its home Noctua Ursa first attempts to bribe the party with its horde of wealth, and if
unsuccessful launches into a savage assault. For those who have killed its followers or actively
acted against it Noctua Ursa Primis waits until they would enter its lair, before charging forth and
instantly entering battle with its foes.

Challenges
Noctua Ursa Primis can pose combat, exploration, or social challenges to PCs who interact with
it.

Exploration
Navigating the wild expanse that falls under the dominion of Noctua Ursa Primis is no mere feat
of orienteering. The realm you tread is as much a psychological landscape as it is a geographical
one, molded by the dreams, whims, and desires of the primordial owlbear. Nature here is
unbridled, echoing the beast's untamable ferocity and its unyielding bond to the land. Verdant
forests teem with a riotous symphony of life but beware — every leaf and bramble thrums with
magical essence, a byproduct of the runes that adorn Noctua Ursa Primis' hide.
During the hibernation cycles, the land itself dreams of abundance. Trees and plants seem to
grow overnight; their fruits are not just plentiful but charged with restorative magic. Rivers brim
with fish, and the game in the forests grows plump and less wily. Hospitals and sanitariums set
up nearby to harness the healing properties of the land. It's a land of plenty, but this Eden bears
a warning label that elder villagers know all too well.
When Noctua Ursa Primis awakens, the very ground seems to shudder, alerting those in tune
with the land that a new era has dawned. The foliage turns invasive, bursting through fences
and entangling pathways. Wild game morphs from prey to predator, endowed with a cunning
that mocks the best-laid traps. Forests that once whispered secrets now howl with the cries of
Noctua and Ursa owlbears, agents of their mighty progenitor's will. These transformations are
as sudden as they are thorough, and they serve as both a reminder and a threat: this land is not
yours; it's merely loaned.
Further complicating the exploratory efforts is the magical ambiance that permeates the air,
occasionally manifesting into arcane anomalies. Spellcasting within these lands is a high-stakes
gamble; the very runes inscribed on Noctua Ursa Primis' hide seem to leech into the weave of
magic here, rendering it chaotic and unpredictable. There are even tales of spells being
swallowed whole by the land, only for that same energy to be hurled back at the caster in a fit
of natural retribution.
And, as if to scoff at those who would challenge its rule, Noctua Ursa Primis' influence imprints
on the land in more palpable ways. Enormous claw marks gouge the earth, etched runes glow

46
ominously at twilight, and massive feathers litter the land, each carrying a fragment of the
primordial creature's essence and will.
Should you choose to traverse this magical wilderness, remember that you are not exploring an
inert landscape, but negotiating with an active, sentient force that is far less constrained than
the colossal beast that reigns over it. Whether you seek to parley, subdue, or escape the realm
of Noctua Ursa Primis, it behooves you to tread carefully. Every step echoes in the chambers of
the First Owlbear's mind and awakens a terrain as wild and unpredictable as the creature it
mirrors.

Regional Effects (Asleep)


The area around the Nest is warped by not only its power, but its thoughts and dreams during
Hibernation. As such depending on whether the great beast slumbers or wakes there are differing
effects on the surrounding area:
• Dreams of plenty and food shape existence within 20 miles. Rivers are suddenly flush with
salmon and trout, crops grow readily and without effort, and beehives drip with honey
appearing from seemingly nowhere.

• All animals and naturally occurring sounds become muted and quiet, trees fall without a
sound, birds sing almost silently. Players and NPCs feel uncomfortable when crea�ng any
loud sounds or noises.

• Sleep comes easily to all and is much more refreshing. A long rest now takes 10 hours, but
all health and hit dice are restored. Villagers report good health, with some finding long-
standing illness has been swept aside.

Regional Effects (Awake)


While awake, the regional effects become more aggressive and direct.
• Vegeta�on and animals grow wildly and chao�cally. Forests grow into the surrounding
villages, fields overtake their fences, and domes�cated animals suddenly yearn to be free
and wild.

• Noctua Ursa requires minions and underlings, all owls and bears find themselves
transforming into owlbears, though each differently (stats below)

• The wilderness itself bows to its sovereign. Any act or ac�on seen or heard off by an animal
is communicated to Noctua Ursa

Once Noctua Ursa returns to hibernation the effects change on the next dawn, any animals
transformed into owlbears return to their normal form. If killed the awake effects worsen for

47
three nights and then return to normalcy. Any animals transformed into owlbears during this
time remain so afterwards, one last act of defiance from the dying beast.

Noctua Ursa Primis’ Lair


Within the ruins of the tower it was created,
Noctua Ursa Primis makes its home. This
large structure contains four floors and a
basement area. Its ground floor had been
converted into a feast hall for Noctua Ursa
Primis and its allies, this seems to have
originally been several floors with the upper
floors removed to give enough room to
swoop and fly. The first floor above this
contains the kitchen and quarters for the
Ursa owlbears, as well as supplies used on
their missions and treasures they have
claimed. Above this sits the remains of the
arcane library of the previous inhabitant,
now taken over by the Noctua for their
magical studies, as well as being used by
their master in its magical efforts. This floor
also contains the stockpile of reagents and
materials that remain from the wizard’s
studies, now greatly expanded by Noctua
Ursa Primis. The attic above this has been
taken over by the Noctua and makes up
their home, as well as being stuffed with
countless scrolls containing everything from
mundane counts of wealth in an individual
house or area to spells and magical theory
the Noctua have been working on. Finally, beneath the great hall lies the basement, filled with
the spoils of Noctua Ursa Primis’ protection racket and raids, as well as its hibernation cave.
The lair itself is a flurry of activity, with a flow of Noctua and Ursa arriving and leaving on errands
as well as taking care of the everyday chores and activities of the tower. Animals from the forest
at times join the feast and are welcomed as loyal subjects, in fact anyone willing to bow and pay
tribute to the Great Owlbear can join in the festivities.
While it hibernates the tower is quiet, its underlings transformed back into bears and owls having
spread themselves through the forest. While the great beast dreams the tower is almost timeless,
exactly as Noctua Ursa Primis remembers it, though that doesn’t stop foolhardy individuals from
attempting to raid its treasures. During this time the forest quietly awaits the return of its
sovereign, as its awakening will quickly return the tower to a hive of activity.

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Lair Actions
On initiative count 20 (losing initiative ties), Noctua Ursa Primis can take a lair action to cause
one of the following effects. If Noctua Ursa Primis is using its mythic statistics, it can instead
choose to take a mythic action or lair action, but not both. Noctua Ursa Primis can’t use the same
effect twice in a row.

• Arcane Adaption. Until initiative count 20 on the next turn, Noctua Ursa Primis gains
resistance to its choice of the following damage types: acid, cold, fire, force, lightning,
necrotic, poison, psychic, radiant, or thunder.

• Primal Howl. Noctua Ursa Primis lets loose a deep guttural howl forcing all enemies within
80 feet to attempt a DC 24 Wisdom saving throw, becoming frightened for one minute on a
failed saving throw. Affected creatures may repeat this saving throw at the end of each of
their turns, ending the condition on a success. The condition ends prematurely for a creature
if the affected creature takes damage.

Exploration Encounters (Asleep)


The following details possible exploration encounters centered around Noctua Ursa Primis while
it hibernates. Use these to help with worldbuilding and the introduction of this titan. These can
be sprinkled into other quests and adventures, laying the groundwork for a triumphant and
exciting final adventure for your campaign.
• A Place of Perfect Rest. While the res�ul effects of the slumbering Noctua Ursa are well
known, some areas take this even further. In these places a good night's sleep can regrow
lost limbs, restore sight, and even stave off death. Powerful people and organiza�ons would
pay handsomely for informa�on about their loca�ons, though these are likely to be deep
within Noctua Ursa Primis’ domain and certainly well-defended.

• A Silent Grove. Adventuring within the domain of Noctua Ursa Primis is fraught with peril.
Vast stretches of forest are turned to complete silence, which even the most willful cannot
break. Explorers in these areas find all verbal communica�on impossible as even the sound
of their footsteps and breathing disappears. Worse s�ll, these groves seem to slowly move
over �me. Families of those lost within or atacked by bandits hiding within pay handsomely
for a group to enter and track down those within. Deep within they may even stumble upon
an old, ruined wizards tower, with what seems to be a filled in burrow beneath containing
the sleeping Noctua Ursa Primis.

• Nap�me Smash and Grab. Deep within a thick forest sits a strange tower. A local wizard will
pay handsomely for the recovery of a book deep within, and if men�oned to them elder
townsfolk will request items they say are stashed there too. The tower, of course, is that of
the hiberna�ng Noctua Ursa Primis which these NPCs and townsfolk will fail to men�on, only

49
sta�ng that the tower is old and rickety so don’t risk going into its basement. Traveling to
and finding the tower shouldn’t be excep�onally difficult, but there are no roads or paths
leading there. The area is thick with game, and therefore predators, and the rela�ve
quietness of traffic makes it a great spot for bandit camps. The tower itself is deserted,
except for owls making their home in its roof, as well as the overgrown library that makes up
the tower's third floor. This is where the wizard’s book is, as well as a vast collec�on of books
on other magical subjects, it is �tled “Theories for advances to natural transmuta�on” and
is a handwriten notebook. Within this par�ally destroyed tome a DC 15 Intelligence (Arcana)
check can make out sec�ons on the crea�on and improvement of something called an “Owl-
Bear…”

Exploration Encounters (Awake)


Exploring Noctua Ursa Primis’ domain after it awakens is far more dangerous. These encounters
are better suited to higher level adventurers, with more tools available to them. On top of this
they link nicely into confrontation with Noctua Ursa Primis itself.
• Not the Bear you’re looking for. Hired by local
leaders to track down the cause of the recent
explosion of growth and wildness of animals,
adventurers head forth into the wilderness. With
rumors of a bear as the cause they follow tracks
deep into the woods finding themselves at a strange
loca�on. Many bear dens liter this area but are now
empty with tracks leading further off. The tracks lead
a winding path and slowly seem to adjust from being
from a four-legged animal to a two legged one.
Finally, these lead to a rundown building at the
center of an overgrown and long since abandoned
town. Within this building is the Raaarrrgh Tavern,
home to an Ursa Owlbear barkeep and its patrons
who if befriended will offer informa�on on the
region and who they refer to as the “Boss” Noctua
Ursa Primis.

• Vicious Awakening. Sudden growth has exploded throughout the area, a journey that was
supposed to be easy is now a batle against nature itself. Paths and roads have
disappeared, being replaced with thick trees and foliage. Any paths cut and forged soon
become just as wild and unpassable as they were before. Here traveling itself is a danger
and encounter by itself, without skills and guile groups could find themselves ever lost in
an untamable wilderness. Any lit fires cause a fearsome response of growth from vines
and trees, and even the swing of a machete through bushes seems to perk the interest of
these plants. Make it a struggle to survive and get through, with the wilderness reac�ng

50
to atempts to tame it. While this can happen in any loca�on the wilderness surrounding
Noctua Ursa Primis’ lair is far more likely to respond in this way if the party has spoken of
its hos�le inten�ons regarding its sovereign or is moving towards its lair uninvited.

• Lost Friends and Foes. The awakening of Noctua Ursa Primis and its impact on nature
cannot be understated. A local town appears to have just disappeared en�rely, its region
seemingly replaced with thick forest and a new river winds its way here as well. All natural
landmarks also seem to have changed, to the extent that a new hill now peaks through
the thick forest. Whether due to friends lost within, or for the promise of reward, the
adventurers must track down and rechart the loca�on of this town. This should be a feat
of explora�on, with the wilderness itself not being aggressive towards the party, it simply
is somewhere it should not be.

Social
Noctua Ursa Primis creates a cyclic effect on the world and people around it. While asleep its
magical dreams shape the world itself creating plenty and wealth. When hibernating its demands
on the world are little, but its impact is strongly felt and influences the social and political
dynamics of the world around it. People take note of the plenty of the region, and the wonderful
effects of restful sleep in the area! All this changes when Noctua Ursa Primis awakens. The surging
wilds create conflict and issues throughout the region; environments change, animals run wild,
and the great bounty returns to normal. On top of this Noctua Ursa Primis is now directly
enforcing its will, demanding capitulation and tribute from those within its domain. As such it
isn’t openly hostile to adventurers or others, so long as they give it what it wants when it wants
it! Utilizing the Ursa and Noctua Owlbears, who it views as faithful subjects, it announces its
return and seeks to put its “kingdom” in order!

Social Encounters (Asleep)


Below are some options for Social Encounters involving the effects of Noctua Ursa Primis, these
can be mixed and matched, adjusted, or used as ideas for your campaign! These first encounters
take place while Noctua Ursa Primis is still sleeping and are great for worldbuilding and sprinkling
into prior adventures to lay the groundwork for an epic finale! They also offer a great opportunity
to introduce the idea of this titan to lower-level parties.
• A Pleasant Village. Not all stand against Noctua Ursa, especially when asleep. A local
village is enjoying the spoils of its closeness to Noctua Ursa and will do whatever possible
to keep informa�on about it and its loca�on secret. The fields are burs�ng with grain and
frui�ng trees, and granaries are filled with food of all kinds leading to great wealth from
trade. Short term gains have driven most to the defense of the beast, with only a few older
townsfolk remembering the reckoning that is to come. The dirge of wealth, odd behavior
from townsfolk and lack of responses and informa�on should clearly lead an inquisi�ve

51
party to discover what is afoot and serve as a perfect introduc�on to Noctua Ursa Primis
in your campaign.

• Unwise Expansion. While asleep, the dreams of plenty shape the land around Noctua
Ursa Primis. With its hiberna�on cycle at �mes las�ng genera�ons this fer�le land
becomes increasingly temp�ng for setlement as knowledge of its danger decreases over
�me. An elderly woman is trying to convince such a group of the folly of setling deep into
Noctua Ursa Primis’ territory. A party with knowledge of the cyclic nature of this land, and
of the complete effects of Noctua Ursa Primis can help convince the group of their mistake
before it is too late, and possibly even help them find a safer and more suitable loca�on
for a new setlement!

• Sweep it Under the Rug. People in the surrounding area are ac�ng strange, forge�ng
conversa�ons, and some�mes disappearing at night. Partnered with this, strange robed
and wizard-hated individuals have arrived and are asking ques�ons rela�ng to bears,
owls, and a mixture of the two called owlbears. Those with knowledge seem to disappear
that night, with no knowledge of what happened, nor knowledge of owlbears or even
normal owls and bears. On top of this these individuals seem to be trying to convince the
townsfolk to leave. An inquisi�ve party will track down the cause and true nature of this
conspiracy. A wizard was the creator of Noctua Ursa Primis and was eaten for its efforts.
Knowledge of this is deemed restricted to a need-to-know basis by wizard society, and this
is a clean-up team here to remove knowledge of Noctua Ursa Primis and try and move
people out of its influence before it awakens. Adventurers are deemed worthy and useful
of this knowledge, and the wizards can be convinced without a fight to cease their
ac�vi�es, although they would rather bring the adventurers into their conspiracy, possibly
using them later to help with the coming crisis.

Social Encounters (Awake)


Once awakened, a far more aggressive and proactive set of social encounters are likely to take
place. Quickly acting to reclaim its territory and seize what it views as its due, Noctua Ursa Primis
sends out its reawakened and created underlings, whilst gaining intel from the very wilderness
itself. These encounters lay out the threat and cost of ignoring Noctua Ursa long term and should
result in conflict between players and the beast.
• A Noctua Night. Soon a�er its awakening Noctua Ursa sends out its minions to take stock
of its realm. The Noctua Owlbears, small in stature but fiendishly intelligent, fulfill this
role. Their appearance is followed by a coun�ng of goods and discussions of tribute from
all they visit. Nothing more than a complete count of all wealth and resources will appease
them and atempts to stop or hide things from them are met with a warning of the
foolishness of this ac�on and the power of their allies and master, and then a display of
their magical prowess and power. Once this count is completed to their sa�sfac�on, they
will offer a preliminary list of demands for “protec�on” from the dangers of the wilderness
and other “hazards. For this they want a 35% “tax” though are surprisingly open to

52
nego�a�on, with a cunning and respec�ul nego�ator able to get this down to 20% by
providing a promise of future value to be gained as well as a proper showing of
submission. Should these discussions end well the lead Noctua owlbear gives a writ sta�ng
what is now owed, and when to expect it to be collected by its “associates”. These
nego�a�ons go down not just for the wealth of the townsfolk and the town itself but also
the wealth of players and the party as a whole!

• Ursa Shakedown. This encounter can act as a follow up for the later or standalone if the
party has not met with the Noctua owlbears. Either when arriving at a town, or at around
midday if they are staying there, even the most unpercep�ve PC no�ces a large gang of
more bear looking owlbears stru�ng through town as if they own it. Paying litle aten�on
to anything else taking place they quickly go about their task, seizing the goods demanded
by the Noctua earlier under threat of violence. Those who try not to pay find their shops
windows smashed and stock damaged, houses doors are ripped from their hinges and
those who atempt to stand against them are threatened into submission and pushed to
the ground. Townsfolk and officials look to the PCs to help them find their way out of this
situa�on. If the party has nego�ated and given a writ, they will have to give up these
goods, escape, confuse them into thinking it has already been collected, or fight! The Ursa
respect strength and will offer single combat with the largest of their number to deal with
the issue, though promise they will be back for what's owed later. If fought as a group
once it's clear they are defeated they will offer to end the combat, respec�ng the strength
of the party. If dealt with nonlethally they will suggest taking up any issues with “the boss”,
sta�ng they make all the decisions on these things and only they can right off this “debt”.

• A Magical Solu�on. Wizards of all shapes and sizes have been called for a mee�ng nearby,
and wizard players or NPCs will get invita�ons to this exclusive event, though inquisi�ve
adventurers can track down its loca�on and talk themselves in as well. This grand council
is mee�ng about one issue, dealing with a mistake one of their forebears made and its
consequences. This, of course, is the crea�on of Noctua Ursa Primis, that they refer to in
hushed tones as “That Owlbear”. Tales are told by older wizards of its power and savagery,
as well as hatred of their kind. Many speak for hours on solu�ons to the issue, bringing up
useful informa�on for the party. A direct assault by wizards is ruled out, its magic resistant,
bribing it is men�oned as well as its love of gold and treasure and somewhat reasonable
nature to subservient advances. Finally, an op�on to put it back to sleep is tabled and
plans put in place, if a strong enough party of adventurers can distract or batle it to �re
out the beast a ring of wizards standing outside its territory can concentrate and cast a
complicated sleeping ritual. This creates an op�on for a nonlethal solu�on to the coming
crisis.

Combat
Noctua Ursa Primis will wait for its enemies to come to it, rather than seek them out. Knowing
that it and its powers can only be dealt with in person it waits in its lair for its guests, using Noctua

53
and other natural spies to learn of the party approaching it and taking special note of any
spellcasters it contains. Unless outwardly and instantly hostile adventurers are welcomed within
its tower, and may take part in its feast, Noctua Ursa Primis is proud and strong, fearing little.

Combat Encounter Example: Waking Nightmare


A small village has long thrived under the beneficial influence of the hibernating Noctua Ursa
Primis. Recently, however, the creature has awakened, and its benevolent influence has turned
to terror. Crops have overgrown, transforming into thorny mazes, and once-plentiful game now
hunts the villagers. The elders, having seen this cycle before, send out a desperate plea for
help. When the adventurers arrive, they are met by a scouting group of Noctua Owlbears, who
demand tribute in gold and food for their lord. If the adventurers refuse or attempt to
negotiate, they are faced with a sudden and devastating ambush led by enraged Ursa Owlbears.
Surviving the initial onslaught will catch the attention of Noctua Ursa Primis itself, who may
decide that these intruders are worth a personal audience—provided they can survive the
treacherous journey to its lair.

Tactics
Noctua Ursa Primis fights like the wild animal it is. Its attacks are viscous and wild, but not without
strategy. Noctua Ursa Primis holds a deep hatred of wizards, and spellcasters in general, and as
such has trained itself to defeat these foes. In utilizing its spies and followers throughout the
forest by now it knows who these adventurers are, as well as any plans spoken out loud on the
way to its lair. Make use of this knowledge as a DM, especially with its lair actions, to throw a
wrench in the party’s plans as well as attacking anyone who has a greater threat to Noctua Ursa
Primis.
Utilizing Multiattack as well as the Great Hugger Trait mess with the players battle formation and
lines. Using this as well as the Bear Rush Legendary action you can easily get Noctua Ursa Primis
into position to unleash magical attacks on most of the party. When it comes to magical attacks
Noctua Ursa Primis makes sure to have its reaction ready to swallow spells if necessary. It knows
magic brought it into this world as it is terrified of it being used to kill it. Unless using harder
tactics Noctua Ursa Primis doesn’t try to save this ability for big magical attacks, instead using it
when it would take a reasonable amount of damage, even if a threat of a bigger attack may be
around the corner.
Easier Tactics. When Noctua Ursa Primis is fighting more nicely it never focus fires down an
enemy, nor flies with a foe hanging in its paws. Its magical blasts likewise aim only at the nearest
enemy, rather than in a more tactical fashion that might deal more damage. It also utilizes Spell
Swallow on the first spell cast on it each round, possibly allowing adventurers to take note of this
and act against it. In between turns it never seems to have enough action left for Arcane release,
focusing more on Swipe and Bear Rush. Finally, the Noctua Rebuttal Lair Action is only ever used
once by a nicer Noctua Ursa Primis. If the Adventurers are fighting a sparring match because of a

54
successful diplomatic solution once it falls to a quarter of its hit points Noctua Ursa Primis calls
an end to the match, surrendering to their strength and ready to return to hibernation.
Harder Tactics. Noctua Ursa Primis knows the importance and strength of Wizards as well as their
relative weakness. Utilize Bear Rush to get in front of these or other Magical or high damage does
and then Multiattack or grapple these foes before soaring to the skies, taking advantage of the
extra damage Peck does to grappled foes, as well as its higher hit chance to destroy these foes
while tanking the damage from others. Noctua Ursa Primis knows how tough it is to fight, as well
as the fact that numbers and time give the party more chances at victory. Take these from them
by working your way through their number, attacking downed enemies until they are dead,
dealing with wizards and clerics first. Despite non-magic users being more likely to hit it, Noctua
Ursa Primis knows these attacks alone will not be able to kill it fast enough. Utilizing its strength
and speed it knows it can end this battle quickly and bloodily.

Noctua Ursa Primis


Huge monstrosity, chaotic neutral

Armor Class 23 (innate mage armor)


Hit Points 657 (55d10 + 354)
Speed 40 ft., fly 45 ft.
STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 30 (+10) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Str +15, Dex +13, Con +18, Wis+11


Skills Athletics +15, Arcana +12, Intimidation +12, Insight +11, Nature +12, Perception +12
Damage Resistances none.
Damage Immunities none.
Condition Immunities charmed, poisoned.
Senses Darkvision 60ft, passive Perception 22
Languages Owl, Bear, Common, Sylvan, Telepathy 120 ft.
Challenge 25

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TRAITS
Arcana Sight and Smell. Noctua Ursa Primis’ vision and sense of smell are among the strongest
in all the planes, it always knows the location of enemies within 80 feet and has advantage on all
checks related to tracking or finding enemies or allies.
Bane of Spellcasters. When an attack Noctua Ursa Primis makes against a creature that can cast
spells hits the creature, or such a creature misses Noctua Ursa Primis with an attack, that
creature must attempt a DC 20 Wisdom saving throw, becoming frightened until the end of its
next turn on a failure.
Force of Nature. When Noctua Ursa Primis would be forced to attempt a saving throw, it may
use one of its unspent legendary actions to attempt a Constitution saving throw instead of the
other ability saving throw type. Additionally, Noctua Ursa Primis uses Constitution instead of
Dexterity when determining Armor Class and its spell casting ability (included in its stat block).
Great Hugger. Noctua Ursa Primis has advantage attacking grappled enemies with the Peck
action, and it may move around freely taking its grappled foe with it.
Magical Creation. Noctua Ursa Primis has advantage on all saving throws caused by magical
effects, and attack rolls from spells, magic items, or magic weapons are made against Noctua
Ursa Primis at disadvantage. Attacks with Noctua Ursa Primis’ Claw and Peck attack count as
magical for the purpose of resistance and immunity.

ACTIONS
Multiattack. Noctua Ursa Primis makes either two claw attacks and a peck attack on a single
target, or releases up to three arcane blasts, each targeting a different creature. If both claw
attacks succeed the target is also grappled.
Arcane Blast. Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 36 (6d6 + 15) damage
of a type of its choosing between acid, fire, cold, lightning, necrotic, poison, and radiant.
Belly Magic (Recharge 5–6). Noctua Ursa Primis unleashes two blasts of wild and unpredictable
magic on its foes. Roll two d6’s to determine the effects of this attack. Any attacks with no valid
targets are lost.

• Forceful Flap. Flapping its wings Noctua Ursa Primis releases 14 quills of force, that unerring
strike up to 14 targets, each dealing 7 (2d4 + 2) force damage. The quills hit simultaneously
and multiple quills can hit the same target.

• Lightning Beak. Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 42 (12d6) lightning
damage, and the attack generates a 100-ft.-long line of lightning originating from the target.
Creatures in this line must attempt a DC 26 Dexterity saving throw, taking 42 (12d6) lightning
damage on a failed saving throw or half as much on a success.

56
• Thunder Paw. Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 45 (10d8) thunder
damage, and the target is pushed 20 feet away. Any creatures within a 15-foot cube
originating at the target’s location must attempt a DC 26 Constitution saving throw or be
deafened until the end of their next turn.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 46 (8d8 + 10) slashing damage.
Counter Sneeze (Recharge 4–6). With a focused release of arcane power from its magical
center Noctua Ursa Primis can dispel or counter even the most powerful magic, casting dispel
magic as a 5th level spell.
Peck. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 53 (6d10 + 20) piercing
damage. If the target is grappled, this attack deals an additional 53 (6d10 + 20) piercing damage.

REACTIONS
Swallow Spell (Recharge 5–6). As a reaction when Noctua Ursa Primis is targeted by a spell, it
can attempt an Intelligence (Arcana) check against an Intelligence (Arcana) check made by the
caster of the spell. On success, the spell has no effect, and until the next of Noctua Ursa Primis’
next turn it can use an action to cast the swallowed spell using the original spell save DC or spell
attack as appropriate.

LEGENDARY ACTIONS
Noctua Ursa Primis can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s turn. Noctua
Ursa Primis regains spent legendary actions at the start of its turn.
Swipe. Noctua Ursa Primis makes one claw attack against each enemy within reach.
Bear Rush. Noctua Ursa Primis moves up to 60 feet in a straight line, moving through occupied
spaces. As part of this move, any enemy whose space it moves through must attempt a DC 22
Strength saving throw or be knocked prone.
Magical Indigestion (Costs 2 Actions). Noctua Ursa Primis uses its Belly Magic action.
Arcane Release (Costs 3 Action). Until the end of Noctua Ursa Primis next turn, when it uses its
Belly Magic action, it releases four blasts of magic instead of two.

Mythic Noctua Ursa Primis


Noctua Ursa Primis’ mythic actions and ability heavily increase the power of its spellcasting. In
this state, its true power is unleashed, as not only a strong tank but a powerful caster capable of
devastating entire parties of lower-level adventurers in a single blast of arcane power. Utilize

57
Arcane Supremacy and Arcane Release to launch devastating attacks every second turn. To truly
do a devastating amount of damage, increase this amount through use of Gastromagical Distress
to truly show the arcane power of this mighty beast.

Mythic Effects
As a Mythic creature, Noctua Ursa Primis causes the following effects.
Crown of the Wilds. By spending one hour concentrating on a ritual Noctua Ursa Primis can
commune directly with the land itself and shape the environment within five miles in any way it
sees fit. This can include but is not limited to: creating hills and mountains, lakes and rivers,
swamps and fens, expanding on contracting forests, and even creating canyons.
Created Strong. Noctua Ursa Primis was created to be the strongest possible animal, as such it
has Epic Advantage on all Strength and Constitution checks and saving throws, and slashing,
piercing or bludgeoning attacks it makes ignore resistance and immunity.

Mythic Noctua Ursa Primis


Huge monstrosity, chaotic neutral

Armor Class 25 (innate mage armor)


Hit Points 1,077 (110d10 + 472)
Speed 40 ft., fly 45 ft.
STR DEX CON INT WIS CHA
30 (+10) 25 (+7) 30 (+10) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Str +19, Dex +16, Con +19, Wis +12
Skills Athletics +19, Arcana +13, Intimidation +13, Insight +12, Nature +13, Perception +13
Damage Resistances none.
Damage Immunities bludgeoning, piercing, and slashing from non-Epic creatures.
Condition Immunities charmed, poisoned.
Senses Darkvision 60ft, passive Perception 22
Languages Owl, Bear, Common, Sylvan, telepathy 120 ft.

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Challenge Mythic 2

TRAITS
Arcana Sight and Smell. Noctua Ursa Primis’ vision and sense of smell are among the strongest
in all the planes, it always knows the location of enemies within 80 feet and has advantage on all
checks related to tracking or finding enemies or allies.
Bane of Spellcasters. When an attack Noctua Ursa Primis makes against a creature that can cast
spells hits the creature, or such a creature misses Noctua Ursa Primis with an attack, that
creature must attempt a DC 20 Wisdom saving throw, becoming frightened until the end of its
next turn on a failure.
Force of Nature. When Noctua Ursa Primis would be forced to attempt a saving throw, it may
use one of its unspent legendary actions to attempt a Constitution saving throw instead of the
other ability saving throw type. Additionally, Noctua Ursa Primis uses Constitution instead of
Dexterity when determining Armor Class and its spell casting ability (included in its stat block).
Great Hugger. Noctua Ursa Primis has advantage attacking grappled enemies with the Peck
action, and it may move around freely taking its grappled foe with it.
Magical Creation. Noctua Ursa Primis has advantage on all saving throws caused by magical
effects, and attack rolls from spells, magic items, or magic weapons are made against Noctua
Ursa Primis at disadvantage. Attacks with Noctua Ursa Primis’ Claw and Peck attack count as
magical for the purpose of resistance and immunity.

ACTIONS
Multiattack. Noctua Ursa Primis makes either two claw attack and a peck attack against a single
target, or releases up to three arcane blasts, each must target a different creature. If both claw
attacks succeed the target is also grappled.
Arcane Blast. Ranged Spell Attack: +19 to hit, 120 ft., one target. Hit: 48 (8d6 + 20) damage of a
type of its choosing from between acid, fire, cold, lightning, necrotic, poison, and radiant.
Belly Magic (Recharge 5–6). Noctua Ursa Primis unleashes two blasts of wild and unpredictable
magic on its foes. Roll two d6’s to determine the effects of this attack. Any attacks with no valid
targets are lost.

• Forceful Flap. Flapping its wings Noctua Ursa Primis releases 14 quills of force, that unerring
strike up to 14 targets, each dealing 12 (4d4 + 2) force damage. The quills hit simultaneously
and multiple quills can hit the same target.

• Lightning Beak. Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: 56 (16d6) lightning
damage, and the attack generates a 100-ft.-long line of lightning originating from the target.

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Creatures in this line must attempt a DC 27 Dexterity saving throw, taking 56 (16d6) lightning
damage on a failed saving throw or half as much on a success.

• Thunder Paw. Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: 63 (10d8) thunder
damage, and the target is pushed 20 feet away. Any creatures within a 15-foot cube
originating at the target’s location must attempt a DC 27 Constitution saving throw or be
deafened until the end of their next turn.

Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 58 (10d8 + 13) slashing
damage.
Counter Sneeze (Recharge 4–6). With a focused release of arcane power from its magical center,
Noctua Ursa Primis can dispel or counter even the most powerful magic, casting dispel magic at
8th level.
Peck. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. Hit: 66 (8d10 + 22) piercing
damage. If the target is grappled, this attack deals an additional 66 (8d12 + 22) piercing damage.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the Noctua Ursa Primis takes one of the following
mythic actions. Noctua Ursa Primis cannot take the same action twice in a row.
Arcane Supremacy. Until initiative count 20 of next round, damage rolls associated with the Belly
Magic action are maximum possible for each die roll, and such damage ignores damage
resistance and immunity.
Gastromagical Distress. The next time Noctua Ursa Primis uses Belly Magic before initiative
count 20 of next round, it generates an additional number of blasts of magic equal to the
number of enemies within 120 feet of it.

REACTIONS
Swallow Spell (Recharge 5–6). As a reaction when Noctua Ursa Primis is targeted by a spell, it
can attempt an Intelligence (Arcana) check against an Intelligence (Arcana) check made by the
caster of the spell. On success, the spell has no effect, and until the next of Noctua Ursa Primis’
next turn it can use an action to cast the swallowed spell using the original spell save DC or spell
attack as appropriate.

LEGENDARY ACTIONS

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Noctua Ursa Primis can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s turn. Noctua
Ursa Primis regains spent legendary actions at the start of its turn.
Swipe. Noctua Ursa Primis makes one claw attack against each enemy within reach.
Bear Rush. Noctua Ursa Primis moves up to 60 feet in a straight line, moving through occupied
spaces. As part of this move, any enemy whose space it moves through must attempt a DC 22
Strength saving throw or be knocked prone.
Magical Indigestion (Costs 2 Actions). Noctua Ursa Primis uses its Belly Magic action.
Arcane Release (Costs 3 Action). Until the end of Noctua Ursa Primis next turn, when it uses its
Belly Magic action, it releases four blasts of magic instead of two.

Resources
Noctua Ursa Primis controls a great hoard of wealth – more than enough to bribe any officials or
hire any mercenaries or other allies it may need in your campaign. It also controls not only a large
food store, but also a key defensive location with its tower, giving it a stronghold in any siege or
large military action. Finally, though old and partially ruined, its tower holds a great magical
library and a large supply of reagents and other magical materials, allowing for large scale spell
casting or other actions in your campaign. Don’t be afraid to use these resources to make a more
aggressive war focused campaign if you wish!

Allies
The region around Noctua Ursa Primis is often filled with all manner
of magical offspring and related creatures, spawned from the same
magic and explosive growth. Among these are found:
• Noctua Owlbears. These owls transformed by the will of the
great owlbear are more owl than their counterparts. Small and
agile with great flying skills, they make up the spies, scouts, and
diplomats of Noctua Ursa Primis’ court and forces. Soon a�er
the awakening these creatures will fly throughout their
sovereigns’ holdings, taking count of who and what resides
within. Then a�er repor�ng back will visit each in turn, with the
list of tribute required by the great owlbear for the safety and
“protec�on” of those villagers. These Owlbears have a
hierarchy based not on size but skill and knowledge, the highest
ranking of them staying in the roost to read, write tomes, and
organize the others.

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• Ursa Owlbears. Strong and powerful even before their transforma�on, these owlbears were
once the bears that roamed Noctua Ursa Primis’ forest domain. Filling the ranks of the
muscle, laborers, and general foot soldiers Ursa Owlbears are strong and dependable, but
not the brightest. Proud to carry out Noctua Ursa Primis’ will these owlbears organize
themselves into a hierarchy based on strength and loyalty to the “Boss” (what they call
Noctua Ursa Primis). They gladly carry out the protec�on rackets, raids, and general work
that keeps Noctua Ursa Primis’ domain running.

• Honorable Subjects. Noctua Ursa Primis’ claim of supremacy and sovereignty is not without
merit, the very forests themselves as well as their denizens serve the great Owlbear. Ac�ons
and words spoken within the forest quickly find their way to its ears, seemingly whispered
by the trees themselves. Animals of the forest, and even those previously domes�cated act
as spies and confidants, aiding the Noctua Owlbears in their tasks. Likewise, wolves and
other beasts of prey reinforce and aid the Ursa Owlbears in their physical endeavors.

Rewards
As a reward for those who find a nonlethal solution, Noctua Ursa Primis grants feathers from its
plumage. Merged with any worn armor, these grant the armor the Noctua’s Blessing
enchantment, below. This marks the wearer as a true apex predator and is a sign of its dominance
over Noctua Ursa Primis itself.

New Enchantment: Noctua's Blessing (+6) 1


When the enchanted feathers from Noctua Ursa Primis are woven into armor, the wearer gains
the following benefits after spending an hour attuning to the armor:
Arcane Resistance. While wearing the enchanted armor, you have resistance to damage caused
by spells and gain advantage on saving throws against spells and other magical effects.
Lord of the Wild. You gain the ability to communicate with beasts and plants, and they will make
their best effort to follow your commands. They recognize you as an apex predator and show
deference accordingly.
Owlbear Transformation. Once per day, you can use an action to transform into an Owlbear-like
form for 10 minutes. Your Strength and Constitution scores increase to 25 unless they are already
higher. You also gain a fly speed of 60 feet for the duration of this transformation. You retain
your own hit points, Intelligence, Wisdom, and Charisma scores, and your armor class becomes
18 unless it is already higher.

1More enchantments and info on how to apply them can be found in the Epic Legacy Campaign
Codex by 2CGaming.

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Those who kill Noctua Ursa Primis in combat are able to merge its mighty beak and talons into
the blade of their weapon, the latent magical energy within the beak and talons making such
merging as easy as pressing them into the blade, granting the weapon the Primal Dominance
enchantment, below:

New Enchantment: Primal Dominance (+4)


Weapons enchanted with this enchantment gain the following
properties:
Aura of Menace. While wielding this weapon, you gain proficiency in
the Intimidation skill. If you are already proficient, you may add double
your proficiency bonus to Intimidation checks.
Irresistible Force. Attacks made with this weapon ignore resistance,
immunity, and any other reduction to the amount of damage dealt.
Natural Predator. You have advantage on attack rolls against beasts,
monstrosities, and other natural or wild creatures while wielding this
weapon.

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Nul-Thüm (Mythic 2)
Doom from Beyond the Stars
“From the darkest depths of infinity comes terror beyond reckoning.”

Description
While the mysteries of other planes are known to learned scholars, the vast void of space remains
largely a mystery. It stands to reason that if creatures can exist and thrive in a plane composed
of elemental fire, so too must strange and exotic life be waiting among the stars. However, logic
and reason do nothing to explain the cosmic monstrosity that is Nul-Thüm. A mass of putrid, dead
flesh the size of a moon, Nul-Thüm has come from the stars with an insatiable hunger. The
slumbering entity hovers above the skies of the material plane, casting its baleful moonlight upon
unsuspecting prey. With horrid speed Nul-Thüm plucks its victims from the earth, consuming
their life energy so that it may fully awaken and feed upon a horrified world. If one looks closely,
it is possible to make out the semblance of a sleeping face on Nul-Thüm’s surface. However, once
the titan awakens there is no mistaking its nature. Its scarred surface reveals rotting mounds of
quivering flesh. Its craters become eyes that burn red with an otherworldly malevolence. Its great
maw opens, exposing teeth the size of mountains. Those who behold this terrible moment are
doomed alongside their entire world, for none can withstand the Doom from Beyond the Stars
once it has awakened.

Profile
Personality: Incomprehensible
Ideals: Nul-Thüm is to humanoids as humanoids are to ants. Its mind is incomprehensible; it is an
intelligence that has existed outside of time and space as we know it. While it is clear the entity
holds nothing by hostility for all life, it is not known why this is so. Its goals are simple: arrive in
the orbit of a world, absorb enough life energy to awaken, then presumably destroy everything
upon it. The last goal is only a supposition, as none have witnessed the awakening of Nul-Thüm
and survived.
Bonds: In hibernation from its journey across the stars, Nul-Thüm must feed to awaken. The
entity sends forth its progeny – miniature versions of itself known as thümoids – to sample the
banquet of life laid out before it. It is not clear what exactly the relationship between Nul-Thüm
and these creatures is, but their destruction appears to evoke an angry response from the entity.
Unfortunately, this antagonistic action is unavoidable, for the living cannot afford to show mercy
to a thümoid.
Flaws: Light is anathema to Nul-Thüm, particularly that given off by the sun. The creature hides
in the shadows on the material plane, expending what energy it can to avoid the hateful rays.

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Should Nul-Thüm become too tired to avoid the light of the sun and forced to endure its full
radiance for too long, the entity may finally fall.
Legend: For most, the legend of Nul-Thüm began when it arrived in the orbit of their world, but
to those few who have journeyed among the stars, a great truth is revealed. Legends speak of an
ancient war between cosmic entities when time, space, and the planes were one across a cosmic
landscape. To even call this conflict a war speaks to only a fraction of its significance. Stars burned
to fuel eldritch magics, and unknowable entities died a thousand deaths. It is not known what
side Nul-Thüm fought for, nor whether it won or lost. It is clear, however, that the entity is now
a shadow of its former self. A dead relic from an era predating even the gods, the Doom from
Beyond now represents the unrelenting presence of death, always hanging over every moment
the living experience in their small, insignificant lives.

Nul-Thüm in Your Campaign


Most campaign settings detail the many wonders found upon other planes of existence, never
minding the wonders that await in the skies above. Nul-Thüm provides an unfortunate answer to
the question of what lies beyond the stars. Its existence is utterly alien and hostile to even the
most ragged worlds. Such an evil eclipses the nefarious scheming of vile liches or avaricious
dragons, and even the gods recoil at its presence. To introduce this titan is to make your world
insignificant. It is but another meal in the eyes of a cosmic moon which has existed far longer
than any who dwell upon the world it seeks to consume. While it may not be as aggressive or
poignant a threat as many other foes your characters may face, there is no question Nul-Thüm is
likely the greatest they will ever face. Your players will feel small and powerless before such a
being and must steel themselves for a fight of nigh-impossible odds to spare their world from
destruction.

Introduction
The introduction of Nul-Thüm is an ominous affair. A dark omen brought to life, the entity drifts
slowly into the skies of the material plane. What is first thought to be a beautiful stellar body
passing by is revealed to be a sickly-looking moon that follows a path which can only be explained
by the presence of intelligence. It soon comes to rest uncomfortably close to the world,
dominating the sky with its bulk so that all may behold its corpulent, rotting form. At this point it
is clear to all that something is dreadfully, terribly wrong. There is no explanation for the
appearance of Nul-Thüm, no ancient tome to explain its nature, no wise being to tell its story.
There is only the fear of the unknown and the baleful light shed by Nul-Thüm upon the world
below.

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Conflict
Once Nul-Thüm has arrived, it does not remain idle for long. The moon hungers for the essence
of the living and searches constantly for tasty morsels easily caught unaware. This activity is
marked by sudden disappearances and a noticeable increase in movement across the surface of
the Doom from Beyond. The opening of a baleful eye, a toothful yawn, or some unsightly
quivering are easily observed by those who cast their gaze skyward on a dark night. As the
disappearances grow more intense, the world reacts poorly. Cults of worship form around the
moon, peddling misguided beliefs about salvation or kinship with the strange entity. The ecology
of the world begins to shift. The air grows stale, like that of a tomb. Colors become muted. Pain
is sharper while pleasure never satisfies. It is an apocalypse of the mind, body, soul, and land.
And just when one would think things can’t get any worse, the thümoids begin falling from the
sky.

Conclusion
There is no hope of standing against the inevitable power of Nul-Thüm. The entity has consumed
a thousand worlds, many of which were far greater than the material plane. There is no strategy,
no scheme, no secret tool to defeat Nul-Thüm. The best the heroes can hope for is to go down
fighting, making the Doom from Beyond choke on every bite it takes from their dying world.
Whether the characters hold out for a day or a century, it matters little to Nul-Thüm. Only an act

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of terrific heroism and incredible power could deter such their fate. The power of gods, legendary
artifacts, and ancient magics is not enough. Nul-Thüm hails from a time before time when cosmic
powers of an impossible magnitude flowed like water. Only a similarly mighty force could put a
halt to its foul feedings.

Behind the Curtain: The Inevitability of Death


Nul-Thüm is an experiment in both its mechanic and narrative design. Its intended role for a
campaign is to provide a threat that can be opposed, resisted, and fought but never defeated.
Like death itself, the entity is inevitable. Eventually it fully awakens and consumes the world. This
is a compelling but not unfamiliar story. Many of our world’s greatest heroes and tales speak of
sacrifice against impossible odds, going out in a blaze of glory that echoes through the ages. Nul-
Thüm exists to provide just such a moment. While your players may not be used to “losing” in
their heroic story, when done properly this can be a powerful experience. Failure is a human
experience with which we all struggle, one we must learn to appreciate and learn from. Our hope
is that when running Nul-Thüm, you and your players can find value in fighting an impossible
battle, mirroring the struggles we face every day, but in a fantastical and defiant manner. As the
famous starship captain once said, “It is possible to commit no mistake and still lose. That is not
a weakness. That is life.”

Challenges
Nul-Thüm can pose exploration, social, or combat challenges to characters who interact with it.

Exploration
Because the entity is a literal moon, it may be tempting for your heroes to attempt to make their
way to the surface of Nul-Thüm. They are certainly welcome to try, but unfortunately the Doom
from Beyond has no atmosphere, so such an experience will likely be short lived. Instead, many
of the explorative elements introduced by Nul-Thüm stem from its impact on the world. The
entity imposes a catastrophic influence, hazardous to all life. Its presence causes the very earth
to rot, and countless evil creatures revel in its baleful light. No lands under its glow are safe.
Nature is corrupted and twisted. Magic begins unraveling, leading to dangerously unpredictable
results. As the years go by, these effects grow more pronounced, accelerated by the successful
feedings of the Doom from Beyond. These effects can be measured in the Apocalypse of Thüm
table. As Nul-Thüm awakens, it causes deific effects according to how awakened the titan is.
When Nul-Thüm increases its awakened level, it produces all the effects of that level along with
the effects of all previous levels. While there is no specific action or event that contributes to Nul-
Thüm’s awakening, it is generally accepted that Nul-Thüm becomes more awake by feeding and
less awake by exposure to direct sunlight.

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Apocalypse of Thüm
Awakened Level Deific Effect
1 Effects that shed bright light instead shed dim light.
2 No matter how loud a creature speaks, its voice is always heard as a
whisper.
3 When a spell that requires a material component is cast, the components
melts into a disgusting, noxious sludge after the spell is cast.
4 The face of Nul-Thüm is reflected in every reflective surface.
5 When a creature would regain hit points or return to life, it experiences
a bout of extreme (but harmless) agony.
6 Water has the consistency and color of oil.
7 Plants contort themselves into strange and unsettling shapes as they
grow.
8 When a creature takes a long rest, it becomes paralyzed for as long as it
rests.
9 Colors fade so that the entire world is cast in black, white, and shades of
grey.
10 Nul-Thüm awakens fully and begins to consume the world. In this state
the entity is incapable of taking damage and cannot be harmed by any
force short of a relic or a deity of greater deity rank or greater.

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Regional Effects
The planet cast in the light of Nul-Thüm is warped
by its evil, which has created the following effects in
any area bathed in the moonlight of Nul-Thüm.
• When a creature in the area would be slain, it
may instead be devoured by Nul-Thüm, as the
en�ty’s great tongue snatches it and pulls it into
the sky. A creature devoured in this manner
cannot be returned to life while Nul-Thüm
“lives.”

• Nul-Thüm can hear everything said by


creatures in the affected area.

• Creatures for which Nul-Thüm par�cularly


hungers are coated in a thin layer of saliva,
which persists for as long as the creatures
remain within the affected area.

If Nul-Thüm is destroyed, these effects fade


immediately.

Exploration Encounters
With the entire world under Nul-Thüm’s influence, no realm is safe. Around every corner is the
potential for the Doom from Beyond to make its presence known. A dying world is a place of
suffering and anguish. Places the characters once felt safe are now dangerous. Beautiful locales
become polluted and vile. Kingdoms once full of virtuous inhabitants are now overwhelmed with
panicked citizens and fanatical cultists.
• Rain of Eyes. A particularly foul weather event replaces what would ordinarily be an
intense hailstorm. Instead of ice, grotesque eyeballs rain down upon the many distressed
people. What is more, these eyeballs appear “alive,” possessing a hateful glare and
capable of rolling about. Curiously, the eyes appear keen to migrate, traveling toward a
barren valley that has been devoid of life for centuries. Someone should investigate this
grotesque phenomenon, provided they can stomach the swarms of angry eyes watching
their every move.

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• Moonlight Duel. A powerful goddess of the moon is enraged at the presence of Nul-Thüm,
doing everything in her power to fight the strange en�ty. Every night her benevolent
moonlight batles with the baleful glow of Nul-Thüm, causing brilliant light shows across
the night sky. It appears that by sacrificing magical items at her altars, mortals can aid in
this cosmic struggle and strike a blow against the Doom from Beyond.

• Light of Apollis. Not content to sit idly by while Nul-Thüm ravages the world, a valiant
crew of heroes has commissioned a mighty vessel to sail into the stars. Titled Light of
Apollis, this beau�ful ship resembles a naval vessel but is equipped with solar sails and a
formidable array of advanced arcane weaponry. Few are willing to risk what is being
dubbed a “suicide mission” to directly assault Nul-Thüm, leaving the Light of Apollis
cri�cally under-crewed. Hopefully some ambi�ous heroes are willing to serve on this
mission.

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Social
While the devastating power of Nul-Thüm is felt in the environment, its influence on the mind is
just as formidable. The entity does not communicate in any meaningful way, speaking in its
strange and ponderous language known only as Startongue. It is not known what Nul-Thüm is
saying when its eerie, deep voice echoes across the world, or to whom it speaks. Nonetheless,
the effect is profoundly distressing for all who hear it. What is more, the social challenges
presented by Nul-Thüm are great. Nations fall to turmoil, evil creatures act with greater purpose,
and apocalyptic cults are roused to a frenzy. It is clear that the world is on the brink of collapse,
a situation which rarely inspires rational behavior.

New Epic Language: Startongue


Language Prerequisites: Epic creature, at least 1,000 years old
The language of ancient stellar entities from a primordial universe, Startongue is only a language
in the loosest sense of the term. Speaking this language requires a tremendous amount of time,
roughly a hundred times longer than it would ordinarily take in Common. Additionally, a key
component of this language is its conveyance of memory. Speaking in Startongue involves

72
referencing one’s own memories to communicate concepts or ideas, and those who understand
what they hear gain the memories of the speaker. Given that this language is almost exclusively
spoken by ancient entities beyond comprehension, these memories are often horrific and
terrifying. Most scholars consider this language to be the best left unlearned.

Social Encounters
Since conversing with Nul-Thüm is nigh impossible, most social encounters around this entity
result from the way its presence affects other creatures. Whether you are good, evil, undead, or
living, it matters little to the Doom from Beyond. It has come to consume the world, and nothing
will dissuade Nul-Thüm from this task. In the face of this inevitable destruction, there is panic.
Most creatures react with fatalistic hedonism, enjoying what time they have left by going through
their respective bucket lists. Other more resourceful creatures search for means to get off world,
relocating their possessions and loved ones to other planes. This creates chaos for not only the
material plane but the cosmology at large. Countless refugees flood across planar boundaries
while empires burn in the fires of anarchy. Amid it all, doomsday cults speak of salvation before
the end, pointing to the sky in affirmation of their crazed ravings.
• Acts of Faith. A formidable cult has arisen in response to the appearance of Nul-Thüm.
Calling itself the Cult of the Devouring Moon, this cult seeks to hasten Nul-Thüm’s
awakening by deliberately feeding themselves to the en�ty. This act of fana�cism has
hastened the coming apocalypse, as thousands gather on moonlit nights to offer
themselves to the moon. If something is not done soon, Nul-Thüm will awaken far sooner
than expected, and long before anything can be done to stop it.

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• The Ark. A city of mages has discovered a small material plane and plans to plane shift the
city there, hoping to escape the world’s inevitable fate. As tens of thousands flock to the
small city, the overwhelmed residents do their best to save who they can while s�ll
securing their own interests. Any heroes willing to lend some muscle to the crowd control
effort might just earn themselves a seat on the proverbial ark.

• Rising Sun. In response to Nul-Thüm’s arrival, a group worshiping a sun deity has risen to
prominence. In peculiar symmetry with the Doom from Beyond, this religion’s deity is said
to be the sun itself, an ancient star god much like Nul-Thüm. However, this en�ty has
slumbered for millions of years with no sign of waking, leaving the faith desperate for a
means to rouse it from slumber and vanquish Nul-Thüm. It is believed that if the Doom
from Beyond speaks the sun’s name in Startongue, it will awaken. Hopefully someone is
up to the challenge of ge�ng to the moon to do just that.

Combat
For understandable reasons, once Nul-Thüm actually joins the battle, it is far too late. The gigantic
moon is unstoppable, overpowering all but the gods as it devours a world. For mortals, there is
no battling such a foe, only standing defiantly as the world is brought to ruin. However, another
aspect of Nul-Thüm can be fought by more conventional means. Known as thümoids, these
smaller versions of the Doom from Beyond are unleashed like fleshy meteors to quell resistance
and find the tastiest morsels. While thümoids are incredibly powerful, destroying one is possible
and serves to delay the inevitable. Unfortunately, those who manage to slay such a creature
attract the moon’s direct attention, ensuring subsequent encounters are far less favorable.
Combat encounters with these thümoids are brutal and dangerous affairs. They cannot be
reasoned with, nor do they show mercy. Their malevolence is only eclipsed by Nul-Thüm itself,
and it is debated if the thümoids are even a separate creature or are merely extensions of Nul-
Thüm itself.

Combat Encounter Example: Moonstalker


A thümoid has taken particular interest in a powerful sorcerer holed up in a tower, secured by
magic against the creature’s intrusion. Unfortunately, the thümoid seems content to wait, slowly
orbiting the tower, waiting for the caster to emerge. The sorcerer requests aid in escaping from
the undead creature, requiring a distraction so that it may safely flee. A distracted thümoid is a
(relatively) harmless thümoid. The sorcerer estimates it needs a solid minute of distraction to
make a clean getaway, less if the creature’s sharp senses can be disrupted.

Tactics
Battlefield Classification: Controller

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Thümoids are bizarre and dangerous opponents. The creatures are ponderously slow, floating
with an almost lazy attitude toward whatever strikes their fancy. They seek out creatures that
look particularly tasty. What constitutes “delicious” by an ancient star god’s standards is a
baffling mystery best left unexplored, but nonetheless is one of the only motivations of these
creatures. However, they do respond if attacked, unleashing a merciless array of strikes that
leave only the most powerful creatures standing. As a controller, a thümoid specializes in
disabling and manipulating its opponents into submission. The first and most formidable of these
abilities is its Gaze of Torment feature, which is guaranteed to cause trouble for any character
caught in its area. While its Tongue attack is impressive, this feature is complemented by the
Maw attack’s ability to effectively banish heroes to another realm with little hope of escape. The
Deadly Sight action serves as a versatile ability with three potent options. Make sure you pick the
best target each time; the thümoid is more than intelligent enough to make good tactical choices.
The second most dangerous of the thümoid’s abilities is its Deadlight action. While it may not
seem like much at first glance, denying enemies the ability to see or meaningfully interact with
each other is supremely disruptive. The only defense against this feature is hiding in an area
where the thümoid’s light does not reach; depending on its position, this can leave characters
with few ideal positions.
Easier Tactics – Don’t use Deadlight until the fight is roughly half over. Let the thümoid have a
particular interest in a specific character and attempt to devour them, preferably one with either
a high AC or a good Charisma score. Make suboptimal choices with the Deadly Sight action,
ensuring characters have some trouble but nothing they can’t handle. Remember to keep the
thümoid close to the ground as well. The creature is immune to nearly every condition, so
keeping it out of reach of most characters makes for a challenging but not overwhelming fight.
Harder Tactics – Use Deadlight on the first turn, then immediately attempt to use Tongue against
a character that can be easily devoured. Once one character has been consumed, use Deadly
Sight on key targets afflicted by Gaze of Torment, forcing them to attempt saving throws with a
considerable penalty. Ensure that Gaze of Torment is always afflicting the most dangerous
character at any given time. This works especially well when combined with the thümoid’s flying
speed, allowing you to have excellent positioning. If a character gets close, use the Maw
legendary action to devour them. It is almost guaranteed that any character will fair worse inside
the thümoid than outside, so don’t hesitate to have it eat as many characters as possible.

Thümoid
Gargantuan undead (titan), chaotic evil

Armor Class 17 (natural armor)


Hit Points 1,250 (61d20 + 610)
Speed 0 ft., fly 40 ft. (hover)

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STR DEX CON INT WIS CHA
29 (+9) 1 (−5) 30 (+10) 25 (+7) 28 (+9) 27 (+8)

Saving Throws Con +18, Int +15, Wis +17, Cha +16
Skills History +23, Perception +25
Damage Resistances psychic
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical
attacks.
Damage Vulnerabilities radiant
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone,
stunned, unconscious.
Senses truesight 300 ft., passive Perception 35
Languages Startongue but understands all languages.
Challenge 25 (75,000 XP)

TRAITS
Gaze of Torment. The eyes of the thümoid project a 500-foot-long, 25-foot-wide line of crimson
light that wracks creatures in the affected area with agonizing pain. When an affected creature
attempts an attack roll, saving throw, or ability check, it must roll a d8 and subtract the amount
rolled from the result. A creature immune to psychic damage instead rolls a d4 and subtracts the
amount rolled from the result. As a bonus action on each of its turns, the thümoid can change
the orientation of this line or whether to begin or end the projection. This effect ends early if the
thümoid becomes incapacitated.
Immense. The thümoid’s form is tremendous. It typically occupies a 100-foot cube of space on
the battlefield.
Mythic Resistance. When the thümoid fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Super Heavy. The thümoid is made of dense matter, weighing more than 10 million pounds. The
thümoid cannot be pushed or forcibly moved against its will nor can it be magically teleported
unless the thümoid allows it.

ACTIONS

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Maw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target grappled by the thümoid. Hit: If
the target is half the size of the thümoid or smaller, the target is devoured. If is not devoured, it
takes 219 (20d20 + 9) piercing damage. A creature devoured by the thümoid is suspended within
a necrotic void and has total cover from everything outside the thümoid, and vice versa. At the
start of each of the thümoid’s turns, a creature so devoured has its hit point maximum reduced
by 50. This reduction lasts until the affected creature finishes a long rest. A creature that has its
hit point maximum reduced to 0 by this effect is consumed utterly and cannot be returned to life
until the thümoid is slain. The inside of the thümoid is far larger than its dimensions, allowing it
to have any number of creatures devoured in this manner.
As an action on each of its turns, a creature devoured by the thümoid can attempt to escape the
necrotic void by attempting a DC 18 Charisma ability check (no associated skill), magically
appearing in an occupied space of the creature’s choice within 60 feet of the thümoid on a
success. Otherwise, a creature swallowed by the thümoid cannot escape by any known means,
even if the thümoid is slain.
Tongue. Melee Weapon Attack: +17 to hit, reach 120 ft., one creature. Hit: 44 (10d6 + 9) acid
damage, and the thümoid may force the target to attempt a DC 25 Strength saving throw. On a
failure, the target is grappled (escape DC 25) and pulled up to 60 feet in a straight line toward the
thümoid. If a creature ends its movement within 5 feet of the thümoid, the thümoid may make
a single Maw attack against it.
Deadlight (Recharges on a Short or Long Rest). The thümoid shines with a deadly light, emitting
dim moonlight in a 1-mile radius sphere, which lasts for 1 minute. A creature illuminated by this
light cannot sense or perceive any creatures other than the thümoid (all other creatures are
hidden), nor can they affect creatures other than the thümoid with attacks, spells, or other
effects.
Deadly Sight. The thümoid afflicts a creature it can see with a deathly gaze, choosing one of the
following options.
• The target must succeed on a DC 25 Cons�tu�on saving throw or take 110 (20d10) necro�c
damage, or half as much on a success.

• A spell or magical effect currently affec�ng the target immediately ends.

• The target must succeed on a DC 25 Charisma saving throw or be permanently cursed.


When a creature so cursed takes an ac�on, bonus ac�on, or reac�on, it takes 14 (4d6)
psychic damage.

LEGENDARY ACTIONS
The thümoid can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The thümoid
regains spent legendary actions at the start of its turn.

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Float. The thümoid flies up to its flying speed.
Gaze. The thümoid activates, deactivates, or changes the orientation of its Gaze of Torment
feature.
Deadly Sight (Costs 2 Actions). The thümoid uses its Deadly Sight action.
Maw (Costs 3 Actions). The thümoid uses its Maw action.

Mythic Thümoid
When Nul-Thüm approaches a world, its vanguard is unmistakably heralded by the descent of
the thümoids. As terrifying as these fleshy meteors are in their standard form, the mythic
thümoids are a phenomenon beyond mortal comprehension. These creatures are enhanced
avatars of Nul-Thüm's hunger and wrath, each embodying a fragment of the titan’s malevolent
consciousness.
Visually, a mythic thümoid is a nightmarish spectacle to behold. Its surface is slick and mottled,
like the underbelly of some cosmic leviathan. Unlike their common kin, these thümoids pulsate
with an eerie, inner luminescence, casting ghostly shades of crimson and deep purple. Veins the
size of rivers crisscross their surface, pulsing with a strange ichor that, when observed closely,
appears to be alive and writhing. Their craters, much like Nul-Thüm’s, become eyes, but these
eyes are numerous, constantly shifting and blinking, always watching.
In terms of combat abilities, mythic thümoids are vastly more formidable. They possess a deeper
reservoir of life energy, making them both tougher and deadlier. Their gravitational pull is
stronger, able to wrench entire structures from the ground.

Mythic Effects
As a mythic creature, the mythic thümoid causes the following effects:

• Doom's Herald. When a mythic thümoid arrives, the sky darkens, and the local flora and
fauna begin to wither. Bodies of water turn putrid, and all healing spells and abilities are
halved in efficiency within a one-mile radius.

• Astronomical Anomaly. The very fabric of reality begins to unravel around a mythic thümoid.
Celestial bodies appear misaligned, affecting navigation and causing inexplicable natural
disasters on the Material Plane.

• Star-Born Horror. When a mythic thümoid is defeated, instead of dying, it turns into a black
hole for a moment before collapsing, causing a massive gravitational pull. The mechanical
impact of this is left to the DM.

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• Incomprehensible Communication. When a mythic thümoid is near, people within a five-mile
radius experience horrifying dreams, visions, and even auditory hallucinations. These aren't
just frightening; they often contain cryptic messages or prophecies that can drive individuals
to madness.
Battling a mythic thümoid is more than a fight for survival; it's a fight to prevent the apocalypse.
Its enhanced abilities and effects on the world around it make it clear that its purpose is more
nefarious and its connection to Nul-Thüm more potent than ever before. Only the bravest and
most powerful heroes dare to face this monstrosity and the cosmic terror it heralds.

Mythic Thümoid
Gargantuan mythic undead (titan), chaotic evil

Armor Class 17 (natural armor)


Hit Points 2,132 (104d20 + 1,040)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA
32 (+11) 1 (−5) 30 (+10) 25 (+7) 30 (+10) 28 (+9)

Saving Throws Str +20, Dex +4, Con +19, Int +16, Wis +19, Cha +18
Skills History +26, Perception +28
Damage Resistances psychic.
Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from non-Epic
creatures.
Damage Vulnerabilities radiant.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone,
stunned, unconscious.
Senses truesight 300 ft., passive Perception 38
Languages Startongue but understands all languages.
Challenge Mythic 2

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TRAITS
Gaze of Torment. The eyes of the thümoid project a 500-foot-long, 25-foot-wide line of crimson
light that wracks creatures in the affected area with agonizing pain. When an affected creature
attempts an attack roll, saving throw, or ability check, it must roll a d10 and subtract the amount
rolled from the result. A creature immune to psychic damage instead rolls a d6 and subtracts the
amount rolled from the result. As a bonus action on each of its turns, the thümoid can change
the orientation of this line or whether to begin or end the projection. This effect ends early if the
thümoid becomes incapacitated.
Immense. The thümoid’s form is tremendous. It typically occupies a 100-foot cube of space on
the battlefield.
Mythic Resistance. When the thümoid fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Super Heavy. The thümoid is made of dense matter, weighing more than 10 million pounds. The
thümoid cannot be pushed or forcibly moved against its will nor can it be magically teleported
unless the thümoid allows it.

ACTIONS
Maw. Melee Weapon Attack: +20 to hit, reach 5 ft., one target grappled by the thümoid. Hit: If
the target is half the size of the thümoid or smaller, the target is devoured. Otherwise, it takes
431 (40d20 + 11) piercing damage. A creature devoured by the thümoid is suspended within a
necrotic void and has total cover from everything outside the thümoid, and vice versa. At the
start of each of the thümoid’s turns, a creature so devoured has its hit point maximum reduced
by 100. This reduction lasts until the affected creature finishes a long rest. A creature that has its
hit point maximum reduced to 0 by this effect is consumed utterly and cannot be returned to life
until the thümoid is slain. The inside of the thümoid is far larger than its dimensions, allowing it
to have any number of creatures devoured in this manner.
As an action on each of its turns, a creature devoured by the thümoid can attempt to escape the
necrotic void by attempting a DC 20 Charisma ability check (no associated skill), magically
appearing in an occupied space of the creature’s choice within 60 feet of the thümoid on a
success. Otherwise, a creature swallowed by the thümoid cannot escape by any known means,
even if the thümoid is slain.
Tongue. Melee Weapon Attack: +20 to hit, reach 120 ft., one creature. Hit: 81 (20d6 + 11) acid
damage, and the thümoid may force the target to attempt a DC 27 Strength saving throw. On a
failure, the target is grappled (escape DC 25) and pulled up to 60 feet in a straight line toward the
thümoid. If a creature ends its movement within 5 feet of the thümoid, the thümoid may make
a single Maw attack against it.
Deadlight (Recharges on a Short or Long Rest). The thümoid shines with a deadly light, emitting
dim moonlight in a 1-mile radius sphere, which lasts for 1 minute. A creature illuminated by this

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light cannot sense or perceive any creatures other than the thümoid (all other creatures are
hidden), nor can they affect creatures other than the thümoid with attacks, spells, or other
effects.
Deadly Sight. The thümoid afflicts a creature it can see with a deathly gaze, choosing one of the
following options.
• The target must succeed on a DC 27 Cons�tu�on saving throw or take 165 (30d10) necro�c
damage, or half as much on a success.

• An Epic or non-Epic spell or magical effect currently affec�ng the target immediately ends.

• The target must succeed on a DC 27 Charisma saving throw or be permanently cursed. When
a creature so cursed takes an ac�on, bonus ac�on, or reac�on, it takes 28 (8d6) psychic
damage.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the thümoid takes a mythic action to cause one of
the following effects. The thümoid can’t use the same effect twice in a row.
Dark Gravity. The thümoid emits an aura of strange gravitational energy in a 300-foot-radius
sphere centered on it, which lasts until the next initiative count of 20. Creatures attempting to
move through the area must spend 20 feet of movement for every 5 feet they wish to move.
Gnawing Decay. A flesh-and-blood creature the thümoid can see within 300 feet of it must
succeed on a DC 25 Constitution saving throw or become afflicted with a horrific decaying of the
flesh. A creature immune to diseases has Epic advantage on this saving throw. A creature so
afflicted has an ability score of the thümoid’s choice other than Constitution permanently
reduced to 1. This effect can be removed by any effect that would cure a disease so long as the
creature attempting to remove the effect succeeds on a DC 25 Wisdom (Medicine) check as a
part of the attempt, or the cure fails.

LEGENDARY ACTIONS
The thümoid can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The thümoid
regains spent legendary actions at the start of its turn.
Float. The thümoid flies up to its flying speed.
Gaze. The thümoid activates, deactivates, or changes the orientation of its Gaze of Torment
feature.
Deadly Sight (Costs 2 Actions). The thümoid uses its Deadly Sight action.

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Maw (Costs 3 Actions). The thümoid uses its Maw action.

Rewards
More than a thousand planets over millions of years have fallen prey to Nul-Thüm. When Nul-
Thüm devours a world, much of that planet’s wealth, resources, and even people become
embedded in its form. What wonders (or horrors) can be mined from its necrotized flesh defy
conception. Even if the moon is miraculously defeated, that is only half the challenge. Getting to
the moon and mining its flesh is a tremendous undertaking, but the rewards are fantastical.
Whatever magic items, wealth, or other objects are pulled from the putrid remains of the Doom
from Beyond are of worlds previously unknown. Advanced technology, cosmic magic, and other
bizarre loot will be not only unique but the last remnants of worlds lost to history.

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83
Reskaar (Mythic 2)
Last of Its Kind
“One thousand soldiers marched in split columns toward the monastery at the base of that cursed
mountain. In the desert sun, our armor gleamed in defiance of the blackened sand in that far-
flung place. A single woman stood to bar our passage, and with a nod of her head, my army was
pulled beneath the roiling sand. Only I was spared.”

Description
Swathed in the vast desert around it, only the seeping of blackened oil from the sand gives a hint
of the reskaar's presence. From a time long before the seas receded from the first mountain
peaks, before the endless wars of the gods split the face of the planet and swarmed it with
monstrous creations, it has subsisted. When the ancient beast chooses to rise from the endless
sands, its blackened form devours all light, obscuring a rubbery, sprawling body that is as delicate
and malleable as it is terrifying. Tar-like ink that smells of ozone and brine oozes from beneath a
patchwork of flexible chitinous plates that cover its eight limbs and bulbous cephalopodic body.
As it moves, it twists and writhes like a liquid, capable of stretching and contracting beyond the
bounds of mundane flesh. Thin, lidless gray eyes peer outward from the darkened void of its
body, with the sharpened cleverness of a predator. The bloated contours of its massive head
pulse in rhythmic convulsions with the shifting of its powerful limbs and can be pulled inward and
held flat against the ground, indistinguishable from a quivering pool of oily tar. The creature's
nightmarish strength stands in shocking contrast to its nimble flexibility. In the blink of an eye,
the reskaar can slip itself through an opening too tight for a man to crawl through and disappear
beneath the desert as though it were an arrow piercing a cloud, only to spring out from the sand
like the snapping teeth of a massive beast, crushing anything it wishes inside the diamond-hard
beak at the nexus of its undulating limbs.

Profile
Personality: Desperate
Ideals: The reskaar is haunted by memories of a time before the collapse of its world to turmoil
and mortal avarice. Left to suffer here, alone, it yearns to be free: from the predation that drove
it into the desert, from the primeval horn that has bound it to service, and from the eternal
loneliness that grips it.
Bonds: In something of a symbiotic relationship with the Inkform monks, the reskaar protects
them from would-be threats so they, in turn, may work to free it from its servitude. Particularly,
the reskaar's avatar Silu commands a great deal of love and respect from the ancient beast,
though the relationship is as fleeting as the monk's lifespan, barely a moment for the ageless
behemoth.

84
Flaws: The reskaar does not possess a keen mind or complete understanding of humanoid
society, though it may grasp simple concepts like community, love, and offspring. It acts in
accordance with its nature and, to a lesser degree, at the behest of the primeval horn that it is
bound to. This lack of subtlety makes the reskaar mercurial and indiscernible one moment only
for it to be buried in sorrow or anger the next.
Legend: When the gods brought their war to the prime material plane, the oceans were shaken
to their darkest depths. In their battle, the gods formed unstoppable leviathans called krakens to
use as weapons in the cosmos-spanning conflict. When the war ended, the prime material plane
was left a corpse-strewn battlefield, and the krakens that survived swarmed the oceans and
claimed it as their domain. Billions of creatures that were born of the sea were consumed in the
wake of the krakens' territorial plundering. One such species was the reskaar – nature's fiercest
predators in the crushing ocean depths. One by one the ageless, adaptive, and slow-reproducing
beasts were slaughtered by the unnatural creations, until the last of their kind crawled from the
sea and sought salvation inland. Now, in the long eons since that terrible upheaval of the sea,
only one reskaar remains. Its bestial mind and impossible strength have been ensnared by yet
another remnant of the god-war, which has bound it to service for all time. Within the blistering
desert, with sand turned black by its very presence, the reskaar waits for its devoted worshipers
to judge the worth of all who venture into the wastes – hoping to find a creature with power to
rival its own, to take its place in servitude.

Reskaar in Your Campaign


Bestial titans are rare, as the lack of malicious cunning and a single-minded pursuit of a
measurable goal may dissuade their use in a multitude of campaigns. A campaign arc involving
the reskaar should be one of personal discovery, self-enlightenment, or one devoted to
interaction with the enigmatic primeval horn. DMs who want the most out of using the reskaar
in their game should put heavy emphasis on the party's ability to navigate moral choices and
engage the reskaar as both a threat and a victim. No matter what its disciples or adherents say,
it is a frighteningly powerful and territorial beast kept on a short leash by the horn. The reskaar
is a perfect hunter in the desert and can devour entire war bands of gnolls or even blue dragons
with relative ease. As your party ascends in level, how they navigate the desert and their ultimate
goal can and should change to either the death of the reskaar or its liberation.
For your planning, consider how the reskaar may have made enemies – from vengeful dukes to
irate giants, it may have even thwarted the plans of a mated pair of sphinxes in its immortal
lifetime and made a great deal of trouble from its sheer size and inability to roam. The primeval
horn may also play a key role in your game as a portal to another world, a far-flung plane, the last
component for an age-old spell, or the final vestige of a long-dead god that must be destroyed.
The reskaar was drawn to its power like a moth to a flame and trapped by it, but from the casting
of a wish spell to the summoning of an elder evil, finding and dealing with the horn means getting
past a sentry with a billion years of practice in defending it.

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Introduction
Early in your campaign, have the reskaar's mortal avatar, Silu, arrive in a nearby desert town or
happen upon the party on the road. A powerful martial artist, she has devoted the past decade
or more to seeking out those who may be powerful enough to destroy the primeval horn and
free the reskaar from its servitude. She may test the party by challenging one or more of them to
a duel, giving them a difficult quest to complete, or by passively watching them while they
struggle in mortal peril. She should mention the monastery and plant the seed of venturing into
the base of the mountain, which will grow over the course of a campaign. Alternatively, a horde
of ironshell crabs, tended to and fed by the reskaar, may flock to an outpost or city by the dozens,
sowing havoc and terror with their unknowing strength and need to breed. Such a force would
need to be beaten back into the blackened desert at great loss of life and property.
Tales of untold treasure, unlimited power, or a gift left by gods drive local mercenaries into a
frenzy. Travelers with nowhere else to go or with dreams of inner peace may wander into that
black expanse in hopes of finding some meaningful fate worth pursuing. A storied NPC, powerful
in their own right, may require the horn to set right some catastrophe that has befallen the world
or will befall it. Large expeditions of entire battalions of soldiers and sell spells may be massing
to march upon the monastery gates and see to this looming threat once and for all. Regardless –
should your party ally with such groups, they may find themselves alone among the ink-stained
sand when the reskaar turns its attention to such troublesome trespassers.

Conflict
The reskaar is a primordial predator that guards its domain with a godly devotion. It has few goals
beyond survival and, due to its magical hold over it, the protection of the primeval horn. The most
immediate and unavoidable source of conflict lies in traversing the desert it has guarded for eons.
Characters are likely to see the reskaar several times through the course of a campaign, though
it may not consider them a worthwhile threat for a huge portion of it. The reskaar may turn its
attention to greater threats, including the allies of the party. The reskaar does not fight to the
death unless that threat is about to destroy the primeval horn. Instead, it uses hit and run tactics
and the naturally inhospitable environment to exhaust threats before they can ever reach the
monastery.

Conclusion
Once the characters have traversed the black sands and made their way to the monastery, they
may find allies or a unified force of martial artists willing to destroy them. Should the primeval
horn become aware of a looming threat to its continued existence, it is likely to force the reskaar
to destroy the party or die trying – either way, its safety is secured by their conflict.

86
Should the party seek the horn for their own gain or purposes, it is likely to use the reskaar to
batter and bruise the party multiple times before intentionally allowing them access to its
sanctum beyond the monastery, where the reskaar can protect it, should it be unable to ensnare
a new, more useful protector. The reskaar fights to the death to defend the primeval horn from
harm but is not completely without its own agency and may protect the party or help them
survive the desert should they prove themselves an ally to itself and its devoted.

Challenges
The reskaar can pose combat, exploration, or social challenges to PCs who interact with it.

Exploration
When not under the direct command of the primeval horn, the reskaar is an absolute power
within its vast domain. From befouled oasis to expansive tracts of blood-soaked battlefields, the
reskaar darts through the desert without fear or exhaustion in an endless patrol of its borders.

Regional Effects
The region within 100 miles of the reskaar's lair is stained with its unknowable, ancient power,
which creates the following effects within the area:
• Sand, soil, and water in the area are pitch black and stain unprotected objects. Despite the
befouled sand, the desert in this area has exploded with animal life, including beasts
otherwise unseen or thought to be ex�nct.

• The soupy, ink-filled desert within 10 miles of the monastery is considered difficult terrain
by creatures without a burrow or swim speed. A Huge or larger creature in the area that
does not move on its turn must succeed on a DC 16 Strength saving throw or be pulled 5 feet
into the sucking mire.

• Within 1 mile of the desert monastery, creatures of neutral or evil alignment are bombarded
with visions of grandiose victories, riches, and unbelievable power – visions given by the
primeval horn. A creature can atempt a DC 19 Charisma saving throw to rid themselves of
the visions for 24 hours. On a failed save, the creature is charmed for 1 hour and moves
toward the monastery via the most direct path available to it.

If the reskaar or the primeval horn is destroyed, these effects fade over the course of 2d20 days.

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The Reskaar's Lair
The reskaar's lair lies in the mountain pass beyond the Inkform monastery. It dwells in its lair only
briefly, tending to the countless eggs there, stuck to the rocky cliffs that overlook the primeval
horn. Many evil creatures flock to the horn's endless call, including harpies that nest in the
splintered mountain peaks, fearsome manticores that prowl the natural caves, which drip with
briny ink, and countless ironshell crabs that swarm out of the black sand to pick the reskaar's
impossible body clean when it surfaces there. Little light illuminates this eternally soiled place
and passage into the deepest reaches of the lair is impossible for all but the smallest of creatures,
capable of squeezing through the hairline fissures and cracks in the impassable mountainside.

The sandy floor, wet and sticky from the reskaar and its tended army of crabs, covers a network
of stony tunnels that snake and coil their way for miles beneath the mountain. Some
passageways reach so far down that on occasion underdark creatures such as dark elves or eye
tyrants are called to the surface by the horn, only to be wrenched apart by the reskaar or the
denizens of its terrifying, primordial lair.

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Lair Actions
On initiative count 20 (losing initiative ties), the reskaar can take a lair action to cause one of the
following effects. If the reskaar is using its mythic statistics, it can instead choose to take a mythic
action or lair action, but not both. The reskaar can’t use the same effect twice in a row.
• The slippery, wet sand within the lair opens into a 5-foot deep, 30-foot radius maelstrom at
a point the reskaar can see within 120 feet of it. The area is difficult terrain. A creature that
starts its turn inside the all-consuming sand must succeed on a DC 18 Strength saving throw
or take 21 (6d6) bludgeoning damage and be pulled 15 feet toward the center of the
maelstrom.

• Un�l ini�a�ve count 20, the reskaar becomes undetectable while it is submerged beneath
the sand. Its movements do not provoke opportunity atacks, even if one would otherwise
be allowed, and it cannot be perceived by any type of vision, sense, or magic short of a wish
spell or divine interven�on.

• The en�re lair erupts in a squall of blinding sand. Each creature not na�ve to the lair must
make a DC 18 Cons�tu�on saving throw. On a failed save, a creature takes 9 (2d8) piercing
damage and is blinded un�l ini�a�ve count 20. On a successful save, a creature takes half as
much damage and isn't blinded.

Exploration Encounters
There are several enchanting locations for your party to explore amid the brutal desert. Here are
several such encounters.
• Bilge Lichen. Locals are in an uproar when a druid returns to town in possession of an
extremely deadly plant that has le� dozens on death's door. The druid must venture back
into the desert, with the aid of no more than a handful of explorers, to find the “mother
plant,” which the druid hopes to brew into an an�dote.

• Fallen Castle. A floa�ng cloud giant


castle has fallen from the sky and lies
half buried in the desert sand. The giants
are long dead, but rumor holds that the
castle could possibly be repaired if the
air elementals that once powered it can
be recaptured and the gnolls that refuge
there can be made to leave.

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• Missing Scholars. A local baron has sent a group of five arcanists and scholarly experts to
inves�gate the rumors of vile magic drawing unsavory creatures into the badlands. The
scholars have yet to return, and the baron seeks to hire adventurers to recover them or their
notes, regardless of their fate.

Social
The reskaar is a beast with only a passing understanding of community or social implications. It
views many smaller creatures as humans might view pets but gives no deeper understanding to
itself or the world around it. The reskaar's devoted, the inkform monks, and its walking avatar,
Silu, fuel the vast majority of social interaction. However, the party may find a plethora of
communities surrounding the desert or surviving within its black sands – many of whom speak of
the reskaar and its martial artists with reverent whispers and boastful claims of sightings.
Attempting to understand exactly what is happening within the desert, overflowing with simple
minded evil creatures, should be a large portion of the intrigue the reskaar can bring to your
game.

Social Encounters
The following are several social encounters your party may navigate in a campaign featuring the
reskaar.
• An Ul�matum. The reskaar has deemed a city's rapid expansion into the fringes of its
territory to be a threat. Its avatar, Silu, arrives to determine if its ins�ncts are to be trusted
and to convince the city of its peril. The party watches as Silu is, without resistance, taken
into custody, despite her grave and terrible warnings.

• Desert Graveyard. A powerful


necromancer has arrived aboard a
flying ship, having prepared for
years to scour the desert for the
most powerful and ancient corpses
to raise for their own purposes.
Though a being of amoral means
and methods, the necromancer
offers no ill will to the local ci�zenry,
who look upon the “death
merchant” with abject horror. Both
fac�ons request the party's
interven�on, before blood is shed.

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• Restora�on Efforts. Several spellcasters have banded together in an effort to reclaim and
restore an important natural glade within the desert that has long-since been fouled by
the reskaar's “vile oil.” In actuality, the leader of the band is an arcanaloth who plans to
turn on their fellow spellcasters one by one un�l it, alone, is le� to study and explore the
ruins that surround the doomed oasis.

Combat
The reskaar and its devoted fight only to protect its territory. When a threat arises and is not
cowed by Silu's words or the vicious desert, the reskaar is quick to action and incapable of
remorse. Though it does not carelessly destroy everything in its path, it fights with a razor-sharp
purpose: to dominate. This single drive was instilled in it at the dawn of time and controls its
every action in combat.

Combat Encounter Example: Doomed March.


A foreign noble has returned a decade after her last failed expedition through the desert with a
sizable contingent of soldiers under her command. With a mind to march upon the monastery
and exact revenge for the catastrophe that befell her previous army, where a thousand lives were
lost, the noble commands locals to take up arms alongside them or be drafted by force. When
the massive contingent marches into the blackened expanse, they find themselves once again
confronted by Silu, who offers them one final chance to turn away before the reskaar, who waits
beneath the surface, turns its full might upon the gathered knights and mages.

Tactics
The reskaar has a bevy of experiences to pull from due to its unending lifespan, but it is still a
beast whose primary concern is to overwhelm would be threats and use its terrain to its
advantage. It fights with hit and run tactics that are meant to wear down opposition over a long,
grueling fight. When it finally attacks, the reskaar makes expert use of its ability to grapple
multiple opponents and drag them into the choking, crushing sand, and will seldom risk revealing
itself from beneath the water, sand, or soil. Creatures that take to the sky have a chance of
avoiding the reskaar's most devastating attacks, so it tends to ambush such threats in rocky
terrain strewn with boulders, ruins, or other improvised weapons it can hurl at them in a
ceaseless barrage. Though the reskaar's powerful limbs are weapons in its own right, it possesses
enough cleverness to understand powerful weapons when it sees and feels them and may
retrieve such weapons from fallen characters to wield or Hurl away to better its chances. A
renowned ambush predator, the reskaar is likely to prioritize the easiest threats to drag into the
sand using its tentacles. When able, it uses its Bury legendary action to overwhelm physically

91
weak foes that rely on distance or spells. Considering its Catch reaction and Reactive trait, the
reskaar almost always leaves one or two tentacles free to prevent ranged weapons from being
overly effective against it. Once it's caught a missile, it uses Hurl to fling the ammunition back at
areal and long ranged attackers, especially if it already has most of the party buried or restrained
in its powerful tentacles. Though it is tempting to use it every chance it is able, the reskaar's
Wrack ability should be used only while grappling physically weak characters or numerous
threats, as the recharge is not guaranteed. Finally, the reskaar never fights to the death unless
forced to by the primeval horn and is more than capable of escaping nearly any non-magical
barrier with its impressive speed, Liquid Body, Freedom of Movement, and Sand Swimmer traits
– all of which let it vanish beneath the sand and spring trap after brutal trap on an exhausted,
fleeing party.
Easier Tactics. In an easier fight, perhaps if the reskaar wishes to test the party without destroying
them, the reskaar will focus most of its attention on picking characters up and using Hurl to batter
them into one another. It only uses its Ink Storm defensively and is likely to appear, make a full
suite of attacks, and remain exposed to watch the party's reactions and movements. It may even
hold several pieces of ammunition caught using Catch to threaten a party as they attempt to
retreat or regroup, limiting the number of creatures it can grapple.
Harder Tactics. With its most brutal tactics in mind, the reskaar will surface, attack a single target
with each of its tentacles, and drag them beneath the sand before dealing oppressive damage
with its Beak on that target. When it does appear on the surface, the reskaar can completely
neutralize one ranged weapon attack on every turn in combat and choose to drop the caught
ammunition, keeping one tentacle free for defense while seven or more other tentacles rip and
destroy creatures it is grappling. While restraining multiple character, particularly if it is doing so
underground where the targets may be suffocating, the reskaar can use Ink Storm to deal a
substantial amount of damage as the characters desperately attempt to escape its grasping
tentacles, the crushing weight of sand, and completely lightless, airless conditions that may also
limit offensive and defensive spellcasting.

Reskaar
Gargantuan beast, unaligned

Armor Class 20 (natural armor)


Hit Points 652 (45d20 + 180)
Speed 40 ft., swim 60 ft., burrow 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 18 (+4) 7 (-2) 17 (+3) 18 (+4)

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Saving Throws Dex +14, Con +12, Wis +11
Skills Perception +11, Stealth +14
Damage Resistances piercing and slashing damage from nonmagical weapons.
Damage Immunities acid, bludgeoning.
Condition Immunities charmed, exhaustion, poisoned.
Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 21
Languages understands primordial but can't speak, telepathy (avatar only)
Challenge 26

TRAITS
Amphibious. The reskaar can breathe air or water. It can hold its breath for up to three hours.
Freedom of Movement. The reskaar ignores difficult terrain and magical effects cannot reduce
its speed or cause it to be restrained. It can spend 5 feet of movement to escape from non-
magical restraints or being grappled.
Liquid Body. The reskaar can move through spaces as narrow as 1 inch wide without squeezing.
It can move through even smaller cracks in solid surfaces, but when it does so, its AC is reduced
to 18 until it finishes a long rest.
Magic Resistance. The reskaar has advantage on saving throws against spells and other magical
effects.
Mythic Resistance. When the reskaar fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Reactive. The reskaar can take one reaction on every turn in combat.
Sand Swimmer. The reskaar can move through sand and loose soil without disturbing it and
leaves no sign it has moved through an area of such material.
Siege Monster. The reskaar deals double damage to objects and structures.

ACTIONS
Multiattack. The reskaar makes six tentacle attacks, each of which it can replace with one use of
Hurl. It then uses either its Beak or Wrack, if able.

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Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage.
If the reskaar scores a critical hit, it rolls damage dice three times instead of twice.
Hurl. The reskaar catapults one Large or smaller creature or object it is grappling at a target within
120 feet of it. The target must succeed on a DC 22 Dexterity saving throw or take 20 (3d10 + 4)
bludgeoning damage and be knocked prone. A creature that is hurled in this way also takes 4
(1d8) bludgeoning damage for every 10 feet it was thrown and lands prone.
Ink Storm (2/day). The reskaar sprays a cloud of viscus, oily slime in a 40-foot radius sphere
around it. The fine, oily spray extends around corners, and its area is heavily obscured. It lasts for
1 minute or until a strong wind or current (if underwater) disperses it. Any creature that starts its
turn in that area must succeed on a DC 19 Constitution saving throw or take 17 (5d6) poison
damage and be poisoned until the start of its next turn. A creature poisoned in this way is blinded
and can take either an action or a bonus action on its turn, not both, and can't take reactions.
Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage, and a Huge or smaller target is grappled (escape DC 22). Until the grapple ends, the
target is restrained and the reskaar can automatically hit the target with its beak. The reskaar has
eight tentacles, each of which can grapple one target.
Wrack (Recharge 5-6). The reskaar twists its body into a knot of constricting muscle. Each
creature grappled by the reskaar must make a DC 22 Strength saving throw. The creature takes
40 (7d10) bludgeoning damage on a failed save or half as much damage on a successful one.

REACTIONS
Catch. In response to being hit by a ranged weapon attack, the reskaar catches the missile, so
long as it has a tentacle free to do so. The damage it takes from the attack is reduced to 0.

LEGENDARY ACTIONS
The reskaar can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. The reskaar regains
spent legendary actions at the start of its turn.
Dart. The reskaar moves up to its speed without provoking attacks of opportunity.
Tentacle or Hurl. The reskaar makes a tentacle attack or uses Hurl.
Bury (Costs 3 Actions). While submerged beneath the sand or water, the reskaar can churn the
world around it into a vacuous tempest. Each creature in contact with the sand or water within
120 feet of the reskaar must succeed on a DC 22 Dexterity saving throw or be pulled 30 feet
directly toward the reskaar. Creatures and objects in the area that are on the surface of the sand
or water are pulled beneath the surface. If an object cannot be pulled beneath the surface, it is
instead reduced to 0 hit points and destroyed.

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Mythic Reskaar
There are few differences between the fighting capabilities of the non-mythic and mythic reskaar.
Instead, the mythic version focuses on the reskaar's ability to avoid and bypass obstacles while
growing its attack power turn after turn, until it eventually overwhelms its prey through a
relentless flurry of attacks. The reskaar uses its Hydrakenisis to split its limbs every turn to
increase its number of attacks and fuels its ability to use its Autotomic Escape should the party
find a way to trap the reskaar with high level magic or devious planning. In addition, the mythic
reskaar's Wrack becomes another escalation ability that is a far more devastating and debilitating
attack that characters will desperately seek to avoid.

Mythic Effects (Reskaar Only)


As a mythic creature, the reskaar causes the following effects.
Call of the Horn. The reskaar's connection to the primeval horn is far stronger than in its non-
mythic form. If the reskaar is reduced to 0 hit points, it is brought to 1 hit point instead and
immediately teleported to the primeval horn's location. While within 300 feet of the horn, the
reskaar regains 5 hit points at the start of each of its turns.
Sand Titan. In its mythic form, the reskaar has complete control over the black sand of its domain.
As an action, it can cause each of the following effects once per day.
• A 160-foot radius circle of sand erupts into a swirling maelstrom. At the beginning of each
creature’s turn other than the reskaar, the creature must succeed on a DC 20 Strength saving
throw or be pulled 10 feet toward the center of the area and dragged 10 feet under the sand.
This effect lasts for one minute or un�l the reskaar dismisses it (no ac�on).

• The reskaar conjures a massive wave of sand as with the tsunami spell at a point it can see
within 1 mile.

• The desert takes a new form of the reskaar's choosing as with the mirage arcane spell. The
reskaar can only make one such illusion at a �me and o�en uses it to coax creatures into
ambushes of ironshell crabs.

Mythic Reskaar
Gargantuan beast, unaligned

Armor Class 24 (natural armor)

95
Hit Points 1,155 (70d20 + 420)
Speed 40 ft., swim 60 ft., burrow 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 30 (+10) 23 (+6) 7 (-2) 20 (+5) 18 (+4)

Saving Throws Str +14, Dex +18, Con +14, Int +6, Wis +13, Cha +12
Skills Athletics +14, Acrobatics +26, Perception +13, Stealth +18
Damage Resistances piercing and slashing damage from nonmagical weapons.
Damage Immunities acid, bludgeoning.
Condition Immunities charmed, exhaustion, poisoned.
Senses darkvision 120 ft., tremorsense 300 ft., passive Perception 21
Languages understands primordial but can't speak, telepathy (avatar only)
Challenge Mythic 2

TRAITS
Amphibious. The reskaar can breathe air or water. It can hold its breath for up to three hours.
Freedom of Movement. The reskaar ignores difficult terrain and magical effects cannot reduce
its speed or cause it to be restrained. It can spend 5 feet of movement to escape from non-
magical restraints or being grappled.
Liquid Body. The reskaar can move through spaces as narrow as 1 inch wide without squeezing.
It can move through even smaller cracks in solid surfaces, but when it does so, its AC is reduced
to 20 until it finishes a long rest.
Magic Resistance. The reskaar has advantage on saving throws against spells and other magical
effects.
Mythic Resistance. When the reskaar fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Reactive. The reskaar can take one reaction on every turn in combat.
Sand Swimmer. The reskaar can move through sand and loose soil without disturbing it and
leaves no sign it has moved through an area of such material.
Siege Monster. The reskaar deals double damage to objects and structures.

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MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the reskaar takes one of the following mythic actions.
The reskaar cannot take the same action twice in a row.
Autotomic Escape. The reskaar can tear away one of its tentacles to spray a thick, bitter oil from
the wound onto one creature, object, or spell effect within 30 feet of it. An affected creature can
attempt a DC 19 Dexterity saving throw to avoid the fluid. Until initiative count 20, the reskaar
can move through a target covered in this oil as though it the space were not occupied.
Hydrakenisis. The reskaar splits one of its rubbery, oily tentacles into two. For each additional
tentacle created through this action; when the reskaar takes the Multiattack action, it gains one
additional tentacle attack on its turn, it can restrain one additional creature when grappling, and
its walking, swimming, and burrow speeds increase by 5 for each new limb. These additional
limbs last until the reskaar finishes a long rest.

ACTIONS
Multiattack. The reskaar makes six tentacle attacks, each of which it can replace with one use of
Hurl. It then uses either its Beak or Wrack, if able.
Beak. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 28 (4d10 + 6) piercing damage.
If the reskaar scores a critical hit, it rolls damage dice three times instead of twice.
Hurl. The reskaar catapults one Large or smaller creature or object it is grappling at a target within
120 feet of it. The target must succeed on a DC 26 Dexterity saving throw or take 26 (3d10 + 10)
bludgeoning damage and be knocked prone. A creature that is hurled in this way also takes 5
(1d10) bludgeoning damage for every 10 feet it was thrown and lands prone.
Ink Storm (2/day). The reskaar sprays a cloud of viscus, oily slime in a 40-foot radius sphere
around it. The fine, oily spray extends around corners, and its area is heavily obscured. It lasts for
1 minute or until a strong wind or current (if underwater) disperses it. Any creature that starts its
turn in that area must succeed on a DC 22 Constitution saving throw or take 27 (5d10) poison
damage and be poisoned until the start of its next turn. A creature poisoned in this way is blinded
and can take either an action or a bonus action on its turn, not both, and can't take reactions.
Tentacle. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 29 (3d12 + 10)
bludgeoning damage, and a Huge or smaller target is grappled (escape DC 22). Until the grapple
ends, the target is restrained and the reskaar can automatically hit the target with its beak. The
reskaar has eight tentacles, each of which can grapple one target.
Wrack (Recharge 5-6). The reskaar twists its body into a knot of constricting muscle. Each
creature grappled by the reskaar must make a DC 26 Strength saving throw. The creature takes
11 (2d10) bludgeoning damage for each tentacle the reskaar currently has on a failed save or half

97
as much damage on a successful one, and the target's hit point maximum is reduced by an
amount equal to the damage taken. If this effect reduces a creature's hit point maximum to 0,
the creature dies. This reduction to a creature's hit point maximum lasts until the creature
finishes a long rest or until it is affected by a spell like greater restoration.

REACTIONS
Catch. In response to being hit by a ranged weapon attack, the reskaar catches the missile, so
long as it has a tentacle free to do so. The damage it takes from the attack is reduced to 0.

LEGENDARY ACTIONS
The reskaar can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. The reskaar regains
spent legendary actions at the start of its turn.
Dart. The reskaar moves up to its speed without provoking opportunity attacks.
Tentacle or Hurl. The reskaar makes a tentacle attack or uses Hurl.
Bury (Costs 3 Actions). While submerged beneath the sand or water, the reskaar can churn the
world around it into a vacuous tempest. Each creature in contact with the sand or water within
120 feet of the reskaar must succeed on a DC 26 Dexterity saving throw or be pulled 30 feet
directly toward the reskaar. Creatures and objects in the area that are on the surface of the sand
or water are pulled beneath the surface. If an object cannot be pulled beneath the surface, it is
instead reduced to 0 hit points and destroyed.

Resources
The reskaar possesses little in the way of physical possessions, save for a neigh limitless number
of carefully tended crustacean eggs from a bygone age, but its possibly limitless lifespan has given
it many allies and enemies. It often has to protect its land from armies, rampaging monsters, and
occasionally is coaxed into impressive displays of agility and power for the devoted Inkform
monks that tend to the monastery. It is reluctant to show itself, lest it draw the attention of its
only natural predator: the kraken. If the reskaar is unsure if a group poses it a threat, it sends its
avatar, Silu, to investigate and pass final judgment on whether the reskaar should become
involved. But above all other things, the primeval horn is the reskaar's closest ally and most hated
enemy.

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Allies
Though the reskaar is the last of its kind, it has subsisted for thousands upon thousands of mortal
lifetimes. Through those eons, it has developed a symbiotic relationship with a variety of
creatures, from those it devours for sustenance to the humanoids who tend to its needs upon
the broader world. Only one such creature can drink from its primordial ink and harness a portion
of its power. Such an avatar can travel far and wide in search of noble beings powerful enough
to break the primeval horn's hold over the reskaar, ending its eternal servitude. In the gravest of
circumstances, the inkform avatar and inkform monks can be sent as a devastating force to wipe
away threats to the reskaar or the monastery.
• Inkform Avatar, Silu Lapoulos. Silu is in the twilight years of her extremely long elven
life, but is the reskaar's walking avatar, and a peerless elven martial artist that has drank
of the reskaar's ink for nearly a hundred years. She can summon and manipulate
writhing ink-like tentacles and is an expert, deadly grappler. A peaceful and quiet soul,
she spends most of her days caring for the adjuncts at the monastery, where she trains
new martial artists in preparation for her inevitable death. She seeks, above all things,
her successor as the reskaar's avatar or, should the opportunity finally arise,
adventurers powerful enough to free the beautiful, ageless creature from its indentured
servitude.

Inkform Avatar, Silu


Medium elf, neutral

Armor Class 21
Hit Points 340 (40d8 + 160)
Speed 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 15 (+2) 20 (+5) 17 (+3)

Saving Throws Str +9, Dex +12, Con +10, Int +8, Wis +11, Cha +9
Skills Athletics +12, Perception +11, Stealth +12
Senses darkvision 60 ft., tremorsense 15 ft., passive Perception 21
Languages All

99
Challenge 20

TRAITS
Deflect Missile. In response to being hit by a ranged weapon attack, Silu can use her reaction to
deflect the missile. The damage she takes from the attack is reduced by 26 (1d10 + 20). If the
damage is reduced to 0, she catches the missile.
Inkform. As a bonus action on her turn, Silu can take on one of the following forms, which lasts
until she dismisses it as a bonus action or until she uses this feature again.
• Writhing Limbs. Silu's reach becomes 15 feet and she automa�cally succeeds on Acroba�cs
checks. She gains a climb and swim speed equal to her speed and sprouts up to eight
addi�onal whip-like tendrils from her body which can be used to grapple, climb, or make
unarmed strikes with.

• Ink Movements. Silu's movement does not provoke atacks of opportunity and her viscus,
black body can squeeze through any small hole, or crack as though she were a liquid. She
also gains resistance to bludgeoning, piercing, and slashing damage and is under the freedom
of movement spell.

Unarmored Defense. While wearing no armor and wielding no shield, Silu's AC includes her
Wisdom modifier.

ACTIONS
Multiattack. Silu uses either Inkspray or Wrack, if able, then makes six unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d10+6)
bludgeoning damage. If the target is a creature, Silu can choose one of the additional effects:
• The target is restrained by one of Silu's crushing tendrils of ink (escape DC 19). Silu can have
up to eight creatures grappled in this way at a �me with her Writhing Limbs feature.

• The target must succeed on a DC 19 Cons�tu�on saving throw or be blinded un�l the start
of Silu's next turn.

Inkspray (Recharge 5 – 6). Ranged Weapon Attack: +12 to hit, range 80 ft., one target and each
additional target within 5 feet of the first. Hit: 18 (4d8) acid damage and the target must succeed
on a DC 19 Constitution saving throw or be blinded until it or a creature within 5 feet of it uses
an action to clear away the sticky fluid.
Wrack. One creature grappled or restrained by Silu must make a DC 19 Strength saving throw.
On a failed save, the target takes 34 bludgeoning damage and is stunned until the start of Silu's
next turn.

100
• Inkform Monks. A group of trainees who call the monastery home devote their days to
perfecting the art of calligraphy, recording their own personal histories in ink extracted from
sand, and practicing the way of the inkform martial fighting style. Any humanoid creature
can become an inkform monk, but most use the statistics of a martial artist, gladiator, or
veteran and have access to the Wrack of the Reskaar epic feat, making them devastating
grapplers. Characters that spend an appropriate amount of time at the monastery or are
gifted the reskaar's ink by Silu can be taught the feat in exchange for a service and payment.

Ironshell Crab
Large beast, unaligned

Armor Class 20 (natural armor)


Hit Points 127 (15d10 + 45)
Speed 30 ft., burrow 20 ft.
STR DEX CON INT WIS CHA

101
17 (+3) 14 (+2) 17 (+3) 3 (-4) 13 (+2) 6 (-2)

Saving Throws Con +6, Dex +5


Skills Athletics +6, Stealth +5
Senses darkvision 60 ft., tremorsense 15 ft., passive Perception 12
Languages none
Challenge 6

TRAITS
Armored Carapace. If the ironshell crab is subjected to an effect that allows it to make a Dexterity
saving throw to take only half damage, it can use its reaction to take no damage if it succeeds on
the saving throw or only half damage if it fails the saving throw.
Crushing Claw. As a bonus action, the ironshell crab can crush a creature it has grappled by one
of its giant claws. The creature takes 10 (2d6+3) bludgeoning damage.

ACTIONS
Multiattack. The ironshell crab makes four attacks: two with its giant claws and two with its
pincers.
Giant Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d10+3)
bludgeoning damage, and the target is grappled (escape DC 14). The ironshell crab has two
giant claws, each of which can grapple only one target.
Pincer. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 12 (2d8+3) piercing damage.
Fluid Jet. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 7 (2d6) acid
damage, and the target must succeed on a DC 15 Strength saving throw against the gout of
sticky mucus. On a failed save, the target's speed is reduced by half until the start of the
ironshell crab's next turn.

Rewards
Defeating the reskaar brings about the end of an era that stretches back beyond the imagining
of mortals. Facing it in mortal combat may prove difficult, but upon the reskaar's death, the one
responsible for the killing blow will unerringly find themselves ensnared by the primeval horn and
forever bound to its service. Such creatures find themselves incapable of leaving the black sands

102
by any means, drawn back to the horn via a powerful gate spell. Only the most powerful magic
or divine intervention can separate a creature from the primeval horn. But servitude does not go
unrewarded. The bound creature is given many gifts to aid its service, some of which mimic the
power of the reskaar who served before it, such as tremorsense, a burrow speed, or the ability
to cast a spell of 4th level or lower at-will to make up for any of the creature's physical
shortcomings.
Those who aid the reskaar in breaking the primeval horn's hold over it find their magnanimity
richly rewarded in the form of an epic boon listed here, called a mark of shapeless void. What
timeless deity or greater power bestows this blessing upon the characters is unknown, but the
mark, which smells of earthy brine, appears upon the flesh of a character who accepts it as soon
as the reskaar slinks its way back into the sea or through a temporal rift opened by the primeval
horn.

Epic Feat: Wrack of the Reskaar


You possess unparalleled skill in close quarters grappling. You gain the following benefits.
• You have Epic advantage on Athle�cs checks made to grapple or maintain a grapple.

• When you take the Atack ac�on on your turn, you can use a bonus ac�on to atempt to
grapple a target you damaged with a melee atack. You have advantage on melee atack
rolls against a target you have grappled.

• A creature that starts its turn grappled by you takes bludgeoning damage equal to your
Strength score. This damage counts as magical for the purpose of overcoming resistance
and immunity to nonmagical atacks and damage.

• Ironshell Crabs. Ironshell Crabs are the reskaar's primary food source and are is tended to
by it and the inkform monks. These large-sized crustaceans have fed off the reskaar's
chitinous sheddings since life first teemed in the darkest expanses of the ocean. Their
metallic shells and powerful pincers make them a deadly threat at close range and their
sticky restraining fluid ensures they can always catch their prey. They have become the
natural apex predators of the desert, second only to the reskaar itself, who they passively
appease in a symbiotic relationship that has stretched on for eons.

Primeval Horn
Hidden within the mountainous labyrinth, buried by the eddies of time, the primeval horn waits
for the return of the long-imprisoned elder evil that it was cleft from. The twelve-foot tall, twisted
obelisk of adamantine-hard bone maintains its existence by unerringly binding itself to a living
creature, which it forces into service as its protector and anchor to the prime material world. The
horn is a sliver of pure, unimaginable evil carved from a hateful being that existed before the first

103
dawn of the world. It has a shred of sentience and awareness of itself and the world around it,
but its only goal is its continued existence.
The horn has AC 23, 190 hit points, and immunity to poison, psychic, and non-magical
bludgeoning, piercing, and slashing damage. While its protector exists, damage that would be
dealt to the horn is divided between the horn and its protector. Destroying the horn causes it to
tear open the fabric of the prime material world, leaving a portal to its bound servant's most
desperate desire. The portal is one way and lasts until dispelled.
The horn can impose its impossible will upon only one protector at a time and can summon it
from anywhere in the multiverse to its side as an action, as with the gate spell. If its protector is
ever slain, the creature responsible becomes the horn's next protector until its inevitable death.
If the horn has no protector, it can select any living creature within 10 miles of its location and
force its will upon them.
The horn twists and empowers a protector at the moment of its enslavement with deific power:
offering it access to feats, Epic feats, spells, mutations, and abilities beyond its nature – whatever
power may be needed to better serve the horn's only purpose.

Mark of Shapeless Void


You gain the ability to shape and form your body in one of several ways at-will, determined when
you accept the boon. The mark of shapeless void leaves a physical mark upon your body of a size

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and in a location determined by you. The boon persists so long as an ocean exists in the
multiverse or until removed by a wish spell. When you take on a form, it lasts until you dismiss it
as a bonus action or until you fall unconscious.
Blackened Blood. You gain immunity to poison damage and the poisoned condition. When you
are hit by a melee attack, you can use your reaction to turn your blood into a defensive spray of
searing, tar-like sludge. The attacking creature takes non-magical acid damage equal to half the
damage of its attack. In addition, you can use an action and expend one of your Hit Dice to
instantly reattach a severed limb.
Ink Step. As a bonus action, you can transform yourself and anything you are carrying into a liquid
state until the end of your turn. While in this form, you can enter and occupy the space of another
creature, have immunity to bludgeoning, piercing, and slashing damage, and can pass through
small holes, narrow openings, and cracks in solid surfaces. While moving through liquid in this
form, your speed is doubled.
Writhing Limbs. As a bonus action, you can turn any number of your limbs into whip-like tendrils
of ink. While in this form, you automatically succeed on Acrobatics checks, and you can grapple
a Huge or smaller creature as though it were your size. In addition, your reach increases to 15
feet, and you gain a climb and swim speed equal to your walking speed.

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1
Apocalyth Golem (Mythic 3)
Engine of Vengeance
“Built dwarf tough!”

Description
Terrible in purpose and unstoppable in its power, the dreaded machine known as the apocalyth
golem promises annihilation to any who cross its path. With each step of its mighty bulk, the
ground shudders in agony. Trudging across the landscape, this terrific machine brings to bear
dwarven weapons of cataclysmic power. The product of brilliant engineering, deadly magic, and
an all-consuming lust for vengeance, the apocalyth golem is the ultimate engine of destruction.
Its hulking, humanoid frame of stone and metal towers over 300 feet tall. Its body bristles with
bizarre weaponry, a perfect blend of arcane power and mechanical genius. Between gouts of
flesh-melting flame, crystalline missiles that home in on any target, and a cannon capable of
obliterating a mountain, the apocalyth golem is an unrivaled weapon of mass destruction.

Profile
Personality: Vengeful
Ideals: The apocalyth golem can only receive simple directives given by its creator, Duridor Ore-
forger. The vengeful dwarf is its guiding will and firmly believes an ungrateful world that
benefited tremendously from his marvelous creations should face the apocalyth golem – an
ironic and appropriate consequence.
Bonds: When Duridor gives the apocalyth golem a directive, it follows this course of action to the
best of its ability. These directives are always destructive in nature, for the golem is fit for little
else. However, in rare circumstances the dwarf can “pilot” the golem from a compartment in its
chest, commanding the construct with a greater degree of precision and intelligence.
Flaws: Unlike other golems, the apocalyth golem requires a costly fuel source to function. Known
as petraulium, this golden liquid can only be refined by Duridor at great expense and time.
Without this precious liquid, the apocalyth golem is merely an oversized statue.
Legend: No finer tale of vengeance can be found than in the story of the apocalyth golem. Its
story begins with the legendary dwarven artificer Duridor Ore-forger. An accomplished
adventurer and stalwart companion, Duridor crafted countless arms and armor for heroes across
the realms. However, his finest work was reserved for those he fought alongside. Eventually, the
dwarven genius unlocked the secret of arcatechnology: a seamless merging of magic and
technology that distinguished his creations as objects of legendary craftmanship. After a

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prestigious career of vanquishing evil, Duridor sought quiet retirement. However, his skills
attracted the attention of a mighty nation in need of his miraculous weapons. As the dwarf was
unwilling to cooperate and too powerful to subjugate, the nation instead slew his former
adventuring companions, delivering an ultimatum: share the secrets of arcatechnology or more
personal tragedy would soon follow. Enraged at this loss and disrespect after a lifetime of good
deeds, Duridor cursed the realms he helped save and retreated deep beneath the earth. There
his anger festered. He hated the nation for blackmailing him. He hated the realms for not saving
his friends. He hated his friends for dying. Downward Duridor spiraled, channeling his nihilism
into his instrument of vengeance. For a century he toiled, never once speaking nor encountering
another soul in the ever-expanding gantry built to house his creation. When the apocalyth golem
finally emerged, Duridor had instilled it with a single directive: destroy. By the time the construct
ran out of fuel, an entire continent had been reduced to a smoking wasteland. The world now
waits with bated breath, praying the dwarf has been unable to refuel and repair the apocalyth
golem for another round of mayhem.

The Apocalyth Golem in Your Campaign


Campaigns that include the apocalyth golem are on a timer. The golem’s creator is single-minded
in his task to unleash his creation. While the golem is out causing mayhem, the dwarf spends his
days synthesizing more petraulium, eager to refuel his creation and begin the cycle anew. As the
DM, you are expected to determine just how long it takes Duridor to power his machine. This
means the characters could wait months, or even years, between rampages. It will likely be many
sessions before the heroes are ready to face the golem. Its ominous shadow will hang over their
every session, ready to turn their world inside out in a hail of explosions. The apocalyth golem is

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a predictable but unstoppable force, one the characters will have to avoid with care until they
are truly prepared.

Introduction
The apocalyth golem starts things off with a bang. Its ominous footfalls should be heard as its
silhouette looms in the distance. The sound of explosions and screams herald its approach. All
manner of living things flee before it, from mighty dragons to humble beasts. The characters
should be caught in this panicked evacuation, able to witness the golem’s gift for destruction
from a safe distance. Once the construct has run its course, the heroes are left to pick up the
pieces and try to recover. Many questions are left unanswered: What was that thing? Where did
it come from? Where did it go? Will it be back? These mysteries should launch the campaign into
its main conflict, so plan to answer them over the course of the golem’s story.

Conflict
As the characters begin to answer questions about the golem’s nature, they will likely begin
plotting to stop it. Due to the creature’s size, the heroes will need to solve many logistical
problems to take it down. Give them opportunities to acquire powerful allies, employ mighty
siege weapons, or have dominion over a battlefield. The players should feel like they are setting
a trap for the creature, slowly gathering assets to one day take out the sinister construct. In the
meantime, the golem should continue to occasionally rampage. Having it destroy people and
places the characters hold dear is a great way to make things personal.

Conclusion
Taking the golem down can happen in one of two ways. The characters can either attempt to
deplete its fuel reserves or reduce it to scrap. In the event the party can disrupt the creature’s
supply of petraulium, the golem goes into energy conservation mode, not moving or attacking
unless attacked to conserve fuel. So long as no one messes with the golem, it may remain inactive
indefinitely. Disrupting the supply of fuel is not easy. The golem’s gantry is nigh impossible to find
thanks to its existence in a state of uncertainty, but it is possible. Alternatively, taking the golem
by force will be an epic encounter. Such a battle literally reshapes the landscape of the campaign
world, leaving behind a cataclysmic scar that will take centuries to recover. Such a campaign is a
testament to the dangers of nihilism and ego, especially in the hands of genius.

Challenges
The apocalyth golem can pose exploration, social, or combat challenges to characters who
encounter it.

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Exploration
Wherever the golem treads, it leaves behind a polluted wasteland. This makes the creature easy
to track but dangerous to follow. Many exploration moments featuring the apocalyth golem will
either involve chasing it or running away from it. Fleeing from its relentless destructive power is
something heroes may not struggle with, but commoners do. The collateral damage it inflicts is
horrific. The natural world is rent asunder, and civilizations are destroyed. In the golem’s wake,
scavengers and looters are plentiful, picking clean the bodies of the dead and squabbling over
valuable finds. Depending on the role the characters choose to play around the golem, they may
be heavily involved in scavenging from the ruins it leaves behind, tracking down new weapons
with which to fight it or helping innocents get out of its path.

The Apocalyth Golem’s Lair


Hidden away deep beneath the earth is a great
gantry where the apocalyth golem was built.
Contained within a vast cavern, hundreds of
arcatech constructs scurry to and fro in a constant
effort to repair, resupply, and innovate upon
Duridor’s creation. The gantry is a marvel of artifice
on its own. The structure is a magically enchanted
space of spatial uncertainty, never existing in a single
location for more than a second until it comes time
to admit the golem for maintenance. It can appear
nearly anywhere on the material plane
underground, unleashing the golem to the surface
via a massive elevator. The golem’s creator can
signal the construct to return to the gantry, forcing
the lair to remain in a single location until the
construct is back for repairs.

Exploration Encounters
Avoiding the unstoppable force that is the apocalyth golem should be commonplace in a
campaign. Even if the characters aren’t the ones seeking refuge, the overwhelming majority of
other creatures must uproot their lives and migrate. Entire nations may be forced to travel,
completely altering both the environment and geography of the world. Those working to stop
the creature will be hard pressed to find what they need to succeed, as with each passing week
the chance for more catastrophe looms.

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• Requisition Order. A group of gnomish mercenaries is on the hunt for raw materials essential
for the production of petraulium to deliver to Duridor. Thankfully, the mercs gave themselves
away by drinking a little too much at a popular tavern, presenting a unique opportunity for
heroes to gain access to the gantry and confront the golem’s creator between cataclysms.

• Roadside Assistance. Exercising a critical error in judgement, the apocalyth golem has gotten
itself stuck in a massive tar pit. Unable to move and having annihilated everything within
range, the golem now awaits its creator to come free it from its entrapment. While Duridor
prepares to rescue his creation, a team of scavengers has eyes on looting the golem for parts
– a dangerous task with a potentially tremendous payout.

• To The Sea. Fleeing the oncoming apocalyth golem, more than ten thousand refugees find
themselves trapped on a peninsula with not nearly enough ships to escape in time. Any
adventurers trapped in the same predicament may have to brave the perils of a stormy sea,
contend with increasingly desperate refugees, or find a way past the golem without getting
annihilated.

Social
Golems are not known for their social graces, and the apocalyth golem is no different. However,
its creator Duridor Ore-forger installed a communication device to allow him to speak through
the golem. Why he did so, none can say; perhaps there is some small spark of hope left in the
bitter dwarf that can pull him back from the brink. When compelled to speak, Duridor is swift to
anger, listing off an endless parade of grievances and slights that piled up over the years. In rare
cases, the dwarf may even issue new directives to the golem, setting it on a new course of action
or toward those more deserving of its wrath or away from those who, according to his distorted
sense of justice, should be spared.

Social Encounters
Duridor Ore-forger has taken his genius and written off the rest of the world. He sacrificed far
too much only to be rewarded with more trials and no aid from those he once protected. The
only connection the dwarf holds to the outside world is his need for raw materials. Petraulium is
difficult to make, even for a master artificer, requiring huge quantities of gold and magical
reagents to power the golem. While Duridor’s stockpiles are considerable, he goes to great
lengths to acquire more. Thanks to his powers as an artificer, he can do so discreetly. The dwarf
is always waiting for a sign to be shown he is wrong, but with each venture the cruelty and
selfishness of others continue to prove his theory that people care only to take, never give.

• Genius, Billionaire, Bearded Nihilist. A cabal of artificers has managed to replicate Duridor’s
arcatechnology, creating a host of deadly weapons for all manner of unscrupulous characters.
Enraged, the dwarf finds his passion for heroism once again and pilots the apocalyth golem
to shut down the arms dealers. Unfortunately, even with the best intentions, this course of

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action will result in extraordinary collateral damage. Unless some heroes can act with greater
precision and grace, calamity will ensue as an arcatech-fueled conflict breaks out across the
realms.

• Old Friends. In an attempt to bring Duridor Ore-forger back to the path of righteousness, the
spirits of his former adventuring companions are tracked down and found to be resting
peacefully in elysian bliss. In order to show the dwarf the error of his ways, the spirits of these
fallen heroes must be convinced to return to life and aid their friend. Perhaps the pleas of
living adventurers can help stir them to act on behalf of the world, if not for their old friend’s
sake.

• The Prototype. A former student of Duridor has studied the apocalyth golem from afar and
crafted a formidable arcatech weapon capable of dealing serious damage to the construct.
Hearing of his student’s creation, the dwarf seeks to recover the “King’s Cannon” and
integrate it into the golem. Those wishing to defeat the apocalyth golem would do well to
defend and secure this item, particularly with Duridor’s most dangerous agents en route.

Combat
Battling the apocalyth golem is a truly epic encounter. At more than 300 feet tall, the golem
towers over almost anything and is only fit for humongous battlefields. Its arsenal can wipe out
entire armies in a few turns and entire cities in a matter of minutes. Characters will likely have to
contend not only with the danger of the golem’s effects but the massive collateral damage it
causes as well. Bridges will collapse, buildings will topple, craters will form, fires will spread, and
innocents will be caught in the crossfire. However, unless the golem is being piloted, it is
extremely easy to trick or confuse. Cunning characters may be able to minimize the damage or

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force it into an ideal battlefield. Heroes not yet ready to face the creature can easily be one of
those unfortunate souls decimated by its rampage. Unless dealt a heavy hit, the golem typically
destroys indiscriminately. A lower-level party may feel the burn of its Forgebelcher or the
crushing weight of its Stomp only for the golem to immediately move on to more appealing
targets.

Combat Encounter Example: The Fall of Ironguard Keep


The apocalyth golem has made its way to the famous Ironguard Keep and its formidable garrison
of griffon-riding elves. While the keep has withstood every siege, that will no doubt change in the
immediate future. While the golem is still 8 hours away, the nearby city of Steelburg is still at
least a day away from total evacuation. The elves are desperate to enlist aid in distracting the
golem long enough for the people to escape. With plenty of spare griffons and an unshakable
sense of duty, any heroes willing to aid them would be well rewarded with whatever they can
carry from the keep, including some prize picks from a formidable arsenal of magical weapons.

Tactics
Battlefield Classification: Elite (Artillery and Brute)
Thanks to its ridiculous size, minimal cognitive function, and singular purpose, the apocalyth
golem makes for a straightforward (if terrifying) enemy. Because of its Titanic nature, the golem
must almost always be fought in large, open spaces. This usually affords the characters
considerable time to plan their attack before engaging the golem directly. Unless they attack the
creature from far away or the golem recognizes the party from a previous engagement, it focuses
on its immediate surroundings, allowing the characters to get within engagement distance.
However, thanks to the golem’s Runic Plating feature, this journey can prove quite hazardous.
Note the many potent effects present on this feature. It is highly likely at least one will prove
extremely effective against the party depending on their composition, so choose accordingly. The
golem responds to the most dangerous threats it is aware of, which in most scenarios includes
the characters rather than the far weaker creatures nearby running for cover. Most of the
golem’s damage options hit extremely hard, even for its challenge rating. This may seem
excessive at first, but the party will likely quickly notice they can anticipate this damage
depending on which section of the golem is about to act, allowing them to deploy effective
counters. Make use of the golem’s wide weapon variety across its different sections. When using
the core, get rid of troublesome magics with either Antimagic Surge or Spellbreaker. If you are
feeling particularly aggressive, you can unleash the BFG 9,001 for a potential instant TPK. When
using the left arm section, apply Snare Shards to prevent characters and NPCs alike from fleeing
the battlefield. Forgebelcher is a perfect tool for huge collateral damage, while Slam is on hand
to thrash any misbehaving characters who get too close. The right arm carries equally fierce
weapons, including the Titan Axe with its capacity to instantly kill a character, and the Quad Gatlin
for extreme damage at long ranges. Even the legs section can lay on the hurt. Thanks to the

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Mighty Tread feature, even moving over puny characters can crush them underfoot. When that
doesn’t work, use Stomp to grind them to dust. Don’t worry if these sections are occasionally
unable to have meaningful turns. It is expected that the party will learn to avoid at least some of
them due to the golem’s unwieldly nature and low Intelligence.
Easier Tactics. The golem is a mindless killing machine whose goal is widespread destruction,
meaning the characters must pose a serious threat to get the creature’s attention. For the first
round or two, have the golem focus on causing as much collateral damage as possible. Only after
it has sustained some serious damage does it turn its guns on the heroes. Don’t change the rune
option from Runic Plating too often unless the characters are really struggling. Giving them a turn
or two to adapt to its effects should pay off for a few rounds.
Harder Tactics. If the golem’s creator is aware of the party and the threat posed to the apocalyth
golem, he gives it special directives when it becomes aware of their presence. This ensures the
golem engages with full force as soon as it becomes aware of the characters. For a truly ridiculous
opening salvo, use the BFG 9,001 and move in to mop up the survivors. Make sure to use Titan
Axe on anyone with low hit points, as few heroes can survive being cleaved in two. Keep
characters locked down with Snare Shards to prevent escape and trample them underfoot with
Mighty Tread. If that isn’t enough to completely overwhelm the party, it’ll be pretty damn close.

Apocalyth Golem
Titanic construct, unaligned

Armor Class 24 (natural armor)


Hit Points special
Speed special
STR DEX CON INT WIS CHA
30 (+10) 1 (−5) 30 (+10) 3 (−4) 10 (+0) 1 (−5)

Saving Throws Str +19, Con +19, Wis +9


Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical
attacks.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned,
stunned, unconscious.
Senses truesight 1-mile, passive Perception 10

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Languages none
Challenge 29 (135,000 XP)

TRAITS
Engine of Destruction. When the golem hits an object or structure with an attack, it always scores
a critical hit.
Maintenance. The golem cannot regain hit points or benefit from a short or long rest unless it is
being maintained by its creator. During the time the golem rests, the creator must spend that
time engaging in strenuous activity to repair it.
Titanic Creature. The golem is a titanic creature which is so large that combat involves dividing
its body up into various sections, each of which has a fixed initiative count on which it acts (losing
initiative ties), detailed in its description. Each section is considered a unique creature for
purposes of targeting (in case an effect or attack would include multiple targets), and effects that
include an area may affect multiple sections of the golem if the area is large enough. Each section
has its own hit points and actions but shares the golem’s other statistics (such as damage
resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes
incapacitated until it regains hit points or the golem is slain, which causes the section to die along
with the golem. If a section has a speed, the golem can move up to that section’s speed during
that section’s turn. Creatures can enter and occupy the same space as the golem, which is
considered difficult terrain, and the golem cannot make opportunity attacks. Finally, attempts to
forcibly move, banish, or magically teleport the golem or any of its parts automatically fail.

Apocalyth Golem – Head and Body


Hit Points 615 (30d20 + 300)
Initiative Count 20

TRAITS
Runic Plating. The golem’s body is carved with magical runes that enhance its destructive
capabilities in a 1-mile radius centered on the golem. At the start of each of the body’s turns, it
can choose to activate a single rune from the following options. When it activates a rune in this
manner, any other runes activated by this feature deactivate. An activated rune grants the
following benefit according to the rune.

• Fallout. The affected area becomes poisoned with magical radiation. When a creature in the
affected area uses an action, it takes 7 (2d6) poison plus 7 (2d6) necrotic damage.

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• Hurricane. The affected area becomes filled with hurricane-force winds. Ranged weapon
attacks made by Medium or smaller creatures or objects automatically miss as the projectiles
are thrown off course. Additionally, at the start of each of its turns, a flying creature in the
affected area must succeed on a DC 27 Strength saving throw or be thrown 200 feet in a
direction of the golem’s choice.

• Nightfall. The affected area becomes filled with magical darkness that obscures all visual
senses except truesight. Additionally, no sound can be heard within the affected area.

• Volcano. The affected area becomes filled with searing heat. At the end of the body’s turn,
creatures and flammable objects in the affected area catch fire and take 18 (4d8) fire damage.
This fire cannot be extinguished by nonmagical means.
Position. The head and body of the apocalyth golem is at least 180 feet above the space it
occupies. The section is a cube approximately 100 feet wide, 180 feet tall, and 50 feet deep.
Power Core. When this section is reduced to 0 hit points, the golem is slain. If any of the golem’s
other sections have at least 1 hit point, this section has resistance to all damage.

ACTIONS
Antimagic Surge. The golem ends a spell or magical effect currently affecting one or more of the
golem’s sections.
Spellbreaker. The golem ends a spell or magical effect it can see. If the spell or magical effect is
affecting a creature, the creature may attempt a DC 27 Charisma saving throw, preventing the
removal on a success.
BFG 9,001 (Recharges on a Short or Long Rest). The golem
fires its central cannon, launching a magically charged sphere
of energy at a point it can see within 1 mile, which explodes in
a 500-foot radius of magical radiation. Creatures, objects, and
structures in the affected area take necrotic damage equal to
their hit point maximum. An affected creature can attempt a
DC 27 Constitution saving throw, taking half as much damage
on a success.

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Apocalyth Golem – Left Arm
Hit Points 348 (17d20 + 170)
Initiative Count 15

TRAITS
Position. The left arm of the golem is positioned on the left side of its body and head and is
typically 150 feet up immediately to the left of the space the golem occupies. The arm occupies
a cube approximately 90 feet tall, 25 feet wide, and 20 feet deep.

ACTIONS
Forgebelcher. The golem projects a 300-foot cone of flame. Creatures, objects, and structures in
the affected area take 55 (10d10) fire damage. An affected creature can attempt a DC 27
Dexterity saving throw, taking half as much damage on a success.
Slam. Melee Weapon Attack: +19 to hit, reach 120 ft., one target. Hit: 80 (20d6 + 10) bludgeoning
damage.
Snare Shards. Ranged Weapon Attack: +19 to hit., range 1,000 ft., one creature. Hit: A creature
hit by this attack is enveloped in a rapidly growing crystal. While so enveloped, a creature’s speed
is 0 and it cannot magically teleport. The crystal is an object with an AC of 12 and 25 hit points.

Apocalyth Golem – Legs


Hit Points 369 (18d20 + 180)
Initiative Count 10
Speed 120 ft.

TRAITS
Mighty Tread. When the golem moves through or enters another creature’s space for the first
time on a turn, it can choose to force that creature to attempt a DC 27 Dexterity saving throw.
On a failure, the creature takes 36 (4d12 + 10) bludgeoning damage and is knocked prone.
Position. The legs of the golem are positioned at the base of its space, which is typically a 60-
foot-by-60-foot square. The golem’s legs are approximately 120 feet tall.

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ACTIONS
Dash. The legs take the Dash action.
Stomp. Melee Weapon Attack: +19 to hit, reach 0 ft., each target in a 30-ft. square. Hit: 65 (10d10
+ 10) bludgeoning damage.

Apocalyth Golem – Right Arm


Hit Points 348 (17d20 + 170)
Initiative Count 5

TRAITS
Position. The right arm of the apocalyth golem is positioned on the right side of its body and head
and is typically 150 feet up immediately to the left of the space the golem occupies. The arm
occupies a cube approximately 90 feet tall, 25 feet wide, and 20 feet deep.

ACTIONS
Multiattack. The arm makes four Quad Gatlin attacks.
Quad Gatlin. Ranged Weapon Attack: +19 to hit., range 1,000 ft., one target. Hit: 11 (2d10)
bludgeoning damage plus 11 (2d10) fire damage. This attack scores a critical hit on an attack roll
of 16–20.
Titan Axe. Melee Weapon Attack: +19 to hit, reach 150 ft., one target. Hit: 100 (20d8 + 10) force
damage. A target reduced to 0 hit points by this damage is cleaved in twain.

Mythic Apocalyth Golem


The mythic apocalyth golem shares much in common with its non-Epic counterpart, with one key
difference: Arcatech Augmentation. This feature synergizes with most of the golem’s attacks and
actions to make them more potent. Regardless of what option you use it on, the benefit
continues to escalate. While the +2 bonus to save DCs and attacks is nice, it’s the arcane damage
influence that is the true danger. As arcane damage cannot be reduced in any way, it ensures
that whatever damage the golem deals is taken in full. This is extraordinarily devastating when
combined with the more accessible BFG 9,001. You only get 10 uses, so choose carefully which
actions you want to improve for best results.

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Mythic Effects
As a mythic creature, the apocalyth golem causes the following effects:
Assuming Control. The golem’s chest contains a compartment fully furnished with a month’s
worth of rations and drinking water, along with basic accommodations for a humanoid creature.
While in this compartment, a creature can assume control of the golem by engaging in strenuous
activity to pilot it. While piloting the golem in this manner, the creature controls the golem’s
every action, has total cover from everything outside the golem (and vice versa), can perceive
using the golem’s senses, and replaces the golem’s Intelligence, Wisdom, and Charisma scores
with its own. The compartment can only be accessed by a door locked by a password determined
by the golem’s creator at the time of the golem’s creation.
Caustic Pollutants. Wherever the golem moves, it leaves behind a trail of magical radiation, toxic
chemicals, and devastation. When the golem leaves a space it occupied, the ground and water in
the area become unable to support any plant life, and any living creatures that spend 1
continuous minute in the affected area become poisoned for as long as they remain within the
area. This effect lasts for 10,000 years.

Mythic Apocalyth Golem


Titanic mythic construct, unaligned

Armor Class 27 (natural armor)


Hit Points special
Speed special
STR DEX CON INT WIS CHA
30 (+10) 1 (−5) 30 (+10) 3 (−4) 10 (+0) 1 (−5)

Saving Throws Str +20, Dex +5, Con +20, Int +6, Wis +10, Cha +5
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical
attacks.
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned,
stunned, unconscious.
Senses truesight 1-mile, passive Perception 10
Languages none

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Challenge Mythic 3

TRAITS
Arcatech Augmentation (10/Day). When the apocalyth golem uses an action that harms another
creature, it can choose to augment that action with highly advanced arcatech. When it does so,
it grants the action a +2 bonus to attack rolls and saving throw DCs, and any damage dealt by the
action becomes arcane damage. If the golem uses this effect again, this bonus increases by +2,
to a maximum of +10. Any increases to this option are lost after 1 minute.
Engine of Destruction. When the golem hits an object or structure with an attack, it always scores
a critical hit.
Maintenance. The golem cannot regain hit points or benefit from a short or long rest unless it is
being maintained by its creator. During the time the golem rests, the creator must spend that
time engaging in strenuous activity to repair it.
Titanic Creature. The golem is a titanic creature which is so large that combat involves dividing
its body up into various sections, each of which has a fixed initiative count on which it acts (losing
initiative ties), detailed in its description. Each section is considered a unique creature for
purposes of targeting (in case an effect or attack would include multiple targets), and effects that
include an area may affect multiple sections of the golem if the area is large enough. Each section
has its own hit points and actions but shares the golem’s other statistics (such as damage
resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes
incapacitated until it regains hit points or the golem is slain, which causes the section to die along
with the golem. If a section has a speed, the golem can move up to that section’s speed during
that section’s turn. Creatures can enter and occupy the same space as the golem, which is
considered difficult terrain, and the golem cannot make opportunity attacks. Finally, attempts to
forcibly move, banish, or magically teleport the golem or any of its parts automatically fail.

Mythic Apocalyth Golem – Head and Body


Hit Points 1,312 (64d20 + 640)
Initiative Count 20

TRAITS
Runic Plating. The golem’s body is carved with magical runes that enhance its destructive
capabilities in a 1-mile radius centered on the golem. At the start of each of the body’s turns, it
can choose to activate a single rune from the following options. When it activates a rune in this

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manner, any other runes activated by this feature deactivate. An activated rune grants the
following benefit according to the rune.

• Fallout. The affected area becomes poisoned with magical radiation. When a creature in the
affected area uses an action, it takes 14 (4d6) poison plus 14 (4d6) necrotic damage.

• Hurricane. The affected area becomes filled with hurricane-force winds. Ranged weapon
attacks made by Medium or smaller creatures or objects automatically miss as the projectiles
are thrown off course. Additionally, at the start of each of its turns, a flying creature in the
affected area must succeed on a DC 28 Strength saving throw or be thrown 200 feet in a
direction of the golem’s choice.

• Nightfall. The affected area becomes filled with magical darkness that obscures all visual
senses except truesight. Additionally, no sound can be heard within the affected area.

• Volcano. The affected area becomes filled with searing heat. At the end of the body’s turn,
creatures and flammable objects in the affected area catch fire and take 45 (10d8) fire
damage. This fire cannot be extinguished by nonmagical means.
Position. The head and body of the apocalyth golem is at least 180 feet above the space it
occupies. The section is a cube approximately 100 feet wide, 180 feet tall, and 50 feet deep.
Power Core. When this section is reduced to 0 hit points, the golem is slain. If any of the golem’s
other sections have at least 1 hit point, this section has resistance to all damage.

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ACTIONS
Antimagic Surge. The golem ends a spell or magical effect currently affecting one or more of the
golem’s sections.
Spellbreaker. The golem ends a spell or magical effect it can see. If the spell or magical effect is
affecting a creature, the creature may attempt a DC 28 Charisma saving throw, preventing the
removal on a success.
BFG 9,001 (Recharge 5–6). The golem fires its central cannon, launching a magically charged
sphere of energy at a point it can see within 1 mile, which explodes in a 500-foot radius of magical
radiation. Creatures, objects, and structures in the affected area take necrotic damage equal to
their hit point maximum. An affected creature can attempt a DC 28 Constitution saving throw,
taking half as much damage on a success.

Mythic Apocalyth Golem – Left Arm


Hit Points 779 (38d20 + 380)
Initiative Count 15

TRAITS
Position. The left arm of the golem is positioned on the left side of its body and head and is
typically 150 feet up immediately to the left of the space the golem occupies. The arm occupies
a cube approximately 90 feet tall, 25 feet wide, and 20 feet deep.

ACTIONS
Forgebelcher. The golem projects a 300-foot cone of flame. Creatures, objects, and structures in
the affected area take 110 (20d10) fire damage. An affected creature can attempt a DC 28
Dexterity saving throw, taking half as much damage on a success.
Slam. Melee Weapon Attack: +19 to hit, reach 120 ft., one target. Hit: 115 (30d6 + 10)
bludgeoning damage.
Snare Shards. Ranged Weapon Attack: +20 to hit., range 1,000 ft., up to four creatures. Hit: A
creature hit by this attack is enveloped in a rapidly growing crystal. While so enveloped, a
creature’s speed is 0 and it cannot magically teleport. The crystal is an object with an AC of 12
and 50 hit points.

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Mythic Apocalyth Golem – Legs
Hit Points 861 (42d20 + 420)
Initiative Count 10
Speed 120 ft.

TRAITS
Mighty Tread. When the golem moves through or enters another creature’s space for the first
time on a turn, it can choose to force that creature to attempt a DC 28 Dexterity saving throw.
On a failure, the creature takes 55 (7d12 + 10) bludgeoning damage and is knocked prone.
Position. The legs of the golem are positioned at the base of its space, which is typically a 60-
foot-by-60-foot square. The golem’s legs are approximately 120 feet tall.

ACTIONS
Dash. The legs take the Dash action.
Stomp. Melee Weapon Attack: +20 to hit, reach 0 ft., each target in a 30-ft. square. Hit: 98 (16d10
+ 10) bludgeoning damage.

Mythic Apocalyth Golem – Right Arm


Hit Points 779 (38d20 + 380)
Initiative Count 5

TRAITS
Position. The right arm of the apocalyth golem is positioned on the right side of its body and head
and is typically 150 feet up immediately to the left of the space the golem occupies. The arm
occupies a cube approximately 90 feet tall, 25 feet wide, and 20 feet deep.

ACTIONS
Multiattack. The arm makes four Quad Gatlin attacks.

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Quad Gatlin. Ranged Weapon Attack: +20 to hit., range 1,000 ft., one target. Hit: 22 (4d10)
bludgeoning damage plus 22 (4d10) fire damage. This attack scores a critical hit on an attack roll
of 16–20.
Titan Axe. Melee Weapon Attack: +20 to hit, reach 150 ft., one target. Hit: 145 (30d8 + 10) force
damage. A target reduced to 0 hit points by this damage is cleaved in twain.

Resources
The apocalyth golem possess the following resources to further its goals and schemes.

Allies
Duridor Ore-forger has lost everything there is to lose. The only allies he holds are those he has
built in the cold darkness of the gantry. These constructs are wondrous in their design but fit for
only one purpose: to repair and enable the apocalyth golem. In truth, if the dwarf could automate
the entire process, he would, then he would simply fade into nothingness. However, since he
cannot, garrison of potent constructs are always created and maintained to guard the gantry in
the rare event it is accessed. No matter what constructs Duridor has made, they all bear his
signature craftmanship, gaining the masterwork template.

Masterwork Template
When a construct is crafted by intelligent hands, its creator may put an extra level of care and
expertise into its creation. Such constructs are masterwork specimens of their design, far superior
to other, ordinary models. Their bodies resist blemish and damage, while their weaponry is
optimized for maximum lethal efficiency. Constructs with the masterwork template gain the
following traits:
Artificial Cognition. When the construct would fail an Intelligence, Wisdom, or Charisma saving
throw against a non-Epic effect, it instead succeeds. Additionally, the construct is immune to the
stunned and unconscious conditions.
Indomitable Body. While the construct is not incapacitated, it cannot be pushed or pulled against
its will.
Superior Infrastructure. When the construct takes more than 40 damage in a single instance
from a non-Epic source, it instead takes 40 damage.

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Rewards
Unless utterly destroyed, the body of the apocalyth golem is composed of enough rare materials
to fund an empire. While it is unlikely the precious arcatech survives a mighty battle, the finely
cut stone, adamantine, gems, and other materials can be scrapped with considerable effort.
However, one piece of Duridor’s extraordinary genius can survive the destruction of the golem:
the Arcanium Core. This strange object breaks down the fabric of magic into raw energy,
unleashing power on an inconceivable level. This core can be integrated into any Gargantuan or
larger vehicle with 1 year of strenuous activity and a successful DC 40 Intelligence (Arcana) ability
check. Once integrated, the vehicle becomes fully automated, requiring only a single driver to
operate and reducing its effective crew size to 1. Additionally, an affected vehicle becomes
immune to bludgeoning, piercing, and slashing damage from nonmagical sources.

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Forsythia (Mythic 3)
The Mourning Seer
“You don’t know what loss is. But fate shall teach you, one way or another.”

Description
Among the pantheon of celestials, Forsythia, known as the Mourning Seer, stands as one of the
most enigmatic and haunting figures. A visage of solemn beauty and unfathomable sorrow, she
often adopts a meditative stance, her head crowned by the massive skull of an otherworldly bird.
Cascading from this avian cranium is her hair, interwoven with iridescent feathers that seem to
capture and refract sorrow itself. Underneath the skull's hollow eye sockets, her own eyes
shimmer, pulsating with intricate patterns that can draw one into the labyrinthine depths of
melancholy. From these eyes flows an unceasing stream of luminescent tears, each droplet a
miniature universe of grief. Her skin bears veins that glow with a spectral light, creating intricate
pathways that crisscross her form like an atlas of intertwined fates and untold destinies. The veins
seem to echo with the weight of countless souls, threading across her form in a web of ceaseless
sorrow and hope. In her delicate hands, Forsythia clutches a staff of ethereal, pearl-white
luminescence that curls into a shepherd's crook at its apex. Dangling from this crook is a solitary
black bell, a stark contrast to the staff's purity. Each time it tolls, it reverberates not in the air but
in the souls of those within its reach, as if each chime marks a passing in some distant or future
world. An unsettling shadow clings to her, a distorted silhouette that does not conform to any
natural law of light and darkness. It lurks, ever-changing and nebulous, as if it is a second, darker
self – or perhaps a collective sorrow too immense for even her to bear alone. The air around
Forsythia resonates with a perpetual, haunting hymn, its source indiscernible. The sound
envelops her like a shroud, evoking the essence of a ceaseless, cosmic funeral dirge. This is not
mere atmosphere; it's an audible tapestry of longing and loss, weaving through the very fabric of
time and space. Forsythia, the Mourning Seer, is not just a celestial entity but a living
embodiment of the eternal tension between grief and hope, despair, and redemption. When one
encounters her, it is not simply an event but an experience – an invitation to contemplate the
profundities of existence and the inescapable realities of loss and love.

Profile
Personality: Prescriptive
Ideals: Possessing the wisdom of peering into infinite timelines, Forsythia fervently believes that
her celestial insight can avert suffering for others – suffering she's personally known too well.
Armed with visions of what could be, she manipulates prophecies, alters the fabric of causality,
and crafts ripples of change that escalate into cataclysmic events – all without seeking the

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universe's permission. While deeply cherishing the sanctity of life, she won't hesitate to sacrifice
the few to preserve the welfare of many when destiny requires such a toll.
Bonds: Castle Amaranth, the ancestral seat of the Visakos family, is Forsythia's sanctuary and her
most ambitious endeavor. Confined within its walls, she tweaks the threads of destiny to
maintain the castle in a temporal flux, forever oscillating between its zenith of grandeur and its
nadir of ruin. This Sisyphean task drains her considerably and restricts her celestial powers, but
she considers the cost a necessary sacrifice.
Flaws: Forsythia may possess the emotional detachment to make difficult choices on a cosmic
scale, but she grapples with guilt when she must confront the individuals whose lives she disrupts
or extinguishes. Her inability to bear the destruction of familial bonds stems from her own
agonizing history, rendering these decisions especially excruciating for her.
Legend: Born under a lustrous full moon at Castle Amaranth, Forsythia was the hope of the
waning Visakos lineage – a noble house renowned for its mystics and visionaries but tarnished
by a generational dearth of magical prowess. Her birth rejuvenated the family's sagging spirits;
here at last was an oracle with eyes reflecting the cosmos themselves. As she matured, her
prophetic dreams and sagely insights once more lifted the family to prominence.
But fate is a capricious mistress. Forsythia was haunted by a nightmarish vision of Castle
Amaranth's desolation and her own family's tragic downfall. Despite her desperate pleas, her kin
chose pride over prudence, believing their recently regained might would shield them from any
threat. When invaders stormed the castle in search of the young oracle, Forsythia sought refuge
in the hidden vault beneath the castle, surrounded by ancient artifacts.
As the cataclysmic battle raged above, magical energies arcing through the night sky and fissuring
the land itself, Forsythia's sanctuary began to collapse. Seized by desperation, she harnessed
powerful artifacts around her – most notably, a gigantic bird skull and a pearl-white staff – in a
frenetic ritual to alter her destiny. In an instant, Castle Amaranth vanished, leaving behind a
gaping crater. Transmuted by her spell, Forsythia emerged as a being beyond her former self: a
celestial titan of prophecy and fate, forever bound to the strands of destiny she could both see
and weave.

Forsythia In Your Campaign


Forsythia considers herself a cosmic custodian, a benevolent deity fine-tuning destiny for the
greater good. However, her macrocosmic focus often overlooks individual suffering. Should
incinerating a city save a universe from calamity, she would light the match herself, albeit with a
heavy heart. Perpetually caught in an unresolvable quandary of desiring to protect all yet having
to sacrifice some, she is a tragic figure. Her essence is also perennially bound to her childhood
abode, Castle Amaranth, maintaining its existence in a temporal limbo of both ruin and glory.

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Introduction
Forsythia's impact can initially manifest in various forms. Most dramatically, the campaign could
kick off with apocalyptic phenomena ravaging the world. As cataclysmic events unfold –
earthquakes, storms, vanishing rivers – cults of "Mourners" proliferate, claiming revelations from
the Mourning Seer herself and attempting to appease her. Unbeknownst to the characters, their
homeland has been deemed expendable by Forsythia for a far loftier cosmic aim.
Alternatively, Forsythia's influence can be more insidious. The Mourners could weave their
tendrils into political infrastructures, guided by visions from a central oracle, serving as
Forsythia's earthly operatives. Beyond these options, Forsythia may directly involve the
adventurers. To extricate herself from her self-imposed destiny, she may seek to groom the
characters as her successors, sending them visions of Castle Amaranth laden with magical
treasures and cosmic secrets.

Conflict
Regardless of the avenue of her introduction, conflict with Forsythia is inevitable. Whether she
appears as an overt foe or a veiled manipulator, her efforts to mold events become more
draconian when opposed. Should the adventurers prove resistant or inadequate, she may try to
eliminate them. She may even distort the fabric of their personal histories, causing small but
disorienting alterations, like the disappearance of a trusted contact or a beloved locale.
It's worth noting that Forsythia's threats against a character's family are usually empty. She
maintains a soft spot for family bonds, rooted in her own tragic past.

Conclusion
Eventually, the adventurers must confront Forsythia in her enigmatic sanctum, Castle Amaranth.
This could involve travel to another plane of existence, as Forsythia has the capability to move
the castle freely across dimensions. Navigating the castle involves encounters with spectral
remnants of its past, both its residents and their conquerors, and the meshing timelines could
plunge the characters into battles without warning.
Likely, the final showdown occurs in a grandiose ritual chamber linking to the castle's shattered
pinnacle. Here, Forsythia wages her last battle – simultaneously trying to annihilate the
adventurers and assessing their potential to replace her. Should they manage to vanquish her,
the castle begins to disintegrate, its terrestrial foundation breaking apart. The adventurers would
need a desperate, rapid exit – refer to the "Escape from Castle Amaranth" sidebar for details.

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Challenges
Forsythia can pose combat, exploration, or social challenges to PCs who interact with her.

Exploration
Wandering the realm of Forsythia is akin to navigating the fragile pathways of a mind ensnared
between hope and despair. Her dominion, the temporal flux of Castle Amaranth, is more than a
mere architectural marvel; it is a manifestation of the eternal duality she embodies. Each
corridor resonates with the memories of both ruin and grandeur, each corner whispering tales
of the past and premonitions of the future. To venture through Castle Amaranth is to face
challenges that defy conventional expectations. Spectral figures of the Visakos family might
provide guidance or hinderance, their words echoing with the weight of decisions made and
those yet to come. The castle’s chambers frequently shift, with time flowing erratically, at times
rapidly progressing and at other moments standing still as eternity. These fluctuations are not
random – they are Forsythia's own will, guiding or testing the intruders.
The Mourning Seer's realm extends beyond the confines of stone walls. The very air resonates
with her haunting hymn, and those sensitive to its cadence might discover clues or warnings.
The iridescent feathers scattered about can be both a blessing and a curse. Picking one up
might provide a momentary vision of a possible future or thrust the adventurer into a poignant
memory of loss, perhaps even Forsythia's own.
Close encounters with Forsythia’s unsettling shadow are best avoided. Its unpredictable nature,
an ever-shifting mirage of grief, can ensnare the unwary, pulling them into a realm where
sorrow overwhelms, possibly trapping the soul in a state of perpetual mourning.
Amid the challenges, the promise of hope endures. Those who approach their journey with
empathy, seeking to understand Forsythia's tragic past and her grand cosmic mission, might
find allies in unexpected places. The luminescent tears she sheds can, when approached with
reverence, offer moments of clarity or serve as guides in the castle's labyrinthine passages.

Regional Effects
Within 12 miles of Castle Amaranth, the very fabric of reality buckles under the weight of
Forsythia’s influence, producing the following phenomena:

• The Dice of Fate: Instead of rolling for an ability check, a creature may choose to embrace
destiny, accepting a result of 10 plus modifiers. If the check fails, they suffer 2d6 psychic
damage and are blinded for an hour, becoming ineligible for this effect during that period.

• Labyrinthine Pathways: Approaching Castle Amaranth without Forsythia's explicit


permission becomes an ordeal in bewildering redirection. This condition is nullified if a

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creature with a Wisdom score of 20 or higher, or access to a Divination spell of 7th-level or
above, is present in the group.

• Echoes of Loss: Any creature that has known grief or loss must roll a d20 every hour. On a
roll of 1, they are swamped by their past sorrows and become incapacitated with emotional
turbulence for an hour.

• Doppelganger Conundrum: If a creature with an Intelligence of 8 or above dies, they must


make a DC 20 Intelligence saving throw. On a failure, a parallel universe version appears
somewhere on the same plane, causing complications for any resurrection efforts for the
original.
If Castle Amaranth is allowed to crumble, these effects end immediately.

Forsythia’s Lair
Forsythia resides in the surreal realm of Castle Amaranth, a fortress forever arrested in the
instant before its ruin. Unable to reconcile with the impending downfall of her ancestral abode,
Forsythia channels immense mystical energy to halt its disintegration. The castle stands, but only
just – its walls are a chaotic dance of disarray and defiance.
Vivid shards of stained-glass float ethereally beside
the teetering walls, as if suspended in time.
Turrets, gouged with gaping cavities, shudder
precariously on the brink of ruin. Above all, the
tallest spire leans ominously, its apex sheared off
and hanging in the air, as though reluctant to
complete its fall.
The interior is equally disconcerting, almost as
though a force had shattered the castle and then
inexpertly pieced it back together. Corridors seem
to defy geometry, folding sharply back onto
themselves. Walls lean at improbable angles, while
staircases exist as fragmented pathways,
comprised of levitating stone steps.
Portraits of the ancient Visakos lineage grace the
labyrinthine hallways. Yet, these paintings are not
static; they flicker erratically between states of life
and death, as though caught in a temporal struggle
to determine which version of reality they belong
to. This oscillation between timelines serves as a
metaphor for Castle Amaranth itself – a

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monument to Forsythia's refusal to let go, even as the walls crumble around her.

Sidebar: Escape from Castle Amaranth


Castle Amaranth sits within a suspended state of temporal flux, held together by the willful
energies of Forsythia herself. Fighting Forsythia in her castle, therefore, means attempting to
destroy the very creature who sustains the impossible structure, and the longer she fights, the
less energy she’s invests in doing so. During combat (or other high-stress activities that might
divert her attention from maintaining the Castle), track the Castle’s instability, on a scale from 0
to 25.
If the castle reaches 25 instability, it is destroyed utterly, and all creatures still inside must
attempt a DC 25 Charisma saving throw, being transported to a random plane of existent on a
success and being torn apart and scattered, body and soul, across the endless expanse of time
and space on a failure.

Forsythia’s Death
Forsythia’s death hastens the Castle’s destruction. Nothing can save it now, and the only option
is to flee. When Forsythia is reduced to 0 hit points, the following effects occur:

• The instability of the castle increases by 5.

• Each round, on initiative count 20, the instability of the castle increases by 1, and creatures
in the castle must attempt a Strength of Dexterity saving throw (their choice) DC 25, taking
1d6 bludgeoning damage per level of instability from falling rubble on a failure, or half as
much damage on a success.

• Teleportation within the castle becomes unreliable; any effect that would normally teleport
a creature more than 30 feet instead teleports the creature a maximum of 30 feet toward
their destination.

Escaping the castle at this point should be an incredibly challenging task. Let characters use their
skills and features to try and navigate out as the corridors twist and rearrange themselves in
impossible configurations. It should take at least 6 successful ability checks from the group to
escape, and the DCs for doing so should be 20 + the castle’s instability, meaning the longer they
took in the fight, the harder it becomes. If a creature fails an ability check to try and escape while
the castle is at 20 or more Instability, that creature is killed by the castle rapidly rattling itself
apart across multiple timelines and universes, their body and soul adrift in the void. Suggested
ability checks include Wisdom (Survival) used to map a course out of the castle, Strength
(Athletics) to move the rubble and create passages out, Intelligence (Arcana) to understand the
twisting structure of the castle, Dexterity (Acrobatics) to find unorthodox routes, and Charisma

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(Persuasion) to convince any remaining spirits of the Visakos family to aid them in their escape.
These are only suggestions, however, so remain open to player creativity, and allow cleverly used
spells or features to count as a success.
A creature wearing and attuned to the seer’s skull is immune to the effects of the castle’s collapse
and can, at the start of its turn, declare that it is stabilizing the castle. At the start of its next turn,
the castle’s instability is reduced by 5. If the castle’s instability is reduced to 0 by this, it stabilizes
again, and the characters are no longer in danger. Try to encourage one of your players to
attempt this solution, especially if they’ve picked up Oracular Insight during the fight, as this self-
sacrificing action allows them to save their party from death, at the cost of taking on the curse
themself.

Lair Actions
Forsythia's stronghold, Castle Amaranth, is a realm of unsettling instability that only grows more
turbulent during conflict. Each round at initiative count 20 (with ties going to other participants),
the castle's instability rises by one point.
When within the confines of Castle Amaranth, Forsythia can manifest her will through one of the
following lair actions. On initiative count 20 (losing initiative ties), Forsythia can take a lair action
to cause one of the following effects. If Forsythia is using her mythic statistics, she can instead
choose to take a mythic action or lair action, but not both. Forsythia can’t use the same effect
twice in a row.

• Temporal Collision: In a stunning twist of fate, the room where Forsythia is engaged in battle
merges momentarily with Castle Amaranth's foreseen ruin. This increases the castle's
instability by one and transforms the floor within a 120-foot radius into treacherous terrain.
Creatures within this zone, aside from Forsythia, must immediately make a DC 25 Strength or
Dexterity saving throw (at their discretion). Those failing the save sustain 35 (6d10)
bludgeoning damage and are pinned and restrained beneath the debris. Successful saves
result in halving the damage and avoiding prone or restrained conditions. The obstructing
rubble vanishes at the next initiative count 20, releasing any confined entities.

• Warp of Reality: Forsythia twists the fabric of time and space to her liking, enabling her to
instantaneously swap the positions of any creatures she can perceive within the lair. Affected
creatures must then succeed on a DC 25 Constitution saving throw or become disoriented,
losing their ability to take reactions until the next initiative count 20.

• Ancestral Summoning: Descendant mages of the long-extinct Visakos line materialize within
30 feet of Forsythia to lend her their arcane support. These four mages are impervious to all
damage, cannot take reactions, and act on initiative count 0, casting spells to aid Forsythia
and thwart her enemies. Dispel magic or comparable abilities can negate one of these
summoned mages, treating it as a dispelling of a 5th-level spell. A dispelled mage cannot be
summoned again for the next 24 hours, limiting Forsythia's summoning capabilities. These
mages vanish at the subsequent initiative count 20.
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• Castle Mending: Forsythia dedicates her turn to restoring Castle Amaranth's structural
integrity. She foregoes her own actions and any legendary actions for that turn. At the
following initiative count 20, the instability level of the castle is reduced by 5 points. If she
suffers any damage before that point, the castle's stability instead improves only by a single
point.

Exploration Encounters
The imprint Forsythia leaves in any world she traverses is as uncanny as it is undeniable. Be it the
emotional reverberations of her sorrow or the chronological anomalies stemming from her
ongoing struggle to sustain Castle Amaranth, signs of her existence can be deeply unsettling.
Consider integrating the following events to illustrate these peculiarities:
• Trails of Impossible Age. While journeying, the party suddenly becomes aware of towering
trees, lush, oversized flora, and majes�c deer with incredibly elaborate antlers – crea�ons
that would normally take centuries to form. The forest and its inhabitants are rapidly aging
due to the nearby influence of Castle Amaranth, a sanctuary that transcends �me itself. If
adventurers cannot recognize and address the �me-altered landscape, escape its
boundaries, and pinpoint the source of these abnormali�es, they risk aging themselves. For
each hour spent within this temporal ri�, characters age by 1d10 years while also naviga�ng
through terrain teeming with ancient, predatory wildlife.

• Mourner Ritual Site. A palpable aura of guilt and unresolved memories clouds the
characters' thoughts, poten�ally leading to exhaus�on, recurring nightmares, or other
mental strains. The origin is a ritualis�c site assembled by misguided Mourners. These
followers butchered a large local beast within an enchanted circle in hopes of deciphering
Forsythia's cryp�c inten�ons through entrail readings. Forsythia, angered at the breaking of
an animal family, claimed the Mourners' lives as retribu�on. The magical circle, the
eviscerated animal, and the deceased Mourners s�ll linger, encircled by the mourning
offspring of the slain creature. Disrup�ng the circle will dispel the disturbing ambiance and
set the young animals free.

• Ghosts of the Past: A far-off procession, consis�ng of nearly a hundred spectral warriors and
mages accompanied by phantom horses, advances ominously in the party's direc�on. These
are the cursed souls who once atempted to lay siege to Castle Amaranth but were thwarted
by its magical barriers and are now trapped in a perpetual journey across different realms.
Their relentless quest to locate Castle Amaranth makes them a violent and indomitable
force. If felled in combat, they resurrect a�er an hour, rendering direct confronta�on fu�le.
Evasion or clever misdirec�on is the advised course of ac�on to deal with this menacing host.

Social
Forsythia, the guardian of Castle Amaranth, occasionally ventures into the mortal realms by
assuming a human form. Though she expends considerable energy maintaining the castle's

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stability in her absence, she can be away for up to eight hours. She engages directly with
adventurers or sets specific events in motion, albeit sparingly. She tends to form emotional
attachments to those she meets, making it difficult for her to make impartial decisions when the
need arises.

Social Encounters
Most social interactions with Forsythia are either directly with her or involve the Mourners, a cult
devoted to her enigmatic wisdom. Forsythia often adopts unassuming disguises, making it
unlikely that characters will immediately recognize her.
• A Humble Request. Posing as a distraught young woman, Forsythia approaches the party
and asks for assistance in loca�ng her lost partner, Wyllow. She presents them with a
signet ring bearing a dis�nct crest – a pair of crossed staffs, a large bird skull, and a
crescent moon. She suggests that showing this crest will make her spouse recognize them.
Unbeknownst to the adventurers, Wyllow perished during Castle Amaranth's invasion,
and the ring is an ar�fact from that era. Forsythia bestows the ring to test the characters
for prophe�c ap�tudes. Those who show poten�al may encounter the spirit of
Huntmaster Wyllow, who provides clues about Forsythia and the castle. Carrying the ring
can result in haun�ng visions and other complica�ons, determined by the GM.

• Mourner Gathering. The Mourners are under


scru�ny due to a series of mysterious events, from
disappearing livestock to inexplicable deaths. The
characters infiltrate the group to discover the truth.
Once inside, they find that the cult follows an
oracle who claims to receive direct instruc�ons
from Forsythia. Depending on the characters'
previous interac�ons with Forsythia, the oracle
may either expose them as infiltrators or remain
silent. The cult's current agenda appears to focus
on framing a local guard captain to install one of
their own

• Fallen Diviner. The characters seek guidance from


a diviner, whether an adept mage or a budding
appren�ce. As the seer atempts to read their
futures, they become increasingly agitated un�l
they scream in terror about visions of a floa�ng
castle and a bird skull with unfathomable eyes. The
diviner collapses in agonizing psychic pain, falling
unconscious for an hour. Upon waking up – or if
revived a�er dying – they share fragmented

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insights about Forsythia, Castle Amaranth, and the Visakos family lineage. If the diviner
fails to survive the ordeal, the characters might be accused of causing their death.

Combat
Engaging Forsythia in true combat is only plausible within the confines of Castle Amaranth, where
she wields her abilities to their full extent. If encountered beyond her stronghold, she usually
manifests with 1d4-1 levels of exhaustion. Her paramount objective in such circumstances is to
retreat to her castle at the earliest opportunity. When she does venture outside her castle, it's
often to administer "The Test," a challenge she presents to beings she believes might have the
potential to be her successor. She never subjects any individual to The Test more than once
during a single journey. However, inside Castle Amaranth, she will unleash her full, unbridled
might to neutralize those who dare to challenge her.

Combat Encounter Example: Battle at the Castle


The Guardian Trio. Castle Amaranth’s defenses are not limited to its ethereal walls and magical
barriers; they also include three formidable guardians who pledged to protect Forsythia: Knight
Commander Leo, Elder Mynarch, and Huntmaster Wyllow. These warriors met their end while
defending the castle during its initial downfall, but due to the castle's intertwined timelines, they
persist as spectral entities.
They patrol Castle Amaranth with ceaseless vigilance and engage intruders with battle-hardened
synchrony, the result of centuries spent fighting side by side. Those who have previously
experienced the "A Humble Request" encounter might recognize Leo as Forsythia's brother.
Unlike his more balanced and autonomous self-outside the castle, here he seems single-mindedly
focused on his duty to defend his sister.
However, if adventurers have met Leo before, there is a slim chance to break through his spectral
resolve. Persuading him to relent requires not only masterful roleplay but also comprehensive
knowledge about the history of the Visakos family, supported by successful high-level Charisma
checks.

Tactics
Battlefield Classification: Controller
When encountered within Castle Amaranth, Forsythia unleashes her full might against intruders.
Her prophetic abilities make it impossible to catch her off guard, though she might feign
vulnerability, often pretending to be engrossed in an engrossing tome or astrological chart to bait
enemies. Once engaged, her aura alone can debilitate weaker foes through a blend of her "Glare
of Ages" and "Droning Dirge" abilities. Those who manage to withstand these initial assaults still

136
have to deal with her "Cold Read" skill, a punishing mechanism against those who rely on
repetitive tactics.
Should Forsythia be vanquished, the conflict doesn't end there. The stability of Castle Amaranth
deteriorates rapidly, as the mixed timelines within it begin to converge. The castle commences
unpredictable teleportation sequences and starts to physically unravel. Adventurers then have
the dire choice of either donning Forsythia's skull to assume control of the crumbling castle or
making a harrowing escape as the castle disintegrates across multiple dimensions. For additional
details, refer to the "Escape from Castle Amaranth" sidebar.
Easier Tac�cs. In this easier approach, Forsythia utilizes her "Ritual Diviner" ability merely to
surveil the characters. Though privy to some of their secrets, she lacks deep insights into their
strategies. Reserve her "Cold Read" ability for punishing characters only when they repeatedly
employ the same tactics, instead of preemptively penalizing them. Distribute her "Glare of Ages"
attacks across various characters to mitigate the risk of aging any single target out of existence.
Foreshadow the use of "Droning Dirge" early on to encourage players to employ
countermeasures like stuffing cotton in their ears. When using "Another Time, Another Place,"
permit players to consult each other for optimal play when their character sheets are swapped,
without employing their discussions to activate "Cold Read."

Harder Tactics. In a more challenging scenario, Forsythia can employ her "Ritual Diviner" ability
to cast foresight on herself and her minions, offering them a significant advantage. This effect
can be negated with a well-placed dispel magic spell. Her "The Test" ability is her deadliest
weapon; use it whenever available and try to recharge it through "See Potential" to ramp up her
damage. This can be countered by forcing her to use her "Mythic Resistance," thereby preventing
the activation of "See Potential." Employ "Cold Read" strategically, reminding players that if they
discuss strategies aloud, Forsythia will overhear and counter them. When deploying "Recurring
Vision," aim to affect high-damage characters with weak Intelligence, thereby encouraging them
to disseminate the vision, which amplifies Forsythia's lethality.

Forsythia, the Mourning Seer


Large celestial, neutral

Armor Class 23 (Oracular Insight)


Hit Points 402 (35d10 + 210)
Speed 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 22 (+6) 28 (+9) 26 (+8) 22 (+6)

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Saving Throws Dex +10, Con +13, Int +16, Wis +15, Cha +13
Skills Arcana +16, Deception +13, History +16, Insight +15, Perception +15
Damage Immunities Bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, charmed, exhaustion, frightened, unconscious
Senses Truesight 300 ft., passive Perception 30
Languages All
Challenge 28 (120,000 XP)

TRAITS
Cold Read. When a creature Forsythia can see starts its turn, the GM may choose an action in
secret, which may be either a basic action (e.g., Attack, Cast a Spell, Dash), or an action granted
by a feature. If the creature takes that action during its turn, Forsythia has anticipated this
course of events, gaining 50 temporary hit points and an additional legendary action. If the
creature takes an action other than the one she guessed, her Armor Class is reduced by 4, and
Mythic Resistance costs her two Legendary Actions instead of one. At the start of a new
creature’s turn, any remaining benefits or detriments from this ability are lost.
Droning Dirge. The song that emanates from Forsythia can cause creatures to become
overwhelmed with emotions that are not their own. If a creature that can hear ends its turn
within 30 feet of Forsythia, it must attempt a DC 21 Wisdom saving throw. On a failure, it falls
prone and can’t take reactions until the start of its next turn. Forsythia can silence or initiate
this dirge as a bonus action.
Glare of Ages (3/round). When a creature that can see Forsythia’s eyes starts its turn within 60
feet of her, she can force the creature to attempt a DC 21 Wisdom saving throw, becoming
blinded until the start of its next turn on a failure. When it becomes blinded in this way, it also
ages by 10% of its race’s lifespan. A creature aged beyond its maximum lifespan by this effect
immediately suffers 5 levels of exhaustion, and if it fails this saving throw again, it ceases to
exist, impossible to resurrect. Immortal creatures automatically succeed on the saving throw.
Mythic Resistance. When Forsythia fails a saving throw, she can expend an unspent legendary
action to succeed instead.
Oracular Insight. Forsythia can’t be surprised, and when she rolls initiative, she can choose to
replace the result with 10, 20, or 30 instead. She has advantage on ability checks that use
Perception or Insight and adds her Intelligence modifier to her Armor Class. Additionally, she
sees deeply into the minds of others, and knows how to use this against them; creatures that

138
take psychic damage from Forsythia’s abilities treat any immunity to psychic damage they may
possess as resistance instead.
Ritual Diviner. Forsythia can cast any divination spell with a 1-minute concentration, ignoring
material components and casting time. If the spell requires a check or saving throw, she
chooses the result.

ACTIONS
Multiattack. Forsythia uses The Test, if available, before making two attacks with its Tolling
Scepter. She can replace one of these attacks with Recurring Vision.
Tolling Scepter. Melee spell attack: +20 to hit, reach 10 ft., one creature. Hit: 25 (3d10 + 9)
bludgeoning damage and 11 (2d10) psychic damage, and a deadly resonance echoes in the
creature’s body. If it makes an attack roll against Forsythia or causes Forsythia to make a saving
throw before the end of its next turn, it takes an additional 27 (5d10) psychic damage.
Successive hits do not repeat this damage.
Recurring Vision. One creature of Forsythia’s choice she can see within 120 feet must attempt a
DC 24 Intelligence saving throw. If it fails, it suffers an overwhelming vision, taking 55 (10d10)
psychic damage and becoming stunned until the end of its next turn. A creature stunned in this
manner can use its reaction to pass this vision on to a willing creature it can see within 60 feet;
doing so ends the stunned effect, but the targeted creature must repeat the saving throw,
taking 55 (10d10) psychic damage and becoming stunned in the same manner on a failure
(subsequent creatures can continue to pass on the vision).
Another Time, Another Place. Forsythia chooses two creatures she can see within 120 feet of
her and attempts to force her duality of time upon them. Both creatures must immediately
attempt a DC 24 Charisma saving throw, taking 45 (10d8) necrotic damage on a failure, or half
on a success. If both creatures are player characters and fail, they are replaced with versions of
themselves from opposite timelines; the players controlling those characters must swap
character sheets until the start of Forsythia’s next turn. If this happens, she can’t use this ability
again until she finishes a long rest.
The Test (Recharge 5 - 6). Up to 4 creatures of Forsythia’s choice that she can see within 240
feet suddenly receive a glimpse into their future. Each must immediately attempt an
Intelligence saving throw. The effect of this save is dependent on a creature’s result:

• 19 or lower: The creature glimpses its own death and feels it creeping near. It takes 55
(10d10) psychic damage, is frightened for 1 hour, and must mark a single failed death saving
throw. This failure is only removed by a long rest, greater restoration, or similar magic. If a
creature has 3 failed death saving throws from this effect when it is reduced to 0 hit points,
its body unravels into nothing, and the creature ceases to exist entirely, impossible to
resurrect.

139
• 20-24: The creature reels with a thousand conflicting messages. It takes 27 (5d10) psychic
damage and suffers the effects of a confusion spell until the end of its next turn.

• 25-29: The creature feels on the brink of discovery, but is punished for falling short. It
suffers disadvantage on attack rolls, ability checks, and saving throws until the end of its
next turn, and the next time it makes a saving throw against The Test, it adds +5 to the
result.

• 30-34: The creature gains incredible insight; it gains advantage on attack rolls, ability checks,
and saving throws until the end of its next turn. It permanently gains +5 to any future saving
throws against The Test, and this bonus can stack multiple times.

• 35+: Triumph! The creature manages to make sense of the visions; it permanently gains
Forsythia’s Oracular Insight trait.

LEGENDARY ACTIONS
Forsythia can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. The monster name
regains spent legendary actions at the start of its turn.
Materialize. Forsythia disappears and reappears in a space she can see within 120 feet. If she
appears within 10 feet of a creature, she can immediately make a Tolling Sceptre attack against
that creature.
Piercing Glance (Costs 2 actions). One creature within 30 feet of Forsythia who can see her is
immediately targeted by Glare of Ages, without expending a use of that ability.
See Potential (Costs 3 actions). Forsythia instantly recharges The Test if it’s not already
available.

Mythic Forsythia
In her mythic form, Forsythia’s mythic actions amplify her already formidable abilities and
introduce new complexities into the battle. As Diverging Realities can fractures the battlefield
into multiple timelines, this can completely alter strategies, separating healers from those who
need healing, or isolating powerful attackers from their targets. Parties will need to adapt quickly
to this fractured reality or risk taking serious damage while divided.
Her Tapestry of Time power allows her to force a reroll of any die roll in the next round. This is
an incredible ability that can be used to negate a critical hit, force a failed saving throw, or even
alter the success of a powerful spell. It adds a layer of unpredictability to the combat that
experienced players may find disorienting.

140
Finally, her mythic action Unveil the Apocalypse is a massively damaging area-of-effect ability
that also stuns enemies, "Unveil the Apocalypse" could function as a "panic button" for Forsythia,
drastically turning the tide of battle. This is especially useful if enemies cluster around her, and it
adds an additional layer of spatial strategy to the fight.
The mythic actions are the most dramatic change in Forsythia's stat block. They bring an element
of chaos and unpredictability that will keep even the most seasoned D&D veterans on their toes.
With the introduction of these abilities, the battle becomes a cerebral contest that tests not just
the characters' in-game abilities but also the players' strategic thinking. In essence, the addition
of the Mythic Actions elevates Forsythia from a mere combat puzzle to be solved into a dynamic,
unpredictable force of celestial power. The party will need to be on their feet, adapting their
tactics each round to account for the rapidly changing situation. And even then, there's no
guarantee of success.

Mythic Effects
As a mythic creature, Forsythia causes the following effects in the world:
Cosmic Disturbance. Forsythia's manipulation of destiny creates ripples across multiple planes,
often causing celestial and infernal beings to become aware of her activities. This attention
might manifest as celestial interference or infernal plots unfolding in the campaign world,
aiming to either assist or thwart Forsythia's plans.
Eternal Sorrow. When Forsythia alters a timeline to avert a greater calamity, those who
"remember" the original timeline are filled with insatiable sorrow and despair. Even if brought
back to life, these souls are forever haunted by their original fate and often hear Forsythia's
haunting hymn in their dreams.When adventurers confront Mythic Forsythia, they're not just
facing an entity but engaging with questions of fate, sacrifice, and the tangled webs weaved by
destiny itself. Are they mere pawns on her cosmic chessboard, or can they become co-authors
of their own fate? Their choices and actions will determine the answer.

Mythic Forsythia, the Mourning Seer


Large celestial, neutral

Armor Class 23 (Oracular Insight)


Hit Points 804 (70d10 + 420)
Speed 60 ft., fly 120 ft. (hover)

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STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 22 (+6) 28 (+9) 28 (+9) 28 (+9)

Saving Throws Dex +14, Con +17, Int +20, Wis +21, Cha +19
Skills Arcana +24, Deception +21, History +24, Insight +23, Perception +23
Damage Immunities Bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities Blinded, charmed, exhaustion, frightened, unconscious.
Senses Truesight 300 ft., passive Perception 33
Languages All
Challenge Mythic 3

TRAITS
Cold Read. When a creature Forsythia can see starts its turn, the GM may choose an action in
secret, which may be either a basic action (e.g., Attack, Cast a Spell, Dash), or an action granted
by a feature. If the creature takes that action during its turn, Forsythia has anticipated this course
of events, gaining 50 temporary hit points and an additional legendary action. If the creature
takes an action other than the one she guessed, her Armor Class is reduced by 4, and Mythic
Resistance costs her two Legendary Actions instead of one. At the start of a new creature’s turn,
any remaining benefits or detriments from this ability are lost.
Droning Dirge. The song that emanates from Forsythia can cause creatures to become
overwhelmed with emotions that are not their own. If a creature that can hear ends its turn
within 30 feet of Forsythia, it must attempt a DC 21 Wisdom saving throw. On a failure, it falls
prone and can’t take reactions until the start of its next turn. Forsythia can silence or initiate this
dirge as a bonus action.
Glare of Ages (3/round). When a creature that can see Forsythia’s eyes starts its turn within 60
feet of her, she can force the creature to attempt a DC 21 Wisdom saving throw, becoming
blinded until the start of its next turn on a failure. When it becomes blinded in this way, it also
ages by 10% of its race’s lifespan. A creature aged beyond its maximum lifespan by this effect
immediately suffers 5 levels of exhaustion, and if it fails this saving throw again, it ceases to exist,
impossible to resurrect. Immortal creatures automatically succeed on the saving throw.
Mythic Resistance. When Forsythia fails a saving throw, she can expend an unspent legendary
action to succeed instead.
Oracular Insight. Forsythia can’t be surprised, and when she rolls initiative, she can choose to
replace the result with 10, 20, or 30 instead. She has advantage on ability checks that use

142
Perception or Insight and adds her Intelligence modifier to her Armor Class. Additionally, she sees
deeply into the minds of others, and knows how to use this against them; creatures that take
psychic damage from Forsythia’s abilities treat any immunity to psychic damage they may
possess as resistance instead.
Ritual Diviner. Forsythia can cast any divination spell with a 1-minute concentration, ignoring
material components and casting time. If the spell requires a check or saving throw, she chooses
the result.

ACTIONS
Multiattack. Forsythia uses The Test, if available, before making two attacks with its Tolling
Scepter. She can replace one of these attacks with Recurring Vision.
Another Time, Another Place. Forsythia chooses two creatures she can see within 120 feet of
her and attempts to force her duality of time upon them. Both creatures must immediately
attempt a DC 24 Charisma saving throw, taking 45 (10d8) necrotic damage on a failure, or half on
a success. If both creatures are player characters and fail, they are replaced with versions of
themselves from opposite timelines; the players controlling those characters must swap
character sheets until the start of Forsythia’s next turn. If this happens, she can’t use this ability
again until she finishes a long rest.
Recurring Vision. One creature of Forsythia’s choice she can see within 120 feet must attempt a
DC 24 Intelligence saving throw. If it fails, it suffers an overwhelming vision, taking 55 (10d10)
psychic damage and becoming stunned until the end of its next turn. A creature stunned in this
manner can use its reaction to pass this vision on to a willing creature it can see within 60 feet;
doing so ends the stunned effect, but the targeted creature must repeat the saving throw,
taking 55 (10d10) psychic damage and becoming stunned in the same manner on a failure
(subsequent creatures can continue to pass on the vision).
The Test (Recharge 5 - 6). Up to 4 creatures of Forsythia’s choice that she can see within 240
feet suddenly receive a glimpse into their future. Each must immediately attempt an
Intelligence saving throw. The effect of this save is dependent on a creature’s result:

• 19 or lower: The creature glimpses its own death and feels it creeping near. It takes 55
(10d10) psychic damage, is frightened for 1 hour, and must mark a single failed death saving
throw. This failure is only removed by a long rest, greater restoration, or similar magic. If a
creature has 3 failed death saving throws from this effect when it is reduced to 0 hit points,
its body unravels into nothing, and the creature ceases to exist entirely, impossible to
resurrect.

• 20-24: The creature reels with a thousand conflicting messages. It takes 27 (5d10) psychic
damage and suffers the effects of a confusion spell until the end of its next turn.

143
• 25-29: The creature feels on the brink of discovery, but is punished for falling short. It
suffers disadvantage on attack rolls, ability checks, and saving throws until the end of its
next turn, and the next time it makes a saving throw against The Test, it adds +5 to the
result.

• 30-34: The creature gains incredible insight; it gains advantage on attack rolls, ability checks,
and saving throws until the end of its next turn. It permanently gains +5 to any future saving
throws against The Test, and this bonus can stack multiple times.

• 35+: Triumph! The creature manages to make sense of the visions; it permanently gains
Forsythia’s Oracular Insight trait.
Tolling Scepter. Melee spell attack: +20 to hit, reach 10 ft., one creature. Hit: 25 (3d10 + 9)
bludgeoning damage and 11 (2d10) psychic damage, and a deadly resonance echoes in the
creature’s body. If it makes an attack roll against Forsythia or causes Forsythia to make a saving
throw before the end of its next turn, it takes an additional 27 (5d10) psychic damage. Successive
hits do not repeat this damage.

MYTHIC ACTIONS

On ini�a�ve count 20 (losing ini�a�ve �es), Forsythia takes a mythic ac�on to cause one of the
following effects. Forsythia can’t use the same effect twice in a row.

Diverging Reali�es. Forsythia causes the batlefield to fracture into mul�ple �melines for one
round. Every creature must make a DC 26 Intelligence saving throw. Creatures that fail are shunted
to a parallel reality, becoming intangible and invisible to creatures that succeeded on their saves
and vice versa. While in these diverging reali�es, creatures cannot interact with those in the other
reality but can s�ll take ac�ons normally. At the end of the round, reali�es converge, and all
effects that occurred in each reality (like damage or condi�ons) are applied as if they happened
in the same �meline.

Tapestry of Time. Forsythia reveals an intricate tapestry of interconnected �melines. Each thread
represents a possible future. As a reac�on to any roll of the dice within the next round (e.g., an
atack roll, a skill check, a saving throw), Forsythia can pull a thread to force a reroll of that event.
The reroll must be taken. The tapestry disappears a�er one round.

Unveil the Apocalypse. Forsythia li�s her veil, revealing a visage of pure celes�al energy. Every
creature within 60 feet must make a DC 28 Cons�tu�on saving throw or take 88 (16d10) radiant
damage and be stunned for 1 round. Creatures that succeed on the saving throw take half damage
and are not stunned. Divine or celes�al creatures are immune to this effect.

LEGENDARY ACTIONS

144
Forsythia can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. Forsythia regains
spent legendary actions at the start of its turn.
Materialize. Forsythia disappears and reappears in a space she can see within 120 feet. If she
appears within 10 feet of a creature, she can immediately make a Tolling Scepter attack against
that creature.
Piercing Glance (Costs 2 actions). One creature within 30 feet of Forsythia who can see her is
immediately targeted by Glare of Ages, without expending a use of that ability.
See Potential (Costs 3 actions). Forsythia instantly recharges The Test if it’s not already available.

Resources
Forsythia, the Mourning Seer, commands a myriad of metaphysical and arcane resources from
her sanctuary in Castle Amaranth. Beyond her own formidable skills and celestial powers, she
possesses an extensive collection of tomes, scrolls, and artifacts of divination and magic. With
these tools, she can twist and shape the threads of fate to her liking. She also has access to the
Pools of Prophecy – ethereal wellsprings that allow her a direct line of sight into the possible
futures of both individuals and entire realms. These pools enable her to not only glean
information but also to communicate her will to her spectral allies or potential intruders, sending
messages that can manifest as dreams or omens.

Allies
The air in Castle Amaranth is thick with memory and sorrow. The spirits of Forsythia's most
cherished companions haunt its halls, their loyalty transcending even the veil of death. Whether
they are autonomous spirits or manifestations of Forsythia’s deeply-entrenched grief remains a
mystery, but their power is undeniable and poses a significant threat to any who dare trespass.

• Knight Commander Leo. Forsythia's late older brother, Leo, endures as a spectral guardian of
immense martial prowess. In life, he was a bastion of duty and unwavering resolve, eternally
tasked with protecting his sister and the castle. His spirit now stands as a near-invulnerable
sentinel, embodying Forsythia's deepest instincts for preservation and unyielding defense of
Castle Amaranth.
• Elder Mynarch. This spectral mage continues to serve as Forsythia's mentor in death as she
did in life, her magical powers undiminished by her incorporeal state. Elder Mynarch retains
access to the arcane libraries within the castle, allowing her to prepare an arsenal of spells.
Her stern countenance and unyielding expectations weigh heavily on Forsythia, a constant
reminder of the onerous responsibilities of her lineage.
• Huntmaster Wyllow. Less confined to the castle than the other spirits, Wyllow’s soul was
once the one that brought light and levity to Forsythia's life. They roam the spectral woods
145
surrounding Castle Amaranth, their ethereal arrows never missing their mark. Their love for
Forsythia remains a defining trait, and it is they who often venture beyond the castle as a
spectral emissary, communicating Forsythia’s wishes to the world of the living.
These ethereal allies reconstitute themselves within the bounds of Castle Amaranth every 24
hours after their dissolution, almost as if the castle itself refuses to let them leave. Their
unfaltering loyalty to Forsythia and their formidable abilities make them not only guardians of
the castle but also crucial instruments in the Mourning Seer's grand designs.

Knight Commander Leo Visakos


Medium humanoid (spectral), lawful neutral

Armor Class 20 (plate, shield)


Hit Points 229 (27d8 + 108)
Speed 40 ft.

STR DEX CON INT WIS CHA


20 (+5) 16 (+3) 19 (+4) 14 (+2) 16 (+3) 18 (+4)

Saving Throws Str +10, Dex +8, Con +9, Cha +9


Skills Athletics +10, Insight +8, Intimidation +9, Perception +8
Senses Truesight 30 ft., passive Perception 18
Languages Common, Celestial
Challenge 14 (11,500 XP)

TRAITS
Unshakeable. If Leo has at least 1 hit point at the start of his turn, he regains 10 hit points. When
he fails a saving throw, he can choose to succeed instead, but can't do so again until the start of
his next turn.

ACTIONS
146
Multiattack. Leo makes four attacks with his battleaxe. He can replace one of these attacks with
a shield bash or Call to Arms, if it's available.
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing
damage.
Call to Arms (Recharges after a short or long rest). Leo calls out for assistance. At the start of his
next turn, 5 (2d4) knights appear in unoccupied spaces within 30 feet of Leo.
Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5)
bludgeoning damage. The creature is knocked prone and must succeed on a DC 18 Constitution
saving throw or be stunned until the end of its next turn.

REACTIONS
Marked For Death. When Huntmaster Grey hits a creature Leo is within 5 feet of with a ranged
weapon attack, Leo can immediately make a single battleaxe attack. If this attack hits, it is a
critical hit.

Elder Mynarch
Medium humanoid (spectral), neutral

Armor Class 14 (17 with mage armor)


Hit Points 117 (18d8 + 36)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


10 (+0) 18 (+4) 14 (+2) 24 (+7) 20 (+5) 16 (+3)

Saving Throws Con +7, Int +12, Wis +8


Skills Arcana +17, History +17, Nature +12, Religion +12
Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing.
Damage Immunities psychic

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Condition Immunities charmed, frightened.
Senses Truesight 30 ft., passive Perception 15
Languages All
Challenge 14 (11,500 XP)

TRAITS
Magic Resistance. Mynarch has advantage on
saving throws against spells and other magical
effects.
Spellcasting. Mynarch is a 20th-level spellcaster.
Her spellcasting ability is Intelligence (spell save DC
20, +12 to hit with spell attacks). She generally has
the following spells prepared:

• Cantrips (at will): fire bolt, light, mage hand,


prestidigitation, shocking grasp

• 1st level (at will): detect magic, identify, mage armor, magic missile

• 2nd level (at will): detect thoughts, mirror image, misty step

• 3rd level (at will): dispel magic, counterspell, fly, lightning bolt

• 4th level (at will): banishment, dimension door, fire shield

• 5th level (at will): cone of cold, scrying, wall of force, contact other plane

• 6th level (2 slots): globe of invulnerability, mass suggestion, true seeing

• 7th level (2 slots): mirage arcane, teleport

• 8th level (1 slot): feeblemind, power word stun

• 9th level (1 slot): foresight

ACTIONS
Seer’s Staff. Melee or Ranged Spell Attack: +12 to hit, reach 5 ft. or range 60 ft., one target. Hit:
21 (4d6 + 7) psychic damage, and the creature must succeed on a DC 20 Constitution saving
throw or be blinded until the end of its next turn.

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REACTIONS
Defensive Repositioning. If Mynarch or a creature Mynarch can see within 60 feet of her is
targeted by an attack, she can swap the positions of Leo and the target creature, causing Leo to
become the new target of the attack. He gains resistance to the damage of the attack, and if the
attacker is within 5 feet of Leo when he appears, the attacker takes 14 (4d6) force damage.

Huntmaster Wyllow
Medium humanoid (spectral), neutral

Armor Class 19 (studded leather)


Hit Points 195 (30d8 + 60)
Speed 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 24 (+6) 14 (+2) 12 (+1) 18 (+4) 10 (+0)

Saving Throws Dex +12, Con +8, Wis +10


Skills Acrobatics +12, Athletics +7, Perception +9, Survival +14
Senses Truesight 30 ft., passive Perception 19
Languages Common, Celestial
Challenge 14 (11,500 XP)

TRAITS
Combat Sharpshooter. When Wyllow targets a creature that is within 5 feet of one of her allies,
and that ally is not incapacitated, they can choose one of the following benefits:

• They gain advantage on the attack roll.

• The attack deals an extra 10 (3d6) damage on a hit.

• On a hit, the target is disoriented, suffering disadvantage on its next attack roll before the
end of its next turn.

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Hampering Shot. When Wyllow hits a creature with a ranged weapon attack, that creature's
movement speeds are reduced by 10 feet until the end of its next turn. If a creature’s walking
speed is reduced to 0 by this effect and it has no other currently usable forms of movement, it
falls prone.
Reactive. Wyllow can take a reaction on each turn.

ACTIONS
Multiattack. Wyllow makes three attacks with their longbow or shortsword.
Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6)
piercing damage.
Shortsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing
damage.

REACTIONS
Covering Fire. When a creature moves into a space within 30 feet of Wyllow, they can
immediately move up to 30 feet without provoking opportunity attacks, then make a single
longbow attack against that creature.

Rewards
As the successor to a lineage of formidable sorcerers, Forsythia's cache of arcane artifacts and
mystical wisdom is expansive, located in various nooks and crannies throughout the castle – from
hidden vaults beneath the floors to esoteric libraries at the pinnacle. Adventurers who dedicate
sufficient time to scour these troves can uncover almost any non-epic spell and even some epic
spells, subject to the Dungeon Master's approval. The most coveted prize, though, is Castle
Amaranth itself. By harnessing the power of Forsythia's Seer's Skull, a deserving individual may
seize control of the castle, inheriting not only Forsythia's mantle but also her accursed bond to
the fortress. This airborne and plane-traversing stronghold represents a true endgame
achievement for a formidable party – although it comes at the cost of inheriting Forsythia's
inherent curse.

Seer’s Skull
Wondrous item, legendary (requires attunement by a spellcaster)

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Fashioned from ivory, this sizable bird skull snugly
encapsulates the wearer's forehead, eyes, and nose.
Luminescent traceries resembling tears emanate from its eye
sockets. To attune to this item, a creature must have access
to a 9th-level divination spell and succeed a DC 25
Intelligence saving throw; failing causes 110 (20d10) psychic
damage. Forsythia's Oracular Insight trait auto-succeeds the
save and overrides other requirements.

• Attuned wearers gain 300-foot truesight and can cast any


divination spell with a 1-minute concentration, bypassing
normal components and casting times.

• Inside Castle Amaranth, the attuned wearer assumes


mastery over the castle, gaining full surveillance and
control over its movement.

• The skull can only be removed upon your death, and wearing it binds you to the castle.
Leaving the castle imposes stacking exhaustion levels, which can only be removed by resting
within the castle.

Tolling Scepter
Staff, legendary (requires attunement by a spellcaster)
This six-foot, pearl-white staff culminates in a crook
suspending a heavy, black iron bell that remains silent unless
activated. You gain a +3 bonus to attack and damage rolls
made with this magic staff. You may use your spellcasting
ability modifier instead of Strength for attack and damage
rolls when using this staff as a melee weapon. When you hit
with a melee attack using this staff, you deal an additional
5d10 psychic damage to the target.
When you see a creature within 60 feet of you casting a spell,
you immediately know what spell is being cast. While
holding the staff, you have a +3 bonus to spell attack rolls
and your spell save DC.

Charges. The Tolling Scepter has 10 charges. It regains 1d6 +


4 expended charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff loses its properties and

151
becomes a non-magical quarterstaff. You can expend the staff's charges to activate the following
features.
Crushing Dirge (1 Charge). As a bonus action, you can swing the staff to produce an eerie dirge.
Each creature within 10 feet of you must make a Wisdom saving throw against your spell save
DC or fall prone. The effect lasts until the start of your next turn.
Rousing Hymn (2 Charges). As an action, you can swing the staff to produce a hymn that
revitalizes allies. Choose any number of creatures within 120 feet of you. Those creatures gain
temporary hit points equal to twice your spellcasting ability modifier, can use their reaction to
end one condition among blinded, charmed, frightened, paralyzed, restrained, or stunned, and
may move up to their speed without provoking opportunity attacks.
Mourning Toll (5 Charges). As an action, you can swing the staff to create a lingering tolling sound
targeting a creature within 30 feet of you. For the next minute, after that creature takes an action
on its turn, it must make a Constitution saving throw against your spell save DC. On a failed save,
the creature suffers a death saving throw failure. Accumulating three failed death saving throws
this way results in the creature's death.

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1
The Midnight King (Mythic 3)
Baleful Bard of Blackest Night

“In Nightfall Hall, to you a greeting's due,


Beside this table grand, please take your seat.
Before you lie enigmas, rich and neat,
Yet caution, for their truths may twist and skew.
This banquet, intricate, a riddle weaves,
Its puzzles deep may trap the minds that delve.
And riddles, oh, they consume all by stealth,
Those lost souls who can't decipher their deceits.”

Description
In the penumbra of cosmic realms lies a kingdom obscured by shadows and veiled in enigma—a
dominion governed by a figure as awe-inspiring as he is ominous: The Midnight King. Adorned in
royal garments s�tched from the very fabric of darkness, his presence is nearly palpable in every
flicker of a distant star or wisp of a passing cloud. His countenance is both charisma�c and cruel,
with feywild face resembling a black hole —absorbing all light and hope from those who dare
meet his gaze. His poise is striking yet ethereal, like a night sky devoid of moonlight but brimming
with cosmic power.
The Midnight King is an embodiment of otherworldly tyranny, his influence radia�ng from his
enigma�c realm through ri�s and portals, tangible as the coldest touch of midnight air.
Commanding an army of shadowy minions and arcane monstrosi�es, he has unleashed �des of
malevolent forces that have spread like a contagion through myriad worlds. His prowess in
forbidden magics is unparalleled; a repertoire of arcane secrets plundered from the most hidden
vaults and guarded scholars. When he speaks, it is in a dialect that dances between poe�c majesty
and calculated malevolence, phrases laced with a resonance that defies natural laws.
Against a backdrop of apocalyp�c vistas and alien fortresses that defy reality itself, heroes are
compelled to muster every ounce of steel, spellcra�, and wit at their disposal. For to confront The
Midnight King is not merely to batle an enemy—it is to grapple with a paradox that blends arcane
mastery with existen�al dread, a fearsome enigma that challenges the very core of heroism.

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Eclipsed only by the void from which he emerged, The Midnight King stands as a malevolent
enigma whose true purpose, once revealed, might reshape—or ex�nguish—the cosmos itself.

Profile
Personality: Poe�c, Menacing
Ideals: The Midnight King's mo�ves remain as elusive as his origins, yet the scope of his
ambi�on is as vast as the cosmos. His interests lie not merely in the dominion of worlds, but in
the manipula�on of the very fabric of reality. With an insa�able curiosity for arcane secrets and
forbidden magics, he seeks to rewrite the cosmic laws that bind the mul�verse, caring litle for
the cataclysmic consequences. In his vision, everything is but a strand in the greater web of
existence, and he is the weaver.
Bonds: An enigma�c figure must have enigma�c followers, and so The Midnight King commands
legions of shadowy minions and arcane monstrosi�es. They serve not out of love or loyalty but
from a mysterious, almost gravita�onal, compulsion. The very air seems to grow cold in their
presence, as if reality bends slightly under their master's arcane influence. The Midnight King
trusts none, not even his closest confidants, as trust is a luxury not even a king can afford when
playing with the fate of the cosmos.
Flaws: For all his might and wisdom, The Midnight King's towering ambi�on is a two-edged
sword. He dares to manipulate forces older and grander than himself, risks tearing apart the
very fabric of the mul�verse for the sake of his insa�able curiosity. This existen�al hubris makes
him both extraordinarily dangerous and subtly vulnerable. For if there is a flaw in his intricate
designs, a miscalcula�on in his arcane formulae, it could spell not just his undoing, but unravel
the universe itself.
Legend: Ancient cosmic texts speak of a �me before �me, a pre-universal epoch where only
swirling darkness and chaos reigned. It was from this primordial void that The Midnight King is
said to have taken form, a sen�ent singularity gi�ed with malevolent purpose. Cra�ing a realm
from the shadowy remnants of the pre-cosmic oblivion, he became a ruler with no subjects, a
king with no crown. It was not un�l the birth of stars, galaxies, and life that The Midnight King
found his purpose: to return the universe back into the shadowy cradle from which it sprang,
under his eternal dominion. Over countless eons, he observed as life developed resilience
against chaos, civiliza�ons rose, and heroes emerged to thwart darkness. This has only fueled
his malevolent desire, for he considers every gleam of hope, every act of courage, to be an
affront to his primordial essence. The more the universe strives towards light and order, the
more vigorously he seeks to engulf it in eternal night. His realm, forever expanding, is
considered a dark mirror of the universe—a place where stars are replaced by black holes, and
life gives way to shadowy aberra�ons. It is said that if The Midnight King ever achieves his

155
unfathomable goal, not only will light cease to exist, but the very concept of 'hope' will be
ex�nguished from the collec�ve consciousness of all sen�ent beings.

The Midnight King in Your Campaign


In a campaign where The Midnight King reigns as the central antagonist, expect an elaborate
tapestry of shadows, poli�cs, and ancient prophecy. Unfolding like a dark epic, this campaign suits
adventurers who enjoy diving into complex narra�ves filled with moral ambiguity and chilling
suspense.
Your characters might first hear of The Midnight King through rumors or legends, tales of a once-
noble ruler who was corrupted by dark powers. A series of unnatural eclipses plague the realm,
followed by a rise in shadowy creatures. The party could be brought in as inves�gators, soldiers,
or even diplomats aiming to unite a fragmented kingdom under this looming threat.
As they dig deeper, they'll discover a series of enchanted ar�facts or cursed loca�ons �ed to The
Midnight King's power. Each of these will act as waypoints in the campaign, revealing a por�on of
the greater puzzle. Expect The Midnight King to send lieutenants—high-ranking shadow knights
or dusk mages—to thwart the party's efforts. These lieutenants will be keen on subterfuge, willing
to broker false alliances or plant deceits to lure the party astray.
Once the party gathers enough informa�on and power, they will become direct threats to The
Midnight King. This is when he'll stop holding back. En�re ci�es may be swallowed by eternal
night, and the party will have to choose between stopping The Midnight King and saving
thousands of innocent lives. This is an excellent �me to reveal that the King believes his ac�ons
are necessary—a prophecy, perhaps, claiming that only through 'The Night Eternal' can the world
be saved from a worse fate.
As the party breaches his fortress of shadows, they'll find a twisted but majes�c court. Here, the
King sits on the throne of night, willing to converse and perhaps even nego�ate. He's not a
madman; he's a tragic figure ensnared by a web of dark promises and irrevocable deeds. A mul�-
stage final encounter ensues, transi�oning from a batle against The Midnight King’s elite
guardians to aduel against the King himself.
The climax will hinge on complex choices. Killing The Midnight King might li� the eternal night
but unleash the very catastrophe he sought to prevent. Joining him could bring stability but at an
unimaginable moral cost. The heroes must weigh their decisions carefully, for the echoes of their
choices will shape the realm for ages to come. Like a shadow, The Midnight King is both a part of
the world and its absence—inescapable yet intangible. Cra�ing a campaign around him will
challenge not just the combat skills of your adventurers but also their understanding of heroism,
sacrifice, and the ever-blurring line between light and dark.

156
Introduction
In a campaign where The Midnight King reigns as the central antagonist, expect an elaborate
tapestry of shadows, poli�cs, and ancient prophecy. Unfolding like a dark epic, this campaign suits
adventurers who enjoy diving into complex narra�ves filled with moral ambiguity and chilling
suspense. Adding new layers to the mystery are the Noctuans, enigma�c beings from the realm
of eternal night; the Void Sen�nels, guardians of forbidden magics; and Lunar Gates, mysterious
portals that are crucial to the King's plans.
Your characters might first hear of The Midnight King through rumors or legends, tales of a once-
noble ruler who was corrupted by dark powers. A series of unnatural eclipses plague the realm,
along with the appearance of Lunar Gates, which are suspected to be the source of a rise in
shadowy creatures like the Noctuans. The party could be brought in as inves�gators, soldiers, or
even diplomats aiming to unite a fragmented kingdom under this looming threat.

Conflict
As the adventurers dig deeper, they'll discover a series of enchanted ar�facts, cursed loca�ons,
and Lunar Gates �ed to The Midnight King's power. Each of these will act as waypoints in the
campaign, revealing a por�on of the greater puzzle. Expect The Midnight King to send
lieutenants—high-ranking shadow knights, dusk mages, or even Void Sen�nels—to thwart the
party's efforts. These lieutenants will be keen on subterfuge, willing to broker false alliances or
plant deceits to lure the party astray.
Once the party gathers enough informa�on and power, they will become direct threats to The
Midnight King. This is when he'll stop holding back. En�re ci�es may be swallowed by eternal
night, and Void Sen�nels may be dispatched to guard key Lunar Gates. The party will have to
choose between stopping The Midnight King and saving thousands of innocent lives. This is an
excellent �me to reveal that the King believes his ac�ons are necessary—a prophecy, perhaps,
claiming that only through 'The Night Eternal' can the world be saved from a worse fate.

Climax
As the party breaches his fortress of shadows, they'll find a twisted but majes�c court where
Noctuans serve as enigma�c cour�ers. Here, the King sits on the throne of night, willing to
converse and perhaps even nego�ate. He's not a madman; he's a tragic figure ensnared by a web
of dark promises and irrevocable deeds. A mul�-stage final encounter ensues, transi�oning from
a batle against The Midnight King’s elite guardians—including Void Sen�nels—and Noctuans, to
an arcane duel against the King himself.
The climax will hinge on complex choices. Killing The Midnight King might close the Lunar Gates
and li� the eternal night but unleash the very catastrophe he sought to prevent. Joining him could
bring stability but at an unimaginable moral cost, perhaps even transforming the heroes into

157
Noctuans or Void Sen�nels themselves. The heroes must weigh their decisions carefully, for the
echoes of their choices will shape the realm for ages to come.

Conclusion
Like a shadow, The Midnight King is both a part of the world and its absence—inescapable yet
intangible. Cra�ing a campaign around him will challenge not just the combat skills of your
adventurers but also their understanding of heroism, sacrifice, and the ever-blurring line between
light and dark. With the added elements of Noctuans, Void Sen�nels, and Lunar Gates, this
campaign promises to be a haun�ngly intricate tale that will leave your players ques�oning their
every choice long a�er the dice have stopped rolling.

Challenges
The Midnight King can pose explora�on, social, or combat challenges to characters who interact
with him.

158
Exploration
The dominion of The Midnight King is a realm of perpetual night, where stars never twinkle and
the moon has long been swallowed by the dark. This kingdom, lying at the edge of the known
world, comprises a terrifying labyrinth of dark forests, jagged mountain ranges, and abyss-like
caverns. At the heart of it all is the Midnight Palace, an enormous structure made of dark stone
and ever-flowing shadows. To even approach the palace is to risk never returning from the pitch-
black world it resides in.
Those who dare to venture into the realm will find its darkness teeming with shadowy creatures—
devoted servants of The Midnight King. Here, wolves made of shadow prowl, dark spirits whisper
confusing riddles, and obsidian constructs guard hidden pathways. The environment itself is a
threat; the darkened woods can disorient even the most skilled rangers, and the mountainous
regions are riddled with traps and shi�ing pathways, leading hapless travelers to their doom.
The king himself is occasionally seen wandering through his domain, o�en just a flickering
silhouete on a distant mountain peak or deep within the labyrinthine forests. Those who claim
to have met him speak of his unnerving calm, his face an eternal void, and his chillingly poe�c
verses that can curse or bind souls.

Sidebar: The Cursed Verses of The Midnight King


A drama�c and enigma�c foe, The Midnight King o�en speaks in cryp�c rhyme, cursing or
cas�ng doom on enemies, friends, minions, and himself alike. Some common among his verses
follow for your reference and inspira�on:

Verse of Unfathomable Abnega�on


"In abnega�on most severe, eschew delight, forfeit thine comforts, to abysmal night.
Pleasure's met with puissant and uncanny blight, ex�nguishing each glim, forlorn is now thy
light."

Verse of Supernal Chiaroscuro


"Contrast profound—'twixt shadow and thy lumina�on— A supernal chiaroscuro dooms thine
aspira�on.
In penumbra’s dance, find ceaseless perturba�on, Ambiguity awaits with cruel manifesta�on."

159
Verse of Resplendent Nihility
"O, resplendent in your hubris, self-aggrandized, fall unto nihility, be summarily excised.
Grandiloquence and pride—equally despised—Be rendered unto null, eternally disguised."

Verse of Mercurial Vicissitude


"With Protean bent, let fortunes weave and ebb, Fickle vicissitude besets thee; life's a complex
web.
Mercurial fates entangled, double-meanings flow, Ensnared art thou, in ceaseless flux of woe."

Verse of Inefficacious Eclat


"Exude thine éclat with sanc�monious zeal, only to find thy potencies inefficacious, unreal.
Semblance and substance, both quickly debarred, A self-imposed façade forever inwardly
scarred."

Regional Effects
The realm within 10 miles of the Midnight Palace is warped by the dark powers of The Midnight
King, which has created the following effects within the area:

• Endless Night. The area is under a permanent state of magical darkness. Even spells like
Daylight or abili�es that would dispel magical darkness only work for a limited �me (1d4
rounds) before the endless night returns.
• Shadow Spawn. Any creature of CR 4 or lower that dies in the area immediately rises as a
shadow, under the control of The Midnight King. The creature cannot be resurrected unless
its shadow form is first destroyed.
• Unearthly Silence. Sound is strangely muffled in this region. All Percep�on checks based on
hearing are made at disadvantage. Addi�onally, spells requiring verbal components have a
20% chance of failing, as the words are swallowed by the silence.
• Labyrinthine Terrain. Natural landscapes like forests and mountains seem to rearrange
themselves. Any atempt to navigate through the area without a guide provided by The
Midnight King requires an Intelligence (Survival) check against DC 27 or the naviga�on goes
astray.
• Spectral Visions. Illusions and phantasms haunt the area. Characters must succeed on a DC
21 Wisdom saving throw whenever they atempt to rest. On a failed save, spectral visions
torment their dreams, giving them no benefit from the rest and inflic�ng a level of
exhaus�on.

160
• Eclipsed Reality. Spells and abili�es that allow one to cross into other planes or summon
creatures from other planes have a 20% chance of failing or leading to an unknown, darker
version of the intended plane.
If The Midnight King is destroyed, these effects begin to fade, but complete restora�on of the
realm could take years, or may never fully occur, leaving it a dark and twisted place.
The Midnight King and his realm offer unique challenges that test not only the combat prowess
but also the wit, will, and resolve of those who dare to oppose him. To conquer this nightmarish
land is to bring light to the darkest corners of the world.

The Midnight King’s Lair – Nightfall Hall


Nestled deep within a The Land of Eternal Night, Nigh�all Hall serves as the domain of the
enigma�c Midnight King. A sprawling chateau of towering spires and labyrinthine corridors, the
hall reflects the darkness and majesty of its sovereign ruler. Enigma�c glyphs glow dimly on the
walls, pulsa�ng in rhythm with the unseen energies that infuse the place. Time itself seems to
flow differently here, and a pervading s�llness blankets the air, save for the haun�ng refrains of a
distant requiem.
Art and tapestries line the hallways, each depic�ng cryp�c verses or scenes of otherworldly
beauty and terror. A grand library holds tomes of arcane and forbidden knowledge, their pages
filled with spells, prophecies, and unsetling wisdom. In the main chamber, a grand obsidian
throne rests atop a pla�orm, encrusted with shimmering, dark gemstones that emanate an
ethereal glow. It is here that The Midnight King sits, perpetually immersed in thought or poe�c
contempla�on, weaving the fates of souls brave or foolish enough to enter his domain.
Yet, for all its splendor, the hall harbors an underlying menace. Whispers seem to dri� from the
walls themselves, murmuring curses or unsetling truths to those who wander its corridors.
Shades and phantoms flit from shadow to shadow, bound in servitude to their king. While
undeniably beau�ful, the hall is a place of treachery and existen�al horror, where reality bends
and souls can be bound or undone.

Lair Actions
On ini�a�ve count 20 (losing ini�a�ve �es), The Midnight King can take a lair ac�on to cause one
of the following effects. If The Midnight King is using his mythic sta�s�cs, he can instead choose
to take a mythic ac�on or lair ac�on, but not both. The Midnight King can’t use the same effect
twice in a row.
• Verse of Eternal Night. The Midnight King recites a haun�ng verse, plunging an area of his
choice within 120 feet into magical darkness. Even creatures with darkvision cannot see
through this darkness. The effect lasts un�l the next lair ac�on is used or un�l dispelled.

161
• Chronos Requiem. Time distorts around a creature of The Midnight King's choice within
Nigh�all Hall. The target must make a DC 23 Wisdom saving throw. On a failure, the creature
ages 1d10 years and loses its next turn. On a success, the creature ages but doesn't lose its
turn. Age reverts to normal when the creature leaves Nigh�all Hall.
• Whispers of the Bound. Shadows lengthen and stretch toward a creature or group of
creatures within 60 feet. These creatures must succeed on a DC 21 Charisma saving throw or
become frightened un�l The Midnight King's next lair ac�on. While frightened, the creature's
speed is halved.
• Lament of the Lost. The haun�ng refrain of an otherworldly song fills Nigh�all Hall. All
creatures within 60 feet must make a DC 21 Wisdom saving throw or take 2d10 psychic
damage and become stunned un�l the end of their next turn.
• Veil of Illusion. Reality itself seems to warp. An object or area within 60 feet of The Midnight
King becomes an illusory image. Creatures must succeed on a DC 21 Intelligence
(Inves�ga�on) check to discern the illusion, or they interact with it as if it were real. The
illusion lasts un�l the next lair ac�on or un�l dispelled.
The ac�ons exemplify The Midnight King's arcane prowess and poe�c malevolence, cas�ng doom
and manipula�ng the very fabric of reality itself.

Exploration Encounters
The Land of Eternal Night, a dominion enshrouded in perpetual darkness and ruled by the
enigma�c Midnight King, offers a realm replete with environmental challenges as inhospitable as
they are haun�ng. The land itself seems to reject the concept of daylight, governed instead by an
unyielding obsidian sky devoid of sun, moon, or stars. This realm is a web of labyrinthine caves,
forests of towering trees with leaves like wrought iron, and expanses of desolate moors that
seemingly swallow sound and hope alike. Naviga�ng this dominion necessitates more than a
mere compass; it requires resilience of body and mind, especially when the land is watched over
by the King's elusive servants. The following encounters encapsulate the tension between
intruders and the sovereign of this desolate realm, focusing on the obstacles born of this unique
environment—each designed to disorient, test, and ensnare the unwary.
Naviga�ng The Land of Eternal Night remains an odyssey of peril and ethical dilemma,
complicated by the arcane elements that define The Midnight King’s dominion—Noctuans, Void
Sen�nels, Lunar Gates, and the Crown of Shadows. Each explora�on encounter serves as a
milestone in the adventurers' struggle against both the external landscape and their innermost
fears, all while under the watchful, omnipresent gaze of The Midnight King.

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The Whispering Grove. In their travels, the
characters stumble upon a small grove populated by
Noctuans who serve as caretakers and listeners to
the whispering trees. The whispers are the
fragmented thoughts and prayers of souls trapped
by Lunar Gates. Each whisper could lead to a hidden
cache of belongings le� by those who've
disappeared—maps, diaries, or perhaps even a
shard from a Lunar Gate. However, lingering too
long subjects the characters to Void Sen�nels, who
may be alerted by the Noctuans or directly by the
whispers themselves, channeled through the Crown
of Shadows worn by The Midnight King. Becoming
part of this whispering network would mean that
the characters' thoughts become broadcast across
the land, for all, including The Midnight King, to
hear.

Bridge of Sorrows. To cross a par�cularly dangerous


chasm watched over by Void Sen�nels, the
characters must traverse the Bridge of Sorrows. This
narrow, winding bridge with no railing holds an
enchantment �ed to the Crown of Shadows, forcing each character to relive their deepest regrets
and sorrows as they make their way. Losing foo�ng or succumbing to the emo�onal weight means
falling into a dark mist below, where the fallen are then transported to serve The Midnight King
near one of the Lunar Gates for all eternity.
The Nigh�all Orchards. The characters come across what seems to be a beau�ful orchard with
dark, glossy leaves and luminous fruit hanging from the branches. But this is no ordinary grove; it
is the Nigh�all Orchards, one of The Midnight King's most treacherous traps for wanderers. The
fruit is alluring but cursed; consuming it plunges the eater's consciousness into a nightmarish
realm tethered to a distant Lunar Gate, where The Midnight King can interrogate and manipulate
them. The trees themselves are semi-sen�ent, capable of aler�ng the King’s shadowy servants
should anyone intrude. It is said that consuming the fruit without falling into the trap can grant a
temporary ability to see through the constant darkness of the realm—poten�ally invaluable for
adventurers. But the challenge of plucking the fruit without triggering its curse or aler�ng the
shadow servants makes this orchard a high-stakes endeavor that few can navigate successfully.

163
Social
The Midnight King is an enigma�c figure, his manners and ac�ons dictated by a complex and o�en
inscrutable moral code. The essence of eternal night flows through him, a cold majesty that sets
him apart from others. Though he is a skilled combatant, his intelligence and social acumen are
no less formidable. With an eternity to master the arts of diplomacy, rhetoric, and poli�cs, The
Midnight King can be a generous ally or a subtle, formidable foe. He rules the Land of Eternal
Night with an iron grip, using his shadowy servants to keep order and enforce his will. Yet, he is
not without compassion; it is o�en clouded by his overarching objec�ves and deeply held beliefs.
Naviga�ng social encounters with him or his servants can be like traversing a labyrinth of mirrors,
every reflec�on showing a different aspect of the truth.

Social Encounters
The Night Market. A wandering caravan known as the Night Market appears, filled with stalls that
offer exo�c and magical items for trade. However, the currency is not gold or gems but rather
memories, years of life, or promises of service. The Midnight King’s agents run this market, and
while the characters may find items that aid them, the cost is steep and The Midnight King gains
something with each transac�on.
Bargaining with the Dusk Oracle. A mysterious figure known only as the Dusk Oracle – rumored
to be an ancient Noctuan herself – offers to help the characters but at a steep price. Rumored to
be a close advisor to The Midnight King, striking a deal with the Oracle could gain the characters
an audience with the King, or perhaps his enmity. What the Oracle asks for in return will be no
small favor, and fulfilling the terms may put the characters in a morally or ethically compromising
posi�on.
The Call to Nigh�all Hall. The Midnight King occasionally hosts an ethereal banquet at his night-
enshrouded palace. By twist of fate or calculated inten�on, the player characters find themselves
invited. The dinner is lavish but unsetling, featuring dishes that seem both alien and eerily
familiar. Throughout the meal, The Midnight King poses cryp�c ques�ons or moral dilemmas to
his guests, rewarding insigh�ul or clever answers with cryp�c clues about his realm or the
challenges ahead. Fail to impress, and a Void Sen�nel might mark you for capture or even death.
Impress the King, however, and you might receive a gi�, such as a shard of a Lunar Gate or a
whisper of dark prophecy.

Combat
Combat with The Midnight King is a rare and ominous affair, o�en signaling a disrup�on in the
delicate balance of power that holds the Land of Eternal Night together. Preferring manipula�on
and social games, The Midnight King resorts to violence only when absolutely necessary, or when
a challenger has proven to be of par�cular interest. If the characters find themselves in such a

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situa�on, they'll discover that The Midnight King's mastery of dark magic and strategy make him
a formidable foe.
The Land of Eternal Night is harsh and unwelcoming, and the king himself reflects these
characteris�cs. The arena of batle might be a swirling vortex of shadows and ice, where darkness
itself can be weaponized and the landscape shi�s as if alive. Unending night provides perfect
cover for The Midnight King’s allies—creatures of shadow and reanimated fallen champions.
Those who would do batle with The Midnight King must not only stand against him but must also
contend with the very realm that serves him.

Combat Encounter Example: Final Eclipse of the Sun


Having learned that the characters possess at long last the one ar�fact capable of permanently
destroying him, The Midnight King knows that the �me has come for a final confronta�on. To
draw them in, he stages a magical eclipse, plunging the en�re world into darkness as his realm
merges temporarily with the material plane. Shadowy tendrils start seeping into the world, and
The Midnight King himself appears atop a monumental obsidian tower. The characters must
ascend, figh�ng through hordes of the King's elite shadow warriors and dusk sorcerers before
confron�ng The Midnight King in a batle to the death at the tower's summit. The King unleashes
the full extent of his dark magic and swordsmanship, knowing full well that only one party can
survive.

Tactics
Batlefield Classifica�on: Skirmisher
The Midnight King is a fearsome combatant whose powers lend themselves well to a variety of
tac�cal approaches. With such a broad and versa�le range of abili�es, the DM can use The
Midnight King to present an engaging and challenging encounter for players.
Begin the combat by invoking Verse of Cosmic Silence to mute spellcasters and then teleport
behind enemy lines using Void Walk. This separates the group and focuses aten�on on himself,
pulling them away from their original strategy. Iden�fy the most threatening spellcasters and agile
damage dealers early. Use Blade of Midnight to weaken these targets first. Verses like Event
Horizon and Null Gravity are excellent for manipula�ng the batlefield, either locking down melee
combatants or incapacita�ng ranged and magical threats. Legendary ac�ons should be used for
posi�oning and crippling player strategies. Snuff removes vision, Hither and Yon control
posi�oning, and Ephemeral Strike provides a cri�cal hit when most needed.
Easier Tac�cs. Limit use of obvious synergies. Avoid using his most potent combina�ons like Snuff
followed by Verse of Eternal Night. Use his abili�es more for flavor than for maximizing damage
and control. Use Void Walk primarily for escaping engagement rather than se�ng up devasta�ng

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atacks. Instead of focusing atacks to quickly bring down party members, spread out his Blade of
Midnight atacks and verses to give the feeling of overwhelming power without necessarily
causing quick player defeat. Avoid using Event Horizon, as this ability can be par�cularly
devasta�ng if it paralyzes key party members. Avoid using it to keep the fight challenging but not
impossible. Limit use of Ephemeral Strike, saving it for when you think the party could use a scare
rather than to finish off weakened players.
Harder Tac�cs. The Midnight King should aim for ability synergies that maximize damage and
control. Use Snuff to plunge the area into darkness, making the party blind. Follow this with Verse
of Eternal Night to ensure even those with darkvision can't see, allowing The Midnight King to
use his Truesight to great advantage.
Use Blade of Midnight on a vulnerable target and then use the Hither Legendary ac�on to pull
another threat close, se�ng up for a Mul�atack on the next turn. Invoke the Verse of Event
Horizon to paralyze targets and then focus Blade of Midnight atacks on them to take them out
of the fight as quickly as possible. Use Verse of Stellar Decay to stack condi�ons on a target that's
already had its hit point maximum reduced by Blade of Midnight. This makes it more likely they'll
be taken out of the fight, at least temporarily. Use Void Walk offensively to appear next to
vulnerable backline targets like healers and spellcasters, hit them with Blade of Midnight, and
then use Yon to push them far away from their allies. Use Verse of Null Gravity to make targets
float and become incapacitated, then target them with Verse of Stellar Decay, which they will
likely fail due to being incapacitated.

The Midnight King


Large humanoid, lawful evil

Armor Class 24 (cosmic armor)


Hit Points 578 (35d12 + 350)
Speed 30 �., teleport 30 �. (void walk)

STR DEX CON INT WIS CHA


21 (+5) 23 (+6) 30 (+10) 27 (+8) 22 (+6) 26 (+8)

Saving Throws Dex +14, Con +18, Int +16, Wis +14
Skills Arcana +16, In�mida�on +16, Insight +14, Percep�on +14

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Damage Resistances Necro�c, radiant.
Damage Immuni�es Cold, psychic.
Condi�on Immuni�es Charmed, exhausted, frightened.
Senses Truesight 120 �., Passive Percep�on 24
Languages All, telepathy 120 �.
Challenge 29 (135,000 XP)

TRAITS
Arcane Mastery. The Midnight King has advantage on saving throws against spells and magical
effects.
Ephemeral Presence. The Midnight King can move through other creatures and objects as if they
were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Mythic Resistance. When the Master fails a saving throw, he can expend one of his unspent
legendary ac�ons to succeed instead.
Void Walk (1/turn). The Midnight King teleports up to 30 feet to a loca�on he can see.

ACTIONS
Mul�atack. The Midnight King makes two atacks with his Blade of Midnight, one of which may
be replaced with a use of Invoke Verse, if available.
Blade of Midnight. Melee Weapon Attack: +17 to hit, reach 10 �., one target. Hit: 14 (2d8 + 5)
slashing damage plus 18 (4d8) cold damage plus 18 (4d8) necro�c damage. If the target is a
creature, it must succeed on a DC 24 Cons�tu�on saving throw or its hit point maximum is
reduced by an amount equal to the damage taken. This reduc�on lasts un�l the creature
finishes a long rest.
Invoke Verse (1 each/day). The Midnight King recites an ancient verse, causing the effect listed
below:

• Verse of Cosmic Silence: "Hark, spheres above, ye distant orbs so bright, Cease in thy hymn,
and yield to cosmic night! In muteness dwell, where song and spell shall fail— Let silence be
the weaver of this tale." The Midnight King uters a verse that eradicates sound and magic in
a 30-foot radius sphere centered on a point he can see within 60 feet, which lasts for ten
minutes. No sound can be created within or pass through the sphere, and any creature or
object en�rely inside the sphere is immune to thunder damage. Any spell of 5th level or

167
lower cast from outside the sphere can’t affect creatures or objects within it, even if the
spell is cast using a higher level spell slot. Such a spell can target creatures and objects
within the barrier, but the spell has no effect on them. Similarly, the area within the barrier
is excluded from the areas affected by such spells.
• Verse of Eternal Night: "O endless dark, consume the feeble gleam, Engulf them whole
within thy midnight dream! In stygian shade, where mortal sight shall flee— Let blackened
night hold sway eternally." Echoing the permanent darkness in Nigh�all Hall, The Midnight
King intones a verse that engulfs a creature in magical darkness. Within a 40-foot radius
centered on a creature point he can see within 120 feet; the area is filled with magical
darkness that even darkvision can't penetrate. The darkness lasts for ten minutes.
• Verse of Event Horizon: "Betwixt the veil, where matter dares to dream, A frontier stark,
'tween shadow and moonbeam. Attempt ye not to cross this fateful line, or locked in void,
your essence shall confine." The Midnight King invokes a verse that creates a boundary
between existence and oblivion, a semi-transparent wall 20 feet high and up to 100-feet
long at a point he can see within 120 feet of him. Creatures other than The Midnight King
atemp�ng to cross this boundary must atempt a DC 24 Charisma saving throw, becoming
paralyzed on a failed saving throw. An affected creature can atempt this save at the end of
each of its subsequent turns, ending the condi�on on a successful saving throw.

LEGENDARY ACTIONS
The Midnight King can take 3 legendary ac�ons, choosing from the op�ons below. Only one
legendary ac�on op�on can be used at a �me and only at the end of another creature’s turn.
The Midnight King regains spent legendary ac�ons at the start of his turn.
Hither. A creature The Midnight King can see of his choice within 120 �. of The Midnight King
must succeed on a DC 24 Strength saving throw or be pulled adjacent to him.
Snuff. The Midnight King snuffs out all sources of light within 120 feet, plunging the area into
darkness.
Yon. A creature The Midnight King can see of his choice within 30 �. of The Midnight King must
succeed on a DC 24 Strength saving throw or be pushed 120 �. in a straight line away from him,
stopping if it encounters another creature or solid object.
Singularity Strike (2 ac�ons). The Midnight King makes one Blade of Midnight atack, as though
he had rolled a 20 on the atack roll.

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Mythic Midnight King
Facing off against the mythic version of The Midnight King is like grappling with the raw essence
of the abyss itself, a challenge that transcends mere physical confronta�on. The Midnight King’s
mythic status doesn’t merely enhance his formidable powers; it adds a layer of existen�al dread
to his being. When he shi�s into his mythic form, the celes�al obsidian armor that enshrouds him
appears to pulsate with the blackness of forgoten voids. His command over shadow and arcane
arts escalates exponen�ally with his mythic ac�ons and synergies.
The Celes�al Syzygy mythic ac�on ensures that The Midnight King's atacks for the next round are
devasta�ng. It ensures that every atack is a cri�cal hit, poten�ally doubling his average damage.
Addi�onally, the saving throw DCs receive a boost, making it harder for enemies to resist his
effects. Use this ac�on when confident the Midnight King will have mul�ple targets within his
reach in the next round, ensuring maximum damage output. Addi�onally, if he plans to use Invoke
Verse in his subsequent turn, the boosted DC will make it tougher for enemies to resist the effects.
Time Dila�on disrupts the flow of batle immensely, allowing the Midnight King a sudden burst of
ac�ons when enemies least expect it. If he's surrounded or in a compromised posi�on, he can
use this to swi�ly reposi�on with Void Walk and addi�onal atacks on the way out. If low on health
or senses a strong combined atack is coming, he can use this, if ini�a�ve allows, to preemp�vely
defend or counter.

Mythic Effects
As a mythic creature, The Midnight King enacts the following existen�al phenomena upon the
world:

• King of Shadows. The Midnight King’s mythic essence pervades the shadowlands and other
realms of darkness, making them more formidable and treacherous. Creatures of darkness,
especially his shadowy minions and arcane monstrosi�es, become more resilient and
powerful (dealing addi�onal damage at night). Shadows in the realm deepen, becoming
almost palpable, as if they were extensions of the King himself.
• Cosmic Dissonance. When The Midnight King enters his mythic form, the very constella�ons
appear to shi�, causing cosmic alignments to falter. This disrupts the u�liza�on of celes�al
magic and may render some divina�on spells ineffec�ve, par�cularly those targe�ng the
Midnight King or his allies. The stars appear dimmer in the night sky, as if being devoured by
unseen black holes. This creates a sense of foreboding that affects not just the players but the
world at large.
• Lunar Anomaly. The moon undergoes a series of unnatural phases, turning blood-red or even
pitch-black on some nights. This causes a surge in lycanthropic and nocturnal ac�vi�es. Lunar

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Gates become highly unstable, poten�ally sucking in and releasing en��es from different
dimensions at random.
• Chains of Fatalism. Those who learn of or witness The Midnight King in his mythic form find
themselves burdened with an almost existen�al despair. Hope seems distant, courage feels
fu�le, and the very no�on of victory becomes abstract. This is not merely psychological; it's a
cosmic truth reverbera�ng from the essence of The Midnight King himself.
Incorpora�ng The Mythic Midnight King into your campaign promises an unforgetable climax,
pushing the adventurers not just to the brink of their abili�es but also forcing them to confront
the limita�ons of their morals, the fragility of hope, and the incomprehensible vastness of a
malevolent cosmos.

The Mythic Midnight King


Large humanoid, lawful evil

Armor Class 26 (cosmic armor)


Hit Points 1,320 (80d12 + 800)
Speed 60 �., teleport 60 �. (void walk)

STR DEX CON INT WIS CHA


25 (+7) 27 (+8) 30 (+10) 27 (+8) 26 (+8) 30 (+10)

Saving Throws Dex +16, Con +18, Int +16, Wis +16
Skills Arcana +26, In�mida�on +26, Insight +24, Percep�on +24
Damage Resistances Necro�c, Radiant
Damage Immuni�es Cold, Psychic
Condi�on Immuni�es Charmed, Exhausted, Frightened
Senses Truesight 120 �., Passive Percep�on 34
Languages All, telepathy 120 �.
Challenge Mythic 3

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Arcane Mastery. The Midnight King has advantage on saving throws against spells and magical
effects.
Ephemeral Presence. The Midnight King can move through other creatures and objects as if
they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.
Mythic Resistance. When the Master fails a saving throw, he can expend one of his unspent
legendary ac�ons to succeed instead.
Void Walk (1/turn). The Midnight King teleports up to 60 feet to a loca�on he can see.

MYTHIC ACTIONS
On ini�a�ve count 20 (losing ini�a�ve �es), The Midnight King takes a mythic ac�on to cause
one of the following effects. The Midnight King cannot cause the same effect twice in a row.
Celes�al Syzygy. Constella�ons align perfectly with The Midnight King, gran�ng him a surge of
power. Un�l ini�a�ve count 20 of the next round, all his atacks automa�cally cri�cally hit, and
his saving throw DCs are increased by +2.
Time Dila�on. The Midnight King alters the flow of �me about him. One �me before his next
mythic ac�on, The Midnight King may replace one use of his lair ac�ons with a full turn.

ACTIONS
Mul�atack. The Midnight King makes three atacks with his Blade of Midnight, one of which
may be replaced with a use of Invoke Verse, if available.
Blade of Midnight. Melee Weapon Attack: +21 to hit, reach 10 �., one target. Hit: 25 (4d8 + 7)
slashing damage plus 27 (6d8) cold damage plus 27 (6d8) necro�c damage. If the target is a
creature, it must succeed on a DC 26 Cons�tu�on saving throw or its hit point maximum is
reduced by an amount equal to the damage taken. This reduc�on lasts un�l the creature
finishes a long rest.
Invoke Verse (1 each/day). The Midnight King recites an ancient verse, causing the effect listed
below:

• Verse of Cosmic Silence: "Hark, spheres above, ye distant orbs so bright, Cease in thy hymn,
and yield to cosmic night! In muteness dwell, where song and spell shall fail— Let silence be
the weaver of this tale." The Midnight King uters a verse that eradicates sound and magic in
a 30-foot radius sphere centered on a point he can see within 60 feet, which lasts for ten
minutes. No sound can be created within or pass through the sphere, and any creature or
object en�rely inside the sphere is immune to thunder damage. Any spell of 8th level or

171
lower cast from outside the sphere can’t affect creatures or objects within it, even if the
spell is cast using a higher level spell slot. Such a spell can target creatures and objects
within the barrier, but the spell has no effect on them. Similarly, the area within the barrier
is excluded from the areas affected by such spells.
• Verse of Eternal Night: "O endless dark, consume the feeble gleam, Engulf them whole
within thy midnight dream! In stygian shade, where mortal sight shall flee— Let blackened
night hold sway eternally." Echoing the permanent darkness in Nigh�all Hall, The Midnight
King intones a verse that engulfs a creature in magical darkness. Within a 40-foot radius
centered on a creature point he can see within 120 feet; the area is filled with magical
darkness that even darkvision can't penetrate. The darkness lasts for ten minutes.
• Verse of Event Horizon: "Betwixt the veil, where matter dares to dream, A frontier stark,
'tween shadow and moonbeam. Attempt ye not to cross this fateful line, or locked in void,
your essence shall confine." The Midnight King invokes a verse that creates a boundary
between existence and oblivion, a semi-transparent wall 20 feet high and up to 100-feet
long at a point he can see within 120 feet of him. Creatures other than The Midnight King
atemp�ng to cross this boundary must atempt a DC 26 Charisma saving throw, becoming
paralyzed on a failed saving throw. An affected creature can atempt this save at the end of
each of its subsequent turns, ending the condi�on on a successful saving throw. The wall
lasts for one minute or un�l The Midnight King dismisses it (no ac�on).

LEGENDARY ACTIONS
The Midnight King can take 3 legendary ac�ons, choosing from the op�ons below. Only one
legendary ac�on op�on can be used at a �me and only at the end of another creature’s turn.
The Midnight King regains spent legendary ac�ons at the start of his turn.
Hither. A creature The Midnight King can see of his choice within 120 �. of The Midnight King
must succeed on a DC 26 Strength saving throw or be pulled adjacent to him.
Snuff. The Midnight King snuffs out all sources of light within 120 feet, plunging the area into
darkness.
Yon. A creature The Midnight King can see of his choice within 30 �. of The Midnight King must
succeed on a DC 26 Strength saving throw or be pushed 120 �. in a straight line away from him,
stopping if it encounters another creature or solid object.

Resources
The cosmic lair of The Midnight King is an enigma that defies comprehension. It's an astral palace
composed of swirling galaxies and eldritch architecture. It is a sanctum containing ar�facts of

172
cosmic significance and sen�ent stars bound into servitude. However, the most important of all
his resources is the Nexus of Realms, a massive obsidian monolith etched with arcane runes and
filled with the dis�lled essence of countless dimensions. With it, The Midnight King can bend the
rules of reality, tearing the very fabric of existence to suit his whims. Not only does it serve as a
focal point for his incredible powers, but it also offers a glimpse into the possibili�es of the
mul�verse, making it an incredibly potent tool for those who understand its arcane syntax.

Allies

Noctuans
In the twilight between the void and the stars, there exist rare creatures that embody the ethereal
beauty of the cosmos, and Noctuan is the epitome of such existence. Birthed from the silent
wishes of the stars and the mysteries of the darkest nights, this en�ty appears as a humanoid
with delicate, iridescent wings that shimmer like a moonlit night sky, reminiscent of a moth's.
Noctuans are envoys of peace and guardians of dreams. Guided by the so� luminescence of their
form, they can navigate the vast expanse of the universe, ensuring that the balance between light
and dark remains undisturbed. Their presence is calming, o�en silencing the clamor of batle and
chaos with a mere fluter of their wings.

Noctuan
Medium celestial, neutral

Armor Class 18 (natural armor)


Hit Points 230 (27d8 + 108)
Speed 30 �., fly 60 �.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 18 (+4)

Saving Throws Dex +11, Wis +11, Cha +10


Skills Percep�on +11, Arcana +9
Damage Resistances cold, radiant; bludgeoning, piercing, and slashing from nonmagical atacks

173
Damage Immuni�es necro�c, psychic
Condi�on Immuni�es charmed, frightened
Senses truesight 120 �., passive Percep�on 21
Languages Celes�al, Common, Telepathy 60 �.
Challenge 16 (15,000 XP)

Innate Spellcas�ng: The Noctuan's innate spellcas�ng ability is Wisdom (spell save DC 19). It can
innately cast the following spells, requiring no material components:
At will: light, mage hand, minor illusion
3/day each: moonbeam, dream, dimension door
1/day each: plane shift, prismatic spray, true resurrection

Moonlit Guidance: Once per day, the Noctuan can cast find the path as a bonus ac�on.

Cosmic Resistance: The Noctuan has advantage on saving throws against spells and other magical
effects.

ACTIONS
Mul�atack. The Noctuan makes two Starlight Slash atacks.

Starlight Slash. Melee Weapon Attack: +11 to hit, reach 5 �., one target. Hit: 12 (1d8 + 8) slashing
damage plus 11 (2d10) radiant damage.

Eclipse's Embrace (Recharge 5-6). The Noctuan chooses a point within 120 feet of it that it can
see. Darkness emanates from that point in a 40-foot radius, moving with the point if the point
moves, and spreading around corners. The darkness lasts as long as the Noctuan maintains
concentra�on (as if concentra�ng on a spell), up to 10 minutes. Darkvision can't penetrate this
darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of
light created by a spell of 2nd level or lower, the spell crea�ng the light is dispelled.

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Dreamweaver's Touch (1/Day). The Noctuan touches a willing creature and casts the dream spell
without requiring sleep. The dream can convey a prophe�c vision or necessary guidance. The
target remembers the dream perfectly upon waking.

REACTIONS
Stardust Shroud. When the Noctuan or an ally within 60 feet of it takes damage, it can use its
reac�on to grant resistance to that instance of damage. The shroud lasts un�l the start of the
Noctuan's next turn.

Void Sentinels
The Void Sen�nel is more than a mere guardian or tool for The
Midnight King; it is a manifesta�on of his dominion over the void
and the celes�al realms. Cra�ed from lunar rocks bathed in dark
cosmic energies, these sen�nels are the ul�mate defenders of
The Midnight King's celes�al domain. Their construc�on
involves complex magical rites and alchemical processes, only
understood by The Midnight King himself, blending ar�fice with
arcane magic to create something between a construct and a
living being. As floa�ng, enigma�c en��es comprised of
disparate pieces of lunar stone—some of which are sharpened
into horns, stakes, and claws—they are as fearsome to behold
as they are challenging to defeat. Each Void Sen�nel is a
formidable combatant on its own, capable of unleashing
devasta�ng energy beams and manipula�ng gravity to disrupt
enemy forma�ons. However, their true power lies in their
synergis�c abili�es. When mul�ple Void Sen�nels are in close
proximity, they can resonate with each other, becoming far
more powerful than the sum of their parts. This makes them
perfect for guarding cri�cal areas, chokepoints, or treasured
ar�facts within The Midnight King's lair, or as a vanguard for any
offensive opera�ons he may undertake.

Void Sentinel
Large construct, neutral

Armor Class 21 (natural armor)

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Hit Points 325 (30d10 + 180)
Speed 0 �., fly 60 �. (hover)

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 23 (+6) 3 (-4) 11 (+0) 1 (-5)

Saving Throws Str +12, Con +12, Wis +6


Damage Resistances bludgeoning, piercing, and slashing from nonmagical atacks
Damage Immuni�es poison, psychic
Condi�on Immuni�es charmed, exhaus�on, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 �., passive Percep�on 10
Languages understands the languages of its creator but can't speak
Challenge 20 (25,000 XP)

Immutable Form. The Void Sen�nel is immune to any spell or effect that would alter its form.
Magic Resistance. The Void Sen�nel has advantage on saving throws against spells and other
magical effects.
Mote Synergy. For each other Void Sen�nel within 60 feet of this sen�nel, it gains a +1 bonus to
atack rolls and AC, and a +5 bonus to damage rolls.
Void Armor. While within 60 feet of another Void Sen�nel, this sen�nel gains temporary hit points
equal to half the hit points of the closest Void Sen�nel to it at the start of each of its turns.

ACTIONS
Mul�atack. The Void Sen�nel makes three Lunar Shard atacks. It may replace one of these with
Void Beam, if available.

Lunar Shard. Melee Weapon Atack: +12 to hit, reach 10 �., one target. Hit: 23 (3d10 + 6) piercing
damage plus 9 (2d8) force damage.

176
Void Beam (Recharge 5-6). The Void Sen�nel emits a beam of dark energy in a 90-foot line that
is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 54
(12d8) necro�c damage on a failed save, or half as much damage on a successful one.

Rewards
Defea�ng or gaining the favor of The Midnight King comes with immense benefits, albeit at an
equally immense risk. Adventurers who manage to fell this cosmic sovereign will find themselves
showered with celes�al riches, powerful ar�facts, and possibly arcane knowledge lost to �me.
Those who earn his trust or admira�on might gain unique insights into manipula�ng the void,
controlling �me, or even bending reality to their will.

The Crown of Shadows. This is a par�cularly coveted ar�fact


associated with The Midnight King. Cra�ed from the very
essence of cosmic darkness and adorned with lunar gems, it
grants the wearer incredible powers over shadow and void.
Upon donning the crown, one gains the ability to manipulate
darkness as if it were clay, bending and shaping it to their will.
The crown also allows the wearer to traverse the boundaries
of different realms and dimensions through shadows.
However, the Crown of Shadows is deeply connected to The
Midnight King’s essence, and using it might draw his
aten�on—or worse, his ire.

The Crown of Shadows


Wondrous item (crown), legendary (requires attunement)

The Crown of Shadows is a masterfully cra�ed circlet, adorned with deep black gems that seem
to absorb light. Its metal is forged from a mysterious cosmic material that is cold to the touch. It
is said to be a fragment of the void itself, given shape and purpose by The Midnight King.

PROPERTIES
Bound to the Void. While wearing the crown, you gain resistance to necro�c damage and you can
see in both magical and non-magical darkness.

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Reality Warp. Once per day, you can bend reality to your will as an ac�on. This func�ons similarly
to the Wish spell, but you can only affect the environment and objects, not creatures. You can
create non-magical items, change the weather, or transform the landscape, among other things.
A�er using this feature, it cannot be used again un�l 7 days have passed.
Shadow Manipula�on. While wearing the crown, you can cast the spells darkness, shadow of
moil, and misty step at will, without needing material components. These spells are cast as if using
a spell slot of the level at which they are first available.
Voidwalker. As an ac�on, you can ac�vate the crown to teleport to another plane of existence or
a different point within the same plane. This ability func�ons similarly to the Plane Shi� spell, but
you can bring up to 8 willing creatures with you. A�er using this ability, you can't use it again un�l
you complete a long rest.

Curse of The Midnight King. The crown is bound to the essence of The Midnight King. Using its
powers might draw his aten�on, for beter or worse. Addi�onally, if you perform ac�ons that are
directly against the interests of The Midnight King while wearing the crown, you must succeed on
a DC 18 Wisdom saving throw or become Frightened for 1 minute. This effect cannot be removed
by any means other than removing the crown, and the crown cannot be removed while you are
Frightened in this way.

Atunement. To atune to the Crown of Shadows, you must spend a short rest focusing on the
crown while it is in contact with your head. The crown resists atunement atempts by creatures
whose alignment is diametrically opposed to that of The Midnight King (DM’s discre�on).

Lunar Gates
These are not mere teleporta�on devices but sophis�cated constructs that manipulate the fabric
of space-�me. Located at strategic points throughout The Midnight King's celes�al realm, they
can instantly transport travelers to other gates within the realm or even to other dimensions.
Harnessing one without The Midnight King's permission is nearly impossible, but should
adventurers gain access to these, the universe itself becomes their playground. However, the
Lunar Gates are sen�ent to some extent and may require complex arcane nego�a�ons or riddles
to be unlocked.

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The destruc�on or unauthorized use of a Lunar Gate can bring catastrophic repercussions, ripping
holes in the space-�me con�nuum or causing cosmic-level disturbances. On the other hand,
acquiring the intricate knowledge to construct or operate a Lunar Gate would undoubtedly make
one a master of inter-dimensional travel, at the risk of becoming a target of en��es who covet
such power.
Whether it’s the plundering of celes�al treasures, gaining access to powerful ar�facts like the
Crown of Shadows, or unraveling the secrets of the Lunar Gates, crossing paths with The Midnight
King is sure to change the course of an adventurer's life. The rewards are immense, but so are the
dangers that come with wielding such cosmic might.

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180
Glosstmoor (Mythic 4)
Thearch of the Grey Mist
“Water seeks to bend over and around any obstacle in its path. Do not think that I am so
merciful.”

Description
Hailed as the shrewdest progeny of this very firmament, Glosstmoor is a living embodiment of
nature’s benevolent protection turned cruel. Shrouded in a cloak of winds and cool vapors,
Glosstmoor’s heavenly immensity is quite easily apparent to the naked eye. Their tangible form
that persists in this dimension is vast and easily covers a third of the sky. Their several dozen
tubular feet have taken root under the earth and are submerged in flowing rivers, continuously
suctioning water and earth into their upper body over the course of several long centuries in
order to ease the pain of their transformation. Their vast, sky-cleaving arms are constantly in
motion, swaying from side to side as if in a perpetual dance condensing the air around them and
producing water from it that burns from the heat of their vast body forming a permanent Grey
Mist that has given them their title and is also their greatest weapon of fear and befuddlement.
On their back are hundreds of gossamer-thin pale blue wings flapping thunderously, keeping the
bulk of their body steady. If you penetrate the Grey Mist and look upon Glosstmoor, you’ll see
what appears to be an expansive shimmering rainbow that hangs in the middle of the sky due to
Glosstmoor being constantly vibrating to remain in balance. The only part of the Thearch that
can be seen with any reasonable comprehension is the giant, twisted, cavernous pillar of marble
that forms the transformed lower third of their body. The caves within this pillar are infested
with gryndilouse. But Glosstmoor remains unperturbed.
This offspring of nature appears as a blue bellied serpent with purple and white scales, and large,
hollow orange horns lining their spine that re-cycle the air around them. Glosstmoor’s larger
head, Glaus, is pristine white, the face a picture of extreme agony due to the transformation he
is undergoing. His black eyelids are stretched over empty sockets just like the other head, and
there are numerous crystalline horns twisted over the lion-like features of his face. The second
head, Setmoor, is smaller, slender and sticks out from the right side of Glaus’ neck. There is no
agony on this face but only malice and terror towards any who wander off on their own. The
second head is also pristine white but seems to be burnt charcoal grey by a raging fire. At the end
of the neck where the two heads meet lies a single amethyst eye, the only ocular vantage allowed
by their mother, the Firmament. The Thearch has twin tails of formidable strength that move and
strike as if with minds of their own. One of the tails is spiky and shoots darts, while the other has
a dangerous paralyzing sting.
A true manipulator of nature and all its component attributes, Glosstmoor is as welcome a sight
as a mirage in a thirsty desert.

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Profile
Personality: Malevolent
Ideals: If Glosstmoor had any true ideals, they have long since disappeared. The continued agony
of their existence has robbed them of any reason whatsoever, leaving them with one purpose
and one purpose alone: to spread their pain. Therefore, Glosstmoor relishes the opportunity to
trap any and all who walk into their domain. But Glosstmoor is still attached to the notion of
preservation, therefore, the one thing they like more than inflicting pain are their children; the
one defiant creation against the firmament’s will. Their egg-seeds are laid and sprouted over the
course of centuries and the devastation following the incubation and elemental brooding is
terrible to behold, but there is no point stopping Glosstmoor from doing something that
combines the only two things they like.
Bonds: A solitary being, Glosstmoor cares for little else apart from their children. Unburdened by
any connection with another, Glosstmoor prefers to while away their time by burrowing their
roots deep beneath the earth – which eases their pain. Since they live in a delicate balance with
their surroundings, they nourish and purify the elements around them and this process helps to
draw the energy of the elements within them as it is the only way to deal with their pain.
Therefore, Glosstmoor is protective of the lands and the forests in the midst of which they live
and views encroachment as a capital offence. Of course, this protection will only last till they burn
the forest down to begin their life cycle anew.
Additionally, it may be said that they are partial to the gryndilouse that infest their body, suckling
on the generous beads of condensation that form upon their marbled and marbling skin. The
gryndilouse typically reside in Glosstmoor’s transformed trunk (although some say that
Glosstmoor is utterly unaware of their existence) finding comfort in the maze-like structure of
the Thearch's body. In exchange, the movement of the gryndilouse with their spindly limbs on
the lower half of Glosstmoor’s body causes indirect kneading which in turn provides much-
needed comfort to him.
Flaws: The give-and-take form of ecosystem that Glosstmoor has conjured for themself dulls
their pain. Therefore, disturbance of any aspect of it can cause great anguish to their person. In
such situations, Glosstmoor has been known to uproot themself bodily, abandon their environs,
and begin a slow, destructive crawl in search of another more suitable place. Glosstmoor’s power
is thus severely limited to the immediate environs around them. Their presence and power can
be marked by the intense brightness of trees as they turn white and take on a marble form. Such
trees are empty, hollow shells of their former life, having lived out their usefulness to Glosstmoor,
providing them with the energy needed to delay their mother’s curse. The presence of such
marbled trees is a clear warning to avoid Glosstmoor, should any party wish to do so.
Legend: When the first dusts of creation were still settling, some of it went into the firmament’s
eye. When she rubbed her eye, the tears she produced were blown away by a wind god.
Unfortunately, the tear also contained some dust from creation. So, where the wind-driven tears
fell, the Firmament’s children were born. Her first two children were Glaus, the Lion-Serpent of
the Seven Climes, and Setmoor, the winged wyrm of chaos. In the beginning, they took after their

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foster father as free-flowing spirits who wandered across the cosmos on their own. Setmoor, as
was his wind-driven nature, created chaos through death and devastation wherever he flew.
Glaus on the other hand was a docile spirit who took after his mother in the beginning, but the
corrupting influence of his little brother was swift and assured, soon making him a terror across
the seven climes. Where Setmoor created chaos, Glaus restored order and ruled with an iron fist.
The Firmament tried hard to rectify her mistake, but short of killing her unintentional children,
there was nothing she could do. They were their father’s wind-driven children and could not be
easily caught. Finally, when Glaus and Setmoor united and decided to destroy the First Forests of
Creation, the Firmament had no choice but to stop them. Glaus and Setmoor were pushed
together, entwined, cursed to spend eternity together as one, and renamed Glosstmoor. Their
father’s gift of movement was taken from them, turning them into stationery beings. Their
mother imposed upon them their own brand of judgment: a slow, agonizing transformation from
unruly flesh to hardened stone. At the end of their transformation, the process would reverse
and start again in an endless repetitive cycle. As part of their punishment, Glosstmoor was also
tasked to hold up the Pillar of the North, a veritable Axis Mundi, used by all to travel between
planes, dimensions and space. Thus, Glosstmoor also became the Keeper of the Veil.
But Glosstmoor still rebelled against the Firmament; a small revenge of sorts. They used their
magic to push their transformation into the environment around them, causing elemental
changes to their surrounding ecosystem to ease their pain. This didn’t completely stop the
transformation but delayed it, all while destroying nature around the Thearch. Finally, to spite
their mother, they laid egg-seeds to beget more children like themself. After several centuries,
with their transformation nearing completion, Glosstmoor would set themself alight along with
their surroundings to hatch the egg-seeds and pass on their essence to their own children,
unwittingly fulfilling their mother’s prophecy of living out a cyclic life.

Glosstmoor in your Campaign


It takes an awful lot to inconvenience the Thearch of the Grey Mist. In fact, it is the ever-present
Grey Mist that causes a lot of problems as it befuddles the mind and dulls the senses. Your
adventure can take weird turns the longer you stay in the surroundings of Glosstmoor.
Introducing Glosstmoor in your campaign means throwing any plans you made out the window.
The forest and lands that are spread around Glosstmoor are a bounty of resources and treasures,
and a veritable cavalcade of opportunistic souls who are there for the same reason as you are.
Additionally, Glosstmoor is the Keeper of the Veil and the Pillar of the North tasked with holding
up the planes of existence; therefore, they can tap into the cosmic aspect of nature to manipulate
the Veil to their own advantage. With their ability to rip tears in this Veil and summon or send
foe and friend alike, the lands directly within reach of Glosstmoor’s presence become literal
trapdoors leaving you at the mercy of the Thearch's mirth. It is advisable to travel around
Glosstmoor’s lands rather than through them. However, if you persist, you may find yourself
suddenly thrust through a tear in the Veil and thrown into a different part of the world. The closer
you get to Glosstmoor, the more difficult these encounters-across-the-Veil will seem. If you plan

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to make Glosstmoor your antagonist, it is always a good idea to prepare for multiple storylines
as the company might end up being flung to different areas of the map.

Introduction
The Pillar of the North isn’t placed correctly on any given map that we know of. Some say there
are legends about the Pillar’s moving around as the axis of planes shift, not really staying in one
place. All of this means that Glosstmoor is not sought but found. Of course, there are people who
possess knowledge of such things, location deriving spells that can be used to track the Pillar of
the North or gain access to Glosstmoor’s lands through the Veil, but doing so requires a proper
understanding of the Thearch and their curse. However, if you are unlucky, chances are that
Glosstmoor could even summon you to their lands to take part in their twisted games. To have
Glosstmoor in your campaign, it is best to use the Thearch when you want to split your campaign
into multiple storylines spread throughout many worlds.

Conflict
Glosstmoor’s presence is not easily announced but the signs are always there. A forest filled with
marble trees is the easiest to remember. A land with calcified sand is another sign to remember
if you value your life. An ever-present, impenetrable Grey Mist of their own design surrounds
Glosstmoor, making your conflict with them extremely one-sided to begin with. If that were not
all, a sudden onslaught of gryndilouse is one of the most worrisome things to watch out for if you
are ever in the lands of Glosstmoor. These dog-shaped creatures will aim to kill any who would
dare to disturb the peace of the benevolent hands that feed them. for their part, Glosstmoor
appreciates the existence of gryndilouse on their lands and considers them their first line of
defense. However, once in Glosstmoor’s land, if you truly wish to attract their fullest attention,
the straightest course of action is to disrupt the fragile ecosystem that Glosstmoor has built. But
be warned; as mentioned earlier, the first line of defense according to the Thearch is the
gryndilouse. If you hear the pitter-patter-snip-snap of thin, spindly, suctioning feet, run for your
life. Every once in a while, it so happens that Glosstmoor has need of you. This could be either be
a trap you would be wise to avoid or a chance to benefit from a grateful Thearch's misfortune.

Conclusion
Foe or friend, once you enter the Thearch's lands, there is no going back. Only two things can
happen now: you are destroyed and your story ends, or you emerge victorious, but are left
drained of power and energy and weary of further battle. If your campaign or quest leads you to
Glosstmoor’s marble form at the center of their domain, the punishing miasma of their twisted
despair is thick enough to cut glass. The Grey Mist are strongest here, but they dissipate the
higher you travel through the cavernous regions of Glosstmoor’s marble body. The air near the
Thearch's roots is boiling and you have to contend with the host of gryndilouse whose peace you

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have so unwittingly disrupted. As you undertake the slow, laborious crawl to the center of the
trunk, fighting gryndilouse by the barrel, you will also be subject to the trunk maze, devised by
Glosstmoor to keep you trapped within them.
But if you somehow reach the center of the trunk, you will find the final, largest, and most fully
visible tear in the Veil. Touching this tear breaks Glosstmoor’s connection to the Veiled cosmos,
sundering their power and rapidly completing their mother’s curse and turning them into a true
Pillar of the North. While Glosstmoor’s form twists and turns during the final transformation,
crushing everyone and everything within them, the Veil instantly takes you out of danger and
onward to the destination of your choosing.

Challenges
Glosstmoor can pose combat, exploration, or social challenges to PCs who interact with them.

Exploration
Almost anything within Glosstmoor’s realm of power is susceptible to their viles. Both heads are
immediately alerted to the presence of any and all creatures that wander into their lands. For the
most part, Setmoor largely ignores the mindless beasts who roam the land, but whenever
intelligent beings such as a party of adventurers show up, the wheels of his mind turn maliciously,
filling him with glee at the thought of all the games he can begin. Glaus, on the other hand,
concerns himself only with the pain of transformation. It is Glaus who influences the surroundings
and manipulates the environs to suit their dastardly purposes. Very rarely does Glaus get involved
in the affairs of his brother. Mostly, he likes to challenge his brother as a distraction from the
pain and so, he summons heroes and unwitting simpletons through the Veil for his entertainment
and watches Setmoor play with them. But should something more worthy attract Glaus’
attention, like their ecosystem getting altered, then woe betide any that stands in the way of the
Firmament’s eldest.

Regional Effects
The region around Glosstmoor is warped by their divine power which has created the following
effects within 10 miles of them:
• Any mindless creatures that find themselves in the area are ignored but find themselves
deprived of any fight-or-flight ins�ncts. It does not cause them discomfort, instead, they feel
comfortable and burs�ng with life. But at the same �me, their essence is being swallowed
like so many marble trees. Therefore, they gain a disadvantage in Intelligence and Wisdom.

• The ground is devoid of any true nourishment. All energy and resources are pulled from the
land to aid in preven�ng the transforma�on of Glosstmoor into the Pillar of the North. The

185
trees in the area are hollow marble facades that appear as if they were props in a play, not
truly burs�ng with life. But the illusion of a giant, living forest is s�ll maintained for keeping
up appearances.

• Evil creatures who give in to their base nature and atack adventurers are rewarded by the
Setmoor with an advantage on Intelligence and Wisdom. Conversely, good creatures who
offer help gain a disadvantage. Prolonged exposure to the Grey Mist causes a ro�ng of their
minds.

If Glosstmoor is destroyed, these effects fade immediately.

Glosstmoor’s Lair
Glosstmoor was fortunate to be cursed in a place that had a pre-existing forest. It has become
their abode for many centuries, allowing them to shroud themself in mystery while exploring
their sphere of influence without the danger of an unnoticed attack. Due to the overwhelming
size of the land under their guardianship, it is not possible to sneak up on Glosstmoor, nor is it
entirely possible to avoid them. Villages also exist
just outside the influence of Glosstmoor. The
inhabitants are well aware of the dangers posed by
the Thearch of the Grey Mist, but they also
appreciate the bounty left by the Thearch. Their
presence diverts storm clouds away from their
lands and around it, providing the fields yonder
with ample rain and enabling the people living
Glosstmoor’s lands to reap a bountiful crop year
after year. For all their chaos and devastation,
Glosstmoor seems to have inadvertently created a
worship for themself. The villages also send parties
of raiders periodically to secure the fallen scales
and the solidified golden blood drops of
Glosstmoor. The risks are many and the rewards
few, but that doesn’t stop them. like Glosstmoor,
the villages too are not present on any map, the
villagers refusing to leave their lands for fear of
never finding home again. Consequently, the
villages have a primitive form of development and
the villagers do not take kindly to strangers who
come bearing weapons and even stranger garbs.
Glosstmoor is guarded in the North and the West
by the Pincularis Mountains (location unknown)
whose ice-cold rivers Fuintegel and Cauramisa
flow through their lands and provide great comfort

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to their aching legs. The rivers are also used up in the perpetual effort to stay the Firmament’s
curse. Glosstmoor’s lands lie on no known location within a map, limiting the presence of
adventure-seekers even further. To the south and east lies the open sea, riddled along the shore
by large, jagged rocks that hinder any attempts at approach though many still try. Glosstmoor’s
very existence, coupled with the treasures and rewards they have in their keeping make
Glosstmoor’s forest a much sought after adventure, regardless of the mortal risks.

Lair Actions
On initiative count 20 (losing initiative ties), Glosstmoor can take a lair action to cause one of the
following effects. If Glosstmoor is using their mythic statistics, they can instead choose to take a
mythic action or lair action, but not both. Glosstmoor can’t use the same effect twice in a row.
• The buildup of miasma increases to such an extent that creatures other than Glosstmoor
within the region must atempt a DC 27 Cons�tu�on saving throw or fall unconscious un�l
the end of their next turn.

• Creatures and objects within a 10-foot square of Glosstmoor’s choosing within the region
must atempt a DC 27 Cons�tu�on saving throw or become restrained as they begin to turn
to marble. The restrained creature must repeat the saving throw at the end of its next turn,
becoming petrified on a failure or ending the effect on a success. The petrifica�on lasts un�l
the creature is freed by the greater restoration spell or similar magic.

• Increased agony causes Glaus to twist and turn, leading to a thundering earthquake
throughout the land that throws its inhabitants around and topples many trees. Creatures
within the region other than Glosstmoor are knocked prone and must succeed on a DC 28
Strength saving throw or take 45 (10d8) bludgeoning damage.

Exploration Encounters
As a stationary Thearch, Glosstmoor doesn’t have the luxury of seeking others. But they do have
influence over the cosmic Veil as part of their duties as the Pillar of the North and Keeper of the
Veil. Setmoor in particular has developed a penchant for drawing in unwitting players from
different parts of the world through the Veil for sport. Due to this, it is possible for your party to
unknowingly run into one of the tears in the Veil that lead directly to Glosstmoor’s lands. Your
best chance at escape is to run out of the forest. The closer you are to Glosstmoor’s presence,
the harder the road becomes. Unless they are willing to accept your company in their Grey Mist,
it is virtually impossible for you to get close to them. Fortunately for you (or unfortunately),
Setmoor is always looking for something new to play with when he gets bored with the same
party. Who knows? It could be you this time.
• The Clemen�ne Order of Morcnks: Your party encounters a strange group of humanoids in
the woods. They are draped in robes of pris�ne white with gold scrawls upon them. They are

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the Clemen�ne Order of Morcnks, fey folk who have renounced their old marauding ways
and are now prac�cing a different, more religious, kind of marauding. Join them on their
quest to collect the golden blood secre�ons produced by the egg-seeds of Glosstmoor. Not
only does it work wonders for the magic employed by the Morcnks, and fetches a high price
at the villages surrounding Glosstmoor’s lands, it is also the secret ingredient in the
Clemen�ne Cake that the Morcnks are famous for. One bite of the cake can induce holy
visions in the Morcnks and also encourage them to loosen their tongues.

• Tale of the Tails: Glosstmoor’s double tails have so far resisted the push to turn into marble.
If you encounter one on your adventure, it is a sure shot guarantee that the second one is
close behind. Both tails have minds of their own and love to chase a�er their prey taking
their own sweet agonizing �me to do so. The spiky tail shoots darts as long as a full-grown
human’s arm while the tentacular tail has quite the paralyzing s�ng. The chase can end in
several ways: with death, with paralysis that lasts up to 6 hours, by outrunning the tails to
the ends of the forest, or by jumping into the nearest water body which dissuades them for
some reason. In the grand scheme of things, this encounter is more of an inconvenience
than an adventure. Ul�mately, you are just sport to those tails.

• Dam Problems: One of the few foes who can inconvenience Glosstmoor is the Erlqueen, a
self-professed protector of nature in all its forms. She has made it her business in life to make
Glosstmoor pay for what they are doing to their lands. Untouched and unharmed by the
Thearch's Grey Mist, the Erlqueen had found the ul�mate method to cause unspeakable pain
to Glosstmoor. She has disrupted the flow of either one of the rivers, Fuintegel or Cauramisa.
The lack of river water flowing through their body sends Glosstmoor into agonizing fits which
in turn are causing litle tremors throughout the land. If the flow of the river is not returned
to normal, Glosstmoor will forcibly uproot themself and set out for other, more hospitable
lands. The devasta�on this could cause is not worth thinking about. Not to men�on the
damage it could cause to the planes while the Keeper of the Veil moves out of place. Your
party will have to travel to the source of the river’s disrup�on and batle the Erlqueen who
is not only a formidable witch but also benevolent in defeat - even her own.

Social
Hard though it may be to believe, there have been many tales of conversations between mortals
and Glosstmoor. Though the younger Setmoor has all the charm of a stygian leech, he is an
excellent orator whenever he is in the mood. In his youth, he was also worshipped as a revered
god of chaos and was called upon by necromancers of yore to impart the wisdom of the cosmos.
Of course, you would do well to take his words with a spoonful of salt. The elder Glaus on the
other hand is the shy solitary half of the Thearch, but even he is prone to dish out a few crucial
details from time to time. Some have postulated that Glosstmoor, due to their connection to the
cosmic Veil, has knowledge of the future, but these very same folk have also said that it is better
to face a pack of ravenous manticores in an enclosed cave than believe anything that Setmoor
has to say.

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Social Encounters
Stolen Egg-seeds: A group of Glosstmoor fanatics have stolen his egg-seeds. They seek to replant
the egg-seeds in a different area so as to have their own Grey Mist and a Glosstmoor that they
can control and use to manipulate the Veil. Of course, the whole idea is absurd but there is no
stopping some people. Glosstmoor is beside themself with affront and is willing to grant a private
audience to anyone who brings back the egg-seeds. There is a time constraint to find the egg-
seeds once they leave the Grey Mist, as they must be found within 2 hours of their departure
before they turn inert.

The Hav’rlbard Spiders: With their legs turned to marble, the stationery and cavernous nature
of Glosstmoor’s body has left the Thearch open to a seemingly endless throng of animals and
insects that have made the Thearch's marbled lower half their home. While they cause no harm
to the Thearch, their presence does make him squeamish. And, from time to time, their presence
also inconveniences the gryndilouse, who above all are most beloved to Glosstmoor. The most
irritable of these are the Hav’rlbard Spiders who, alone of all the creatures that enter the forest,
are not at all affected by the Grey Mist. Therefore, Glosstmoor offers safe passage through their
realm to anyone willing to rid them of their spider infestation. But, be warned. Entering the caves
of Glosstmoor is no mean feat. You are definitely bound to meet more than just spiders.

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The Marble Knights: Every few years or so, there comes a time when dirt and impurities cause
Glosstmoor’s solitary Amethyst Eye to get stuck. It is an excellent opportunity for foes and raiders
to take advantage of the Thearch's blindness. The all-seeing Amethyst Eye is of great importance
to them. It is used by Setmoor or Glaus at any time and is particularly useful in subduing enemies.
Setmoor uses it to track and hypnotize prey while Glaus uses it to search for resources that could
aid him. Its inactivity causes the Thearch to lose precious prey and resources. So, in response,
Glosstmoor invites the spirits who wander the forest and are lost and clothes them in hulking
marble armor inlaid with gold and precious gems, bestowing upon them the title of knights. Any
and all are welcome to become knights. While some are tasked with guarding the amethyst eye,
most of the knights are sent on a quest of their own. Join the knights as they travel through the
Veil to the heavenly plane where one can find the Crystal Flower in the Firmament’s personal
garden, a simple thing from when creation was young. This flower can be used to unstuck and
clean Glosstmoor’s eye. You may have to bargain with the Firmament to get to the flower or any
of her personal guard. If you are able to procure the flower before the knights, you will be gifted
with a tear of the Veil to any place of your choosing. And you will have Setmoor’s gratitude – a
rare thing indeed.

Combat
Due to the sluggish nature of the Grey Mist, it is unlikely that the situations involving a party and
Glosstmoor will ever reach a point that demands a battle. Most enemies and unwitting foes of
Glosstmoor give up and retire or are killed long before they have the opportunity to reach or
confront them. Nevertheless, should such a situation arise, a battle still doesn’t occur instantly.
Glaus dislikes battle unless absolutely necessary. From time to time, however, he does summon
champions from across the Veil to take part in Setmoor’s games. It pleases Setmoor and keeps
him occupied, leaving the elder Glaus to concentrate on soothing the pain of the curse. But when
all other options have been discarded and the battle is sure to commence, the Thearch's two
heads will work as one and present a united front that is sure to conjure up images of their
formidable past.

Combat Encounter Example: Trial and Freeze


Though the younger Setmoor enjoys the attention and the fear he receives from the inhabitants
and wanderers of the forest, Glaus is wary of such things. As a Thearch of primordial strength,
the chances of being defeated in battle are slim, but it has been a long time since Glosstmoor had
to engage in a fair fight. If taunted, Setmoor is more than likely to open a tear in the Veil
unleashing any number of champions upon unsuspecting characters. This is followed by a sudden
drop in temperature as Glosstmoor drops supercooled air from the upper atmosphere directly
onto the characters, nearly (or assuredly) freezing them to death with Fimbulwinter. Any that
survive are lauded by Glosstmoor and invited to parlay.

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Tactics
Battlefield Classification: Artillery
Glosstmoor is not the easiest Thearch to pose as a challenge. As a stationary being locked in
place, their range of motion is limited and hindered by the ever-increasing agony of their curse.
Once the players enter their marble foundation, Glosstmoor is forced to rely upon the allies
within them (gryndilouse, spiders, scorpions, wandering spirits, etc.) to defeat the trespassers,
and the game draws to an end one way or another. This is why Glosstmoor is on the offensive
even before his enemies have had the opportunity to behold him. The Grey Mist works its way
into the minds of anyone who wanders into Glosstmoor’s range. This already puts things in
Glosstmoor’s favor. Enemies have been known to end up in bloody fights among themselves due
to the miasma pervading their minds. Avoiding the miasma of the Grey Mist involves either
leaving Glosstmoor’s lands or wandering closer to the Thearch, which in itself poses a challenge
of its own. Additionally, players may choose to run into a river where the cold water possesses
the uncanny ability to remove any miasma caused by the Grey Mist.
The Grey Mist usually acts as an involuntary assault that cannot be instigated or prevented by
Glosstmoor in any way. But strong-willed champions who can overcome its effects will pose a
likely challenge to the Thearch. Aside from their usual cosmic powers, Glosstmoor is formidable
in hand-to-hand combat, a specialty of theirs since they are stationary beings. Their tails are
excellent hunter-grabbers that pursue prey without pause or rest. Setmoor can also go on the
offensive if needed, his viper-fast reflexes catching his enemies before they can even react. A few
swipes of Glosstmoor’s arms can destroy dozens of acres of lands in one fell swoop. Additional
attacks include Partial Petrification, Fimbulwinter, and Titanquake. The Amethyst Eye when used
by Glosstmoor can have a hypnotic charm that remains unbreakable to this day.
Glosstmoor’s only hindrance is one of their making: their ecosystem. Glosstmoor is highly
protective of their land since it can be both the savior and the destroyer of the Thearch. Setmoor
can influence the flow of the rivers, Fuintegel or Cauramisa, to flood enemy combatants.
Furthermore, Glaus can cause landslides with his quakes and level entire swathes of marbled
lands killing everyone within.
Since Glosstmoor is the Firmament’s own child, there are not many spells that affect them. The
most potent spells glance off of them. Use their magic to strengthen and empower their allies
like the Marble Knights, the gryndilouse, even the Hav’rlbard Spiders. Summoning allies like
Gwalyka and Vaiyana-Monen is something that Glosstmoor sees as a last resort in a losing battle,
but interestingly enough, the Thearch does not see failure as something to be ashamed of; merely
an opportunity to win better.
Easier Tactics: Reining in Glosstmoor’s powers can be useful. Instead of employing the Thearch,
focus on using their existing list of allies and default defenses to fight the characters. Use tears in
the Veil to summon any type of beast or bird to soften up the characters with an easy fight before
throwing in Glosstmoor for a final fight. Do not use the Amethyst Eye or Partial Petrification in
the fight so that the characters have a chance to move around and gain some hit points. In order
to allow a quicker campaign, you can also help the characters reach Glosstmoor’s roots sooner

191
allowing them to battle through the Trunk Maze. And, if push comes to shove, the Fimbulwinter
attack can be an effective deterrent to failure.
Harder Tactics: Flood the game with the help of the rivers to open up the board for a full-frontal
attack. Bait and Switch with the tails to either drive away the clever characters or get rid of the
unlucky ones. Remember to use the Amethyst Eye to hypnotize characters and seek resources.
Employ the Marble Knights to function as a shield wall while Glosstmoor carves out his spells. A
shield wall of befuddled beasts can be quite the challenge for even the most determined
champions and can also be used as a wall against magic. For the most devastating attacks, use a
tear in the Veil to split up the party by removing the stronger players from the board and leaving
the weaker targets to fend for themselves. Glosstmoor and his allies will be well-rested for a final
attack while the weaker characters will be down by half and ready to surrender.

Glosstmoor
Huge aberration, neutral

Armor Class 22 (natural armor)


Hit Points 543 (35d12 + 315)
Speed 0 ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 28 (+9) 18 (+4) 24 (+7) 22 (+6)

Saving Throws Str +17, Con +16, Wis +14


Skills Perception +14, Intimidation +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.
Damage Immunities poison, psychic.
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned.
Senses truesight 120 ft., passive Perception 24
Languages understands all but speaks in primordial tongues.
Challenge 29 (135,000 XP)

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TRAITS
Miasma of the Grey Mist. Any creature that starts its turn within 500 feet of Glosstmoor and can
see the mist must succeed on a DC 23 Wisdom saving throw or be charmed until the start of its
next turn. While charmed in this way, the creature must use its action to approach Glosstmoor
in a direct route.
Multiheaded. Glosstmoor has advantage on Wisdom (Perception) checks and on saving throws
against being blinded, deafened, stunned, or knocked unconscious.
Cosmic Powers. Glosstmoor has innate spellcasting abilities. Its spellcasting ability is Wisdom
(spell save DC 23). Glosstmoor can innately cast the following spells, requiring no material
components:
At will: hallucinatory terrain, stone shape
3/day: commune with nature, geas, wall of stone
1/day: imprisonment, plane shift (self only), true resurrection

ACTIONS
Multiattack. Glosstmoor makes three Tail Smash attacks.
Tail Smash. Melee Weapon Attack: +17 to hit, reach 50 ft., one target. Hit: 36 (5d10 + 10)
bludgeoning damage.
Partial Petrification. Glosstmoor targets a creature it can see within 240 ft. of it. The target must
succeed on a DC 25 Constitution saving throw or become restrained for 1 minute. A creature
restrained by this effect or another creature within 5 feet of it can use its action to try and free it
with a successful DC 25 Strength check.
Fimbulwinter (Recharge 5-6). Glosstmoor exhales a chilling breath in a 90-foot cone. Each
creature in that area must attempt a DC 25 Constitution saving throw, taking 91 (26d6) cold
damage on a failed save, or half as much damage on a successful one.
Titanquake (Recharge 6). Glosstmoor slams its tail into the ground, creating a localized
earthquake. All creatures within 60 feet of Glosstmoor must succeed on a DC 23 Dexterity saving
throw or take 56 (16d6) bludgeoning damage and be knocked prone.
Amethyst Gaze. One creature Glosstmoor can see within 120 ft. must succeed on a DC 23
Wisdom saving throw or be charmed by Glosstmoor for 1 minute. While charmed in this way, the
creature has a speed of 0 and is incapacitated.

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LEGENDARY ACTIONS
Glosstmoor can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Glosstmoor
regains spent legendary actions at the start of its turn.
Tail Attack. Glosstmoor makes one Tail Smash attack.
Reinforce Allies (Costs 2 Actions). Glosstmoor channels cosmic energy, granting up to three allies
it can see within 60 ft. a +2 bonus to AC, attack rolls, and saving throws for 1 minute.
Tear in the Veil (Costs 3 Actions). Glosstmoor opens a tear in the Veil, summoning a champion
(a marble knight, gryndilouse, or similar foe of the DM’s discretion) to fight for it. The summoned
creature disappears after 1 minute or when reduced to 0 hit points.

Mythic Glosstmoor
As a literal Pillar holding up the cosmic planes and dimensions, the powers of the mythic
Glosstmoor surpass even that of the elemental gods. One of the most powerful channelers of the
dark chaos, their might remains untested by even their staunchest supporters. The mythic
Glosstmoor employs a variety of epic Influencer Spells that have a tendency to piggyback on the
spells aimed at them and return to sender amplified manifold by mythic Glosstmoor’s magic.
Their increased abilities allow Setmoor to increase the Partial Petrification power to last for 24
hours. Glaus now possesses the ability to enhance the Marble Knights with increased resistance,
strength and stamina. Additionally, Setmoor can simultaneously open two tears in the Veil and
use this power to strategically attack and defeat their enemies. The Amethyst Eye is a powerful
weapon when used by the mythic Glosstmoor. Its gaze can burn through flesh and bone, pierce
through any magic shield and fell even the mightiest of beasts. Characters with weak points are
well-off not attacking the mythic Glosstmoor given the intensity of damage established by the
Thearch. Add to this the damage caused by mythic Glosstmoor’s Fimbulwinter and the resultant
hailstones, it is a wonder that anybody dares to challenge this Thearch. Being attacked on all sides
by the cruelest that the Firmament has to offer will either leave the party senseless or wanting
more.

Mythic Effects
When Mythic Glosstmoor rises in power, the very fabric of reality trembles. Their mythic transforma�on
causes the following profound effects:

Grey Mist Prolifera�on: The Grey Mist expands exponen�ally, covering vast landscapes. Any being
caught within the mist for an extended period starts to experience hallucina�ons, disorienta�on, and
eventually physical transforma�on, turning them into stone-like statues, forever ensnared within the
realm of Glosstmoor.

194
Veil Instability: The Veil becomes highly vola�le. Random portals to other dimensions and planes begin
to open up without warning, swallowing ci�es or releasing dangerous beings into the world. Magic
becomes unpredictable, with spells occasionally veering off into unintended effects or magnitudes.

Elemental Havoc: Nature spirals out of control. Forests might freeze over in moments, lakes might boil,
and rains of fire might descend from the heavens. These elemental outbursts are sporadic but
devasta�ng, reshaping the geography and causing mass ex�nc�ons.

Marble Forest Expansion: The number of marble trees proliferates, signaling Glosstmoor’s growing
dominion over the land. These forests become dangerous mazes, and many who enter never return, lost
to the petrifying touch of the trees or the lurking threats that call these forests home.

Summoning of the Gryndilouse: The gryndilouse becomes more numerous and more powerful. These
once dog-like creatures morph into larger, more formidable beings, with the power to drain the life force
of those they touch. They spread throughout the affected areas, hun�ng in packs and proving to be a
severe threat to any adventurers or setlements.

Cosmic Disturbance: The celes�al bodies themselves seem to react to Glosstmoor's mythic emergence.
Stars may shi�, constella�ons may realign, and the moon might exhibit strange phases or colors, o�en
ac�ng as omens or harbingers of forthcoming events related to the Thearch of the Grey Mist.

195
Eternal Night: Daylight becomes a rarity. The skies are perpetually overcast, with the sun barely piercing
through the thick clouds. This eternal night has profound effects on the world's ecosystem, with many
plants withering away and nocturnal creatures becoming more dominant.

To confront and poten�ally quell Mythic Glosstmoor's effects, adventurers must tread carefully,
harnessing ancient rituals, gathering rare ar�facts, and forging alliances with beings of equal or superior
cosmic significance.

Mythic Glosstmoor
Huge aberration, neutral

Armor Class 28 (natural armor)


Hit Points 1,240 (80d12 + 720)
Speed 0 ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 28 (+9) 18 (+4) 24 (+7) 22 (+6)

Saving Throws Str +27, Con +25, Wis +23


Skills Perception +23, Intimidation +22
Damage Resistances bludgeoning, piercing, and slashing from non-Epic sources.
Damage Immunities poison, psychic.
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned.
Senses truesight 120 ft., passive Perception 33
Languages understands all but speaks in primordial tongues.
Challenge Mythic 4

TRAITS
Miasma of the Grey Mist. Any creature that starts its turn within one mile of Glosstmoor and can
see the mist must succeed on a DC 29 Wisdom saving throw or be charmed until the start of its

196
next turn. While charmed in this way, the creature must use its action to approach Glosstmoor
in a direct route.
Multiheaded. Glosstmoor has advantage on Wisdom (Perception) checks and automatically
succeeds on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Cosmic Powers. Glosstmoor has innate spellcasting abilities. Its spellcasting ability is Wisdom
(spell save DC 29). Glosstmoor can innately cast the following spells, requiring no material
components:
At will: hallucinatory terrain, stone shape
3/day: commune with nature, geas, wall of stone
1/day: crimson winds of havoc 1, flash freeze 2, imprisonment, true resurrection
1/year: plane shift (self only)

ACTIONS
Multiattack. Glosstmoor makes three Tail Smash attacks.
Tail Smash. Melee Weapon Attack: +29 to hit, reach 80 ft., one target. Hit: 103 (15d10 + 20)
bludgeoning damage.
Partial Petrification. Glosstmoor targets a creature it can see. The target, and creatures of
Gloostmoor’s choice within 10 feet of the target must succeed on a DC 29 Constitution saving
throw or become restrained for 1 minute. A creature restrained by this effect or another creature
within 5 feet of it can use its action to try and free it with a successful DC 29 Strength check.
Fimbulwinter (Recharge 5-6). Glosstmoor exhales a chilling breath in a 180-foot cone. Each
creature in that area must attempt a DC 29 Constitution saving throw, taking 140 (40d6) cold
damage on a failed save, or half as much damage on a successful one.
Titanquake (Recharge 6). Glosstmoor slams its tail into the ground, creating a localized
earthquake. All creatures within 90 feet of Glosstmoor must succeed on a DC 27 Dexterity saving
throw or take 105 (30d6) bludgeoning damage and be knocked prone.
Amethyst Gaze. Up to three creatures Glosstmoor can see within 120 ft. must succeed on a DC
27 Wisdom saving throw or be charmed by Glosstmoor for 1 minute. While charmed in this way,
the creature has a speed of 0 and is incapacitated.

1 Crimson winds of havoc is an Epic spell found in the Epic Legacy Hero’s Handbook
2 Flash freeze is an Epic spell found in the Epic Legacy Hero’s Handbook

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MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Glossmoor takes a mythic action to cause one of
the following effects. Glosstmoor cannot cause the same effect twice in a row.
Land's Lament. Glosstmoor's connection to the land allows them to reshape the terrain at will.
Suddenly, sections of the ground rise, fall, or shift. Within a 100-foot radius of Glosstmoor, the
ground becomes a maze of treacherous terrain. Areas of the ground become quicksand, jagged
rock, or even gaping chasms. This turns the entire area into difficult terrain, and creatures within
it must make a DC 27 Dexterity saving throw or be knocked prone.
Marble Legion. With a commanding roar, Glosstmoor calls forth their loyal Marble Knights from
the ground. Four Marble Knights rise from the earth at points Glosstmoor chooses within 60 feet.
These knights act immediately after Glosstmoor in the initiative order and persist until destroyed
or until the end of the encounter.

LEGENDARY ACTIONS
Glosstmoor can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature's turn. Glosstmoor
regains spent legendary actions at the start of its turn.
Tail Attack. Glosstmoor makes one Tail Smash attack.
Reinforce Allies. Glosstmoor channels cosmic energy, granting up to three allies it can see within
60 ft. a +2 bonus to AC, attack rolls, and saving throws for 1 minute.
Tear in the Veil (Costs 2 Actions). Glosstmoor opens a tear in the Veil, summoning a champion
(a marble knight, gryndilouse, or similar foe of the DM’s discretion) to fight for it. The summoned
creature disappears after 1 minute or when reduced to 0 hit points.

Resources
Glosstmoor’s resources come from the strange amalgam of magic and chaos that surrounds it
from the miasma to its unstable form and terrain, bringing with it magic and allies to support it
in its stationary vigil.

Allies
Glosstmoor burned bridges everywhere during their time as free souls so naturally, their list of
allies was never written to begin with. Nevertheless, they do possess the ability to summon any

198
and all whose services they wish for through the tears in the Veil. Thus, their list of temporary
allies is ever-changing, ever-growing.
The Grey Mist. Though Glosstmoor creates and spreads the Grey Mist through their own
machinations, they only have a small amount of control over it. In reality, the Grey Mist has a
mind of its own. The miasma that builds up in the Grey Mist is so strong that it has the
unfortunate side-effect of driving any stragglers in Glosstmoor’s lands mad. Through the Grey
Mist, Glosstmoor can disable enemies without even engaging them, and drive weak-willed
marauders away without a second thought. In the mist, they can even detect the presence of
strong-willed minds within their lands, allowing it to act as a form of location detector.
Vaiyana-Monen. One of Glosstmoor’s frequent summonings, and visitations, involve the half-
giant Vaiyana-Monen. A 12-foot tall, broad-shouldered beast of a man who carries with him a
blood-red sword almost two-thirds his size. With the sword, Vaiyana-Monen could cleave a
strong oak tree in two with a single stroke. He is also a marvel when it comes to magical spells.
Vaiyana-Monen became an ally of Glosstmoor when the former used his spells to reduce the
marble transformation of the latter. Due to his efforts, Glosstmoor’s transformation is a fifth of
its original pace. Vaiyana-Monen’s most brutal attack is his “Three-Pin Stab Attack” which he
employs as a last resort to cause maximum damage. Additionally, Vaiyana-Monen’s giant
heritage allows him to utilize the “Knucklebone Horn of Gvoitmar, the King of the Giants” which
summons the nearest giants to do his bidding.
Gwalyka. Glosstmoor’s oldest and most powerful friend, Gwalyka is the shadow son of the
celestial body Anepas, the deity of dreams and nightmares. He was formed from the shadow of
his father and roams the land from end to end without a care in the world. Gwalyka is reckless
but tough in a fight. He alone knows the damage that the curse has caused Glosstmoor. So, if
ever the Thearch is under stress or attack, Gwalyka is there for his friend. Under Gwalyka’s
shadow, Glosstmoor’s enemies lose focus, become lethargic, and are enveloped by nightmares
courtesy of Anepas’s gifts to his son.
Marble Knights. Born from the petrifying miasma of the ancient entity Glosstmoor, Marble Knights
are majestic and fearsome constructs, embodying the essence of petrified warriors. They serve
as Glosstmoor's sentinels and champions, ever watchful and unyielding in their defense of their
creator's domain. Their armor and weapons, though appearing to be made of solid marble, move
with a fluid grace, and their strikes are incredibly precise. These knights, though silent and
emotionless, seem to possess a spark of sentience – a lingering remnant of the warriors they
once were. Their mere presence on the battlefield is enough to instill fear in the hearts of
Glosstmoor's foes.

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Marble Knight
Large construct, neutral

Armor Class 18 (natural armor)


Hit Points 189 (18d10 + 90)
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 20 (+5) 8 (-1) 12 (+1) 7 (-2)

Saving Throws Str +10, Con +9


Skills Athletics +10, Perception +5
Damage Immunities poison, psychic
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages understands Common and Terran but
can't speak
Challenge 13 (10,000 XP)

TRAITS
Immutable Form. The knight is immune to any
spell or effect that would alter its form.
Magic Resistance. The knight has advantage on saving throws against spells and other magical
effects.
Stonebound Loyalty. When the Marble Knight starts its turn with 50 hit points or fewer, it gains
+2 AC, +1 to all attack rolls, damage rolls, and saving throws until repaired or destroyed.

ACTIONS

200
Multiattack. The knight makes two melee attacks.
Marble Greatsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6)
slashing damage.
Stone Stare (Recharge 5-6). The knight targets one creature it can see within 30 feet of it. If the
target can see the knight, the target must succeed on a DC 17 Wisdom saving throw against this
magic or become petrified 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. If the target's saving throw is successful
or the effect ends for it, the target is immune to this knight's Stone Stare for the next 24 hours.

REACTIONS
Parry. When an attack is made against the knight, after the roll is made but before a hit or miss
is declared, the knight adds 4 to its AC for that attack. To do so, the knight must see the attacker
and be wielding a melee weapon.

Gryndilouse. Born from the very curse


that plagues Glosstmoor's land, the
Gryndilouse are terrifying aberrations
that roam the mists. These creatures
are not of the natural world, and their
mere presence speaks of the twisted,
arcane powers that created them.
With multi-faceted eyes that seem to
shimmer and swirl with inner darkness
and tendrils that drip with
otherworldly venom, the Gryndilouse
are hunters of the fog. They're drawn
to the life force of the living, feasting
on their vitality and leaving only
withered husks behind. The tales tell
of them phasing in and out of reality,
making them not only dangerous but
also unpredictable.

201
Gryndilouse
Large aberration, chaotic evil

Armor Class 18 (natural armor)


Hit Points 230 (20d10 + 100)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 20 (+5) 16 (+3) 14 (+2) 18 (+4)

Saving Throws Dex +9, Int +8, Wis +7


Skills Stealth +9, Perception +12
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 22
Languages understands Deep Speech and Undercommon but speaks telepathically.
Challenge 16 (15,000 XP)

TRAITS
Phasing. On its turn, the Gryndilouse can use a bonus action to phase in or out of the material
plane to the ethereal plane. While phased out, it can't be targeted by spells, attacks, or other
effects but can't interact with the material plane either. It remains phased out until it uses a
bonus action to return or until it attacks a creature on the material plane.
Telepathic Shroud. The Gryndilouse is immune to any effect that would read its thoughts or
emotions, and resistant to psychic damage (included in its stat block).

ACTIONS
Multiattack. The Gryndilouse makes two raking tendril attacks and one bite attack.

202
Raking Tendril. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5)
bludgeoning damage, and the target must succeed on a DC 18 Constitution saving throw or be
poisoned for 1 minute. While poisoned, the target's hit point maximum is reduced by an amount
equal to the damage taken from the tendril attack. This reduction lasts until the target finishes a
long rest. The target dies if this effect reduces its hit point maximum to 0.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 6) piercing
damage.
Drain Vitality (Recharge 5-6). One creature the Gryndilouse can see within 60 feet must succeed
on a DC 18 Wisdom saving throw or take 27 (6d8) psychic damage and be stunned until the end
of its next turn. The Gryndilouse regains hit points equal to half the damage dealt.

REACTIONS
Evasive Phase. As a reaction when the Gryndilouse is targeted by an attack, it can phase the
locality of the attack to the ethereal plane, causing the attack to miss unless the attack would
affect creatures on the ethereal plane.

Rewards

Armor of the Marble Knights


Armor, legendary (requires attunement)
Thin, many-plated, but nigh impossible to break, the Armor of the Marble Knights is a valued
addition to any characters’ arsenal. This single suit of armor is a rare gift and a prestigious one,
was designed by Glosstmoor themselves. The gold inlays in the armor are threads and notes of
powerful spells devised by Glosstmoor. An attuned wearer of this armor gains advantage on
Strength, Dexterity and Constitution saving throws and checks. Once per day, as a reaction when
the attuned wearer is targeted with a spell of 6th level or lower that requires a saving throw, the
wearer automatically succeeds on the saving throw.

The Knucklebone Horn of Gvoitmar


Wondrous item, legendary (requires attunement)
Shaped like a foot-long, thin whistle, the Knucklebone Horn was specifically constructed for
Gvoitmar by the dwarves to control his people. The Horn has its drawbacks as can be expected;
according to legend, Gvoitmar used the knucklebones of his father and his six brothers in the
construction of the Horn.

203
When blown as an action, the Horn summons a single stone giant which remains loyal to the
summoner, acting immediately after it in initiative order, and persists for 24 hours. The giant thus
summoned only takes orders from its summoner, whose death or inability to issue commands
renders the giant mute and useless.
Therefore, repeated use of the Horn is deadly. Every time the horn is used, it reduces the users
maximum hit points by 10. This hit point reduction lasts while the creature remains attuned to it,
and cannot be mitigated through common means, such as greater restoration. When a creature
becomes unattuned to the item, that creature can never again attune to the Horn.

New Spell: A Tear of the Veil


8th-level conjuration
Casting Time: 1 Action
Range: 5 feet
Components: V, S
Duration: Concentration up to 1 round
You carry at the tip of their fingers the power of the Grey Mist. The air in front of you parts
opening a gate in the Veil to any location that you have previously visited. The gate remains
open until the start of your next turn, allowing creatures smaller than Huge to pass through it
one-way until the gate closes.

204
205
Master Sin (Mythic 4)
The Burning Claw
“Flawless form begets flawless victory.”

Description
Ancient beyond knowing and powerful beyond measure, the white-haired rakshasa known as
Master Sin is supreme among all his kin. An undisputed master of martial arts, he has climbed
atop the vicious hierarchy of both rakshasa and devil alike, one bloody victory at a time. Where
others of his kind prefer deceit or magic to achieve their goals, Master Sin walks the path of a
closed fist and the simple elegance of ki. His body is a taut mass of woven muscle, disciplined
from centuries of rigorous martial training in the darkest pits of the hells. With the slightest effort
Master Sin can unleash an onslaught of infernal ki, a sinister combination born of extreme
hedonism and unrivaled willpower. There are few who could challenge a being of such dark
might, and fewer still who could contest his martial supremacy.

Profile
Personality: Hedonistic
Ideals: Master Sin is a relentless seeker of personal pleasure. Whether that is achieving peak
physical and martial performance, saturating the senses with pleasing experiences, or other, far
darker excesses, the rakshasa is always on the prowl for the next indulgence. To the fiend, there
is no higher calling than one’s own satisfaction, no matter what extremes one must pursue to
achieve it.
Bonds: Fiends hold few things sacred, especially Master Sin. However, there is but one cause
beyond himself that the rakshasa emperor values: his self-made martial art, the Way of the
Burning Claw. The only thing Master Sin has ever created, this extraordinary discipline is a
carefully guarded secret he protects at any cost.
Flaws: While Master Sin’s hedonism does him no favors, his true vice is his ongoing obsession
with visceral, martial combat. The rakshasa not only jumps at the chance to trade blows with
enemies who dare face him in honorable combat, but cultivates rivals from the shadows so that
he may one day crush them with his bare paws. It is likely only a matter of time before this
practice leads to Master Sin’s demise.
Legend: From the day he first crawled forth from the primordial pits of the hells, the rakshasa
known as Master Sin knew he was different. While his peers and the locals were creatures of
guile, subtlety, and deception, he was not. To him, it made little sense to solve a problem with
words that could be more efficiently solved with fists. Understandably, this did not endear

206
Master Sin to his peers, but it mattered not. The rakshasa’s proficiency with martial arts ensured
a rapid ascent to the top of fiendish society, one bloody brawl at a time. But it was not enough.
Master Sin’s cravings for blood sports were unsatisfied by duplicitous and conniving fiends.
Mortals, however, with their “morals” and “honor” were intriguing. With a level of brazen
confidence not seen in a millennium, Master Sin journeyed to the mortal realms in search of new
foes to brutalize. He was not disappointed. Centuries later, the rakshasa had defeated every
warrior worth fighting that he could get his claws on, and he was finally satisfied. Retreating back
to the hells, Master Sin now languishes in a haze of depravity, ears eager for any news of a martial
foe worthy to die by his claws.

Master Sin in Your Campaign


As an arrogant, hedonistic fiend, Master Sin makes for an enjoyable villain for any campaign. He
has no interest in inflicting horrific cruelties on those who pique his interest, instead affording
them opportunities to grow in strength so that they may one day trade blows in a ring of honor.
Consequently, Master Sin rarely intends to kill, though accidents certainly happen. The rakshasa
is not patient. He sends forth mighty challenges to ensure his quarry progresses as quickly as
possible. While other villains are busy scheming to conquer the world or achieve unlimited
power, Master Sin spends his days in luxury and excess. In his mind, there are only two things
worthy of his time: fighting a laudable foe or indulging in vices. He happily intermingles the two
whenever possible, spending bonding time with potential rivals so as to sweeten the flavor of his
inevitable victory. As the rakshasa is fond of saying, “Whether friend or foe, you will die by my
claw. But I promise my friends have a lot more fun.” Treat Master Sin more like a mighty rival
than dastardly villain, and your players will experience a unique, colorful, and friendly antagonist
the likes of which they have never seen before.

Introduction
Master Sin is not subtle. When the characters have proven themselves worthy of his attention,
the rakshasa personally pays them a visit to introduce himself and size them up. His primary goal
is to determine just how far they have to go before the heroes can offer a good fight, but if he
can have some fun in the meantime, so much the better. With a retinue of fiendish sycophants
on a short leash, Master Sin offers the characters friendship with one hand and the promise of a
violent death with the other. Whether or not the characters accept is irrelevant. Should Master
Sin see the spark of potential within them, he immediately begins plotting challenges to train up
his new quarry.

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Conflict
Between the occasional visit to check on
their progress, the characters can count on
consistent assaults personally designed by
Master Sin to test their abilities. Such
encounters are specifically tailored to push
the heroes to their limit, teaching them
the nature of their weaknesses and
encouraging exploration of their strengths.
Should the characters prevail, they can
count on an imminent visit from Master Sin.
This experience can be a confusing mix of
pleasurable and humiliating. The rakshasa
uses this opportunity to indulge his vices in
the company of his new “friends” while
simultaneously critiquing their performance
at his latest challenge. If the characters are
wise, they can use this opportunity to learn
more about their “patron” in preparation for
the inevitable conflict ahead.

Conclusion
Once Master Sin believes the characters are ready to face him, they receive an elegant invitation
to join the fiend in his palace monastery where it hides within the hells. Refusing this dignified
request is a big mistake. Master Sin sees such a snub as not only a grave insult, but a squandering
of a considerable personal investment. The party won’t be able to count on a single moment of
safety, with Sin and his goons always waiting in the shadows. However, should the party accept
the invitation, a strange series of events awaits. Master Sin wishes the last few days of either his
own life or the lives of his opponents to be comfortable and has planned a weeklong party of
legendary proportions. The debauchery and vice that goes on at this event are considerable, even
by the hells’ standard. Feasting, pleasurable company, and all manner of entertainment are
provided, so long as the heroes swear to stay their blades to the final battle. On the day of
reckoning, Master Sin gathers great warriors, friends, and fellow fiends of great repute to bear
witness to his triumph. Bets are placed and the stage is set for the battle of the century. While
there can be only one victor, Master Sin is on a thousand-win streak and is feeling quite confident.

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Challenges
Master Sin can pose exploration, social, or combat challenges to characters who interact with
him.

Exploration
The day-to-day life of a denizen of the hells is perilous to mere mortals, and Master Sin is no
exception. His home is an opulent palace monastery perfectly suited for the dual lifestyles of
excessive hedonism and martial arts. The palace is a place of respite and privacy, mystically
appearing throughout the hells’ many layers in a constant state of uncertainty. Master Sin spends
most of his days indulging himself in his many vices between ludicrously intense bouts of physical
training. If rumor reaches the Master’s ear of promising warriors, he sends forth interplanar
agents to investigate the claims. These allies are typically fellow rakshasas, duty bound to be both
respectful and open in their dealings with those who have caught the Master’s eye. Those
deemed worthy of a potential confrontation with Master Sin may find themselves invited to the
palace monastery to be measured. Those who show promise are treated like friendly rivals, while
those who fail to impress are cast out to find their own way home among the fiend-infested
lands.

Regional Effects
The region within 10 miles of Master Sin’s lair is warped by his sinister ki, which has created the
following effects within the area:
• Whenever Master Sin finishes a long rest in the affected area, the region, along with
everything in it, magically shi�s to an uninhabited region of the hells on any one of its layers.
This loca�on is chosen seemingly randomly, with no will or reason to its appearance.

• If a creature atempts to enter the region without a writen or verbal invita�on from Master
Sin, it must succeed on a DC 25 Charisma saving throw or be magically teleported into a
random ac�ve volcano within the hells.

• Whenever a creature is in combat, drama�c and appropriate music can be heard within 300
feet of the creature. Creatures that can hear the music score cri�cal hits on an atack roll of
19–20.

If Master Sin is destroyed, these effects fade over 1d10 days.

Master Sin’s Lair


The palace monastery of Master Sin is an oasis of pleasure and refinement in the otherwise brutal
oppression that is the hells. Within its golden halls are countless rooms dedicated to all manner
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of hedonistic practices. Master Sin has worked hard to stand atop rakshasa society and is keenly
interested to enjoy his success as much as he possibly can. The entire complex is staffed by
disciplined fiends well paid and magically bound to particular codes of conduct, protecting
against all but the most cunning attempts at treachery or deceit. The perpetual flood of guests
at the palace monastery is another manner. Master Sin is eager to share the company of others
to aggrandize his ego and further indulge carnal desires. Creatures from across the planes can be
found here, even those who would not ordinarily consort with fiends. Master Sin’s relatively
pleasant demeanor and the safety of the monastery (especially in the hells) provide an excellent
environment to converse with fiends, observe impressive displays of martial skill, or even indulge
in an extremely decadent vacation.

Lair Actions
On initiative count 20 (losing initiative ties), Master Sin can take a lair action to cause one of the
following effects. If Master Sin is using his mythic statistics, he can instead choose to take a mythic
action or lair action, but not both. Master Sin can’t use the same effect twice in a row.

210
• A 40-foot square on the ground in an area of Master Sin’s choice within the lair becomes an
honorable batleground. Creatures within the area are immune to damage and effects from
creatures outside the area, and vice versa. This effect lasts for 1 hour or un�l Master Sin uses
this op�on again.

• A magical weapon appears in a free hand of a creature of Master Sin’s choice within the lair.
The weapon’s type is chosen by Master Sin, confers a +3 bonus to atack and damage rolls
made with the weapon, and deals an addi�onal 3d10 damage on a successful hit while
wielded by Master Sin. If the weapon is a ranged weapon that requires ammuni�on, it
magically conjures the required ammuni�on when used. The weapon lasts for 1 minute or
un�l Master Sin uses this op�on again.

• A 20-foot-square area of the ground within the lair becomes saturated with healing energy.
At the next ini�a�ve count of 20, each creature in the affected area magically regains 35
(10d6) hit points, or 70 (20d6) if it is below half its hit point maximum.

Exploration Encounters
Securing an audience with Master Sin is either an act of supreme coincidence or considerable
effort. Before one can even begin to track down the current location of his palace monastery,
they must conquer the many perils of the hells. Surrounding the rakshasa is a web of nefarious
allies, mighty rivals, and dreaded enemies who can provide insight into the Master’s
whereabouts. Tracking down these characters and securing the information is no mean feat. It
takes supreme acts of investigation and exploration to find Master Sin, especially if he does not
wish to be found.
• Trail Running. In the mood for some serious exercise, Master Sin has been spotted running
atop the highest peaks on the material plane. While most are content to leave the fiend
alone, a few dedicated do-gooders are attempting to waylay the traveling Master. Such
provocative behavior could set Master Sin off, sparking a devastating, unnecessary, and
bloody battle.
• Visi�ng Professor. Master Sin makes a surprise visit to the sanctuary of a monas�c tradi�on.
While his inten�ons are suspect, the rakshasa claims he only wishes to observe the “feeble
humanoid arts” in peace and perhaps offer some helpful �ps. As days turns to weeks, the
isolated monastery pleads for help to expel Master Sin, whose hedonis�c behavior and
general boorishness are proving to be too much for even the legendary pa�ence of monks.

• The Missing Scroll. A �meless treasure has been stolen from Master Sin’s palace monastery,
an ancient scroll containing the secrets of the rakshasa’s mar�al art: the Way of the Burning
Claw. The fiend offers to pay any price and consort with any power for its return. The thief
has proven extremely elusive thus far. Anyone with the skill to evade Master Sin and his
extensive resources will surely take great skill to track down.

211
Social
When not engaged in mortal combat, Master Sin can be found languishing in opulent splendor
within his palace monastery. Here he indulges in the many vices befitting of the hells, inviting all
manner of foul beings to partake in debaucheries minor and major. While on the battlefield he is
a merciless, sadistic enemy, everywhere else Master Sin simply wants to have a good time. By
mortal standards these practices are quite extreme, but they are considerably more moderate
than what goes on in the rest of the hells. If Master Sin cannot trust those he socializes with to
behave themselves, he will simply leave rather than fight in a manner that is beneath him.
Otherwise, until it is time to fight, those in his company are treated like good friends, so long as
they do not ruin the vibe. In rare instances Master Sin even brings the party to other realms. In
such cases he is brazenly confident, having reconstituted his body dozens of times when slain
outside the hells.

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Social Encounters
Silken Song. Once a month in the darkest of night, a strange
sound can be heard echoing from within Master Sin’s palace
monastery: a sorrowful song in Infernal, telling of crushed
dreams and love betrayed. The orator of this woeful melody is
the only warrior Master Sin ever faced in batle and spared.
Known as Kalindara, this black-furred Rakshasa trained for
centuries to face Master Sin in combat so that she might
profess her love to him and prove herself his equal. Torn
between admira�on and pride, Master Sin defeated her in the
arena but could not bring himself to destroy her. Uterly
distraught by her failure, Kalindara has resided within the
palace monastery ever since, wai�ng for the day she can aid
aspiring adventurers to defeat Master Sin and crush his
indomitable pride.

The Tournament of Champions. A grand mar�al arts


tournament is held, with invita�ons sent to all the great
warriors from across the mul�verse. While the batles fought
within this event are all lethal in nature, the atmosphere is
cheery. Such a contest of skill has not been seen for millennia,
with contestants ranging from gods to mortals to beings like
Master Sin. Should a group of plucky heroes manage to secure a spectator invita�on, it would be
the perfect opportunity to learn of Master Sin’s skills and techniques from a safe distance.

Hellish Rivals. An archduke of hell has made an enemy of Master Sin and seeks allies to strike a
blow against the rakshasa. The duke isn’t picky about whom it enlists, but first it needs to secure
invita�ons to the palace monastery. The invita�ons are being auc�oned off at an upcoming gala
for what is likely to be an extraordinary price. Presen�ng oneself at the gala and then bidding for
the invita�on amid a soiree full of dangerous fiends will prove to be a perilous social escapade,
par�cularly if Master Sin deigns to make an appearance.

Combat
Master Sin loves to fight, but only on his terms. Honorable combat full of pomp and circumstance
ensures that such a conflict is worthy of the extraordinary martial arts. Once his foes have agreed
to such a spectacle, Master Sin fights with jubilant glee. A battle with any foe worthy of facing his
fists and blades is guaranteed to be a good fight, an experience to be savored between every
blow given and each wound received. The better the fight, the more delicious the victory. Foes
who fail to meet the Master’s high expectations are in for a brutal experience. Master Sin
sadistically dismantles such victims, taking his time the way a cat toys with its prey. Powerful
enemies are always remembered, the unique taste of their ki forever a pleasant memory for the
Master’s sophisticated palette.

213
Combat Encounter Example: Watch and Learn
There are only two ways to provoke a fight with Master Sin: impress him enough to deserve a
challenge or upset him enough so he sets aside his warrior’s code to snap a few necks. No matter
the nature of the conflict, Master Sin demands it be worthy of story and song. Just killing his foes
does not satisfy. The tales of their defeat must echo for centuries, preferably accompanied by
accounts of Master Sin’s extraordinary martial exploits. To facilitate this experience, the rakshasa
always invites spectators. Martial artists from across the realms are fitting observers. Such
experts are the only ones who can fully appreciate Master Sin’s talents, a spectacle any self-
respecting martial artist would gladly behold, even under such sinister circumstances. The
ensuing battle is always to the death. Mercy and compassion are not befitting of warriors such
as Master Sin.

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Tactics
Battlefield Classification: Skirmisher
Master Sin’s talents as a monk are front and center in any combat encounter. His formidable
movement speed coupled with the bonuses granted by Impossible Step ensure he can be almost
anywhere at any time. Use this fact in conjunction with his flexible attrack options to ensure the
master is engaging on all fronts. Use his mobility to break line of sight. Remember, most
characters’ abilities cannot target what they cannot see, so cover is an extremely useful tool to
complement the Master’s kit. Note Master Sin’s ridiculously high AC. Count on this to defend
against most attacks, while taking greater efforts to avoid attempting saving throws. With
relatively poor defenses against certain saves, it’s important to keep the Master safe from
characters who can capitalize on this weakness.
When going on offense, you have many options from which to choose. Key to the Master’s
strategy is the Way of the Burning Claw feature, which allows him to unleash a devastating series
of combos on focused targets. Use Tiger Kick to send characters rocketing into poor positions,
Khopesh to stack up damage, and Ki Blast for when range is required. Master Sin keeps two
powerful abilities in reserve: Roaring Ki Cannon and Finishing Move. Roaring Ki Cannon is ideal
for when the Master’s attacks aren’t proving effective, dealing damage in a huge area. Finishing
Move is the perfect attack to down a troublesome character, potentially completely deleting
them if they’re unlucky enough to be downed by it.
Don’t forget to track which characters are infused by the Way of the Burning Claw feature. Each
of Master Sin’s attacks has synergy with this feature, advantages well worth capitalizing on for
maximum effectiveness. Move quick, strike fast against a single foe, then retreat before the party
can retaliate, and you will have an ideal encounter.
Easier Tactics – Don’t make full use of Master Sin’s mobility. Most characters struggle to move
farther than 30 feet in a round and still harm their foes. Make sure to divide up the rakshasa’s
attacks between as many targets as possible. This will prevent Way of the Burning Claw or too
much damage from downing a character in a single round. Only use Impossible Step if Master Sin
desperately needs to retreat. The characters may well appreciate the opportunity to catch their
breath and will be well prepared for his abilities in the next round.
Harder Tactics – Use Impossible Step every round to maximize Master Sin’s movement, then
focus on easily slain targets. Never pass up a chance to capitalize on Way of the Burning Claw.
Use Tiger Kick to punt pesky paladins and other slow melee characters far away from the Master,
while keeping the pressure on squishier characters with Ki Blast. Once a target is low on hit points,
immediately move in with Finishing Move to wipe them out. Keep dancing around the battlefield.
The cost of losing two attacks is an extremely fair price to pay for the benefits of Impossible Step,
and with two abilities to recharge, Master Sin can definitely use the time.

215
Master Sin
Medium fiend, lawful evil

Armor Class 28 (unarmored defense)


Hit Points 484 (51d8 + 255)
Speed 60 ft.

STR DEX CON INT WIS CHA


27 (+8) 30 (+10) 21 (+5) 13 (+1) 26 (+8) 11 (+0)

Saving Throws Str +16, Dex +18, Wis +16


Skills Acrobatics +26, Athletics +16, Insight +16, Perception +16
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical sources.
Condition Immunities poisoned.
Senses darkvision 120 ft., passive Perception 26
Languages Common, Infernal
Challenge 27 (105,000 XP)

TRAITS
Avoidance. When the Master succeeds on a saving throw and would suffer an effect on a success,
he instead suffers no effect.
Mythic Resistance. When the Master fails a saving throw, he can expend one of his unspent
legendary actions to succeed instead.
Way of the Burning Claw. The Master practices a fiendish form of martial arts known as the Way
of the Burning Claw. His attacks count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Additionally, immediately after the Master scores a hit with an attack, he can infuse his target
with fiery ki. This infusion lasts for 1 hour or until the Master ends the effect (whichever comes
first). While infused in this manner, a target cannot have immunity or resistance to fire damage
and sheds bright light in a 20-foot radius.

216
ACTIONS
Multiattack. The Master makes four attacks. He can forgo making two attacks in this manner to
instead take the Impossible Step action.
Khopesh. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) slashing
damage plus 7 (2d6) fire damage. If the target is infused via the Master’s Way of the Burning Claw
feature, the infusion ends and he may force the target to attempt a DC 26 Constitution saving
throw. On a failure, the Master regains a number of hit points equal to the damage dealt by the
attack.
Ki Blast. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 36 (8d6 + 8) fire damage.
If the target is infused via the Master’s Way of the Burning Claw feature, the infusion ends and
he instead scores a critical hit.
Tiger Kick. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10)
bludgeoning damage plus 7 (2d6) fire damage. If the target is infused via the Master’s Way of the
Burning Claw feature, the infusion ends and he may force the target to attempt a DC 26 Strength
saving throw. On a failure, the target is thrown 90 feet in a straight line away from the Master,
landing prone.
Finishing Move (Recharge 5–6). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit:
100 necrotic damage. If the target is infused via the Master’s Way of the Burning Claw feature,
the infusion ends, and if the target has 100 or fewer hit points, it dies instantly as the Master
tears it apart.
Impossible Step. The Master takes the Dash, Dodge, and Disengage actions (in any order) and
then leaps a distance up to his walking speed. If a spell or magical effect would prevent this
movement, the movement is not prevented, and the Master takes 27 (5d10) force damage.
Roaring Ki Cannon (Recharge 5–6). The Master projects a blast of burning ki in a 20-foot-wide,
600-foot-long line. Each creature in the affected area must succeed on a DC 26 Dexterity saving
throw or take 90 (20d8) fire damage, or half as much on a success. If an affected creature is
infused via the Master’s Way of the Burning Claw feature, the infusion ends and the target
becomes vulnerable to damage dealt by this effect.

LEGENDARY ACTIONS
The Master can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The Master
regains spent legendary actions at the start of his turn.
Readiness. The Master gains an additional reaction, which lasts until the end of his next turn or
until he uses it (whichever comes first).

217
Strike. The Master makes a Khopesh or Ki Blast attack.
Impossible Step (Costs 2 Actions). The Master uses his Impossible Step action.
Enlightened Trance (Costs 3 Actions). The Master enters a trance until the start of his next turn,
ending all spells and magical effects currently affecting him. Additionally, he becomes immune
to spells and magical effects for the duration of the trance.

Mythic Master Sin


Batting against the mythic incarnation of Master Sin should be like battling a flaming whirlwind
of martial arts. While his hit point maximum is relatively low for a mythic foe of his rating, his
high AC, damage, and mobility are essential compensators to keep him alive. While all his attacks
are more fearsome thanks to Master Sin’s mythic status, his two new mythic actions can
completely change his strategy on the battlefield. The first is Combo Multiplier. This deadly action
allows Master Sin to completely dominate a single target, piling on ridiculous damage as he
scores hit after hit. Note that this action works on any attack he makes and is especially powerful
when combined with Finishing Move. The other mythic action to explore is Patient Defense. In
the event Master Sin is unable to find cover or expects to get attacked a lot, this action allows
him to retaliate with considerable lethality. Remember, attacks scored by this feature can
synergize with Way of the Burning Claw, allowing Master Sin to follow up and punish offending
characters as soon as he gets the chance.

Mythic Effects
As a mythic creature, the Master causes the following effects.
Eater of Ki. When the Master slays a creature in honorable combat, he may feast upon its ki.
When he does so, the Master has no need of food, drink, or sleep for 1 year, and the target can
never again be truly whole. If the target is returned to life, it is forever afflicted with an Epic curse
resulting from its loss of ki. While cursed in this manner, when a creature takes a long rest, it is
visited by visions of its defeat at the Master’s claws, experiencing overwhelming shame for the
duration of the rest. Additionally, a creature so cursed can never willingly challenge the Master
to honorable combat again.
Martial Arts Master. The Master is an expert in all forms of martial arts, is proficient in all
weapons, and in his hands any weapon is considered a finesse weapon. Additionally, when the
Master defeats an enemy creature wielding a weapon he does not already own, that weapon
instantly vanishes and appears within his vast collection of arms kept within his palace.

218
Mythic Master Sin
Medium mythic fiend, lawful evil
Armor Class 30 (unarmored defense)
Hit Points 1,197 (126d8 + 630)
Speed 60 ft.

STR DEX CON INT WIS CHA


27 (+8) 30 (+10) 21 (+5) 13 (+1) 30 (+10) 11 (+0)

Saving Throws Str +19, Dex +21, Con +16, Int +12, Wis +21, Cha +11
Skills Acrobatics +32, Athletics +19, Insight +21, Perception +21
Damage Immunities fire; bludgeoning, piercing, and slashing from non-Epic sources.
Condition Immunities poisoned.
Senses darkvision 120 ft., passive Perception 31
Languages Common, Infernal
Challenge Mythic 4

TRAITS
Avoidance. When the Master succeeds on a saving throw and would suffer an effect on a success,
he instead suffers no effect.
Mythic Resistance. When the Master fails a saving throw, he can expend one of his unspent
legendary actions to succeed instead.
Way of the Burning Claw. The Master practices a fiendish form of martial arts known as the Way
of the Burning Claw. His attacks count as magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Additionally, immediately after the Master scores a hit with an attack, he can infuse his target
with fiery ki. This infusion lasts for 1 hour or until the Master ends the effect (whichever comes
first). While infused in this manner, a target cannot have immunity or resistance to fire damage
and sheds bright light in a 20-foot radius.

219
MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the Master takes a mythic action to cause one of the
following effects. The Master can cause the same effect twice in a row.
Combo Multiplier. When the Master scores three or more hits in one turn against a single target,
he deals an additional 35 (10d6) fire damage on the third hit. If the Master uses this action again,
this damage increases by 35 (10d6), to a maximum of 175 (50d6) additional fire damage. This
benefit lasts until Master Sin finishes a short or long rest.
Patient Defense. Until the next initiative count of 20, when a creature misses an attack against
the Master, it provokes an opportunity attack from him, which he can take with either a melee
or ranged attack. If his opportunity attack hits, the Master regains his expended reaction.

ACTIONS
Multiattack. The Master makes six attacks. He can forgo making two attacks in this manner to
instead take the Impossible Step action.
Khopesh. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 32 (4d10 + 10) slashing
damage plus 7 (2d6) fire damage. If the target is infused via the Master’s Way of the Burning Claw
feature, the infusion ends and he may force the target to attempt a DC 29 Constitution saving
throw. On a failure, the Master regains a number of hit points equal to the damage dealt by the
attack.
Ki Blast. Ranged Spell Attack: +21 to hit, range 120 ft., one target. Hit: 50 (12d6 + 8) fire damage.
If the target is infused via the Master’s Way of the Burning Claw feature, the infusion ends and
he instead scores a critical hit.
Tiger Kick. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10)
bludgeoning damage plus 7 (2d6) fire damage. If the target is infused via the Master’s Way of the
Burning Claw feature, the infusion ends and he may force the target to attempt a DC 29 Strength
saving throw. On a failure, the target is thrown 90 feet in a straight line away from the Master,
landing prone.
Finishing Move (Recharge 5–6). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit:
200 necrotic damage. If the target is infused via the Master’s Way of the Burning Claw feature,
the infusion ends, and if the target has 100 or fewer hit points, it dies instantly as the Master
tears it apart.
Impossible Step. The master takes the Dash, Dodge, and Disengage actions (in any order) and
then leaps a distance up to his walking speed. If a spell or magical effect would prevent this
movement, the movement is not prevented, and the master takes 27 (5d10) force damage.
Roaring Ki Cannon (Recharge 5–6). The Master projects a blast of burning ki in a 20-foot- wide,
600-foot-long line. Each creature in the affected area must succeed on a DC 29 Dexterity saving

220
throw or take 110 (20d10) fire damage, or half as much on a success. If an affected creature is
infused via the Master’s Way of the Burning Claw feature, the infusion ends and the target
becomes vulnerable to damage dealt by this effect.

LEGENDARY ACTIONS
The Master can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The Master
regains spent legendary actions at the start of his turn.
Readiness. The Master gains an additional reaction, which lasts until the end of his next turn or
until he uses it (whichever comes first).
Strike. The Master makes a Khopesh or Ki Blast attack.
Impossible Step (Costs 2 Actions). The Master uses his Impossible Step action.
Enlightened Trance (Costs 3 Actions). The Master enters a trance until the start of his next turn,
ending all spells and magical effects currently affecting him. Additionally, he becomes immune
to spells and magical effects for the duration of the trance.

Resources
Constantly winning battles over the course of millennia has earned Master Sin a considerable war
chest. Even with his sizeable lifestyle expenses, the fiend has more than enough assets to pay for
whatever money can buy. This is particularly useful for a chronic hedonist, a fiendish overlord in
need of some goons, or when concocting devious challenges to train up some rivals. However,
Master Sin’s greatest resource is his martial arts. There are few obstacles the rakshasa cannot
eliminate with a few precise blows. Other villains who jeopardize his investments can expect a
threatening visit from Master Sin, and the characters may find certain deadly obstacles
mysteriously vanish by the hand of their fiendish benefactor.

Allies
Most of Master Sin’s allies are mercenaries, bought and paid for by his vast wealth. Being a fiend,
most creatures willing to work for the rakshasa are other fiends. Devils, other rakshasa, and
whatever else can be found in the hells can count themselves in his employ, bound by a collection
of magical contracts that ensure obedience. However, one figure from Master Sin’s past has
formed a tenuous relationship beyond the power of money. Known as Kalindara, this shadowy
rakshasa fell in love with Master Sin and sought to challenge him as a form of respect. Suffice it
to say, things didn’t work out, and now Kalindara lurks in the shadows of Master Sin’s palace

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monastery. Still in love with Master Sin, she watches for any sign of duplicity or trickery against
him with unceasing vigilance.

Kalindara
Medium fiend, lawful evil

Armor Class 19
Hit Points 314 (37d8 + 148)
Speed 50 ft.

STR DEX CON INT WIS CHA


12 (+1) 29 (+9) 19 (+4) 14 (+2) 18 (+4) 22 (+6)

Saving Throws Dex +16, Con +11, Wis +11, Cha +13
Skills Acrobatics +23, Deception +22, Insight +11, Perception +11, Stealth +23
Damage Vulnerabilities piercing from magic weapons wielded by good-aligned creatures.
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks.
Senses truesight 60 ft., passive Perception 21
Languages Common, Infernal
Challenge 21 (33,000 XP)

TRAITS
Cunning Action. On each of her turns, Kalindara can use a bonus action to take the Dash,
Disengage, or Hide action.
Shadow in the Night. Kalindara is invisible when in dim light or darkness.
Sneak Attack (1/Turn). Kalindara deals an extra 70 (20d6) damage when she hits a target with a
weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally
of Kalindara that isn’t incapacitated and she doesn’t have disadvantage on the attack roll.

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Tools of Assassination. Kalindara’s weapons are magical and composed of fiendish green steel.
She has a +2 bonus to attack and damage rolls (included in the attack) made with her weapons.
If Kalindara starts her turn and is not in possession of one of her weapons, the weapon magically
reappears in her possession.

ACTIONS
Multiattack. Kalindara makes two attacks and takes one other action.
Knife. Melee or Ranged Weapon Attack: +18 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
13 (1d4 + 11) slashing damage. If the attack scores a critical hit, double the damage of the attack
(in addition to the ordinary benefits of a critical hit).
Shadow Step. Kalindara magically teleports up to 120 feet to an unoccupied space it can see that
is in dim light or darkness.
Snuff Light. Kalindara blows a puff of air at a source of light from an object (such as a torch or
lantern) or a magical effect (such as light) she can see. The light is snuffed out immediately, and
spells or magical effects producing light affected by this feature immediately end.

REACTIONS
Deceptive Magic Immunity. When Kalindara is affected by a spell or magical effect, she can use
her reaction to attempt a Charisma (Deception) ability check versus the source’s spell save DC.
On a success, Kalindara is unaffected.

Rewards
The opulent decadence of the palace monastery is filled with countless treasures. Strange
substances, weapons beyond counting, and devices of unscrupulous purpose can be found
around every corner, the sum value of which is beyond counting. However, of all the treasures
Master Sin holds dear, one holds the most significance: the single written record of his
extraordinary martial art, the Way of the Burning Claw. This monastic tradition is beyond the ken
of mortals to truly master, but by studying the scrolls a monk may learn some of its techniques.
The scroll containing this knowledge is one of a kind, priceless from a cultural perspective, and
powerful to any adventurer worthy enough to read it.

Way of the Burning Claw Scroll


Wondrous item, legendary (requires attunement by monk)

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This fiendish scroll details a strange martial art developed by the mythical rakshasa Master Sin.
While you are attuned to this scroll, you may call upon its powers to enhance your own martial
arts. When you expend 1 or more ki points, your fists become imbued with hellish fire until the
end of your next turn. When you next score a hit with an unarmed strike, you deal an additional
1d6 fire damage, plus an additional 1d6 fire damage for each ki point you expended since the
start of your last turn.

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225
Sathenii (Mythic 4)
The Jade Empress
“Disobedience, disorder, dissention. So many words for the simple act of treason.”

Description
Running an empire has never been easy. Few know this truth better than the great Sathenii, the
medusa holding the well-deserved title of The Jade Empress. Magic has altered her humanoid
form so that her lower body ends in serpentine coils. Her humanoid half possesses grey skin
adorned in green and gold finery befitting the finest of royalty. Sathenii’s imperious demeanor is
made all the more formidable by her deadly gaze. With but a glance the empress can reduce
defiant subjects and impetuous rebels to jade, whether it be from her human golden eyes, or
those of the countless serpents that make up her flowing black hair. When not petrifying
lawbreakers, the voice of the Jade Empress speaks with an unquestionable authority. Each word
is carefully chosen and spoken with flawless dictation. Her magnetic presence is always
accompanied by the smell of cut stone and freshly brewed tea. Those who attempt to speak to
or even touch her majesty find themselves cowed by a mystic force, while her terrific poisons can
reduce even the most stalwart hero to a quivering ruin. Sathenii’s empire has endured for a
thousand years and by her power will endure for a thousand more.

Profile
Personality: Judicial
Ideals: To say the Jade Empress idealizes the law is an understatement. She is obsessed with
bringing order to chaos. When Sathenii was a girl of 12 years old, her mother was slain and her
family’s empire dissolved into a dozen disparate factions. Trained to rule from birth, the Jade
Empress could not abide such disorder and within a decade brought the disloyal rebels to heel.
The price of this victory was paid in blood and written into law, as Sathenii had each and every
dissident tried and executed under a legal code she penned herself. What is more, the young
empress served as chief prosecutor on each case, ensuring justice was served with flawless
precision.
Bonds: From the day she was born Sathenii was destined to rule her empire. She will never
abandon its borders nor cease enforcing its laws, no matter the consequences. To the empress,
the law is sacred, so long as its purpose is justice. The medusa can, and will, argue any legal
position she deems worthy with flawless logic. In her eyes the implementation of law is essential
to validating free will and by extension providing a just civil society. For as long as her empire
stands, she will honor its laws.

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Flaws: Sathenii has loved her empire to death. As its sole inhabitant amidst a sea of jade statues,
the empress remains convinced she has conducted herself in a just and lawful manner. Now she
slithers its streets alone, unable to accept that despite her great skill and power, her laws are
what brought the end to a thousand-year dynasty.
Legend: When Sathenii assumed the throne of empress, she was an ordinary, if extremely
talented, elven woman. She ruled justly but fought hard to ensure the laws of her nation would
prevent it from once again falling to chaos in the event of her death. Though well-argued and
reasoned in law, her policies proved to be exceedingly unpopular with the common people.
Seizing upon this discontent, the children of her defeated enemies stirred civil unrest, forcing the
empress to punish the people she cared for. While her laws were ideal for those exercising free
will, the easily manipulated minds of the mob soon brought the empire to the brink of chaos. As
the populace called for her head, Sathenii’s enemies struck under the guise of overthrowing a
tyrant. While the blow was fatal, with her last breath the Jade Empress offered her empire in
exchange for the power to punish those responsible. A mysterious fey lord answered,
transforming Sathenii into a medusa and granting her unstoppable power. In a single night the
Jade Empress reduced half the population to jade statues, a fitting punishment for their acts of
rebellion. The remaining terrified population was forbidden to leave. Forced to endure even
harsher laws and punishments, eventually not a soul remained within the empire who had not
fled or been turned to jade. Now Sathenii rules a silent empire, bereft of any purpose or people.

The Jade Empress in Your Campaign


Adding Sathenii to your campaign introduces a dramatic change in your world. Not only is this
legendarily powerful medusa a formidable threat to those who cross her path, she commands a
vast territory as her “empire”. While this area is almost completely abandoned of sentient life, it
is still a place of great significance. Its rise and fall are legendary stories in your game world. The
exact nature of the Jade Empress’s nation is left deliberately vague to better fit into your game’s
narrative. It is vital you establish a place in your world’s history for the empress, as many exciting
plot hooks and encounters can be based upon the historical significance of her actions as a ruler.
Campaigns featuring Sathenii will likely involve historical and archaeological intrigue. An entire
nation cast in jade, frozen in time for centuries under the watchful eyes of Sathenii. Such an
environment is rich with adventurous prospects, drama, and exploration.

Introduction
Even if the records of Sathenii’s actions have not survived, rumors and legends undoubtably have.
While few dare to intrude upon the domain of the jade empress, fortune seekers, historians, and
vengeful descendants of Sathenii’s past victims all have cause to investigate. They will
undoubtably require the aid of adventurers to accomplish their goals. Some PCs could even have
descendants from the empire of old, giving them a more personal cause to venture beyond the
Forest of Silence and into the heart of the empire. The legends of abandoned fortunes, ancient

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magic, cultural artifacts, and the petrified statues of countless prominent figures are all true. So
long as a PC may have a cause to dredge up a piece of history, there is a reason to learn more
about this “Jade Empress” and her ancient empire. In a more exciting twist, you set the date of
the empire’s fall to relatively recent. A generation or two will leave plenty of refugees and
vengeful exiles eager to take back their homeland and recover the petrified loved ones.

Conflict
Unless the PCs are incredibly foolhardy, they will likely begin their investigations by probing the
borders of the empire and digging up whatever historical records survived its downfall. The date
of its collapse will factor heavily into how this investigation is conducted. Will the PCs be
interviewing former citizens and refugees or scrounging up ancient lore lost to time. In either
case, such experiences are ripe for conflict. Thieves and treasure hunters are eager to sneak
across the empire’s borders without attracting the Jade Empress’s eyes. Rivals and opportunists
will dog the PCs every move, waiting for a chance to take advantage of their efforts. All the while,
Sathenii waits and watches. While unable to police her entire border, roving gangs of jade statues
are always on diligent patrol. Should they catch any violating the Empress’s territory, the

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response is always violence. Thankfully these forces are rarely Sathenii’s most powerful assets,
which she instead keeps in reserve for more serious threats.

Conclusion
Once the PCs feel confident enough to mount a fully-fledged expedition into the empire, the
conclusion of Sathenii’s story can begin. While the Empress’s palace is not difficult to find, it
would be foolish to not cautiously explore her silent domain. Her forces are legion, with some
extremely powerful beings petrified and ready to command. Eager to punish this new force of
lawbreakers, Sathenii will dispatch increasingly powerful jade minions to bring the PCs to heel.
Should these agents meet with defeat, the Jade Empress will take matters into her own hands. It
is not in her nature to sit idly in her palace nor allow criminality to go unpunished, forcing Sathenii
to take to the field. Announcing her presence, along with the PCs many crimes against her empire,
the empress offers only one chance at mercy. Either come quietly or experience the full fury of
her “flawless” justice system.

Challenges
The Jade Empress can pose exploration, social, or combat challenges to characters who interact
with her.

Exploration
The Jade Empress is profoundly dedicated to her profession. She will not leave the borders of her
empire under any circumstances; it is her duty to remain and enforce its laws. However, this
former civilization was once a place of great wealth, culture, and wonder. Sathenii ran her empire
well in its glory days. There is still much to see and do within its borders; Ancient architecture of
impeccable artistry, undefended banks bursting with treasure, and libraries full of scholarly
tomes are waiting to be rediscovered. These locations are just as pristine as the day they were
abandoned thanks to Sathenii’s magic. A nation frozen in time, waiting to be rediscovered by the
world, or perhaps a gang of intrepid adventurers.

Regional Effects
The region around Sathenii is warped by her axiomatic power, which has created the following
effects within the borders of her empire:
• Objects and structures are immune to the effects of aging or harmful effects from the
environment.

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• Food or drink within the affected area becomes poisonous and inedible to all creatures not
ci�zens of the Empire.

• When a creature breaks a law, Sathenii immediately becomes aware of which law has been
broken, and the name of the creature responsible. While the legal code of Sathenii’s
empire is vast and complex, some examples of her laws are presented in the Code of the
Jade Order, detailed in this sec�on.

Code of the Jade


Order
Tenant Details
Declarations and One must introduce oneself, including legal name and all associated
Dignity titles, when beginning a public conversation with another. When
exiting said conversation, thanks must be given to others and their
families.

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Code of the Jade
Order
Faiths and Fealty Honor and adequate tribute must be given when entering a house,
temple, or structure dedicated to a deity, regardless of personal
beliefs or affiliations.
Arms and Weapons must be worn openly at all times. When engaging in violent
Aggression hostilities with another, one must openly declare one’s intentions
and offer a chance of surrender to the aggressed upon party.
Propriety and At all times, a record of acquisition must be kept for all magical
Property objects in one’s possession, including their previous owner and
method of acquired. Said record must be made available to
authorities within 48 hours of request and validated by a local
authority.
Magic and Manners No spell caster may affect another citizen with their magic without
their consent. Areas affected by magic must bear public notice
warning those entering the area as to the nature of the arcana.
Taxes and Tariffs A five per-cent tariff is to be paid on all financial transactions greater
than 10 gold pieces in the name of the Empire. A tariff worth five per
cent of all imported goods is to be paid in the name of Empress
Sathenii.

If Sathenii is destroyed, these effects fade within 24 hours.

The Jade Empress’s Lair


At the epicenter of her grand empire is a silent palace where Sathenii dwells. Its many halls have
been transformed into a disturbing mockery of an art gallery, filled with countless statues of all
shapes and sizes, cut from the finest, polished jade. Even a fool would easily recognize these
detailed works to be victims of the medusa’s power. Over the ages many have challenged
Sathenii’s might in battle and all have been found wanting. Now they serve at her pleasure, duty
bound to animate and fight should the empress require it. Past these morbid displays and
through a set a great golden doors is the Empress’s throne room. Hung with grey silk curtains and
furnished with a great oak desk, here Sathenii spends her days reading books of law and penning
new legal briefs. This is one of the few pleasures the empress allows herself, surrounding her
workspace with hundreds of tomes detailing famous cases from across the realms.

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Lair Actions
On initiative count 20 (losing initiative ties), Sathenii can take a lair action to cause one of the
following effects. If Sathenii is using her mythic statistics, she can instead choose to take a mythic
action or lair action, but not both. Sathenii can’t use the same effect twice in a row.
• A 30-foot square of Sathenii’s choice within the lair becomes bordered by a golden aura of
warding magic, which lasts un�l the next ini�a�ve count of 20. When a creature on the
ground in the affected area leaves the square, it takes psychic damage equal to half its hit
point maximum.

• A wall of stone of up to 60 feet long and 20 feet high appears in unoccupied spaces within
the lair, which lasts for 1 hour or un�l Sathenii uses this ac�on again. Each 10 foot sec�on of
the wall is an object with an AC of 14 and 30 hit points. Sathenii can pass through the wall
as though it were difficult terrain.

• Sathenii chooses a creature within the lair that she is aware of. Un�l the next ini�a�ve count
of 20, Sathenii can magically see the creature, even if it would otherwise be hidden or
invisible.

Exploration Encounters
An ancient and abandoned empire is a location ripe for exploration encounters. With vast
territory to travel, roaming gangs of animated jade statues to avoid, and a domineering empress
eager to petrify intruders, puts talented explorers in high demand. What is more, a tremendous
amount of loot can be plundered from the many empty cities and countess. If one takes care to
not violate the more serious of the Empire’s laws, they may even be able to escape sever
punishment. The following examples serve as potential exploration encounters when running
Sathenii in your campaign.
• Voice of a Revolu�on. One of Sathenii’s first vic�ms was an outspoken cri�c of her regime;
a young noble who engaged in civil disobedience As punishment for their crimes, the medusa
mounted the noble’s petrified body in the city square as a monument to her new ways. The
noble’s family fled soon a�er, hoping to one day return and reclaim their lost heir and return
home. Many believe that if this powerful speaker had not been silenced, revolu�on may
have freed the empire from Sathenii’s clutches. This dream s�ll burns, with the desperate
remains of the family offering a handsome reward to any who can bring back their heir in
one piece.

• Sculptor’s Lament. In the final days of Sathenii’s empire, a stonemason secretly cra�ed a
mighty tool by which the empress may be overthrown. Transforming his tools of the trade
into a potent force, a hammer and chisel known as the sculptor’s lament were fashioned,
capable of reducing nearly any solid object to dust with a single blow. Unfortunately the
stonemason was murdered soon a�er fleeing the empire, and the hammer and chisel

232
became separated. Should one wish to move against Sathenii, tracking this items down
would provide a potent weapon against her jade army.

• A Financial Proposal. A rich and prosperous archaeological society is interested in


purchasing many of the cultural ar�facts and art le� behind when the ci�zens of Sathenii’s
empire fled. However, few are willing to escort the diplomats interested in making the offer.
Given the strict legal code that must be observed at all �me, the risks are high. One wrong
move and any visitors may find themselves formally charged and prosecuted by the Jade
Empress herself. The rewards may be well worth the effort, with the archeological society
promising a small fortune to any adventurers willing to help them secure the deal.

Sculptor’s Lament
Wondrous item, legendary (requires attunement)
This stone hammer and chisel are inscribed with magical
runes of unmaking. As an action while you hold both the
hammer and the chisel, you may strike them together and
project a 5 foot wide, 120 foot long line of destructive
force. Creature’s in the affected area not composed of
flesh and blood must succeed on a DC 22 Constitution
saving throw or take thunder damage equal to their hit
point maximum, or half as much on a successful one. Once
a creature has been affected by this feature, it cannot be
affected by it again until 24 hours have passed.

Social
Law is a subject upon which there is much to be said. As a brilliant scholar and lawmaker in her
own right, Sathenii is a villain with an ethos. Use this to your advantage when exploring what
social elements the Jade Empress can bring to your game. Her actions and outlook are always
arguable from a legal position, no matter the course. The more your Players dig into this aspect
of her behavior, the more they will understand about who they face. They may even learn of
various legal loopholes and exploits to gain a key tactical advantage. Don’t try to make yourself
a legal expert in an attempt to better define Sathenii. She is a genius among philosophers of law
and order. Getting bogged down in the details will prevent your PCs from taking action, but they
should know trying to defeat the Jade Empress in the courtroom is an uphill battle.

Social Encounters
Having destroyed her own society through totalitarian oppression, Sathenii is not particularly
social. Unless she is prosecuting lawbreakers or making legal decrees, she has little use for small
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talk. However, so long as one can smoothly navigate her legal codes, they have little to fear from
the Jade Empress. This can allow for surprising latitude in dealing with her. Even if enraged by
those she considers enemies, Sathenii will not behave violently until the law gives her precedence
to do so. Even then, the punishment must fit the crime. Most serious offenses result in
petrification, but minor wrongs are righted through severe tongue lashing and acts of public
service. A smooth tongue and a keen mind for legal arguments is as a good a defense against the
Jade Empress as any sword or spell. The following examples serve as social encounters one may
experience when attempting to socially interact with or around the Jade Empress.
• Court Mandated Appearance. A trusted ally of the PCs was caught viola�ng the laws of
Sathenii’s empire and is scheduled to have a trial within one month. The ally has named the
PCs as character witnesses who are summoned to tes�fy on behalf of their friend. The Jade
Empress’s courtrooms maintain strict e�quete, pu�ng any in atendance of risk of being
held in contempt and subject to prosecu�on alongside the defendant.

• The Mirror of Inflec�on. For all her legal exper�se and


insight, Sathenii is deluded. Her laws have not brought
prosperity and jus�ce to her empire. On some level the
empress knowns this, but refuses to see the truth. In a
daring legal maneuver, a group of refugees intends to bring
a lawsuit against her majesty, with the aid of a powerful
magical ar�fact known as the mirror of inflection. It is said
that any who gaze upon this arcane speculum have their
deepest truths revealed. Should Sathenii be legally forced
to look into the mirror, she will be assuredly cured of her
delusion; a fi�ng punishment for her amoral ac�ons.

• Mass Extradi�on. In an unusual act of interna�onal


rela�ons, Sathenii has issued extradi�on requests across
the realms for the ci�zens (and their descendants) who
fled her empire “without cause”. Should her orders be
refused, the Jade Empress promises a forceful response.
Not wishing to anger such a powerful ruler, many na�ons
agree to her requests and begin returning refugees to the
empire. As the chaos unfolds, the need for heroes becomes dire. Armies ready to repel the
empress’s forces, while couriers ferry refugees to safe havens beyond her reach.

Combat
The Jade Empress only resorts to violence when enforcing the law. Naturally this includes any
assault upon her person, but rarely will she attack without warning. Criminals are always afforded
the opportunity to come quietly or surrender. Unless she is given no other option, Sathenii will
not kill. What use is a criminal when they are dead? Especially when they can be literally
“reformed” into a compliant and useful jade statue. Sathenii’s duty to the law is the primary

234
concern in any conflict. This may prevent her from engaging in certain tactics that would violate
her laws, such as putting innocents in harm’s way or operating outside of her jurisdiction.
However, this duty will not result in suicidal tactics. The empress understands that her entire
legal code collapses without her, fighting to the death only when facing the vilest of offenders or
to preserve her very empire.

Combat Encounter Example: Arrest Warrant


The Jade Empress has a warrant for the arrest of a PC, for a crime they did not commit. However,
in Sathenii’s eyes their claims are irrelevant until proven in a court of law. She fully intends to
petrify the suspected PC and transport them to her courtroom for prosecution. Those that stand
in her way will be charged with interference in the performance of legal activities, with a sentence
of 10 years of petrification. Fighting to petrify the PCs is a tricky endeavor, particularly if
resistance is fierce. Over such a conflict she will restate her demands, asking for surrender and
compliance with the law. The heroes are free to lay down their weapons at any time, with the
consequences for defeat being severe, but far less fearsome than death.

Tactics
Battlefield Classification: Leader
With a legion of jade statues at her disposal, Sathenii rarely fights alone. Her classification as a
leader means she performs well when operating as a team, particularly when there is a row of
stalwart minions to defend her. However, even when isolated the jade empress is formidable.
Thanks to her powers as a Medusa, Gaze of the Jade Empress is her defining weapon. This deadly
trait can inflict either debilitating poison or devastating petrification. Only those she cannot or
those she deems worthy are spared from these fearsome effects. This pairs extremely well with
her Venomous Edicts trait, which turns the annoying Poisoned condition into a far more serious
threat. The more the PCs are subjected to her poisons, the worse their effects become, which
last until forcibly removed. When attacked directly, Imperial Grace serves Sathenii well in place
of her poor AC. Attack heavy classes such as fighters struggle mightily with this feature,
preventing such PCs from landing a single blow upon her majesty.
When on the offensive, Sathenii calls upon a suite of powerful actions to defeat her foes. Acid
Lance and Constrict are both powerful attacks that should not be underestimated. Remember
that these attacks can be used against petrified PCs for great effect, shattering or melting their
jade forms into ruin. When in need of some consistent damage, Sathenii can use Toxic Shock to
damage anyone she has poisoned. This becomes increasingly effective as the fight goes on, as it
becomes increasingly likely many of her foes are suffering from the poisoned condition. By far
her most important action is Animate. This transforms any petrified creatures into willing
servants, bringing their powers to bear against those that oppose Sathenii. This can include
recently petrified PCs, or defeated foes from long past. Consider what creatures the Jade Empress
would have escort her when facing the PCs. If well prepared her minions will be powerful and

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ideal for facing the PCs. At worst she will have poor backup; a basic regiment fit for little other
than grunt work or cannon fodder. However, given time the Jade Empress will animate any
creature she requires, having a near limitless gallery to choose from. Her most useful minion will
always receive Blessing of the Empress’s Blessing, the earlier in combat the better.
Easier Tactics – Don’t back the Empress up with powerful minions. Anything CR 9 or higher is
likely too strong. Additionally, keep the battlefield small. Sathenii performs very well at a distance
thanks to the considerable range of many abilities, so any area 60 feet or smaller is ideal. Never
use Animate on petrified PCs, as that takes a disaster of a situation and makes it far worse. Should
PCs be suffering from multiple effects of Venomous Edicts, be sure to emphasize the choice to
risk petrification. The ability is designed to put PCs between a rock and a hard place, but the save
versus petrification is not unbeatable. A well-prepared PC has a good chance of passing it.
Harder Tactics – Start combat with a jade statue already under the effects of Empress’s blessing,
with two main forces. One should be defending Sathenii in case any PCs get close, while the other
puts pressure on the more vulnerable characters. All the while the empress should be at an ideal
vantage point to maximize her Gaze of the Jade Empress. Keep susceptible PCs in her sight to
press the advantage. Immediately use Animate on any petrified PC. Turning a fallen hero into a
mighty minion is an advantage any party will struggle to overcome.

Sathenii
Huge Monstrosity, lawful neutral

Armor Class 13
Hit Points 553 (41d12 + 287)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 16 (+3) 23 (+6) 21 (+5) 19 (+4) 27 (+8)

Saving Throws Dex +12, Con +15, Int +13


Skills Intimidation +24, Insight +12, Perception +20
Condition Immunities petrified, poisoned.
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks.
Senses truesight 60 ft. passive Perception 30
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Languages Common, plus seven other languages
Challenge 25 (120,000 XP)

TRAITS
Gaze of the Jade Empress. When a creature starts its turn within 120 feet of Sathenii and she can
see the creature, she may turn her magical gaze upon it. When she does so, the target must
succeed on a DC 24 Constitution saving throw or are turned to jade and petrified, along with
everything they are wearing and carrying. A creature can choose to automatically succeed on this
saving throw by resisting Sathenii’s will, instead becoming permanently poisoned. This
petrification lasts until Sathenii chooses to end it (no action required) or until an affected creature
receives the benefit of a wish spell or divine intervention.
Imperial Grace. When a creature attempts to touch Sathenii or hit her with a melee attack for
the first time on a turn, it must first succeed on a DC 24 Wisdom saving throw or be unable to
touch or make melee attacks against her until the end of that turn.
Mythic Resistance. When Sathenii fails a saving throw, she can expend one of her unspent
legendary actions to succeed instead.
Venomous Edicts. Creature cannot be immune to the poisoned condition against Sathenii. If a
creature would be immune, it instead has advantage on saving throws against being poisoned by
her.
Additionally, when Sathenii would grant a creature the poisoned condition, she may choose the
creature to suffer one of the following effects for the poison’s duration. If Sathenii would poison
a creature already poisoned by her, she may instead add one of the following effects to the
poison’s duration.
• When a creature atempts a saving throw, it rolls a d6 and subtracts the amount rolled from
the saving throw result.

• Speed(s) reduced to 10 feet.

• Loses resistance and immunity to a damage type of Sathenii’s choice.

• Vulnerability to a damage type of Sathenii’s choice

• Unable to speak.

ACTIONS
Multiattack. Sathenii makes two Acid Lance attacks against two different targets.

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Acid Lance. Melee or Ranged Spell Attack: +16 to hit, reach 10 ft. or range 300 ft., one creature.
Hit: 40 (9d8 + 8) acid damage.
Animate. Sathenii animates the body of a non-legendary petrified creature she is aware of within
300 feet. The animated creature has the same statistics as it did in life, though it cannot speak or
cast spells, and is immune to the charmed, frightened, paralyzed, petrified, poisoned, stunned
and unconscious conditions. The creature follows Sathenii’s commands (no action required) to
the best of its ability, and immediately takes its turn after her turn. Sathenii can choose to
inanimate the creature at any time (no action required).
Sathenii can command up to 500 hit dice worth of creatures in this manner at any given time. If
she attempts to animate a creature whose hit dice would exceed this maximum, the effect fails.
If an animated creature is ever more than 300 feet from Sathenii, it immediately returns to its
petrified state.
Constrict. Melee Spell Attack: +16 to hit, reach 5 ft., one target smaller than Sathenii. Hit: 85
(14d10 + 8) bludgeoning damage. If the target is a creature, it is also grappled (Escape DC 24) and
restrained. Until the grapple ends, Sathenii can’t Constrict another target.
Empress’s Blessing (Recharge 5–6). Sathenii grants a magical blessing to a friendly creature of
her choice within 300 feet that can hear her. While so blessed, a creature cannot have
disadvantage on attack rolls and saving throws, deals an additional 16 (3d10) poison damage
when it scores a hit with an attack, and has advantage on attack rolls and saving throws. This
effect lasts for 1 minute, or until Sathenii uses this action again.
Toxic Shock. Each poisoned creature of Sathenii’s choice within 300 feet of her takes 31 (9d6)
poison damage.

LEGENDARY ACTIONS
Sathenii can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. Sathenii
regains spent legendary actions at the start of her turn.
Acid Lance. Sathenii uses her Acid Lance attack.
Move. Sathenii moves up to her walking speed or up to half her climb speed.
Constrict (Costs 2 Actions). Sathenii makes a Constrict attack.
Toxic Shock (Costs 2 Actions). Sathenii uses her Toxic Shock action.
Animate (Costs 3 Actions). Sathenii uses her Animate action.

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Mythic Sathenii
When confronting Sathenii with her mythic statistics, the PCs are in for a titanic struggle. The
potential number of creatures under her command is staggering. While it is highly unlikely all
5,000 hit dice of minions are available for battle, it is not impossible. However, her list of Epic
allies is thin. Most of the creatures will be non-Epic, but still often powerful creatures. Those with
the power to challenge Epic characters are prime candidates for Empress’s blessing and should
be your primary focus as tactical assets to Sathenii’s arsenal. However, the most notable change
is her new mythic actions. The first is Envenom Arcana, which can undo any frustrating magical
effect that stands in the Empress’s way. Note that this feature synergizes with Venomous Edicts,
on top of affording no immediate defense against the poisoned condition it inflicts. Her other
action is Jade Guardian, which can summon any useful ally to the Empress’s side. Use this to
reinforce her allies and flood the battlefield with more enemies for the PCs to fight. If everything
goes well, these Epic heroes will soon be among her finest and most powerful jade soldiers.

Mythic Effects
As a mythic creature, Sathenii causes the following effects.
Law and Order. Sathenii cannot be forcibly compelled or magically manipulated to break the laws
of any area over which she holds jurisdiction. Additionally, Sathenii cannot willing harm a
creature that to her knowledge, has violated no laws.
Jade Empress. When Sathenii petrifies a creature using her Gaze of the Jade Empress feature,
she learns the following about the target for as long as it remains petrified by her.
• Its full name

• Age

• Place of birth or crea�on

• Alignment

• Nature of any magical items in its possession.

Mythic Sathenii
Huge Mythic Monstrosity, lawful neutral

Armor Class 13

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Hit Points 1,660 (123d12 + 1,107)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 28 (+9) 21 (+5) 23 (+6) 31 (+10)

Saving Throws Str +9, Dex +12, Con +18, Int +14, Wis +15, Cha +19
Skills Intimidation +28, Insight +15, Perception +24
Condition Immunities petrified, poisoned.
Damage Immunities poison; bludgeoning, piercing, and slashing from non-Epic attacks.
Senses truesight 120 ft. passive Perception 34
Languages Common, plus seven other languages
Challenge Mythic 4

TRAITS
Gaze of the Jade Empress. When a creature starts its turn within 300 feet of Sathenii and she can
see the creature, she may turn her magical gaze upon it. When she does so, the target must
succeed on a DC 27 Constitution saving throw or are turned to jade and petrified, along with
everything they are wearing and carrying. A creature can choose to automatically succeed on this
saving throw by resisting Sathenii’s will, instead becoming permanently poisoned. This
petrification lasts until Sathenii chooses to end it (no action required) or until an affected creature
receives the benefit of a wish spell or divine intervention.
Imperial Grace. When a creature attempts to touch Sathenii or hit her with a melee attack for
the first time on a turn, it must first succeed on a DC 27 Wisdom saving throw or be unable to
touch or make melee attacks against her until the end of that turn.
Mythic Resistance. When Sathenii fails a saving throw, she can expend one of her unspent
legendary actions to succeed instead.
Venomous Edicts. Creature cannot be immune to the poisoned condition against Sathenii. If a
creature would be immune, it instead has Epic advantage on saving throws against being
poisoned by her.
Additionally, when Sathenii would grant a creature the poisoned condition, she may choose the
creature to suffer one of the following effects for the poison’s duration. If Sathenii would poison

240
a creature already poisoned by her, she may instead add one of the following effects to the
poison’s duration.
• When a creature atempts a saving throw, it rolls a d10 and subtracts the amount rolled from
the saving throw result.

• Speed(s) reduced to 5 feet.

• Loses resistance and immunity to a damage type of Sathenii’s choice.

• Vulnerability to a damage type of Sathenii’s choice

• Unable to speak.

ACTIONS
Multiattack. Sathenii makes two Acid Lance attacks against two different targets.
Acid Lance. Melee or Ranged Spell Attack: +19 to hit, reach 10 ft. or range 300 ft., one creature.
Hit: 82 (17d8 +10) acid damage.
Animate. Sathenii animates the body of a non-legendary petrified creature she is aware of within
300 feet. The animated creature has the same statistics as it did in life, though it cannot speak or
cast spells, and is immune to the charmed, frightened, paralyzed, petrified, poisoned, stunned
and unconscious conditions. The creature follows Sathenii’s commands (no action required) to
the best of its ability, and immediately takes its turn after her’s. Sathenii can choose to inanimate
the creature at any time (no action required).
Sathenii can command up to 5,000 hit dice worth of creatures in this manner at any given time.
If she attempts to animate a creature whose hit dice would exceed this maximum, the effect fails
If an animated creature is ever more than 300 feet from Sathenii, it immediately returns to its
petrified state.
Constrict. Melee Spell Attack: +19 to hit, reach 5 ft., one target smaller than Sathenii. Hit: 85
(24d10 + 10) bludgeoning damage. If the target is a creature, it is also grappled (Escape DC 24)
and restrained. Until the grapple ends, Sathenii can’t Constrict another target.
Empress’s Blessing (Recharge 5–6). Sathenii grants a magical blessing to a friendly creature of
her choice within 300 feet that can hear her. While so blessed, a creature cannot have
disadvantage or Epic disadvantage on attack rolls and saving throws, deals an additional 32
(6d10) poison damage when it scores a hit with an attack, and has Epic advantage on attack rolls
and saving throws. This effect lasts for 1 minute, or until Sathenii uses this action again.
Toxic Shock. Each poisoned creature of Sathenii’s choice within 300 feet of her takes 66 (19d6)
poison damage.

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MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Sathenii takes a mythic action to cause one of the
following effects. Sathenii can’t use the same effect twice in a row.
Envenom Arcana. Sathenii chooses a spell she is aware of within 300 feet and poisons its magic.
The spell immediately ends and if its caster is also within 300 feet of Sathenii, they become
poisoned.
Jade Guardian. Sathenii magically conjures a creature that is petrified by here in an unoccupied
space that within 120 feet. The creature must be of a CR of 29 or lower or an Epic Rating of 3 or
lower.

LEGENDARY ACTIONS
Sathenii can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. Sathenii
regains spent legendary actions at the start of her turn.
Acid Lance. Sathenii uses her Acid Lance attack.
Move. Sathenii moves up to her walking speed or up to half her climb speed.
Constrict (Costs 2 Actions). Sathenii makes a Constrict attack.
Toxic Shock (Costs 2 Actions). Sathenii uses her Toxic Shock action.
Animate (Costs 3 Actions). Sathenii uses her Animate action.

Resources
The title of empress is no mere honorific to Sathenii. While her empire lies in ruins, even the
remains of its glory days hold tremendous power, wealth, and potential. However, every tool in
her arsenal must be utilized in a legal manner. The empress must invoke the proper authority to
seize assets, destroy property, or enlist aid. Those daring enough to join her cause do so under
the strictest of contracts, but the rewards are well worth it. The empress never fails to justly
compensate those who serve her well, tapping into great stores of wealth, magical equipment,
and other treasures of legendary status. The greatest among these is the great reserves of
mystical jade which glows with the essence of life itself. But to Sathenii, all property, wealth, and
allies are of little consequence. There is only the law, which must be upheld at any cost.

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Allies
Few beings share the empress’s zeal for unflinching justice, even beyond the boundaries of the
material plane. But there are those who see her efforts as noble and principled. Worthy of
respect and admiration, though typically from a safe distance. As a result, most of her “allies” are
but statues animated to serve at her beck and call, but a bold few have taken up with the jade
empress and her cause. Those who attempted to do so under false pretenses or with ulterior
motives now serve the empress in a far more loyal and permanent capacity. The following figures
are the few known associates of the Jade Empress, though so little is known about the medusa it
would be wise to not assume so little.
• Mastevan, the Adamant Scholar. A student of law from the celes�al realms, Mastevan is a
planetar who has allied themselves with Sathenii to observe her reign and study her complex
legal doctrine. It is the planetar’s belief that the medusa has not failed in her du�es, it was
the subjects that failed her. He serves the empress by inscribing her legal opinions in
countless tomes. In the rare event the empress encounters a problem that is beyond her
law’s ability to manage, Mastevan happily provides consulta�on and advice when dra�ing
new legisla�on. The planetar’s role is not to fight on Sathenii’s behalf, but his view of
anarchists and criminals is hos�le enough to provoke a stern lecture full of baffling legal
jargon.

• The Sheriff. The en�ty known only as “the sheriff” is as mysterious to outsiders as it is to
Sathenii herself. It simply appeared one day and acted in perfect accordance with the
empress’s laws, enforcing them with authority second only the empress herself. What is
more alarming is the en�ty cannot be commanded or compelled to act in any manner other
than those ordained by Sathenii’s laws. Should the empress somehow violate her own edicts,
she would find herself staring down the fury of the sheriff like the countless trespassers
before it. The en�ty is abstract in nature. Its true form appears to exist beyond the
boundaries of percep�on, leaving only a gigan�c floa�ng sphere of pure darkness. It floats
on endless patrol throughout the empire, though it always seems to never be far from
prolonged bouts of criminality.

• Mercy. When Sathenii embarked upon her grand mission, a �ny sliver of her soul had
empathy for the suffering of those she punished. This display of conscience was merely
annoying at first, but quickly escalated to a constant niggling doubt at the back of the Jade
Empress’ mind. Already short on pa�ence, Sathenii opted to magically extract the pesky
voice, which coalesced into a spectral echo of herself. This spirit now haunts the ruinous
empire, administering what mercy she can to the empress’ vic�ms. While certainly an ally of
Sathenii, as they are parts of a whole, Mercy believes the best way to aid her wayward self
is to grow in strength and reunite as one. Only then can the centuries of damage truly begin
to heal.

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The Sheriff
Gargantuan elemental, lawful neutral

Armor Class 13 (natural armor)


Hit Points 430 (41d20 + 287)
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


1 (-5) 1 (-5) 30 (+10) 1 (-5) 1 (-5) 1 (-5)

Saving Throws Con +17


Skills Insight +11, Perception +11, Investigation +9
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained, stunned, unconscious.
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical
attacks.
Senses blindsight 120 ft. passive Perception 21
Languages –
Challenge 21 (120,000 XP), Proficiency Bonus +7

TRAITS
Domain of Order. The sheriff’s body is an extradimensional space with its own laws of physics.
Creatures inside the sheriff are heavily obscured and are suspended within its form, isolated by
a seemingly infinite distance from all other creatures within the sheriff, yet can communicate as
though they were within 30 feet of each other. A creature can attempt to leave the form on its
turn by expending half its base movement to attempt a DC 20 Charisma ability check, appearing
in an unoccupied space of its choice within 60 feet of the sheriff on a success. Otherwise, any
attempt to leave the Sherriff’s space automatically fails.
A creature that starts its turn within the sheriff’s space must succeed on a DC 25 Constitution
saving throw or take force damage equal to half its hit point maximum, or half as much damage

244
on a successful save. If this damage reduces a creature to zero hit points, it becomes
incapacitated and unable to move for as long as it remains within the sheriff’s space.
Incorporeal Movement. The sheriff can move through other creatures and objects as if they were
difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space
and takes 5 (1d10) force damage from every 5 feet it is moved in this manner. Creatures within
the sheriff’s space are moved with it as it moves unless said movement would cause a creature
to pass through something would not be able to move through with its speed.
Impossible Nature. The sheriff is a truly bizarre entity whose nature defies all understanding.
When the sheriff would attempt a saving throw other than a Constitution saving throw, it instead
attempts a Constitution saving throw (the save DC remains the same).

ACTIONS
Multiattack. The Sherriff makes four Adamant Chain attacks. It may forgo making two attacks in
this manner to instead take one other action.
Adamant Chain. Melee Weapon Attack: +17 to hit, reach 60 ft., one target. Hit: 32 (4d10 +10)
slashing damage. If the target is a Huge or smaller creature, the sheriff can force it to succeed on
a DC 25 Strength saving throw or be pulled 30 feet toward the sheriff by the most direct route. If
a creature would be pulled within 5 feet of the sheriff in this manner, it is instead pulled inside
the sheriff.
Expel. The Sheriff forces a creature within its space to appear in an unoccupied space of the
sheriff’s choice within 30 feet.
Purity of Form. The sheriff becomes immune to non-Epic spells and magical effects until the end
of its next turn.
Arresting Rampart (Recharge 5 – 6). The sheriff creates a magical wall of visible force in an
occupied space within 300 feet. The wall is a straight line which can be up to 60 feet long, 30 feet
high, and an inch thick, and lasts for 1 minute or until the sheriff takes an action to dismiss it.
When the wall appears, it immediately moves 30 feet in a straight line in a direction of the
sheriff’s choice, pushing any creatures or unsecured objects ahead of it. At the start of each of
the sheriff’s turns, the wall continues to move 30 feet in that direction. If the wall encounters a
solid surface that would prevent it from moving, a portion of the wall dissipates until it is able to
continue its movement unimpeded or vanishes entirely.

Rewards
Sathenii’s empire may have seen better days, but so great was its glory that even in ruin, it
remains a place of wonder and wealth. While it is certainly a crime of the highest order to loot
the once great nation, should the Jade Empress fall, there is little to stand in one’s way. The sheer

245
magnitude of the effort would require countless archaeological teams decades to uncover all the
empire’s treasures. What is more, the impounded assets of previous looters, intruders, and
enemies of Sathenii is said to be beyond counting. Refugees and descendants from the former
empire would certainly be eager to return home and reclaim their ancestral treasures, escalating
an already chaotic situation into a humanitarian crisis. Everyone will want something and there
is more than enough to go around, but there is one treasure above all others that is spoken in
whispers of reverence and greed: Zoetic Jade.

New Precious
Material
Name Description Value Modifier
Zoetic Jade This rich, green stone glows with a soft, pulsating Objects made of zoetic
light that resembles a heartbeat. Found only in jade are four times their
the deep bedrock of the Jade Empress’ lands, this normal value.
stone is prized for both its rarity, but also its
mystical properties. A spell or magical effect that
would cause a creature to regain hit points can
also affect an object made from Zoetic Jade as
though the object were a creature.

246
247
Vryka (Mythic 4)
Daughter of Thunder
“In every bolt of lightning, I find freedom. In every peal of thunder, I voice my defiance. To chain
the storm is to chain me, and neither shall be tamed.”

Description
Vryka, the Daughter of Thunder, is an awe-inspiring fusion of celes�al majesty and punk-rock
defiance. With her electrifying mohawk, a riot of neon hues, and eyes that flash like lightning with
every chord she strums, she doesn't just command aten�on—she seizes it. She embodies the
untamed spirit of thunder and the ageless wisdom of a deity born from storm and sky. Wrapped
in form-fi�ng leather armor adorned with spikes and studs and wearing combat boots designed
more for stomping foes than stages, Vryka is not merely a rockstar; she is a goddess among
mortals, a mythic figure of awe and wonder.
Her legendary electric guitar, Thunder Crash, is not merely a musical instrument but a divine
ar�fact forged by her Cloudfather as a rite of passage. Infused with tempestuous magic, it serves
as a conduit for her innate celes�al and elemental powers. A strum can churn the heavens into a
maelstrom, send bolts of lightning leaping across the sky, and shake the very founda�ons of the
Earth. For Vryka, Thunder Crash is more than an "axe"; it's an extension of her cosmic essence, a
weapon that blends harmonious melody with cataclysmic force.
But Vryka is never a solo act. She is the lead of a band of cosmic misfits known simply as “The
Band”. Together, they perform in venues as diverse as bustling taverns, grandiose castles,
enchanted forests, and the hallowed ruins of ancient civiliza�ons. With a flick of her wrist, Vryka
can transform any gathering into an electrifying cacophony of music, emo�on, and raw elemental
energy.
To meet her gaze is to encounter a duality: the fiery spark of youthful rebellion juxtaposed against
the deep wisdom of a deity who understands the primal rhythms of the universe. Her seemingly
reckless demeanor hides an understanding of cosmic balance, of crea�on and destruc�on. Her
energy doesn't merely emanate from her; it cycles back in a loop of electric vitality, fed and
amplified by the thunderous applause and devo�on of her audience, both mortal and divine.
In a universe filled with beings of inconceivable might and incomprehensible malevolence, Vryka
strums a chord en�rely her own. She is neither a herald of apocalypse nor a mere footnote in
cosmic history. She is the eternal youth of rebellion immortalized, a thunderous anthem in a
mul�verse of mournful elegies. And where Vryka, Daughter of Thunder, strides—be it with
combat boots or ethereal wings—the storm is sure to follow.

248
Profile
Personality: Tempestuous
Vryka’s moods shi� like the ever-changing weather paterns of a tumultuous storm. She can be
as quiet and serene as a drizzle at sunrise or as fierce and unpredictable as a raging hurricane.
Her emo�ons are deeply entwined with the storms she commands, and to cross her path during
one of her tempestuous phases can spell doom for even the migh�est of foes.
Ideals: Vryka believes in the natural order of things, where the elements play their part in the
grand balance of the world. She sees her purpose as a protector and enforcer of this balance. Any
act that threatens this equilibrium, such as unnatural altera�ons to the climate or unjust
dominion over weather paterns, will draw her ire.
Bonds: Vryka is in�mately connected to the heavens. She communicates with celes�al en��es
and summons spirits of the wind to aid her in her endeavors. These spirits, ephemeral as they
may be, are her only companions, loyal confidants that carry her messages and warnings to the
world below.
Flaws: Like a thunderstorm that unleashes its fury upon the world, Vryka can be quick to anger.
Her wrath is terrifying, an elemental force that can bring forth great destruc�on. It is challenging
to calm her once her ire has been raised, and only a sincere act of atonement or a hear�elt plea
might quell her stormy disposi�on.
Legend: In a �me obscured by the fog of eons, the Cloudfather reigned over the skies, an
untouchable deity with dominion over every wisp of cloud and bolt of lightning. However, his rule
was �nged with disquiet, haunted by an ancient prophecy that foretold of a rival, born from his
own essence, who would challenge his celes�al sovereignty. Out of this tension and turmoil, in
the womb of a cataclysmic storm, Vryka, the Daughter of Thunder, was born. Her first cries were
not mere infan�le sounds but the resonant notes of a primordial symphony, echoing her father's
thunderous call.
Under the expansive wings of the Cloudfather, Vryka came of age, each lesson a masterpiece in
the art of the tempest. She learned to weave her body through the roiling clouds and summon
arcs of lightning with the mere flick of a finger. However, Vryka's soul was a whirlwind, too restless
to be confined by even her father's immense wisdom. She yearned not just to control the
elements but to liberate them, to let them revel in their wild and untamable glory. This rebellious
spirit brought tension to the heavenly halls, each shared gaze a tempest, each utered word a
crackling charge in the air.
The inevitable clash came, a celes�al duel so cataclysmic it threatened to tear the very fabric of
the skies. Lightning slashed through the heavens like divine swords, and roars of thunder
composed a tragic opera of love, ambi�on, and rebellion. In the end, not even the Cloudfather
could quell the tempest that was his daughter. Defeated but not dishonored, he retreated to the
far corners of his sky-kingdom, leaving Vryka as the new and uncontested Sovereign of Storms.

249
Yet, her eyes remain restless, always scanning the horizon for new worlds to conquer and new
storms to birth. Thus stands Vryka—indomitable, majes�c, a living testament to the relentless
fury and awe-inspiring beauty of nature.

Vryka, Daughter of Thunder in Your Campaign


Upon defea�ng her father, the Cloudfather, Vryka gains unparalleled control over thunder and
lightning. Yet the newly minted goddess shirks her heavenly du�es, op�ng for personal freedom
and whimsical pursuits. Her divine negligence sends the natural world into disarray, spawning
erra�c weather and causing untold hardship. It falls upon your players to convince, compel, or
collaborate with Vryka to resolve her celes�al responsibili�es and restore balance to the world.

Introduction
Vryka's newfound freedom reverberates through the mortal realm as fes�vals dedicated to her
erupt in spontaneous celebra�on, with music and dancing filling the streets. Yet these jovial
events are marred by increasingly chao�c weather paterns: relentless thunderstorms, unusual
lightning strikes hi�ng sacred places, and the rare appearance of mythic storm creatures in the
mortal plane. Holy figures in temples and shrines tasked with maintaining the weather are

250
baffled, urging the heroes to inves�gate the mysterious disturbances and their connec�on to the
revelry dedicated to Vryka.

Conflict
As your players dig deeper, they encounter various celes�al agents and storm elementals
grumbling about their leader's negligence. Quests involve tackling problems arising from Vryka's
absence: comba�ng rampaging storm elementals, undoing magical storms that threaten en�re
towns, and even nego�a�ng with minor dei�es affected by Vryka's inaten�on. The crux comes
when a village crucial to the characters faces annihila�on due to an impending superstorm. They
trace the roots of the tempest back to Vryka, now engrossed in a celes�al performance of
thunderous music, unconcerned with her divine du�es.

Conclusion
Upon confron�ng Vryka, a vibrant and boisterous encounter unfolds. A batle of wills expressed
through combat and music, with riddles woven in, challenges your players. Victory demands both
mar�al prowess and capturing the essence of responsibility in a melody that resonates with
Vryka. Defeated or swayed, Vryka realizes the consequences of her ac�ons. She agrees to resume
her responsibili�es, albeit with a vow to make room for the freedom she cherishes. The skies
clear, the storms dissipate, and your players earn a powerful, if somewhat flighty, divine ally in
the capricious yet potent Vryka, Daughter of Thunder.

Challenges
Vryka can pose explora�on, social, or combat challenges to characters who encounter her.

Exploration
While Vryka's ascent to power is marked by a triumph over her predecessor, the Cloudfather, her
reluctance to fully embrace her newfound du�es ensures the world is engulfed in unpredictable
and o�en treacherous weather paterns. As Vryka revels in her freedom, exploring her passions
and ar�s�c pursuits, the world below is thrown into chaos. Her celes�al concert and the
entrancing rhythms that emanate from it dictate the weather paterns across the world, ensuring
that every crescendo in her music is mirrored by a thunderstorm below and every delicate note
by a gentle breeze.

251
Regional Effects
Vryka's whimsical nature and her inherent connec�on to thunder and lightning have a tangible
influence on the regions surrounding her celes�al auditorium. These effects manifest within 15
miles of its loca�on:

• Storm Shi�s. The weather paterns become erra�c, changing frequently and without warning.
One moment, it could be sunny and calm, and the next, a torren�al downpour with booming
thunder. These rapid shi�s challenge local fauna and flora and make naviga�on treacherous.
• Musical Echoes. Melodious echoes from Vryka's celes�al concert can be faintly heard. These
melodies o�en have tangible effects, such as causing gusts of wind or bursts of lightning.
Those with a keen ear might even be able to predict incoming weather changes by
interpre�ng these tunes.
• Elemental Resonance. Elementals �ed to air and storm elements become more ac�ve, and
their numbers increase in the affected region. They are more restless, o�en causing minor
disturbances unless appeased or directed.
• Euphoric Resonance: Creatures in the region occasionally feel sudden surges of ela�on and
freedom, akin to what Vryka might feel. This euphoria can lead to spontaneous dancing,
singing, or even just lying down to enjoy the changing weather.
If Vryka were to fully accept her role or if she were to be replaced, suppressed, or slain, these
regional effects would fade away.

Vryka's Lair
The heart of the chaos lies in Vryka's celes�al auditorium, a massive structure suspended in the
heavens, where the Daughter of Thunder orchestrates her grand performances. Its construc�on
is both ethereal and majes�c, formed from dense clouds and lit by streaks of vibrant lightning.

• Luminous Pla�orm. The central stage of the auditorium emits a so�, glowing light and is
where Vryka performs her pieces. This pla�orm is sensi�ve to musical notes, with each beat
or strum causing ripples of light or bursts of elemental energy.
• Stormy Audience. The sea�ng area, rather than accommoda�ng mortals, is filled with swirling
elemental presences, each represen�ng a storm or weather patern influenced by the ongoing
concert.
• Temporal Resonance. Time seems to flow differently within the auditorium. Moments of
intense musical performance might seem stretched, while the breaks between them are
flee�ng.
• Ethereal Acous�cs. The auditorium possesses unique acous�cs, ensuring that each note
played is magnified and echoed, resul�ng in a layered symphony of sound that dictates the
world's weather.

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Adventurers seeking to confront or communicate with Vryka will need to navigate these
challenges, all while contending with the unpredictable nature of the auditorium itself and the
Daughter of Thunder's mercurial temperament.

Lair Actions
On ini�a�ve count 20 (losing ini�a�ve �es), Vryka can take a lair ac�on to cause one of the
following effects. She can’t use the same effect two rounds in a row.

• Gale of the Free Spirit. Vryka laughs melodically, genera�ng a cyclone of wind that envelopes
all creatures other than Vryka within a 60-foot radius. Creatures caught in this gust must make
a DC 24 Strength saving throw or be pushed 30 feet away from Vryka and knocked prone.
Unatended objects not �ed down in this area are similarly flung.
• Stormweaver's Wrath. With a drama�c sweep of her arm, Vryka manifests a torren�al storm
within a 40-foot radius at a point of her choosing within the auditorium. Creatures caught in
this tempest must make a DC 25 Dexterity saving throw or take 22 (4d10) lightning damage
and be knocked prone. The area becomes difficult terrain filled with swirling winds and
flashing lightning un�l the next lair ac�on.
• Temporal Finale. Vryka hits a high, powerful note that reverberates through �me itself. She
removes condi�ons of her choice affec�ng her.

Exploration Encounters
Vryka's influence doesn't just linger in her celes�al domain; ripples of her elemental force can be
felt on the mortal plane as well. Her presence manifests in mysterious phenomena �ed to the
elements of air, sound, and storm, o�en seen as omens or divine tests by the people who
encounter them. Adventurers who follow Vryka's elusive trail or confront her machina�ons will
find these encounters as awe-inspiring as they are perilous.

• Stormwracked Village. The party arrives at a village suffering from endless, violent storms.
The villagers speak of a "cursed aria" that plays before each storm, believed to be a hymn of
Vryka. Inves�ga�ng this can lead to finding an ancient, magical saxophone that controls the
weather. During an upswell of the storm, a series of contests against Vryka’s passive
performance is needed to properly play the saxophone and end the curse, while mistakes
could exacerbate the weather.
• The Thunderstruck Tree. An ancient tree in the heart of a forest stands petrified, its wood
turned to crystal by a lightning strike. It's said to be a relic of a batle between Vryka and a
rival deity. If the adventurers can solve the puzzle (a series of ancient runes glowing faintly at
the tree’s base that must be aligned in proper sequence with nearby rocks and boulders that
display similar runes) to unlock its core, they may gain a shard of the crystal that possesses

253
powerful magical proper�es. A wrong move triggers a surge of trapped electrical and sonic
energy, exploding with devasta�ng force from the tree.
• Sonic Stone Circle. A circle of monolithic stones, each carved with celes�al runes, stands on
a lonely hilltop. Touching the stones and chan�ng the proper celes�al hymns can open a
temporary gateway to the Sky Auditorium. However, doing so could also atract the aten�on
of Vryka's elemental minions or even Vryka herself. A successful DC 28 Intelligence (Arcana)
or Wisdom (Religion) check opens the gateway, invoking either the wrath of a summoned
elemental or early conflict with Vryka, eager to test the party’s metle.
These encounters illustrate that even far from her celes�al lair, Vryka’s influence is a force to be
reckoned with. Each event serves as a foreboding prelude, a cosmic chord in the impending
overture that is Vryka’s master plan. Whether heroes or mere pawns in her symphony, the
adventurers will find these encounters to be both a trial and a revela�on.

Social
Vryka, a �tan woven from elemental fury and divine decree, seldom engages in mortal concerns
without some form of cosmic significance. However, her inquisi�ve and willful nature makes her
suscep�ble to bouts of curiosity or moments of indignant rage, which may warrant dialogue with
those who tread near her domain. Vryka is not above manipula�ng the powers of mortals, as she
o�en considers their goals and plans trivial compared to her divine aspira�ons. Therefore, a party
encountering her should exercise cau�on; her majesty and might are as enchan�ng as they are
terrifying.

Social Encounters
In a campaign where Vryka’s influence looms large, the opportuni�es for social encounters with
the Daughter of Thunder can be as dynamic as the storms she commands. While she o�en
remains distant, her elemental agents, magical eddies, and vengeful spirits act as her eyes and
ears. Here are some suggested social encounters:

• Choirs of Thunder: The party stumbles upon an isolated tribe whose tradi�ons involve singing
to the sky during thunderstorms, believing it pleases Vryka. The tribal leader requests the
adventurers par�cipate in their next ceremony, an honor not bestowed upon outsiders.
During the ceremony, the sky resounds with ethereal harmonies that mimic the tribe's song.
Vryka speaks briefly to the party through the chorus, her voice echoing like rolling thunder.
This could be a sign, a warning, or a cryp�c message for events yet to unfold.
• The Thunder's Emissary: A mysterious robed figure arrives at the party's camp during a
stormy night, claiming to be a direct messenger of Vryka. This emissary challenges one of the
party members to a duel of wits, a series of riddles themed around storms, nature, and the

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history of Vryka. Success could bring a boon from Vryka herself, but failure might earn her
momentary disdain or a lesson taught in a more... electric manner.
• Fes�val of the First Rain: The party arrives in a city celebra�ng the annual Fes�val of the First
Rain, dedicated to Vryka. It's a grand event where par�cipants dance in the streets, share tales
of Vryka's deeds, and offer prayers for boun�ful rains. But as the main ceremony begins, the
High Priestess receives a vision of Vryka, which she shares with the crowd: a trial awaits the
city, and only those with true faith will survive. The party must decide whether to involve
themselves in this divine challenge or find their own way to navigate the impending event.

Combat
The very skies tremble when Vryka, Daughter of Thunder, takes to batle. With every thunderous
strike, she not only aims to destroy her foes but to ins�ll the primal fear of nature’s wrath into
their very souls. But Vryka is not just about raw power. Her combat strategy is deeply rooted in
her understanding of the elemental forces, and she uses this knowledge to manipulate the
batlefield. Adventurers should be wary; not only are they contending with her immense physical
might, but the very environment can turn against them. Every cloud, gust of wind, and drop of
rain might be a weapon in her arsenal. And yet, for those brave enough to stand against her,
batling Vryka offers a chance to test their metle against the very embodiment of nature's fury.
Once the players are on her radar, Vryka prefers to engage them a few �mes to test their metle
(and for her own sport, should they prove a challenge), preferring to leave before she is too badly
injured, and avoiding significant long-las�ng impact on the party so she can engage them in the
future. She’s not above killing one or two of them (they should be powerful enough to handle a
few deaths in their party, a�er all).

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Sidebar: Reminder - Vryka is still a Goddess
In the cosmic tapestry that holds the secrets and powers of all dei�es, Vryka looms as a paradox—
an eternal force that also relishes the ephemeral thrills of mortal combat. To understand Vryka is
to understand the duality of being both unassailable and vulnerable, a god and a warrior who can
be defeated but never truly destroyed.
When Vryka manifests on the mortal plane, it takes on corporeal limita�ons by choice. This avatar
of Vryka, unlike its pure deific essence that exists beyond comprehension, is designed to be
suscep�ble to the blows, spells, and stratagems of Epic characters (and, subsequently is
represented by the stat block for Vryka or Mythic Vryka). It can bleed, it can stagger, and it can
even fall—but remember, this is a mere fragment of the incomprehensible en�ty that Vryka is.
Vryka is a concession to the indomitable spirit of those Epic heroes who dare to defy even gods.
In this form, Vryka can be challenged and even defeated, at least temporarily. It is in this context
that the mechanics of "resistance" come into play. When you batle Vryka, you are not engaging
with the full scope of its divine power but rather a curated manifesta�on that allows for the
possibility, however slight, of your victory.

Battling the Gods: Resistance


Engaging in combat with a deity is a high-stakes gambit that few would dare to undertake.
However, the idea of "resistance" offers Epic characters the unique opportunity to stand toe-to-
toe with a god, at least for a short �me. When facing off against a manifesta�on of Vryka, an Epic
character can invoke their own reality-defying abili�es to resist the deity's por�olio powers,
reducing them to something more akin to tradi�onal atacks and spells.
This resistance is an ac�ve denial of the deity's full poten�al, only available to characters and
creatures with Epic or mythic statuses. It is a flee�ng opportunity that lasts a number of rounds
equal to the Epic character's level or the mythic creature's challenge ra�ng. The effects of such
resistance are significant but not absolute. Even in a resisted state, Vryka's atacks remain
devasta�ngly powerful, and it would be foolhardy to assume otherwise.
It's important to note that slaying Vryka does not kill the actual deity but rather banishes this
physical manifesta�on for a �me determined by the Dungeon Master. Once this period ends, or
if the resistance is broken, Vryka returns to its unassailable state, reminding all that it is, in the
end, a god.
So, if the players dare to challenge Vryka, remember: You are not figh�ng to kill a god; you are
figh�ng to seize a divine opportunity, to touch the untouchable, even if only for a moment. And
should you succeed, savor that triumph, for such feats are the stuff of legends, the tales that even
gods might whisper about in the halls of eternity.

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Combat Encounter Example: Tempest's Arena
In an open plain, Vryka challenges the party to prove their worth. The sky turns dark, and a
massive cyclonic arena forms, trapping the party inside. Within this swirling vortex, combat is in
three dimensions, as strong winds can li� them up or slam them down. Vryka darts through the
tempest, striking with lightning and deafening thunderclaps. The party needs to use the winds to
their advantage, find pockets of calm within the storm, and use the lightning's a�erglow to predict
her next strike. This batle is not just about might; it’s about understanding and mastering the
storm.

Tactics
Battlefield Classification: Elite (Leader, Skirmisher)
Use Vryka's Thunderstruck Reverie and
Summon Elementals abili�es early in
the batle. The Thunderstruck Reverie
not only boosts Vryka's own damage
but also grants her resistances that
make her even harder to bring down.
The air elementals can act as addi�onal
targets that divide the party's aten�on
and resources. To posi�on and control
the batlefield, use Stormsong to
cripple enemy movement while
boos�ng her own allies with flying
abili�es. This can break forma�ons and
leave back-line characters like healers
and mages vulnerable. Finally, leverage
the "Inspire" legendary ac�on to give
her air elemental allies or other allied
creatures an extra atack or spell cast. This maximizes her ac�on economy and makes her forces
significantly more dangerous.

Easier Tactics. Hold the reverie by delaying use of Thunderstruck Reverie until Vryka has taken a
fair amount of damage. This will allow the players to feel like they're making progress before she
"powers up." Make selective use of the Stormsong ability but omit its effects on certain key
enemies. Perhaps position such that the effect only targets those in front of her, leaving other
players free to move and act. Generally, stick to using the Thunderstrike legendary actions,
avoiding the more potent Skyward or Inspire actions, which can tilt the action economy more
strongly in her favor.

257
Harder Tactics. Start the fight with Thunderstruck Reverie to immediately pose a high-level
threat. This will make it a race against time for the party to adapt and counter her heightened
abilities, then follow up with Thunderous Chord to potentially stun enemies, followed by
Stormsong to further cripple them and boost her own allies. The combination of stunning and
reducing speed can be devastating. For her legendary actions, make good use of her "Skyward"
legendary action to reposition Vryka out of reach of melee attackers or to set her up for a
devastating Thunderous Chord or Stormsong that catches as many enemies as possible in its area.

Vryka, Daughter of Thunder


Large elemental, chaotic neutral

Armor Class 21 (natural armor)


Hit Points 580 (40d12 + 320)
Speed 40 �., fly 80 �.

STR DEX CON INT WIS CHA


28 (+9) 24 (+7) 26 (+8) 18 (+4) 24 (+7) 30 (+10)

Saving Throws Str +16, Dex +14, Con +15, Wis +14, Cha +17
Skills Athle�cs +16, Performance +17, Nature +11, Percep�on +14
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons.
Damage Immuni�es lightning, thunder
Condi�on Immuni�es frightened, stunned.
Senses passive Percep�on 24
Languages Auran, Common, Primordial
Challenge 27 (105,000 XP)

Aura of Revelry. While Vryka is reveling, allies within 60 feet of Vryka gain advantage on saving
throws and have resistance to thunder and lightning damage.

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Bolt (Recharge 6). As a bonus ac�on, Vryka teleports to a loca�on she can see, manifes�ng into
a fork of lightning that passes harmlessly to the target loca�on.
Mythic Resistance. When Vryka fails a saving throw, she can expend one of her unspent legendary
ac�ons to succeed instead.
Thunderstruck Reverie. (3/day) As a bonus ac�on, Vryka begins to play her elemental guitar,
entering a state of frenzied revelry heralded by an increasingly frenzied guitar solo, her
instrument glowing with runes as the air around her crackles with energy. Her laugh is a booming
clap of thunder, challenging all who dare to stand against her in this ul�mate batle. While in this
state, she gains resistance to all damage except psychic, and her atacks and effects deal an extra
2d8 thunder damage. The revelry lasts as long as she con�nues to deal damage ends at the start
of her turn if she has not dealt damage since the start of her previous turn.

ACTIONS
Mul�atack. Vryka makes three Thunderstrike atacks.
Stormsong. Vryka sings a song that embodies the chao�c power of the storm, affec�ng all
creatures of her choice within a 90-foot radius. Un�l the start of her next turn, allies gain a flying
speed equal to their walking speed and can hover, and enemies must atempt a DC 25 Charisma
saving throw or take 18 (4d8) thunder damage and find their speed halved un�l the start of
Vryka’s next turn.
Summon Elementals. (1/day) Vryka summons three air elementals. The summoned elementals
appear in an unoccupied space within 60 feet of her and act as her allies. Summoned elementals
last un�l the end of combat encounter.
Thunderous Chord. Vryka hammers a thunderous power chord in a 60-foot cone. Each creature
in that area must atempt a DC 25 Cons�tu�on saving throw, taking 45 (10d8) thunder damage,
and becoming stunned un�l the end of their next turn on a failed save, or half as much damage
on a successful one.
Thunderstrike. Melee or Ranged Weapon Attack: +16 to hit, reach 15 �. or range 120/480 �., one
target. Hit: 23 (3d8 + 9) bludgeoning damage plus 14 (4d6) thunder damage.

LEGENDARY ACTIONS
Vryka can take 3 legendary ac�ons, choosing from the op�ons below. Only one legendary ac�on
op�on can be used at a �me and only at the end of another creature's turn. Vryka regains spent
legendary ac�ons at the start of her turn.

259
Inspire. Vryka sings a short tune, inspiring an ally she can see within 90 feet. The target can
immediately use its reac�on to make one weapon atack or move its speed.
Thunderstrike. Vryka makes one Thunderstrike atack.
Skyward (Costs 2 Ac�ons). Vryka flies up to her flying speed without provoking opportunity
atacks.

Mythic Vryka, Daughter of Thunder


When confron�ng Mythic Vryka, the characters face the true essence of storms and sound
incarnate. The Daughter of Thunder gains access to new, potent mythic abili�es that synergize
with her already awe-inspiring powers. The party must tread carefully, for Vryka’s mythic abili�es
can turn the �de of batle and shake the very heavens. When Vryka’s power reaches its full
poten�al, she assumes the mantle of a storm deity, embodying the very essence of thunder and
lightning. Her songs transcend the boundaries of mere performance, becoming echoes of ancient
storms that once ravaged the lands.

Mythic Effects
As a mythic creature, Vryka causes the following effects:
Ancestral Storm-Weaving. By spending one minute in focused composi�on, Vryka can weave a
song that manipulates weather within a 5-mile radius centered on her. This func�ons as the
control weather spell but requires no concentra�on.
Primordial Connec�on. Vryka cannot be magically summoned, controlled, or banished unless she
wills it. Any atempts to do so backfire, causing a bolt of lightning to arc from the clear sky (or
through the roof overhead, if indoors) to her assailant, forcing the creature to atempt a DC 27
Dexterity saving throw, taking 90 (20d8) lightning damage on a failed saving throw or half as much
on a successful one.
Voice of Thunder. Vryka's words are accompanied by booming echoes that can only be silenced
by her will. She is immune to any spells or effects that would silence or hinder her speech or
sound-based atacks.

Mythic Vryka, Daughter of Thunder


Large elemental, chaotic neutral

Armor Class 27 (natural armor)

260
Hit Points 1,160 (80d12 + 640)
Speed 40 �., fly 80 �.

STR DEX CON INT WIS CHA


28 (+9) 24 (+7) 26 (+8) 18 (+4) 24 (+7) 30 (+10)

Saving Throws Str +20, Dex +18, Con +19, Wis +18, Cha +21
Skills Athle�cs +24, Performance +29, Nature +19, Percep�on +22
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons.
Damage Immuni�es lightning, thunder
Condi�on Immuni�es frightened, stunned.
Senses passive Percep�on 32
Languages Auran, Common, Primordial
Challenge Mythic 5

Aura of Revelry. While Vryka is reveling, allies within 90 feet of Vryka gain advantage on saving
throws and have immunity to thunder and lightning damage.
Bolt. As a bonus ac�on, Vryka teleports to a loca�on she can see, manifes�ng into a fork of
lightning that passes harmlessly to the target loca�on.
Mythic Resistance. When Vryka fails a saving throw, she can expend one of her unspent legendary
ac�ons to succeed instead.
Thunderstruck Reverie. (3/day) As a bonus ac�on, Vryka begins to play her elemental guitar,
entering a state of frenzied revelry heralded by an increasingly frenzied guitar solo, her
instrument glowing with runes as the air around her crackles with energy. Her laugh is a booming
clap of thunder, challenging all who dare to stand against her in this ul�mate batle. While in this
state, she gains resistance to all damage except psychic, and her atacks and effects deal an extra
27 (6d8) thunder damage. The revelry lasts as long as she con�nues to deal damage ends if she
has not dealt damage since the beginning of her last turn.

ACTIONS

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Mul�atack. Vryka makes three Thunderstrike atacks, and may replace one of these with
Thunderous Chord, Stormstong, or Summon Elementals (if available).
Stormsong. Vryka sings a song that embodies the chao�c power of the storm, affec�ng all
creatures of her choice within a 90-foot radius. Un�l the start of her next turn, allies gain a flying
speed equal to their walking speed and can hover, and enemies must atempt a DC 27 Charisma
saving throw or take 36 (8d8) thunder damage and find their speed halved un�l the start of
Vryka’s next turn.
Summon Elementals. (Recharge 5–6) Vryka summons three air elementals. The summoned
elementals appear in an unoccupied space within 90 feet of her and act as her allies. Summoned
elementals last un�l the end of combat encounter.
Thunderous Chord. Vryka hammers a thunderous power chord in a 90-foot cone. Each creature
in that area must atempt a DC 27 Cons�tu�on saving throw, taking 68 (15d8) thunder damage,
and becoming stunned un�l the end of their next turn on a failed save, or half as much damage
on a successful one.
Thunderstrike. Melee or Ranged Weapon Attack: +22 to hit, reach 15 �. or range 120/480 �., one
target. Hit: 36 (6d8 + 9) bludgeoning damage plus 14 (4d6) thunder damage.

MYTHIC ACTIONS
On ini�a�ve count 20 (losing ini�a�ve �es), Vryka takes a mythic ac�on to cause one of the
following effects. She can’t use the same effect twice in a row.

Anthem of the Ancients. Vryka strums an ancient tune imbued with the power of primeval
storms. Allies within 90 feet of her gain an extra atack when they take the Atack ac�on on their
next turn. If she uses this while in her Thunderstruck Reverie state, allies within 90 feet may
instead take an immediate ac�on as though it were their turn.
Harmony of the Tempest. Vryka unleashes a haun�ng melody that weaves through the air. All
enemies within a 60-foot radius must atempt a DC 25 Wisdom saving throw or be incapacitated
un�l the end of their next turn. If Vryka is in her Thunderstruck Reverie state, those who fail their
save are instead paralyzed for the dura�on.
Riff of Ruin. Vryka strums her elemental guitar, releasing an overwhelming surge of electrical
energy. A creature of her choice within a 90-foot radius must atempt a DC 26 Dexterity saving
throw, taking 75 (15d10) lightning damage on a failed save or half as much on a successful one. If
Vryka uses this ability while in her Thunderstruck Reverie state, the creature must instead atempt
a DC 29 Dexterity saving throw, taking 150 (30d10) lightning damage on a failed saving throw or
half as much on a successful one.

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LEGENDARY ACTIONS
Vryka can take 3 legendary ac�ons, choosing from the op�ons below. Only one legendary ac�on
op�on can be used at a �me and only at the end of another creature's turn. Vryka regains spent
legendary ac�ons at the start of her turn.
Thunderstrike. Vryka makes one Thunderstrike atack.
Inspire. Vryka sings a short tune, inspiring an ally she can see within 90 feet. The target can
immediately use its reac�on to make one weapon atack or move its speed.
Skyward (Costs 2 Ac�ons). Vryka flies up to her flying speed without provoking opportunity
atacks.

Resources
As the Daughter of Thunder and the living epitome of celes�al and elemental harmony, Vryka
possesses resources that rival dei�es and cosmic en��es. These aren't just the assets of a
powerful individual; they are the intricate symphonies of nature, cosmos, and divinity interwoven
through her very being. Her Cloudfather, an elder deity of thunder and sky, supports her
endeavors, gran�ng her access to a nearly limitless arsenal of divine and elemental capabili�es.

Allies
Known by her followers as the ul�mate rock goddess, Vryka is never alone. Her famed rock group,
simply called "The Band," is a cosmic assembly of unique and powerful beings.

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Zombie Bassman: Caelus "Rot" Zomberson
Caelus, more commonly known in the underworld of rock music as "Rot," is no ordinary zombie.
He was once a mortal virtuoso, obsessed with mastering the depths of bass frequencies. His
obsession led him to arcane experiments, trying to infuse his music with otherworldly power. The
magic backfired, transforming him into the undead, but also gran�ng him his ghoulishly long
tongue, capable of playing mesmerizing basslines on his cursed instrument "The Roted String."
Caelus is a decaying figure draped in decaying garments of what used to be a hippy rocker’s vest
and pantaloons. His eye sockets glow with eerie, ethereal fire, and his tongue extends several
feet, with surprising agility and dexterity, perfectly strumming the chords on his bass guitar.

Storm Giant Drummer: Hildegar "Thundermaul" Sturmsdottir


Hildegar, or "Thundermaul," as she's named for her drumming style, is a storm giant from the
tempestuous realms. She is fiercely loyal to Vryka and brings literal and metaphorical thunder to
every performance with her drum set cra�ed from enchanted storm clouds, known as "Tempest
Tympani." Hildegar stands at an impressive 14 feet tall, her skin the color of a stormy sky. Her
eyes flicker like lightning, and her long, untamed hair flows like a waterfall. She wears leather and
chains forged from darkened celes�al metals, adorned with subtle mo�fs resembling swirling
clouds and bolts of lightning.

Angelic Lead Vocalist: Seraphelle "Harmony" Vox


Seraphelle, or "Harmony," is an angel with a voice that transcends the realms. She was drawn to
Vryka's cause not just for the divine connec�on but also for the freedom to express her celes�al
grace through punk rock. She is capable of harmonizing with the universe itself, and her singing
can heal or harm, bring solace or doom. Seraphelle is breathtakingly beau�ful, with pla�num
blonde hair dyed deep black that seems to be carved on ebon stone. Her eyes are a shi�ing palete
of heavenly colors. Though her white, feathered wings could be neatly tucked behind her, she
o�en unfurls them fully during her ethereal solos. She dresses in a heavenly variant of punk-rock
a�re topped with a silvery-blue suit jacket.

Magical Bandwagon
Led by horses cra�ed of pure electricity, Vryka's magical bandwagon serves as both a mobile base
and a mys�cal stage for her performances. It is much larger on the inside, featuring a fully-
equipped studio, armory, and even a small library filled with celes�al tomes and elemental scrolls.
The caravan is enchanted to be nearly impervious to damage and can teleport to any loca�on
Vryka has visited before, though doing so requires a 4-hour ritual.

264
Rapid Fanbase
Vryka’s music has resonated with beings across mul�ple planes of existence, amassing her a
following that transcends species and realms. These fans, some of whom possess significant
power or resources, are willing to lend their aid to Vryka in �mes of need, providing her with
informa�on, shelter, or even military assistance.

Rewards
Defea�ng Vryka, which can only be temporary given her deity status, comes with unimaginable
rewards. Chief among these is the opportunity to wield her legendary electric guitar "Thunder
Crash." This relic, bestowed upon her by her divine Cloudfather for her coming of age, holds
powers beyond mere mortal comprehension.

Thunder Crash
Wondrous item, artifact (requires attunement)
Thunder Crash is a breathtakingly beau�ful and potent ar�fact, a guitar cra�ed by the divine
Cloudfather for his beloved daughter, Vryka. The guitar's body is made from a rare sky-blue
crystal, only found in the heavens, and it pulsates with raw, electric energy. The strings are forged
from the very essence of storm clouds, vibra�ng with the power of thunder. Its fretboard is made
of storm-blackened wood, which feels cool to the touch, with inlays of radiant lightning bolts
cra�ed from pure celes�al gold.

Thunderstruck. As an ac�on, you can strum Thunder Crash to unleash a bolt of divine lightning
at a target of your choice within 100 feet. Make a ranged spell atack against the target using your
Charisma modifier. On a hit, the target takes 6d10 lightning damage and must succeed on a
Cons�tu�on saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be
stunned un�l the end of your next turn. This ability can be used once per short or long rest.
Solo Stormsmith. By spending one minute in focused soling, the atuned wielder of Thunder
Crash can weave a song that manipulates weather within a 5-mile radius centered on the soloist.
This func�ons as the control weather spell but requires no concentra�on.
Celes�al Resonance. While you are atuned to Thunder Crash, you resonate with celes�al energy
that bolsters your force of personality. You gain a +2 bonus to all Charisma-based skill checks and
saving throws. In addi�on, once per long rest, when you or an ally within 30 feet must make a
Charisma saving throw, you can use your reac�on to grant advantage on that roll. This ability

265
manifests as a short, harmonious strum of the guitar, resona�ng with heavenly power that
momentarily aligns the odds in favor of your chosen target.

Atunement to Thunder Crash. To begin the


atunement process, the creature
atemp�ng to atune must play Thunder
Crash atop a high peak during a storm,
requiring an hour of playing and a successful
Charisma (Performance) check against DC
30. Only the raw power of nature can match
the ar�fact's divine energy, forming a
connec�on between the player and the
guitar. At the culmina�on of the melody, a
bolt of lightning will strike the player. If their
inten�ons are pure and their spirit strong,
they will be unharmed, comple�ng the
atunement. If not, they'll be repelled by the
force of the bolt, cas�ng them from the
mountaintop and leaving Thunder Crash unatuned and unharmed at the mountain’s peak.
Once atuned, the creature will find that Thunder Crash feels like a natural extension of their body,
and its power is at their finger�ps, ready to unleash the fury of storms or the gentle touch of rain,
as the song requires.

Destroying Thunder Crash. The only way to destroy this ar�fact is by returning it to Vryka's
Cloudfather, who might not be too pleased that you have it in the first place.

Defea�ng Vryka also grants you the favor or ire of her divine Cloudfather, which can be a blessing
or a curse, depending on how you navigate the celes�al poli�cs that follow.

266
267
Galangir (Mythic 5)
Imperator of Sands
“Many believe the saying of ‘dust to dust’ as both literal and figurative. I am the only one who
holds the sands of each individual. I know of each creature and maintain a small piece of each
within my realm.”

Description
Standing tall as a giant, sun scorched skin is mostly hidden beneath grey colored cloth, Galangir
stands as the serene ruler of her desert domain. Her silver irises seem to look everywhere and
through many realities all at once. Long curly brown hair hangs down her back flowing freely as
gentle desert winds blow. Her simple grey garb lends an air of mystery, wisdom, and intrigue to
the otherwise unassuming figure. At first glance she might seem as nothing more than a simple
desert nomad, but upon looking closer, the grace with which she moves, speaks of a thousand
lifetimes of wisdom and knowledge.

Profile
Personality: Wistful
Galangir embodies a deep sense of wistfulness, often lost in the myriad memories contained
within her sands. Time itself seems to pause around her as she reflects upon the vast expanse of
history.

Ideals: To Galangir, every gust of wind that whisks a grain of sand aloft is an opportunity to
capture a fragment of existence. More than a mere collector, she is a chronicler, aspiring to
possess a shard of all that ever was, is, and will come to be. Distanced from the transient
moralities of mortals, her compass points unwaveringly towards equilibrium in all matters of the
cosmos.
Bonds: For Galangir, the endless sands symbolize the cyclical nature of existence—the birth, life,
death, and rebirth of all things. These sands, each grain a repository of a life's tale, are her most
treasured possessions. Those who recognize and revere the sanctity of the sands and the myriad
souls they represent find in Galangir an attentive and benevolent listener.
Flaws: As recluse from society, while Galangir knows many things and converses with the
remnants of many creatures, she is prone to speak first and use violence as a last resort. She
would rather seek to avoid direct confrontation. If you wish to draw Galangir into direct conflict,
stealing the sands she so jealously guards will cause her to recklessly pursue the thief.
Legend: In the earliest whispers of creation, when the cosmos was still young and the stars freshly
kindled, a vast desert stretched out, barren and silent. From this primordial expanse, it's said,

268
Galangir emerged, not as a sudden manifestation, but as a slow and deliberate coalescence of
countless grains of sand. Each grain, a silent witness to a nascent universe, converged to form a
being that would become its most passionate chronicler.
Legend tells that the desert, named An’Galaris, was not just a desolate stretch, but the canvas
upon which the universe painted its earliest tales. As the cosmos churned with new life, each
story, every fleeting moment, was imprinted upon a grain of sand. The birth of a star, the sigh of
a dying nebula, the first cry of a creature on a distant world—all found a home in An’Galaris.
Galangir, over eons, began to realize the weight of her existence. She wasn't merely sand and
wind; she was history incarnate. With each gust that passed through her form, she felt the joys,
sorrows, dreams, and despairs of countless beings. Her purpose became clear: to guard these
stories, to be the eternal sentinel of a universe's memories.
But with her awakening came those drawn to her realm, not for reverence but for power.
Sorcerers, tyrants, and adventurers sought to plunder the sands, hoping to harness the boundless
knowledge and magic they contained. Galangir, though contemplative and reclusive, fiercely
defended her dominion. Battles raged, echoing not with the clashing of swords, but with the
cacophonous chorus of countless voices crying out from the sands, a reminder of the weight of
history.
The tales of her encounters, both serene and stormy, spread throughout the realms. Some speak
of her as the "Sage of the Sands," a being of infinite wisdom who might bestow her insights upon
those who approach with respect. Others, cautionary tales of old, warn of the "Tempest of Time,"
a force to be reckoned with, capable of burying entire empires beneath her dunes for
transgressions against the stories she safeguards.
To this day, as galaxies spin and civilizations rise and fall, at the heart of the desert An’Galaris,
Galangir stands—her form a dance of sand and wind, her spirit an eternal flame, and her mission,
the unwavering guardianship of the universe's ever-unfolding narrative.

Galangir in Your Campaign


Using Galangir in your game can take a multitude of forms. While not inherently good or evil,
Galangir seeks only to continue preserving the past and present through sands of creatures.
Many would seek her out for the wise council she can offer due to her ability to relive the life
from each creature she has collected a grain of sand. As a creature’s body breaks down, the
elemental forces of nature preserve a small aspect of that individual and ferry it away on the
winds to Galangir. Why the winds perform this favor is unknown, perhaps she provided powerful
council to an influential deity. While Galangir will not seek out individuals who seek to avoid
death, she will not help those who seek to extend their lives through grotesque and profane
means.

269
Introduction
Galangir can be a wealth of information for those who are willing to traverse the vast desert in
which she resides. Perhaps the players encounter tales of a powerful druid who is moving an
entire desert across the continent in search of something. Ally or antagonist, Galangir provides
earth shaping powers with which the players can either interact with or attempt to combat.

Conflict
A powerful force that has stolen away some of the sands of Galangir in an attempt to unlock the
secrets of the lives they represent provide a powerful incentive for Galangir to begin to move.
While she does not set out to leave a wake of destruction, the desert she inhabits is bound to her
and will follow where she leads. As she set out across the continent to recover what was taken
from her, few creatures have the power to stop the assault of the desert. Once sand has been
stolen from her, Galangir will stop at nothing to recover the lives robbed from her trove.

270
Conclusion
The conclusion of the campaign need not result in the demise of Galangir, rather it may be that
the lost sands are returned to her, and she is asked to remain in an isolated location that others
not fall under her accidental wrath. If the players are desperate for a piece of secret information
that only she knows, the end of a confrontation that does not end in her death will result in her
begrudgingly provided the necessary information in exchange for her life. Failure to recover the
sands would result in large swathes of the continent succumbing to desert. If the information the
characters seek is to stop a dangerous cataclysm, their failure to prevent it may result in worse
than just a destroyed continent.

Challenges
Galangir can pose combat, exploration, or social challenges to PCs who interact with her.

Exploration
Encounters with Galangir can be planned excursions into the desert or a storm that has been
blown in as would be troublemakers flee the impending storm of her wrath. Encountering
Galangir outside of her desert is exceedingly unlikely since it travels with her. While she may
herald its arrival, the sands will not idle long without her. Galangir will only lead her demesne
when sands have been taken or when creature seek to damage the natural life cycle. She will
move against those who raise large numbers of undead, seeking to return them to the ground,
but those who provoke largescale bloodshed will also draw her ire as the seeks to stop the abrupt
end of life that war inevitably causes.

Regional Effects
The desert region containing Galangir’s lair is warped by elemental power, which has created the
following effects within 1 mile of the lair:
• As the collector of sands, creatures within the boundaries of the desert turn to dust upon
death, becoming part of the desert and cannot be returned to life unless Galangir wills it.

• Galangir is aware of any creature and object that enters her desert. She knows the t its exact
loca�on but not its type or iden�ty.

• If Galangir is reduced to zero hit points while within her demesne of sand, she crumbles to
sand and reappears in a random loca�on within the desert 7 days a�er turning to sand.

Until Galangir reforms, these effects are suppressed.

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Galangir’s Lair
The lair of Galangir is the desert that surrounds her. She serves as a focus for the massive
quantities of sand that create her domain. While within her Demesne of Sand, Galangir spends
most of her time viewing the countless wonders seen by countless creatures throughout the
multiverse that now have a piece of their identity residing within the sands of Galangir’s desert.
The area closest to Galangir exudes a powerful concentrated heat, almost as if it alone generates
the heat for the entire desert. The entire desert that Galangir controls moves under her will. The
100-mile radius of desert need not be centered directly with her in the middle as she is free to
wander the desert or even move to its periphery.

Lair Actions
On initiative count 20 (losing initiative ties), Galangir can take a lair action to cause one of the
following effects. If Galangir is using her mythic statistics, she can instead choose to take a mythic
action or lair action, but not both. Galangir cannot use the same effect two rounds in a row.

• Galangir targets a 20-foot diameter circle of sand along the ground, softening the same area
and making the area difficult to traverse. This area becomes difficult terrain and creatures
inside the area have disadvantage on saves against Galangir’s attacks.

• Shifting the sands to hinder those who attack Galangir, the desert barrages a 30-foot cone
area with sand. Creatures inside must succeed on a DC 24 Constitution saving throw or take
36 (8d8) bludgeoning damage and become blinded. On a success, they take half damage and
are not blinded.

• Thousands of grains of sand fall away from Galangir’s body allowing her to slough off any
effects that would hinder her. All conditions affecting Galangir end immediately.

Exploration Encounters
The vastness of Galangir's Demesne of Sand is a realm steeped in the memories of ages past,
where the very grains underfoot whisper tales of forgoten epochs. As travelers journey through
this ever-shi�ing landscape, they are not merely crossing a desert but traversing the annals of
history. Every gust of wind carries with it stories of heroes long gone, civiliza�ons lost to �me, and
mysteries yearning to be uncovered. Here, mirages are not mere illusions but echoes of souls and
legacies preserved by the �tan's vigil. From mee�ng appari�ons of bygone orders and celes�al
warriors to challenging the endurance against �tanic beings or naviga�ng perplexing mazes, every
encounter is a step into another chapter of the cosmos's grand tale. Whether summoned by
Galangir's will, elemental caprice, or the fervent desires of those venturing into the sands, these
experiences promise revela�ons, trials, and the allure of the unknown.

272
• The Fallen Crusade. Amidst the swirling sands of Galangir's domain, adventurers may stumble
upon a haun�ng vision: an opulent temple shimmering through the desert haze. Its age-old
stones tell tales of epochs past,
while inside, spectral figures
surround a grand circular table.
These are the ves�ges of paladins
from a long-lost order. With halos
of sadness, they recount their
solemn history — the downfall of
their order at the claws of a
formidable five-headed dragon.
Their spectral presence offers not
only a window into a bygone era
but also hints at untapped powers
and secrets. Perhaps, within the
temple's shadowed corners or
through assis�ng these spirits in
some form of redemp�on,
adventurers might uncover
ancient relics or learn forgoten
rites.
• Labyrinthine Escape: As the adventurers tread deeper into the Demesne of Sand, the ground
may unexpectedly give way, pulling them into a bewildering mirage maze. This isn't just any
labyrinth — it's a place where reality warps, dimensions twist, and the very sands conspire to
disorient and mislead. Every corner turned could lead further into confusion, while trying to
cheat the maze's design by going upwards might find one displaced to an en�rely different
part of the maze. Faint, almost impercep�ble markings, perhaps le� by past wanderers or
inten�onally placed by Galangir, hint at a path to freedom. Solving the riddles of this maze
would not only grant the adventurers an escape but might also endow them with blessings or
knowledge from the �tan herself.
• One that got away: Deep within the ever-shi�ing sands, whispers of a creature that defied
the natural balance reach the ears of adventurers — a demidracolich, whose very existence
mocks Galangir's intent to preserve every being. The �tan herself, her voice carried by the
winds, might beseech the adventurers to confront this aberra�on. In their quest, they would
trace the ley lines of magic and confronta�ons of yore, leading to the lair of this undead
dragon. But the mission is clear: retrieve a part of the creature, be it a scale, talon, or fragment
of bone. Success would not only ensure Galangir's favor but also provide the adventurers with
a piece of a being of immense arcane power, poten�ally unlocking uncharted abili�es or
cra�ing opportuni�es.

273
Social
Galangir is a force of natural order in the world. The library of lives that she maintains in her sands
have given her unparrelled wisdom. She has been able to experience the lives millions of
creatures in her eons. She speaks firmly and gives considerable care to each word that she speaks.
The initial impression that many receive upon first meeting her is one who is unsure. As time
spent in conversation with her, they may come to understand that this comes from incalculable
wisdom. She carefully evaluates each word and piece of insight she offers. There are few secrets
in the multiverse she does not
understand, though whom she is
willing to share insights with and
why, these are questions that only
one with Galangir’s level of wisdom
can understand.

Sand Scales
8th-level conjuration (druid)

Cas�ng Time: 1 ac�on

Range: Touch

Components: V S M (a pouch of sand)

Dura�on: 1 hour

This spell creates a powerful earth ward around a willing creature you touch. Until the spell ends,
the target of this spell has an AC of 20 and resistance to bludgeoning, piercing, and slashing
damage.

Social Encounters
In the vast expanse of Galangir's Demesne of Sand, adventurers will find that their interac�ons
with the �tan transcend mere physical challenges. Galangir, the �meless historian of the
mul�verse, seeks to delve deep into the intricacies of mortal emo�ons, decisions, and willpower.
Her ques�ons and challenges reflect a profound explora�on of character and convic�on. Through
these encounters, travelers converse with a being of boundless wisdom, poten�ally gaining
insights that resonate across epochs. As they navigate her ques�ons about their deepest mo�ves,
bridge elemental ri�s, or confront the broad spectrum of morality, adventurers realize that their
engagement with Galangir offers unparalleled lessons in resilience and introspec�on.

274
• Humanoid Insight. Deep within the undula�ng dunes of Galangir's dominion, adventurers
might find themselves summoned by the �tan herself. With an ethereal gaze that seems to
pierce �me, she expresses a genuine curiosity into a pivotal decision the characters recently
made. Galangir, ever the historian, hopes to document and understand the myriad factors
that drive mortal choices. She pa�ently inquires about the emo�onal currents, external
influences, and internal dialogues that shaped their decision. Through her ques�ons, she
offers the characters a rare chance to introspect and understand their own ac�ons, while she
atempts to capture a fragment of their personal history for her vast archives.
• Strength of the Psyche. Amidst the vast desert, an ethereal challenge awaits those who claim
to have an unyielding spirit. Galangir offers the characters an opportunity to bear witness to
the raw, unfiltered tapestry of history. She presents them with visceral, haun�ng recollec�ons
of humani�es' darkest desires, showcasing a mul�tude of heinous crimes and harrowing
atroci�es. This visceral journey into the depths of mortal nature serves not just as a test, but
as a mirror. Should adventurers endure and comprehend these bleak chapters, Galangir, in
her boundless fairness, unveils tales of hope, showcasing moments of profound triumph over
adversity, giving the adventurers a glimpse into the indomitable spirit that some�mes sparks
in the most unlikely of souls.
• Unstable Elements. Where the golden stretches of Galangir's sand meet the vastness of the
ocean, a tumultuous elemental disturbance is formed. This collision of sand and water creates
barriers even for Galangir, who, despite her immense power, finds it arduous to cross such a
confluence. To preserve balance and prevent unnecessary disrup�ons in elemental energies,
she seeks the aid of eloquent adventurers. Galangir desires their diploma�c skills to nego�ate
with elusive deep-sea fey en��es, hoping they can persuade these powerful creatures to
temporarily part the waters, allowing her seamless passage and ensuring harmony between
elemental domains.

Combat
The quickest method by which to draw the wrath and ire of Galangir is to abscond with the sands
of her desert. She treats each grain sacredly as they represent the lives of each creature of whom
she now holds the memory. While normally adverse to direct confrontation, the powerful
destruction that can be wrought through her traversal of the planes means that she does not
move wantonly. Should someone draw her notice, she can bring thousands of years of experience
to bear. Because of her ability to experience the lives of each creature she has collected, Galangir
is a master of strategy and combat. She has borne witness to the greatest military victories and
defeats in the multiverse. She does not act without cause and will never fight to the death. Should
the situation demand it, she would scatter her sands and mire the traversal of a foe to recuperate
and plan again to defeat a powerful foe. Should she receive enough information about a foe, she
can call upon the memories of previously defeated foes to understand the strengths and
weaknesses of her adversary.

275
Combat Encounter: Chasing Sands.
Galangir will not leave her desert, though she may bring it with her should the need arise. While
tracking down a single grain of missing sand, Galangir has brough her vast desert with her. Cities
and towns in the path of the destruction have little time to evacuate. Many of the towns are
calling for powerful adventurers to either stop the advance of the desert or seek out the culprit
who took the sand and return it to Galangir before more destruction is wrought.

Tactics
Battlefield Classification: Brute
Galangir is a versatile and durable attacker. The Strength of the Sands ability can be a melee or
ranged weapon attack. Being able to trap an enemy with Whirlpool restrains the enemy and then
has disadvantage on Dexterity saving throws. This can be a powerful combination to restrain
highly mobile targets. For flying enemies, Prohibition of the Air will restrain the target and bring
them closer to the ground where they can be targeted by disadvantaged Dexterity saving throws
or in an area-of-effect attack like Overwhelm. The suffocating effect of Fissures is also a very
dangerous effect as a creature can only suffocate for a number of rounds equal to the
Constitution modifier before dropping to zero hit points. Sand Massacre is a powerful trade off if
a large number of enemies have be trapped or are suffocating in sand allowing the damage to be
doubled and does not allow for reduced damage on a successful save. The risk is being unable to
use a legendary action to instead succeed against a harmful effect.
Easier Tactics. The combination of a restrain effect and Fissures to cause suffocating can be a
significant detriment to low Dexterity characters. Use Fissures sparingly and target only mobile
characters with it. Ensure that area-of-effect abilities such as Whirlpool and Overwhelm are used
for only one or two targets to minimize their effect. If characters have a significant number of
saves that Galangir would need to pass, targeting one or two creatures with Sand Massacre and
forgoing the Shed ability will allow them to encumber Galangir.
Harder Tactics. Careful positioning of Whirlpool or Overwhelm as an opening can create powerful
setup in the first turn. If you have a significant number of characters restrained, using Sand
Massacre to create a huge amount of damage can provide a powerful turn one. Reducing the
mobility of creatures with effects like Prohibition of the Air and Spines of the Earth should create
space or even restrict the movement of the enemies allowing more of them to become
restrained. The ability to restrain and then cause Fissures to immediately cause suffocating can
quickly shrink a number advantage of the players. Focusing low Dexterity creatures and forcing
allies to expend resources saving them can allow Galangir free reign to split the party with terrain
effects.

276
Galangir
Huge giant, neutral

Armor Class 22 (natural armor)


Hit Points 651 (42d12 + 378)
Speed 60 ft.

STR DEX CON INT WIS CHA


29 (+9) 15 (+2) 28 (+9) 16 (+3) 25 (+7) 18 (+4)

Saving Throws Str +18, Con +18, Wis +15


Skills Athletics +18, History +11, Insight +15, Perception +15
Damage Resistances lightning, thunder
Damage Immunities bludgeoning, piercing, slashing from non-magic weapons.
Condition Immunities blinded, exhaustion.
Senses darkvision 120ft, tremorsense 500 ft, passive Perception 25
Languages all
Challenge 26

TRAITS
Demesne of Sand. The area within 1 mile of Galangir becomes buried in sand. The depth of sand
varies at the wishes of Galangir but is always at over 100 feet in depth.

• While within this demesne, ranged attacks are always made at disadvantage as sand swirls
and inhibits vision.

• The loose sand creates difficult terrain for any characters who traverse the domain.

• Creatures inside the Demesne of Sand cannot be hidden from Galangir.


Graceful Earth. When spending movement, Galangir can choose to shift her material body
through the sands instantaneously up to the movement spent.

277
Manipulation of the Desert. Whenever Galangir wishes for a weapon, she can conjure it from
the sand. The weapon uses the strength of her blood and her control over the sands to attack.
She uses both her Strength and Wisdom modifiers for attack and damage rolls (included in the
attack).
Mythic Resistance. If Galangir fails a saving throw, she may expend the use of an unspent
legendary action to succeed instead.
Sand Scales. The constant replenishment of sand provides a flexible and sturdy armor. While
Galangir is on sand, attack rolls (including modifiers) than 26 deal half damage to Galangir as the
surrounding sand absorbs the force.
Strength of Blood. Whenever Galangir would use a spellcasting ability score, she may instead call
upon her giant blood and use her Strength modifier instead.

ACTIONS
Multiattack. Galangir may make 3 Strength of the Sands attacks, or 1 Strength of the Sands attack
and one Whirlpool or Prohibition of the Air attack. She cannot make more than one Strength of
the Sands attack against the same target in one turn.
Fissures. Galangir temporarily opens a fissure in a 50-foot line, 10 feet wide and 50 feet deep. A
creature in this space must succeed on a DC 24 Dexterity saving throw or fall into the fissure and
begin suffocating as the fissure fills above them.
Overwhelm. (Recharge 5-6). Galangir conjures a tidal wave of sand along the ground that crashes
against any creatures in a 30-foot wide, 60-foot-long path. Creatures in the path of this swell
must attempt a DC 24 Dexterity saving throw, taking 99 (18d10) bludgeoning damage and
become buried under 30 feet of sand on a failure, or half damage on a success. Restrained
creatures take double damage from this attack.
Prohibition of the Air. Selecting a 20-foot cube with 120 feet of her, Galangir encases an airborne
target completely in this space in sand. The creature must succeed on a DC 24 Dexterity saving
throw or be encased in sand and fall to the ground, taking 44 (8d10) bludgeoning damage as it
crash-lands.
Strength of the Sands. Melee Weapon Attack. +25 to hit. Reach 120 ft., one target. Hit: 60 (8d10
+ 16) piercing damage. If the target is a flesh and blood creature, it must succeed on a DC 24
Constitution saving throw or suffer 1 level of exhaustion as the sand-conjured weapon draws
water from its body.
Whirlpool. Galangir picks a point on the ground within 60 feet of her and generates a 20-foot-
wide whirlpool of swirling sand. Creatures in this area must succeed on a DC 24 Strength saving
throw or be pulled to the middle and restrained until the start of Galangir’s next turn.

278
LEGENDARY ACTIONS
Galangir can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. Galangir regains
spent legendary actions at the start of its turn.
Spines of the Earth. Galangir chooses a spot she can see within 120 feet; sand spikes erupt from
the ground at that location in a 10-foot sphere. Creatures in the affected area must succeed on
a DC 24 Dexterity saving throw or take 45 (10d8) piercing damage. The sand spikes remain in
place and cannot be traversed by a Small or larger creature.
Surging Sands. Galangir makes one Strength of the Sands attack.
Sand Massacre (Costs 3 Actions). Galangir consolidates a 30-foot by 30-foot geometric shape of
sand up to 100 feet in the air. She then hurls the mass of sand, targeting any location within her
Demesne of Sand. All creatures within 30 feet of the target location must attempt a DC 27
Dexterity saving throw, taking 78 (12d12) bludgeoning damage and beginning to suffocate under
30 feet of sand on a failure, or half as much damage on a success. Restrained creatures take
double damage from this ability.

Mythic Effects (Mythic Galangir Only)


As a mythic creature, Galangir causes the following effects.
Blood of the Giant. Galangir’s giant lineage and her control of sand increases her size to
Gargantuan, increasing her reach by 20 ft and dealing an additional 33 (6d10) damage with her
Strength of Sands action.
Traveling Historian. Anywhere that Galangir travels is subject to her demesne of sand. While her
initial arrival is heralded by a light ariel debris, the longer she remains in the location, the greater
the sand accumulation. Creatures not adapted to dry conditions find the dry heat exhausting if
they are unable to find respite from the desert. Architecture that is enclosed within the area of
sand for seven days crumbles to dust leaving no remains behind.

Mythic Galangir
All mythics hit hard, but Galangir’s threat of suffocation which can lead to dying can be far faster
than damaging characters. However, the ability to increase in size and therefore damage as a
mythic action grants Galangir a strong escalation to an attempt to prolong a battle. The increase
in up to three Strength of Sands attacks per turn means fighting suffocation and a significant
damage surge against the creatures who succeeded against suffocation.

279
Mythic Galangir
Gargantuan mythic giant, neutral

Armor Class 27 (sand scales)


Hit Points 2,838 (172d12+ 1720)
Speed 60 ft.

STR DEX CON INT WIS CHA


32 (+11) 17 (+3) 30 (+10) 20 (+5) 28 (+9) 21 (+5)

Saving Throws Str +20, Con +19, Wis +18


Skills Athletics +20, History +14, Insight +18, Perception +18
Damage Resistances lightning, thunder
Damage Immunities bludgeoning, piercing, slashing from non-magic weapons.
Condition Immunities blinded, exhaustion.
Senses darkvision 120ft, tremorsense 500 ft, passive Perception 28
Languages all
Challenge Mythic 5

TRAITS
Demesne of Sand. The area within 1 mile of Galangir becomes buried in sand. The depth of
sand varies at the wishes of Galangir but is always at over 100 feet in depth.

• While within this demesne, ranged attacks are always made at disadvantage as sand swirls
and inhibits vision.

• The loose sand creates difficult terrain for any characters who traverse the domain.

• Creatures inside the Demesne of Sand cannot be hidden from Galangir.


Graceful Earth. When spending movement, Galangir can choose to shift her material body
through the sands instantaneously up to the movement spent.

280
Manipulation of the Desert. Whenever Galangir wishes for a weapon, she can conjure it from
the sand. The weapon uses the strength of her blood and her control over the sands to attack.
She uses both her Strength and Wisdom modifiers for attack and damage rolls (included in the
attack).
Mythic Resistance. If Galangir fails a saving throw, she may expend the use of an unspent
legendary action to succeed instead.
Sand Scales. The constant replenishment of sand provides a flexible and sturdy armor. While
Galangir is on sand, attack rolls (including modifiers) than 31 deal half damage to Galangir as the
surrounding sand absorbs the force.
Strength of Blood. Whenever Galangir would use a spellcasting ability score, she may instead
call upon her giant blood and use her Strength modifier instead.

ACTIONS
Multiattack. Galangir may make 3 Strength of the Sands attacks, or 1 Strength of the Sands attack
and one Whirlpool or Prohibition of the Air attack. She cannot make more than one Strength of
the Sands attack against the same target in one turn.
Fissures. Galangir temporarily opens a fissure in a 50-foot line, 10 feet wide and 50 feet deep. A
creature must succeed on a DC 27 Dexterity saving throw or fall into the fissure and begin
suffocating as the fissure fills above them.
Overwhelm. (Recharge 5-6). Galangir conjures a tide of sand along the ground that crashes
against any creatures in a 30-foot wide, 60-foot-long path. Creatures in the path of this swell
must attempt a DC 27 Dexterity saving throw, taking 154 (28d10) bludgeoning damage and
becoming buried beneath 30 feet of sand on a failure, or taking half damage on a success.
Restrained creatures take double damage from this attack.
Strength of the Sands. Melee Weapon Attack. +29 to hit. Reach 120 ft., one target. Hit: 86 (12d10
+ 20) piercing damage. If the target is a flesh and blood creature, it must succeed on a DC 27
Constitution saving throw or suffer 1 level of exhaustion as the sand-conjured weapon draws
water from its body.
Prohibition of the Air. Selecting a 20-foot cube with 120 feet of her, Galangir encases an airborne
target completely in this space in sand. The creature must succeed on a DC 27 Dexterity saving
throw or be encased in sand and fall to the ground, taking 66 (12d10) bludgeoning damage as it
crash-lands.
Whirlpool. Galangir picks a point on the ground within 60 feet of her and generates a 20-foot-
wide whirlpool of swirling sand. Creatures in this area must succeed on a DC 27 Strength saving
throw or be pulled to the middle and restrained until the start of Galangir’s next turn.

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MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Galangir takes a mythic action to cause one of the
following effects. Galangir can use the same effect twice in a row.
Crystalline Shards. Galangir converts sand particulate in air into shards of razor-sharp glass. A
creature other than Galangir that spends movement while within 60 feet of her takes 2 (1d4)
slashing damage for every 5 feet of movement they expend. This effect is cumulative and
increases by 5 (2d4) each time the mythic action is taken, up to a maximum of 50 (20d4) slashing
damage per 5 feet of movement expended. The shards convert back to unharmful sand after 10
minutes or when Galangir dismisses them (no action), whichever occurs first.
Desert Oasis. Galangir pulls vitality from living creatures in a 10-foot cube of her choice within
100 feet. Affected creatures must succeed on a DC 27 Constitution saving throw or take 83
(15d10) necrotic damage, healing Galangir for half the damage taken.

LEGENDARY ACTIONS
Galangir can take 3 legendary actions, choosing from the options below. Only one legendary
action can be used at a time and only at the end of another creature’s turn. Galangir regains
spent legendary actions at the start of its turn.
Spines of the Earth. Galangir chooses a spot she can see within 120 feet; sand spikes erupt from
the ground at that location in a 10-foot sphere. Creatures in the affected area must succeed on
a DC 24 Dexterity saving throw or take 63 (14d8) piercing damage. The sand spikes remain in
place and cannot be traversed by a Small or larger creature.
Surging Sands. Galangir makes one Strength of the Sands attack.
Sand Massacre (Costs 3 Actions). Galangir consolidates a 30-foot by 30-foot geometric shape of
sand up to 100 feet in the air. She then hurls the mass of sand, targeting any location within her
Demesne of Sand. All creatures within 30 feet of the target location must attempt a DC 27
Dexterity saving throw, taking 117 (18d12) bludgeoning damage and beginning to suffocate
under 30 feet of sand on a failure, or half as much damage on a success. Restrained creatures
take double damage from this ability.

Resources
Galangir possesses the following resources to further her goals and schemes.

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Allies
Galangir has few allies that she calls upon in a time of need. She has experienced countless eons
and has seen so many come and go that the parting is always painful. The oldest of Galangir’s
acquaintances is an ancient Guardian Naga who has been reborn multiple times in order to
remain close to Galangir.
• Adas the Stoic: A long�me collaborator with Galangir, Adas is a powerful Naga who has been
bound to the sands of Galangir’s desert. Rather than resent this, Adas has rejoiced in the
ability to protect the sands indefinitely. Each �me that Adas is destroyed, Galangir has
granted them increased power that they might con�nue to protect the sands.

• Powers of Earth and Sand: While Galangir does not engage much with other creatures, she
has cra�ed powerful earth and sand elements who she can send out to do her bidding. While
within the realm of her desert they have increased strength, vitality, and movement.

• Sand’s Respite: A circle of desert dwelling druids who seek to serve Galangir remain on the
fringes of her domain. While she does not o�en commune with them, she has provided them
with many insights into the natural world and order. These druids o�en stop groups from
wandering into the desert without purpose. While they will not provide the whereabouts of
Galangir, for the part that can earn their trust, they may be able to point them in the right
direc�on. However, for those who would seek to idlily destroy the peace of the desert or
seek to steal its power, the
wrath of this circle of druids
can be like a sudden desert
storm, quick, without
warning, and earthshatering.

Adas the Stoic


Large monstrosity, lawful good

Armor Class 21 (natural armor)


Hit Points 247 (26d10+ 104)
Speed 40 ft.

STR DEX CON INT WIS CHA


22 (+6) 20 (+5) 18 (+4) 17 (+3) 22 (+6) 19 (+4)

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Saving Throws Dex +11, Con +10, Int +9, Wis +12, Cha +10
Skills History +9, Insight +12, Perception +12
Damage Resistances fire
Damage Immunities poison
Condition Immunities charmed, poison.
Senses darkvision 60ft, passive Perception 22
Languages Celestial, Common
Challenge 19 (22,000XP)

TRAITS
Spellcasting. Adas is a 17th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20,
+12 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the
following spells prepared:
At will: bane, detect thoughts, invisibility
1/day each: banishment, dominate creature, flame strike
3/day each: blindness/deafness, dispel magic, hold person
Rejuvenation. If Adas dies, it returns to life in 1d4 days and regains all its hit points. Only a wish
spell can prevent this trait from functioning.

ACTIONS
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 24 (4d8 + 6) piercing
damage, and the target must make a DC 20 Constitution saving throw or take 72 (16d8) poison
damage on a failed save, or half as much damage on a successful one.
Control of the Sands. Adas targets an area of sand within 30 feet of it. All creatures must succeed
on a DC 20 Dexterity saving throw or take 35 (10d6) bludgeoning damage and become restrained.
On a success, the creature takes half damage and does not become restrained.
Poison Globule. Ranged Weapon Attack: +12 to hit, range 30/60 ft., one creature. Hit: The target
must attempt a DC 20 Constitution saving throw. On a failed saving throw, the target takes 90
(20d8) poison damage immediately and 45 (10d8) poison damage at the end of its next turn. On
a successful saving throw, the target takes half as much initial damage and no damage at the end
of its next turn.

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Wave of Sand (Recharge 6). Adas conjures a huge wave of sand up to 100 feet long, 50 feet high,
and 10 feet thick, which moves away from Adas at a rate of 25 feet at the end of each of Adas’
turns, continuing to moving in the chosen direction for 10 rounds before ceasing.
As the wave enters a creature’s space for the first time on a turn, or when a creature is within
the wave at the start of the wave’s movement for a turn, the creature must attempt a DC 20
Strength saving throw, taking 90 (20d8) bludgeoning damage on a failure and being picked up
and moved during the remainder of the wave’s movement that turn, or taking half as much
damage on a successful save (and not being picked up and moved with the wave).
A creature starting its turn in the wave must attempt a DC 20 Strength saving throw or be
restrained until the start of its next turn.

Rewards
There are few tangible rewards within the desert of Galangir. The knowledge and wisdom she
provides is one of the most sought-after information repositories in the multiverse. Upon
reaching an agreement with Galangir, she is willing to provide answers to questions or important
insights into any questions that may be asked. However, for those who seek a piece of desert
that may be taken with them, the desert lotus is bound to be what they seek. For those who seek
combat instead, Galangir may gift them a crystalline fragment of her own power instead, a
powerful quarterstaff.

Desert Lotus
Wonderous item, very rare
The delicate petals of the desert lotus are cultivated
in the deepest parts of the demesne of sand. Upon
consuming the lotus, a fragment of Galangir’s wisdom
is conferred allowing a creature to gain proficiency in
a skill of their choice, or expertise in a skill if they are
already proficient, as the wisdom of untold ages
greatly improves the desired skill.

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Tha-Nalkaret (Mythic 5)
The Eldersphinx
“To briefly summarize the accomplishments of this perplexing age: it was good while it lasted.”

Description
The majestic figure of Tha-Nalkaret looms large over those who stand before it. Its body is that
of a fearsome winged lion with a face not unlike a humanoid’s, but it bears an expression that
displays the eternal creature’s true nature. Those who gaze into its eyes find the cold blue orbs
staring not at them, but through them. The Eldersphinx sees not only what they are, but who
they were and what they might become. The soft rustle of a nonexistent wind can be heard when
Tha-Nalkaret speaks, the sound of its voice echoing in the minds of those who hear it. Its smell is
reminiscent of ancient parchment carrying the weight of the ages.

Profile
Personality: Domineering
Ideals: Tha-Nalkaret has witnessed countless permutations of the world, innumerable
civilizations both old and young, and has seen them fall away to the unceasing march of time. As
such, it sees no value in the fates of individuals, instead focusing on existence as a whole. It does
what it sees as necessary to persevere, and it acts as it sees fit to postpone the inevitable entropy
of all things.
Bonds: As a sphinx, Tha-Nalkaret highly values its abode, the Eternal Repository. Within its halls
and chambers lie thousands of both magical and nonmagical relics from across the timelines and
ages of the world. Should anyone gain entrance into the sphinx’s home without permission and
sabotage this great collection, its wrath would be devastating.
Flaws: The mind of the Eldersphinx is so different than that of mortals that it often fails to
understand their insignificant concerns. This makes it strapped for allies and in no short supply
of enemies. Tha-Nalkaret is willing to damn an entire people to destruction if it will prolong the
lifespan of the universe, creating enemies of any who survive its condemnation.
Legend: The tale of Tha-Nalkaret begins at a time outside time, when it was formed by divine will
alongside twelve other sphinxes to oversee the new realm that the gods has wrought. While the
others were tasked with shepherding the mortal races, teaching logic and passing wisdom to the
humanoids of the realm, Tha-Nalkaret was given a mission in solitude. It was given the title
Eldersphinx, and it was responsible for overseeing the world through its development, ensuring
that any threat to the whole would be known before it transpired. At first there was only one
timeline to oversee, but as time proceeded it branched into uncountable iterations, and Tha-

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Nalkaret saw them all from its perch outside time. Eventually, turmoil struck the realms, and the
divine beings that created the sphinxes vanished or were destroyed, replaced by new gods that
knew not of the Eldersphinx or its purpose. It was left to watch as the other sphinxes grew ever
more distant in their own assignments. It knew the importance of its vigil, but it grew more
restless as it became aware of an encroaching presence. Tha-Nalkaret learned of entropy, a force
that seeks to grind all timelines to nothingness, the infinite division of which accelerates the end.
Distraught at this discovery and left without masters to guide it, the Eldersphinx decided it was
time for intervention, and it began to step into timelines to direct their advancement and
preserve their legacy. Through its study of the ages, Tha-Nalkaret had seen patterns, learned of
the things that accelerate the coming of the endless dark, and sought to stop them from coming
to pass, even if in so doing it damned the very mortals its kind were meant to shepherd.

Behind the Curtain: Time and The Meta Narrative


Time travel is a classic trope in science fiction stories and other media, but it is rightfully regarded
as a bit of a headache to manage as a writer. The power to alter time has wide-ranging
implications, and there are many theories as to how such a thing could work. How you choose to
implement this power will determine the flow of your game. For those needing some help
figuring out the mind of Tha-Nalkaret the Eldersphinx, here are some points to consider. The
Eldersphinx’s actions often seem arbitrary to lesser minds since its decision making is based on a
non-linear perception of time. When considering how you want the Eldersphinx to influence a
campaign, don’t worry about plotting out every story beat and brilliant maneuver. Instead,
retroactively attribute the events of the campaign to the sphinx, particularly those that could
easily be explained by the ability to see alternate timelines, futures, or even into the past. Even
time travel is possible through the power of the Eldersphinx. Generally speaking, you should limit
the time influencing aspect of this monster to one or two expressions: time travel, parallel
timelines, predicting the future, or visions of the past. This is for your sake as much as it is for
your players, as keeping track of what the Eldersphinx can and cannot do can quickly become
overwhelming if the full possibilities of each aspect are explored.
- Ady Veisz Draghia

Tha-Nalkaret in Your Campaign


When Tha-Nalkaret reached its terrible epiphany about the end of all things, it decided that it
could no longer sit idly by and accept the inevitable, seeking to fundamentally alter the
predetermined waters of the River of Time. At first it used its ability to go to those timelines that
were facing mundane calamities and offer them partial salvation, the opportunity to escape their
doomed civilization and serve the greater good of the universe. Even though few fully
comprehended the extent of what the Eldersphinx portended, they saw the devastation in their
homelands and chose service before destruction. Those who joined discovered their lives greatly
lengthened by their stay in its lair and immortalized their cultures in the records and exhibits of

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the Eternal Repository. After amassing a sizable following who could act out its will, Tha-Nalkaret
proceeded to tend to the factors it saw as critical to the continued existence of the universe.
Using its divinely bestowed tools, it plotted a course through times and places, bringing its abode
to secluded wastelands and dispatching its followers to alter the course of events.
Due to the role and location of the Eldersphinx, its involvement in world history can range from
knowledge no scholar has ever recorded to a well-known aspect of a religion or culture.
Regardless of how you choose to implement Tha-Nalkaret, the motivations behind its actions
remain unknown to all but its devoted servants, and no one but itself understands its reasons for
specific interventions.
A campaign involving Tha-Nalkaret places the characters against a truly inscrutable mind in
service of a cause that only truly seems justifiable to the Eldersphinx itself, an alien foe whose
concerns are far beyond mortal needs. If the party meddles with the Eldersphinx’s plans, it will
have to face them. Sooner or later, they will become the center of its attention, for adventurers
of great potential send ripples through time with every action they take.

Introduction
Involving Tha-Nalkaret in the events unfolding around the characters means a sudden and
unpredictable force of change led by a mysterious cult. This could manifest in a variety of ways,
and not all of them are negative. If you wish to bury the lead on the eventual antagonist role the
Eldersphinx will serve, this event can be the adventurers being rescued from a losing battle by
unknown, hooded saviors who could serve as a point of contact. Other more neutral interactions
could also work well, such as the servants of the Eldersphinx, the timekeepers, resolving a quest
given to the characters before they can do it themselves. Either method raises the players’
awareness of this new force and may inspire them to inquire about its leader. The timekeepers
are unwilling to explain their actions or their motives, speaking in unclear figurative language
which most find tiring, but few can argue with the seemingly beneficial results.

Conflict
The characters continue adventuring in the world, dealing with problems as they come about and
perhaps facing an entirely unrelated antagonist, until one day the plans of Tha-Nalkaret clash
with the players’ intentions. This could manifest in a variety of ways. Perhaps the Eldersphinx is
intent on securing an object the party is also seeking, is attempting to prevent an event from
coming to pass that the characters are working towards or plans to dispose of an ally of the party
who has committed no fault that they can see. These actions aren’t explained and are likely
thwarted by the characters, whose intervention proves to be somewhat of a blind spot in Tha-
Nalkaret’s premonitions. These conflicts repeat, occasionally occurring in times and places the
Eldersphinx portends the characters are unlikely to reach.

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Conclusion
After a number of its plans are thwarted by the party, Tha-Nalkaret deems it necessary to deal
with them directly. Upon their next encounter with the timekeepers, the Eldersphinx delivers
them an invitation to confront it in its lair, making clear its intent to defend its ideals and its goals
before their judgement. The party is finally given access to enter the Eternal Repository, through
which they must venture to reach the Eldersphinx. Every remaining timekeeper returns to the
Repository, mounting a formidable defense of their leader. Should the party overcome them,
they will come face to face with the Eldersphinx. What happens next differs in every game, but
the likely outcome is a climactic battle with the Eldersphinx, and there can be only one winner.

Challenges
Tha-Nalkaret can pose exploration, social, or combat challenges to characters who interact with
it.

Exploration
The Eldersphinx spends most of its time guarding its vaulted lair, leaving only for exceptional
circumstances in which its own charisma or wit is required to further its goals. For the most part,
it watches the realms from afar using its wondrous artifacts and relics, allowing it to remain fully
aware of what happens in the world without risk. What impact it has on the world is usually hard
to discern, as it dispatches its timekeepers to nudge the course of history in subtle or drastic
ways, ranging from eliminating world leaders to planting a sapling in a forest. All actions have
consequences, and their impact is clear to the Eldersphinx.

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Tha-Nalkaret’s abode is a wonder of the multiverse, a museum of past and future from a variety
of timelines preserving their culture and legacies. The Elderspinx’s goal in maintaining these
objects is tied directly to its nature – it idolizes all of creation and wishes to see it persist against
the coming of the end. The Eternal Repository not only contains objects, but also has sections
dedicated to the containment of creatures, and it has throughout its existence seen its fair share
of breaches. Interlopers and escaped exhibits are dealt with by the brave and loyal timekeepers,
who are divinely empowered by the Eldersphinx to act out its will and defend its sacred domain.

Regional Effects
The region containing Tha-Nalkaret’s lair, the Eternal Repository, is influenced by its magic,
producing the following effects within 10 miles of its location:
• The ancient magical crystals that sustain the Repository affect creatures that would typically
grow old, slowing their aging. For every 1,000,000 years that pass in the Eternal Repository,
creatures within age only 1 year. The rate at which creatures need to eat, drink, and sleep
are equally slowed, allowing a creature to persist much longer without suffering harmful
effects.

• Tha-Nalkaret is aware of any atempt to influence �me within the affected area, including its
source and nature of the effect (such as from magical effort, a magic item, or a class feature).

• The affected area is a temporal domain (see the “Temporal Domain” sidebar).

If Tha-Nalkaret is destroyed, these regional effects immediately end and only return if another
creature dons the Tiara of the Endless. If no creature attunes to the Tiara, the Eternal Repository
completely falls apart within 1 week, with creatures within appearing on random planes at
random points in time within the multiverse.

Temporal Domain
Time is often described as a river, but sometimes it coalesces into a maelstrom called a temporal
domain. These strange anomalies are incredibly dangerous and navigable by only the most
powerful or alien creatures. In these realms time does not flow so much as it erupts, warping the
environment backward, forward, and even sidewise through time. Creatures can live, die, and
live again over the course of eons within these domains, only to emerge none the worse for wear.
Temporal domains are areas of great magic and are of supreme interest to learned minds. Objects
within their area gain strange properties, while sudden pivots through time open doorways to
new realities. To outsiders, a temporal domain appears always in flux. Mountains rise and fall in
moments, trees return to their seeds, and creatures from alternate timelines pop into existence
without warning.
Creatures. Celestials, constructs, dragons, fiends, and undead are commonly found in a temporal
domain – only ancient or timeless creatures can consider one a habitat. Because time in a
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temporal domain rarely moves in a single direction for long, creatures with a long lifespan have
a much smaller chance of being erased when time flows backward or succumbing to old age when
it flows forward.
Detection. A DC 30 Wisdom (Survival) check is required to determine a temporal domain’s true
nature.
Properties. A temporal domain causes the following effects within its area.
Glimpse. As an action a creature that has been in the domain for at least 24 hours can peer
through time to witness an event in the past or any number of possible futures that has or will
occur outside the temporal domain. The creature can perceive 1 hour of “normal” time in this
manner before the effect ends and can view the event from any angle or perspective. Once a
creature has used this feature, it must finish a long rest before it can use it again.
Imprisonment. When a creature finishes a long rest in the area, it must attempt a DC 20 Wisdom
saving throw. On a failure, time warps around the creature and traps it within the domain. The
target cannot leave the domain for 1 year.
Temporal Resistance. Non-Epic spells and magical effects that alter time cannot be cast within
the domain’s area.
Time Storm. For every 24 hours that pass within a temporal domain, the area may experience a
time storm, which is a natural phenomenon for the domain. A time storm causes one or more of
the following effects within the area, which affect each creature, object, and structure (which are
at the DM’s discretion) within the domain’s area.
• Disjunct. The domain becomes disjointed with �me outside the area. Time within the
domain flows up to 1d10 �mes faster or 1d10 �mes slower than �me outside the area.

• Freeze. Time within the domain freezes.

• Jump. The domain jumps to a specific point in �me in the past or future.

• Reversal. Time flows backward instead of forward.

• Split. The domain splits to an alternate �meline.

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Tha-Nalkaret’s Lair
Tha-Nalkaret’s lair is a temple located within a
strange demiplane known as the Eternal
Repository, the stability of which is maintained by
the Eldersphinx’s innate divinity and focused
through the relic it was granted, the Tiara of the
Endless. This Repository e is located within a stable
eddy within the River of Time, a place from which
time itself can be observed and traversed with
greater ease. Only the Eldersphinx’s servants, the
timekeepers, are allowed to reside for long and
freely travel within the Eternal Repository. Tha-
Nalkaret’s lair is a wondrous museum containing
written records of events from many permutations
of the world, recording what has been and what
could be, as well as countless objects of significance
to the history of the realm. Cosmic winds can be
heard by those with a keen ear, the sounds of the
flow of time just outside the Repository. At the core
of this massive construction lies the Solar, a
chamber within which the Eldersphinx keeps his
most guarded treasures, the objects that he uses to
divine the increase and decrease of entropy and
with which he plans his actions with great care. The
building itself was forged from an ancient stone
which bears resemblance to white marble, but its durability far exceeds any material mortals
could obtain.

Lair Actions
On initiative count 20 (losing initiative ties), Tha-Nalkaret can take a lair action to cause one of
the following effects. If Tha-Nalkaret is using its mythic statistics, it can instead choose to take a
mythic action or lair action, but not both. Tha-Nalkaret can’t use the same effect two rounds in a
row.
• Tha-Nalkaret gains a second turn this round, which occurs at its ini�a�ve count minus 10
(minimum of 1).

• Tha-Nalkaret speeds up the flow of �me around a creature it can see within the lair. A
creature of its choice within the lair must either forfeit its next turn as it is thrust forward
in �me or take 70 (20d6) psychic damage (target’s choice).

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• Tha-Nalkaret calls upon the knowledge of the Repository to query a creature with a riddle
of staggering complexity. The creature must immediately atempt a DC 20 Intelligence
ability check to solve the riddle. On a failure, the affected creature cannot cast spells and
takes 14 (4d6) psychic damage at the end of each of its turns un�l it successfully solves
the riddle. On each of its subsequent turns, the creature may atempt another DC 20
Intelligence check (no ac�on required), solving the riddle on a success.

Exploration Encounters
Tha-Nalkaret has witnessed countless timelines across nigh infinite worlds. There is no place nor
era in which the sphinx could not make an appearance, though it is drawn to creatures of singular
rarity and significance. Tracking these specimens down and collecting them for study is a
challenging task that requires traversing the multiverse to its most dangerous corners. Whatever
the origins of its quarry, the Eldersphinx has taken those retrieved to be eternalized within its
lair, studying them to understand how their existence influences the River of Time. This obsession
coupled with the Eldersphinx’s magical capabilities allows for it and its minions to be encountered
nearly anywhere at any time, so long as there is an interesting creature there to collect.

• Ancient Outcast. The characters are approached by an outcast from the timekeepers, one of
the ancient race of known as the Mar’theda who were thought to be extinct. The timekeeper
offers them knowledge of the Eldersphinx and the party’s potential role in a prophecy it
carries, the prophecy for which it was cast out, on the condition that the party successfully
undertake a treacherous journey into ancient ruins in the desert of Argathon. Though the
timekeeper is of an unknown people and these claims can’t be proved, any insights into their
potential antagonist could prove invaluable.

• Everflowing Time. The characters catch wind of an exciting new archeological discovery: old
tablets depicting a religious order dating thousands of years dedicated to a sphinx who
divined their cause using a strange artifact of timekeeping. If the characters are already privy
to the Eldersphinx’s schemes, they will be doubly intrigued by the recovery of these tablets.
Further inquiry into the findings reveals that the long-forgotten temple is well guarded by
ancient sentinels and is already being assailed by timekeepers who seek to reclaim a strange
artifact that lies within: the Eternal Hourglass.

• It Belongs in a Museum. The Eldersphinx learns the location of an ancient tome it has been
seeking to complete an important collection. The book is now in the possession of a powerful
noble. To avoid causing unnecessary hassle, it approaches the party and asks them to retrieve
the item from the noble by whatever means they can, promising just compensation in return.
They may find the item to be more than a mere historical oddity.

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Social
Tha-Nalkaret prefers to resolve its problems by indirect means, setting up events in advance to
play out in a way that benefits its goals. As such, direct interactions in the earlier parts of the
narrative are unlikely depending on the schemes it undertakes. This changes a lot more as the
party intervenes in the Eldersphinx’s unfolding schemes. Since it cannot seem to get rid of them
for long and cannot seem to account for their actions, it takes great interest in them personally
and attempts to find out information about them, either from direct conversation or indirectly
through the timekeepers.

Social Encounters
Few manage to converse with Tha-Nalkaret, but those who do find that it is quite verbose as
sphinxes are known to be. It tends to speak in prose and riddles, derailing conversations to
discuss philosophy or history that often seems completely unrelated to the matter at hand. The
Eldersphinx is equal parts excited to share its knowledge and incapable of fully putting its trust
in anyone or anything. Given what it has seen and experienced, this isn’t particularly surprising
or unusual; the fragile and limited length of humanoid lifespans are too brief for it to get too
attached.

• Fateful Encounter. To attempt to bridge the gap that forms between them, the Eldersphinx
extends an invitation to the party. They meet outside the Repository to exchange
information. It answers questions truthfully as long as knowing the information wouldn’t
sabotage a future scheme in some obvious way, and it asks questions about the characters in
return. This encounter is unlikely to conclude in mutual understanding but prepares both
sides for future confrontations.

• Riddle of the Sphinx. The party comes into conflict with Tha-Nalkaret over an item of shared
interest. A mage allied with the characters informs them that appealing to the Eldersphinx’s
love of riddles may help them acquire the object of their desire. Tha-Nalkaret agrees to part
with the object if the party can come up with a riddle that it cannot solve. Devising such a
riddle would involve much research and preparation as well as conversations with scholars
whom the Eldersphinx has not met.

• Planar Disruption. The Eldersphinx provides the party with a cryptic warning regarding a
future calamity: the arrival of chaotic outsiders who will decimate the plane with reckless
abandon. Tha-Nalkaret provides them with the knowledge of one of its greatest servants,
Aten’efru, who has mastered combatting these creatures and who could be persuaded to
assist them in this coming trial. The party may suspect the true motives of this revelation, but
confirmations from other diviners make the threat credible. They embark on a planar journey
to meet this strange monk and convince them to provide the assistance they need.

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Combat
Tha-Nalkaret is a tactical mind before anything else. It has considered any combat scenario that
it may encounter. This doesn’t mean it cannot be surprised, but when it takes stock of the
situation, it has a plan ready to deal with any encounter. Unless its opponents have taken
significant precautions to avoid its divinations, the Eldersphinx knows their powers and their
weaknesses, and it selects creatures to fight against them to exploit this knowledge. If it must
engage them directly, it casts spells to give itself the edge and prevents their own spells from
happening, using its supernatural roar to accelerate or decelerate time locally to weaken the
party or strengthen itself. It values its own life and will attempt to avoid direct conflict by almost
any means, but if the fate of the timeline appears to be at stake, it will fight to the bitter end.

Combat Encounter Example: Time Heist


Tha-Nalkaret has fixated upon an object of great temporal significance, a scepter that has been
passed down through a royal lineage. The Eldersphinx has planted spies and servants of the
timekeepers amid the monarchy, ready to secure this object at the exact right time. To ensure
no unexpected interruptions, it intends to distract the party directly, using a contingent of
soldiers to distract them away from proceedings and then engaging them in a battle of attrition.
Its goal in this fight is not to kill the party, for it believes they must survive for the longevity of
the timeline, irksome as they may be. Neither does this mean Tha-Nalkaret will let them leave

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unharmed. It will harrow them with tooth and claw to the brink of unconsciousness, allowing
them to escape and reengage for as long as it takes for the heist to be complete.

Tactics
Battlefield Classification: Controller
As a master of time, Tha-Nalkaret unleashes a slew of dangerous abilities that are difficult to
defend against. Its main strength comes from its River of Time trait, which provides four distinct
and powerful effects that can be adapted for any situation. The Echo option can be used to pile
on more damage from its Bite, Claw, or even its Temporal Roar. When dealing with dangerous
enemies that deal a lot of damage, the Forward option can buy precious turns for Tha-Nalkaret
to deal with less dangerous characters. Freeze can be used to lock characters out of the fight until
the sphinx is ready to deal with them, scoring a guaranteed critical hit with one of its melee
attacks. The Reverse option can be used to subdue troublesome magical effects or even
conditions harming the sphinx, so make sure to choose your targets carefully. Beyond this
feature, Tha-Nalkaret relies on a host of potent attacks and powers. Notable is the Gaze of Ruin
feature, which threatens to age a character or dramatically reduce their hit point maximum.
Temporal Roar can gain tremendous value, affecting vulnerable party members over and over
until they succeed on their saving throw against it. Make use of the Time Hop legendary action
to stay unpredictable and mobile, putting the Temporal Repercussions on the most dangerous
characters.
Easier Tactics. Avoid focusing the Eldersphinx’s ire on one target in particular, and avoid
countering the party’s strategies overmuch with River of Time. Don’t use Gaze of Ruin more than
once on a single character. When using Temporal Roar, try to avoid affecting more than two
characters at a time. Let the characters who want to be in melee with the Eldersphinx remain in
melee, only moving to the squishier characters if the frontliners go down. When using River of
Time, don’t switch its option every turn. This will allow the characters a chance to adapt their
strategy to the existing effect before things get changed up.
Harder Tactics. Use the Time Hop legendary action along with the Freeze option from River of
Time to get right in the middle of the party. Once there, use Temporal Roar to maximize the
number of targets. Switch to the Echo option on River of Time to keep the pressure on, scoring
critical hits against creatures affected by Freeze. If you do use Gaze of Ruin, plan to use it twice
against the same target. Even the most long-lived characters cannot easily afford to age 10d10
years without consequence.

Tha-nalkaret
Huge monstrosity, lawful neutral

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Armor Class 19 (natural armor)
Hit Points 715 (53d12 + 371)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


26 (+8) 10 (+0) 24 (+7) 22 (+6) 27 (+8) 25 (+7)

Saving Throws Dex +8, Con +15, Int +14, Wis +16
Skills Arcana +14, History +22, Insight +20, Perception +20, Religion +22
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities charmed, frightened.
Senses truesight 120 ft., passive Perception 30
Languages Common, Sphinx
Challenge 27 (105,000 XP)

TRAITS
Mythic Resistance. If Tha-Nalkaret fails a saving throw, it can expend an unexpended legendary
action to succeed instead.
River of Time. Tha-Nalkaret taps directly into the plane known as the River of Time, which exerts
its influence in a 30-foot-radius sphere centered on Tha-Nalkaret. At the start of each of its turns,
Tha-Nalkaret decides what effect occurs within the affected area, chosen from the following
options.
• Echo. When a creature enters the affected area for the first �me on a turn or starts its turn
there, a temporal echo of Tha-Nalkaret from another �meline appears in an unoccupied
space within the affected area and makes a single Claw atack against the creature (no ac�on
required), then vanishes.

• Forward. When a creature in the affected area starts its turn, Tha-Nalkaret can force it to
atempt a DC 24 Charisma saving throw, being thrown forward in �me and vanishing on a
failure. At the start of the creature’s next turn, it reappears in the nearest unoccupied space
to where it vanished.

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• Freeze. When a creature enters the area for the first �me on a turn or starts its turn there,
Tha-Nalkaret can force it to atempt a DC 24 Wisdom saving throw, becoming frozen in �me
and paralyzed on a failure. The creature remains paralyzed un�l it is no longer in the affected
area or un�l it takes damage, whichever comes first.

• Reverse. At the end of each of its turns, Tha-Nalkaret reverses �me to end one effect within
the affected area with a dura�on greater than instantaneous.

Timeless. Tha-Nalkaret does not age naturally, nor can it be magically aged. Additionally, it is
immune to spells and magical effects that control or manipulate time.

ACTIONS
Multiattack. Tha-Nalkaret makes two Claw attacks, and then either uses its Temporal Roar or
makes a Bite attack.
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 47 (6d12 + 8) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing
damage.
Gaze of Ruin. Tha-Nalkaret afflicts a creature it can see within 300 feet of it with its magical gaze.
The target must succeed on a DC 24 Charisma saving throw or have its hit point maximum
reduced to 50. This reduction lasts until an affected creature finishes a short or long rest. A
creature can choose to automatically succeed on this saving throw by instead magically aging
5d10 years.
Temporal Roar (Recharge 5–6). Tha-Nalkaret emits a roar that echoes across time and can be
heard up to 10 miles away. Each creature within 300 feet of Tha-Nalkaret must succeed on a DC
24 Constitution saving throw or take 35 (10d6) thunder damage. A creature that fails this saving
throw experiences the effects of the roar again at the end of each of its turns, forcing it to repeat
the saving throw. This effect ends for an affected creature when the creature successfully
succeeds on the Constitution saving throw on one of its subsequent turns.

LEGENDARY ACTIONS
Tha-Nalkaret can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. Tha-Nalkaret
regains spent legendary actions at the start of its turn.
Attack. Tha-Nalkaret makes one Claw attack.
Time Hop. Tha-Nalkaret hops forward in time and vanishes. At the start of its next turn, it
magically appears in an unoccupied space of its choice within 90 feet of the space where it
vanished.

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Gaze of Ruin (Costs 2 Actions). Tha-Nalkaret uses its Gaze of Ruin action.
Temporal Repercussions (Costs 3 Actions). Tha-Nalkaret targets a single creature it can see with
a temporal curse. The target must succeed on a DC 24 Charisma saving throw or suffer the
temporal curse. When the cursed creature deals damage to Tha-Nalkaret, the creature loses a
number of hit points equal to half the damage it dealt to Tha-Nalkaret (rounded down).

Mythic Tha-Nalkaret
When confronting Tha-Nalkaret using its mythic statistics, the characters are much more pressed
for time. The Eldersphinx gains access to two potent mythic actions, along with a significant boost
to the effectiveness of his non-mythic options. The most impactful in combat is Inevitability,
which swaps a low-hit-point creature with a future version of that creature which has already
died (as everyone dies eventually). This could certainly (at the DM’s discretion) cause some hijinks
where an alternate (or future) timeline finds the character unexpectedly resurrected, as the
recipient of this ability used in that character’s past.

Mythic Effects
As a mythic creature, Tha-Nalkaret causes the following effects.
Axiomatic Being. Tha-Nalkaret is a being of pure law and order, granting it the following benefits:
• Tha-Nalkaret cannot be magically summoned or called from its lair unless it allows it.

• Tha-Nalkaret is immune to any spell or effect that would alter its form.

• Tha-Nalkaret can’t be compelled to act in a manner contrary to its nature or ideals.

Knowledge of the Eternal. By spending 1 hour of uninterrupted concentration, Tha-Nalkaret can


cast one of the following spells without the need for any components: commune, divination,
guards and wards, legend lore, plane shift, teleport. When the Eldersphinx casts commune in this
way, the spell connects to the Eternal Repository itself and answers based on the information
contained therein.

Mythic Tha-nalkaret
Huge mythic monstrosity, lawful neutral

Armor Class 23 (natural armor)


Hit Points 2,185 (141d12+ 1,269)

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Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 28 (+9) 24 (+7) 32 (+11) 27 (+8)

Saving Throws Dex +10, Con +19, Int +17, Wis +21, Cha +18
Skills Arcana +17, History +27, Insight +25, Perception +25, Religion +27
Damage Immunities psychic; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities charmed, frightened.
Senses truesight 120 ft., passive Perception 35
Languages Common, Sphinx
Challenge Mythic 5

TRAITS
Mythic Resistance. If Tha-Nalkaret fails a saving throw, it can expend an unexpended legendary
action to succeed instead.
River of Time. Tha-Nalkaret taps directly into the plane known as the River of Time, which exerts
its influence in a 60-foot-radius sphere centered on Tha-Nalkaret. At the start of each of its turns,
Tha-Nalkaret decides what effect occurs within the affected area, chosen from the following
options.
• Echo. When a creature enters the affected area for the first �me on a turn or starts its turn
there, a temporal echo of Tha-Nalkaret from another �meline appears in an unoccupied
space within the affected area and makes a single Claw atack against the creature (no ac�on
required).

• Forward. When a creature in the affected area starts its turn, Tha-Nalkaret can force it to
atempt a DC 29 Charisma saving throw, being thrown forward in �me and vanishing on a
failure. At the start of the creature’s next turn, it reappears in the nearest unoccupied space
to where it vanished.

• Freeze. When a creature enters the area for the first �me on a turn or starts its turn there,
Tha-Nalkaret can force it to atempt a DC 29 Wisdom saving throw, becoming frozen in �me
and paralyzed on a failure. The creature remains paralyzed un�l it is no longer in the affected
area or un�l it takes damage, whichever comes first.

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• Reverse. At the end of each of its turns, Tha-Nalkaret reverses �me to end one effect within
the affected area with a dura�on greater than instantaneous.

Timeless. Tha-Nalkaret does not age naturally, nor can it be magically aged. Additionally, it is
immune to spells and magical effects that control or manipulate time.

ACTIONS
Multiattack. Tha-Nalkaret makes two Claw attacks, and then either uses his Temporal Roar or
makes a Bite attack.
Bite. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 75 (10d12 + 10) piercing
damage.
Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing
damage.
Gaze of Ruin. Tha-Nalkaret afflicts a creature it can see within 300 feet of it with its magical gaze.
The target must succeed on a DC 29 Charisma saving throw or have its hit point maximum
reduced to 50. This reduction lasts until an affected creature finishes a short or long rest. A
creature can choose to automatically succeed on this saving throw by instead magically aging
10d10 years.
Temporal Roar (Recharge 5–6). Tha-Nalkaret emits a roar that echoes across time and can be
heard up to 10 miles away. Each creature within 300 feet of Tha-Nalkaret must succeed on a DC
29 Constitution saving throw or take 70 (20d6) thunder damage. A creature that fails this saving
throw experiences the effects of the roar again at the end of each of its turns, forcing it to repeat
the saving throw. This effect ends for an affected creature when the creature successfully
succeeds on the Constitution saving throw on one of its subsequent turns.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Tha-Nalkaret takes a mythic action to cause one of
the following effects. Tha-Nalkaret can’t use the same effect twice in a row.
Borrowed Time. Tha-Nalkaret gains 200 temporary hit points, which last until the next initiative
count of 20.
Inevitability. Tha-Nalkaret targets a creature he can see within 120 feet. If the creature has 100
hit points or fewer, Tha-Nalkaret reaches forward in the creature’s timeline and exchanges it with
a future version of the creature which has already died, killing the creature instantly.

LEGENDARY ACTIONS

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Tha-Nalkaret can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. Tha-Nalkaret
regains spent legendary actions at the start of its turn.
Attack. Tha-Nalkaret makes one Claw attack.
Time Hop. Tha-Nalkaret hops forward in time and vanishes. At the start of its next turn, it
magically appears in an unoccupied space of its choice within 90 feet from where it vanished.
Gaze of Ruin (Costs 2 Actions). Tha-Nalkaret uses its Gaze of Ruin action.
Temporal Repercussions (Costs 3 Actions). Tha-Nalkaret targets a single creature it can see with
a temporal curse. The target must succeed on a DC 29 Charisma saving throw or suffer the
temporal curse. When the cursed creature deals damage to Tha-Nalkaret, the creature loses a
number of hit points equal to half the damage it dealt to Tha-Nalkaret (rounded down).

Resources
Tha-Nalkaret is the keeper of a vast number of powerful magic items and is the head of an
organization dedicated to its every commandment. Consequently, the Eldersphinx has access to
many valuable and powerful resources. These assets are invariably put to use in acquiring rare
and wondrous creatures from across the multiverse. In addition to these resources, the
timekeepers and all those who believe in the Eldersphinx’s cause understand the importance of
its survival, so anyone who wishes to remove Tha-Nalkaret faces more opposition than they may
expect.

Allies
Tha-Nalkaret’s ultimate goal is so far-reaching into the future that it alienates all but the most
idealistic immortals and zealous humanoids. Nevertheless, the Eldersphinx has endeavored to
find allies to help it on its endless crusade, and a few have answered the call. When not
interacting with the Eldersphinx directly, the party are most likely to interact with the
timekeepers or with Aten’efru, whom Tha-Nalkaret uses to carry out its orders dutifully.
• Aten’efru the Enlightened. Residing within the plane of chaos is a pyramid monastery which
stands in stark contrast to its maddening surroundings. This is the base of Aten’efru, a
Mar’theda whom Tha-Nalkaret saved from impending doom. Despite no longer residing
within the Eternal Repository, he s�ll considers himself and his disciples followers of the
Eldersphinx’s teachings, and he uses his mastery of psionics and mar�al technique to defeat
all but the most powerful foes.

• The Timekeepers. Devoted servants of the Eldersphinx, the �mekeepers have seen the cause
of the Eldersphinx and commited to the preserva�on of the en�rety of �me. This collec�on
of exiles and castaways have all long since le� their former lives behind, origina�ng from

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places that have changed unrecognizably or ceased to exist. Tha-Nalkaret uses them to carry
out its schemes – they serve as soldiers and spies to gather informa�on and carry out the
Eldersphinx’s will.

New Organization: Timekeepers of Tha-Nalkaret


Name: Timekeepers of Tha-Nalkaret
Leadership: Authoritarian
Membership: Huge (983 members):
humanoids; clerics, paladins
Alignment: Lawful neutral
Motto: “The preservation of whole over the
survival of the few.”
Resources: Knowledge, magic (divination),
magic items
Creed: The Timekeepers of Tha-Nalkaret are
the devoted servants who have chosen to
spend an extended existence preserving the
Eternal Repository and assisting in the
schemes of Tha-Nalkaret. The organization is
comprised of many refugees from devastated
civilizations of the past or timelines that could
have been. Some joined purely through belief
in the cause, others joined to seek greater
purpose, and others still joined to escape their
own dying ways of life. Now they carry out the
Eldersphinx’s wishes without question,
knowing that its purpose is to preserve all that
will be, even if it comes at the cost of some that is now.

Rewards
If Tha-Nalkaret is defeated, the characters can obtain its crown. The Tiara of the Endless is an
object once bestowed upon the Eldersphinx by a long-forgotten deity, and it grants its wearer
foresight into the future and control over the Eternal Repository. Any who don the artifact may
call the Eternal Repository their lair, and they gain full knowledge of what is contained within as
they observe its many halls. They also gain the memories stored within, including the knowledge
of the original mission given to the keeper of this timeline, and they may become burdened with
an understanding of the great entropy lurking at the end of time.

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Tiara of the Endless
Wondrous item, artifact (requires attunement)
This tiara appears as a crown with five jewels, four
embedded within and one floating above it by the power of
some ancient magic. The Tiara appears to be made of gold
and its weight is significant, although it resizes to its attuned
wearer and the weight adjusts accordingly. A creature who
wears the Tiara is master of the Eternal Repository, able to
make use of its many powerful magic items and easily able
to navigate its many halls and chambers.
Attunement. When attempting to attune to the Tiara, a
creature is flooded with memories of the previous wearer
which explains its purpose and the lessons learned by its
previous owner. This process takes 24 hours during which
the target is effectively incapacitated, unable to do anything
but speak in low tones. If the Tiara is removed from the
creature attempting to attune to it during this 24-hour
period, the attunement process is disrupted and all
information is lost. Otherwise, at the end of the process the creature’s motives are questioned
by the Tiara. Should the creature answer truthfully and the Tiara judge their ideals compatible,
the creature will be asked if they wish to be the timekeeper of the Repository. If the creature
accepts, the attunement is complete and can only be ended if the attuned creature dies. While
attuned to the Tiara, you gain the following traits:
Eternal’s Gaze. Your eyes become pools of silver light, granting you truesight out to a range of
120 feet.
Keeper of the Repository. While you are within the Repository, it becomes your lair. You gain
access to its lair actions and maintain its regional effects.
Void Ward. You are permanently under the effects of the mind blank spell.
Wisdom of the Ancients. Your Wisdom score becomes 19 unless it is already 19 or higher.
Knowledge of the Eternal. By spending 1 hour of uninterrupted concentration, you can cast one
of the following spells without the need for any components: commune, divination, guards and
wards, legend lore, plane shift, teleport. When you cast commune in this way, the spell connects
to the Eternal Repository itself and answers based on the information contained therein.
Time Heals All. As a reaction when you are subjected to a non-Epic effect with a duration greater
than 1 round, you may reduce the duration to 1 round.

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Destroying the Tiara. The only thing capable of destroying the Tiara is the inevitable decay of
entropy. The artifact persists so long as the Repository persists. When the Eternal Repository is
destroyed, the Tiara of the Endless crumbles to dust and fades away.

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Chernoz-Vetesh (Mythic 6)
The Molten Devastation
“When all the volcanos erupted at once, we hid. When the chrome magma coalesced into
blazing arms, we ran. When Chernoz-vetesh razed the earth in its scorching grasp, we died.”

Description
Chernoz-vetesh towers over the landscape, round and silver. Its central mass gleams in the sun,
puckering with pores from which its distorted limbs emerge. Dozens of these limbs constantly
grasp the earth around it, leaving blackened and razed paths in their wake. Its unbearable heat
can be felt for miles and the pillars of smoke rising into the sky behind it mark its slow and rolling
progress. When Chernoz-vetesh glides over the earth, it takes into itself everything that does not
instantly burn to cinders people, animals, plants, buildings. It is an unstoppable killing machine
of beautiful and uncaring molten metal.

Profile
Personality: Cruel, Alien, Intelligent, and Contemptuous
Ideals: The singular desire of the Molten Devastation is to erase all life off the face of the planet
from which it spewed forth. It wishes to do so in order to return to undisturbed slumber at the
world’s core. Its objective is a world razed to its crust and coated in a metal resin that prevents
life from ever growing again.
Bonds: Chernoz-vetesh views the planet itself as a naughty child that has been allowed to go
unsupervised for far too long and the living creatures that walk the planet’s face as disgusting
pests of electric meat and imperfect matter. It is possessed by such a profound disgust for
sentient life that the destruction it leaves in its wake is often instinctive rather than intentional.
Flaws: The Molten Devastation views living creatures as low beings without worth. As such, it is
as shocked when wounded by an adventuring hero as a human is when they are stung by an ant.
Additionally, Chernoz-vetesh delights in the ignition of the landscape around it and changes it
course across the earth towards objects of greater destruction: a vast desert that turns to glass
at its passing, a tropical rainforest that steams and burns in its presence, a vast city that flattens
beneath its bulk. This makes its slow and ponderous course predictable and easy to chart.
Legend: So often, we attribute evil to the influence of an outsider, but what do we do when
confronted by the evil within? Not evil within us or our communities, but within our very planet.
The world around us is made up of familiar elements, but its core is a seething mass of molten
metal… And that metal is alive. It is a rotten intelligence without regard for life that slumbers at
the planet’s center. Whenever we dig too deep for precious resources or plumb into the fossilized

308
history of this world, we send tremors into this monster’s cradle. History tells that throughout
the years, the powerful and ambitious have plumbed to new depths and roused the Molten
Devastation. These events mark the end of eras: dripping, molten limbs erupting from the ground
to raze entire kingdoms, fissures bubbling with liquid alloys that consume and reshape
continents, volcanoes erupting with rain that casts the fallen in statues of shining chrome. Each
rousing of the world’s core brings us closer and closer to its final awakening… And when Chernoz-
vetesh finally pulls itself from the center of our world to walk across its surface, the last thing we
know will be its searing contempt.

Chernoz-vetesh in Your Campaign


Chernoz-vetesh is a monster of utter annihilation, the inner core of a planet come to wrathful
life. It is unknown whether the planet formed around a slumbering and hateful ooze or if the
planet’s inner core gained cruel sentience over the eons-long existence of the world. Either way,
Chernoz-vetesh rests in its cradle, the innermost mantle of the earth. It has risen a number of
times through history and each time has left a significant mark upon the world: changing the very
geography itself and claiming hundreds, if not thousands, of lives. When finally awakened, the
Molten Devastation wreaks untold havoc and coats the world in sterile, shimmering metal.
Unless it can be stopped by extraordinary heroes, Chernoz-vetesh exterminates all life: every
person, animal, and plant before returning to an eternal undisturbed slumber within the planet’s
heart.
A campaign arc about Chernoz-Vetesh works best when foreshadowed throughout the campaign.
During early adventures, the characters uncover lore about one or more past civilizations that
were destroyed by strange geological events. Later in the campaign, villains and world leaders
race to mine valuable resources from the planet, whether that be in deep underground mines
lorded over by a wicked dragon or a series of deep sea excavations beneath a storm giant’s castle.
These villains are so preoccupied with reclaiming powerful magic and technology from the past
that they do not fear coming to the same end as those whose footsteps they follow. At the
culmination of these villains’ plans, Chernoz-vetesh is roused for the final time and the planet
reacts violently.
Massive geological events such as volcano eruptions, earthquakes, storms, and whirlpools
threaten important cities and settlements. There are reports of titanic metal limbs pushing up
from the ground, silver magma rolling from the mountains, and other signs of Chernoz-vetesh’s
emergence. The characters gather information about the monstrous, molten ooze and may even
attempt to fight it. Upon realizing that any attempt to fight the Molten Devastation ends in
failure, the party concludes that they must either claim sparks of elemental power or forge
weapons of the same niferean metal that makes up Chernoz-vetesh’s body in order to hurt it.
The party must abandon their world to the titan’s wrath and race to seek sparks of elemental
power on other planes of existence or delve deep into the monster’s cradle at the heart of the
planet to find droplets of niferean metal. With these tools, the party can arm themselves with
the power to hurt the Molten Devastation and head into a final confrontation with Chernoz-

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vetesh. The following sections describe what such adventures could look like. These suggested
adventures can be completed consecutively as a distinct arc (if you wish to run Chernoz-vetesh’s
rise as an exigent calamity) or could be distributed over the course of a campaign as a simmering
conflict that comes to a climax with Chernoz-vetesh’s eventual emergence.

Introduction
The arc begins with news reaching the characters of natural disasters affecting the cities and
towns the characters have connections to. Pick two or three such locations and determine what
sort of geological events are affecting each (tsunamis, earthquakes, volcanic eruption,
sandstorms, tornados, tectonic upheaval) and what level appropriate adventures the party can
complete in order to help those places survive. Level 1 – 4 characters are best suited to address
the consequences of these disasters in small towns. These characters defend a caravan of
refugees fleeing through dangerous terrain or slay an unusual monster that was awakened by
the disaster. Level 5 – 9 characters are best suited to protecting a city directly. These heroes
ascend an ancient wizard’s tower to repair its arcane warding or rescue the city’s ruling council
from a collapsing castle while the undead break free from the catacombs below. Level 10 – 16
characters discover the impending disasters and find ways to stop or circumvent destruction.
These champions travel to the planes of elemental power and secure the assistance of great
entities to protect whole regions from disaster or delve into the forgotten vaults of the Demon
Lord of wealth to secure an artifact that prevents the coast from being swallowed by the boiling
sea. Level 17 – 20 characters are legendary heroes who can face such natural disasters head on.
These demigods protect entire continents with their extraordinary magic and divine connections.

Conflict
As the tectonic plates shift and volcanoes erupt, Chernoz-vetesh pulls itself free of its cradle at
the earth’s core. As word of the chrome annihilation spreads, a small and committed faction
emerges from the shadows: the Gleaming Word. This cloistered group of scholars and historians
have collected shreds of knowledge on Chernoz-vetesh and passed it down through generations.
Chernoz-vetesh absorbs all living organic matter as it goes, leaving charred earth and ruined
civilizations wherever it goes. It is these ruins that the Gleaming Word investigates for further
clues and hints as to Chernoz-vetesh’s abilities and nature. Many characters no doubt attempt to
leap into battle against the Molten Devastation. In this case, it is the most powerful mages within
the Gleaming Word who attempt to save the party from certain destruction. Otherwise, the party
may come across agents of the Gleaming Word while doing their own research or receive a
mysterious invitation to Yesteryear Abbey, the upside down cliffside home of the Gleaming
Word.

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It is the Gleaming Word who shares Chernoz-vetesh’s
history with the party and tells them of its origin. The
scholars recognize that these heroes are the world’s
best hope of eliminating the Molten Devastation and
inform the party that the only way to harm Chernoz-
vetesh is with weapons crafted of the same metal as
its shining form or with magic elevated by a mote of
elemental energy. Within Yesteryear Abbey are a
number of stabilized rifts to other planes of existence,
through which the party can seek motes of elemental
energy, and the Horizon Well, which winds through the
planet to Chernoz-vetesh’s cradle. By traversing the
darkest and most dangerous reaches of the world, the
heroes can either mine niferean metal themselves
while fending off hordes of blind cave crawlers or
obtain the ore from the dark elves whose civilization
has also been ravaged by Chernoz-vetesh’s awakening.
These adventures can be spread over multiple levels
by requiring each character to create a specialized
item requiring components specific to their class,
backstory, and personality or condensed into a single
shorter adventure whereby all the necessary metal
and elemental energy can be obtained from a single place or adversary. Once these necessities
have been acquired, the party returns to the surface and faces the Molten Devastation in a final
battle for the fate of the world.

Conclusion
Chernoz-vetesh may seem an ignorant blob, but it possesses a cunning and alien intellect. Over
the course of its rampage across the planet, it recognizes signs of the Gleaming Word’s activity
and recognizes that appropriately equipped heroes may soon arrive to do combat. As such,
Chernoz-vetesh releases its niferean brood: the bodies of the creatures it has absorbed turned
to automatons coated in niferean metal that do the titan’s bidding. The characters must battle
through a force of these before they reach the Molten Devastation. A final confrontation with
Chernoz-vetesh requires moving across the monster’s wake, bearing witness to the annihilation
it has wrought, fighting off its niferean automatons, resisting the extraordinary effect it has on
its surrounding, and culminates in a final showdown with Chernoz-vetesh itself.

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Challenges
Chernoz-vetesh can pose combat, exploration, or social challenges to PCs who interact with it.

Exploration
The trail blazed across the land by Chernoz-vetesh is utterly blasted and barren. All organic life
has been swallowed within its metallic bulk and nonorganic buildings and landmarks are reduced
to glass, fire, diamond, and ash by the immense heat and pressure of its body. Travelling through
these lands are treacherous for both the body and the mind. It is in this path that Chernoz-vetesh
leaves behind its niferean automatons to prevent reconstruction or escape for refugees. The
closer to the titan one goes, the unbearable heat of its body becomes more apparent, eventually
growing hot enough to melt flesh from bones like candlewax.

Regional Effects
The region containing Chernoz-vetesh’s lair is warped by primordial power, which has created
the following effects within 10 miles of the lair:
• Chernoz-vetesh’s blazing heat can be felt throughout the region and causes immense strain.
At the end of each hour spent within the region, creatures must succeed on a DC 20
Cons�tu�on saving throw or gain one level of exhaus�on as the scorching heat erodes their
bodies.

• Elementals are compelled by Chernoz-vetesh’s tremendous willpower to destroy the very


land within which they reside. Elementals with an Intelligence score of 6 or lower are
charmed by Chernoz-vetesh and aggressive towards outsiders.

• Hissing fissures open in the earth, releasing vents of steam and other gases from beneath
the earth’s crust. The combina�on of these gases with the dust and ash on the air from
Chernoz-vetesh’s path of destruc�on lightly obscures the area.

If Chernoz-vetesh is destroyed these effects fade over a period of seven days.

Chernoz-vetesh’s Lair
When Chernoz-vetesh feels the urge, it burrows back into the earth’s mantle and uses the heated
bulk of its own body to create cavities in the earth. When it lairs this way, it constructs a vaulted
central chamber surrounded by a honeycomb of interconnected tunnels through which its own
pseudopods extend. Molten niferean drips from stalactites and echoes through the silent caves,
while even the slightest shifting of the titan shakes the entire lair.

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Lair Actions
On initiative count 20 (losing initiative ties), Chernoz-vetesh can take a lair action to cause one of
the following effects. If Chernoz-vetesh is using its mythic statistics, it can instead choose to take
a mythic action or lair action, but not both. Chernoz-vetesh can’t use the same effect twice in a
row.
• Chernoz-vetesh shakes its body, causing 1d4 + 1 deepworld parasites to fall off the �tan. The
parasites appear in unoccupied spaces within 20 feet of Chernoz-vetesh and fight to the
death against intruders.

• The lair shakes and sizzles with heat as Chernoz-vetesh draws on the molten core of the
planet. Chernoz-vetesh regains 50 hit points and deals an addi�onal 14 (4d6) fire damage
whenever it scores a hit with a weapon atack un�l the next ini�a�ve count of 20.

• Chernoz-vetesh detonates a niferean automaton within the lair. The creature dies instantly
and explodes in a 30-foot radius. Each creature in that area must succeed on a DC 22
Dexterity saving throw, taking 28 (8d6) fire damage on failed save or half as much damage
on a successful one.

Exploration Encounters
The geographical changes that Chernoz-vetesh’s mere presence has on the world and the
subsequent effect on the world’s inhabitants give rise to a number of interesting challenges in
exploration and discovery. When it comes to encountering the strange landscapes Chernoz-
vetesh leaves in its wake, there are all manner of novel people and landmarks to encounter.
Examples of such encounters are detailed here.
• Great Glass Desert. The scorching heat of Chernoz-vetesh’s body passing over the desert
transformed the sand blasted land into a shatered plane of red glass. Fire elementals that
take the shapes of blazing giraffes are the only safe way to make passage, but they have gone
feral a�er witnessing the �tan itself. In order to progress over the glass desert safely, the
characters must trap and tame one of these infernos incarnate. A band of desert bandits
may even provide assistance and a fireproof saddle if the party protect them on route to the
next s�ll standing city they can find.

• Caverns of Diamond. In a since abandoned lair of Chernoz-vetesh, the immense pressure


exerted by the �tan on the rocky walls turned the twis�ng network of caves to shimmering
diamond. The Gleaming Word sends the characters in the hope of learning more about the
�tan’s effect on its surroundings and seek the fate of the friendly gold dragon that once lived
in the deepest tunnels. Evidence of the Molten Devasta�on’s regional effects and lair ac�ons
can be gleaned from close examina�on of these caves, though a niferean automata of the
gold dragon quietly stalks all who enter, wai�ng for an opportunity to strike.

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• The Receding Sea. The progress of Chernoz-vetesh along the coast has boiled off a great deal
of the ocean, leaving behind a treacherous bog of silt pockmarked with the steaming, ro�ng
carcasses of offshore whales. The characters receive word that several ships bearing refugees
have been grounded and require aid. It is up to these heroes to find a safe, economical way
to traverse this dangerous new swamp with a large number of survivors.

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Social
The Molten Devastation is an alien creature with a vast intellect. Although it is as old as the world
itself, it has spent that entire time alone and sleeping or reacting to stimuli from the aboveground
world. As such, its philosophy and beliefs regarding the state of the planet were developed
entirely in isolation as an instinctive reaction to tiny creatures it doesn’t understand. Because of
this, the titan has never had a conversation with another intelligent creature. Despite Chernoz-
vetesh’s utter disdain for living creatures (with the notable exception of its soft spot for
deepworld parasites), it may tolerate the company of mortals who share its disdain or otherwise
enter the titan’s good graces. Although Chernoz-vetesh does not speak as it rouses and ploughs
across the planet’s surface, the Gleaming Word suspect its sentience. Chernoz-vetesh often
thinks on its goal and remembers its previous stirrings nostalgically, with the same satisfaction
as a person who just eradicated the termites from their cottage. One thing is for certain: anybody
who engages the metal ooze in conversation is entirely at the mercy of the monster’s whims,
which could swing into violent revulsion at the slightest wrong move or thought.

Social Encounters
If Chernoz-vetesh is approached in its cradle before its earth shaking awakening, there is slim to
no chance of escaping alive. However, if one were to approach Chernoz-vetesh while it lairs after
a particularly satisfying bought of destruction (such as flattening a large city or absorbing a citadel
full of giants), the titan may listen and even speak in kind. It is even more likely to respond to
anyone who demonstrates an affinity for its deepworld parasites or an affinity for the sheer
pleasure of wreaking havoc and changing the world’s landscape. In fact, Chernoz-vetesh is a
surprisingly thoughtful conversationalist, though possessing none of the manners of an
experienced one. In the same breath that it mocks the pests that crawl across the world’s surface,
it also expresses some interest in the purpose of the structures it flattens. It becomes clear
through conversation that Chernoz-vetesh has the personality and development of a cruel,
intelligent child that views itself as superior and peerless. With deft enough wordplay, the titan
can even be directed into its favorite topic of conversation: wondering as to its own origin.
• The Scalding Summit. A�er having conversa�ons with a variety of creatures, Chernoz-vetesh
decides to host a vicious game on the ruins of a city it reduced to rubble. The �tan sends a
force of niferean automata to each of the nearest kingdoms and announces a grand debate:
each kingdom sends its best public speakers to debate the merits of their society compared
to the others. Chernoz-vetesh claims that it won’t harm the winner’s homeland but will
destroy the others in order of the worst conversa�onalist to the second best. With such a
tremendous prize on the line, kingdoms are vying for party to take part on their behalf and
face off against the greatest poli�cians and bards from around the world for the amusement
of the blistering �tan.

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• Libraries of Yesteryear. As natural disasters mount around the globe, the Gleaming Word
fears that the Molten Devasta�on is awakening at last. The asce�cs recruit the party to visit
Aerilanbara, the buried city. The Gleaming Word knows that within Aerilanbara is a thriving
underground market that uncovers, buys, and sells the knowledge of ancient, fallen
civiliza�ons brought to ruin long ago by a rousing of Chernoz-vetesh. The characters must
bargain, lie, steal, and network within a subculture where knowledge is currency in order to
have any hope of learning the hidden history of Chernoz-vetesh.

• Land Without Homes. The annihila�on of life and civiliza�on on the planet has le�
enormous numbers of refugees in a landscape of new and unfamiliar dangers. Most major
urban centers are already vastly overwhelmed by the refugees they’ve already taken on and
cannot accept more people. However, there is hope to get these people to safety: word has
spread of an island that floats above the sea, an unpopulated utopia safe from the Molten
Devasta�on. But poli�cal leaders don’t believe such a convenient place exists. It is up to the
characters to gather evidence that convinces the world’s leadership to invest resources in a
scou�ng mission to the distant reaches of the far sea. It is only by careful poli�cal
maneuvering that the refugees can be saved from Chernoz-vetesh’s return.

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Combat
Chernoz-vetesh represents an extraordinary threat to the entire planet. Fighting against the titan
with any hope of success requires the campaign’s heroes to go on numerous adventures to create
niferean weapons and claim motes of elemental energy. Without these essentials, no magic spell
or forceful blow can even scratch Chernoz-vetesh’s metal shell. As such, this being represents the
culmination of a high-level arc and an extraordinary final boss at the climax of a campaign.
However, Chernoz-vetesh is no fool. After its initial surprise at being hit with niferean weapons
or blasted with elementally charged magic, it recognizes the real possibility of harm. If confronted
outside of its lair, Chernoz-vetesh makes a strategic retreat through small breaks in the landscape
in order to return to a nearby lair or form a new one as quickly as possible. Within its lair it waits,
surrounded by a small army of its most powerful automata. In battle, the Molten Devastation is
a sheer force of nature: its shining claws reach across the battlefield to inflict awful wounds, its
shining body hungers to swallow and absorb the foolish heroes who oppose it, and beneath its
niferean shell its true form awaits release. When the niferean shell is broken, Chernoz-vetesh’s
true face is revealed: the writhing, shifting faces of every creature that died screamed within its
molten body.

Combat Encounter Example: The Wicked Core.


Chernoz-vetesh’s path of utter destruction has taken the titan to the home of the characters. It
crests the hill at dawn, gleaming in the rising sun, and sends a tremendous force of its niferean
automata to proceed it. Once the siege begins, Chernoz-vetesh glides smoothly towards the city’s
walls and incinerates the earth itself in its wake. Soldiers scream as the mounting heat of the
titan’s body becomes unbearable. The only safe escape for the people of the city is by airship,
but if Chernoz-vetesh gets too close before the ships fly away it causes the airships to explode. It
is up to the heroes to hold off Chernoz-vetesh and keep it from reaching the city’s walls and then
escape. This encounter provides an opportunity for the characters to witness Chernoz-vetesh’s
power and recognize their inability to harm the titan.

Tactics
Fighting against Chernoz-vetesh is a blazing battle with the foes always in plain sight. However,
it never fights alone. Whether in its lair or outside it, the titan keeps close a small force of its most
powerful niferean automata. These automata are young dragons, chimeras, and even fiends that
it has swallowed in its progress across the world. The key feature is that these automata are the
ones capable of flight, so they are not affected by Chernoz-vetesh’s Roiling Earth. Outside of its
phalanx of chrome bodyguards, the titan also has extraordinary protection in the form of its high
AC and tremendous number of hit points and temporary hit points. It plays at the table like a
brute: it can both take and dish out a great deal of damage. Chernoz-vetesh’s greatest tools at
its disposal are its Scalding Swallow reaction and Incinerating Roll legendary action. Whenever it
two or more characters are within 30 feet of one another, Chernoz-vetesh uses Incinerating Roll

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to engulf them. The titan doesn’t care about taking attacks of opportunity because of its powerful
defenses. It would much rather swallow characters and passively deal damage to them while it
focuses on their companions. Characters commonly get fire resistance from class features or
magic items, so note Chernoz-vetesh’s Fire Incarnate trait: fire damage it deals overcomes fire
resistance and affects characters with fire immunity as if they were simply resistant.
On each of its turns, Chernoz-vetesh uses its Roiling Earth. If a character that Chernoz-vetesh can
get within 5 feet of goes prone, that makes them the target of its claw attacks on that round
(remember that Chernoz-vetesh gains advantage on melee weapon attacks against prone targets
while within 5 feet of them)! Otherwise, it focuses its attacks on a single target at a time,
particularly healers and support characters who are focusing on important spells. Chernoz-
vetesh’s Molten Tide is its most powerful tool and it uses it whenever it can. I highly recommend
asking a player at the table to openly roll the Recharge dice for you whenever relevant. This often
creates a moment of delicious tension at the table. If Chernoz-vetesh gets surrounded by melee
combatants, it uses its Reflective Gleam to create an opportunity to find a more strategic
position, possible by using its Spider Climb to move out of reach on the walls or ceiling. A critical
hit by Chernoz-vetesh is utterly devastating as it deals a tremendous amount of damage and
destroys a character’s defenses, so be sure to describe what happens as the target’s armor as it
is melted and peeled away like tissue paper.
Easier Tactics. When running Chernoz-vetesh on the easier side, emphasize how slowly it moves
its ponderous bulk. It does not have proficiency in Dexterity saving throws, so well selected spells
to avoid the titan’s damage immunities and resistances such as disintegrate or a lucky prismatic
spray are quite effective. Also keep in mind that Chernoz-vetesh is extraordinarily intelligent, but
it is inexperienced in battle. It may not make the most optimal choices, such as focusing on a well
armored target instead of a squishier spellcaster. In addition to making mistakes, its surprise at
being harmed at all may lead Chernoz-vetesh to be easily distracted and only pay attention to
targets that are actively attacking it. Such frustration can even lead the Molten Devastation to
include its allies in area effects such as its Molten Tide or Incinerating Roll.
Harder Tactics. In addition to its tools for dealing and taking damage, Chernoz-vetesh has can
exert control over the battlefield. When using Chernoz-vetesh to the fullest of its abilities, the
titan uses its Tectonic Shift legendary action to remove powerful spellcasters from the battle.
Sending a character 80 feet into the earth effectively removes them from the fight for at least
one turn, so the titan uses this on troublesome spellcasters (to get out of their line of sight) or on
warriors wearing heavy armor that don’t seem to be particularly dexterous. A truly tactical fight
against Chernoz-vetesh sees it creating long linear lairs through which it uses its Incinerating Roll,
engulfing multiple characters at once and removing them from line of sight for healers to aid.
Chernoz-vetesh’s Amorphous ability also gives it the ability to form tactical retreats whenever
the tide turns. If the titan suspects a fight with heroes on the horizon, it may build a lair with
multiple tiers and fill each layer with powerful flying automata so that it can fight and retreat
over and over, exhausting the character’s resources due to their inability to follow Chernoz-
vetesh directly. Such a fight could see characters chasing Chernoz-vetesh into the very cradle
from whence it came for a final showdown against the titan.

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Chernoz-vetesh
Gargantuan ooze (titan), lawful evil

Armor Class 27 (niferean shell), 22 (natural armor)


Hit Points 740 (40d20 + 304)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


28 (+9) 13 (+1) 27 (+8) 24 (+7) 20 (+5) 19 (+4)

Saving Throws Con +17, Int +16, Wis +14, Cha +13
Skills Arcana +16, Insight +14, Perception +14
Damage Resistances acid, lightning
Damage Immunities cold, fire; bludgeoning, piercing, and slashing from attacks not made with
niferean weapons.
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone.
Senses blindsight 300 ft., tremorsense 360 ft., passive Perception 24
Languages telepathy 300 ft.
Challenge 30 (155,000 XP)

TRAITS
Amorphous. Chernoz-vetesh can move through a space as wide as 1 foot without squeezing.
Armor Melter. When Chernoz-vetesh scores a critical hit against a creature, the sheer heat and
pressure of its body obliterates the armor worn by the target. If the target is wearing nonmagical
armor, it is destroyed. If the target is wearing magical amor, it loses its magical properties and
becomes nonmagical.
Fire Incarnate. Fire damage dealt by Chernoz-vetesh ignores fire resistance and deals damage to
creatures with fire immunity as if they had fire resistance instead.

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Molten Aura. At the start of each of Chernoz-vetesh’s turns, each creature within 30 feet of it
takes 21 (6d6) fire damage, and flammable objects in the aura that aren’t being worn or carried
ignite. A creature that touches Chernoz-vetesh or hits it with a melee attack while within 15 feet
of it takes 21 (6d6) fire damage.
Mythic Resistance. If Chernoz-vetesh fails a saving throw, it may expend the use of an unspent
legendary action to succeed instead.
Niferean Shell. Chernoz-vetesh is surrounded by a casing of molten niferean that obscures its
true form from view, granting it 400 temporary hit points. While it has these temporary hit points,
Chernoz-vetesh gains a +5 to its AC and it is immune to spells of level 6 or lower, unless it wishes
to be affected. When it loses these temporary hit points, the metal casing shatters and reveals
its true form. In its true form, it makes two additional melee attacks with its multiattack
(included) and the damage dealt by its attacks increases by two damage dice (included in the
attack).
Spider Climb. Chernoz-vetesh can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

ACTIONS
Multiattack. Chernoz-vetesh can use its Roiling Earth. It then makes four attacks or six attacks in
its true form.
Claw. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 25 (4d12 + 9) slashing
damage or 48 (6d12 + 9) slashing damage in its true form plus 21 (6d6) fire damage.
Molten Projectile. Ranged Weapon Attack: +18 to hit, range 120/360 ft., one target. Hit: 21 (4d10
+ 9) bludgeoning damage or 42 (6d10 + 9) bludgeoning damage in its true form plus 21 (6d6) fire
damage.
Molten Tide (Recharge 5 – 6). Chernoz-vetesh creates a wave of molten niferean that crashes
down in a 120-foot cone. Each creature in that area attempts a DC 26 Dexterity saving throw,
taking 133 (38d6) fire damage on a failed save, or half as much damage on a successful one.
Roiling Earth. Chernoz-vetesh creates a seismic shift beneath it, causing an earthshaking tremor
in a 120-foot-radius circle centered on it. Each creature in that area attempts a DC 26 Dexterity
saving throw, taking 21 (6d6) bludgeoning damage and falling prone on a failed save or half as
much damage on a successful one.

REACTIONS
Scalding Swallow. When Chernoz-vetesh is hit with a melee attack by a creature within 15 feet
of it, it pulls the creature inside itself. The target must succeed on a DC 26 Strength saving throw
or the creature enters Chernoz-vetesh's space and is engulfed. The engulfed creature can't

320
breathe, is restrained, and takes 35 (10d6) fire damage at the start of each of Chernoz-vetesh's
turns. When Chernoz-vetesh moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to make a DC 26 Strength check. On a
success, the creature escapes and enters a space of its choice within 5 feet of Chernoz-vetesh.

LEGENDARY ACTIONS
Chernoz-vetesh can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s turn. Chernoz-
vetesh regains spent legendary actions at the start of its turn.
Attack. Chernoz-vetesh makes an attack.
Incinerating Roll. Chernoz-vetesh moves up to its speed. Each creature in its path while it moves
this way must attempt a saving throw as if targeted by its Scalding Swallow.
Reflective Gleam (Costs 2 Actions). Chernoz-vetesh focuses and reflects brilliant light in a 30-
foot radius. Each creature in that area must attempt a DC 26 Constitution saving throw, taking
45 (10d8) radiant damage and be blinded on a failed save or half as much damage on a successful
one.
Molten Tide (Costs 3 Actions). Chernoz-vetesh uses or recharges its Molten Tide.
Tectonic Shift (Costs 3 Actions). Chernoz-vetesh opens a fissure in the earth centered on a point
within 120 feet of it that is 30 feet long, 80 feet deep, and 10 feet wide. A creature standing on a
spot where a fissure opens must succeed on a DC 26 Dexterity saving throw or fall in, taking 28
(8d6) bludgeoning damage and falling prone at the fissure’s bottom. A creature that successfully
saves moves with the fissure's edge as it opens.

Mythic Chernoz-vetesh
The most notable change in mythic Chernoz-vetesh (besides a significant bump in damage and
hit points across the board), is the new condition that it inflicts: molten imprisonment. Molten
imprisonment quickly devastates any hope characters have for victory. Mythic Chernoz-vetesh
prefers to use its multiattack over its Molten Tide in the first round of combat in order to apply
at least one level of molten imprisonment to each character. Once this is done, Chernoz-vetesh
doubles down on the Dexterity based abilities that restrained characters have disadvantage on:
Molten Tide, Roiling Earth, and Tectonic Shift. As the level of molten imprisonment quickly adds
up, it spells doom for even the most well-seasoned adventurer.

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Mythic Effects
As a mythic creature, Chernoz-vetesh causes the following effects.
Chrome Wastelands. While Chernoz-vetesh lays waste to the world, it leaves a solid layer of
niferean metal in its wake that prevents organic life from springing up once more. As more of the
planet is coated in niferean metal, it exerts magical effects on the planet. After one year of
Chernoz-vetesh laying waste to the planet, gravity is strengthened and flight becomes
impossible. After two years, no new living thing can be born. At the end of the third year, all life
on the planet is completely extinguished and Chernoz-vetesh returns to the world’s hollow core,
where it falls into an eternal, undisturbed sleep.
Molten Imprisonment. The molten niferean that makes up Chernoz-vetesh’s body is maintained
at melting point by the titan’s inner flame. When niferean residue is left on the body of other
creatures as a result of Chernoz-vetesh’s violent attention, it is represented by a special condition
called molten imprisonment, which is measured in six levels. At the end of a creature’s turn if
that creature is affected by levels of molten imprisonment, it may attempt a DC 28 Constitution
saving throw, reducing its level of molten imprisonment by one on a success. Molten
imprisonment cannot be removed by any means other than those presented in this feature. If a
creature would be immune to molten imprisonment, effects that would reduce its speed, or the
petrified condition, it loses that immunity and instead gains Epic advantage on saving throws
against effects that would cause it to gain levels of molten imprisonment or the petrified
condition.
A creature suffers the effect of its current level of molten imprisonment as well as all lower levels.
For example, a creature that gains its fifth level of molten imprisonment has disadvantage on
Strength saving throws, is restrained, takes 21 (6d6) fire damage whenever it takes an action,
bonus action, or reaction, must succeed on a DC 28 Strength saving throw or become
incapacitated until its level of molten imprisonment reduces below 4, and must succeed on a DC
28 Dexterity saving throw or become petrified until its level of molten imprisonment reduces
below 5. All effects end if a creature’s molten imprisonment level is reduced below one.

Molten Imprisonment Table

Level Effect
1 You have disadvantage on Strength saving throws.
2 You are restrained.
3 You take 21 (6d6) fire damage whenever you take an action, bonus action, or
reaction.
4 You must succeed on a DC 28 Strength saving throw or become incapacitated
until your level of molten imprisonment reduces below 4.
5 You must succeed on a DC 28 Dexterity saving throw or become petrified until
your level of molten imprisonment reduces below 5.

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Level Effect
6 You die, and your corpse is petrified in niferean.

Mythic Chernoz-vetesh
Gargantuan mythic ooze (titan), lawful evil

Armor Class 30 (niferean shell), 25 (natural armor)


Hit Points 1,640 (80d20 + 800)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


30 (+10) 16 (+3) 30 (+10) 26 (+8) 24 (+7) 19 (+4)

Saving Throws Str +20, Con +20, Int +18, Wis +17, Cha +14
Skills Arcana +18, Insight +17, Perception +17
Damage Resistances acid, lightning
Damage Immunities cold, fire; bludgeoning, piercing, and slashing from attacks not made with
niferean weapons.
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone.
Senses blindsight 300 ft., tremorsense 360 ft., passive Perception 27
Languages telepathy 300 ft.
Challenge Mythic 6

TRAITS
Amorphous. Chernoz-vetesh can move through a space as wide as 10 feet without squeezing.
Armor Melter. When Chernoz-vetesh scores a critical hit against a creature, the sheer heat and
pressure of its body obliterates the armor worn by the target. If the target is wearing nonmagical
armor, it is destroyed. If the target is wearing magical amor, it loses its magical properties and
becomes nonmagical.

323
Fire Incarnate. Fire damage dealt by Chernoz-vetesh ignores fire resistance and deals damage to
creatures with fire immunity as if they had fire resistance instead.
Molten Aura. At the start of each of Chernoz-vetesh’s turns, each creature within 30 feet of it
takes 42 (12d6) fire damage, and flammable objects in the aura that aren’t being worn or carried
ignite. A creature that touches Chernoz-vetesh or hits it with a melee attack while within 15 feet
of it takes 42 (12d6) fire damage.
Mythic Resistance. If Chernoz-vetesh fails a saving throw, it may expend the use of an unspent
legendary action to succeed instead.
Niferean Shell. Chernoz-vetesh is surrounded by a casing of molten niferean that obscures its
true form from view, granting it 800 temporary hit points. While it has these temporary hit points,
Chernoz-vetesh gains a +5 to its AC and it is immune to spells of 8th level or lower, unless it
wishes to be affected. When it loses these temporary hit points, the metal casing shatters and
reveals its true form. In its true form, it makes two additional melee attacks with its multiattack
(included) and the damage dealt by its attacks increases by two damage dice (included in the
attack).
Spider Climb. Chernoz-vetesh can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.

ACTIONS
Multiattack. Chernoz-vetesh can use its Roiling Earth. It then makes four attacks or six attacks in
its true form.
Claw. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 26 (4d12 + 10) slashing
damage or 49 (6d12 + 10) slashing damage in its true form plus 35 (10d6) fire damage.
Molten Projectile. Ranged Weapon Attack: +18 to hit, range 120/360 ft., one target. Hit: 22 (4d10
+ 10) bludgeoning damage or 43 (6d10 + 10) bludgeoning damage in its true form plus 35 (10d6)
fire damage.
Molten Tide (Recharge 5 – 6). Chernoz-vetesh creates a wave of molten niferean that crashes
down in a 120-foot cone. Each creature in that area must attempt a DC 28 Dexterity saving throw,
taking 189 (54d6) fire damage and gaining one level of molten imprisonment on a failed save, or
half as much damage on a successful one.
Roiling Earth. Chernoz-vetesh creates a seismic shift beneath it, causing an earthshaking tremor
in a 120-foot-radius circle centered on it. Each creature in that area must attempt a DC 28
Dexterity saving throw, taking 35 (10d6) bludgeoning damage and falling prone on a failed save
or half as much damage on a successful one.

MYTHIC ACTIONS

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On initiative count 20 (losing initiative ties), Chernoz-vetesh takes a mythic action to cause one
of the following effects. Chernoz-vetesh can’t use the same effect twice in a row.
Dripping Metal. Until the next initiative count of 20, whenever Chernoz-vetesh deals fire damage
to a creature, that creature gains one level of molten imprisonment.
Raging Inferno. Chernoz-vetesh thrashes its limbs and sends waves of sickening heat in a 1 mile
radius. Each creature of Chernoz-vetesh’s choice within that area becomes vulnerable to fire
damage until the next initiative count of 20 or gain Epic disadvantage on attack rolls and saving
throws until the next initiative count of 20 (their choice).

REACTIONS
Scalding Swallow. When Chernoz-vetesh is hit with a melee attack by a creature within 15 feet
of it, it pulls the creature inside itself. The target must succeed on a DC 28 Strength saving
throw or the creature enters Chernoz-vetesh's space and is engulfed. The engulfed creature
can't breathe, is restrained, and takes 56 (16d6) fire damage at the start of each of Chernoz-
vetesh's turns. When Chernoz-vetesh moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an action to attempt a DC 28 Strength check.
On a success, the creature escapes and enters a space of its choice within 5 feet of Chernoz-
vetesh. A creature that escapes this way gains one level of molten imprisonment.

LEGENDARY ACTIONS
Chernoz-vetesh can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s turn. Chernoz-
vetesh regains spent legendary actions at the start of its turn.
Attack. Chernoz-vetesh makes an attack.
Incinerating Roll (Costs 2 Actions). Chernoz-vetesh moves up to its speed. Each creature in its
path while it moves this way must attempt a saving throw as if targeted by its Scalding Swallow.
Reflective Gleam (Costs 2 Actions). Chernoz-vetesh focuses and reflects brilliant light in a 30-
foot cone. Each creature in that area must attempt a DC 28 Constitution saving throw, taking 99
(22d8) radiant damage and be blinded on a failed save or half as much damage on a successful
one.
Molten Tide (Costs 3 Actions). Chernoz-vetesh uses or recharges its Molten Tide.
Tectonic Shift (Costs 3 Actions). Chernoz-vetesh opens a magma fissure in the earth centered on
a point within 120 feet of it that is 60 feet long, 100 feet deep, and 10 feet wide. A creature
standing on a spot where a fissure opens must succeed on a DC 28 Dexterity saving throw or fall
in, taking 28 (10d6) bludgeoning damage and falling prone in the magma at the fissure’s bottom.

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A creature that starts its turn in the magma takes 56 (16d6) fire damage. A creature that
successfully saves moves with the fissure's edge as it opens.

Resources
Chernoz-vetesh possesses the following resources to further its goals and schemes.

Allies
Although Chernoz-vetesh does not actively cultivate relationships with any creature, living or
otherwise, it does consider how it can take advantage of every opportunity to heighten the
suffering of the vile mortals that cling to the mantle of its home world. Whether that suffering is
by its own hand or another matters not to the blazing titan.
• Misguided Mortals: The rampant and unerring destruc�on wrought by Chernoz-vetesh
atracts the aten�on of religious mortal fac�ons from all walks of life. Some of these fac�ons
are zealots who claim Chernoz-vetesh is an avatar of their God, sent to raze the lands and
lives of the here�cs and faithless. Several apocalyp�c death cults view Chernoz-vetesh as the
end of the world for which they have long waited and do everything in their power to stop
those who move against the �tan. All of these misguided mortals cause chaos in their home
ci�es and prevent leadership from taking effec�ve ac�on to evacuate ci�zens, implement
safety measures, and resist the geological effects of Chernoz-vetesh’s emergence.

• Deepworld Parasites: Since Chernoz-vetesh was last roused from its slumber, a magical
species of monster evolved in the deep places of the planet warmed by Chernoz-vetesh’s
molten body. These creatures are bulky, six limbed beasts with boulder shatering pincers
that burrow through rock and stone to drink magma and molten metals at the planet’s core.
Although Chernoz-vetesh would never admit to it, the great �tan has a special fondness for
these creatures and has secretly decided to destroy the monstrosi�es last. Many of these
deepworld parasites emerged alongside Chernoz-vetesh to explore the aboveworld, where
they wreak havoc by consuming magical and nonmagical sources of heat and energy ranging
from fireplaces to magical power cores.

• Niferean Automata: Chernoz-vetesh produces these automata only once it recognizes the
existence of heroes which pose a danger to it. Then it releases constructs of niferean metal
whose shapes and forms it borrows from the living things that it has absorbed: dragons,
humanoids, and monsters alike all find the blueprint of their bodies stolen and used to create
an army of metal that marches ahead and behind of Chernoz-vetesh, announcing its
approach with their silent and deadly atacks on society. Use the Niferean Automaton
template to create niferean versions of the creatures that populate your se�ng.

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Deepworld Parasite
Large monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 183 (19d10 +5 7)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 17 (+3) 4 (-3) 13 (+1) 8 (-1)

Saving Throws Str +7, Dex +8


Skills Stealth +8
Damage Immunities fire, force, lightning.
Condition Immunities blinded, deafened.
Senses tremorsense 60 ft., passive Perception 24
Languages –
Challenge 9 (5,000 XP)

TRAITS
Energy Absorption. Whenever the parasite is
subjected to fire, force, or lightning damage, it
takes no damage and regains a number of hit
points equal to the fire, force, or lightning damage
dealt.
Tunneler. The parasite can burrow through solid rock at half its burrow speed and leaves a 5-
foot-diameter tunnel in its wake.

ACTIONS
Multiattack. The parasite makes one attack with its bite and two with its claws.

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Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage
plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage
plus 3 (1d6) fire damage.

REACTIONS
Spell Siphon. When a creature that the parasite can see casts a spell, the parasite gains advantage
on its next saving throw and gains a number of temporary hit points equal to 10 + the spell’s
level.

Niferean Automaton Template


This template is applied to any creature that Chernoz-vetesh has absorbed and released a metal
version of. It can be applied to any living creature (not undead or constructs) that Chernoz-vetesh
could have absorbed in the campaign setting. All organic parts of the creature are replaced with
precisely calibrated niferean metal. It takes Chernoz-vetesh a number of hours, during which time
the titan concentrates on the production as if it were a spell, equal to the niferean automaton’s
CR to produce it.
Type. The creature’s type becomes construct.
Armor Class. The creature’s alignment increases by 2 (natural armor).
Damage Resistances. The creature gains resistance to bludgeoning, piercing, and slashing from
attacks not made with niferean weapons.
Damage Immunities. The creature gains immunity to fire damage.
Challenge. The creature’s challenge rating increases by 1.
Traits. The creature gains the following traits:
Burning Body. A creature that touches the creature or hits it with a melee attack while within 5
feet of it takes 7 (2d6) fire damage.
Servile Automaton. The creature obeys Chernoz-vetesh’s telepathic commands. The creature
follows the commands to the best of its ability and never acts contradictory to Chernoz-vetesh’s
intentions. Without telepathic commands, the creature is incapacitated.

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Rewards
Chernoz-vetesh was born from within the deepest, most primordial part of the planet and
defeating it is a climactic and extraordinary event on a planar scale. When it is destroyed, its
molten metal body loses cohesion and splashes down in a steaming torrent of cooling niferean,
revealing a tiny bead of intense light and elemental power. The titan’s heart is a world spark, the
remains of whatever tremendous power first formed the planet. With what remains of this
tremendous cosmic power, fundamental truths about the world can be changed through simple
desire.

World Spark
Wondrous item, artifact (requires attunement)
The mote of light is piercingly bright and dances in place like a flickering flame. Although the light
it emits is white, the full spectrum of color glints around its edges. To activate the World Spark,
the wielder must select the feature to actuate, then meditate for the entirety of an eight-hour

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ritual, after which the effect of choice manifests instantly. After the effect is conjured, the World
Spark is destroyed.
Apotheosis. A mortal creature of the attuned creature’s choice gains the Deific descriptor.
Fresh Life. Create a single legendary creature of great power.
From Primordial Ooze. Create a new creature. This can be an animal, monster, magical creature,
or sapient race.
Nadir of Faith. A creature of the attuned creature’s choice loses the Deific descriptor.
Renaissance. Channel divine inspiration into a person or group of people in order to direct the
birth of a new philosophy, religious order, city, important faction, or other relevant aspect of
society.
Soul Returned. Cast true resurrection (requiring no components and with a casting time of 1
action) targeting a creature that died at any time on any plane of existence of any cause.
Time Twist. Cast plane shift (requiring no components). Casting plane shift this way allows you
to travel to any plane of existence at any time in that plane’s history that you choose.
World Shaper. Reform a geographic feature of the world and shift the climate as appropriate.
Turn a desert into a tropical rainforest, extend a coastline and push back the sea, bring an
archipelago of new islands to the surface of the ocean.

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331
Elthias (Mythic 6)
The Dracofiend
“Every soul has its price.”

Description
The sinister nature of evil never fails to sink to new lows, and few beings approach the raw,
unbridled malevolence of Elthias the Dracofiend. Those who behold the Dracofiend see a
gigantic, soot-scaled dragon bearing grotesque fiendish mutations. Combining the worst of what
both demons and dragonkind have to offer, his once majestic, draconic form has been corrupted
by the power of the abyssal realms, becoming a home for the legendary demon prince of balors,
Gorgultha. The source of this contamination is evident: Elthias’s heart has been dealt a terrible
blow, leaving a gaping wound infected with demonic influence. Elthias is more than just a fiend-
possessed wyrm. The dragon has brokered a terrible partnership with the demon within, and in
doing so, he brings the demonic realms to all other worlds. When Elthias speaks, it is with two
terrible voices. A horrific stench of rotting meat and burnt flesh precedes his appearance by some
distance, the least significant of the evils Elthias promises to all who dare cross his path.

Profile
Personality: Spiteful
Ideals: Before his soul was merged with a demonic spirit, Elthias was as spiteful, cruel, and vain
as any child of the Dark Dragonqueen could hope to be. After his union, what little virtue was left
in his heart vanished, leaving only an endless capacity for cruelty and an unrelenting desire to
reduce all other beings to an existence as miserable as his own. What is beautiful must be
mutilated. What is peaceful must be slaughtered. What is prosperous must be brought to ruin.
There is no logic to this outlook, only bottomless spite.
Bonds: Tying one’s soul so intimately to a demon prince has consequences. The source of Elthias’s
misery is always close at hand, for the prince of balors ceaselessly speaks to the dragon,
demanding the proliferation of demons and general mayhem. Whether Elthias regrets his pledge
to Gorgultha, none can say. But in a tragic turn of fate, the balor is the closest thing the
Dracofiend can have to a friend, leading to a toxic relationship from which Elthias cannot escape.
Flaws: Spitefulness is the enemy of rational thought and reasonable discourse. No matter how
small the slight or offense, Elthias responds with overwhelming malice. It matters not if such
behavior would compromise his schemes, resources, or day-to-day life – the Dracofiend cannot
resist the opportunity to visit cruelty upon those around him. This makes Elthias quite
predictable. There is no bargain one could expect him to honor or scenario in which he can be
trusted.

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Legend: Few dragons suffer total defeat and live to talk about it. The average wyrm would rather
die than lose its hoard and centuries of planning to realize its ambitions. Like many up-and-
coming red dragons, Elthias had countless schemes, a vast territory, a significant hoard, and even
a worthy mate. Life was good, full of tributes to his magnificence, conquered foes, and
supplicants to wait on his every desire. But, as a life of tyrannical evil so often is, this was not
meant to last. A clan of silver dragons had been patiently plotting against him for more than a
century, carefully marshalling their forces into position. When the silvers struck, it was like a
thunderbolt in a clear sky. In a single day, Elthias lost everything, putting up just enough of a fight
to watch his empire burn to the ground. As the clan stood over their fallen foe, they decided the
red dragon should live, as a fitting punishment for his many crimes. Unable to cope with his loss,
Elthias offered all that he had to any who could give him the power to defeat such a mighty foe.
Of all who heard this cry echoing across the cosmos, only one answered: Gorgultha, demon prince
of balors. When the demon demanded Elthias be his vessel in exchange, the dragon didn’t even
haggle. Their souls intertwined, forming a demonic horror the likes of which the world had never
seen. Within a week, the silver dragons were slain with unspeakable brutality, not by a vengeful
enemy, but by a spiteful husk. Unable to reclaim what he lost and living a cursed existence, Elthias
became the Dracofiend, and the world shuddered in terror.

The Dracofiend in Your Campaign


Making the Dracofiend a part of your campaign combines two categories of antagonists – dragons
and demons – into one fearsome whole. Elthias is a driven and industrious enemy, singlehandedly
committing many atrocities with terrifying consistency. Where other dragons are content to
scheme and wait patiently for the right moment to act, Elthias has only to be provoked by some
perceived insult to embark upon a rampage. This behavior makes the Dracofiend a dangerous
enemy. While you don’t have to start a demonic apocalypse every time Elthias gets mad, his
chaotic and furious nature is what makes the Dracofiend so threatening. Characters are famous
for poking sleeping bears, so when using Elthias make his nature and motivations extremely clear.
Otherwise, your campaign may come to a swift and indignant end as your heroes are torn in half
or possessed by demonic spirits.

Introduction
The best way to introduce Elthias is to have him destroy something or someone. Given his short
temper and violent demeanor, this should not be difficult to accomplish. Tales of a demonic
dragon spreading mayhem and woe will reach the characters almost anywhere. If Elthias attacks
populated areas, an inevitable consequence are vast quantities of demonically possessed
creatures. Many survivors may be harboring demonic spirits, providing some hints as to the
Dracofiend’s nature as well as raising the stakes of his attacks. Elthias isn’t just destroying and
killing, he is robbing people of their souls. Another approach involves a subtler Dracofiend with
a more calculating approach. While still spiteful, Elthias doesn’t address trivial matters
personally, instead deploying demonic agents on dark errands. These envoys promise fiendish

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power to the desperate, bringing them before Elthias for possession. To get the characters
hooked deeply into a campaign featuring the Dracofiend, demonically possess NPCs close to
them. A trusted ally or beloved relative suddenly turned sinister is a great way to make things
personal early in the story.

Conflict
For a campaign featuring Elthias to escalate, there must be a paradigm shift. In this case, the
machinations of the balor Gorgultha serve as the perfect catalyst. He is the only being that can
keep the Dracofiend in line, reining in his impulses when it suits the demon prince’s interests.
Gorgultha is patient and cunning, aspiring to conquer the material plane through demonic
possession. His reasoning is simple: his invasion will succeed where others have failed, because
instead of fighting demons, mortals will mostly fight each other. To further this scheme, Elthias
needs to subject powerful creatures to demonic possession. Rulers, master wizards, other
dragons – all are suitable targets for the Dracofiend. As the campaign escalates, powerful beings
should suddenly go missing, reappearing later with different personalities and sinister natures. It
is highly likely the characters will encounter significant obstacles thanks to this plague of
possession. Should the heroes fight back against this demonic invasion, word eventually reaches
Elthias and, by extension, Gorgultha. While the Dracofiend cares nothing for the fates of the
demonically possessed, Gorgultha knows a threat when he sees it. Given enough pressure by the
party, powerful possessed creatures and even demon hit squads may be dispatched to deal with
them.

Conclusion
Eventually Elthias’s usefulness ends and Gorgultha seizes control of the Dracofiend. It is then the
situation evolves from dangerous to apocalyptic. The prince of balors only takes this action when
he can no longer afford mistakes or Elthias’s impulsivity, either due to external threats or because
his planes have reached a highly delicate state. By utilizing legions of possessed mortals, the
cosmic forces of good will be forced to sit back and watch as the material plane is conquered by
fiends. After all, who would dare slaughter so many innocents by storming demonic portals?
When the time is right, the hordes of demonically possessed creatures will fall under Elthias’s
banner, offering the chance for unconditional surrender to any who stand in their way. This
promise of mercy is a trick, for any who attempt to broker peace with the Dracofiend quickly join
the demonic legions. The only way to stop the invasion is to defeat the Dracofiend. Gorgultha
wisely guards his vessel with powerful lieutenants, including his favored balors, making this final
confrontation a struggle of truly epic proportions.

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Challenges
The Dracofiend can pose exploration, social, or combat challenges to characters who interact
with him.

Exploration
Few worlds, even the abyssal realms, tolerate the presence of the Dracofiend. Unless the wyrm
is willing to risk constant conflict, he wisely lays low. However, his malevolent nature cannot be
contained. His evil essence corrupts both flesh and land, transforming even the most pleasant
environments into demon-infested hellscapes. While the grand design of the Dracofiend is to
stage a demonic invasion of the material plane, demons are not known for their restraint. The
very thing that attracts demons to the mortal realms – plentiful prey, mayhem to wreak, and
good to exterminate – are swiftly extinguished by a force as powerful as the Dracofiend.

Regional Effects
The region around the Dracofiend is warped by his spiteful power, which has created the
following effects within 10 miles of him:

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• Fiends within the affected area cannot be banished, magically teleported, or exiled from the
affected area unless the Dracofiend allows it.

• Demons may be ritualis�cally summoned within the affected area. To summon a demon in
this manner, a willing flesh-and-blood creature must spend 8 hours of strenuous ac�vity
inscribing Abyssal runes onto its body, at the end of which it dies instantly. When the
creature dies, its body vanishes, and in its place a demon with a CR equal to or less than the
creature’s CR appears in the nearest unoccupied space. If the creature uters the true name
of a specific eligible demon when it dies, that fiend appears instead.

• The alignment of creatures with an Intelligence of 3 or lower changes to chao�c evil.

If the Dracofiend is destroyed, these effects fade immediately.

The Dracofiend’s Lair


Where can a demon-possessed dragon find a place to live? Almost nowhere. Elthias is too
powerful and dangerous to be tolerated even among other evil creatures and far too malevolent
to be accepted anywhere but the lower planes. To escape the inevitable crusade against him, the
Dracofiend found the deepest, darkest hole on the material plane to make his lair. There his evil
festered, creating a wound in the planar boundaries between the abyssal and mortal realms.
Known only as the Pit of Evil, here a forecast of what is in store for the material plane can be
observed. The wailing lamentations of demons can always be heard, eager to pass through and
gleefully rend the mortal realms asunder. Few can survive the Pit of Evil without supernatural
assistance, leaving only a retinue of depraved demons and possessed creatures attending
Elthias’s needs. The Dracofiend has long since lost any of his draconic affinities and pleasures,
leaving the sodden caverns devoid of any aesthetic or comfort.

Lair Actions
On initiative count 20 (losing initiative ties), the Dracofiend can take a lair action to cause one of
the following effects. If the Dracofiend is using his mythic statistics, he can instead choose to take
a mythic action or lair action, but not both. The Dracofiend can’t use the same effect twice in a
row.
• Demonic wails can be heard throughout the lair. Each non-fiend creature in the affected
area must succeed on a DC 25 Wisdom saving throw or drop what it is holding and fall
prone.

• Elthias chooses a magic item of legendary or lower rarity within the lair to become
possessed by a demonic spirit. While the magic item is possessed, its features are
suppressed. At the end of each of its turns, a creature holding the item can atempt a DC
25 Charisma saving throw, expelling the spirit and ending the effect on a success.

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• A cloud of sulfurous vapor appears in a 30-foot cube centered on a point within the lair.
The affected area is heavily obscured for creatures not immune to poison damage, and
creatures not immune to poison damage in the affected area cannot speak or breathe.
The cloud lasts for 1 minute or un�l the Dracofiend uses this op�on again.

Exploration Encounters
The corrupting nature of the Dracofiend has a profound influence on the mortal realms. Whether
it’s riling the local wildlife into a demon-fueled bloodlust or desecrating the ground into unholy
ruin, Elthias’s presence can be felt. The Dracofiend presents a unique opportunity to explore what
happens when demons appear in force. While certainly the consequences for people and
societies are dire, the environment suffers far more. Exploration encounters themed around the
Dracofiend should lean into this premise, exploring just how corrosive evil can become and
forcing the characters to confront its many faces.
• The Empty Forest. An ancient and beloved forest has become contaminated with a demonic
infesta�on. The treants and other sen�ent plants that once guarded the grove have become
possessed and have abandoned their home. The local druids have devised a potent ritual to
purify the wayward plants, but first they must be tracked down. Of par�cular note is the
ancient guardian Rendrivious, a midsummer medlar 1 of great age and power.

• Stars of Redemp�on. In response to demonic infesta�on upon the mortal realms, celes�als
have bestowed a great gi�. Streaking from the sky like glitering meteors, magical crystals
appear every night, landing all over the material plane. These jewels are more than just
beau�ful gi�s from the upper planes. They can purge one’s soul of evil influence. With
demonic possession running rampant, all manner of folk begin collec�ng these stars of
redemption to sell, trade, or cure loved ones. They are a fantas�c opportunity for an
adventuring party to do some good…or make some cash.

• The Survivor. It is discovered that one of the Dracofiend’s first vic�ms, a great wyrm silver
dragon, survived the encounter to be imprisoned in the abyssal realms. Such an ally would
prove invaluable in the fight against the demonic incursion and may even hold a secret to
Elthias’s defeat. However, it is not known on which of the infinite abyssal layers the dragon
resides, nor the precise loca�on of its prison. Truly heroic adventurers are required to track
down this lost champion.

1Find more information about the midsummer medlar in 2CGaming’s Total Party Kill Bestiary:
Volume 2.

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Star of Redemption
Wondrous item, rare
This glistening jewel of a thousand facets has fallen from the upper planes and softly glows with
a holy light. As an action while you hold the star of redemption, you can shatter it and unleash its
light in a 20-foot-radius sphere of bright daylight. Any creatures fully
immersed in the light when this occurs are cured of the charmed,
frightened, and poisoned conditions and are freed from any forms
of possession. If an affected creature would be afflicted with one or
more levels of the demonic possession special condition, it instead
loses up to three levels of that condition.

Social
The nature of a demonic incursion has a profound impact on the
societies affected. People start wondering who can be trusted,
institutions are undermined by demonically possessed saboteurs,
and all the while the world is succumbing to the raw power of chaos.
This creates a highly sensitive and challenging social dynamic, one
that must be navigated carefully to ensure survival, let alone one’s
objectives. Even if you can trust an ally one day, there is no guarantee that within a few weeks
they won’t be just another puppet for the Dracofiend’s schemes. When running the Dracofiend,
consider how your world’s societies would feel about having to distrust their loved ones,
neighbors, and leaders. Remember, the demons that possess these individuals are among the
vilest beings in existence, capable of any number of villainous acts. What is more, some creatures
willingly rush into the arms of the demons, seduced by promises of power or nihilistic impulses.
The Dracofiend’s true villainy comes from bringing out the darkest in mortal races long before
they become possessed.

Social Encounters
Socially interacting with the Dracofiend is a hazardous proposition. There are few scenarios in
which Elthias’s best interests aren’t served by possessing or killing anything he comes across.
However, direct interaction is not required to encounter the Dracofiend in a social capacity. With
his spiteful nature, it is relatively easy to bait or provoke Elthias into a course of action.
Additionally, there are many “allies” of the Dracofiend that are far more pliable. Demons are not
known for their loyalty, and many may be turned against Elthias if given the right incentive. After
all, Gorgultha isn’t returning to the abyssal realms anytime soon, so most demons are protected
against the most severe reprisals…in theory.

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• The Prodigal Son. A princeling of a vast empire has returned a�er being lost for many
months. It is evident the prince went through many trying experiences on his journey, for his
demeanor and character are not remotely close to the kind, pleasant boy the empire once
knew. He has brought with him knowledge of a strange, morbid cult promising spiritual
salva�on. Using his great influence, the princeling begins sharing his “faith” with new
believers, causing suspicion and unrest. Requests for a quiet inves�ga�on into the mater
are called for, reportedly by the queen herself, to find out just what exactly happened to her
son.

• The Iron Tomb. A great demonic rival of Gorgultha lies imprisoned within a celes�al jailhouse
known as the Iron Tomb. As the Dracofiend’s plans advance unopposed, a radical sugges�on
is proposed: free Gorgultha’s rival and enlist the demon prince’s aid in comba�ng Elthias.
Unfortunately, the wardens of the Iron Tomb are a tribe of celes�als known for rigid and
uncompromising adherence to jus�ce. Convincing them to release a demon prince will be
an epic feat indeed.

• The Dread Slayer. A being known only as the Dread Slayer hunts the Dracofiend with a
ferocity beyond measure. He cuts down any possessed souls or demons that stand in his
way, brutally oblitera�ng them with nothing but simple arms and armor. This single-minded
hate has the Dracofiend’s allies running scared, though the mortal races are faring litle
beter. Perhaps someone can direct the Slayer’s wrath, or at least convince him to let civilians
get out of the way before the carnage begins.

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The Dread Slayer
Medium humanoid (titan), unaligned

Armor Class 18 (plate)


Hit Points 609 (53d8 + 371)
Speed 50 ft.

STR DEX CON INT WIS CHA


24 (+7) 19 (+4) 24 (+7) 13 (+1) 12 (+1) 1 (−5)

Saving Throws Str +13, Dex +10, Con +13, Wis +7

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Skills Athletics +19, Perception +7
Damage Resistances bludgeoning, piercing, and slashing from evil creatures.
Condition Immunities charmed, frightened, incapacitated.
Senses darkvision 120 ft., passive Perception 17
Languages understands all languages but can’t speak.
Challenge 20 (25,000 XP)

TRAITS
Dreadful Carnage. When the Slayer kills another creature, he regains 21 (6d6) hit points and gains
a Rage Dice, as per his Slayer’s Rage feature.
Fiendbreaker. The Slayer’s attacks are brutally powerful. Evil creatures are vulnerable to damage
dealt by the Slayer, and no creature can have resistance or immunity to damage dealt by the
Slayer.
Slayer’s Rage. When the Slayer rolls for initiative, he enters a dreadful rage that lasts for as long
as he is in combat. While enraged in this manner, the Slayer can gain special rage dice from his
traits and features, up to a maximum of six rage dice. A rage die is a d20 which always rolls a
natural 20. When the Slayer attempts an attack roll, saving throw, or ability check, he can expend
one of his rage dice to change the result to a natural 20. Any unexpended rage dice are lost when
the Slayer’s Rage ends.

ACTIONS
Multiattack. The Slayer makes five attacks. He can forgo making two attacks in this manner to
instead take the Dash or Disengage action or use his Burning Hatred Action.
Ancient Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 28 (6d6 + 7)
slashing damage. If the Slayer reduces a creature to 0 hit points with this attack, he may
immediately perform a Glory Kill attack.
Ancient Heavy Crossbow. Ranged Weapon Attack: +10 to hit, reach 50 ft., one creature. Hit: 23
(3d10 + 7) piercing damage.
Glory Kill. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature at 0 hit points. Hit: The
target dies and its body is torn asunder, and the Slayer gains a rage die.
Burning Hatred. The Slayer gains three rage dice, per his Slayer’s Rage feature.
Unmaker (Recharge 5–6). The Slayer unleashes his ultimate weapon, firing a sphere of energy at
a point he can see within 300 feet of him, which then explodes in a 60-foot-radius sphere.

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Creatures, objects, and structures in the affected area take fire damage equal to half their hit
point maximum. An affected creature must attempt a DC 21 Constitution saving throw, taking
half as much damage on a success, or taking double damage if they fail the saving throw by 10 or
more.

Combat
To battle the Dracofiend is to confront evil incarnate on the battlefield. There are only a few
possible outcomes: either the Dracofiend is slain, the Dracofiend flees, the characters are slain,
the characters flee, or the characters become puppets of demonic spirits. Having never been
defeated in battle since his apotheosis, Elthias is loath to flee the battlefield. In a curious lack of
self-preservation, the Dracofiend may welcome his own death as a final resource from the eternal
suffering at the hands of Gorgultha. If the Dracofiend views its enemies as useful puppets, he
prefers to possess them rather than waste useful tools. This comparative benevolence extends
only so far as Elthias’s patience. Should those he fights prove overly resistant or particularly
petulant, he is quick to obliterate them. After all, his existence is eternal. There will be new, more
pliable mortal heroes eventually. The Dracofiend combines the worst aspects of dragon and
demon in a fight. His defenses and abilities are a mighty mix and afford him few comparative
weaknesses. Those who overly emphasize either his draconic or demonic nature soon find
themselves overwhelmed by his perfect symbiosis of power. To truly stand against Elthias, one
must be ready to slay a whole greater than the sum of its parts, not merely a demon or dragon.

Combat Encounter Example: Rescue Mission


The Dracofiend has demonically possessed a powerful tempest cleric and is leveraging their
influencers to attract more victims. The characters are tasked with providing a suitable
distraction for Elthias while a covert team extracts the cleric from the demonic temple nearby.
With the Dracofiend openly operating in the area, it falls to these heroic adventurers to get the
Dracofiend’s attention and buy as much time as possible. There is nothing to be gained from
attempting to injure or defeat Elthias; he is in a good position to retreat or call reinforcements if
seriously threatened. Instead, they must play the role of entertaining victims, appealing to the
Dracofiend’s spiteful nature while surviving whatever he throws at them. Once that is all said and
done, a handy scroll of teleport can provide an expedient escape, provided they haven’t
succumbed to Elthias’s might.

Tactics
Battlefield Classification: Controller
While the Dracofiend is dangerous in a variety of ways, his truly fearsome powers lie in his ability
to control others. Key to this strategy is the Soulbinder trait, which introduces the demonic

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possession condition as a unique tool in the Dracofiend’s arsenal. This fearsome condition is
extremely unique and difficult to prevent. Each level gradually escalates the effects from mild to
severe, eventually causing a creature to lose all control as it becomes fully corrupted by the
demon within. Typically, a character need only worry about this feature at the start of each of
Elthias’s turns, but there is a catch. Whenever a creature fails any saving throw against the
Dracofiend, it can gain one level of demonic possession to succeed instead. This may seem like a
tempting deal at first, but things can get out of hand fast, especially if the characters don’t know
the effects of a level they have yet to experience. This can make the Dracofiend tricky to run, as
the party can accidentally put themselves in a losing position without any input from you. Be
mindful of your players’ skill levels and consider making the effects of demonic possession clearer
so your players don’t accidentally choose to lose control of their characters.
Aside from this formidable ability are a standard array of draconic-style attacks and actions. This
includes strong Bite, Claw, and Tail attacks, along with a breath weapon that can devastate a
party with the incapacitated condition. This breath weapon is especially dangerous as the entire
party can find themselves at the Dracofiend’s mercy if positioned improperly. For more damage,
Elthias can use Chaotic Presence for more powerful attacks. Abyssal Power provides a more
flexible action option for when the Dracofiend needs to do something other than damage, such
as remove a magical effect or cause problems for a particular character. However, there is one
ability you should consider carefully: Detonate. This incredible ability effectively blows Elthias up,
nearly (or actually) killing him while dealing catastrophic damage to everything around him. This
action is best used before the Dracofiend’s Fiendheart ability is activated, but not too early so as
to avoid sacrificing too many hit points for the effect. This feature is extremely dangerous and
can one-shot an unprepared party, so use it wisely. It is even reasonable to assume Elthias will
retreat after using it, as he will be at his most vulnerable immediately after. Note that Fiendheart
provides Elthias with an “enraged” state in which he becomes extremely dangerous. Not only is
he more powerful, but he can truly be killed, forcing the Dracofiend to fight with greater ferocity.
Easier Tactics. Only use Detonate when Elthias’s Fiendheart has been activated. That way even if
the characters go down, they still win. Save Breath Weapon for later rounds, as it is one of the
best ways to pile on levels of demonic possession, since characters are likely to favor that to being
incapacitated. If the party are gaining significant levels of demonic position, focus saving throw
effects and actions elsewhere. The characters still have to contend with the effects of the
condition, which can be more than enough for inexperienced players. Avoid focusing on
characters who run the risk of being downed on unlucky roles, especially if Chaotic Presence is in
play. It can be easy to accidently down a squishier character with a lucky critical hit or two.
Harder Tactics. The first round should involve the unleashing of Elthias’s breath weapon,
followed by positioning him to maximize his Soulbinder trait. You want to get as many characters
as possible to three levels of demonic possession, as that is where the serious mechanical
penalties begin to manifest. If a character proves resistant to gaining levels, pile on saving throw
after saving throw until they either have no choice or die of stubbornness. Both are acceptable
outcomes. Once a healthy distribution of demonic possession has been established, prioritize the
least durable characters and ignore those who are particularly vulnerable to demonic possession.

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Nothing is worse for the heroes than having one of their comrades turn against them after a few
too many failed saving throws.

Elthias
Gargantuan dragon, chaotic evil

Armor Class 22 (natural armor)


Hit Points 624 (32d20 + 288)
Speed 50 ft., fly 120 ft.

STR DEX CON INT WIS CHA


30 (+10) 8 (−1) 28 (+9) 12 (+1) 14 (+2) 28 (+9)

Saving Throws Str +18, Con+17, Wis +10, Cha +17


Skills Deception +25, Insight +18, Perception +10
Damage Resistances cold, lightning
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities charmed, frightened, poisoned.
Senses blindsight 30 ft., truesight 120 ft., passive Perception 20
Languages Abyssal, Common, Draconic
Challenge 28 (120,000 XP)

TRAITS
Fiendheart. Elthias’s soul is merged with that of the king of balors, Gorgultha, through his heart.
While his heart is intact, Elthias cannot be slain, nor can his body be destroyed. When Elthias is
reduced to 0 hit points, his heart becomes exposed, he gains 300 temporary hit points, and he
cannot regain hit points for 1 hour. These temporary hit points last for 24 hours and cannot be
replaced by another source of temporary hit points. If these temporary hit points are reduced to
0, Elthias’ heart is destroyed, and he is slain.

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When his heart becomes exposed in this manner, Gorgultha’s full power is unleashed, granting
Elthias the following benefits for as long as he has temporary hit points from this feature.
• Elthias has advantage on all atack rolls, saving throws, and ability checks, and he cannot
have disadvantage on atack rolls, saving throws, and ability checks.

• Elthias is immune to the incapacitated condi�on.

• Elthias cri�cal hits against non-fiend creatures deal triple damage instead of double.

Immense. Elthias’s form is tremendous. He is 120 feet long from snout to tail and has a wingspan
of 260 feet. On the battlefield, Elthias typically occupies a 60-foot-by-60-foot space. He can end
his movement in a Huge or smaller creature’s or object’s space and does not treat such spaces
as difficult terrain.
Additionally, on each of his turns Elthias can spend 20 feet of movement to deal 100 bludgeoning
damage to an unattended object or structure within 5 feet of him.
Mythic Resistance. When Elthias fails a saving throw, he can expend one of his unspent legendary
actions to succeed instead.
Soulbinder. Elthias is surrounded by the spirits of demons in a 120-foot-radius sphere. When a
non-fiend creature starts its turn in the affected area, it must succeed on a DC 25 Charisma saving
throw or gain one level of demonic possession. Additionally, when a creature fails a saving throw
against Elthias, it can choose to succeed and gain one level of demonic possession.

ACTIONS
Multiattack. Elthias makes four attacks: one with his Bite, two with his Claw, and one with his
Tail. He can forgo making a Bite attack in this manner to instead take his Chaotic Presence or
Abyssal Breath action.
Abyssal Breath (Recharge 5–6). Elthias exhales a blast of evil, crimson energy in a 500-foot line
that is 15 feet wide. Each creature in the affected area must succeed on a DC 25 Wisdom saving
throw or become incapacitated for 1 minute. While incapacitated in this manner, a creature is
also vulnerable to all types of damage. An affected creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.
Abyssal Power. Elthias exerts the power of Gorgultha, causing one of the following effects
within 300 feet of him.
• Elthias ends a non-Epic spell or non-Epic magical effect within range.

• Elthias forces a creature within range that he can see to atempt a DC 25 Wisdom saving
throw, becoming charmed or frightened (Elthias’s choice) for 1 minute on a failure. An
affected creature can repeat the saving throw at the end of each of its turns, ending the
effect on a success.

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• Elthias magically conjures a non-legendary fiend of CR 10 or lower, which appears in an
unoccupied space of Elthias’s choice within range. The fiend follows Elthias’s commands (no
ac�on required) to the best of its ability and acts immediately a�er each of his turns. The
fiend lasts for 1 hour or un�l Elthias uses this ac�on again.

Bite. Melee Weapon Attack: +18 to hit, reach 40 ft., one target. Hit: 55 (7d12 + 10) piercing
damage plus 35 (10d6) fire damage.
Chaotic Presence. Each creature of Elthias’s choice within 120 feet of him that is aware of him
must succeed on a DC 25 Constitution saving throw or become charged with chaotic energy for
1 minute or until it is affected by this feature again. While charged in this manner, when a
creature takes damage from Elthias, the charged effect ends and the creature takes an additional
42 (12d6) cold, fire, or lightning damage (Elthias’s choice).
Claw. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 38 (8d6 + 10) slashing
damage.
Detonate (Recharges on a Long Rest). Elthias erupts with terrific chaotic energy in a 1-mile-radius
sphere centered on him, reducing his current and temporary hit points to 0. Creatures, objects,
and structures in the affected area take 165 (30d10) necrotic damage plus 165 (30d10) fire
damage. An affected creature can attempt a DC 25 Constitution saving throw, taking half as much
damage on a success.
Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 55 (10d8 + 10) bludgeoning
damage. If the target is a Huge or smaller creature, it must succeed on a DC 26 Strength saving
throw or be thrown up to 60 feet in a straight line away from Elthias, landing prone.

LEGENDARY ACTIONS
Elthias can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. Elthias regains spent
legendary actions at the start of his turn.
Claw. Elthias makes a Claw attack.
Move. Elthias moves up to his walking speed or up to half his flying speed.
Abyssal Power (Costs 2 Actions). Elthias uses his Abyssal Power action.
Bite (Costs 2 Actions). Elthias makes a Bite attack.
Breath Weapon (Costs 3 Actions). Elthias uses or recharges his breath weapon.

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The Mythic Dracofiend
As with any mythic, the Epic-strength Dracofiend is a cataclysmic force. Boasting a robust
improvement to all his statistics, expect Elthias to deliver a brutally difficult fight. He is still reliant
on his attacks for most of his damage, but that comes with a new factor to consider: his mythic
actions. The first of these formidable new tools is Fiendish Apotheosis. This is Elthias’s escalation
mechanic, allowing him to grow more powerful as the battle progresses. Each time he uses this
feature, the capacity of his attacks improves significantly. What was once never rolling a natural
1 can quickly turn into the Dracofiend never missing on attacks, and eventually always scoring
critical hits. Only the mightiest heroes can hope to withstand more than a round or two of the
Dracofiend scoring a critical hit on every attack. The other mythic action option is Utterdark,
which is a useful disruption tool. If Elthias is struggling against an offensive strategy and needs a
reprieve, this is a perfect tool to achieve that goal. Many spells and features require the
characters to see their target, and nothing allows you to surpass the restrictions of Utterdark.
Combine these new features with Elthias’s existing strategies, and you should have a fantastic
encounter that feels like a climactic struggle against overwhelming evil.

Mythic Effects
As a mythic creature, the Dracofiend causes the following effects.
Demonic Possession. 2 Elthias brings the spirits of the abyssal realms to bear against those who
oppose him, threatening to steal their souls. This effect takes the form of a special condition
known as demonic possession, which is measured in six levels. Demonic possession cannot be
removed by any means other than those presented in this feature. When a creature finishes a
long rest or is affected by an effect that would free them from possession, it loses one level of
demonic possession.
If a creature would be immune to demonic possession, it loses that immunity and instead gains
Epic advantage on saving throws against effects that would cause it to gain levels of demonic
possession.
A creature suffers the effect of its current level of demonic possession as well as all lower levels.
For example, a creature suffering two levels of demonic possession only speaks in Abyssal and
cannot grant other creatures advantage on attack rolls, saving throws, or ability checks.
Abilities, effects, or spells that would remove demonic possession instead reduce its level by one.
All effects end if a creature’s demonic possession level is reduced below one.

2Epic advantage and Epic disadvantage, two mechanics of the Epic Legacy system, are further
explained in the 2CGaming supplement Epic Legacy Hero’s Handbook.

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Demonic
Possession
Level Effect
1 The creature can only speak in Abyssal, even if it does not know the
language.
2 The creature cannot grant other creatures advantage on attack rolls,
saving throws, or ability checks.
3 If the creature is reduced to 0 hit points, it immediately gains one level of
demonic possession.
4 The creature cannot cause other creatures to regain hit points.
5 The creature has disadvantage on attack rolls, saving throws, and ability
checks against chaotic evil creatures.
6 The creature is completely possessed by the spirit of a demon. While
possessed in this manner, the creature cannot control its body unless the
fiend allows it, but it’s not deprived of awareness. Instead, the demon
controls the creature, forcing it to move and act as the demon sees fit. The
demon is always a chaotic evil fiend and acts according to its own interests.

Demon Prince. The Dracofiend is possessed by a demon prince, granting him the following
benefits.
• The Dracofiend cannot be magically summoned or called from his home plane unless he
allows it or unless the creatures responsible invoke the Dracofiend’s true name when doing
so.

• The Dracofiend can spend 1 hour of strenuous ac�vity to cast any necromancy spell or Epic
spell without the need for any material components. When the Dracofiend casts a non-Epic
spell that is not a cantrip in this manner, it is always cast as a 9th-level spell. When the
Dracofiend casts an Epic spell in this manner, it is always cast as a �er 3 Epic spell.

• Demons cannot willingly harm the Dracofiend unless explicitly told to do so by another
demon prince.

Mythic Elthias
Gargantuan mythic dragon, chaotic evil

Armor Class 24 (natural armor)

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Hit Points 2,070 (101d20 + 1010)
Speed 50 ft., fly 120 ft.

STR DEX CON INT WIS CHA


34 (+12) 8 (−1) 31 (+10) 15 (+2) 17 (+3) 32 (+11)

Saving Throws Str +23, Dex +10, Con +21, Int +13, Wis +14, Cha +22
Skills Deception +33, Insight +25, Perception +14
Damage Resistances cold, lightning
Damage Immunities fire, poison, vile; bludgeoning, piercing, and slashing from non-Epic attacks.
Condition Immunities charmed, frightened, poisoned.
Senses blindsight 30 ft., truesight 120 ft., passive Perception 24
Languages Abyssal, Common, Draconic
Challenge Mythic 6

TRAITS
Fiendheart. Elthias’s soul is merged with that of the king of balors, Gorgultha, through his heart.
While his heart is intact, Elthias cannot be slain, nor can his body be destroyed. When Elthias is
reduced to 0 hit points, his heart becomes exposed, he gains 1,000 temporary hit points, and he
cannot regain hit points for 1 hour. These temporary hit points last for 24 hours and cannot be
replaced by another source of temporary hit points. If these temporary hit points are reduced to
0, Elthias’ heart is destroyed and he is slain.
When his heart becomes exposed in this manner, Gorgultha’s full power is unleashed, granting
Elthias the following benefits for as long as he has temporary hit points from this feature.
• Elthias has advantage on all atack rolls, saving throws, and ability checks, and he cannot
have disadvantage on atack rolls, saving throws, and ability checks.

• Elthias is immune to the incapacitated condi�on.

• When Elthias scores a cri�cal hit against a non-fiend creature, the target gains one level of
demonic possession.

Immense. Elthias’s form is tremendous. He is 120 feet long from snout to tail and has a wingspan
of 260 feet. On the battlefield, Elthias typically occupies a 60-foot-by-60-foot space. He can end

349
his movement in a Huge or smaller creature’s or object’s space and does not treat such spaces
as difficult terrain.
Additionally, on each of his turns Elthias can spend 20 feet of movement to deal 100 bludgeoning
damage to an unattended object or structure within 5 feet of him.
Mythic Resistance. When Elthias fails a saving throw, he can expend one of his unspent legendary
actions to succeed instead.
Soulbinder. Elthias is surrounded by the spirits of demons in a 120-foot-radius sphere. When a
non-fiend creature starts its turn in the affected area, it must succeed on a DC 30 Charisma saving
throw or gain one level of demonic possession. Additionally, when a creature fails a saving throw
against Elthias, it can choose to succeed and gain one level of demonic possession.

ACTIONS
Multiattack. Elthias makes four attacks: one with his Bite, two with his Claw, and one with his
Tail. He can forgo making a Bite attack in this manner to instead take his Chaotic Presence or
Abyssal Breath action.
Abyssal Breath (Recharge 5–6). Elthias exhales a blast of evil, crimson energy in a 500-foot line
that is 15 feet wide. Each creature in the affected area must succeed on a DC 30 Wisdom saving
throw or become incapacitated for 1 minute. While incapacitated in this manner, a creature is
also vulnerable to all types of damage. An affected creature can repeat the saving throw at the
end of each of its turns, ending the effect on a success.
Abyssal Power. Elthias exerts the power of Gorgultha, causing one of the following effects within
300 feet of him.
• Elthias ends a spell or magical effect (including Epic spells and magical effects) within range.

• Elthias forces a creature within range that he can see to atempt a DC 30 Wisdom saving
throw, becoming charmed, frightened, or stunned (Elthias’s choice) for 1 minute on a failure.
An affected creature can repeat the saving throw at the end of each of its turns, ending the
effect on a success.

• Elthias magically conjures a non-legendary fiend of CR 20 or lower, which appears in an


unoccupied space of Elthias’s choice within range. The fiend follows Elthias’s commands (no
ac�on required) to the best of its ability and acts immediately a�er each of his turns. The
fiend lasts for 1 hour or un�l Elthias uses this ac�on again.

Bite. Melee Weapon Attack: +23 to hit, reach 40 ft., one target. Hit: 116 (16d12 + 12) piercing
damage plus 49 (14d6) fire damage.
Chaotic Presence. Each creature of Elthias’s choice within 120 feet of him that is aware of him
must succeed on a DC 30 Constitution saving throw or become charged with chaotic energy for
1 minute or until it is affected by this feature again. While charged in this manner, when a
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creature takes damage from Elthias, the charged effect ends and the creature takes an additional
73 (21d6) cold, fire, or lightning damage (Elthias’s choice).
Claw. Melee Weapon Attack: +23 to hit, reach 25 ft., one target. Hit: 57 (13d6 + 12) slashing
damage.
Detonate (Recharges on a Long Rest). Elthias erupts with terrific chaotic energy in a 10-mile-
radius sphere centered on him, reducing his current and temporary hit points to 0. Creatures,
objects, and structures in the affected area take 330 (60d10) vile damage plus 330 (60d10) fire
damage. An affected creature can attempt a DC 30 Constitution saving throw, taking half as much
damage on a success.
Tail. Melee Weapon Attack: +23 to hit, reach 25 ft., one target. Hit: 84 (16d8 + 12) bludgeoning
damage. If the target is a Huge or smaller creature, it must succeed on a DC 31 Strength saving
throw or be thrown up to 60 feet in a straight line away from Elthias, landing prone.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Elthias takes a mythic action to cause one of the
following effects. Elthias can’t use the same effect twice in a row.
Fiendish Apotheosis. The spirit of Gorgultha stirs within Elthias, imbuing him with power for 1
hour. While so imbued, when Elthias would make an attack roll of 4 or lower, he instead rolls a
5. If Elthias uses this option again while he is being affected by it, its effects improve, as below:

• If Elthias uses this mythic action a second time, when he would make an attack roll of 9 or
lower, he instead rolls a 10.

• If used a third time, when Elthias would make an attack roll of 14 or lower, he instead rolls a
15.

• If used a fourth time, when Elthias would make an attack roll of 18 or lower, he instead rolls
a 19.

• If used a fifth time, when Elthias would make an attack roll of 19 or lower, he instead rolls a
20.
Once Elthias has benefited from this feature five times within 24 hours, he cannot benefit from
it again until he finishes a long rest.
Utterdark. Elthias emits crushing magical darkness in a 300-foot radius centered on him.
Creatures other than Elthias that can see within darkness can only see up to 15 feet, and all
sources of light within the affected area are suppressed for as long as the darkness persists.

LEGENDARY ACTIONS

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Elthias can take 3 legendary actions, choosing from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. Elthias regains spent
legendary actions at the start of his turn.
Claw. Elthias makes a Claw attack.
Move. Elthias moves up to his walking speed or up to half his flying speed.
Abyssal Power (Costs 2 Actions). Elthias uses his Abyssal Power action.
Bite (Costs 2 Actions). Elthias makes a Bite attack.
Breath Weapon (Costs 3 Actions). Elthias uses or recharges his breath weapon.

Resources
Since the red dragon Elthias lost everything in his fall, the lord of balors Gorgultha has been
carefully biding his time. While unable to manage affairs in the abyssal realms, this formidable
demon prince has lent his full might and influence toward the Dracofiend’s goals. Rarely has a
demon prince been so influential in the mortal realms, as Gorgultha visits countless nefarious
evils upon the material plane that should never see the light of day. From strange horrors to
mighty fiends to sinister items fit only for demonic hands, the resources at the Dracofiend’s
disposal are disturbing, dangerous, and universally evil.
The many demons that come to possess the Dracofiend’s victims are quick to aid in the cause.
There is great joy to be had for a demon working toward the annihilation of the mortal realms,
particularly in such a despicable fashion. While many choose not to ally with Elthias, many more
demons piloting powerful creatures leverage their vessels’ powers in service of the Dracofiend.
From expendable pawns to priceless minions, these creatures can fill pivotal roles in the grand
effort that is a demonic invasion of the material plane.

Allies
Calling a demon an “ally” is a dangerous proposition, but demon princes are the ones best
equipped to do so. Their names alone inspires terror in most other demons, matched only by
that of another prince. While Gorgultha is not as well known or respected due to his long absence,
his name still buckles knees and invokes terror. Even non-demons are drawn to the Dracofiend’s
power. Some may seek to emulate the symbiosis between demon and dragon, viewing it as a
blessing. Others may simply view Elthias as the latest incarnation of the apocalypse to be
embraced rather than opposed. Whatever the source of their loyalties, only deluded fools would
trust the Dracofiend to care for their interests. All are simply tools in Elthias’s arsenal, to be used
and discarded as he sees fit.

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• The Five Atrocities. Mysteriously loyal to Gorgultha and extremely lethal, these five balors
are nearly identical and have served the demon prince for as long as can be remembered.
Known as the five atrocities, there is little that can stand before their might. What is more,
these balors are extremely intelligent and cunning, displaying a level of organization and
discipline thought to be beyond a demon’s capabilities. They are only dispatched to lead
essential missions or when no others can be trusted with a task.

• Layer 199. Gorgultha once ruled over the 199th layer of the abyssal realms before merging
with Elthias more than three centuries ago. The balor sacrificed much to exist in this state,
leaving his home in disarray without strong leadership. However, many there are still loyal
to the prince of balors, providing a steady stream of particularly militaristic fiends. The
demons of this layer all possess a black, chitinous carapace that makes them appear
armored. Their prowess in battle is legendary, with many armies speaking in awe and fear
of the “199th legions” that have conquered many seemingly unstoppable foes.

Rewards
Defeating the Dracofiend rids the world of an unfathomably evil creature and apocalyptic danger.
While this does not end the outstanding demonic possessions wrought by the Dracofiend’s
power, it does prevent the situation from escalating. Depending on the severity of the invasion,
this may leave few in a position to reward such heroes with anything other than gratitude, at

353
least for now. However, those who work to dismantle the Dracofiend’s resources and allies will
find numerous demonic magics, tools, and weapons best destroyed or returned to the abyssal
realms. Keeping such a corrupt and vile prize is a daring but feasible task. The heartcarver item is
one such example of the kind of horrors to be found as “treasure” for defeating the Dracofiend.

Heartcarver
Weapon (dagger), legendary (requires attunement)
This wicked-looking dagger is ideal for carving out
the organs of humanoids as efficiently as possible
and is inscribed with Abyssal runes telling of its
many victims. When you successfully hit an
incapacitated flesh-and-blood creature with the
dagger, you can force it to attempt a DC 20
Constitution saving throw. On a failure, you may
carve out its heart, potentially killing it instantly
(provided it cannot survive without one). A creature
slain in this manner cannot be restored to life until
its heart is restored to its body, and the heart
remains beating and “alive” once it has been
removed. Additionally, the weapon confers a +3
bonus to attack and damage rolls made with it
against non-evil creatures.
Cursed. When you attune to this weapon, a magical
Abyssal tattoo is painfully carved into your flesh,
labeling you a murderer. When you use this
weapon to carve out the heart of a creature,
another similar tattoo appears on your body,
inscribing the name of the victim. These tattoos
cannot be removed or healed until the heartcarver
is destroyed.

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The Mad Mage (Mythic 6)
The Wizard of Weird
“I reject your reality and substitute my own!”

Description
Magic can do terrible things to a mind. No greater example exists of the folly that awaits
overambitious wizards than the tale of the Mad Mage. Once considered the greatest archmage
to ever live, the now disgraced spellcaster is a ruinous and unstable shell of a man. From his
terrific mane of unkempt hair to his bulging, unblinking eyes, the Mad Mage is a sight to behold.
His once-elegant black cloak lies in tattered ruins, while clutched in the mage’s ancient fingers is
an oaken staff, the significance of which is known only to the crazed wizard. The Mad Mage has
menaced the world for generations, breeding countless monsters and weaving unstable magic
from beneath his mountain fortress. In a direct confrontation one has the unfortunate privilege
of witnessing the mage’s multiple personalities, each of which brings about a dangerous pattern
of behavior that bodes ill for all present. This fearsome being is rounded off by a staggering
arsenal of magic eclipsing all but the most talented spellcasters. With but a word and gesture
from his gnarled hand, the Mad Mage can visit one of a thousand horrors upon his enemies – a
fate experienced by countless heroes who dared challenge his power.

Profile
Personality: Insane
Ideals: The Mad Mage seeks to complete his magical experiments by any means. These
experiments range from the harmless to apocalyptic in nature. The scope of the experiment
matters not to the Mad Mage, only that the test be magical in nature and completed as
expediently as possible. Any who attempt to interfere with these activities are considered mortal
enemies.
Bonds: The labyrinthian dungeon fortress the Mad Mage calls home is precious to him. The
prospect of leaving its familiar halls terrifies the mage beyond reason, and the mage fights tooth
and nail against any who threaten to remove him.
Flaws: With a questionable grip on reality, the Mad Mage often struggles to accurately assess
dangerous situations. He may attribute godlike powers to insignificant beings and spit on worthy
challengers to his power as though they were peasants. Or he may not. The mage can never be
counted on to be consistent, even at the best of times.
Legend: Over a thousand years ago, a plucky young man began his journey down the road of
wizardry, with an all too tragic end. It took many centuries for the man, whose name has been

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lost to time, to become truly mad. Before those times he apprenticed many aspiring wizards,
wrought fantastic magic, and discovered countless secrets about the multiverse. But it was not
enough. The mage’s quest for knowledge led him to a great mountain, along with his seven finest
apprentices. Together they built the ultimate domicile of wizardry: part research lab, part library,
and part zoo, all dedicated to the understanding and mastery of magic. Within this fortress the
Mad Mage began to earn his title, delving deeper in the ways of magic and stretching his mind
further across the planes. One by one his apprentices fell to the mage’s madness, until only he
remained. Alone, surrounded by an extremely hazardous quantity of magic and an army of
monsters, the Mad Mage is an unpredictable threat to the world that could strike without
warning.

The Mad Mage in Your Campaign


The Mad Mage represents the dangerous
outcomes of messing too frivolously with
magic, a good lesson that many characters
would do well to heed. A campaign with
this colorful character is likely filled with
arcane mysteries, bizarre monsters, and
the crazed schemes of an all-powerful
wizard completely out of control.
Confronting the Mad Mage requires
extreme courage and considerable
tolerance for the surreal. Powerful wizards
have always been known to reshape
reality, so when a completely insane one
does it, things get weird. Pool all your
strangest and outside-the-box tools for
such a campaign, as you will want each
encounter to reflect the Mad Mage’s
personality at every turn.

Introduction
Most campaigns involving the Mad Mage,
content to lurk within his mountain, begin
with one of his bizarre experiments
breaking free of its confines and going on
a rampage. Whether this act is intentional
or accidental, none can say, but thanks to
the strange composition of such creatures
they can easily be traced back to the

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wizard responsible. Once the characters have tracked down the Mad Mage’s lair and begin their
exploration, the wizard’s attention can turn to them in earnest. Constant assault by unspeakable
horrors, strange magic, and cunning puzzles are the least of what the Mad Mage can do. Excited
by the prospect of heroes entering his domain, the wizard goes to obsessive lengths to learn
everything he can about these new curiosities. The time to destroy them will come later. Now is
the time for science!

Conflict
As the characters delve deeper into the labyrinthian lair of the Mad Mage, things take a more
dangerous turn. The shattered mind of the mage has unmade reality on these lower levels,
replacing the laws of magic and physics with his own twisted designs. These effects are as difficult
to comprehend as they are dangerous. One room can contain an abyssal ocean in which Great
Old Ones swim through shadowy waters, while another can be a sentient library that attempts
to educate intruders to death. These conflicts are often paradoxical and nonsensical in nature,
beyond the capacity for rational minds to comprehend. At the heart of these confrontations is
the mage’s magic. It suffuses every corner of his domain as if it were a prolific moss, spreading,
influencing, and altering all in its path. Unlike the traditionally precise and scientific spells of
wizards, the Mad Mage’s magic is more akin to an illness disgorged from his mind: rancid,
unpredictable, and dangerous. In some situations, the Mad Mage may engage the characters
directly, interviewing them about their experiences within his mountain or testing the capacities
of some horrific spell he’s devised. Each personal encounter should be suitably bizarre, as though
the characters are speaking to a different person each time.

Conclusion
Confronting the Mad Mage means one has survived countless arcane obstacles, overcome
unfathomable monstrous horrors, and navigated one of the most nefarious dungeons ever
conceived. Out of experiments to conduct and monsters to send forth, the Mad Mage is ready to
take matters into his own hands. Displaying uncharacteristic lucidity, the crazed wizard prepares
himself for battle, using everything he knows of the characters to optimize his strategy. Despite
this serious approach, the Mad Mage still displays his characteristic insanity, devising a plan that
makes sense only to him. Gathering his remaining minions and resources, the Mad Mage leads
the party to his chosen battleground, where he gives an appropriately megalomaniacal speech
between ominous cackles. If everything goes well, the characters should be piles of dust in a few
short hours.

Challenges
The Mad Mage can pose exploration, social, or combat challenge to characters who interact with
him.

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Exploration
The fortress of the Mad Mage extends deep beneath a titanic mountain. Its countless levels are
filled with devious traps, mutant monsters, and whatever else the crazed mind can come up with
in his ludicrous amount of free time. The entire complex is a labyrinthian deathtrap that only the
Mad Mage can truly understand. It is said the barriers between the planes are thin here thanks
to the mage’s many experiments, allowing the properties of other realms to bleed onto the
material plane. Navigating this subterranean house of horrors is not just a matter of physics and
space. It requires a deep understanding of magical teleportation, manipulation of time,
properties of planar masses, and a dozen other disciplines that would require an entire university
of scholars to fully comprehend. Despite all these deterrents, adventurers still plumb the depths
of the mountain for fortune and glory. Most never return, their remains a testament to the
severity of the Mad Mage’s “experiments.”

Regional Effects
The region containing the Mad Mage’s lair is warped by his arcane power, which has created the
following effects within the mountain containing his lair:
• When a creature in the affected area atempts to magically teleport, it takes 2 (1d4) force
damage for every 10 feet it magically teleports, to a maximum of 50 (20d4) force damage. If
a creature teleports farther than 200 feet in this manner, it instead teleports 200 feet toward
its des�na�on, appearing in the nearest unoccupied space if it would end the teleport inside
a solid object. This effect can only be prevented if an affected creature is carrying a magical
token provided by the Mad Mage, which o�en takes the form of a strange curio or
knickknack.

• When the Mad Mage talks to himself, it can be heard through the region at the volume of a
whisper.

• A creature which casts a spell that requires a material component can instead say something
nice about the Mad Mage in place of that component.

If the Mad Mage is slain, these effects fade immediately.

The Mad Mage’s Lair


Hidden in the deepest, darkest depths of the mountain is the arcane laboratory of the Mad Mage.
This strange collection of rooms is host to the wizard’s most dangerous, unfathomable, and
astounding arcane mysteries. Using his prodigious intellect and the collective knowledge from
across countless realities, the Mad Mage toils here to produce incomprehensible wonders and
horrors beyond imagining. Its every corner is stacked with piles of arcane lore, while complex

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machines whirl and buzz, conducting functions which make sense only to the Mad Mage. What
the wizard seeks to accomplish with all this experimentation and research is a question best left
unanswered, but the fruits of this surreal labor only serve to further drive the mage into the
depths of arcane madness.

Lair Actions
On initiative count 20 (losing initiative ties), the Mad Mage can take a lair action to cause one of
the following effects. If the Mad Mage is using his mythic statistics, he can instead choose to take
a mythic action or lair action, but not both. The Mad Mage can’t use the same effect twice in a
row.
• The Mad Mage transfers his consciousness to the body of one of his clones (as produced by
the clone spell), destroying his current body instantly.

• The Mad Mage chooses a spell effect within his lair that he did not produce. When he does
so, he can atempt an Intelligence ability check with a DC equal to 10 plus the spell’s level (or
21 for a �er 1, 24 for a �er 2, or 28 for a �er 3 Epic spell), ending the effect on a success.

• The Mad Mage creates a scrying portal in an unoccupied space he can see within 5 feet of
him and names a creature within the lair. The portal is visible only in the place it appears and
allows any who view it to observe the target creature as though they were within 5 feet of
them. The Mad Mage can affect the target with spells he casts as though they were within 5
feet of him, though he cannot affect anything or anyone else he observes through the portal.
This effect ends if the Mad Mage uses this ac�on op�on again or moves farther than 60 feet
from the portal.

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Exploration Encounters
With a titanic dungeon filled with an entire campaign’s worth of encounters, the Mad Mage
offers much in terms of exploration challenges for parties to face. Fond of indirect approaches
and strange practices, the Mad Mage fills his domain with all manner of puzzles, traps, and
mysteries that must be overcome by means other than brute force. Often these challenges follow
a twisted logic that forces one to think outside the box, exploiting altered physics, paradoxical
magic, and even more bizarre phenomena to ensure a worthy challenge.
• Reality Revision. A heroic adventurer who has been trapped within the Mad Mage’s domain
for more than a hundred years seeks escape. Trapped within a section of the mountain
known as a meta domain, the adventurer has been unable to unravel the realm’s logic
despite decades of trying and is on the brink of insanity. The characters must be careful, for
attempting to aid the beleaguered champion may result in their capture within the horrific
meta domain as well, ensuring their eternal participation in the Mad Mage’s cruel
experiments.
• The Golden Muffin. The Mad Mage has decided it’s time for an experiment. He demands
the characters bring him a personal effect of great value, which he calls the Golden Muffin.
Whether this is a literal baked good fashioned from gold or some bizarre metaphor none
can say, but the object lies within a strange and particularly dangerous section of the
mountain known ominously as the Boom Shroom Boom Room.
• Lost and Found. Whenever something is lost within the mountain of the Mad Mage, it ends
up in a strange room known as the Lost and Found. Here, countless objects from across the
centuries have been gathered, categorized, and stored by an awakened iron golem named
Steely Dan. Locating the Lost and Found has never been accomplished by any intruder, but
there is always a first time for everything. Especially when the reward is a mountain of shiny
loot beyond appraisal.

New Domain: Meta


A meta domain is a realm bereft of logic. Whether it’s the laws of physics, principles of magic, or
just common sense, nothing about a meta domain can be explained by conventional means. The
entire realm constantly shifts to new modes of existence: properties of matter are in flux, magic
behaves in unpredictable ways, and time flows in all directions. What is worse, a meta domain is
shackled to the consciousness of a single entity. This being defines a meta domain’s properties
through its subconscious, making the impossibilities of thought and desire a reality. In some
cases, a meta domain may even peel back the veil of reality and reveal the true nature of
existence, though few minds are equipped to handle such truth. No matter the ruler of a meta
domain, the realm is undeniably dangerous and unstable, fit only for those reality and logic has
rejected.

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Creatures. Aberrations, fey, and humanoids are the most common creatures found within a meta
domain. The former possess the alien minds necessary to survive in the heightened irrationality
of such realms, while fey revel in its chaotic uncertainty. Humanoids are extremely susceptible
to a meta domain’s properties and so can be found entrapped within with alarming frequency.
Detection. A successful DC 28 Wisdom (Survival) check is required to determine a meta domain’s
true nature.
Properties. A meta domain causes the following effects within its area.
• Metacrea�vity. The en�re domain is subjected to the whim and will of a single creature that
is na�ve to the domain. This creature influences the physical, mys�cal, and meta proper�es
of the area through its subconscious, altering its dimensions, spacing, and proper�es at will.
This effect is unique to each creature which exerts this influence and can produce a variety
of startling effects. Generally, a meta domain’s shi�ing nature will not cause harm by ac�ng
upon a creature (though it will typically produce harmful effects a creature can encounter).
A “typical” meta domain can only be interacted with when a creature succeeds on a DC 20
Intelligence, Wisdom, or Charisma ability check as a part of any ac�on or influence it
atempts. On a failure, the strange proper�es of the domain prevent the effect from
occurring.

• Ceaseless Paradox. When a creature would be slain within the area of the domain, it must
succeed on DC 22 Wisdom saving throw or be trapped in a state of cosmic uncertainty where
it is both dead and alive. While in this state, a creature cannot leave the domain by any
means un�l this paradox is resolved. Doing so requires another creature not na�ve to the
domain to observe the affected creature and atempt a DC 31 Wisdom (Insight) check,
determining whether the creature is alive or dead on a success.

• Wrong Dimensions. Areas and space within the domain may not abide by the laws of
physics. A single 5-foot space may contain enough area to hold a 50-foot cube, and vice
versa. Any areas affected in this manner remain so for 24 hours or un�l the effect is removed.

Social
If there is one thing the Mad Mage likes to do more than science, it’s to cast spells. But a close
third is talking. Just who the mage is talking to is often frustratingly unclear. He can hold up to a
dozen different conversations between himself at the same time, jumping between them with a
chaotic efficacy that is startling to behold. A symptom of the mage’s madness are multiple
personalities, most of which are quite dangerous, but a few are pleasant, even charming. Each
personality has a specific school of magic it wishes to conduct experiments with, which can prove
extremely hazardous depending on the school. Those who aid the mage in these experiments
may find him to be helpful, at least until another of his personalities emerges. Trusting the mage
to honor a bargain or even remember a conversation held by a different personality is only
slightly foolhardier than bargaining with the mage in the first place.

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Social Encounters
The Mad Mage’s multiple personalities play a huge role in how characters interact with him. This
strange situation is thanks to an extremely potent spell the Mad Mage cast to achieve what all
wizards dream of: ultimate knowledge. Known as the mind nexus, this spell merged the
consciousnesses of all Mad Mages across all possible realities into one river of continuous
thought. Believing he would gain the collective knowledge of his altered realities, the Mad Mage
failed to appreciate just what kind of effect sharing the minds of countess versions of himself
would do to his own psyche. The wizard’s “madness” is the result, as the mage constantly flits
between different versions of himself from an infinite number of possibilities. While all
knowledge and truths are shared between them, one’s perspective can prove just as potent as
one’s understanding. One moment the Mad Mage may be a respected scholar of shrewd cunning,
the next a tortured soul imprisoned by fiends for centuries. It is impossible to predict which Mad
Mage is speaking at any given time, making any social interaction equal measures unpredictable
and dangerous.
A Cup for All Occasions. According to the Mad Mage’s nonexistent watch, it is tea time! The
characters are invited to share in a delicious beverage and indulge the wizard in tales of their
exploits. At this event, the Mad Mage is overwhelmingly obsessed with good etiquette and
impeccable manners. The party would do well to mind their p’s and q’s, lest the wizard’s pleasant
demeanor be dispelled and replaced with a far more malevolent personality.
Flash of Lucidity. For one day every one hundred years, the Mad Mage’s mind returns to its usual
self. During this time, the wizard is shrewd, calculating, and dangerous, but ultimately seeks
freedom from his current predicament. He will undoubtedly reach out to any heroes within his
mountain when this occurs, hoping to enlist their aid in ending his curse. Trusting the Mad Mage
is a difficult proposition, let alone ending the powerful spell he has wrought upon his mind, but
there may be a daring few willing to try.
Best in Show. The Mad Mage has lost his prize-winning pet rock within his dungeon, requesting
the characters find and return the wayward stone within 24 hours or suffer his extreme
displeasure. The rock is described as an “alluring, perfectly cut specimen of granite from the
talent mountaintop, sporting a fetching pair of googly eyes.” According to the Mad Mage, the
rock was last spotted in an area of the dungeon known as the “Bounce House,” purported to be
filled with a strangely elastic and energetic species of ooze.

Combat
Combat with a wizard can be difficult – with an insane wizard, even more so. The Mad Mage is
one the greatest mortal spellcasters to walk the realms, and – despite his madness – he knows
it. Countless heroes have challenged him to battle, each meeting an end grislier than the last. To
the Mad Mage, battle has become a kind of game wherein he attempts to test the efficacy of
various spells and effects against his targets. This practice is not good science, however, as the

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mage grows far too bored with trying the same thing twice, even if the fireball he just cast was
highly effective. Every spell slung and action performed is geared toward an insane purpose only
the mage understands. He may strike with overwhelming fury one moment, only to scream and
flee the next despite being on the cusp of victory. To those of sound mind this practice is
frustratingly bizarre. It is nigh impossible to predict what the mage will do next, let alone why he
cares to do it. He sets magical traps and unleashes magical monsters at a manic pace, often
witnessing the results of his efforts firsthand.

Combat Encounter Example: Copycats


Having meticulously gathered samples from the characters, the Mad Mage uses the powerful
simulacrum spell to create copies of them and supplies the constructs with potent equipment.
With twisted glee the Mad Mage sets the simulacrums against the party when they least expect
it, likely immediately after a battle or while they sleep. The goal of this encounter is to learn the
characters’ weaknesses from how they attack their simulacrums. Whatever efforts, spells, or
strategies the heroes use to defeat their clones become the ones the Mad Mage seeks to emulate
for their inevitable confrontation ahead.

Tactics
Battlefield Classification: Artillery
There are few things the Mad Mage enjoys more than blowing stuff up, and his spell list reflects
that. Beware! This titan has an absurd number of options for how he can play thanks to his
massive spell list and abilities. The only way to make this work well is to take the time to educate
yourself about each of their effects. You should pick out spells you feel are the most fun or are
the ones you’re most likely to use and prepare notes so you can access them easily. Remember
to keep track of the Mad Mage’s concentration, as it is a huge limiting factor on how his spells
can be applied. Note that the list provided is simply one of many countless combinations the Mad
Mage could possess. You are encouraged to even develop unique spells that better bring out the
Mad Mage’s crazed demeanor, such as the spell skeletal deliquesce detailed in this section. It
feels far more appropriate to an insane wizard if he is hurling magic the likes of which the
characters have never seen. And thanks to his Multiattack feature, he can even do this multiple
times in a single turn!
On top of his formidable spellcasting, the Mad Mage has a few other features worth mentioning.
His Magical Movement feature lets him teleport about the battlefield with ease and is nearly
impossible to prevent, ideal for avoiding pesky paladins. Arcane Fire is an excellent option for
when the Mad Mage needs some big damage, particularly if there are lots of characters packing
counterspell. Maniacal Laughter is the Mad Mage’s signature ability and is arguably more
dangerous than even his most powerful spells, inflicting its victims with a vestige of the Mage’s
madness. Don’t forget to use Power Shield! The mage has more than enough spell slots to
constantly use this ability, and it’s key to his survival.

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Easier Tactics. Don’t have the Mad Mage join battle with any spells pre-cast, and don’t optimize
his spell list against the characters. Limit your use of Magical Movement so that the Mage isn’t
constantly out of the characters’ melee range. Avoid casting the most powerful spells until the
characters are in a strong position to handle them. In particular, avoid effects with the capacity
to disable creatures for multiple turns, such as via psychic scream.
Harder Tactics. You have a ton of high-level spell slots. Use them. At every opportunity, the Mad
Mage should be absolutely massacring the heroes with a barrage of high-powered spells. Make
sure to use Arcane Insanity to optimize the saving throws against certain high-priority targets.
Change the saving throw on psychic scream from Intelligence to Strength and watch as the
warlock character regrets dumping that statistic. For a particularly dirty trick, use a high-powered
Arcane Fire on a nearby paralyzed character for an automatic critical hit and truly devastating
damage. Don’t forget the Spell Empowerment and Perfect Focus legendary actions, which are
ideal for making the Mad Mage’s spells all the more deadly.

The Mad Mage


Medium humanoid (human), chaotic evil

Armor Class 15 (mage armor)


Hit Points 471 (41d8 + 287)
Speed 30 ft., teleport 60 ft. (to an unoccupied space he can see)

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 25 (+7) 30 (+10) 5 (−3) 23 (+6)

Saving Throws Con +15, Int +18, Wis +5


Skills Arcana +28, History +28, Perception +6
Damage Immunities psychic
Senses passive Perception 16
Languages Common, plus four other languages determined randomly each day.
Challenge 26 (105,000 XP)

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TRAITS
Arcane Insanity (1/Turn). The mage’s crazed mind can influence reality. When the mage casts a
spell that forces a creature to attempt a saving throw, he can change the type of saving throw
that spell inflicts to another of his choice for the spell’s duration (when applicable).
Mythic Resistance. When the mage fails a saving throw, he can expend an unspent legendary
action to succeed instead.
Spellcasting 1. The mage is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save
DC 26, +18 to hit with spell attacks). The mage can prepare any spell from the wizard spell list, up
to a combined maximum of fifty spells, but he typically has at least the following spells prepared:
Cantrips (at will): light, mage hand, message, prestidigitation
1st level (at will): color spray, detect magic, mage armor, magic missile, shield
2nd level (at will): arcane lock, hold person, knock, magic mouth
3rd level (at will): counterspell, dispel magic, fireball, hypnotic pattern
4th level (6 slots): blight, confusion, hallucinatory terrain, polymorph
5th level (5 slots): arcane hand, cloudkill, mislead, wall of force
6th level (4 slots): disintegrate, globe of invulnerability, mass suggestion
7th level (3 slots): finger of death, plane shift, teleport
8th level (2 slots): dominate monster, maddening darkness*, skeletal deliquescence
9th level (2 slots): prismatic wall, psychic scream*

ACTIONS
Multiattack. The mage casts two spells, one of which must be a spell of 5th level or lower. The
mage can forgo casting a spell he can cast at will to instead make an Arcane Fire attack or use his
Arcane Preparation action.
Arcane Fire. Ranged Spell Attack: +18 to hit, range 600 ft., one target. Hit: 35 (10d4 + 10) fire
damage plus 25 (10d4) force damage.
Arcane Preparation. The mage replaces one of his prepared spells with another wizard spell of
his choice, provided he has the necessary spell slots to do so.

1 Spells marked with an asterisk can be found in the official 5E sourcebook XGE.

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Maniacal Laughter (Recharge 5–6). The Mad Mage emits a peal of laughter that can be heard by
creatures up to 120 feet away. Each creature other than the mage that hears the laughter must
succeed on a DC 26 Wisdom saving throw or experience a fragment of the mage’s insanity. The
hallucinations alter the victim’s perception of reality, fooling visual, tactile, and olfactory senses
and reducing its vision and senses to 30 feet (blinded and deafened beyond this radius). The
hallucinations only alter the perception of things that already exist and do not trick the senses
into believing something exists when it does not:
• All objects and structures appear to be made of a type of food delicious to the affected
creature.

• All creatures appear in the guise of the mage, though they s�ll retain their shape.

• All terrain appears covered in eyeballs of various sizes, shapes, and colors.

• All sound is replaced by ramblings in the mage’s voice, preven�ng intelligible


communica�on.

At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect
on a success.

REACTIONS
Power Shield. As a reaction when the mage takes damage, he can raise a shield of magical force
to reduce the damage taken by 35 (10d6).

LEGENDARY ACTIONS
The mage can take three legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The mage
regains spent legendary actions at the start of his turn.
Move. The mage moves up to his speed.
Quick Reflexes. The mage gains an additional reaction, which lasts until the start of his next turn.
Perfect Focus (Costs 2 Actions). The mage chooses a spell he is concentrating on. Until that spell
ends, the mage cannot lose concentration on it until he is knocked unconscious or killed.
Spell Empowerment (Costs 2 Actions). Until the end of his next turn, the next spell the mage
casts is cast as though he had expended a 9th-level spell slot, regardless of the spell slot used to
cast the spell.

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Mythic Mad Mage
This version is a crazed archmage and wielder of Epic magic,
which expands his power by an order of magnitude, along with a
boost to many of his other abilities. With such radical power at
his disposal, the Mad Mage is a threat to everyone and
everything that dares share a plane of existence. The only thing
preventing this version from conquering the realms is his
madness, which keeps him firmly contained within the mountain
fortress.
Note that with his mythic statistics comes a slew of new
opportunities. The number of non-Epic spell slots this Mad Mage
possesses is truly absurd, allowing him to unload spells at an
unrivaled pace. What is worse, Epic spells are now at his disposal,
many of which can completely annihilate an unsuspecting party
in a single blast. Read these spells through carefully, as a single
miscast or misapplication is extremely costly to the Mad Mage.
What is more, the Mad Mage receives potent new mythic actions that further expand his powers.
The two options here either improve his combat effectiveness via Multiple Personalities or
expand his destructive power via Arcane Instability. The latter is extremely dangerous, as the
Mad Mage likely has used the spell clone or similar magic many times in preparation for his death
and doesn’t mind blowing up his current body in order to take as many characters with him as
he can.

Mythic Effects
As a mythic creature, the Mad Mage causes the following effects.
Knowledge Is Power. By spending 1 hour of strenuous activity directly observing a non-Deific
creature, the Mad Mage can learn its name, hit point maximum, class (if any), class features,
actions, and traits. Unless the creature is Epic, the Mad Mage forgets all this information after 24
hours.
Dungeon Master. When a creature enters the Mad Mage’s dungeon for the first time in its
existence, the mage immediately becomes aware of the intrusion. Additionally, the mage can
spend 10 minutes of strenuous activity to locate exactly where in his dungeon an intruding
creature is.

Mythic Mad Mage


Medium mythic humanoid (human), chaotic evil

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Armor Class 22 (force armor)
Hit Points 1,537 (123d8 + 984)
Speed 30 ft., teleport 60 ft. (to an unoccupied space he can see)

STR DEX CON INT WIS CHA


11 (+0) 14 (+2) 27 (+8) 36 (+13) 5 (−3) 25 (+7)

Saving Throws Str +9, Dex +11, Con +17, Int +22, Wis +6, Cha +16
Skills Arcana +30, History +30, Perception +6
Damage Immunities psychic
Senses passive Perception 16
Languages Common, plus four other languages determined randomly each day
Challenge Mythic 6

TRAITS
Arcane Insanity (1/Turn). The mage’s mind can influence reality. When the mage casts a spell
that forces a creature to attempt a saving throw, he can change the type of saving throw that
spell inflicts to another of his choice for the spell’s duration (when applicable).
Mythic Resistance. When the mage fails a saving throw, he can expend an unspent legendary
action to succeed instead.
Spellcasting 2. The mage is a 30th-level spellcaster. His spellcasting ability is Intelligence (spell
save DC 30, +22 to hit with spell attacks). The mage can prepare any spell from the wizard spell
list, up to a combined maximum of seventy spells, but he typically has at least the following spells
prepared:
Cantrips (at will): light, mage hand, message, prestidigitation
1st level (at will): color spray, detect magic, mage armor, magic missile, shield
2nd level (at will): arcane lock, hold person, knock, magic mouth

2 Spells marked with an asterisk can be found in the official 5E sourcebook XGE.

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3rd level (at will): counterspell, dispel magic, fireball, hypnotic pattern
4th level (at will): blight, confusion, hallucinatory terrain, polymorph
5th level (at will): arcane hand, cloudkill, mislead, wall of force
6th level (5 slots): disintegrate, globe of invulnerability, mass suggestion
7th level (5 slots): finger of death, plane shift, teleport
8th level (4 slots): dominate monster, maddening darkness*, skeletal deliquesce
9th level (4 slots): prismatic wall, psychic scream*
Epic Spells 3
Tier 1 (4 slots): antimagic ray, infinity room, reverse magic, spell sequencer
Tier 2 (3 slots): force armor, prismatic deluge, temporal stasis
Tier 3 (2 slots): trial of arcane might

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the mage takes a mythic action to cause one of the
following effects.
Arcane Instability. The mage becomes infused with unstable arcane energies. If the Mad Mage
is reduced to 0 hit points or slain, his body explodes in a 300-foot-radius sphere of arcane power.
Each creature in the affected area must attempt a DC 30 Constitution saving throw, taking 110
(20d10) arcane damage on a failure, or half as much on a success. If the Mad Mage uses this
option again, this damage increases by 110 (20d10), to a maximum of 550 (100d10). This increase
is lost if the Mad Mage finishes a short or long rest.
Multiple Personalities. The mage possesses multiple personalities which emerge frequently in
battle. When the mage takes this action, he rolls 1d4 and gains the benefits of the applicable
personality. If the roll results in an already emergent personality, the mage instead rerolls the d4.
1 Lucidity. The mage is his true self: honorable, all powerful, and evil. While this personality is
emergent, the mage has Epic advantage on Intelligence, Wisdom, and Charisma saving throws
and is immune to spells of 9th level or lower.

3All Epic spells in this list can be found in 2CGaming’s Epic Legacy Core Rulebook, except trial of
arcane might, which can be found in the Epic Legacy Campaign Codex and at the end of this
chapter.

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2 Arcanopsychosis. The mage is stricken with magical hysteria. While this personality is emergent,
when a creature fails a saving throw against a spell cast by the mage by 10 or more, it takes an
addi�onal 44 (8d10) psychic damage.

3 Transpatial Delusions. The mage’s grasp on reality is tenuous at best, allowing him to bend
existence with his mind. While this personality is emergent, any spells the mage casts do not
require concentra�on to maintain their full dura�on.

4 Omnilomania. The mage believes himself an all-powerful being suffused with magic. While this
personality is emergent, whenever the mage uses a legendary ac�on, he also casts a spell of 5th
level or lower as a part of that ac�on.

ACTIONS
Multiattack. The mage casts two spells, one of which must be a non-Epic spell. The mage can
forgo casting a spell he can cast at will to instead make an Arcane Fire attack or use his Arcane
Preparation action.
Arcane Fire. Ranged Spell Attack: +22 to hit, range 600 ft., one target. Hit: 112 (40d4 + 12) arcane
damage.
Arcane Preparation. The mage replaces one of his prepared spells with another wizard spell of
his choice, provided he has the necessary spell slots to do so.
Maniacal Laughter (Recharge 5–6). The Mad Mage emits a peal of laughter that can be heard by
creatures up to 120 feet away. Each creature other than the mage that hears the laughter must
succeed on a DC 30 Wisdom saving throw or experience a fragment of the mage’s insanity for 10
minutes. The hallucinations alter the victim’s perception of reality, fooling visual, tactile, and
olfactory senses and reducing its vision and senses to 10 feet (blinded and deafened beyond this
radius). The hallucinations only alter the perception of things that already exist and do not trick
the senses into believing something exists when it does not:
• All objects and structures appear to be made of a type of food delicious to the affected
creature.

• All creatures appear in the guise of the mage, though they s�ll retain their shape.

• All terrain appears covered in eyeballs of various sizes, shapes, and colors.

• All sound is replaced by ramblings in the mage’s voice, preven�ng intelligible communica�on

At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect
on a success.

REACTIONS

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Power Shield. As a reaction when the mage takes damage, he can raise a shield of magical force
to reduce the damage taken by 110 (20d10).

LEGENDARY ACTIONS
The mage can take three legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The mage
regains spent legendary actions at the start of his turn.
Move. The mage moves up to his speed.
Quick Reflexes. The mage gains an additional reaction, which lasts until the start of his next turn.
Perfect Focus (Costs 2 Actions). The mage chooses a spell he is concentrating on. Until that spell
ends, the mage cannot lose concentration on it until he is knocked unconscious or killed.
Spell Empowerment (Costs 2 Actions). Until the end of his next turn, the next spell the mage
casts is cast as though he had expended a 9th-level spell slot, regardless of the spell slot used to
cast the spell.

Resources
The Mad Mage possesses the following resources to further his goals of absurd and dangerous
magical experimentation.

Allies
The Mad Mage has no true allies. His lair is filled with countless horrors unleashed upon its halls,
none of which would call the mage friend. Other powerful creatures have learned to coexist with
the mage through unknown means. So long as they are not adventurers, the Mad Mage displays
a shocking level of tolerance to visitors to his domain, particularly if they are powerful. Naturally,
anything strong enough to challenge the mage directly is obliterated, but more than a few
dragons, liches, and other creatures that covet power and wealth have found common cause
with the Mad Mage. At any moment, the mage may betray these allies to conduct some

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experiment, often involving the latest group of
heroes to make the mistake of invading his
fortress.
Among the Mad Mage’s most prized subordinates
are his precious mutabeasts. These horrific
creatures are the products of truly deranged
magic and misguided science. Possessing unstable
forms and loyalty only to the Mad Mage’s
commands, these horrors prowl the depths of the
wizard’s mountainous home in search of intruders
to consume. Such spectacles are always a delight
for the Mad Mage to behold, and he takes any
deaths of his precious pets extremely seriously.

Mutabeast
Huge aberration, unaligned

Armor Class 14 (natural armor)


Hit Points 310 (27d12 + 135)
Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA


24 (+7) 12 (+1) 21 (+5) 6 (−2) 1 (−5) 14 (+2)

Saving Throws Str +12, Dex +5, Con +10


Skills Athletics +12, Perception +5
Damage Resistances acid, cold, fire, lightning, necrotic
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 15
Languages a language invented by the Mad Mage
Challenge 15 (13,000 XP)

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TRAITS
Inexplicable Changes. When the mutabeast makes an attack roll or ability check, it rolls 1d4
and adds the roll to the result.
Monstrous Might (1/Turn). When the mutabeast attempts an Intelligence, Wisdom, or
Charisma saving throw, it can instead attempt a Strength saving throw.
Volatile Biology. At the start of each of its turns, the mutabeast’s body transforms. Roll 1d8,
granting the mutabeast the following benefits according to the result. Each benefit lasts until
the start of the mutabeast’s next turn.
1. Shredding Talons. The mutabeast’s atacks score a cri�cal hit on a roll of 16–20.

2. Explosive Pustules. When the mutabeast is hit by a weapon atack by a creature within 10
feet of it, it erupts with acid and deals 7 (2d6) damage to the atacking creature.

3. Reac�ve Skin. The mutabeast becomes invisible.

4. Arcane Regenera�on. When the mutabeast takes damage from a spell, it instead takes no
damage and regains a number of hit points equal to half the damage it would have taken
(rounded down, before resistances or immuni�es).

5. Freakish Strength. The mutabeast gains a +5 bonus to atack rolls and a +10 bonus to
damage rolls with its melee weapon atacks.

6. Spellhide. The mutabeast is immune to spells and magical effects that do not deal damage.

7. Tentacle Growth. As a bonus ac�on on its turns, the mutabeast can make two tentacle
atacks.

8. Rapid Muta�on. Roll twice on this table again, rerolling duplicates or 8s.

ACTIONS
Chaos Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 29 (4d10 + 7) piercing
damage plus 14 (4d6) acid, cold, fire, lightning, or necrotic damage (mutabeasts’s choice).
Tentacle. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 18 (2d10 + 7)
bludgeoning damage, and if the target is a creature, it is grappled (escape DC 20).
Acid Spit (Recharge 5–6). Ranged Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 77 (20d6
+ 7) acid damage. This attack deals double damage to objects and structures.

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Rewards
Over the centuries, the Mad Mage has acquired enough magic items to make a dragon faint with
ecstasy. While most of these are of no personal use to the mage, he cunningly seeds them
throughout his dungeon in hopes of luring heroes in. The finest treasures the Mad Mage keeps
for himself. He does not use them, of course, preferring a simple wooden staff and century-old,
tattered black robes. Instead, these mighty items are turned toward the purpose of
experimentation, generating some of the mightiest magical effects found within the mage’s lair.
Counted among their number are several artifacts, and rumors persist of relics of terrific power
not seen for an age.
In addition to these formidable items, the Mad Mage is known to possess an arsenal of
exceedingly rare spells, some of which originated from within his own twisted mind. These
strange magics are a testament to the mage’s remarkable power, and the examples provided
here are but a sample of the arcane arts he has gathered from across the multiverse.

New Spell – Skeletal Deliquesce


8th-level transmutation (wizards only)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a cube of gelatin)
Duration: Instantaneous
You attempt to reduce a flesh-and-blood
creature you can see within range to a quivering
mass of meat by removing its skeleton. The
target must succeed on a Constitution saving
throw or have its skeleton vanish, falling prone
and becoming unable to stand up. A creature
with its skeleton so vanished has its speed
reduced to 10 feet and cannot cast spells, attack,
or perform any action that requires the use of its
limbs. On each of its turns, the target can use an
action to attempt a DC 16 Constitution ability
check, restoring its skeleton on a success and
ending the effect.

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New Epic Spell: Trial of Arcane Might
Tier 3 Epic evocation (archmage only)
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (10 years off the casters life; immortal creatures instead develop a magical
deformity)
Duration: Concentration, up to 1 minute
You challenge another spellcaster within range to a duel of magical might. You pour your magic
through a conduit of energy into a single creature with a spellcasting feature within range that
you can see. If your target does not have a spellcasting feature or is unconscious, the spell
dissipates harmlessly.
The affected creature can choose to contest your power, causing you and the creature to struggle
for control over the spell’s energies. If the creature chooses not to contest the spell, it takes 600
arcane damage and the spell ends. While the spell is in effect, either you or the affected creature
can take an action to make an Arcana (Spellcasting ability) check contested by an Arcana
(Spellcasting ability) check from the other creature. If you or the creature loses two of these
contests in a row, the spell ends, and the loser takes 600 arcane damage. If you become unable
to maintain concentration on the spell for any reason, you immediately take 600 arcane damage.
A creature reduced to 0 hit points by this spell is utterly obliterated.

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377
The Ring of Power (Mythic 6)
One Above All
“It is a simple thing, a ring made of gold. I don’t know why I kept it, but I needed to. Something
about it is…precious to me.”

Description
The Ring of Power is deceptively harmless in appearance. At a glance, it is a simple gold band
with the quasi-remarkable ability to adjust in size to fit its wearer. However, when exposed to a
heat source, Elvish script appears on the band, revealing a verse that hints at the ring’s true
purpose. While the Ring of Power remains constant in appearance, those who wear it for great
lengths of time rarely do. The longer the ring stays in a creature’s possession, the more haggard
they become. The evil energies of the ring drain vitality from its victims, transforming them into
physical and emotional shadows of their former selves.

Profile
Personality: Conniving
Sentience: The Ring of Power is a sentient ring of lawful evil alignment, with an Intelligence of
19, a Wisdom of 23, and a Charisma of 30. It has hearing out to a range of 1 mile and truesight
out to a range of 5 feet. The ring communicates empathically with its wielder and can read and
understand all languages.
Ideals: The Ring of Power desires just one thing, which is explicitly stated in its name. The ring
craves ultimate power and will do anything required to obtain it. The ring is an inherently evil
object that intends to use its influence to subjugate and ruin all the world’s creatures. This drive
is not motivated by emotion or logic; the ring is simply made that way, making its dark desires all
the more terrifying.
Bonds: The Ring of Power was made by a being called the Lord of Darkness. The Lord of Darkness
is an ancient being who has used his magical gifts to transcend the limitations of death. As part
of this quest for immortality, the Lord of Darkness forged the Ring of Power, sealing a piece of
his soul inside it. While the Ring of Power exists, the Lord of Darkness can never truly die. The
power of the lord and the ring are wholly tied to one another. The Ring of Power was stolen from
its lord centuries ago, and it desires nothing more than to be reunited with its all-powerful
master.
Flaws: The ring’s greatest flaw is the limitations of its form. While the ring is sentient, it needs to
use other creatures to achieve its dark goals. The ring manipulates those around it in an effort to
be reunited with its fallen lord. While the ring’s corrupting influence is remarkable, there are

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those few creatures in the world who can resist its power (at least, for a time). Until the ring is
reunited with the Lord of Darkness, it remains unable to use the full extent of its power.
Legend: The undead being known now as the Lord of Darkness was not always called by that
name. Long ago, the lord was a being of light, in possession of great wisdom and magic accrued
over a blessedly long natural life. The lord was one of several such beings who worked together
to bestow their gifts of knowledge on the newly born races of the world. But unknown to these
other beings, the lord harbored dark dreams of conquest. In the guise of friendship, the lord
taught master smiths of each race how to forge magic rings that would bestow remarkable
powers upon their leaders. The young races of the world were eager for such gifts and took them
without question. These rings were made and spread throughout the lands. The lord forged one
final ring in secret, the Ring of Power. This ring was imbued with a portion of the lord’s soul and
had the power to dominate the hearts of any who wore one of the lord’s magical rings.
The lord’s fellows discovered this treachery too late to save the creatures who had taken up the
ill-gifted rings, but they were able to alert their worldwide kin to the lord’s evil. A great war began
between the races of the world and the lord, who became known as the Lord of Darkness. Though
the Lord of Darkness and the power of his ring were great, he could not stand before the might
of his peers and all creatures of the world. In a cataclysmic battle, the Lord of Darkness was slain
by a human king who cut the Ring of Power from his hand. The forces of good defeated the armies
of darkness that day, but all was not won. The human king, enchanted by the ring, carried it with
him from the battlefield, refusing to destroy it. And so the Ring of Power went into the world, a
portion of its lord’s soul concealed within it, waiting to be resurrected.

The Ring of Power in Your Campaign


A campaign featuring the Ring of Power is about the eternal struggle between good and evil on
both a cosmic and a personal scale. While the ring exists, so too does the dark lord, and the only
way to end the influence of one is to destroy the other. Destroying the Ring of Power is no easy
feat. Reaching the only place where the ring can be destroyed is one part of the challenge, but
the other is contending with the agents of the Lord of Darkness who would see the ring reunited
with its master. The most challenging piece of all is the temptation the ring poses to the
characters who seek its destruction. Even the most heroic adventurers wrestle with the lull of the
ring throughout the campaign. No one is safe until the ring is cast into the hellish flames from
which it was forged.

Introduction
A campaign featuring the Ring of Power should have humble beginnings. While the ring itself has
the power to drive the entire world into darkness, an adventure will not succeed if the story
begins with world-shaking drama right out of the gate. The Ring of Power has come and gone
from the annals of history as it has been lost, found, hidden, and found again. The introduction

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to your campaign occurs when the ring has once again resurfaced to make trouble in the world.
The sequence of events that lead up to revealing the ring should be vague but troubling. Perhaps
monster activity begins to swell in once-peaceful areas, fortune-tellers begin to see grave omens,
and tensions between rival nations increase. Your party should be touched by these events in
some way. They could be forced to defend their homes or hired to investigate strange happenings
by a school of wizards or clergy. Lay a groundwork of rumors of things to come. Perhaps a nearby
warlord is rumored to have found a treasure of incredible power, or black-cloaked figures on
horseback have begun to murder travelers on the road. Whatever you do, it should be clear that
something is amiss in the world, and something unknown is coming. It isn’t too early to start hints
of a growing monstrous force in a faraway land.

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Conflict
The conflict of a campaign featuring the Ring of Power begins in earnest once the adventurers
experience the growing influence of the ring. There are a few ways to accomplish this: perhaps
the adventurers happened to come into possession of the ring while stopping a murderous group
of bandits, or they are attacked on the road by a band of dark thralls hunting for the ring. This is
an opportune time to let the characters know that whatever this ring is, it’s bad news, and they
need to learn more. If the characters have knowledgeable contacts, they can learn about the ring
from them. Otherwise, introduce helpful NPCs who can decipher what is happening. As
information about the ring and the growing forces of darkness comes to light, it should become
clear that the ring must be delivered to the hellish volcano in which it was forged and then
destroyed in its fires.
The journey to the Blighted Lands where the ring can be destroyed forms the main action of this
campaign. The Blighted Lands and the Caldera (the volcano) where the ring was forged can be a
location in the physical world, or it can be on a different evil plane of existence depending on
what works best for your setting. In either case, reaching these faraway lands stained by an
ancient evil with their minds and lives intact will be no easy feat. Servants of the Lord of Darkness
and factions who wish to claim the ring for themselves hound the party every step of the way.
While the characters are in possession of the ring, they face the constant threat of its dark
influence steering them toward its own desires. And even when the party reaches the Blighted
Lands, they have to find a way to contend with the legions of monsters who defend the volcanic
mountains at its center. During this quest, provide the party with ample opportunities to make
friends and allies, because the final phase of this campaign requires all the assistance they can
muster.

Conclusion
A campaign featuring the Ring of Power ends when the ring is destroyed or when it has fallen
back into the clutches of the Lord of Darkness. If the lord is reunited with the ring, there is no
chance for the characters to claim victory. That means that the campaign’s conclusion is centered
on fighting their way to the Caldera at the center of the Blighted Lands. It is here they face the
worst of the lord’s monstrous servants and perhaps must even fight one of their own (or an ally)
as the ring redoubles its efforts to take control of a host. Coupling a dramatic, war-torn backdrop
with a fight with someone corrupted by the ring creates excellent build-up to the moment the
ring is destroyed.

Challenges
The Ring of Power can pose exploration, social, or combat challenges to characters who interact
with it.

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Exploration
The journey to deliver the ring to the place it was forged forms a considerable portion of this
campaign. That said, it is largely up to you what exploration encounters you want to occur while
the party travels toward the Blighted Lands. Servants of the Lord of Darkness constantly harass
the party during their travels, and there should be ample opportunities to meet people interested
in the fate of the ring (and the world).

Regional Effects
The Ring of Power possesses an evil influence that subtly warps the world around it. This power
creates the following effects within a mile of its location:
• Evil creatures are drawn to the ring, inhabi�ng the affected area even if they would not
ordinarily lair there. Addi�onally, such creatures have advantage on ini�a�ve rolls and
Wisdom (Percep�on) checks while in the affected area.

• Humanoid creatures become prone to turbulent mood swings and are quick to anger.
Charisma (Persuasion) ability checks are rolled with disadvantage while in the ring’s area of
influence.

• Light twists oddly around the ring, enhancing dim and dark light. While in dim light or
darkness, visibility is reduced by half (even for creatures with darkvision).

If the Ring of Power is destroyed, these regional effects immediately cease.

The Ring of Power’s Lair


While the Lord of Darkness is not truly resurrected until he repossesses the ring, the shadow of
his power infuses the dark region known as the Blighted Lands, and all who travel there feel its
influence. This is most true of the very center of the Blighted Lands, where the Lord of Darkness’s
fortress rests, built around the volcano known as the Caldera of Doom. This fortress and the
Caldera are considered the lair of the Ring of Power, where its capabilities reach their full
potential.

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Lair Actions
On initiative count 20 (losing initiative ties), the Ring of Power can take a lair action to cause
one of the following effects. If the ring is using its mythic statistics, it can instead choose to take
a mythic action or lair action, but not both. The Ring of Power can’t use the same effect two
rounds in a row:
• A creature of the ring’s choice within the
lair must succeed on a DC 23 Wisdom
saving throw or be enthralled by the ring’s
power for as long as it remains within the
lair. A creature immune to the charmed
condi�on has advantage on the saving
throw. While so enthralled, a creature’s
alignment becomes lawful evil, and it
cannot disobey any commands given by
the ring’s wielder. A creature that
succeeds on the saving throw becomes
immune to this effect for 24 hours.

• A creature of the ring’s choice within 30


feet of it that can see the ring must
succeed on a DC 23 Charisma saving throw
or become cursed by the ring’s evil. While
cursed in this manner, if the creature ever
encounters the ring while it isn’t being
worn or carried, it does everything in its
power to put on the ring. If a creature
succeeds on its saving throw against this
feature, it cannot be affected by this
feature again un�l 1 week has passed.

Exploration Encounters
By its very nature, the Ring of Power lends itself well to campaigns focused on exploration. It has
risen, fallen, been lost and found countless times over the ages and across the multiverse, the
perfect backdrop for a story tailored to a party who enjoys the search for and discovery of a
mysterious, storied magic item.
• The Village. At the end of a period of difficult travel, the party encounters a quaint village to
rest and refuel. Unbeknownst to the party, agents of the Lord of Darkness have recently
passed through the region, offering to spare the lives of many townsfolk who help
apprehend the characters. The moment the characters arrive, a messenger is sent to retrieve
the evil agents, and the ci�zenry atempt to keep the party from leaving town un�l they

383
come. As the party spends �me in the village, they are treated magnificently and asked to
perform simple (but �me-consuming) tasks in exchange for dispropor�onately great
rewards. The villagers are desperate to protect their home and try to keep the party from
leaving by any means necessary un�l the agents of the Lord of Darkness arrive.

• Caverns Deep. To travel into or through the Blighted Lands without detec�on, the party
discovers an underground series of caverns. The caverns are populated by alchemically and
magically mutated monsters who escaped (or were discarded) from the Lord of Darkness’s
fortress. These twisted beings are terrifying, but they have more reason than most to help
the party destroy the ring. If the characters explore the tunnels and discover a way to unite
its denizens, they can create a deadly fac�on to help their cause.

• Enthralled. Earlier in the adventure, while the party is s�ll traveling toward the Blighted
Lands, they atract the aten�on of the dark thralls hun�ng for the ring. The en�re band
happens to be in one place, and it is clear that the party needs to outrun them to survive.
Select a friendly des�na�on as your endpoint and create a chase scenario as the party must
race to safety. To make this effec�ve, ensure that your group has access to beasts of burden
or a magical way to create mounts.

Social
While the Ring of Power cannot speak, it is an expert at manipulating those around it. Social
encounters in a campaign featuring the ring center on contending with creatures drawn to the
ring with good or evil intentions in their hearts. In all social matters, the ring uses magic to puppet
and push situations to its advantage. Personalities are tested to their absolute limits when
confronted with its power.

Social Encounters
Here are some suggested social encounters for a campaign featuring the Ring of Power.
• Unfortunate Soul. While traveling, the party begins to no�ce a human-like creature
following their tracks. If confronted, the creature begs for mercy and a chance to serve the
party. Only under duress will the mutated humanoid reveal that it was once a halfling who
possessed the ring un�l it was recently stolen. The pi�ful creature has only now tracked
down the ring and does whatever it takes to convince the party to let it “help’” them. If the
party spares the creature, it waits for an opportunity to try and steal the ring.

• Helping Hands. A local lord catches word of the party’s quest to destroy the ring and wishes
to offer aid. The lord rides out to meet the party along the road, accompanied by an en�re
re�nue of knights. The lord insists on accompanying the party to protect them during their
quest, but it soon becomes clear that the knights are not immune to the evil lull of the ring.

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The longer the knights stay, the greater the tension grows un�l the ensorcelled lord orders
his knights to try and take the ring by force.

• Days of Yore. A�er the party has survived a series of harrowing encounters, they stumble
upon a sunny glade completely unlike their previous surrounding. At the center is a small
cotage surrounded by a vegetable garden and colorful patches of flowers. The cotage is
home to one of the mysterious immortal beings who has walked the world since before the
ring was forged. The being has grown weak over the long centuries, but they can offer
shelter, provide magical healing, and tell the whole story of the ring’s crea�on. Once the
party is ready to move on, the cotage, the being, and the glade disappear.

Combat
In the hands of the right bearer, the Ring of Power becomes a deadly weapon. While the ring
does not crave violence for violence’s sake, combat is often the quickest means to establish
dominion over other creatures. The ring enhances the abilities of those who wear it, bestowing
these abilities to further its agenda. While a fight against a creature wearing the ring is likely to
happen only once or twice during a campaign, fights with agents seeking the ring should happen
regularly at appropriately dramatic moments.
• Atack by Air. A dark thrall catches up to the party with the help of its ensorcelled dracolich.
The dark thrall and the dracolich fight the party from the air, seeking to kill them and claim
the ring for its master.

• Atack by Land. The party is atacked by a slew of monsters burrowing from below. Many
monstrous subterranean denizens have been driven to a frenzy by the growing influence of
the Lord of Darkness, causing them to behave erra�cally and hunt prey even on the surface.
While the characters carry the ring, they are a beacon to local monsters.

• Atack by Sea. The party is atacked by an evil mercenary company dedicated to seeing the
Lord of Darkness rise again. These mercenaries are pirates for hire and have mul�ple
batleships ready to atack the characters if they atempt to travel by sea. These mercenaries
also catch word if the party is spoted sheltering in a coastal town and launch vicious raids
against any such loca�on.

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Tactics
Battlefield Classification: Brute or Artillery
The Ring of Power does not possess a limited set of abilities like other monsters; it instead
enhances the abilities of whatever creature wears it. This means that the tactics of the ring bearer
reflect the tactics they would typically use, with more flexibility. A warrior who wears the ring
can use it to enhance their strength, relying on the Dark Enhancement action to stack a dizzying
array of melee attacks. A spellcaster who wears the ring can use Dark Enhancement to cast a
spell, cast a cantrip, and ideally utilize magical objects all in a single round. While conducting a
fight as the creature normally would, they also have the benefits of the ring’s legendary actions.
Both the Evil Incarnate and Dread Lord actions are area-of-effect abilities that help control the
field, while the Invisibility action is a failsafe to get the ring bearer out of a tough spot.

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Easier Tactics. Once again, tactics to make this fight easier depend on the creature wearing the
ring. But in general, favoring a more defensive playstyle to use actions to dodge or move will
make this fight a little easier on your players.
Harder Tactics. To make a fight with a ring bearer more difficult, rely on the abilities that make
your bearer dangerous, and be ruthless with your action economy. If you throw all your actions
at one character at a time, you are likely to drop them in a single round. Keep doing this to
monopolize other characters’ turns with the need to heal fallen comrades.

Ringbearer Template
While a humanoid is wearing the Ring of Power, it grants the creature new traits and actions, but
using them comes with a terrible price. Each time the ring’s powers are used, the creature
becomes further corrupted, becoming nothing more than a loathsome puppet of the ring’s
influence. When a humanoid is in possession of the Ring of Power, it retains all its statistics except
as noted here. If the creature loses possession of the ring, it reverts to its normal stats but retains
any levels of corruption accrued while wearing the ring.
To use the actions and legendary actions listed here, a humanoid must wear the ring (not just
have it on their person).
Corruption. The sinister influence of the ring slowly corrodes a creature’s psyche and is
represented by a special condition called corruption, which is measured in six levels. Corruption
cannot be removed by any means other than those presented in this feature. When a creature
dons the ring or wears it for 24 continuous hours, it must succeed on a Wisdom (Insight) check
contested by the Ring’s Charisma (Deception). On a failure, the creature gains one level of
corruption.
If a creature would be immune to corruption, it loses that immunity and instead gains advantage
(or Epic advantage, if using the mythic Ring of Power) on ability checks against the ring.
A creature suffers the effect of its current level of corruption as well as all lower levels.
Abilities, effects, or spells that would remove corruption instead reduce its level by one. All
effects end if a creature’s corruption level is reduced to zero.

Corruption
Level Effect
1 Evil creatures within 60 ft. of you are always aware of your presence.
2 If a creature attempts to ask for or take the ring from you, that creature
becomes your enemy for as long as you suspect it of wanting to take the
ring from you.
3 While you wear the ring, you cannot have disadvantage on attack rolls,
saving throws, or ability checks, and you do not age.

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Corruption
4 You cannot willingly part with the ring under any circumstances, nor can
you be compelled, tricked, or magically forced into relinquishing the ring.
5 Your alignment is lawful evil.
6 You are permanently transformed into a dark thrall. If the ring is using its
mythic statistics, this is a Deific effect.

Hit Dice. The creature gains 30 additional Hit Dice, and its hit point maximum adjusts accordingly.
For each level of corruption an affected creature has, this number of Hit Dice increases by an
additional 5 (to a maximum of 60 additional Hit Dice).
Ability Scores. The creature chooses one ability score to increase by 10 to a maximum of 30. For
each level of corruption the creature has, it may increase a different ability score of its choice by
6, to a maximum of 30.
Saving Throws. The creature gains proficiency in three saving throws of its choice.
Skills. The creature gains proficiency in Deception and one other skill of its choice.
Damage Resistances. The creature has resistance to acid, fire, lightning, and thunder damage, as
well as bludgeoning, piercing, and slashing damage from nonmagical attacks.
Condition Immunities. The creature is immune to the blinded, charmed, deafened, and
frightened conditions.
Senses. The creature gains truesight out to a range of 120 feet.
Languages. The creature gains the ability to speak and understand Abyssal and Infernal.
Challenge Rating. A creature with a challenge rating of less than 1 has its challenge rating
increased to 20. Otherwise, the creature’s challenge rating increases by 20, plus 1 for each level
of corruption it has, and its proficiency bonus adjusts accordingly.
Traits. The creature gains the following traits:
Dread Empowerment (1/Turn). When the ringbearer deals damage with an attack or spell, it can
draw upon the ring’s bottomless power, gaining one of the following benefits.
• Increase the damage dealt by the atack or spell by 75 (20d6) necro�c damage. A creature
reduced to 0 hit points by this damage rots away, leaving only heavily decayed remains.

• Force creatures damaged by the spell or atack to atempt a DC 23 Charisma saving throw.
On a failure, one spell effect of the ringbearer’s choice affec�ng the targets immediately
ends.

• Force creatures damaged by the spell or atack to atempt a DC 23 Strength saving throw. On
a failure, targets are thrown up to 60 feet away from the ringbearer in a straight line, landing
prone.

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Mythic Resistance. When the creature fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Veil of Shadow. Hostile creatures perceive the ringbearer as surrounded by a miasma of ghostly
shadows, imposing disadvantage on attack rolls against the ringbearer. Creatures with truesight
are immune to this effect.
Actions. The creature gains the following actions:
Multiattack. The creature makes four attacks.
Multispell. The creature casts three spells it could cast with its spellcasting feature (when
applicable), the combined spell level of which cannot be higher than 9th level.
Overwhelming Evil (Recharge 5–6). The creature unleashes a wave of pure evil in a 300-foot-
radius sphere centered on it. Each enemy creature in the affected area suffers the following
effects according to its hit point maximum.
• 25 or fewer hit points: Affected creatures’ hit point maximums are reduced to their current
hit points.

• 26–50 hit points: Affected creatures are cursed. While cursed in this manner, a creature is
vulnerable to damage dealt by the ringbearer.

• 51–100 hit points: Affected creatures are permanently frightened of the ringbearer.

Legendary Actions. The creature can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of another creature’s
turn. The creature regains spent legendary actions at the start of its turn.
Frenzy. The creature chooses one of the following options:
• The creature moves up to its speed.

• The creature makes a single atack.

• The creature casts a cantrip it could cast with its spellcas�ng feature (when applicable).

Dark Empowerment (Costs 2 Actions). Until the end of its next turn, the creature has advantage
on attack rolls, saving throws, and ability checks against non-evil creatures.
Dread Desire (Costs 3 Actions). The creature casts any warlock spell without the need for any
components (spell save DC 23, +15 to hit with spell attacks). The spell can only be used to affect
the ringbearer and cannot cause the ringbearer to regain any hit points, magically teleport, or
recover from injury. Once the ring has cast a spell in this manner, it cannot use this feature to
cast a different spell until 24 hours have passed.

389
Provided here is an example of a creature with the ringbearer template applied. The base
statistics are from a bandit captain with three levels of corruption.

Bandit Captain Ringbearer


Medium humanoid (human), chaotic evil

Armor Class 19 (studded leather)


Hit Points 522 (55d8 + 275)
Speed 30 ft.

STR DEX CON INT WIS CHA


25 (+7) 22 (+6) 20 (+5) 14 (+2) 17 (+3) 14 (+2)

Saving Throws Str +15, Dex +14, Con +13, Int +10, Wis +11, Cha +10
Skills Acrobatics +14, Athletics +15, Deception +10, Perception +11
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened
Senses truesight 120 ft., passive Perception 21
Languages Abyssal, Common, Dwarvish, Infernal
Challenge 25 (75,000 XP)

TRAITS
Corruption. The Ring of Power has granted the captain three levels of corruption.
Mythic Resistance. When the captain fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Veil of Shadow. Hostile creatures perceive the captain as surrounded by a miasma of ghostly
shadows, imposing disadvantage on attack rolls against the captain. Creatures with truesight are
immune to this effect.

390
Dread Empowerment (1/Turn). When the captain deals damage with an attack or spell, it can
draw upon the ring’s bottomless power, gaining one of the following benefits:
• Increase the damage dealt by the atack or spell by 75 (20d6) necro�c damage. A creature
reduced to 0 hit points by this damage rots away, leaving only heavily decayed remains.

• Force creatures damaged by the spell or atack to atempt a DC 23 Charisma saving throw.
On a failure, one spell effect of the captain’s choice affec�ng the targets immediately ends.

• Force creatures damaged by the spell or atack to atempt a DC 23 Strength saving throw. On
a failure, targets are thrown up to 60 feet away from the captain in a straight line, landing
prone.

ACTIONS
Multiattack. The captain makes four weapon attacks.
Dagger. Melee Weapon Attack: +15 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 +
7) piercing damage.
Scimitars. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing
damage.
Overwhelming Evil (Recharge 5–6). The captain unleashes a wave of pure evil in a 300-foot-
radius sphere centered on it. Each enemy creature in the affected area suffers the following
effects according to its hit point maximum.
• 25 or fewer hit points: Affected creatures’ hit point maximums are reduced to their current
hit points.

• 26–50 hit points: Affected creatures are cursed. While cursed in this manner, a creature is
vulnerable to damage dealt by the captain.

• 51–100 hit points: Affected creatures are permanently frightened of the captain.

REACTIONS
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain
must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

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The captain can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The captain
regains spent legendary actions at the start of each of its turns.
Frenzy. The captain chooses one of the following options.
• The captain moves up to its speed.

• The captain makes a single atack.

• The captain casts a cantrip it could cast with its spellcas�ng feature (when applicable).

Dark Empowerment (Costs 2 Actions). Until the end of its next turn, the captain has advantage
on attack rolls, saving throws, and ability checks against non-evil creatures.
Dread Desire (Costs 3 Actions). The captain casts any warlock spell without the need for any
components (spell save DC 23, +15 to hit with spell attacks). The spell can only be used to affect
the captain and cannot cause the captain to regain any hit points, magically teleport, or recover
from injury. Once the ring has cast a spell in this manner, it cannot use this feature to cast a
different spell until 24 hours have passed.

Mythic Ring of Power


The mythic version of the Ring of Power introduces two nasty abilities into the mix. The Ring of
Fire ability is a straightforward way to deal punishing damage to any characters who get too close.
The more complex ability is Heart’s Desire, which functions as a limited wish spell. Heart’s Desire
allows you to replicate spells, create objects, or change reality with a reroll. It has a million
different applications limited only by your creativity. Since this ability has so much potential, it
would be a good idea to plan out what you would use the ability to do long before you start
combat. The price of Heart’s Desire is steep in terms of the corruption level gain, so it should not
be used frivolously.

Mythic Ringbearer Template


When the Ring of Power is worn by a humanoid, it gives the creature access to new abilities, but
using them comes with a terrible price. Each time the ring’s powers are used, the creature
becomes further corrupted, eventually losing control of itself. When a humanoid is in possession
of the Ring of Power, it retains all its statistics except as noted here. If the creature loses
possession of the ring, it reverts to its normal stats but retains any levels of corruption accrued
while wearing the ring.
To use the actions, mythic actions, and legendary actions listed here, a humanoid must wear the
ring (not just have it on their person).
Type. The creature becomes an Epic creature.

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Hit Dice. The creature gains 100 additional Hit Dice, and its hit point maximum adjusts
accordingly. For each level of corruption an affected creature has, this number of Hit Dice
increases by an additional 20 (to a maximum of 220 additional Hit Dice).
Ability Scores. The creature chooses one ability score to increase by 16 to a maximum of 40. For
each level of corruption the creature has, it may increase a different ability score of its choice by
10, to a maximum of 30.
Saving Throws. The creature gains proficiency in all saving throws.
Skills. The creature gains proficiency in Deception and two skills of its choice. If it would already
be proficient in a skill it gains from this feature, it instead doubles its proficiency bonus when
using that skill.
Damage Resistances. The creature has resistance to acid, bludgeoning, fire, lightning, piercing,
slashing, and thunder damage.
Damage Immunities. The creature is immune to damage from non-Epic sources.
Condition Immunities. The creature is immune to the blinded, charmed, deafened, and
frightened conditions.
Senses. The creature gains truesight out to a range of 1 mile.
Languages. The creature gains the ability to speak and understand Abyssal and Infernal.
Challenge Rating. The creature’s challenge rating is Mythic 6, and its proficiency bonus is +10.
Traits. The creature gains the following traits:
Dread Empowerment (1/Turn). When the ringbearer deals damage with an attack or spell, it can
draw upon the ring’s bottomless power, gaining one of the following benefits.
• Increase the damage dealt by the atack or spell by 75 (20d6) vile damage. A creature
reduced to 0 hit points by this damage rots away, leaving only heavily decayed remains.

• Force creatures damaged by the spell or atack to atempt a DC 30 Charisma saving throw.
On a failure, one spell effect of the ringbearer’s choice affec�ng the targets immediately
ends.

• Force creatures damaged by the spell or atack to atempt a DC 30 Strength saving throw. On
a failure, targets are thrown up to 120 feet away from the ringbearer in a straight line, landing
prone.

Mythic Resistance. When the creature fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Veil of Shadow. Hostile creatures perceive the ringbearer as surrounded by a miasma of ghostly
shadows, imposing Epic disadvantage on attack rolls against the ringbearer. Creatures with
truesight are immune to this effect.

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Mythic Actions. On initiative count 20 (losing initiative ties), the creature takes a mythic action
to cause one of the following effects. The creature can cause the same effect twice in a row:
Evil Ascendant. The ringbearer swells with the dread power of evil itself that lashes out at its
enemies. When the ringbearer scores a hit with a weapon attack or deals damage with a spell, it
deals an additional 13 (2d12) vile damage. If the ringbearer uses this feature again, this damage
increases by 13 (2d12), to a maximum of 65 (10d12) vile damage. This benefit is lost when the
ringbearer finishes a short or long rest.
Ring of Fire. The ringbearer summons a 60-foot-radius sphere of black flame centered on it.
When a creature other than the ringbearer enters the sphere for the first time on a turn or starts
its turn there, it is engulfed in hellish flames that cause searing pain, and it must attempt a DC 30
Constitution saving throw, taking 55 (10d10) fire damage plus 55 (10d10) vile damage on a failed
save, or half as much damage on a successful one. The sphere of flame remains until the next
initiative count of 20.
Actions. The creature gains the following actions:
Multiattack. The creature makes four attacks.
Multispell. The creature casts three spells it could cast with its spellcasting feature (when
applicable), the combined spell level of which cannot be higher than 9th level.
Overwhelming Evil (Recharge 5–6). The creature unleashes a wave of pure evil in a 300-foot-
radius sphere centered on it. Each enemy creature in the affected area suffers the following
effects according to its hit point maximum.
• 50 or fewer hit points: Affected creatures’ hit point maximums are reduced to their current
hit points.

• 51–100 hit points: Affected creatures are cursed. While cursed in this manner, a creature is
vulnerable to damage dealt by the ringbearer.

• 100–200 hit points: Affected creatures are permanently frightened of the ringbearer.

Legendary Actions. The creature can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of another creature’s
turn. The creature regains spent legendary actions at the start of its turn.
Frenzy. The creature chooses one of the following options:
• The creature moves up to its speed.

• The creature makes a single atack.

• The creature casts a cantrip it could cast with its spellcas�ng feature (when applicable).

Dark Empowerment (Costs 2 Actions). Until the end of its next turn, the creature has advantage
on attack rolls, saving throws, and ability checks against non-evil creatures.

394
Dread Desire (Costs 3 Actions). The creature casts any warlock spell without the need for any
components (spell save DC 30, +22 to hit with spell attacks). The spell can only be used to affect
the ringbearer and cannot cause the ringbearer to regain any hit points, magically teleport, or
recover from injury. Once the ring has cast a spell in this manner, it cannot use this feature to
cast a different spell until 24 hours have passed.

Provided here is an example of a creature with the mythic ringbearer template applied. The
base statistics are from a bandit captain with three levels of corruption.

Mythic Bandit Captain Ringbearer


Medium Epic humanoid (human), chaotic evil

Armor Class 21 (studded leather)


Hit Points 1,955 (170d8 + 1,190)
Speed 30 ft.

STR DEX CON INT WIS CHA


31 (+10) 26 (+8) 24 (+7) 14 (+2) 21 (+5) 14 (+2)

Saving Throws Str +20, Dex +18, Con +17, Int +12, Wis +15, Cha +12
Skills Acrobatics +18, Athletics +20, Deception +12, Perception +15
Damage Resistances acid, bludgeoning, fire, lightning, piercing, slashing, thunder
Damage Immunities damage from non-Epic sources
Condition Immunities blinded, charmed, deafened, frightened.
Senses truesight 120 ft., passive Perception 25
Languages Abyssal, Common, Dwarvish, Infernal
Challenge Mythic 6

TRAITS

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Dread Empowerment (1/Turn). When the captain deals damage with an attack or spell, it can
draw upon the ring’s bottomless power, gaining one of the following benefits.
• Increase the damage dealt by the atack or spell by 75 (20d6) vile damage. A creature
reduced to 0 hit points by this damage rots away, leaving only heavily decayed remains.

• Force creatures damaged by the spell or atack to atempt a DC 30 Charisma saving throw.
On a failure, one spell effect of the captain’s choice affec�ng the targets immediately ends.

• Force creatures damaged by the spell or atack to atempt a DC 30 Strength saving throw. On
a failure, targets are thrown up to 120 feet away from the captain in a straight line, landing
prone.

Mythic Resistance. When the captain fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Veil of Shadow. Hostile creatures perceive the captain as surrounded by a miasma of ghostly
shadows, imposing Epic disadvantage on attack rolls against the captain. Creatures with truesight
are immune to this effect.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the captain takes a mythic action to cause one of the
following effects. The captain can cause the same effect twice in a row:
Evil Ascendant. The captain swells with the dread power of evil itself that lashes out at its
enemies. When the captain scores a hit with a weapon attack or deals damage with a spell, it
deals an additional 13 (2d12) vile damage. If the captain uses this feature again, this damage
increases by 13 (2d12), to a maximum of 65 (10d12) vile damage. This benefit is lost when the
captain finishes a short or long rest.
Ring of Fire. The captain summons a 60-foot-radius sphere of black flame centered on it. When
a creature other than the captain enters the sphere for the first time on a turn or starts its turn
there, it is engulfed in hellish flames that cause searing pain, and it must attempt a DC 30
Constitution saving throw, taking 55 (10d10) fire damage plus 55 (10d10) vile damage on a failed
save, or half as much damage on a successful one. The sphere of flame remains until the next
initiative count of 20.

ACTIONS
Multiattack. The captain makes four weapon attacks.
Dagger. Melee Weapon Attack: +20 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d4
+ 10) piercing damage.

396
Scimitars. Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 10) slashing
damage.
Overwhelming Evil (Recharge 5–6). The captain unleashes a wave of pure evil in a 300-foot-
radius sphere centered on it. Each enemy creature in the affected area suffers the following
effects according to its hit point maximum.
• 50 or fewer hit points: Affected creatures’ hit point maximums are reduced to their current
hit points.

• 51–100 hit points: Affected creatures are cursed. While cursed in this manner, a creature is
vulnerable to damage dealt by the captain.

• 100–200 hit points: Affected creatures are permanently frightened of the captain.

REACTIONS
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain
must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS
The captain can take 3 legendary actions, choosing from the options below. Only one legendary
action option can be used at a time and only at the end of another creature’s turn. The captain
regains spent legendary actions at the start of each of its turns.
Frenzy. The captain chooses one of the following options:
• The captain moves up to its speed.

• The captain makes a single atack.

• The captain casts a cantrip it could cast with its spellcas�ng feature (when applicable).

Dark Empowerment (Costs 2 Actions). Until the end of its next turn, the captain has advantage
on attack rolls, saving throws, and ability checks against non-evil creatures.
Dread Desire (Costs 3 Actions). The captain casts any warlock spell without the need for any
components (spell save DC 30, +22 to hit with spell attacks). The spell can only be used to affect
the captain and cannot cause the captain to regain any hit points, magically teleport, or recover
from injury. Once the ring has cast a spell in this manner, it cannot use this feature to cast a
different spell until 24 hours have passed.

397
Resources
The Ring of Power possesses the following resources to further its goals and schemes.

Allies
The Ring of Power twists the hearts of those closest to it and draws evil creatures to its cause.
Wherever evil exists, the ring can find allies.
• The Silver Magi. The power of the ring and the implica�ons of the Lord of Darkness’s return
have turned creatures from the path of good to the path of power. One such creature is the
Silver Magi, a sorcerer of great power who has sworn their talents to create a new world at
the side of the Lord of Darkness. The Silver Magi can use the sta�s�cs of a CR level that works
best for your campaign, but their connec�ons to other spellcasters and magical resources
make them a thorn in the party’s side, no mater their level.

• Dark Thralls. The Lord of Darkness’s greatest servants are the nine dark thralls, who once
were leaders of the world’s mortal races. These nine were the creatures who received the
lesser rings of power as gi�s then were hideously transformed when the Lord of Darkness
betrayed them by forging the Ring of Power. These thralls remember nothing of their past
lives or desires. They exist now only to find the ring and use it to resurrect their master.
Creatures who draw too much power from the ring risk losing themselves to becoming one
of these twisted seekers.

Dark Thrall
Medium undead, neutral evil

Armor Class 17 (natural armor)


Hit Points 105 (14d8 + 42)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 16 (+3) 12 (+1) 17 (+3) 8 (−1)

Saving Throws Dex +7, Wis +7


Skills Investigation +5, Perception +7, Stealth +7

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Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 17
Languages Abyssal, Common, Infernal
Challenge 10 (5,900 XP)

TRAITS
Fully Corrupted. The dark thrall has completely fallen prey to the malevolence of the Ring of
Power. It cannot gain any benefits from wearing the Ring of Power, loses all levels of corruption,
and cannot gain levels of corruption.
Hunter. The dark thrall has advantage on attack rolls against humanoids. Additionally, it
automatically succeeds on Wisdom (Survival) checks to track a creature that has worn the Ring
of Power.
Light Sensitivity. While in bright light, the dark thrall has disadvantage on attack rolls as well as
on Wisdom (Perception) checks that rely on sight.

ACTIONS
Multiattack. The dark thrall makes two melee weapon attacks.
Black Knife. Melee Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13
(3d8) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or
become cursed. A creature cursed in this way has its Strength score reduced by 1d4. Each
midnight the creature remains cursed, its Strength score is reduced by an additional 1d4. The
target dies if this reduces its Strength to 0, whereupon it immediately rises as a dark thrall. A
remove curse spell is the only way to end the curse. Once the curse is ended, the Strength
reduction is reversed when the target finishes a long rest.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing
damage plus 13 (3d8) necrotic damage.
Shadow Steed (1/Day). The dark thrall summons a nightmare to serve as its mount. The
nightmare acts on the dark thrall’s turn and obeys its instructions without question (no action is
required to command the nightmare).

399
Rewards
Destroying the Ring of Power frees the world from the Lord of Darkness for good, safeguarding
the future of the mortal races. It also means the Ring of Power’s influence over the lesser rings
of power ends, making them safe to use once again. There are several rings that still exist in the
hidden corners of the world; here are two that have surfaced time and time again through
history.

Ring of Flame
Ring, legendary (requires attunement)
This ring is a braided band of gold set with a hexagonal ruby. This ring is one of the lesser rings of
power, blessed with the power to inspire hope and grant light in the darkest of places.
Blazing Heart. While wearing this ring, you are immune to the frightened condition, and allies
within 30 feet of you have advantage on saving throws made to resist fear effects.
Spells. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. While wearing
the ring, you can expend the necessary number of charges to cast one of the following spells from

400
it (spell save DC 17): beacon of hope (3 charges), burning hands (1 charge), fireball (2 charges), or
wall of fire (3 charges).
Virtuous Light. While wearing this ring, you are immune to fire damage.
Destroying the Ring. Like the other lesser rings and the Ring of Power, this ring can only be
destroyed if it is thrown into the volcanic fires of the Caldera.
Cursed. When you are attuned to the Ring of Flame, you are unwilling to part with the ring and
are compelled to wear it at all times.
Each time you have worn the ring for 24 consecutive hours, you can choose to attempt a
Constitution saving throw. The DC equals 20 + the number of corruption levels you currently
have. If you fail the saving throw or choose not to make one, you accrue one level of corruption.
Corruption levels accrued in this way can never be healed or reduced, even by magical means.
When you have accrued six levels of corruption, you are transformed into a dark thrall, and the
DM immediately assumes control of your character. Once you have been transformed, there is
no known way to reverse the condition.
If the Ring of Power is destroyed, the Ring of Flame no longer possesses this curse.

Ring of Waves
Ring, legendary (requires attunement)
This ring is a silver, stacked, wire band embellished with a flower carved from moonstone. This
ring is one of the lesser rings of power, blessed with the power to preserve the land and protect
those dear to the wearer.
Fluid Soul. While wearing this ring, you can use an action to immediately end one condition that
is currently affecting you or an ally that you can touch. Once you use this property, you cannot
do so again until the following dawn.
Spells. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. While wearing
the ring, you can expend the necessary number of charges to cast one of the following spells from
it (spell save DC 17): create or destroy water (1 charge), control water (3 charges), lesser
restoration (2 charges), or wall of ice (3 charges).
Unfathomable Depths. While wearing this ring, you cannot gain levels of exhaustion, and allies
within 30 feet of you have advantage on saving throws or ability checks made to resist gaining
levels of exhaustion.
Destroying the Ring. Like the other lesser rings and the Ring of Power, this ring can only be
destroyed if it is thrown into the volcanic fires of the Caldera.

401
Cursed. When you are attuned to the Ring of Waves, you are unwilling to part with the ring and
are compelled to wear it at all times.
Each time you have worn the ring for 24 consecutive hours, you can choose to attempt a
Constitution saving throw. The DC equals 20 + the number of corruption levels you currently
have. If you fail the saving throw or choose not to make one, you accrue one level of corruption.
Corruption levels accrued in this way can never be healed or reduced, even by magical means.
When you have accrued six levels of corruption, you are transformed into a dark thrall, and the
DM immediately assumes control of your character. Once you have been transformed, there is
no known way to reverse the condition.
If the Ring of Power is destroyed, the Ring of Waves no longer possesses this curse.

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Siksos (Mythic 6)
The Writhing Swarm
“Rejoice in the rumble of the earth, the silence as all behold our splendor, the ceaseless motion
of the hive. Rejoice and become the swarm.”

Description
Drawn together by its immeasurable force of will, Siksos, The Writing Swarm is a seething mass
of insects that ripples outward like floodwaters, capable of blanketing an entire hillside of its
jungle home. The chittering congregation sounds like heavy rain, sweeping over the jungle for
miles. An unexpected scent of raspberries and herbs heralds the swarm's approach, the product
of their acrid bile, and a consuming hunger inexorably follows it. With a thought, Siksos can shape
the formless mass into a bulbous mockery of the humanoid form, whose iridescent, twitching
limbs hang by its side, vestigial and dripping with the ichor of a billion slathering mandibles. In
the darkness of the inky jungle night, Siksos is nearly invisible save for the uncontrollable
luminescence of beetles and flies that swirl into a great lidless eye that drifts over all before it
with the unworried calm of a hurricane, whose presence alone brings desolation. When the

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Writhing Swarm is bathed in light, its innumerable carapaces shimmer in such inescapable
brilliance that many who look upon its iridescent majesty are knocked to their knees in unbidden
supplication.

Profile
Personality: Protective
Ideals: Protect. Repurpose. Grow. Siksos believes that there is safety, community, and power in
the collective, and selflessly seeks to grow and spread the hive far and wide, to the minds of
insect, beast, and humanoid alike. Good and evil are of no consequence in the face of the
collective, but neutrality is difficult to maintain as the number of its sapient worshipers grows,
and their desires seep into its mind.
Bonds: The hive, the trees, the earth, the rivers. First and foremost, Siksos is a protector of the
land and it will stand against any threat that arises in its home.
Flaws: No pain. No fear. Unstoppable. Siksos has no sense of self and will throw the entirety of
the hive into harm's way with reckless abandon if its home is threatened. Intelligent minds of the
hive may manipulate and abuse Siksos' fervor to their own ends.
Legend: Whether formed when the first plant sprouted from the soil or willed into existence by
the creatures who thrived among the thick foliage of a jungle in its earliest years, a protector
came into existence. It was known as Kytsma, a great emerald panther, who watched over plant,
beast, and humanoid as though it were a doting mother. Kytsma was worshiped like a god by
those who witness its grace, its power, and magnanimity. All prospered until a powerful red
dragon brought desolation to the forest, burning a swath of the ancient trees to ash so that its
newest lair might be undisturbed. Kytsma and the dragon fought for a day and a night, until the
noble protector was struck down by dragon fire.
Left among the ashes of the blackened jungle, Kytsma's body was devoured by the insects who,
above all things, survive. With each morsel they consumed, the insects shared not only Kytsma's
flesh, but its spirit. Little by little, for days, the insects reproduced, grew, and fed on a meal that
connected their minds and souls. Ten became hundreds, which became millions, and millions
more. At dawn on the fortieth day after its conquest of the jungle, the great red dragon woke to
blackened skies, roiling earth, and the thunderous hum of Siksos, The Writhing Swarm. It fought,
in vain, and was consumed.
And so, the guardian spirit persists, connected to all things that swear themselves to the hive. It
watches over the jungle from every leaf, burrow, and stem, waiting with limitless patience to
devour any threat that may arise.

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The Writhing Swarm in Your Campaign
Siksos is an immutable force of nature, a natural disaster that serves a single purpose: the
protection of its jungle. Unlike many deities, whose worshipers act on belief and give gifts or
sacrifice in the hopes of an enigmatic sign, Siksos is an omnipresence within its domain. Those
who offer sustenance to the swarm, from a crust of bread to a dozen heads of cattle, become
one with the hive. The connection may be fleeting or far deeper depending on the offering, the
character, and the larger narrative of your game. People who are brought into the hive
experience visions of unfamiliar people, animals, and strange places – enough to overwhelm
sapient thought. Cultists of the Seething Hive may accept the intrusion of outsiders with grace
and dignity or savage hostility – they are as mercurial as the jungle itself. Siksos is best utilized as
a looming threat, spoken of in hushed whispers, and witnessed infrequently. More commonly,
the party will see Siksos' growing wrath in the form of swarms of insects and vengeful cultists
long before the titan reveals itself. Should Siksos be convinced that it shares a common enemy
with the party, an honest threat to the hive, the living catastrophe may rise up in all of its glory
and crash into the threat in an avalanche of gnawing insects. Concocting such a threat for your
party to face, from another titan to an encroaching hoard of risen undead, may fuel incredible
interactions with the cult of the Seething Hive, who rightfully fear and worship Siksos as a
vengeful god.

Introduction
Neutral to travelers and explorers, it is possible for an
expedition to reach the heart of Siksos' jungle without ever
being alerted to the titan's presence other than rumors,
myths, or legends pertaining to the insect god. Heavy
descriptions of watchful insects, shuddering trees, and
stalking cultists should make the party progressively aware
of an ancient omnipresence. While they are low enough in
level that they will be wary of fighting such a monolithic
creature, consider having the party run afoul of rampaging
beasts or explorers within the bounds of the jungle. In such
an encounter, have Siksos reveal itself in an incredible
display of nightmarish power; its presence alone can strip
the flesh from and consume the bones of nearly any threat
the party might face. Alternatively, should your party be
openly hostile toward the jungle or cultists of the hive,
instead have Siksos appear at night as a swarm of seething
darkness among the trees, punctuated by its single glowing
eye. In such an encounter, halflings, druids, or nearby
cultists can even translate simple one-word responses from
the impossible mass of insects that make up Siksos: Protect.
Threat. Consume. Flee!

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Conflict
It is likely that an acolyte, cultist, seer, or priest of the Seething Hive will track down the party,
citing grand visions or explaining undeniable omens to guide their actions. If Siksos is to be an
ally to the party, the acolyte may give direct instructions on how they might find what it is they
are searching for, going so far as to aid them directly in order to fulfill some grand half-
remembered prophecy: a conflict destined to arise and sweep across the jungle, the finding of a
lost artifact among the trees, or the casting of an ancient spell. Should The Writhing Swarm be
an antagonist in your story, such seers would embed themselves with the party in an attempt to
guide them to their philosophized doom; a corrupted priest may wish to turn the Swarm God's
wrath upon the party for their own purposes and gain. Such malevolent agents would spur the
party to greater acts of destruction such as setting fires, killing sacred fauna, or turning their
weapons upon the worshipers of Siksos; when The Writhing Swarm sends giant insects, biting
swarms, and magical plagues to warn the party of their transgressions, malicious cultists would
intentionally misinterpret those signs in order to lead the party further toward the god's
unimaginable wrath.

Conclusion
When The Writhing Swarm decides that the party is an enemy, it arrives suddenly, without
preamble or warning, pouring from every crevice, leaf, and shadow of the vast jungle. When
Siksos attacks, it inevitably wins by attrition. Once it attacks, party has decidedly little chance of
convincing The Writhing Swarm to show mercy or prove to it that they are innocent, but an
incredible sacrifice might just appease the god long enough for the party to make their escape
from the jungle. Siksos has no desire to leave its domain, and when the party inexorably finds
themselves at death's door, their best recourse is to flee or face extermination. Should the
impossible happen and the party overpower Siksos, all that are one with the hive worship the
party with terrified reverence until their god's return.

Behind the Curtain: Faith and Your Game


Faith is a tricky thing to weaponize, but few forces in human history have been as destructive.
Having said that, it is wildly important that you take the time to separate the Seething Hive cult
from evil cultists that might lead your party toward ruination. It is my sincere hope that your
party never feels tempted to “burn the jungle down,” or slaughter Seething Hive members on
sight. Not only is a flat, uninspired element to the story, it robs a great deal from the duality of a
truly neutral titan, which can introduce a beautiful mess of your game. Cultists of the Seething
Hive are just as likely to offer poultices, water, food, luxuries, and shelter with their tight-knit
families to the party as they are to burden the party with curses or poisonings. Consider making
the Seething Hive and their unnatural mental connection to one another a tangible, useful boon

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to your party – which can make the terror of Siksos' wrath all the more potent, especially if the
cult's friendship is suddenly in jeopardy.
Dungeons and Dragons Fifth Edition is a game about heroes that, often times, act like living
woodchippers, turning every threat that appears before them into a fine mist to be blown away...
If you enjoy that type of storytelling and expect those actions from your party, Siksos will certainly
be a poor choice for your game. Only through incredibly high-level magic, alliances with powerful
creatures, or the best luck in the multiverse will most parties face off against Siksos and survive.
If you enjoy a story rife with duplicity, ancient visions, mysterious purposes, and navigating a
looming, impossible threat – then Siksos will make for the perfect Sword of Damocles to hang
above your party's head.

Challenges
Siksos, The Writhing Swarm can pose combat, exploration, or social challenges to PCs who
interact with it or its worshipers.

Exploration
Within the overgrowth of its domain, Siksos sees and hears all. Long-abandoned temples bursting
with treasure act as shelters for its armored beetles; the corpses of warring beasts and greedy
explorers feed its biting flies; the remnants of long abandoned dragon lairs are filled with its
infinite brood. Siksos weaves its hive to the furthest reaches of the jungle, but seldom involves
itself directly. When it needs to explore locations hostile to its swarm, Siksos often chooses to
seep visions, knowledge, and desires into the minds of its worshipers. Those granted visions are
sometimes led to far flung, curious places for a purpose beyond their understanding: be it
vengeance, profit, or to bear witness to the glorious majesty of The Writhing Swarm.

Regional Effects
The jungle home of Siksos is warped by its omnipresent power, which has created the following
effects within the bounds of the jungle:
• Creatures within the jungle feel as though they're being watched, and onlooking insects,
birds, and other �ny beasts seem unafraid of intruders. Creatures cannot be hidden or gain
benefits from stealth or invisibility against insects while inside the jungle.

• Insects inside the jungle do not bite, s�ng, or otherwise harm non-na�ve humanoids or
beasts unless atacked or instructed to by Siksos. In addi�on, creatures who offer food to
insects, beasts, or worshipers of Siksos become a temporary member of the swarm and are
given unnatural awareness of their surroundings for 24 hours. During that �me, such
creatures can forage ten �mes as much food and water.

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• A creature that willingly accepts the swarm's visions for a number of days equal to its
Charisma score becomes a permanent part of the Seething Hive. A creature that is part of
the hive gains the Seething Hive template.

If Siksos is destroyed, these effects remain so long as even a single insect survives within the
forest. Otherwise, the effects fade over the course of 1d10 days and return when Siksos reforms.

Siksos' Lair
Beneath the overgrowth of a thousand entwined roots, deep underground, the sprawling lair of
a red dragon has become the secret breeding ground of the Writhing Hive. From within this
massive expanse of tunnels, dripping with offal and quivering with countless progeny, Siksos can
travel completely unseen to any corner of the jungle. Chambers that were once home to the
gathered hoard of the dragon now hold ancient bones and scales, long ago stripped of their flesh.
Silk tapestries that once hung in defiant opulence of the jungle now rot against the stone walls,
laden with the waxy hives of winged beetles and wasps. Great pools of sparkling water are choked
with algae and fetid from the cast-off sheddings of a trillion beetles whose buzzing chirps thunder
through the cavernous expanses like a growing storm. Swarms of flesh-eating insects ripple
through the sprawling tunnels like blood through the unseen veins of the jungle. At the heart of
this lair, among the digested refuse and powdered remains of a long-devoured red dragon tyrant
whose hubris has since been forgotten to time, a pile of gold coins, draped in an eon of festering
bile, acts as an unseen monolith to a time before the Writhing Swarm.

Lair Actions
On initiative count 20 (losing initiative ties), Siksos can take a lair action to cause one of the
following effects. Siksos cannot use the same effect two rounds in a row.
• A �de of bugs pours from the walls within 60 feet of Siksos and converge with its swarm.
Siksos regains 25 hit points. Each creature other than Siksos and its allies in the area takes
12 non-magical piercing damage and 12 poison damage from the seething mass of insects.

• The floor, walls, and ceiling of the lair buckle and pitch wildly as though it were the muscles
of a living being. Each creature in contact with the floor, wall, or ceiling must succeed on a
DC 24 Dexterity saving throw or be knocked prone.

• Siksos casts insect plague (DC 24) at a point it can see within 300 feet. The spell lasts for the
dura�on and does not require concentra�on. Siksos and other members of the hive can
move through the area unharmed.

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Exploration Encounters
Secluded deep inside its sprawling jungle home, worshiped by a cult that shares visions of a
collective hive mind, and sovereign of the lair of an ancient dragon, there are endless possible
encounters for your party to find themselves embroiled in. Several example encounters are
detailed here.
• Temple Beneath the Trees. Deep in the jungle, away from prying eyes and untouched for an
age, stands an overgrown temple to a long-forgoten god. Treasure seekers carve their way
through the dense foliage hoping to plunder riches from beneath the lichen-covered stone
with no understanding of their trespasses. Though the Seething Hive cul�sts atempt to
dissuade such explorers, their greed o�en overpowers their sensibili�es. However, capable
adventurers may find themselves urged to explore the temple and destroy whatever ancient
threat has made the temple inescapable. Even Siksos, who sees and knows all, is held at bay
by some deific magic. Should the party overcome the threat lurking within the temple, a vast
treasure is sure to be theirs.

• The Creeping Rot. On the edges of the jungle, blight has begun to spread, poisoning an
expanse of the forest as large as an army encampment. In the center of this ruina�on lies a
meteorite that fell from the sky nearly a month prior to the party's arrival. Creatures that eat

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the blighted plants or drink the befouled water from this place become crazed, ferocious,
and covered in festering boils that writhe beneath the skin. Whether as a threat, a weapon,
or a method of earning the local's trust – the cause of the creeping rot must be found.

• Briglaa who Sees. Siksos, the Writhing Swarm has protected a sacred cave beneath the white
mango tree for decades. No one, even the most trusted of Seething Hive, has been given
access beyond the roots of the tree. But when a young girl named Briglaa beings to have
visions of an opal-colored panther that lies dying in the dark – nothing will stop her from
finding and saving it from its cruel fate. With visions of a white fruit, feelings of a damp
prison, and fear in her heart, Briglaa seeks allies to help her find the suffering beast, even
against the commands of her own people and her god.

Social
Siksos, the Writhing Swarm has billions of lives vying for its time, from the highest branches of
the canopy to a mile beneath the earth. Try as it wants, it cannot appease every soul or
accomplish every task. As such, adventures can find a plethora of jobs and quests to fill their time
and test their mettle. Siksos is protective and stoic, preferring to watch silent vigil over the jungle
it calls home, but it does not rule over the denizens with savagery.

Social Encounters
Travelers in this land may find themselves navigating a complex relationship between the outside
world that seeks to consume the jungle, the native peoples who live beneath its canopy, and the
neigh-unstoppable power of Siksos itself. Those who treat the jungle and the hive with respect
are given many chances to redeem themselves and may find an unbreakable ally in Siksos and its
Seething Hive cultists. Those who bring ruination to this peaceful place will most certainly find
their doom.
• Poison of Greed. One or more members of the Seething Hive cult are quietly working the
na�ve people into a frenzy in opposi�on of a small group of dwarven miners who have come
to the jungle to excavate adaman�ne, a rare and precious metal of otherworldly hardness
few can smelt or smith. Though the dwarves offer medicine, gold, and trade, have given a
hundred pounds of muton and fi�y pounds of barley to the insects, and been accepted into
the swarm, the vengeful cul�sts have let their avarice and hate rule them. If le� unchecked,
the stubborn dwarves may be endangered by the growing threats of these corrupted cul�sts
and may find themselves at the mercy of Siksos, should the cul�sts' fervor for wealth and
blood grow unchallenged.

• Black Band. A mercenary group led by an indignant noble has set up camp within the jungle
and begun an extensive search for a rumored ar�fact that lies somewhere within the jungle
– the black band. The noble believes the powerful ring to be their birthright and knows it to
s�ll be on the finger of their long-dead ancestor. However, the young noble has become

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impa�ent and is pu�ng increased pressure on the Seething Hive cul�sts and na�ves to find
the ring or face dire consequences. When the noble orders ancient trees to be cleared in the
search, it is only a mater of �me before Siksos descends upon the encampment – with litle
care for who is or is not innocent.

• Accidents Happen. While exploring the jungle, the adventurers hear a thunderous blast and
see a pillar of smoke cut its way through the jungle. During an experiment with a curious
fire-resistant alga, a half-orc mage and his ten students accidentally caused an explosion hot
enough to set even green trees ablaze. The raging fire threatens to sweep through the jungle
as the mage and his students desperately try to douse the flames. Even if the fire is
successfully ex�nguished, the group fears Siksos' wrath and begs the party for aid – to help
them escape or convince the �tan and its cult to spare their lives.

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Combat
Siksos, the Writhing Swarm only fights in order to defend itself and the hive, making it oddly
passive in the realm of such deific creatures. Its collective mind has few desires beyond the
complete security of itself, its domain, and the creatures within in it. Siksos can glide through the
jungle like a tide or zephyr, capable of moving without disturbing a single stone, while stripping
the flesh from its enemies' bones without effort. When combating a threat, Siksos' omnipresent
mind is focused on the collective, and it thoughtlessly throwing itself in the way of any creature
or effect that might harm the jungle. When Siksos' full wrath is brought to bare, few things survive
long enough to escape, but until such a creature moves beyond the bounds of the jungle, it is
never truly safe.

Combat Encounter: The Sudden Swarm


The Writhing Swarm most often arrives like an avalanche, sudden, difficult to predict, and
impossible to stop. The area surrounding Siksos' target suddenly erupts in motion as millions of
insects amass into a single, monumental form and engulf its enemy. Capable of crossing water,
taking to the air, and crawling through even the smallest of spaces, once the swarm befalls a
creature, few methods allow its escape. Only those who venture into the titan's lair can possibly
strike the first blow against it – as the roiling mass of insects that dwell there make up a great
deal of Siksos' brood. The Writhing Swarm does not attack or use maneuvers in combat, its
presence alone is potent enough to destroy almost any threat.

Tactics
Battlefield Classification: Elite
Siksos, the Writhing Swarm has only a passing understanding of pain, fear, or tactics. It can
minutely control each beetle and fly, but seldom does. Instead, it commands them with a single
word such as: consume, protect, blind, retreat. It's weapon is the hive itself, working to a singular
purpose. For creatures considerably smaller than it, Siksos sweeps forward with all the mercy of
a landslide to crush them beneath a mass of innumerable snapping pincers and raking claws.
Ceaseless bites, stings, and expelled ichor combine into a virulent, unpredictable poison that only
the most stalwart creatures can ignore. Creatures held by the crushing swarm are restrained,
blinded, deafened, and cannot breathe through the suffocating mass of insects. Likewise,
creatures being consumed by Siksos cannot be seen by those outside the swarm either,
preventing them from being targeted by spells or abilities that require sight – even true sight
cannot pierce the totally obscuring swarm. It can be used to quickly subdue or eliminate true
threats like high-level spellcasters or creatures carrying magic items that create damaging areas
of effect.
Siksos' Brilliant Carapace feature turns radiant magic and full sunlight into a potentially
debilitating effect that blinds a significant area around the titan. While blinded in this way, Siksos

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can turn its attentions to specific threats. In addition, the A Million Minds, A Million Bodies trait
makes the vast majority of spells all but worthless against Siksos' relentless presence. Players
must learn to adapt to these traits quickly or risk wasting their most powerful resources.
Siksos' most devastating ability, Devour, can quickly dispatch several consumed creatures,
subjecting them to a gargantuan amount of both physical and poison damage at the expense of
a potentially long recharge time. It is important to remember that all Siksos must do to restrain
a creature is enter its space with Consume – if the party is not careful, Siksos may stun them all
with its Cacophony legendary action, sweep over several characters, carry them away from their
companions, and tear the life out of them with Devour on its next turn.
Finally, the titan is not without its own incredible defenses, including resistances, immunity to
piercing damage, and incredibly regeneration through its the Into the Hive trait. The jungle is
teeming with a near endless number of insects under the hive's command – from the fleas on
the back of wild hogs to eagle-sized butterflies. Siksos can use Call Insects to bring forth swarms
or giant insects then use Into the Hive to bolster itself repeatedly. A war of attrition against Siksos
is neigh unwinnable unless the party learns to destroy summoned insects immediately before
they can join the swarm.
Easier Tactics. There are a few concessions you can make to help a Siksos feel less brutal.
Consider having it focus its attention on a single creature, allowing the rest of the party to pepper
it from a safe distance as a consumed creature attempts to escape. Use Devour only when it is
sure to knock a creature unconscious or kill it outright, letting the excess damage be “wasted”
bringing a creature below 0 hit points. In addition, use Siksos' legendary actions to Summon
Insects or use Into the Swarm instead of moving over and consuming creatures, which can be
oppressive.
Harder Tactics. Oppressive combat more your style? Keep in mind the fundamental actions Siksos
might take. Have it Consume several creatures with a legendary action then take the Dodge
action on its turn to avoid damage or Dash to double its speed. Siksos can move at full speed
while grappling several Huge or smaller creatures thanks to its massive size. Since Siksos also has
a burrowing speed, if you have no compassion left in you, you can have the Writhing Swarm use
its Consume feature to move over creatures, which restrains, blinds, and deafens them, then
burrow into the ground with its move action. While underground, it can Devour consumed
creatures for a massive amount of burst damage while remaining completely hidden deep
beneath the soil.

Siksos, The Writhing Swarm


Gargantuan monstrosity, neutral good

Armor Class 19 (natural armor)

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Hit Points 840 (41d20 + 410)
Speed 40 ft., burrow 30 ft., climb 40ft., fly 30 ft.

STR DEX CON INT WIS CHA


24 (+6) 16 (+3) 30 (+10) 8 (-1) 17 (+3) 11 (+1)

Saving Throws Dex +12, Con +19, Wis +12


Skills Stealth +9, Perception +12
Damage Resistances bludgeoning, slashing.
Damage Immunities piercing, nonmagical poison damage, radiant.
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained,
stunned.
Senses blindsight 60ft., darkvision 120 ft., passive Perception 22
Languages all (but cannot speak)
Challenge 30

TRAITS
A Million Minds, A Million Bodies. When Siksos is targeted by a spell or ability that affects a
single target and does not deal damage, Siksos takes 1 damage and the spell has no other effect.
Siksos cannot be surprised and can see in every direction, including inside itself.
Into the Hive. As a bonus action, Siksos can subsume a swarm of insects, a giant insect, or a
recently dead creature within 20 feet of it, causing Siksos to regain 22 hit points recharge its
Devour ability.
Mythic Resistance. When the Writhing Swarm fails a saving throw or is critically hit, it can expend
one use of its unspent legendary actions to succeed instead or turn the critical hit to a normal
hit.
Prismatic Carapaces. The magic that connects and controls the swarm also radiates through each
insect's chitinous, rubbery, or oily exterior. When Siksos is subject to radiant damage (to which it
is immune) or exposed to magical light, creatures within 60 feet of the titan must succeed on a
DC 23 Constitution saving throw or be blinded until the start of Siksos' next turn.

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Titanic Swarm. Siksos can occupy another creature's space and vice versa, can move through any
opening large enough for a Tiny insect, and can't regain hit points from magical healing. Creatures
can enter Siksos' space, but a creature that does so is subjected to its Consume and has
disadvantage on the saving throw. Creatures inside the swarm are heavily obscured and have
total cover. A creature within 5 feet of Siksos can take an action to pull a creature or object out
of the swarm. Doing so requires a successful DC 23 Strength check, and the creature making the
attempt takes 26 (4d12) piercing damage and 26 (4d12) poison damage. The Gargantuan swarm
can hold two Huge creatures, six Large creatures, or up to twenty Medium or smaller creatures
at a time. It can move at its full speed regardless of how many creatures it is holding.

ACTIONS
Call Insects. Siksos draws 8 (3d4) swarm of insects, giant wasps, or giant spiders from the
surrounding jungle. The insects are loyal to Siksos and follow its commands, acting immediately
after Siksos’ turn in initiative order.
Consume. Siksos moves up to its speed. While doing so, it can enter the space of any number of
Huge or smaller creatures. When it enters a creature's space for the first time on a turn, the
creature must attempt a DC 23 Dexterity saving throw. On a successful save, the creature can
choose to be pushed out to the edge of the titan's massive form. A creature that chooses not to
be pushed suffers the consequences of a failed saving throw.
On a failed save, Siksos sweeps over the creature, which takes 39 (6d12) piercing damage, 39
(6d12) poison damage, and is consumed. A consumed creature is blinded, deafened, restrained,
and cannot breathe. At the start of each of its turns, a consumed creature takes 52 (8d12) piercing
damage and 52 (8d12) poison damage. When Siksos moves, consumed creatures move with it.
A consumed creature can attempt to escape by taking an action to make a DC 23 Strength check.
On a success, the creature escapes and moves to a space of its choice within 5 feet of the Writhing
Swarm.
Devour (Recharge 5-6). The Writhing Swarm focuses all of its effort on driving the insects into a
vicious feeding frenzy. Each creature that is consumed by Siksos takes 78 (12d12) piercing
damage and 78 (12d12) poison damage. A creature that is reduced to 0 hit points by this damage
dies. A creature killed in this way is ripped apart and digested by the swarm, and Siksos regains a
number of hit points equal to half that creature's hit point maximum.

LEGENDARY ACTIONS
Siksos, the Writhing Swarm can take 3 legendary actions, choosing from the options below. Only
one legendary action can be used at a time and only at the end of another creature’s turn. The
writhing swarm regains spent legendary actions at the start of its turn.
Consume (Costs 2 actions). Siksos uses its Consume ability.

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Discorporate Movement. Siksos moves up to half its speed without provoking attacks of
opportunity.
Summon the Swarm. Siksos uses Call Insects.
Cacophony (Costs 3 actions). The titan produces an impossibly loud, rhythmic, unnatural hum to
which insects are immune. Any other creature within 120 feet of Siksos must succeed on a DC 20
Constitution saving throw or be stunned for 1 minute. A creature that can't hear the cacophony
automatically succeeds on the save. The effect on the creature ends if it takes damage or if
another creature uses its action to attempt a DC 11 Wisdom (Medicine) check to rouse them. If
a creature's saving throw is successful, it is immune to the cacophony for the next 24 hours.

Mythic Siksos, The Writhing Swarm


Though Siksos is a shockingly powerful creature, it lacks subtleties and strategies that other
creatures rely on. In its Mythic form, Siksos can reach beyond just the insects that make up the
hive, it is one with the entire jungle and all who have been touched by the swarm. The
inescapable and confining nature of battle with Siksos gives way to druid-like utility through the
use of its Natures Wrath mythic action, which gives it access to positioning spells such as
transport via plants or the devastating storm of vengeance spell, which it gets a huge bonus to
maintain concentration on. Each time a creature is successfully consumed by Siksos, its improved
Consume and Devour abilities are made progressively more lethal, and its scaled regeneration
with Into the Hive means it may outpace area of effect spells the party relies on to damage it.
Inevitably, Siksos will ensnare one or more of the party with its Hive Song mythic action, forcing
them either to face their friends in battle or walk willingly into its storm of feasting insects. And
in a grim twist of fate, the mythic incarnation of The Writhing Swarm feasts on magic as well as
flesh, ensuring that anyone unlucky enough to be ensnared by Consume is truly doomed.

Mythic Effects
As a mythic creature, Siksos, the Writhing Swarm causes the following effects.
Of Root and Stone. Siksos, who was born of the jungle and reborn again consumed by it, has
precise and immeasurable control over the jungle. While there, it gains the following benefits:
• Siksos can see and hear anything within a 1-mile buffer of the jungle, including high in the
sky and deep below ground.

• Beasts and members of the Seething Hive cannot be charmed.

• If Siksos dies, it reforms within 24 hours so long as enough insects exist within the jungle.
Otherwise, it reforms within 1 year in a jungle somewhere on the Material plane.

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• Siksos can cast the following spells anywhere within the jungle as though it were within
range and without requiring a spell slot or material components: druidcraft, fog cloud, spike
growth, grasping vine, control weather, and earthquake.

Voracious Hunger. A non-Epic creature that starts its turn restrained by Siksos' consume ability
dies.

Mythic Siksos, The Writhing Swarm


Gargantuan mythic monstrosity, neutral good

Armor Class 22 (natural armor)


Hit Points 2,709 (132d20 + 1,320)
Speed 40 ft., burrow 30 ft., climb 40ft., fly 30 ft.

STR DEX CON INT WIS CHA

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28 (+9) 16 (+3) 30 (+10) 18 (+4) 27 (+8) 17 (+3)

Saving Throws Dex +13, Con +20, Wis +18


Skills Stealth +13, Perception +18
Damage Resistances bludgeoning, slashing.
Damage Immunities piercing, poison, radiant.
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained,
stunned.
Senses truesight 120 ft., passive Perception 28
Languages all (but cannot speak)
Challenge Mythic 6

TRAITS
A Million Minds, A Million Bodies. When Siksos is targeted by a spell or ability that affects a
single target and does not deal damage, Siksos takes 1 damage and the spell has no other effect.
Siksos can see in every direction, including inside itself, and cannot be surprised.
Into the Hive. As a bonus action, Siksos can subsume a swarm of insects, a giant insect, or a
recently dead creature within 20 feet of it, causing Siksos to regain 60 hit points and recharge its
Devour ability.
Mythic Resistance. When the Writhing Swarm fails a saving throw or is critically hit, it can expend
one use of its unspent legendary actions to succeed instead or turn the critical hit to a normal
hit.
Prismatic Carapaces. The magic that connects and controls the swarm also radiates through each
insect's chitinous, rubbery, or oily exterior. When Siksos is subject to radiant damage (to which it
is immune) or exposed to magical sunlight, each creature within 60 feet of the titan must succeed
on a DC 26 Constitution saving throw or be blinded for 1 minute. A creature blinded in this way
can repeat the saving throw at the end of each of its turns, ending the effect on a successful
saving throw.
Titanic Swarm. Siksos can occupy another creature's space and vice versa, and it can move
through any opening large enough for a Tiny insect. Siksos can't regain hit points from magical
healing. Creatures can enter Siksos' space, but a creature that does so is subjected to its Consume
and has disadvantage on the saving throw. Creatures inside the swarm is heavily obscured, have
total cover, and suppressed magic, similar to an Epic instance of antimagic field. Within the
swarm, spells can’t be cast, summoned creatures disappear, and even magic items become

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mundane. Spells and other magical effects, except those created by an artifact or a Deific
creature, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a
suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it
spends suppressed counts against its duration.
A creature within 5 feet of Siksos can take an action to pull a creature or object out of the swarm.
Doing so requires a successful DC 27 Strength check, and the creature making the attempt takes
45 (7d12) piercing damage and 45 (7d12) poison damage.
The Gargantuan swarm can hold two Huge creatures, six Large creatures, or up to twenty
Medium or smaller creatures at a time. It can move at its full speed regardless of how many
creatures are inside it.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Siksos, the Writhing Swarm takes a mythic action to
cause one of the following effects. Siksos can't use the same effect twice in a row.
Hive Song. Siksos releases a rhythmic chitter that entrances all who hear it until it takes its next
mythic action. Each creature within 300 feet is deafened and must make a DC 26 Wisdom saving
throw or be charmed for the duration. A creature charmed in this way uses its movement on
each of its turns to move toward The Writhin Swarm and does not see it as a threat or feel pain
from damage inflicted by it. Alternatively, Siksos can flood a charmed creature's mind with
visions, causing it to use its action to attack a target of Siksos' choosing within range. Each time
a creature succumbs to the effects of the Hive Song, they take a cumulative -1 penalty to saving
throws against its effect. If the penalty is greater than the creature's Wisdom score, the effect
becomes permanent.
Nature's Wrath. Siksos casts a druid spell of 8th level or lower (spell DC 26). The spell cannot
target Siksos and must have a casting time of either 1 action or a bonus action.

ACTIONS
Call Insects. With a thought, Siksos brings 17 (3d10) swarm of insects, giant wasps, or giant
spiders from the surrounding jungle. The insects are loyal to Siksos and follow its commands.
Consume. Siksos moves up to its speed. While doing so, it can enter the space of any number of
Huge or smaller creatures. When it enters a creature's space for the first time on a turn, the
creature must make a DC 27 Dexterity saving throw. On a successful save, the creature can
choose to be pushed out to the edge of the titan's massive form. A creature that chooses not to
be pushed suffers the consequences of a failed saving throw.
On a failed save, Siksos sweeps over the creature's space and the creature takes 65 (10d12)
piercing damage, 65 (10d12) poison damage, and is consumed. A consumed creature is blinded,

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deafened, restrained, and cannot breathe. At the start of each of its turns, a consumed creature
takes 91 (14d12) piercing damage and 91 (14d12) poison damage. When Siksos moves, the
consumed creature moves with it.
A consumed creature can attempt to escape by taking an action to make a DC 27 Strength check.
On a success, the creature escapes and enters a space of its choice within 5 feet of the Writhing
Swarm.
Devour (Recharge 5-6). The Writhing Swarm focuses all of its effort on driving the insects into a
vicious feeding frenzy. Each creature currently restrained by Siksos takes 110 (17d12) piercing
damage and 110 (17d12) poison damage. A creature that is reduced to 0 hit points by this damage
dies. A creature killed in this way is ripped apart and digested by the swarm and Siksos regains a
number of hit points equal that creature's hit point maximum.

LEGENDARY ACTIONS
Siksos, the Writhing Swarm can take 3 legendary actions, choosing from the options below. Only
one legendary action can be used at a time and only at the end of another creature’s turn. The
writhing swarm regains spent legendary actions at the start of its turn.
Consume (Costs 2 actions). Siksos uses its Consume ability.
Discorperate Movement. Siksos moves up to half its speed without provoking attacks of
opportunity.
Summon the Swarm. Siksos uses Call Insects.
Cacophony (Costs 3 actions). The titan produces an impossibly loud, rhythmic, unnatural hum to
which insects are immune. Any other creature within 120 feet of Siksos must succeed on a DC 26
Constitution saving throw or be stunned for 1 minute. A creature that can't hear the cacophony
automatically succeeds on the save. The effect on the creature ends if it takes damage or if
another creature uses its action to attempt a DC 20 Wisdom (Medicine) check to rouse them. If
a creature's saving throw is successful, it is immune to the cacophony for the next 24 hours.

Resources
Those who feed the swarm and accept the swarm, become the swarm. A single collective of
thoughts, knowledge, and ambition, filtered through the entity known as Siksos. With near deific
control of its enormous home, with tens of thousands of eyes and ears – The Writing Swarm
wants for little. When a member of the hive dies, it is consumed, and those that consume it are,
themselves, one with the hive. Should it turn its attention to the outside world, it would sweep
over kingdoms like an ocean, picking the world clean to fuel its own ends. Only Siksos' beneficent
nature curtail its power and reach. It has no desire to rule over those within its expanse, and so
they rule themselves. The Seething Hive who worship Siksos as a god are as mercurial and

420
unknowable as any other humanoid – their desires and whims may poison the hive just as their
steadfast devotion and humility calms the hive. Offered by prostrate supplicants, taken by
righteous zealots, or left among the stark white bones of those devoured, any number of trinkets
and baubles may be found. Those who seek to prove their mettle and stand against Siksos or
bring ruin to the jungle may only be remembered by a glint of unscathed steel or the shimmer of
polished scales. Siksos' most abundant resource is the hive itself – and the billions of lives that
feed into it. Wave after wave of insects and Seething Hive may be sent to wash away troublesome
rabble, driven to hunger and crazed by visions beyond the comprehension of a single, unprepared
mind.

Allies
Lesser minds become extensions of Siksos' supreme power, removed from thought or need
beyond sustenance and reproduction. They grow, consume, and spread in detached
acquiescence to the need of the many. But greater beings, those of intelligence and guile, work
in separate ways. Such creatures, often humanoids and monstrosities capable of sapient thought,
spend their days toiling over all consuming visions, feelings, and knowledge that should be
unknown to them. A cultist that joins the hive may experience the hunger of a primal predator,
the fear of a bird caught in a gale, they may see the ceaseless procession of a legion of ants, or
hear the cruel whispers of another humanoid in the hive, plotting some fell deed or mumbling a
carnal desire.

• Seething Hive. The cultists that worship Siksos are the primary agents of the hive's will.
They whisper of gifted visions and plot unknowable expeditions. Some, though reduced
to drooling beasts due to the hive's collective mind, shriek and gibber visions of a bygone
era or the coming future, anticipated by The Writhing Swarm. A template is available for
any humanoid or beast that joins the swarm, including player characters, should you offer
it.

• Plant Creatures. Deep in the fearsome, dense jungle, untrained eyes may not even see
looming treants standing silent vigil or crawling vine blights that snake beneath massive
roots. Plant creatures do not belong to the hive, but to understand bark is not so different
from flesh to the insect titan. They offer peace in exchange for forbearance in an uneasy
alliance for the betterment of all creatures that their war might destroy.

• Kraakokat. Within its teeming lair, Siksos has tended to an ancient species of insect.
Through a quintillion hatchings, they have been altered, reformed, and perfected to serve
as the swarm's keenest weapon. Four razor sharp moth-like wings swoop silently to
suspend the kraakokat's curled, colorful body. Bulbous fly-like eyes see in all directions,
masking the ruthless focus of a natural predator. Six thin legs, terminating in barbed
hooks, tuck into creases in its fluted abdomen and can dart out to latch onto would be
prey with explosive acceleration. But its venom is so virulent that a single drop can kill a
bull; one sting is fatal to almost any mundane beast.

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Seething Hive Template
The Seething Hive are a collection of creatures with an Intelligence score of 6 or higher, enough
to maintain a grip on their personality, desires, and fears despite their connection to the both
Siksos and the innumerable minds they share. Their waking hours are plagued with visions of
strange places, creatures, and things they have no right to know of. Dreams, should they come
at all, are plagued with the waking senses of a hundred other beings, moving and shifting through
the jungle to a point and purpose fully alien to the Seething Hive. When a creature connects to
the hive, it subtly affects them in other, stranger ways – influenced by the power that connects
them all.
Type. The creature's type becomes monstrosity.
Ability Scores. The creature's Constitution and Wisdom scores increase by 3, to a maximum of
22, and its Intelligence score decreases by 2, to a minimum of 6.
Condition Immunities. Charmed, poisoned.
Senses. The creature gains darkvision out to a range of 120 feet and tremorsense out to a range
of 10 feet.
Challenge Rating. The creature's challenge rating increases by 2 and its proficiency bonus
increases to match its new challenge rating.
Traits. The creature gains one or more of the following traits, depending on its connection to the
hive.
Call the Swarm. As an action, the creature can mentally draw 1d6 swarm of insects to its location.
The insects arrive on initiative count 20 and follow the Seething Hive's command. The insects are
not magical and remain until dismissed or reduced to 0 hit points.
Part of the One. While conscious, the creature cannot be surprised and acts normally on surprise
rounds. If a member of the Seething Hive dies, the creature instinctively knows the direction and
distance to their location.
Sight of the Devoted. As a bonus action, the creature can magically extend its senses to that of
any insects or fellow Seething Hive members within 1 mile until the end of its turn. During this
time, it is blinded unless its body is within line of sight of one or more insects or Seething Hive
members.

Kraakokat
Small beast, unaligned

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Armor Class 19 (natural armor)
Hit Points 31 (8d6 + 3)
Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA


9 (-1) 19 (+4) 12 (+1) 2 (-4) 7 (-2) 5 (-3)

Saving Throws Dex +15, Wis +1


Skills Stealth +7, Perception +1
Senses darkvision 60 ft., passive Perception 16
Languages -
Challenge 6

TRAITS
Keen Vision. The kraakokat has advantage on
Perception checks made to see.
Evasion. If the kraakokat is subjected to an effect
that allows it to make a Dexterity saving throw to
take only half damage, the kraakokat takes no
damage if it succeeds on the saving throw, and only
half damage if it fails.
Latching Claws. As a bonus action, the kraakokat
can use its spring-like, hooked legs to grapple a
target within 5 feet of it (escape DC 14). The kraakokat has advantage on attack rolls against
targets grappled in this way.

ACTIONS
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage,
and the target must make a DC 15 Constitution saving throw, taking 63 (18d6) poison damage
on a failed save or half as much on a successful one. This damage ignores resistance to poison
damage and cannot be reduced.

423
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The Deathwyrm (Mythic 7)
The Creeping Doom
“I can kill magic itself. Now imagine what I can do to you.”

Description
Dripping in the necrotized remains of magic and greater than the mightiest of dragons, the foul
deathwyrm is a fearsome combination of draconic power and vile necromancy. The skeletonized
remains of a black dragon are animated by dread will and a ravenous hunger that seeks to devour
all magic that crosses its path. The eyes of the deathwyrm are hateful, burning coals that maintain
a ceaseless, undying vigil. Oozing from this malevolent form is a substance most terrible:
necroplasm. This deadly waste infects everything around the deathwyrm. Whether magic or
flesh, all is brought to ruin by this corrosive ichor. When the deathwyrm speaks, it is with a
whisper, its voice a slithering drawl dripping with contempt for the living and all they hold dear.
Truly the deathwyrm is the pinnacle of evil, fit only for the blackest pits of the known universe.

Profile
Personality: Spiteful
Ideals: The deathwyrm hates magic with a passion that disturbs even dragonkind. In its eyes, the
arcane energies that suffuse the universe are a perpetual abomination, granting undeserved
power to the otherwise powerless and perpetuating countless lives that do not deserve to draw
breath. By killing magic itself, the deathwyrm seeks to create a world where the boundaries of
life and death can no longer be broken, leaving it nigh invincible and immortal.
Bonds: As an arch-dracolich, the deathwyrm has perfected its undeath and does not need to
consume souls to maintain its existence. To gain this extraordinary ability, the dracolich required
the souls of one hundred mighty dragons. These souls were taken by force over the centuries,
weaving a legacy of death that marks the deathwyrm as the enemy of all dragonkind. No dragon
tolerates the presence of the deathwyrm or anyone associated with it for any reason.
Flaws: The foul necroplasm of the deathwyrm has brought ruin to all it holds dear. Its legendary
hoard is melted slag, and its once magnificent lair is now a decrepit boneyard. The architect of
its own misery, the deathwyrm no longer aspires to improve its existence, only to diminish and
destroy the lives of others. Any allies or resources it gains are inevitable victims of this spite,
ensuring that the deathwyrm can only truly rely on itself to achieve its goals. Even the most loyal
companies will meet their end, either in service of the deathwyrm’s reckless schemes or by the
creeping doom’s own hand.

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Legend: When the foul rituals required to create a dracolich were discovered, few were willing
to risk such a transformation. The already long-lived dragons had little reason to seek
immortality, and those that did were deprived of the tremendous benefits gained from aging. A
young black dragon felt differently. It hated its existence and the life it was given, so it decided
to make a dramatic change. Sadly, the transformation into a dracolich proved unsatisfactory. The
young dragon, still unsatisfied, found a way to momentarily suppress its own misery by
destroying the lives of its fellows. What is more, it discovered that it gained additional power
through this process. By consuming the souls of its fellow dragons, the deathwyrm could fuel an
unnatural growth, becoming a monster beyond the dreams of even the most twisted minds: an
arch-dracolich. As it grew, the deathwyrm realized a common thread between all the things it
hated and envied. Magic was what had ruined its life, what shackled it to this vile form, and what
gave undeserved joy to so many others. And so, the deathwyrm made a vow: if magic would hold
up an unfair and undeserving world, then magic must die.

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The Deathwyrm in Your Campaign
The ultimate nihilist, the deathwyrm is one of the most spiteful and violent beings to exist.
Nothing this creature does is for the benefit of others, and rarely even to the benefit of itself. The
monster is driven purely by emotion. Its hatred is of legendary proportions, and when coupled
with its unstoppable power, they make for a truly formidable foe to place in your world. Any
campaign featuring the deathwyrm introduces tremendous conflict. Thankfully, the creature is
not always active. Its actions are dictated by its mood, not by grand schemes or cunning plots. All
it takes is one stray thought or a single enraging day to set the deathwyrm off, resulting in
catastrophic consequences for any who cross its path. What is more, this creature poses a threat
to magic itself. The more magical a campaign setting, the more of a problem this poses. Highly
magical worlds drive the deathwyrm into a frenzy, and it considers a land with even a sliver of
magic deserving of its wrath. Heroes confronting such a dreadful foe must risk everything to stop
it, lest a world of fantasy and wonder be reduced to ruin.

Introduction
Since the deathwyrm is not fond of minions or agents, its introduction to a campaign is often
spectacular. Because of its hatred of magic, the actions of the deathwyrm are felt far and wide
by those sensitive to arcane energies. Typically, this aggression takes the form of some kind of
assault by the deathwyrm on a potent nexus of magic: the destruction of an artifact, an attack on
a wizard school, or the wounding of the fabric of magic itself. This results in the creation of
pockets of “dead magic” where the site of the deathwyrm’s attack becomes cut off from arcane
energies. This vandalism cannot be undone. Consequently, any who practice magic or care for
the natural world are rightfully alarmed, beginning a campaign to discover the source of this
atrocity and put a stop to further horrors.

Conflict
While the deathwyrm is not subtle, it may take some time for the world to realize just what it is
dealing with. From a distance it can be easy to mistake the creature for an ordinary dracolich or
some lesser horror, especially when there is seemingly no rhyme or reason to its attacks.
However, it is only a matter of time before the deathwyrm’s full power becomes known and the
magnitude of the threat understood. With the fabric of magic on the line, many mighty forces
may rally together to face such a foe. Magical creatures and factions that would ordinarily be
enemies likely set aside their differences, bringing to bear formidable weapons to face the
deathwyrm. Such actions are likely futile, for the deathwyrm fears nothing. The cost of a battle
is minor next to the horrors the deathwyrm inflicts, with the foul creature rapidly reconstituting
itself. Thankfully the characters are likely still beneath the deathwyrm’s notice unless they have
acquired powerful magic of their own. Cunning heroes should use the distraction posed by other

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enemies of the deathwyrm to gather their own strength and hunt down its lair. Because they are
still insignificant, they stand a better chance than most others.

Conclusion
Provoking the deathwyrm into a fight is a simple matter. Achieving a true victory is another thing
entirely. As the campaign has progressed, the deathwyrm has likely dealt tremendous damage
to the fabric of magic in the setting. Magic is scarce, the list of allies dwindles, and resources have
become progressively exhausted. The discovery of the deathwyrm’s lair and the destruction of
its phylactery are essential to its defeat. Because the phylactery is suffused with dead magic,
finding a magical item potent enough to destroy it is challenging. The act of tracking such an
object down and then obliterating the phylactery is enough to strike true fear into the
deathwyrm’s still heart. Faced with the prospect of its own death for the first time in millennia,
the final confrontation with the deathwyrm should be like attacking a cornered animal, a vicious,
brutal affair in which all ego and pretension are swept aside in pursuit of survival.

Challenges
The deathwyrm can pose exploration, social, or combat challenges to characters who interact
with it.

Exploration
Because the deathwyrm lacks an empire or vast territory to
rule, exploration encounters in a campaign featuring the
deathwyrm are straightforward but dangerous. Wherever
the deathwyrm strikes, it leaves behind fields of dead magic
alongside staggering loss of life. Undead are drawn to these
locations, as are those who revere the deathwyrm’s cause.
This can turn even the most hospitable lands into mutilated
environmental nightmares, treacherous to any who dare
venture into them. The closer one gets to the deathwyrm’s
lair, the more common these environmental effects are.
The lair of the deathwyrm is a place few beings have ever
discovered, let alone ventured into. Hidden within a fetid
pool of necroplasm is the secret to the deathwyrm’s defeat:
its phylactery. This massive, uncut ruby floats above an
altar made of skulls, shining in eerie tones of red and black.
Retrieving this object and tracking down a magical tool
capable of destroying it is an epic challenge, especially with
the deathwyrm hot on the adventurers’ trail.

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Regional Effects
The region around the deathwyrm’s lair is warped by its evil, which has created the following
effects within 10 miles of it:
• When a creature in the area casts a spell of 1st level or higher, the deathwyrm learns the
creature’s exact loca�on, along with the level of spell cast.

• When a creature with a spellcas�ng feature is slain or a magic item is destroyed in the
affected area, it creates a zone of dead magic in a 15-foot radius centered on the creature or
magic item. Spells and magical effects within this zone instantly end, and creatures within
the area cannot be affected by spells or magical effects. This zone lasts for 10,000 years.

• Undead spontaneously generate where magic is plen�ful and such undead are immune to
the charmed condi�on from spells. The greater the concentra�on of spellcasters, magic
items, and magical effects in the area, the more powerful the undead that spontaneously
generate, as detailed in the Spontaneous Undead Genera�on table.

Spontaneous Undead Generation


Undead CR Range Concentration of Magic 1
3 or lower Low
4–7 Medium
8–13 High
14–19 Extreme
20–Epic 2 Epic
Epic 3 or higher Deific

If the deathwyrm is destroyed, these effects fade immediately, except for any zones of dead
magic created by these effects.

The Deathwyrm’s Lair


Deep within a fetid wasteland lies the lair of the deathwyrm. Known as the Pit of Despair, the
home of the deathwyrm is little more than a pit in the ground, filled to the brim with foul, pure
necroplasm. The fluid bubbles with a hateful intensity befitting its inhabitant. The rotting bones
and despoiled treasures of the deathwyrm’s victims churn within the muck, rising to the surface
to provide onlookers with a glimpse of the horror that awaits them before sinking back into the
mire. Here, life and magic are unwelcome and alien, anathema to the realm of evil the
deathwyrm has created. None have returned alive from the Pit of Despair to tell of its horrors.

1 Defining levels of magic concentration are left to the DM’s discretion.

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The only evidence of its location and what one finds there is a poison known as pure necroplasm,
drawn from the souls of those unfortunate enough to perish in its waters.

Poison: Pure Necroplasm


Transmission: Contact
Virulence: Living Creatures
A creature subjected to this poison must succeed on a DC 24 Constitution saving throw or have
the range of its senses reduced to 15 feet (blind beyond this radius) and lose proficiency in
Constitution saving throws (when applicable). An affected creature poisoned in this manner may
repeat the saving throw at the end of every minute. If a creature succeeds on three such saving
throws, it is cured of the poison. If a creature is affected by this poison for 10 minutes, the effects
become permanent unless the creature receives the benefits of a wish spell to remove the
effects.

Lair Actions
On initiative count 20 (losing initiative ties), the deathwyrm can take a lair action to cause one of
the following effects. If the deathwyrm is using its mythic statistics, it may take either a lair action
or mythic action, but not both. The deathwyrm can’t cause the same effect two rounds in a row.
• The pit roils and bubbles violently. Creatures within the lair take 14 (4d6) acid damage and
must succeed on a DC 21 Cons�tu�on saving throw or lose concentra�on on a spell or effect
they are concentra�ng on and stop holding their breath (when applicable).

• A zone of death magic appears in a 15-foot radius centered on a point within the lair, which
lasts un�l the next ini�a�ve count of 20. Spells and magical effects within this zone instantly
end, and creatures within cannot be affected by spells or magical effects.

• A creature in the lair with a spellcas�ng feature becomes wreathed in strange energy un�l
the next ini�a�ve count of 20. While so wreathed, a creature cannot be hidden or invisible
to the deathwyrm, and the deathwyrm has advantage on atack rolls against it.

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Exploration Encounters
The blighted lands around the deathwyrm’s lair are formidable challenges to explorers. What is
more, seeking out the tools and weapons to aid in the battle ahead is a task only the mightiest
heroes can undertake successfully. While the deathwyrm is powerful versus the arcane, magic is
still essential to its defeat. Heroes will want to ensure they have considerable resources at their
disposal to stand a chance of even reaching the deathwyrm, let alone defeating it. These logistical
challenges make for prime exploration encounters.
• The Valley of Death. In an ancient valley lost to history lie the ruins of an ancient, highly
magical nation that was laid low by the deathwyrm. It is believed that within these ancient
structures lies a potent magical weapon that the deathwyrm was unable to destroy.
Anything capable of resisting such incredible power would be invaluable in the struggle
against it, but there is one complication. The valley cannot be found without a map, and
such a map was last seen in the hands of a powerful vampire countess in need of a few
favors.
• Restora�on. An archdruid has discovered a method by which the areas of dead magic
created by the deathwyrm might be undone. To accomplish this environmental miracle, the
druid needs a sample of necroplasm from either the deathwyrm’s lair or the dracolich itself.
Hopefully noble and environmentally conscien�ous heroes are up to the challenge.

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• The Heist. A team of legendary thieves have schemed up an epic heist to steal the
deathwyrm’s phylactery. All they need is a suitable distrac�on to keep the dracolich busy for
an hour or two. However, this is no act of altruism. The thieves intend to blackmail the world
into paying any price for the gem. The the� of the phylactery will no doubt enrage the
deathwyrm, pu�ng it on a path of mayhem and destruc�on un�l the thieves’ demands are
met and the gem destroyed.

Social
With a burning hatred of all life exceeded only by its hatred of magic, the deathwyrm makes for
a poor conversationalist. However, when encountering new forms of magic or when faced with
stiff opposition, the creature possesses a fondness for learning the nature of those whose lives it
is about to destroy. The dracolich prefers to leave survivors, if only so that they may perish later
in the apocalyptic aftermath wrought by the deathwyrm’s power. In conversation, the
deathwyrm is sinister, taking extra care to belittle and demean those to whom it speaks for no
purpose other than cruelty. The creature has an astonishingly good judge of character. After all,
it has witnessed over a millennium of lives and has heard the life stories of all its victims before
snuffing them out. The dracolich is particularly fond of reminding those of their insignificance,
particularly when compared to itself.

Social Encounters
Socially interacting with the deathwyrm is to tempt death itself. Even if one does not possess
magic and comes as a friend, the encounter is only slightly less likely to result in one’s death.
However, if one offers the deathwyrm an opportunity to visit its hatred upon magical creatures
or powerful items, it will prove a significant distraction. Because the creature’s mood is
paramount to determining its behavior, giving it a fleeting sense of happiness may be enough to
slip away unnoticed before the deathwyrm remembers to kill. However, there are those who act
on the deathwyrm’s behalf who are relatively more personable. The organization known as the
Doomed are willing to negotiate to please their figure of worship, even if the end goal is to further
their god’s aims.
• Treasure Hunt. The Doomed have been searching for an ar�fact to feed to the deathwyrm,
paying any price to learn its loca�on and recover the object. Another group that holds the
ar�fact in reverence would prefer it not become the deathwyrm’s lunch and is willing to pay
heroes handsomely to keep the object out of the hands of the Doomed. Whichever fac�on
the characters choose to help, the other makes a tantalizing counteroffer. The Doomed offer
power and wealth, while the other group promises less but is clearly the more worthy cause.

• The Offering. A council of powerful wizards wishes to offer a delicious gi� of magic to the
deathwyrm in hopes that the dracolich will be sa�ated for one hundred years. However,
presen�ng this gi� in an unprovoca�ve manner is an act of heroism fit only for an

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adventuring party. The wizards offer a robe of the archmagi as compensa�on, but only if the
deathwyrm takes the gi� in peace.

• Mother Knows Best. The ghost of an ancient black dragon is discovered, believed to be the
mother of the deathwyrm. While the ghost is hardly communica�ve, a few key details about
the dracolich’s true nature are likely lurking within the spirit’s shatered mind. Should the
ghost be honored and brought tokens of its past life, its memories may return, and the party
may discover a weakness with which to combat the deathwyrm.

Combat
The deathwyrm is a merciless, brutal opponent. The dracolich attacks anything that gets in its
way but leaves undead alone so long as they keep to themselves. This benevolence does not
extend to spellcasters, who are attacked regardless of their affiliation or nature. However, this
isn’t to say the deathwyrm kills as quickly as possible. Its spiteful nature cannot help but rear its
head during combat. A foe that is slain quickly deprives the dracolich of the chance to learn of its
suffering and drink in the misery. The deathwyrm takes particular joy in subjecting magic-users
to its powers. Watching a wizard’s once-reliable magic fail them is a sight that gives the dracolich
a brief sliver of true happiness.

Combat Encounter Example: Get Out Alive


Death has come to the magical city in which the characters reside. Whether it was a mighty
spellcaster or the presence of a powerful magical item that drew the deathwyrm to the
metropolis, battle is joined. There is no true hope of victory. The best the people can do is escape
while the dracolich focuses on sources of magic found within the city limits. The characters, who
are heroically inclined to help, could provide ample distraction through the casting of spells or
abandonment of magical items. Thankfully, the presence of several more powerful resident
spellcasters allows those who wish to avoid a direct confrontation to instead deal with the
collateral damage from the battle. Even with these mitigating circumstances, it will take great
skill and no small amount of luck to get out of the city alive.

Tactics
Battlefield Classification: Brute
Magic has a reputation for subtlety and complexity, so it is fitting the deathwyrm’s combat
doctrine is the opposite of that. The dracolich wades into the thick of the fight with reckless
abandon. It has no fear of death, for it can simply return thanks to the power of its phylactery.

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The defenses of the deathwyrm are formidable. It has a massive hit point pool, excellent saving
throw bonuses, and a fair amount of damage defense and condition immunities. This allows you
to place it in the center of a fight without making any grievous tactical errors.
Key to the deathwyrm’s strategy should be whether it is fighting with its phylactery or not.
Without this magical safeguard, the deathwyrm drops its cruel behavior and lazy attitude toward
killing in favor of brutal savagery. A deathwyrm without its phylactery is dangerously efficient,
aiming to kill all its enemies as quickly as possible to safeguard its existence.
The offensive capacities of the deathwyrm are many. Its most potent trait is Necroplasm, which
can deal a tremendous amount of damage or force a creature to make a tough decision to give
up spell slots or magic items. The deathwyrm should affect as many characters as possible with
this effect, likely keeping the fight on the ground unless the characters have taken flight. An array
of fearsome attacks complements Necroplasm. The deathwyrm’s Bite attack can effectively
dispel magical defenses. Dead Magic provides the deathwyrm with a versatile tool to frustrate
and foil the characters’ strategies. Choose carefully which options to use, as there is likely one or
more characters against whom it will prove highly effective. Should the party’s defenses prove
too much for the deathwyrm, Corrosive Presence stands ready. Combining this with the
dracolich’s Necroplasm Breath makes for a deadly combo, so be sure to save the breath for when
you know it’ll do the most damage. Note that this breath can also pull characters into the range
of the deathwyrm’s Necroplasm trait, a truly dangerous synergy.
Easier Tactics. Aspire to keep only one or two characters within the radius of Necroplasm and be
sure to rotate affected targets so that one character does not suffer overmuch. Never combine
Corrosive Presence with Necroplasm Breath, as the interaction is just too much for an
inexperienced group. Remember, the deathwyrm is an emotional, impulsive opponent. It is far
more likely to focus on creatures that agitate it the most, such as spellcasters and those who
wield potent magical items, rather than those who are the most dangerous. The dracolich will
happily aim its deadly abilities at a paladin wielding a holy avenger, even if that means ignoring
the warlock spamming cantrips.
Harder Tactics. Open with Necroplasm Breath to draw the characters into range of the
Necroplasm feature. From there, use Bite to dispel potent magical defenses, and use the
paralyzing feature of Dead Magic to keep them close and vulnerable. By this point, the party will
have either sacrificed important magical resources or taken catastrophic damage. Make sure to
take down characters who have fewer hit points before attacking the beefier, likely less magical
characters. Because these brawnier characters are almost guaranteed to have fewer resources
to block the damage of Necroplasm, you need not waste attacks on them until other characters
are out of the way. Use the devour option on Dead Magic to finish off any downed characters,
especially if you can do as a legendary action. That will prevent a pesky revivify or other spells
from getting them back in the fight.

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The Deathwyrm
Gargantuan undead, chaotic evil

Armor Class 23 (natural armor)


Hit Points 994 (51d20 + 459)
Speed 50 ft., fly 120 ft., swim 50 ft.

STR DEX CON INT WIS CHA


28 (+9) 8 (−1) 29 (+9) 30 (+10) 23 (+6) 25 (+7)

Saving Throws Str +18, Con +18, Int +19, Cha +16
Skills Arcana +28, Deception +19, Perception +15
Damage Resistances psychic
Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical
attacks.
Condition Immunities charmed, frightened, paralyzed, poisoned.
Senses blindsight 30 ft., passive Perception 25
Languages Common, Draconic, four other languages
Challenge 29 (135,000 XP)

TRAITS
Immense. The deathwyrm’s form is tremendous. It is 90 feet long from snout to tail and has a
wingspan of 200 feet. On the battlefield, the deathwyrm typically occupies a 45-foot-by-45-foot
space. It can end its movement in a Huge or smaller creature’s or object’s space and does not
treat such spaces as difficult terrain.
Additionally, on each of its turns the deathwyrm can spend 20 feet of movement to deal 100
bludgeoning damage to an unattended object or structure within 5 feet of it.
Mythic Resistance. When the deathwyrm fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.

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Necroplasm. The deathwyrm’s body is suffused with noxious waste from dead magic, which
exudes in a 30-foot-radius sphere centered on it. When a living creature enters that area for the
first time on a turn or starts its turn there, it must succeed on a DC 27 Constitution saving throw
or take a 100 acid damage plus 100 necrotic damage, or half as much on a success. A creature
that takes this damage can choose to either expend a spell slot of 5th level or higher or destroy
a magic item to which it is attuned to instead take no damage.

ACTIONS
Multiattack. The deathwyrm makes three attacks: one with its Bite and two with its Claw. It can
forgo making a Bite attack in this manner to instead use its Corrosive Presence.
Bite. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 31 (4d10 + 9) piercing damage
plus 14 (4d6) necrotic damage plus 14 (4d6) acid damage. If the target is a creature benefiting
from a spell or magical effect, the target must succeed on a DC 27 Charisma saving throw or have
the effect end for it.
Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
Corrosive Presence. Each creature of the deathwyrm’s choice within 120 feet of it that is aware
of it must succeed on a DC 27 Charisma saving throw or be afflicted with a curse of dead magic.
While so cursed, a creature cannot be immune or resistant to any type of damage and cannot be
immune to any condition. At the end of each of its turns, a cursed creature can repeat the saving
throw, ending the effect on a success. If the creature succeeds on its saving throw or the curse
ends for it, it becomes immune to the deathwyrm’s Corrosive Presence for 24 hours.
Dead Magic. The deathwyrm calls upon the fell power of dead magic to cause one of the
following effects.
• The deathwyrm magically teleports to an unknown realm of dead magic. At the start of the
deathwyrm’s next turn, it immediately appears in an unoccupied space of its choice within
500 feet of where it vanished.

• The deathwyrm makes a melee weapon atack (+18 to hit) against a Huge or smaller creature
within 30 feet of it that has 0 hit points, devouring it on a successful hit. A creature devoured
in this manner is destroyed uterly and its body is obliterated.

• The deathwyrm unleashes a torrent of dead magic in either a 300-foot line that is 5 feet wide
or a 60-foot cone. Each creature in the affected area must succeed on a DC 27 Wisdom saving
throw or be wracked by horror and paralyzed un�l the end of its next turn. A creature
immune to the frightened condi�on has advantage on this saving throw.

Necroplasm Breath (Recharge 5–6). The deathwyrm exhales tendrils of necroplasm that seek out
creatures of its choice in a 120-foot cone, making a melee spell attack against each target (+19
to hit). On a successful hit, a creature takes 22 (4d10) acid damage plus 22 (4d10) necrotic

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damage, and the deathwyrm may force the target to attempt a DC 27 Strength saving throw. On
a failure, the target is pulled up to 60 feet in a straight line toward the deathwyrm.

LEGENDARY ACTIONS
The deathwyrm can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature’s turn. The
deathwyrm regains spent legendary actions at the start of its turn.
Claw. The deathwyrm makes a Claw attack.
Move. The deathwyrm moves up to half its walking speed or flies up to half its flying speed.
Bite (Costs 2 Actions). The deathwyrm makes a Bite attack.
Dead Magic (Costs 3 Actions). The deathwyrm uses its Dead Magic action.

The Mythic Deathwyrm


When confronting the mythic deathwyrm, the
characters are in for a dire battle that will cost them
dearly. While they are likely to have more magical items
at this level, the increased restrictions on Necroplasm
ensures only their best equipment and most powerful
spells will do. Note that instead of necrotic damage, the
mythic deathwyrm deals vile damage. This adds a
considerable level of danger to any source of necrotic
damage it may otherwise deal. The core stats of the
mythic deathwyrm are nothing short of absurd. It can
take a ludicrous amount of punishment and continue
fighting at optimal efficiency thanks to its massive hit
point pool. Key to this design are the deathwyrm’s
mythic actions. The first is Dreadful Hunger, which
expands the radius of Necroplasm and ensures characters are more likely to suffer its effects. The
second is Acid Death, which makes sure that characters who suffer the deathwyrm’s acid are
prevented from quickly recovering. Both are extremely potent, with the latter being particularly
useful when paired with Corrosive Presence. Combine all these features together and your
characters will face one of the most dangerous and costly foes of their career.

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Mythic Effects
As a mythic creature, the deathwyrm causes the following effects.
Eater of Magic. Damage the deathwyrm deals to magic items cannot be reduced or prevented,
and the deathwyrm is able to destroy artifact-quality magic items in this manner. Consult the
Magic Item Hit Points table for a rough estimation of the hit points a typical magic item has.

Magic Item Hit Points


Item Rarity Estimated Hit Points
Common 30
Uncommon 50
Rare 100
Very Rare 150
Legendary 250
Artifact 400
Extraordinary 500
Mythic 600

Dracolich Phylactery. So long as the deathwyrm’s phylactery is intact, it cannot truly be slain.
When the deathwyrm is reduced to 0 hit points, its body disintegrates into a pool of necroplasm.
Over the next three days, the deathwyrm’s body begins to reform in an unoccupied space within
300 feet of the phylactery. At the end of the duration, the deathwyrm is restored to “life” at its
hit point maximum. This effect cannot be prevented by non-Deific means.
The phylactery is an object (AC 24, 1,000 hit points) that is immune to all damage except from
magic items of artifact, extraordinary, or mythic rarity.

The Mythic Deathwyrm


Gargantuan mythic undead, chaotic evil

Armor Class 29 (natural armor)


Hit Points 3,095 (151d20 + 1,510)
Speed 50 ft., fly 120 ft., swim 50 ft.
STR DEX CON INT WIS CHA
32 (+11) 8 (−1) 31 (+10) 34 (+12) 27 (+8) 29 (+9)

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Saving Throws Str +23, Dex +11, Con +22, Int +24, Wis +20, Cha +21
Skills Arcana +48, Deception +21, Perception +20
Damage Resistances psychic
Damage Immunities acid, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical
attacks.
Condition Immunities charmed, frightened, paralyzed, poisoned.
Senses blindsight 60 ft., passive Perception 30
Languages Common, Draconic, four other languages
Challenge Mythic 7

TRAITS
Immense. The deathwyrm’s form is tremendous. It is 90 feet long from snout to tail and has a
wingspan of 200 feet. On the battlefield, the deathwyrm typically occupies a 45-foot-by-45-foot
space. It can end its movement in a Huge or smaller creature’s or object’s space and does not
treat such spaces as difficult terrain.
Additionally, on each of its turns the deathwyrm can spend 20 feet of movement to deal 100
bludgeoning damage to an unattended object or structure within 5 feet of it.
Mythic Resistance. When the deathwyrm fails a saving throw, it can expend one of its unspent
legendary actions to succeed instead.
Necroplasm. The deathwyrm’s body is suffused with noxious waste from dead magic, which
exudes in a 60-foot-radius sphere centered on it. When a living creature enters that area for the
first time on a turn or starts its turn there, it must succeed on a DC 32 Constitution saving throw
or take a 200 acid damage plus 200 vile damage, or half as much on a success. A creature that
takes this damage can choose to either expend a spell slot of 9th level or higher or destroy a
magic item of very rare quality or rarer to which it is attuned to instead take no damage.

ACTIONS
Multiattack. The deathwyrm makes three attacks: one with its Bite and two with its Claw. It can
forgo making a Bite in this manner to instead use its Corrosive Presence.
Bite. Melee Weapon Attack: +23 to hit, reach 30 ft., one target. Hit: 77 (12d10 + 11) piercing
damage plus 35 (10d6) vile damage plus 35 (10d6) acid damage. If the target is a creature
benefiting from a spell or magical effect, the target must succeed on a DC 32 Charisma saving
throw or have the effect end for it.

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Claw. Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 49 (11d6 + 11) slashing
damage.
Corrosive Presence. Each creature of the deathwyrm’s choice within 120 feet of it that is aware
of it must succeed on a DC 32 Charisma saving throw or be afflicted with an Epic curse of dead
magic. While so cursed, a creature cannot be immune or resistant to any type of damage and
cannot be immune to any condition. At the end of each of its turns, a cursed creature can repeat
the saving throw, ending the effect on a success. If the creature succeeds on its saving throw or
the curse ends for it, it becomes immune to the deathwyrm’s Corrosive Presence for 1 hour.
Dead Magic. The deathwyrm calls upon the fell power of dead magic to cause one of the
following effects.
• The deathwyrm magically teleports to an unknown realm of dead magic. At the start of the
deathwyrm’s next turn, it immediately appears in an unoccupied space of its choice within
500 feet of where it vanished.

• The deathwyrm makes a melee weapon atack (+23 to hit) against a Huge or smaller creature
within 30 feet of it that has 10 or fewer hit points, devouring it on a successful hit. A creature
devoured in this manner is destroyed uterly and its body is obliterated. This effect cannot
be prevented by non-Epic effects (such as death ward), and a creature slain in this manner
cannot be returned to life by non-Epic means.

• The deathwyrm unleashes a torrent of dead magic in either a 300-foot line that is 5 feet wide
or a 60-foot cone. Each creature in the affected area must succeed on a DC 32 Wisdom saving
throw or be wracked by horror and paralyzed un�l the end of its next turn. A creature
immune to the frightened condi�on has advantage on this saving throw.

Necroplasm Breath (Recharge 5–6). The deathwyrm exhales tendrils of necroplasm that seek out
creatures of its choice in a 120-foot cone, making a melee spell attack against each target (+21
to hit). On a successful hit, a creature takes 77 (14d10) acid damage plus 77 (14d10) vile damage,
and the deathwyrm may force the target to attempt a DC 32 Strength saving throw. On a failure,
the target is pulled up to 60 feet in a straight line toward the deathwyrm.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the deathwyrm takes a mythic action to cause one
of the following effects. The deathwyrm can’t use the same effect twice in a row.
Acid Death. Until the next initiative count of 20, the deathwyrm’s acid becomes horrifically
corrosive. When a flesh-and-blood creature takes acid damage from the deathwyrm while this
is in effect, it cannot regain hit points until the next initiative count of 20.
Dreadful Hunger. The radius of the deathwyrm’s Necroplasm feature increases by 30 feet, to a
maximum of 300 feet. This benefit lasts until the deathwyrm finishes a short or long rest.

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LEGENDARY ACTIONS
The deathwyrm can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature’s turn. The
deathwyrm regains spent legendary actions at the start of its turn.
Claw. The deathwyrm makes a Claw attack.
Move. The deathwyrm moves up to half its walking speed or flies up to half its flying speed.
Bite (Costs 2 Actions). The deathwyrm makes a Bite attack.
Dead Magic (Costs 3 Actions). The deathwyrm uses its Dead Magic action.

Resources
The deathwyrm once possessed a grand hoard full of countless treasures, but that has all been
despoiled by the necroplasm found within the lair. As a result of its cantankerous attitude and
noxious powers, the creature has learned to rely on itself and little else to accomplish its goals.
Undead that do not practice magic are welcome allies, but most intelligent undead see no cause
to join forces with the deathwyrm for prolonged periods. Even the dracolich’s territory matters
little. It has no need of food, rest, or pleasure, nor can it be persuaded otherwise.

Allies
Only a fool would consider themselves an ally of the deathwyrm, but unfortunately the world has
no shortage of fools. Despite a complete lack of interest or appreciation by the deathwyrm, the
group known as the Doomed have dedicated themselves wholly to the deathwyrm’s cause of
destruction and death. These misguided creatures work to feed the dracolich potent magics and
find prime targets for its rampages. Intelligent undead are not true allies but operate around the
deathwyrm in a way that often aids in the dracolich’s efforts.

New Organization: The Doomed


Name: The Doomed
Leadership: Anarchic (no formal leader)

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Membership: Gargantuan (1,000+ members): humanoids; barbarians, fighters, monks, rogues
Alignment: Chaotic Evil
Motto: “Nothing of value, nothing to lose.”
Resources: Magic items, manpower
Creed: Those who have become disaffected with their
existence and spiteful toward those who live well may
find a kindred spirit in the deathwyrm. Its nihilistic
attitude and its ambition in acting upon its grief make
the deathwyrm a figure of reverence among many
humanoids. Those who join the Doomed understand
that life is a game that cheats to bestow happiness
upon the undeserving and punishes those in need with
unbridled cruelty. The vehicle for this bias is magic, and
so the Doomed seek out sources of magic so the
deathwyrm may destroy it. To these fanatics, their
lives are worth little, but the dracolich gives them
purpose and a chance to make a difference in a cruel
and uncaring world.

Rewards
Destroying the deathwyrm is to preserve the fabric of
magic and ends the source of a vile contagion that has menaced reality for over a millennium.
Every spellcaster in the realm, from humble apprentice to mighty deity, has cause to rejoice at
the deathwyrm’s destruction. The rewards for such an endeavor are great and highly magical in
nature. Gifts of magic items, spells, and other mystical boons will be many and potent. However,
those who wish to harness the deathwyrm’s power have a rare opportunity to do so. Mixing
magic with dead magic is a risky prospect, requiring a successful DC 30 Intelligence (Arcana) check
while making direct contact with the necroplasm-infused remains of the deathwyrm. On a
success, an archon, archmage, or overlord adds the Epic spell necroplasm sphere to their spell
list.

New Epic Spell: Necroplasm Sphere


Tier 2 Epic necromancy (archons, archmages, and overlords only)
Casting Time: 1 action
Range: 120 feet

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Components: V, S, M (the skull of a creature that was murdered)
Duration: Instantaneous
You hurl a sphere of vile necroplasm at a space within range, which explodes in a 30-foot-radius
sphere. Creatures in the affected area must succeed on a Constitution saving throw or take 10d10
vile damage, or half as much on a success. For each living creature in the affected area, this
damage increases by 5d10, to a maximum of 30d10 vile damage.

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The Platinum Dragonking (Mythic 8)
Father of Draconic Virtue
“Whether noble gold, compassionate silver, honorable bronze, learned brass, or mirthful copper,
my children have never failed to change this world for the better. As a father, I could not be
prouder.”

Description
Mantled in divine power which exudes from every scale, the Platinum Dragonking is a shining
vision of draconic perfection and virtue. His body is massive, with a wingspan capable of casting
the entirety of a small town in shadow. Each of his flawless scales is a polished platinum, so thick
as to withstand any assault from those foolish enough to try their hand. His face holds sapphire
eyes glittering with flashes of insight, surrounded by a beard-like mane of membraned spines.
Despite his colossal size, the dragon moves with impossible grace, disturbing neither wind nor
earth. Each step does no harm to even the smallest caught beneath his tread, clearly a conscious
effort of compassion. A living embodiment of peace and prosperity, the Platinum Dragonking
needs no crown for all to know his power is supreme.

Profile
Personality: Benevolent
Ideals: The Platinum Dragonking desires a future in which evil is no more. In his eyes, every
creature deserves a chance at redemption, and what cannot be saved is mercifully put to rest.
While this may be an impossible task, no one ever said having principles was easy. To the
dragonking, to compromise in the face of such difficulty is an evil unto itself.
Bonds: Chief among the dragonking’s targets for redemption is his estranged sister, the Dark
Dragonqueen. Their longstanding rivalry has cost the multiverse dearly, but despite all she has
done, he has never given up hope. The dragonking keeps his eyes and ears open for any new
magic, artifact, or course that may lead to her redemption, and there is little he will not do to
accomplish this goal.
Flaws: The dragonking emphatically believes principles exist to be upheld. Compromising one’s
ideals in the face of extreme adversity defeats the point of moral virtue and leads down a path
of evil. Even among celestials, this viewpoint can become quite extreme. More than one ally of
the dragonking has paid dearly for his unwillingness to waver on even small matters of justice or
evil. Too often this occurs because the dragonking expresses empathy where common sense
dictates otherwise. While he knows full well this faith in others may be foolish, it is the principle
of the matter that counts.

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Legend: The Platinum Dragonking was created alongside his sister, the Dark Dragonqueen, by the
divine lord of dragonkind. Second among his children, the sibling pair served in harmony,
exploring the realms and learning the secrets of magic. With the permission of their creator, the
siblings created races of mighty dragons, flawed but nonetheless mighty reflections of
themselves. Both children sought to impress their parent with their creations, and a rivalry soon
grew between the two. The dragonqueen sought to increase the power of her children, granting
them savage strength and dominion over lesser races. The dragonking in turn instilled unmatched
virtue and grace within his creations. Rivalry turned to jealousy as the competition grew ever
fiercer, until the siblings’ creator intervened. The divine lord of dragonkind went to his platinum
son, knowing him to be the more reasonable of the two, to convince him to end the squabbling
peacefully. Unfortunately, the dragonqueen’s spies learned of this visit, and in a jealous rage she
believed her creator to be siding with her brother. Distraught at her reaction and holding himself
responsible for her fall, the Platinum Dragonking now seeks to mitigate the harm she causes while
living up to his creator’s impossible aspirations for dragonkind.

The Platinum Dragonking in Your Campaign


The Platinum Dragonking is not a deity who sits on his throne and listens to prayers. He gets out
into the world, traveling alongside adventurers, exploring new realms, and doing good in the
world. Introducing him to your campaign places a literal god in the thick of things. The dragonking
is the kind of obstacle that is nigh impossible to directly oppose but is still a character with whom
the players can meaningfully interact. He is humble, patient, and curious – good traits to have
when dealing with overexcited adventurers. If you plan on making the dragonking an antagonist
in your game, the characters either must violate one of his guiding moral principles to an extreme
degree or commit acts of extraordinary villainy. In either case, your story is likely to involve lots
and lots of dragons, so be sure to have plenty of lore and story-significant dragons planned to
help facilitate an interaction with the Platinum Dragonking as the story’s natural climax.

Introduction
While most fantasy worlds likely have a general understanding of the Platinum Dragonking
through religion, that isn’t an introduction. To make this titan a character in your game, it is best
to have him encountered early. Since the dragonking would almost never obliterate low-level
adventurers – even if they deserved it – such an experience can prove extremely exciting. The
party may not even realize who they are talking to if the deity is in disguise! This encounter is
likely not random. If the characters are nefarious, the dragonking will have foreseen them to be
figures of great evil and seek to turn them from such a dark path. If they are more neutral or
virtuous, the dragonking will have a series of quests lined up that serve multiple purposes,
benefiting himself, the common good, and the characters.

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Conflict
Eventually the Platinum Dragonking reveals what exactly he needs the characters to do (or not
do), describing in vague detail their role in a greater conflict they do not fully comprehend. At
this point, the Platinum Dragonking is still practicing some restraint, but his allies and associates
are far less understanding. The characters should find themselves caught between doing what
they want to do and what forces greater than themselves are asking of them. This is a fine line to
walk, and with the shadow of the dragonking hanging over them, be sure to provide lots of
information to help them make informed decisions. It will take some serious stakes or a truly
despicable act to bring down the deity’s full wrath, and the characters should feel they can make
mistakes.

Conclusion
Whatever the characters did to make the Platinum Dragonking their enemy, it wasn’t good. At
this point, the deity has run out of patience and is done letting others handle a problem he should
have solved long ago. As a being of honor, the dragonking grants the party a chance to defend
themselves legally, through combat, or via whatever means feel appropriate. In any case, the
final conflict should match the characters’ greatest skills and strengths against the might of a
deity, a truly epic confrontation. Remember, this encounter doesn’t have to end in a TPK. The
dragonking always shows mercy to those who are sincere in their repentance, and appropriately
contrite characters may have many adventures still to come.

Challenges
The Platinum Dragonking can pose exploration, social, or combat challenges to characters who
interact with him.

Exploration
As a wandering do-gooder, the Platinum Dragonking creates all kinds of campaign opportunities
for exploration. Wherever there are people in need, evil to oppose, or draconic interests afoot,
there is a chance the father of draconic virtue is involved. How direct this involvement is can vary.
In some instances, the dragonking himself may be walking around, investigating, learning, and
listening to what is going on in the story. In others, his allies and followers are acting on his behalf,
making his will known in the farthest corners of the worlds and bringing light wherever there is
darkness. Should the dragonking tread upon the mortal realms, his divine power always
manifests, regardless of the form he takes.

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Regional Effects
The region around the Platinum Dragonking is warped by his divine power, which has created the
following effects within 10 miles of him:
• Dragons in the area feel comfy and safe unless they are in the presence of enemies. When
interac�ng with non-dragons, affected dragons are always ini�ally friendly unless they are
enemies of those with whom they interact.

• Creatures that commit acts of evil in the affected area are wracked with guilt, gaining
disadvantage on Intelligence, Wisdom, and Charisma ability checks for as long as they
remain within the area.

• When a creature of good alignment in the affected area dies, the dragonking becomes
aware of its death, along with the exact loca�on it occurred, and the manner in which it
died.

If the dragonking is destroyed, these effects fade immediately.

The Dragonking’s Lair


Within the lofty celestial realms endures the lair of the Platinum Dragonking. Beneath and
eternally starlit sky, this home does not do justice to the extraordinary nature of its occupant,
and that is just how he likes it. The refuge is high atop a celestial mountain, isolated from the
natives who would do nothing but shower the dragonking in praise and appreciation. Here the
deity rests alongside his consorts, spending his peaceful hours gazing at draconic constellations,
monuments the dragonking forged in honor of old friends and fallen allies. The horrors of battle
never have – and never will – scar this sacred place, and any who threaten violence there will
forever rank highly among the dragonking’s most despised and irredeemable foes.

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Exploration Encounters
Thanks to the dragonking’s wanderlust, he can be found on most planes not dominated by evil
creatures. Since collecting rare artifacts and hunting down villains is not his style, the primary
interest of these outings are always creatures. Eager to learn more about the worlds and the
potential for good of their inhabitants, the dragonking goes to great lengths to encounter some
the strangest, most reclusive beings. In turn, this can make him a difficult figure to track down,
or one that can be found in the most unlikely places.
• Court of Wyrms. On a distant island atop a hill of windswept grass lies an infamous site
dedicated to the judgment and sentencing of dragons. Within their cultures, dragons of all
types share a unique code understood only by them, the viola�on of which is an
extraordinary taboo. While the chroma�cs have since dishonored the code, others s�ll hold
to it, with the Pla�num Dragonking presiding over the most significant trials. Recently an
apocalyp�c white dragon was captured and is being shipped to the island for judgment, with
the �tanic vessel requiring a rather significant, and well-paid, escort.

• Lost Love. One of the dragonking’s consorts has gone missing and was last seen in the
company of a red dragon and heading into an inhospitable volcanic realm. Desperate to get
his companion back, the Pla�num Dragonking issues a decree: any who rescues his consort

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from the clutches of the vile red will be blessed by the father of draconic virtue himself, an
honor few mortals have ever received.

• The Ques�ng Knights. Every century, the order of the Pla�num Knighthood holds a great
event in honor of their deity. Those of untainted virtue are tasked with recovering a star
brought down from the heavens by the Pla�num Dragonking’s power. Anyone who
par�cipates in this quest and recovers the star is inducted into the order as honorary
pla�num knights, for it is said only those of pure heart can touch the fallen star and live. Any
heroes seeking to get the aten�on of the Pla�num Dragonking will likely never get such a
great opportunity to make an impression.

Social
The social graces of the Platinum Dragonking are legendary. His tongue knows no falsehood, and
his wisdom no ignorance. Those who trade words with the deity remark upon his extraordinary
ability to understand both the hearts and minds of those he addresses. Those experiencing
confusion and internal conflict about their lives find the dragonking’s insights invaluable, while

450
his enemies are often profoundly uncomfortable at being understood so effortlessly. It is rare the
father of draconic virtue will not entertain a conversation with those daring enough to speak with
him. His words are precise and efficient. He never says more than he has to and feels there is far
more to be gained from listening than from speaking. The voice of the Platinum Dragonking is
described as the warm echoes of a summer wood that shakes the earth with its strength. With
but a single sentence his wisdom can change destinies, soften hearts, or inspire incalculable fear.

Social Encounters
Socially interacting with the Platinum Dragonking is often a challenging experience. Not one for
small talk, the deity only speaks with others when there is good to be done or something
important to say. Depending on the nature of the discussion, these moments can extend for days
as the dragonking affords his conversation partners the chance to reflect on the truths and
statements made during such profound conversation. While it is relatively easy to send a
message to the dragonking through prayer or the power of a cleric, establishing repartee requires
one be a person in great need, of great virtue, or of tremendous villainy. All others are best
handled by less important, but still wise, allies and affiliates of the Platinum Dragonking.
• The Day of Judgment. A rogue metallic dragon is declared to be in viola�on of the ancient
laws of its kind and must stand trial for its crimes. Since the characters are closest to its
loca�on, the Pla�num Dragonking decrees that the heroes should seek out the miscreant
and serve it a “warrant” on his behalf. The angry brass dragon is remorseful for its deeds,
but it will take some serious convincing to get it to come quietly.

• Teller of Tales. A�er achieving an extraordinary victory over a great evil, the characters are
invited to retell their epic feat in the presence of none other than the Pla�num Dragonking
and his consorts. The deity expects nothing more than a wholesome and enjoyable
recoun�ng of such a virtuous deed, but the party may
be tempted to drama�ze or embellish their tale. Such
an act would be most unwise, so the heroes must find
a way to be entertaining, dignified, and honest in the
presence of the father of draconic virtue – should they
choose to accept, of course.

• Sibling Rivalry. The dragonking’s nefarious sister, the


Dark Dragonqueen, is holding a member of the
Pla�num Knighthood for ransom, demanding the
repatria�on of one of her sacred shrines from a �me
before her fall. Her brother holds the loca�on in trust,
as a sen�mental memento of the wholesome, loving
rela�onship they once had. Suspec�ng the demand to
conceal an ulterior mo�ve, the dragonking seeks
heroes to inves�gate the ancient shrine in search of
what she may truly be a�er.

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Combat
While the Platinum Dragonking has fought countless battles, he has no love of bloodshed. He
keenly understands that most mortal beings are not inherently evil and therefore can be made
to see the virtues of peace. Any potential battle is preceded by a discussion, sometimes lasting
days, about the nature of the conflict. It is not merely the strength of one’s arms that are put to
the test when facing the Platinum Dragonking. When brought to blows, the dragonking always
looks for opportunities to end a conflict by the most merciful means possible. Even when
confronted with despicable evil, his principles demand he afford his enemies the dignity and
respect he would desire from them. Only fools dare laugh at this generosity. The dragonking’s
moral principles are no mere theories but practiced and proven perspectives that have never
failed him in the millennia he has walked the worlds.

Combat Encounter Example: An Exercise in Futility


Afforded the rare opportunity to draw swords against the Platinum Dragonking, the outmatched
characters are invited to take their best shot. The dragonking fully intends to demonstrate the
futility of evil and its inadequacy in the face of true virtue, letting the heroes do their best and
still fall woefully short. It should be obvious the dragonking is going easy on the party. Once the
dragonking feels it is time for the lesson to end, he simply leaves with a few parting words of
wisdom, leaving the characters to reckon with their failure and the burning questions such a
conflict likely inspires. Should the characters perform better than expected, the dragonking still
honors his intentions but makes careful assessments of what will likely one day become serious
threats.

Tactics
Battlefield Classification: Elite (Controller and Soldier)
The Platinum Dragonking is a difficult titan to run. He is both a hugely powerful dragon with a
host of appropriately draconic abilities and a mighty spellcaster. Balancing these two aspects of
his design is key to a successful encounter. Note that in lieu of spell slots, the dragonking utilizes
a system of spell points. These resources are easier to use than spell slots, while allowing for a
high degree of flexibility when upcasting spells. With 200 points to spare, you should feel free to
sling lots of powerful spells, particularly damaging ones such as flamestrike. Remember that
cantrips do not cost any spell points to use, so even if you unleash a 9th-level spell, the
dragonking’s Multispell feature allows you to still cast three cantrips that same turn. Remember
to review his spells in advance! Most were chosen for their simplicity, but you will still need to
keep track of concentration and the optimal use of spells to get the most out of this feature.

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Aside from his magic, the dragonking possesses the standard array of dragon Bite and Claw
attacks. These are always solid choices but note the potency of his Glorious Presence and Breath
Weapons, which are uniquely powerful, even for a dragon. The damage of his Holy Breath
exceeds that of any single spell and heals any allies the dragonking may have, while Euphoria
Breath is a supremely effective way to incapacitate troublesome characters.
Lastly, the dragonking’s Divine Power action stands as one of his most potent effects. Use this
action to negate bothersome magical items, undo spell effects that are trivializing the fight, or
ensure the dragonking’s magic goes from dangerous to outright devastating.
Tactically, the dragonking should be in the thick of the fight. He is too big not to be, and many of
his spells benefit from being in relatively close range. His defenses are formidable, and when in
a tough spot, a handy heal spell or two can bail him out. Remember, the dragonking is not a cruel
or merciless opponent. Unless faced with the worst the universe has to offer, he always practices
restraint, compassion, and honor in battle, especially if he is offered those considerations in turn.
Easier Tactics. Keep the power level of the dragonking’s spells modest, favoring lots of lower-
level effects and conserving spell points for emergencies. Only when reduced below half his hit
point maximum should the dragonking consider using his most powerful abilities, and even then,
he should do so in a way that is far from efficient or optimal. Don’t use Glorious Presence until
the characters have had a round or two to gain some ground on the dragonking. The same goes
for Euphoria Breath, which should always be your first choice when deciding which breath
weapon to use. Only use Holy Breath when the dragonking is on the ropes, as it’s a fitting climactic
move to use at the most desperate pitch of the battle.
Harder Tactics. Open with Holy Breath, and follow up with as many high-level spells as you can
muster. Use Divine Power as a legendary action to buff the dragonking’s spellcasting, then follow
it up with an absolutely devastating turn full of high-damage spells. Remember to lead your
Multispell action with cantrips to eat eager counterspell casts, and make use of the dragonking’s
high speed to keep key targets within range. A particularly powerful spell to cast at higher levels
is command, which should be used as often as possible to reduce the players’ action economy
and keep them from assisting each other. If you are feeling truly cruel, have the dragonking
withdraw using teleport and cast heal until he is back in fighting shape, then return to the fight
while the characters are struggling to recover.

The Platinum Dragonking


Gargantuan dragon (intermediate deity), lawful good

Armor Class 24 (natural armor)


Hit Points 877 (45d20 + 405)
Speed 50 ft., fly 120 ft.

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STR DEX CON INT WIS CHA
28 (+9) 8 (−1) 29 (+9) 16 (+3) 30 (+10) 25 (+7)

Saving Throws Dex +7, Con +17, Int +11, Wis +18
Skills History +19, Perception +18, Persuasion +15, Religion +19
Damage Resistances radiant
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities charmed, frightened.
Senses blindsight 120 ft., passive Perception 28
Languages Celestial, Common, Draconic
Challenge 29 (90,000 XP)

TRAITS
Divine Spellcasting. The dragonking’s spellcasting ability is Wisdom (spell save DC 26, +18 to hit
with spell attacks). The dragonking has 200 spell points and regains expended spell points when
he finishes a short or long rest. The dragonking can cast the following spells without the need for
material or somatic components. When the dragonking casts a spell of 1st level or higher, he
must expend a number of spell points equal to the spell’s level or the spell fails.
Cantrips: sacred flame, spare the dying
1st level: bless, command, cure wounds
2nd level: hold person, silence, zone of truth
3rd level: daylight, dispel magic, spirit guardians
4th level: death ward, freedom of movement, guardian of faith
5th level: dispel evil and good, flame strike
6th level: heal, sunbeam
7th level: divine word, teleport
8th level: power word stun, sunburst
9th level: foresight, true polymorph

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Immense. The dragonking’s form is tremendous. He is 110 feet long from snout to tail and has a
wingspan of 240 feet. On the battlefield, the dragonking typically occupies a 55-foot-by-55-foot
space. He can end his movement in a Huge or smaller creature’s or object’s space and does not
treat such spaces as difficult terrain.
Additionally, on each of his turns the dragonking can spend 20 feet of movement to deal 100
bludgeoning damage to an unattended object or structure within 5 feet of him.
Mythic Resistance. When the dragonking fails a saving throw, he can expend one of his unspent
legendary actions to succeed instead.

ACTIONS
Multiattack. The dragonking makes three attacks: one with his Bite and two with his Claw. He
can forgo making a Bite in this manner to instead use his Glorious Presence.
Multispell. The dragonking casts up to four spells, the combined spell level of which cannot be
greater than 9th level.
Bite. Melee Weapon Attack: +17 to hit, reach 35 ft., one target. Hit: 48 (6d12 + 9) piercing damage
plus 14 (4d6) radiant damage.
Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 37 (8d6 + 9) slashing damage.
Divine Power. The dragonking exerts his divine power, causing one of the following effects.
• The dragonking ends a spell or magical effect within 300 feet of him.

• The dragonking suppresses the proper�es of a non-ar�fact magic item he can see within 300
feet of him for 1 hour.

• Un�l the end of his next turn, when the dragonking casts a spell that deals damage, he may
increase the first instance of damage dealt by the spell by 35 (10d6) radiant damage.

Glorious Presence. Each creature of the dragonking’s choice within 120 feet of him that is aware
of him must succeed on a DC 26 Charisma saving throw or be humbled before the dragonking’s
power and become cursed. While cursed in this manner, when a creature attempts a saving
throw against the dragonking’s spells or magical effects, it rolls a d8 and subtracts the amount
rolled from its saving throw result. Once a creature succeeds on this saving throw or the curse
ends for it, it cannot be affected by the dragonking’s Glorious Presence for 24 hours.
Breath Weapons (Recharge 5–6). The dragonking uses one of the following breath weapons.
Holy Breath. The dragonking exhales a blast of radiant energy in a 120-foot cone. Each enemy
creature in the affected area must succeed on a DC 26 Constitution saving throw or take 110
(20d10) radiant damage, or half as much on a success. Friendly creatures in the area take no
damage and instead magically regain 110 (20d10) hit points.

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Euphoria Breath. The dragonking exhales a cloud of euphoric gas in a 50-foot square that lasts
for 1 minute. When the cloud appears, each creature other than the dragonking in the affected
area must succeed on a DC 26 Wisdom saving throw or become incapacitated for as long as it
remains within the affected area. A strong wind disperses the gas.

LEGENDARY ACTIONS
The dragonking can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature’s turn. The
dragonking regains spent legendary actions at the start of his turn.
Cast a Minor Spell. The dragonking casts a spell of 3rd level or lower.
Claw. The dragonking makes a Claw attack.
Bite (Costs 2 Actions). The dragonking makes a Bite attack.
Cast a Major Spell (Costs 2 Actions). The dragonking casts a spell of 8th level or lower.
Divine Power (Costs 3 Actions). The dragonking uses his Divine Power action.

The Mythic Platinum Dragonking


Challenging the mythic Platinum Dragonking is to square off against one of the mightiest wielders
of Epic magic in existence. Thanks to his spell points and new selection of Epic spells, he can
unleash a flurry of Epic magic that is unrivaled by all but the most powerful titans. Using these
potent new spells, especially when upcast to tier 3 Epic spells, makes for an extremely deadly
fight. Additionally, the dragonking receives two new mythic actions to complement his arsenal.
The first is Divine Ward, which eats away at the characters’ hit points each time they would deal
damage to the dragonking. Thanks to its nature as a Deific effect, this is almost impossible to
undo in combat. Characters with lower hit point maximums become extremely vulnerable to
high-damage effects such as Epic spells, so expect to see even the meatiest barbarians get
worried as their squishiness escalates. The second option is Light of Truth, which serves to pause
a lot of tactical options the characters like to use, such as polymorphs. This keeps the battlefield
relatively stable and prevents the party’s advantages from escalating out of control. Thankfully,
the tactical elements of the fight change little between mythic and non-mythic versions, so this
modest increase in capabilities shouldn’t overcomplicate the fight.

New Epic Spell: Divine Judgment


Tier 1 Epic evocation (ascendants only)
Casting Time: 1 action

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Range: 300 feet
Components: V
Duration: Instantaneous
You fix your eyes on a creature you can see within range and declare it judged by the divine
powers of the universe. When you do so, you must dictate an alignment you believe your target
to possess and make a ranged spell attack. On a successful hit, the target takes 20d8 radiant or
necrotic damage (your choice), and if you correctly dictated your target’s alignment, the attack
scores a critical hit on a roll of 16–20.
At Higher Tiers. When you cast this spell as a tier 2 Epic spell or higher, you increase the damage
dealt on a successful hit by 20d8 for each tier higher than tier 1, to a maximum of 60d8 at tier 3.

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Mythic Effects
As a mythic creature, the Platinum Dragonking causes the following effects.
Deific Being. The dragonking is an intermediate deity. Against non-Deific creatures, he gains the
following benefits, unless he chooses not to.
• The dragonking automa�cally hits with any atacks.

• The dragonking automa�cally succeeds on saving throws and ability checks, and non-Deific
creatures can’t succeed on saving throws or ability checks against him.

• When the dragonking deals damage, he deals maximum damage on all his damage dice.

These advantages are muted against Epic creatures. When the dragonking encounters Epic
creatures for the first time in a day, he does not gain these benefits for a number of rounds equal
to the creature’s Epic (not total) character level or Epic CR.
Draconic Magic. By spending 1 minute of uninterrupted concentration during which time he
takes no actions nor spends movement, the dragonking can cast a spell or Epic spell of his choice
without the need for any components. This spell is considered a Deific effect for its duration.

The Mythic Platinum Dragonking


Gargantuan mythic dragon (intermediate deity), lawful good

Armor Class 25 (natural armor)


Hit Points 4,777 (245d20 + 2,205)
Speed 50 ft., fly 120 ft.

STR DEX CON INT WIS CHA


32 (+11) 8 (−1) 29 (+9) 19 (+4) 36 (+13) 28 (+9)

Saving Throws Str +21, Dex +9, Con +19, Int +14, Wis +23, Cha +19
Skills History +24, Perception +23, Persuasion +19, Religion +24
Damage Resistances radiant
Damage Immunities bludgeoning, piercing, and slashing from non-Epic sources

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Condition Immunities charmed, frightened
Senses blindsight 120 ft., passive Perception 33
Languages Celestial, Common, Draconic
Challenge Mythic 8

TRAITS
Divine Spellcasting. The dragonking’s spellcasting ability is Wisdom (spell save DC 31, +23 to hit
with spell attacks). The dragonking has 400 spell points and regains expended spell points when
he finishes a short or long rest. The dragonking can cast the following spells without the need for
material or somatic components. When the dragonking casts a spell of 1st level or higher, he
must expend a number of spell points equal to the spell’s level or the spell fails. To cast an Epic
spell in this manner, the dragonking must expend 11 spell points for a tier 1 Epic spell, 15 spell
points for a tier 2 Epic spell, and 20 spell points for a tier 3 Epic spell.
Cantrips: sacred flame, spare the dying
1st level: bless, command, cure wounds
2nd level: hold person, silence, zone of truth
3rd level: daylight, dispel magic, spirit guardians
4th level: death ward, freedom of movement, guardian of faith
5th level: dispel evil and good, flame strike
6th level: heal, sunbeam
7th level: divine word, teleport
8th level: power word stun, sunburst
9th level: foresight, true polymorph
Tier 1: antimagic ray, divine judgment, Mera’s miraculous lightning leap
Tier 2: determinism, exalted brand of absolution
Tier 3: celestial tempest
Immense. The dragonking’s form is tremendous. He is 110 feet long from snout to tail and has a
wingspan of 240 feet. On the battlefield, the dragonking typically occupies a 55-foot-by-55-foot
space. He can end his movement in a Huge or smaller creature’s or object’s space and does not
treat such spaces as difficult terrain.

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Additionally, on each of his turns the dragonking can spend 20 feet of movement to deal 100
bludgeoning damage to an unattended object or structure within 5 feet of him.
Mythic Resistance. When the dragonking fails a saving throw, he can expend one of his unspent
legendary actions to succeed instead.

ACTIONS
Multiattack. The dragonking makes three attacks: one with his Bite and two with his Claw. He
can forgo making a Bite in this manner to instead use his Glorious Presence.
Multispell. The dragonking casts up to four spells, the combined spell level of which cannot be
greater than 9th level nor include more than a single Epic spell.
Bite. Melee Weapon Attack: +21 to hit, reach 35 ft., one target. Hit: 76 (10d12 + 11) piercing
damage plus 35 (10d6) righteous damage.
Claw. Melee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 60 (14d6 + 11) slashing
damage.
Divine Power. The dragonking exerts his divine power, causing one of the following effects.
• The dragonking ends a non-Epic or Epic spell or magical effect within 300 feet of him.

• The dragonking suppresses the proper�es of a non-relic magic item he can see within 300 feet of him
for 1 hour.

• Un�l the end of his next turn, when the dragonking casts a spell or Epic spell that deals damage, he
may increase the first instance of damage dealt by the spell by 70 (20d6) righteous damage.

Glorious Presence. Each creature of the dragonking’s choice within 120 feet of him that is aware
of him must succeed on a DC 31 Charisma saving throw or be humbled before the dragonking’s
power and become cursed. While cursed in this manner, when a creature attempts a saving
throw against the dragonking’s spells or magical effects, it rolls a d12 and subtracts the amount
rolled from its saving throw result. Once a creature succeeds on this saving throw or the curse
ends for it, it cannot be affected by the dragonking’s Glorious Presence for 24 hours.
Breath Weapons (Recharge 5–6). The dragonking uses one of the following breath weapons.
Holy Breath. The dragonking exhales a blast of radiant energy in a 120-foot cone. Each enemy
creature in the affected area must succeed on a DC 31 Constitution saving throw or take 220
(40d10) righteous damage, or half as much on a success. Friendly creatures in the area take no
damage and instead magically regain 220 (40d10) hit points.
Euphoria Breath. The dragonking exhales a cloud of euphoric gas in a 50-foot square that lasts
for 1 minute. When the cloud appears, each creature other than the dragonking in the affected
area must succeed on a DC 31 Wisdom saving throw or become incapacitated for as long as it
remains within the affected area. A strong wind disperses the gas.

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MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), the dragonking takes a mythic action to cause one of
the following effects. The dragonking can’t use the same effect twice in a row.
Divine Ward. The dragonking becomes warded against all who would dare assault a being of such
virtue and righteousness. When a creature deals damage to the Platinum Dragonking for the first
time on a turn, that creature’s hit point maximum is reduced by 5. This is a Deific effect that lasts
until the creature finishes a short or long rest. If the dragonking uses this action again, the number
of hit points an affected creature’s hit point maximum is reduced by on each effect is increased
by 5, to a maximum of 25. This increase lasts until the dragonking finishes a short or long rest.
Light of Truth. The dragonking enchants each creature of his choice within 300 feet of him with
a magical nimbus of golden daylight, which lasts until the next initiative count of 20. While so
enchanted, a creature sheds sunlight in a 30-foot radius and dim light 30 feet beyond that.
Additionally, creatures so enchanted cannot magically teleport, change their form, nor have
advantage or Epic advantage on attack rolls, saving throws, and ability checks.

LEGENDARY ACTIONS
The dragonking can take 3 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another creature’s turn. The
dragonking regains spent legendary actions at the start of his turn.
Cast a Minor Spell. The dragonking casts a spell of 8th level or lower.
Claw. The dragonking makes a Claw attack.
Bite (Costs 2 Actions). The dragonking makes a Bite attack.
Cast a Major Spell (Costs 2 Actions). The dragonking casts an Epic spell.
Divine Power (Costs 3 Actions). The dragonking uses his Divine Power action.

Resources
As the father of metallic dragonkind and a deity of tremendous influence, there is little the
dragonking cannot acquire to accomplish his goals. Material possessions can be obtained with
trivial ease, with only the mightiest artifacts and relics beyond his grasp. Powerful allies are
plentiful as well. Nearly all metallic dragons are ready to honor his call for their services, gladly
making sacrifices they would otherwise balk at on behalf of their platinum liege. However, the
virtuous nature of the dragonking prevents him from making full use of these capacities. The
cause of righteousness cannot come at the compromise of one’s principles or the censorship of

461
good. Consequently, the dragonking is discerning about who and what he uses to accomplish his
goals. Only assets obtained by ethical and responsible means are fit for his purposes, and only
allies who can afford to take tremendous risks on his behalf in service of righteousness can be
called upon to serve. This legendary restraint has left the Platinum Dragonking vulnerable on
more than one legendary occasion and is widely believed to be his greatest weakness.

Allies
Between celestial beings, metallic dragons, and cosmic forces of good, there are many who would
gladly call themselves allies of the Platinum Dragonking. Many of these forces are not soldiers in
the cosmic battle of good versus evil, but scholars, naturists, and other proliferators of virtue that
are just as essential to the multiverse as those who would slay demons. While it may seem
perplexing to some why the Platinum Dragonking would consider a humble farmer a trusted ally,
or a wise mortal sage worthy of friendship, the value lies in its simplicity. The dragonking
understands that it is not just great power that holds evil at bay, but the small, everyday deeds
of humble folk that make all the difference.
• The Golden Consorts. Whenever the dragonking embarks upon a journey of comfort and
peace, he is always accompanied by his beloved consorts: seven gold dragons endowed with
divine longevity and possessing considerable wisdom. Since a parade of eight colossal
dragons tends to make quite a scene, the dragonking often travels in disguise. When doing
so, his consorts take the form of canaries, ever watchful against any threat or intrusion
posed to their lover. Their duty is to ensure the dragonking can venture without stress or
worry, while simultaneously offering the pleasure of companionship and wise counsel.
• The Platinum Knights. The Platinum Dragonking has made quite an impression upon the
mortal races over the millennia, but none more so than the virtuous order of paladins known
as the Platinum Knighthood. Inspired by the virtue of metallic dragons and revering their
progenitor, this organization of paladins emulates the Platinum Dragonking with every good
deed they commit. Clad in platinum armor and learned in the ways of dragonkind, the
Platinum Knighthood ranks among one of the most trustworthy and noble organizations in
the known realms.

New Organization: Platinum Knighthood


Name: Platinum Knighthood
Leadership: Retired council of veteran knights (12 members)
Membership: Huge (213 members): humanoids; paladins, crusaders
Alignment: Lawful good
Motto: “From his example, we follow. For his cause, we fight. For his truth, we sacrifice.”
Resources: Dragons, charitable donations, arms and armor

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Creed: The life of a paladin is not an easy one, but among those disciplined few there are those
who walk a narrow path. The Platinum Knighthood demands its paladins adhere to the highest
standards of virtue and goodness. In their eyes, metallic dragonkind were the Platinum
Dragonking’s gift to the mortal realms, to serve as an example and guide them toward a utopian
existence. The order spends much of its days in service of others, especially good dragons, but
always takes care to ensure they are prepared for an epic struggle. Their forces can easily be
mustered to a cause, and few can withstand the full fury of the Platinum Knighthood brought to
bear.

Rewards
Given his nature as a dragon and his power as a deity, one would expect the Platinum Dragonking
to possess wealth beyond imagining. This is true, but not in the way one would expect. The
dragonking’s lair is a minimalist abode full of comfort and artistry that has little value to other
creatures, save for one magical object unlike any other. Known as the Genesis Gem, this gigantic
star sapphire contains within it a proto-cosmology on the cusp of birth. Preserved from the
earliest days of existence before recorded history, the Genesis Gem is truly priceless and the envy
of all. Its beauty knows no equal, and its power encapsulates the might of the titans which first
wrought the universe into being.
Aside from this treasure, the rewards gained from defeating the Platinum Dragonking are
prestigious. The forces of evil rejoice at the destruction of a hated enemy, particularly the
dragonking’s hated sister, the Dark Dragonqueen. The characters may even gain the rare privilege
of receiving respect, gifts, and accolades from many evil creatures eager to forge an alliance with
ones so powerful. Meanwhile, the forces of good will count the characters among their greatest
enemies, constantly seeking justice for the fallen dragonking and hoping to undo the tragedy of
his passing.

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Genesis Gem
Wondrous item, legendary
This gigantic star sapphire measures 20 feet in diameter and weighs more than 2 tons. Within its
countless facets swims the primordial matter of a proto-cosmology, eager to transform into a
collection of planes bound together by unifying forces of magic and fantasy. If you spend 8 hours
of strenuous activity in a single day gazing into the gem, you may activate its magic and begin the
creation of a new fantasy universe. If you continue this process each day for a year and a day,
during which time you pour your creativity and will into the gem, the gem shatters, and your
imagined universe is brought into being somewhere in existence. When this occurs, you and up
to five other creatures of your choice can choose to appear in that universe in unoccupied spaces
on a plane chosen by the DM.
Your universe must be bound by a set of fundamental laws that account for magic, basic physics,
and some form of �me. The process of crea�ng this universe cannot directly influence the
behavior or nature of those who dwell within it, only the general environments and forces with
which they must contend. At the DM’s discre�on, this universe may take the form of a campaign
se�ng of their choice, though DMs that do should account for your desires when implemen�ng
a se�ng in this manner.

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Udoroth (Mythic 9)
The Night Serpent
“They've promised that dreams can come true - but forgot about the nightmares.”

Description
The colossal serpentine shape emerges from the haze, revealing the form of Udoroth, the night
serpent. Her body stretches across the plane of dreams, slithering silently and observing the
shifting landscape for any hint of nightmare formation. Her eyes are twisting spirals of darkness,
containing within them every sorrow dreamt up by sentient beings. Her scales contain reflections
of nightmares she has consumed, glittering with malice, reflecting a twisted version of those
gazing into them. If her gaze lands upon the dream of a resting creature, though they cannot see
her, an unease can be felt. When faced with her prey, she bares her terrifying fangs, sending a
chill through the spine of any dreamers beheld by her gaze. Those who hear her reverberating
hiss awaken in terrified shrieks, and those who do not may not awaken ever again.

Profile
Personality: Curious
Ideals: The Night Serpent is an apex predator, and the whole world her prey. She is bound by the
confines of the Dreamscape and compelled to consume any dreams that become infected with
aberrant energy, but this arrangement suits her, for she grows larger and more powerful with
every passing day and knows that eventually the whole world will become her meal. She is not
above communing with lesser beings to further provide her with prey, be it directly as sacrifice
or indirectly through deception. Udoroth’s hunger is not for sustenance, but a twisted expression
of inquisitiveness. She longs to sample all reality, tasting every succulent bite with passionate
relish.
Bonds: Udoroth’s hunger is not for sustenance, but a twisted expression of inquisitiveness. She
longs to sample all reality, tasting every succulent bite with passionate relish. She consumes
everything she comes across in search of new combinations of flavors. Her relationship with
sentient creatures is seemingly symbiotic, as their vivid imaginations and relentless creativity are
the spice that seasons her favorite meals. She cares not for those she inadvertently saves and
would not think twice to deceive or betray any who seek her power into granting her more
sustenance.
Flaws: Her motives also provide her weakness, for Udoroth is easily tempted by any new meal
she comes across. She has no concern for potential predators, and considers any threats made
at her laughable. Her hubris and insatiable hunger can be exploited by savvy heroes, choosing
the field on which to face the Night Serpent by tempting her with a novel culinary experience.

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Legend: There was a time before Udoroth, a time where the world was young and magic was yet
uncontrolled. In these days, the first mages experimented and attempted to bind this force of
nature to their own will. The process was perilous and slow. To find a realm more malleable than
their own, the mages delved inwards, projecting their spirits outwards into their dreams and
molding them to serve as testing grounds for their magic. This practice was widely accepted then
and served to accelerate the progress of magical control. The testing took its toll, both on the
mages and their testing ground, and those of weaker will were bent by entities of realms
inconceivable by mortal minds to be conjured into the Dreamscape. These were the first
aberrations, shards of elder evils who found purchase in these curious minds, through whom they
sought to corrupt all others who dreamt. Others saw the shape of things to come and thought to
bind a being to defeat this threat, a predator which feeds on the aberrant, they summoned
Udoroth. Udoroth consumed the first victim, the result of aberrant corruption, and continued
until all traces of the aberrant were removed. All except her. The mages could not banish
Udoroth, for they feared the aberrations would return, and so they left the Dreamscape to be
her hunting grounds, content in the thoughts that she was contained. Generations of folk tales
were told about the danger in dreams, the Night Serpent who watches over the resting, and who
warns of other invaders, saving them from worse peril. It is such that all sleeping beings learned
to live with Udoroth, a necessary evil that wards worse terrors at bay. She grew, expanding
eternally as she hunted. With her size grew her influence over the dreaming and ferocity of her
hunger. Some grew to revere her as a deity, a lunar goddess who watches over them, and obliged
her in sacrifices to ward off bad dreams. These Udoroth accepted eagerly, as the essence of the
faithful would further nourish her, and she could direct these pawns to exert her influence over
a world she could never directly affect. She bid her time, and the walls between these realms
weakened, and soon it will become time for her hunger to be truly satiated.

Udoroth in Your Campaign


Dreams and visions are commonplace in fantastical narratives, used to explore the inner thoughts
of characters or to guide them on their heroic journeys. They’re of great significance in our world
as well, a time for people to collect their thoughts and store them within their minds, as well as
being the inspiration for various cultural myths made about those responsible for dreams: of
objects that ward off the bad ones and mystical beings who deliver them. Any narrative which
revolves around Udoroth must focus on these dreams, as they’re the vessel that any would be
group of heroes must use to put a stop to Udoroth. Dreams in this context aren’t merely
conjurations of the mind but caused by a link between sentient beings and a pocket of the astral
plane forged by ancient rituals. This magic is indistinguishable in function to how people
experience dreams in the real world for most, but explains the ability for people to be harmed,
altered, or even killed by their dreams.
The cultures of the world should feature myths and legends about Udoroth, some viewing her as
an ancient guardian from forces unknown, others as a celestial being that punishes sloth, while
others consider her just a monster used to scare children. Those mages and sages who study the
planes know more of the truth of her being, but the nature of Udoroth means any closer

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observation is perilous or requires fell bargains to be made for
knowledge. The party will be faced by a world shaped with
imagination and unknown threats which alter the rules they’re
used to.

Introduction
At the start of the narrative Udoroth is a world building myth
that the players should be familiar with, perhaps their first
adventures related to omens delivered through dreams or a
restless pandemic which surrounds a town, the first signs that
something is amiss should be the sudden death of a character
close to the players due to sleep, which upon investigation
doesn’t fit any natural cause. This may be mistaken for a
murder, but no injuries can be found. These strange occurrences
ramp up as rumors of a mysterious disease or invisible assassin
begin circulating. Those slain cannot be raised, leading to mass
distress among the nobility who depended upon such magic to
dissuade attempts upon their lives. The alarm is raised by spiritual figures who speak of a
disturbance in the astral plane, omens of impending danger which are visited upon them in their
rest.

Conflict
As Udoroth’s influence infects the waking world, the Dreamscape begins manifesting upon the
mortal realms, particularly where creative minds dream of the impossible. These dreamers are
sadly the first to fall to Udoroth’s hunger, vanishing mysteriously from their homes and never
heard from again. Undoubtably heroes will be called upon to investigate. Unfortunately, the
solution is not easily found; deep within the Terrorscape Udoroth lies waiting, but there are
plenty of clues that may hint as to what is truly going on. Many more perish in their sleep as
strange horrors emerge from the Terrorscape to unleash further mayhem. Should they hope to
stand a chance against Udoroth the party must find whatever allies they can, uncover lost
knowledge from an era predating recorded history, and venture into the Dreamscape in search
of their elusive foe. Thankfully Udoroth is a patient force and rarely takes notice of any being she
hasn’t already elected to devour.

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Conclusion
Eventually Udoroth will manifest in the waking world, at which point the heroes are on the clock.
As the infinite serpent begins devouring the world, it becomes obvious that if she is not stopped,
a grim fate awaits the mortal realms. Refugees flee in panic, but for most there is nowhere to
run. If the heroes have done a proper job investigating, they should know that vanquishing the
night serpent’s manifestation only delays the inevitable. She will return as hungry as ever. The
only true solution is to venture into the Terrorscape and face her true form – a perilous task that
risks far more than one’s life. Thankfully the whole world is on their side, desperate to put an end
to this waking nightmare.

Challenges
Udoroth can pose the following exploration, social, or combat challenges to characters who
interact with her.

Exploration
Opportunities for exploration are abundant in encounters relating to Udoroth, as her realm is a
pocket of the Dreamscape filled with potential. The entire plane is filled with all that mortal
imagination could conjure – reflections of reality through the looking glass. It is here where all
conscious thoughts reside when creatures rest, a jumbled mess of experiences imperfectly
reenacted with an astral projection of the dreamer experiencing the events directly. While
possessing nigh infinite variety and
Within the Dreamscape is the Terrorscape, as dark and terrifying as the Dreamscape is colorful.
The majority of the realm consists of the Panopticon, a seemingly infinite array of crystalline cells
that resemble the scales of a serpent. This is no coincidence, for the Terrorscape is a
manifestation of Udoroth herself, and each cell is a scale on her endless coils. The demiplane is
beyond the reach of all but the most powerful magics and cannot be found except by those who
possess a veiled pathfinder or similarly powerful magical navigational tool. For most visitors to
the Dreamscape, it remains a dark cloud forever on the horizon and beyond their reach.

Veiled Pathfinder
Wondrous item, legendary
This seemingly ordinary map comes wrapped in an ornate case and is composed of the finest
vellum. When a creature opens the map for the first time, they are compelled to declare a
location they have never visited in person. Once declared, the map becomes a guide to that
location, leading the reader toward it by the safest and most expedient route. If the location
cannot be reached by conventional means, it instead provides the location of alternative

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methods, should they exist. The map returns to its original state once one year has passed or
until it reaches the declared location, whichever comes first.

Regional Effects
The region containing Udoroth’s lair, the Terrorscape is influenced by her nefarious mind,
producing the following effects within 10 miles of its location:
• Dreamscape. The affected area is a dreamscape domain (see the “Dreamscape Domain”
sidebar).

• Turbulent Dreams. Within a vast radius of Udoroth's current loca�on in the Dreamscape,
the dreams of all creatures become more vivid and intense. This can lead to lucid dreaming
experiences for some, but for others, it can mean restless nights filled with surreal and
unsetling nightmares. Those who wake up from these dreams are o�en fa�gued, receiving
a level of exhaus�on that lasts un�l their next long rest. Creatures with a strong emo�onal
or magical bond to the area might even receive prophe�c visions or omens in their dreams,
giving them hints about the coming of Udoroth or ways to combat her.

• Ephemeral Reality. In regions close to where the Terrorscape bleeds into the waking world,
reality becomes mutable and dreamlike. Buildings, landscapes, and even creatures may
temporarily transform into twisted versions of themselves, mirroring the deep fears and
desires of those who gaze upon them. This effect is par�cularly potent during the night or in
places shrouded in darkness. The very ground may become so� and spongy like a matress,
or shadows might dance with ghostly figures from someone's past. This effect can be
disorien�ng, and characters may need to make Wisdom saving throws to dis�nguish
between dream and reality.
• Echoes of the Devoured. As a testament to Udoroth's insa�able hunger, areas she has
traversed in the Dreamscape may be haunted by the spectral remnants of those she has
consumed. These ethereal spirits, known as Dream Echoes, wander aimlessly, replaying
moments from their lives or dreams. They are typically harmless, trapped in their own loops
of memory, but can provide clues or informa�on to those who can communicate with them.
However, some Dream Echoes, especially those of powerful individuals or creatures, might
be more cognizant and could either aid or hinder adventurers based on their past alignments
and inten�ons.

If Udoroth is slain and banished, these effects fade over the course of 1d10 days.

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New Domain: The Dreamscape Domain
The Dreamscape Domain is a vast, mesmerizing, and treacherous realm. Here, the threads of
reality weave with the endless streams of imagination and nightmare, creating a domain ever-
shifting, ever-vivid, and teeming with both marvel and menace. Governed by the mighty titan
Udoroth, the essence of the Terrorscape is infused within this domain, making it a domain of
exquisite dreams and nightmarish landscapes.

Creatures. The Dreamscape Domain is inhabited primarily by celestial, aberrations, and fey
creatures, all drawn or birthed from the chaotic and limitless flow of dreams and fears. Echoes
of the devoured, the spectral remnants of Udoroth’s prey, roam in perpetual loops of their
unfulfilled desires and unresolved terrors.
Detection. Discovering the true nature of the Dreamscape Domain necessitates a DC 30
Wisdom (Survival) check, as the domain is a complex tapestry of myriad thoughts, experiences,
and emotions.
Properties. The Dreamscape Domain encompasses the following properties within its area.

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Dreamweaving: The domain is influenced by the collective subconscious of the beings
dreaming within it, creating a continuously evolving and shifting landscape, unpredictable and
teeming with unrealized potentials and latent fears. Interaction with this domain requires a DC
25 Intelligence, Wisdom, or Charisma ability check as part of any action or influence attempted,
with failure rendering the domain's dreamweaved properties unresponsive.
Ephemeral Tangibility: Creatures slain within the domain must succeed on a DC 25 Wisdom
saving throw or be transformed into Dream Echoes, spectral entities bound to the realm,
echoing their dreams and fears. Resolving this condition necessitates a creature not native to
the domain observe the affected entity and succeed on a DC 33 Wisdom (Insight) check to
determine the entity’s true state, which returns their soul to their native plane, banishing the
Echo from the Dreamscape.
Limitless Imagination: Space and matter within the domain are subject to the whims and
imagination of the dreamers. An infinitesimal point can contain boundless landscapes, and vast
realms can be compressed into a grain of dream sand. The shifting of areas in this manner lasts
for 24 hours or until the effect is dispelled or undone by another dreamer's imagination.

Udoroth’s Lair
If Udoroth can be said to have a home, it is the Terrorscape, a vast marshland at the center of
the Dreamscape where nightmares thrive. Hidden deep within is her lair, she coils and twists with
a fathomless hunger, desperately awaiting the day she can feast upon the waking world. The
treacherous terrain poses a challenge to even the most experienced explorers, and one wrong
step can lead to a careless adventurer being lost forever in the inky black waters. Worse still is
the heavy fog which covers the inner regions of the swamp, clouding not only the senses but the
mind as well. Those who have explored this region and returned speak of disturbing visions of
ancient truths, distorted and obscured by time. Only those of adamantine resolve can find any
rest here, and the weak-willed may find their worst fears becoming uncomfortably real.

Lair Actions
On initiative count 20 (losing initiative ties), Udoroth can take a lair action to cause one of the
following effects. If Udoroth is using her mythic statistics, she can instead choose to take a mythic
action or lair action, but not both. Udoroth can’t use the same effect two rounds in a row.
• An illusory visage of a creature’s worst fear appears in an occupied space within the lair and
lasts for 1 minute. The worst fear takes the form of a creature no larger than Huge in size
and must be spawned of a creature within the lair. On the turn it appears and, on each
ini�a�ve count of 20, it moves 30 feet toward the creature from which it spawns by the most
direct route. The fear passes through solid objects and floats through the air. If the fear
moves within 5 feet of the target, it vanishes and the creature becomes incapacitated un�l
the start of its next turn. The fear vanishes early if Udoroth uses this op�on again.

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• A creature of Udoroth’s choice is surrounded by a wall of swirling, incorporeal nightmares in
a cylinder that is 5 �. wider than the target’s space and 120 feet high. The wall lasts for 1
minute or un�l Udoroth uses this op�on again. If the target voluntarily passes through the
wall, it becomes vulnerable to psychic damage un�l the end of its next turn.

• Udoroth perceives a creature within the lair as though she were within 15 feet of it. This
percep�on lasts for 1 minute, un�l the target leaves the lair, or un�l Udoroth uses this op�on
again. The perceived creature cannot be hidden from Udoroth.

Exploration Encounters
Udoroth’s involvement in the narrative brings with it otherworldly vistas and logic defying
environments, unique and challenging scenarios for the party to navigate and explore. During the
adventure, encounters occur either on the Material Plane or delving into the Dreamscape itself
using rifts or astral projection. To brave these worlds unknown, one must possess strong focus,
as the flow of the Dreamscape can sweep the unprepared off their feet, and it is better to
experience it in controlled environments rather than diving head on. The following examples
serve as exploration encounters one may experience when attempting to socially interact with
or around the Night Serpent.

• Approach of the Void. Udoroth's influence has caused rifts to the Terrorscape to appear in
scattered locations around the world. In addition to the nightmarish creatures pouring
through these portals, the land itself has been twisted and warped in the vicinity. A local
college of bards has created a magical lullaby capable of closing the rifts, but it will take
talented adventurers to clear a path through the various corrupted environments and
nightmare monsters if they are to get close enough to deliver their song.

• Operation Tenebrous. The characters are approached by a representative of a group of


artificers and druids of the Circle of Dreams who have a plan to bait Udoroth into a
confrontation outside of her preferred domain. Their ambitious plan requires a significant
quantity of nightmare fuel, a rare liquid found only in fissures at the bottom of the Sea of
Terrors within the Terrorscape. They have constructed a magical submarine, the Pompilius,
capable of surviving the harsh environment, but need a skilled crew to pilot her and collect
the necessary materials.

• Echoes of the Past. Explorers have reported strange activity in a ruined temple which once
belonged to the god of dreams, slain thousands of years ago in a deific conflict. That god's
divine dreams have suffused their temple, creating a bizarre environment filled with
reenactments of past events. Perhaps the key to defeating Udoroth can be found by studying
these fragments, but the party will need to traverse the perilous depths of the temple and
delve deep into the realm's history if they wish to uncover the nightmare serpent's ancient
secrets.

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Social
While Udoroth is not one for conversation, her unfathomable power and mysterious nature
demand far more than formidable combat prowess to unravel. Her name is whispered in
shadowy corners with a mixture of reverence and fear. Ancient tablets speak of her twisted
might, telling prophecies of the inevitable apocalypse at her ravenous jaws. There is much to be
learned of the Night Serpent, gleaned from these fragments of knowledge scattered across the
world. If one were to look closely, a shrewd hero may even spot signs of Udoroth’s presence,
affecting the minds and dreams of the waking world with nefarious purpose. When running social
encounters feature Udoroth, do not deal in absolutes. She is creature that pushes the boundaries
of conception and is terrifying beyond the capacity for rational thought. She cannot be
categorized, measured, or quantified. Every fact about her is merely a point of view. Every
attempt to describe her is woefully inadequate.

Social Encounters
A direct conversation with Udoroth is likely to be the last moments of any adventurer’s life, but
that isn’t to say her influence cannot be found in settings where steel and spell yield to social
grace. Dreams are rarely more real than the thoughts that spawn them, so the war against
Udoroth must be fought with flexibility and cunning. The following examples serve as social
encounters one may experience when attempting to socially interact with or around the Night
Serpent.

• Fear Itself. The party arrives in a city on the night of the Festival of Ghosts, an annual event
where children and adults alike dress up as monsters and spend the night enjoying candy and
festivities. Among the festival goers are two Khos'mashar, creatures formed from nightmares
that normally cause terror in all who see them. However, these creatures have a unique flaw:
they fear those who do not fear them and are powerless to harm them. The citizens are
unaware of the monsters, thinking them to be nothing more than children with elaborate
costumes, and are safe as long as they remain in blissful ignorance. The characters must find
a way to identify the nightmare dwellers and deal with them without alarming the common
folk before the festival ends at sunrise and the creatures are free to wreak havoc on the
unwitting populace.

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• The Dreamer. Word reaches the party about a Truespeaker of great renown who seeks brave
heroes who might learn the secrets of the Terrorscape. The enigmatic figure who goes by the
title “The Dreamer” wishes to test any who seek to brave these realms unknown to see if
they’re possessed of the mental fortitude required to learn its secrets, as it is a time-
consuming process to educate and failure to execute precisely may result in effects upon the
self. To this end he wishes to hold a private audience in the Dreamscape in which they may
discuss and see what the party is capable of.

• Morbid Entertainment. The party learns of a noble party that has gone on for several days,
far longer than was scheduled. The partygoers are trapped in a dreamlike stupor and time
and reality have been warped, as a cult dedicated to Udoroth has been using their mental
energy to weaken the barrier to the Plane of Dreams. The characters must navigate the
surreal displays of decadence and hedonism in order to awaken the nobles and stop the cult's

475
plan, but among them are several disguised cultists who will stop at nothing to thwart their
efforts.

Combat
Doing battle with Udoroth a task fit only for the very brave, or the very foolish. Her power nigh
guarantees death and endangers one’s immortal soul. Those who fall prey to her hunger are
forever lost, trapped in an infinite nightmare from which they can never wake. Beholden to
neither logic nor reality, Udoroth strikes with the rare combination of overwhelming force and
devious cunning. Those who mistake her as a mere nightmarish serpent soon regret their hubris,
for Udoroth can unmake the mind as easily as she obliterates the body. Unless confronted within
the Terrorscape, a battle with Udoroth could not have higher stakes, for once freed she cannot
be reasoned with or deterred. Should she slither across the waking world, it is only a matter of
time before the realm is devoured. With each passing moment her hunger grows.

Combat Encounter Example: A Delicious Offering


Udoroth has manifested upon the waking world, but thankfully the mortal realms are prepared.
The finest chefs from across the planes have prepared a magnificent feast and enchanted it with
potent magic, ensuring any who eats it returns to their place or origin and endures a food coma
lasting 1,000 years. However, Udoroth must be led to the feast by quick witted heroes willing to
serve as bait. Failure to keep the Night Serpent’s attention or stay out of her jaws could spell
disaster for the entire world. What’s worse, the magic of the feast only lasts a week, and there
are many miles between the location of Udoroth’s appearance and the succulent meal.

New Demiplane: The Terrorscape


The Plane from the Nightmares of the Universe

The Terrorscape is the plane of existence from which Udoroth, the Night Serpent, hails. It is a
testament to the nightmares of sentient beings and the monstrous desires that they harbor. As
the embodiment of these twisted dreams and darkest fears, Udoroth both created and is
sustained by the Terrorscape.

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Appearance and Landscape
The Terrorscape is a vast and ever-shifting
realm. Its landscape is a nightmarish
blend of surreal vistas and otherworldly
terrain. The skies are painted with hues of
dark purples, cold blues, and suffocating
blacks, with streaks of blood-red lightning
illuminating the endless expanse. The
ground is a mosaic of tormented faces,
some of which cry out silently while
others whisper cryptic messages to those
who dare traverse them. Shadowy
tendrils emerge from the very fabric of
this reality, pulling the unwary deeper
into its twisted embrace.
The horizon is dotted with towering spires
and sprawling structures that seem to
defy physics. Some structures resemble
distorted versions of familiar places, like
cities or forests, while others are more
alien, taken from the dreams of creatures
from countless worlds. There are vast
lakes of shimmering darkness, reflecting
not the realm above but the terror within
those who look upon them.

Inhabitants
Beyond Udoroth herself, the Terrorscape is inhabited by nightmarish creatures known as Terrors.
They are the physical manifestations of the collective fears and anxieties of countless beings.
Some appear as deformed animals, while others might seem like twisted caricatures of familiar
beings, each more grotesque and horrifying than the last. These creatures are drawn to the fears
of those who enter the Terrorscape, seeking to exploit and magnify them. Some are hostile,
others reclusive.

Properties of the Terrorscape


Resilience of the Native: Creatures native to the Terrorscape, when defeated outside of this
plane, are not destroyed but are banished back to the Terrorscape. There, they recuperate

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rapidly, returning to the Terrorscape at full hit points and as though they had completed a long
rest, ready to unleash terror once again.
Permanence of Death: For creatures not native to the Terrorscape, death here is swift – when a
non-native creature reaches zero hit points, it dies immediately, and is banished to its native
plane. This quality makes battling Udoroth in her domain a terrifying and high-stakes challenge.
Dream Intrusion: As a bridge between the world of dreams and the physical universe, the
Terrorscape can encroach upon the dreams of sentient beings. This intrusion can manifest as
nightmares, prophetic visions, or even seemingly real experiences within the dreamscape.
Distorted Reality: The laws of physics and magic in the Terrorscape are unpredictable (at the
DM’s discretion). What works in the material world might have opposite or enhanced effects
here, making strategy and preparation essential yet challenging.

Connection with the Dreamscape


The Terrorscape and the Dreamscape are intrinsically linked, two sides of the same coin. While
the Dreamscape is a place of imagination, hopes, and possibilities, the Terrorscape represents
the darker aspects: fears, nightmares, and horrors. As Udoroth grows in power, the boundary
between these two realms becomes thinner, causing them to bleed into one another. This
intermingling is responsible for the nightmarish manifestations in the waking world and the
encroachment of the Terrorscape upon dreamers.
Portals and planar travel to the Terrorscape itself is complicated and hard to coordinate. Non-
Epic planar travel to and from the plane fails outright, and even Epic planar travel requires the
caster and travelling parties pivot first through the Dreamscape.

Tactics
Battlefield Classification: Controller
Udoroth has never been one to play by the rules, and her statistics reflect this truth. The Night
Serpent is ludicrously powerful, but with such strength comes an unconventional fighting style
that takes her opponents to the edge of reality. What is more, she cannot be truly killed unless
her foes enter the Terrorscape and shatter her true form. This effect is illustrated by her Dream
Dweller trait, which potentially divides the battlefield across two fronts. Note the synergy with
Udoroth’s Terrorscape feature. Creatures she slays in the waking world with her catastrophic
damage are transported to the location of her true form, where they must face her again.
However, here the stakes are raised, for falling to Udoroth’s might within her domain spells a
fate worse than death. However, this does afford a party some breather room when facing
Udoroth. The extreme damage of her attacks and features feel less punishing once they realize
they’ll get a second chance within the Terrorscape.

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Thankfully, Udoroth’s actions are limited in number, though each is frighteningly effective. Her
Doom Gaze is painful but also affords its victims to damage Udoroth in turn, making for an
interesting strategic choice. Her Horrific Bite is far less flexible, dealing overwhelming damage
and inflicting poison which makes her victims more vulnerable to her horrifying powers. The
Hood of Impossible Nightmares is her signature ability, and for good reason. This action can
shatter a party with a few unlucky rolls. It also attacks each affected character from multiple
angles, almost guaranteeing some degree of success against all but the most robust of
opponents. Her legendary actions are similarly powerful, but limited in variety. Udoroth is not a
sophisticated or brilliant foe. Only extremely hungry, completely fearless, and possessing no
regard for lives other than her own. She is just as likely to devour a tasty looking building as the
fighter hacking away at her armored scales. Only when her true form is endangered does Udoroth
become tactical, for even the Night Serpent has a healthy respect for death.
Easier Tactics. Note that Udoroth hits hard and there is almost no avoiding it. Be very careful
about who you target with her actions because a single critical hit could completely annihilate
and unsuspecting wizard. To that end, divine up Udoroth’s action between the party as evenly as
you can. Most of her damage and effects are manageable if she doesn’t make repeated assaults
upon the same character round after round. Keep a close eye on how many characters enter the
Terrorscape. Splitting the party up may prove disastrous to inexperienced players who feel
powerless to aid their stricken teammates. Do them a favor and use Udoroth’s damage to unite
the party and give them a fighting chance, as paradoxical as that may seem.
Harder Tactics. Once you’ve sent one character to the Terrorscape, avoid sending another until
Udoroth’s true form has obliterated that poor soul. This may allow the rest of the party to wear
the Night Serpent’s manifestation down, but it’s worth it to permanently remove a PC from the
battlefield. From there is simply a matter of focused attacks on susceptible targets. If the party is
able to endure sustained firepower from Udoroth, they deserve to win. Don’t waste your Hood
of Impossible Nightmares. Its affected area is huge and can easily affect every party member by
moving Udoroth into an ideal tactical position.

Udoroth
Gargantuan aberration, unaligned

Armor Class 23 (natural armor)


Hit Points 1,033 (53d20 + 477)
Speed 0 ft., fly 60 feet (Hover)

STR DEX CON INT WIS CHA

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30 (+10) 17 (+3) 28 (+9) 11 (+0) 18 (+4) 30 (+9)

Saving Throws Str +19, Wis +13, Cha +18


Skills Intimidation +18, Perception +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities charmed, frightened, poisoned, stunned, unconscious.
Senses truesight 120 ft., passive Perception 17
Languages Understands all languages, speaks an unknown tongue that is understood by
whoever hears it.
Challenge 29 (135,000 XP)

TRAITS
Native of the Terrorscape. Udoroth’s manifestation outside of the Terrorscape is just that – a
manifestation. Here, she takes half damage (before resistances and immunities) and cannot have
disadvantage on saving throws against said creatures. As a native of the Terroscape, when she is
reduced to zero points, or would otherwise die outside of the Terrorscape, she is banished to the
Terrorscape and cannot manifest outside it again until one hundred and one years have passed.
When so banished, she leaves behind a glowing sphere of purple energy in its space, which lasts
for one hour. Any creature that touches this sphere is immediately transported to the
Terrorscape.
Infinite Form. Udoroth’s body is of a seemingly infinite length and paradoxical space and is
beyond the power of other creatures to affect. Only her head can be affected and damaged,
which occupies a roughly 50-foot cube of space. Udoroth’s flying (hover) speed represents the
movement of its head supported by her infinite coils.
Mythic Resistance. When Udoroth fails a saving throw, she can expend one of her unspent
legendary actions to succeed instead.

ACTIONS
Doom Gaze. Udoroth turns her gaze upon each creature it can see within a 25-foot cube. Each
creature in the affected area must succeed on a DC 26 Wisdom saving throw or take 105 (30d6)
necrotic damage, or half as much damage on a successful saving throw. A creature can choose to
automatically fail this saving throw by meeting Udoroth’s gaze. The terrific courage of a creature
that does so deals force damage to Udoroth equal to the necrotic damage it took.

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Horrific Bite. Melee Weapon Attack: +19 to hit. 5 ft., one creature. Hit: 87 (14d10 + 10) piercing
damage and the target must succeed on a DC 26 Constitution saving throw or be permanently
poisoned. While poisoned in this manner a creature cannot be immune to the frightened
condition and perceives only terrified screaming instead of words when communicating with
creatures other than Udoroth.
Hood of Impossible Nightmares (Recharge 5 – 6). Udoroth flairs her hood and displays terrific
visions beyond conception in a 120-foot cone. Each creature in the affected area that can see
Udoroth must succeed on each a DC 26 Intelligence, Wisdom, and Charisma saving throw. A
creature immune to the frightened condition has advantage on these saving throws. A creature
that fails one or more saving throws suffers the corresponding effect plus the effects of failing
fewer saving throws.

• One Failed Saving Throw. Permanently Frightened

• Two Failed Saving Throws. Takes psychic damage equal to half its hit point maximum
(rounded down).

• Three Failed Saving Throws. Unable to move or take actions other than cower in terror until
the end of its next turn.
Venomous Spit. Ranged Weapon Attack: +19 to hit. 5 ft., each creature in a 120-foot line. Hit: A
creature hit by this attack takes poison damage equal to its missing hit points or double that
damage on a critical hit.

LEGENDARY ACTIONS
Udoroth can take 3 legendary actions, chosen from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. Udoroth regains
expended legendary actions at the start of each of her turns.
Slither. Udoroth moves up to her speed.
Unmake Magic. Udoroth chooses a spell or magical effect within 300 feet and decides it should
never have existed. The spell or effect ends. If the creature that cast the spell or produced the
effect is within 300 feet of Udoroth, it can choose to contest Udoroth’s decision. A creature that
does so must succeed on a Wisdom (Insight) check contested by Udoroth’s Charisma
(Intimidation), preventing the effect on a success.
Doom Gaze (Costs 2 Actions). Udoroth uses her Doom Gaze action.
Strike (Costs 3 Actions). Udoroth uses her Horrific Bite or Venomous Spit action.

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The Mythic Night Serpent
As one of the most powerful beings in existence, mythic Udoroth is a force that strikes fear into
even Epic heroes. Like all mythic foes, her power has been increased proportionately, However,
her new mythic actions add a deadly dimension to the already formidable foe. Dreamer’s Design
is the more formidable of the two. This action protects Udoroth from attack unless her assailants
suffer dire consequences. This reduction of maximum hit points pairs well with her extreme
damage, which can cause her abilities to not only down a character in a single shot, but
potentially destroy them outright. Players will have to carefully balance their reduced hit points
with the damage they wish to deal. A choice made all the more difficult thanks to the escalation
nature of the action. Devouring Darkness is also a force to be reckoned with. This action further
limits a PC’s effectiveness, making them particularly vulnerable to the actions Udoroth can use
to force a saving throw. One thing you should note when running the Mythic Night Serpent. Epic
heroes are typically able to recover from death and worse with reasonable effort. Not so with
Udoroth. Any who fall by never be able to return, which may feel like an unexpected end to their
story.

Mythic Effects
As a mythic creature, Udoroth causes the following effects.
Beyond All Reason. Udoroth is not bound by conventional understanding, perception, or reality.
As a result, when it manifests its presence is incredibly destructive. The creatures, objects, and
structures within 1 mile of Udoroth appears as a nightmarish reflection of itself. No matter the
shape or nature of this change, it is always fearsome to those who behold it. Anything affected
in this manner cannot assume a form, take the shape of, or appear as other than its true form
affected by this feature. A creature that attempts to assume a new form must succeed on a DC
26 Charisma saving throw or the attempt fails.
The Terrorscape. Udoroth inhabits a dark and twisted corner of the Dreamscape known as the
Terrorscape. Here Udoroth’s lair can be found, and where her will defines reality. Unfortunately,
the will and imagination of a being such a Udoroth is not meant for mortal minds to endure.
When a creature or a manifestation of its mind enters the Terrorscape for the first time in 24
hours, it becomes permanently cursed. When a creature so cursed would experience a dream,
daydream, or nightmare, it instead projects a dream manifestation of itself to the Terrorscape as
though it had been affected by Udoroth’s Terrorscape feature.

Mythic Udoroth
Gargantuan mythic aberration, unaligned

Armor Class 29 (natural armor)

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Hit Points 3,053 (142d20 + 1,562)
Speed 0 ft., fly 60 feet (Hover)

STR DEX CON INT WIS CHA


40 (+15) 17 (+3) 32 (+11) 11 (+0) 22 (+6) 36 (+13)

Saving Throws Str +27, Dex +15, Con +23, Int +12, Wis +18, Cha +25
Skills Intimidation +25, Perception +18
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from non-Epic attacks
Condition Immunities charmed, frightened, poisoned, stunned, unconscious
Senses truesight 120 ft., passive Perception 28
Languages Unknown, but is always understood by whoever hears it
Challenge Mythic 9

TRAITS
Native of the Terrorscape. Udoroth’s manifestation outside of the Terrorscape is just that – a
manifestation. Here, she takes half damage (before resistances and immunities) and cannot have
disadvantage on saving throws against said creatures. As a native of the Terroscape, when she is
reduced to zero points, or would otherwise die outside of the Terrorscape, she is banished to the
Terrorscape and cannot manifest outside it again until one hundred and one years have passed.
When so banished, she leaves behind a glowing sphere of purple energy in its space, which lasts
for one hour. Any creature that touches this sphere is immediately transported to the
Terrorscape.
Infinite Form. Udoroth’s body is of a seemingly infinite length and paradoxical space and is
beyond the power of other creatures to affect. Only her head is able to be affected and damaged,
which occupies a roughly 50-foot cube of space. Udoroth’s flying (hover) speed represents the
movement of its head supported by her infinite coils.
Mythic Resistance. When Udoroth fails a saving throw, she can expend one of her unspent
legendary actions to succeed instead.

ACTIONS

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Doom Gaze. Udoroth turns her gaze upon each creature it can see within a 25-foot cube. Each
creature in the affected area must succeed on a DC 33 Wisdom saving throw or take 140 (40d6)
vile damage, or half as much damage on a successful saving throw. A creature can choose to
automatically fail this saving throw by meeting Udoroth’s gaze. The terrific courage of a creature
that does so deals arcane damage to Udoroth equal to the vile damage it took.
Horrific Bite. Melee Weapon Attack: +27 to hit. 5 ft., one creature. Hit: 185 (31d10 + 15) piercing
damage and the target must succeed on a DC 33 Constitution saving throw or be permanently
poisoned. While poisoned in this manner a creature cannot be immune to the frightened
condition and perceives only terrified screaming instead of words when communicating with
creatures other than Udoroth.
Hood of Impossible Nightmares (Recharge 5 – 6). Udoroth flairs her hood and displays terrific
visions beyond conception in a 120-foot cone. Each creature in the affected area that can see
Udoroth must succeed on a DC 33 Intelligence, Wisdom, and Charisma saving throw. A creature
immune to the frightened condition has advantage on these saving throws. A creature that fails
one or more saving throws suffers the corresponding effect plus the effects of failing fewer saving
throws.

• One Failed Saving Throw. Permanently Frightened

• Two Failed Saving Throws. Takes psychic damage equal to half its hit point maximum
(rounded down).

• Three Failed Saving Throws. Unable to move or take actions other than cower in terror until
the end of its next turn.
Venomous Spit. Ranged Weapon Attack: +27 to hit. 5 ft., each creature in a 120-foot line. Hit: A
creature hit by this attack takes poison damage equal to its missing hit points or double that
damage on a critical hit.

MYTHIC ACTIONS
On initiative count 20 (losing initiative ties), Udoroth takes a mythic action to cause one of the
following effects. Udoroth can’t use the same effect twice in a row.
Dreamers Design. Udoroth unravels the laws of reality around herself, reshaping them according
to her whims, which lasts for 1 hour. When a creature would do damage to Udoroth or force her
to attempt a saving throw, she instead halves that damage or succeeds on that saving throw,
respectively. The creature in question can prevent this effect by reducing its hit point maximum
by 11 (2d10). This reduction lasts for 1 hour or until Udoroth is slain, whichever comes first. If
Udoroth uses this action again, the hit point maximum reduced increases by 11 (2d10), to a
maximum of 55 (10d10).
Devouring Darkness. Udoroth creatures an area of utter darkness in a 20-foot sphere centered
on a point she can see, which lasts for 1 minute or until she uses this option again. The darkness

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snuffs all sources of light heavily obscures everything completely within its area from all forms of
perception other than Udoroth’s. When a creature other than Udoroth enters the area for the
first time or starts its turn there, part of its psyche is devoured and it must choose an ability score
from Intelligence, Wisdom, or Charisma. When it makes an attack roll, saving throw, or ability
check using that score, it must roll a d8 and subtract the amount rolled from the result. This effect
lasts until a creature receives the benefit of an Epic effect that would restore 100 or more hit
points in a single instance.

LEGENDARY ACTIONS
Udoroth can take 3 legendary actions, chosen from the options below. Only one legendary action
option can be used at a time and only at the end of another creature’s turn. Udoroth regains
expended legendary actions at the start of each of her turns.
Slither. Udoroth moves up to her speed.
Unmake Magic. Udoroth chooses a spell or magical effect within 300 feet and decides it should
never have existed. The spell or effect ends. If the creature that cast the spell or produced the
effect is within 300 feet of Udoroth, they can choose to contest Udoroth’s decision. A creature
that does so must succeed on a Wisdom (Insight) check contested by Udoroth’s Charisma
(Intimidation), preventing the effect on a success.
Doom Gaze (Costs 2 Actions). Udoroth uses her Doom Gaze action.
Strike (Costs 3 Actions). Udoroth uses her Horrific Bite or Venomous Spit action.

Resources
Udoroth is a being not of this world, as much thought and imagination as she is form and
physicality. Consequently, her resources are not material, but metaphysical. The dreams of the
waking world, the nightmarish horrors they concoct, and their succulent morsels are all that
matter to the Night Serpent. However, she is not without aid from those enamored with her
apocalyptic intentions. Udoroth attracts all manner of fatalists, power seekers, and scholars who
seek to explore the nature of realities beyond the physical. Should they bear gifts of unsampled
treats, Udoroth will tolerate their presence. However, even her staunchest “allies” fully expect
her jaws to one day close upon them, a fate they embrace willingly and even aspire toward.

Allies
There are many creatures who work to aid Udoroth, but they are allies to her in the same way
fuel is an ally to fire. Merely a resource to be consumed as soon as no other target is within sight.
However, her relationship with the Dreamscape attracts all manner of native creatures drawn to

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the power of mortal nightmares. These horrors are the closest thing Udoroth has to friends, for
they cannot satiate her hunger. Their nature is as infinite as the imagination of mortals, but the
most powerful among them are a force to be reckoned with. Chief among them are the pinnacles
of horror; the worst nightmares, whose are said to attend Udoroth in her hours of slumber.

Worst Nightmare
Huge aberration, chaotic evil

Armor Class 16
Hit Points 425 (37d12 + 185)
Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA


16 (+3) 22 (+6) 20 (+5) 17 (+3) 20 (+5) 27 (+8)

Saving Throws Dex +14, Con +13, Int +11


Skills Insight +13, Intimidation +15, Perception +13, Stealth +14
Damage Resistances acid, bludgeoning, cold, fire, lightning, necrotic, piercing, slashing, thunder.
Damage Vulnerabilities psychic
Condition Immunities charmed, exhaustion, frightened, stunned, unconscious.
Senses truesight 120 ft., passive Perception 23
Languages all
Challenge 25 (75,000 XP)

TRAITS
Empathic Link. At the start of each of its turns, the nightmare can attempt to empathically link
with creatures of its choice that it can see within 120 feet of it, gaining knowledge of that
creature’s emotions and fears. An unwilling creature must succeed on a DC 24 Wisdom saving
throw or become linked to the nightmare for as long as it remains within 1mile of the nightmare
or until the eidolon chooses to sever the link (no action required).

486
A creature so linked must succeed on a DC 24 Wisdom saving throw at the end of each of its turns
or suffer debilitating damage to its sanity. When a creature so damaged attempts an attack roll,
saving throw, or ability check using Wisdom and rolls a 16 or higher, it instead rolls a 15.
Each subsequent time a creature fails this saving throw, the damage to its personality becomes
more severe. On a second failed save, if an affected creature rolls an 11 or higher as described,
it instead rolls a 10. On a third failed save, if it rolls a 6 or higher as described, it instead rolls a 5.
On a fourth failure, a creature’s Wisdom becomes 1, it becomes permanently incapacitated. Any
of these effects immediately end if an affected creature gains the benefits of a wish spell.
Legendary Resistance (3/Day). When the nightmare fails a saving throw, it can choose to succeed
instead.
Native of the Terrorscape. The nightmare’s manifestation outside of the Terrorscape is just that
– a manifestation. As a native of the Terroscape, when it is reduced to zero points, or would
otherwise die outside of the Terrorscape, it is instead banished to the Terrorscape.
Right Behind You. As a bonus action on each of its turns, the nightmare can magically teleport to
an unoccupied space within 5 feet of a creature to which it is empathically linked via its Empathic
Link feature. When the nightmare appears in this manner, the linked creature must succeed on
a DC 24 Wisdom saving throw or drop anything it’s holding and immediately use its reaction to
move as far as it can from the nightmare using its full movement by the safest possible route.
Subjective Appearance. The nightmare’s appearance is unique for each creature that perceives
it, taking on the shape of a creature the viewer fears most. When a creature sees the nightmare
for the first time in 24 hours, it must succeed on a DC 24 Wisdom saving throw or be permanently
frightened by the nightmare.

ACTIONS
Multiattack. The nightmare makes three Psionic Reaving attacks, each of which must be against
a different target. The nightmare can forgo making two of these attacks to instead take the
Darkness action.
Psionic Reaving. Melee Spell Attack: +16 to hit, reach 15 ft., one creature. Hit: 40 (5d12 + 8)
psychic damage. If the target is frightened of the nightmare, it is vulnerable to damage dealt by
this attack.
Darkness. The nightmare casts the spell darkness without the need for concentration or any
components.
Dread Scream (Recharge 5–6). The nightmare emits a terrorizing scream, which can be heard in
a 120-foot-radius sphere centered on the nightmare. Each enemy creature in the affected area
must succeed on a DC 24 Wisdom saving throw or panic until the end of its next turn. A panicking
creature drops whatever it is holding and must do everything in its power on each of its turns to

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move away from the nightmare by the most expedient and efficient means available. A creature
that fails this saving throw with a roll of 1 instantly dies of fright.

LEGENDARY ACTIONS
The nightmare can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s turn. The
nightmare regains spent legendary actions at the start of its turn.
Hide. The nightmare takes the Hide action.
Psionic Reaving. The nightmare uses its Psionic Reaving action.
Dread Scream (Costs 3 Actions). The nightmare uses its Dread Scream action.

Rewards
Defeating Udoroth can mean two different things. Vanquishing her manifestation is a triumphant
victory. The world is indeed saved, but only for a time. Nonetheless, there is much to be thankful
for and those responsible are likely to be showered in fame and glory. Taking the battle into the
Terrorscape and striking a killing blow is another matter. Such a feat is not only incredibly
dangerous, but likely to go unnoticed by the rest of the waking world. However, when Udoroth’s
true form is slain, an object she consumed can be pulled from her corpse. A relic of staggering
power which even she could not destroy. This is a reward born of the Dreamscape and lost to
time. An otherworldly instrument known as the silent scream¸ said to invoke terror beyond
imagining.

The Silent Scream


Wondrous item, relic
There is no known origin of this strange wind instrument. Its simple form is hewn from a ebony
wood, carved to resemble some kind of organ found within an alien brain. The relic is alien to
behold, subtly warping reality around it in a manner which unnerves even the steadiest of wills.
The silent scream emits no audible sound when played, but strangely it is “heard” by those
around it. Almost as if the music hails from a dimension beyond their perception, but not beyond
the power to affect them.

Properties
While unattuned, the relic has the following properties:

488
Nightmare Scenario. As an action while you hold the instrument, you can play upon it, during
which time you must hold the instrument in two hands and must concentrate (as though
concentrating on a spell). While playing the instrument in this manner, at the end of each of your
turns may choose one creature with an Intelligence of 4 or higher that it is aware of within 120
feet to experience the power of the instrument. The affected creature’s mind is thrust beyond
space and time; a journey which shatters the psyche and scars the mind. The target becomes
incapacitated for the duration of the performance. An Epic creature can attempt a DC 30
Charisma saving throw at the end of each of its turns, ending the effect on a success. When the
performance’s duration ends, any creature affected by this feature has its mind returned to its
body, brining with it memories of its experiences. Such a creature becomes permanently
incapacitated and becomes unable to recall any information beyond what it experienced. At the
end of each month, an affected creature can attempt a DC 30 Charisma saving throw, ending this
effect on a success. Once a creature has been
affected in this manner, it cannot be affected by it
again until 1 year has passed.
Otherworldly Tune. When the instrument is played,
it emits no sound but its playing can be perceived by
creatures up to 120 feet away, even if they are not
aware of the instrument. Affected creature
experience a profound uneasiness unlike any
sensation they have ever encountered.
Alien Focus. When the instrument is used as a
spellcasting focus, the effects it is used to cast have
their effects become imperceptible, as the magic is
shunted to a higher dimension beyond perception.
The effects of the spell still occur normally, but any
visual indicators of its effects cannot be perceived by
any senses for its duration.

Attunement
Becoming attuned to the relic requires one play an eight hour performance for a Great Old One
while within its presence. This performance must be unique to the respective Great Old One, and
satisfy its particular tastes and eccentricities. However, a “average” performance requires no less
than eight DC 40 Charisma (Performances) ability checks, which if failed incur the Great Old One
Wrath. If a creature succeeds in its performance, they become attuned to the relic.
While attuned, the relic gains the following properties in addition to its unattuned properties:
Eldritch Virtuoso. When you use the instrument as a spellcasting focus, any spells you cast have
a range of 120 feet. Additionally, you can choose for the spell to originate from any point within

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range, and affect creatures with an Intelligence of 4 or higher that you are aware of as though
you could see them.
From Beyond. Your mind is scattered across dimensions, merging your thought with layered
fabrics of reality. You can longer communicate using any known language. Instead, any creature
that locks eyes with you instantly understands anything you could ordinarily communicate within
1 minute of standard communication. It is not clear how this understanding occurs, and any
creature that communicates with you in this manner never forgets the unsettling experience.
Bane
The silent scream is not of this reality, and its alien origin calls to it. If you would be slain while
the relic is in your possession, you are instead not slain and are drawn into a portal which sends
you hurting across time and space, never to be seen again. No creature has ever returned from
this fate, but the silent scream always reappears 100 years after this occurs, always in the hands
of an aspiring musician with a loose grasp on reality.

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