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D&D - Doomed Forgotten Realms 2 - Rise Vecna v2 (5e)

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Published by Capn_Ragnar, 2023-05-09 09:22:35

D&D - Doomed Forgotten Realms 2 - Rise Vecna v2 (5e)

D&D - Doomed Forgotten Realms 2 - Rise Vecna v2 (5e)

Keywords: Dungeons & Dragons,DnD,TTRPG,Forgotten Realms

Appendix B Monsters and NPCs Appendix B Monsters and NPCs 101 Mountain Giant Huge Giant, Typically Chaotic Evil Armor Class 13 (natural armor) Hit Points 162 (13d12 + 78) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 8 (−1) 23 (+6) 7 (−2) 9 (−1) 6 (−2) Saving Throws Str +10, Con +9 Skills Perception +2 Senses passive Perception 12 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +3 Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Squash. Melee Weapon Attack: +10 to hit, reach 10 ft., one Medium or smaller creature. Hit: 35 (8d6 + 7) bludgeoning damage, the giant lands prone in the target’s space, and the target is grappled (escape DC 18). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up. Giant, Mountain With the recent upheaval amidst the Realms, Annam’s Ordning has been reshuffled. The once lowly hill giants have been promoted, less through any accomplishment of their own but rather the failures of those above them, particularly the storm giants. All of the hill giants’ attributes have now been amplified. They are stronger, dumber, crueler, and more gluttonous than ever before. To reflect this new-found strength and prominence, these giants are now referred to as mountain giants. Rain Giant Huge Giant, Typically Chaotic Good Armor Class 16 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 14 (+2) 16 (+3) 14 (+2) Saving Throws Str +9, Wis +6, Cha +5 Skills Arcana +5, Athletics +9, History +5, Perception +6 Damage Resistances lightning, thunder Senses passive Perception 16 Languages Common, Giant Challenge 7 (2,900 XP) Proficiency Bonus +3 Amphibious. The giant can breathe air and water. Actions Multiattack. The giant makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d8 + 6) bludgeoning damage. Spellcasting. The giant casts one of the following spells without expending material components, using Charisma as its spellcasting ability. 3/day: create or destroy water 1/day: control weather Giant, Rain With the recent upheaval amidst the Realms, Annam’s Ordning has been reshuffled. With the death of their leader, King Hekaton, the once proud storm giants fell to the Ordning’s lowest rung. Both physically and figuratively their stature has been greatly diminished and because of this they have been renamed as rain giants. Blaming their pride for their downfall, the few remaining rain giants now live in humble seclusion as shepherds, farmers, and lighthouse keepers.


Appendix B Monsters and NPCs 102 Giant Severed Hand Medium Undead, Typically Neutral Evil Armor Class 10 Hit Points 25 (3d8 + 12) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 18 (+4) 5 (−3) 10 (+0) 4 (−3) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages Understands Common and Giant but can’t speak Challenge 1/2 (100 XP) Proficiency Bonus +2 Beast of Burden. The severed hand is considered to be a Large creature for the purpose of determining its carrying capacity. Sure-Fingered. The severed hand has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Unusual Nature. The severed hand doesn’t require air, food, drink, or sleep. Actions Flick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage. Giant Severed Hand Shortly after the Battle of the Fallen Harpers, these undead abominations became the favored steed of Vecnan cavalry. They are typically made from the severed appendage of a mountain giant, although the famed lich king, Lord Vornath, was rumored to ride one made from the scuttling claw of the tarrasque. Hydroloth MORDENKAINEN’S TOME OF FOES Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps. Hydroloth Medium Fiend (Yugoloth), Typically Neutral Evil Armor Class 15 Hit Points 135 (18d8 + 54) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+0) 14 (+2) Skills Insight +4, Perception +4 Damage Vulnerabilities fire Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities acid, poison Condition Immunities poisoned Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14 Languages Abyssal, Infernal, telepathy 60 ft. Challenge 9 (5,000 XP) Proficiency Bonus +4 Amphibious. The hydroloth can breathe air and water. Magic Resistance. The hydroloth has advantage on saving throws against spells and other magical effects. Magic Weapons. The hydroloth’s weapon attacks are magical. Secure Memory. The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. Watery Advantage. While submerged in liquid, the hydroloth has advantage on attack rolls. Actions Multiattack. The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one tar- get. Hit: 14 (2d8 + 5) slashing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Steal Memory (1/Day). The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth’s Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can’t cast spells, it can’t understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early. Teleport. The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Spellcasting. The hydroloth casts one of the following spells without expending material components, using Charisma as its spellcasting ability (spell save DC 16): At will: darkness, detect magic, dispel magic, invisibility (self only), water walk 3/day each: control water, crown of madness, fear, phantasmal killer, suggestion


Appendix B Monsters and NPCs Appendix B Monsters and NPCs 103 Ice Wyrm Large Monstrosity, Unaligned Armor Class 18 (natural armor) Hit Points 85 (10d10 + 30) Speed 5 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 2 (−4) 12 (+1) 3 (−4) Damage Immunities Cold Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 5 (2,300 XP) Proficiency Bonus +3 Water Breathing. The ice wyrm can breathe only underwater. Actions Multiattack. The ice wyrm makes two Bite attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) cold damage. Icy Blast (Recharge 6). The ice wyrm radiates a blast of freezing energy. This blast has the effect of a wall of ice spell cast with a range of 5 ft. Ice Wyrm These arctic beasts most closely resemble a massive, 15-foot-long eel. However, their long, sinuous body is covered in gleaming scales of thick, translucent ice. Igneous Knight Medium Undead, Typically Chaotic Evil Armor Class 20 (plate, shield) Hit Points 147 (14d8 + 70) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4) Saving Throws Wis +7, Cha +8 Damage Immunities fire, necrotic, poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 13 Languages Abyssal, Common Challenge 10 (5,900 XP) Proficiency Bonus +4 Magic Resistance. The igneous knight has advantage on saving throws against spells and other magical effects. Marshal Undead. Unless the igneous knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against effects that turn undead. Unusual Nature. The igneous knight doesn’t require air, food, drink, or sleep. Actions Multiattack. The igneous knight makes two attacks with its Longsword. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) fire damage. Release Hellfire (Recharge 5–6). Each creature in a 30-foot cube originating from the igneous knight must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) necrotic damage on a failed save, or half as much on a successful save. Reeactions Hellfire Parry. The igneous knight adds 4 to its AC against one melee attack that would hit it. The attacker must make a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage and 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. To do so, the igneous knight must see the attacker and be wielding a melee weapon. Igneous Knight When a knight is corrupted by undeath it rises as a death knight. When, instead, such a knight is corrupted by infernal bargains it rises as an igneous knight. A green, devilish fire burns bright within their charred, battered armor. Although such knights retain their military prowess, they have had any semblance of personality or passion burned from their souls.


Appendix B Monsters and NPCs 104 Iron Cobra Medium Construct, Unaligned Armor Class 13 Hit Points 45 (7d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 3 (−4) 10 (+0) 1 (−5) Skills Stealth +7 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands one language of its creator but can’t speak Challenge 4 (1,100 XP) Proficiency Bonus +2 Magical Resistance. The iron cobra has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect: Poison Damage. The target takes 13 (3d8) poison damage. Confusion. On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature. Paralysis. The target is paralyzed until the end of its next turn. Iron Cobra MORDENKAINEN’S TOME OF FOES These constructs tirelessly guard the Clockwork King’s junkyard palace. Although cobbled together with a mismatched ensemble of cast-off debris, these cobras are no less effective than their more elegant kin. Their scales are made from warped tin and burnished silver reinforced by the occasional mithral plate. Steam valves allow them to emit their telltale hiss, warning off any would-be intruders. Kamadan Large Monstrosity, Unaligned Armor Class 13 Hit Points 67 (9d10 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 3 (−4) 14 (+2) 10 (+0) Skills Perception +4, Stealth +7 Senses passive Perception 14 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Keen Smell. The kamadan has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the kamadan moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the kamadan can make two attacks — one with its Bite and one with its Snakes — against it as a bonus action. Actions Multiattack. The kamadan makes two attacks: one with its Bite or Claw and one with its Snakes. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar- get. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Sleeping Breath (Recharges after a Short or Long Rest). The kamadan exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it. Kamadan TOMB OF ANNIHILATION A kamadan is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Kamadans typically hunt alone or in mated pairs. They can exhale clouds of sleep gas, which they typically do before entering melee combat. If a kamadan has both conscious and unconscious enemies within striking range, it tries to kill the conscious enemies first before finishing off any sleeping foes.


Appendix B Monsters and NPCs Appendix B Monsters and NPCs 105 Krakolich The Krakolich is an aboleth who dedicated its life to the study of arcana. It is one of Vecna’s most loyal servants and, as a reward for its service, was gifted with undeath. It now lairs within the Maelstrom, guarding the shroudstone and perfecting its spellcraft. Lair Actions When fighting inside the Maelstrom, the Krakolich can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Krakolich takes a lair action to cause one of the following effects: J The Krakolich casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the Krakolich can’t take other lair actions. If Krakolich Large Undead, Lawful Evil Armor Class 17 (natural armor) Hit Points 135 (18d10 + 36) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 21 (+5) 9 (−1) 15 (+2) 20 (+5) 15 (+2) 18 (+4) Saving Throws Con +6, Int +9, Wis +6 Skills Arcana +9, History +13, Perception +10 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 120 ft., passive Perception 20 Languages Common, Deep Speech, telepathy 120 ft. Challenge 11 (7,200 XP) Proficiency Bonus +4 Invasive Telepathy. If a creature communicates telepathically with the Krakolich, the Krakolich gains access to the creature’s thoughts and memories. Unusual Nature. The Krakolich doesn’t require air, food, drink, or sleep. Actions Multiattack. The Krakolich makes three Tentacle attacks. Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Paralyzing Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and 10 (3d6) cold damage. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enslave (3/Day). The Krakolich targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Krakolich until the Krakolich dies or until it is on a different plane of existence from the target. The charmed target is under the Krakolich’s control and can’t take reactions, and the Krakolich and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Krakol- ich. Necrotic Ray. Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: the target is affected by either the Enfeeblement or Sickness option (Krakolich’s choice). Enfeeblement. The target deals only half damage with weapon attacks that use Strength for as long as the Krakolich maintains concentration. At the end of each of the target’s turns, it can make a DC 17 Constitution saving throw against the spell. On a success, the spell ends. Sickness. The target takes 9 (2d8) poison damage and must make a DC 17 Constitution saving throw. On a failed save, it is also poisoned until the end of the Krakolich's next turn. Spellcasting. The Krakolich casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 17, +9 to hit with spell attacks). At will: chill touch, dancing lights, false life, mage hand, magic missile, mending 1/day each: animate dead, bestow curse, Bigby's hand, blight, blindness/deafness, dimension door, stoneskin, web Legendary Actions The Krakolich 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 Krakolich regains spent legendary actions at the start of its turn. Cast At-Will Spell. The Krakolich casts a spell it can cast at will. Detect. The Krakolich makes a Wisdom (Perception) check. Necrotic Ray. The Krakolich uses its Necrotic Ray action. Psychic Drain (Costs 2 Actions). One creature charmed by the Krakolich takes 10 (3d6) psychic damage, and the Krakolich regains hit points equal to the damage the creature takes. Tail Swipe. The Krakolich makes one tail attack. a target succeeds on the saving throw or if the effect ends for it, the target is immune to the Krakolich’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected. J Pools of water within 90 feet of the Krakolichh surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The Krakolich can’t use this lair action again until it has used a different one. J Water in the Krakolich’s lair magically becomes a conduit for the creature’s rage. The Krakolich can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The Krakolich can’t use this lair action again until it has used a different one.


Appendix B Monsters and NPCs 106 Living Spells VARIOUS SOURCES Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy. Living Bigby’s Hand A living Bigby’s hand is a Large, hovering hand of shimmering, translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its orders. Living Blade of Disaster A living blade of disaster has a wicked will of its own. It looks like a floating, black planar rift in the shape of a sword. Like a demon, it craves destruction. Living Bigby’s Hand Large Construct, Unaligned Armor Class 20 (natural armor) Hit Points 52 (5d10 + 25) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 20 (+5) 1 (−5) 10 (+0) 1 (−5) Saving Throws Dex +2, Wis +2 Skills Perception +2, Stealth +2 Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 4 (1,100 XP) Proficiency Bonus +2 Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks. Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can’t use Force Fist until the grapple ends. Living Blade of Disaster Small Construct, Unaligned Armor Class 14 (natural armor) Hit Points 67 (9d6 + 36) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 19 (+4) 6 (−2) 10 (+0) 3 (−4) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +2 Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unfettered. The living spell can move through any barrier, even a wall of magical force. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d12) force damage, unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead. Reactions Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.


Appendix B Monsters and NPCs Appendix B Monsters and NPCs 107 Living Burning Hands Medium Construct, Unaligned Armor Class 15 (natural armor) Hit Points 15 (2d8 + 6) Speed 25 ft., fly 25 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 3 (−4) 6 (−2) 6 (−2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 1 (200 XP) Proficiency Bonus +2 Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing. Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage. Spell Mimicry (Recharge 5–6). The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Living Demiplane Medium Construct, Unaligned Armor Class 10 Hit Points 31 (7d8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 1 (−5) 10 (+0) 10 (+0) 1 (−5) 10 (+0) 1 (−5) Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Proficiency Bonus +2 Dimensional Form. The living spell can enter another creature’s space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can’t detach from a solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below). Extradimensional Chamber. When the living spell enters another creature’s space (or vice versa) for the first time on a turn, the other creature must succeed on a DC 10 Dexterity saving throw or be pulled into the living spell’s extradimensional space, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber, which has no exits otherwise. Creatures trapped inside the extradimensional chamber can’t see, target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage that is nonmagical. If any section is reduced to 0 hit points, the living spell and its chamber are destroyed (see “Planar Destruction” below). Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Planar Destruction. The living spell is destroyed when it or a 5-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as possible. Each expelled creature appears in a randomly determined unoccupied space, along with whatever it is wearing or carrying. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Living Burning Hands A living burning hands is a spell that takes sadistic satisfaction in setting things aflame. As a fan of flame it floats through the winds like a fiery kite, looking for anything that it might use as kindling. Living Demiplane A living demiplane is a spell that has become vaguely selfaware. It is a shadowy rectangle, 5 feet wide and 10 feet high, which creeps along flat, solid surfaces and groans softly when it moves. When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber.


Appendix B Monsters and NPCs 108 Purple Wormling Large Monstrosity, Unaligned Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 7 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4) Senses blindsight 30 ft., tremorsense 30 ft., passive Percep- tion 8 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Actions Multiattack. The wormling makes two attacks: one with its Bite and one with its Tail Stinger. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and if the target is a Small or smaller creature, it must succeed on a DC 13 Dexterity saving throw or be swallowed by the wormling. A swallowed creature is blinded and restrained, it has total cover against all attacks and other effects outside the wormling, and it takes 3 (1d6) acid damage at the start of each of the worm- ling’s turns. If the wormling takes 10 damage or more on a single turn from a creature inside of it, the wormling must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wormling. If the wormling dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 5 feet of movement, exiting prone. Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Purple Wormling STORM KING’S THUNDER A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren’t yet strong enough to allow the wormling to burrow through rock. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. Nilbog Small Humanoid (Goblinoid), Typically Chaotic Evil Armor Class 13 (leather armor) Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 15 (+2) Skills Stealth +6 Senses Darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1 (200 XP) Proficiency Bonus +2 Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction. Actions Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Nilbog Joke (Concentration). The nilbog targets a creature it can see within 30 feet with laughter-inducing magic. The target must succeed on a DC 12 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration, as it laughs uncontrollably. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Spellcasting. The nilbog casts one of the following spells without needing material components, using Charisma as its spellcasting ability (spell save DC 12). At will: mage hand, vicious mockery 1/day: confusion Bonus Actions Nimble Escape. The nilbog takes the Disengage or Hide action. Reactions Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points. Nilbog ADAPTED FROM VOLO’S GUIDE TO MONSTERS An invisible trickster spirit that turns a goblin into a wise-cracking, impish creature through possession, the nilbog has the power to drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin before enacting revenge.


Appendix B Monsters and NPCs Appendix B Monsters and NPCs 109 Skum Medium Aberration, Typically Lawful Evil Armor Class 14 (natural armor) Hit Points 93 (11d8 + 44) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 18 (+4) 7 (−2) 12 (+1) 9 (−1) Skills Perception +4 Damage Resistances psychic Senses darkvision 120 ft., passive Perception 14 Languages Common, Deep Speech, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +3 Abolethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed conditions unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. Actions Multiattack. The skum makes three attacks: two with its Trident and one with its Mind-Breaking Touch. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum’s next turn. Skum GHOSTS OF SALTMARSH Skum are humanoids that have irredeemably succumbed to an aboleth’s magic. They barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble deep-sea oddities. Sea Elf Medium Humanoid (Elf), Typically Chaotic Good Armor Class 11 Hit Points 11 (2d8 + 2) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 1/8 (25 XP) Proficiency Bonus +2 Amphibious. The sea elf can breathe air and water. Fey Ancestry. The sea elf has advantage on saving throws against being charmed, and magic can’t put it to sleep. Actions Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Sea Elf STORM KING’S THUNDER Sea elves are a form of aquatic elves that live throughout the Sea of Swords. Allies of the storm giants, sea elves were seen as the protectors of the sea. During Vecna’s reign, however, the evil creatures of the deep banded together, nearly eradicating the elves. The few sea elves who still live are either rebels or slaves.


Appendix B Monsters and NPCs 110 The Forgotten Medium Undead, Chaotic Evil Armor Class 15 (leather armor) Hit Points 97 (13d8 + 39) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 16 (+3) 9 (−1) 9 (−1) 16 (+1) Saving Throws Dex +7, Con +6 Skills Intimidation +7, Stealth +7 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Common but can’t speak Challenge 5 (1,800 XP) Proficiency Bonus +3 Bottom Treader. The Forgotten cannot swim, and it sinks to the bottom of any body of water. It takes no penalties to its movement or attacks underwater. It is immune to the effects of being underwater at a depth greater than 100 feet. Undead Fortitude. If damage reduces the Forgotten to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Forgotten drops to 1 hit point instead. Unusual Nature. The Forgotten doesn’t require air, food, drink, or sleep. Actions Multiattack. The Forgotten makes two Hand Crossbow attacks or two Dagger attacks. It can then take the Dash, Disengage, or Hide action. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Reveal (1/Day). The Forgotten removes its mask, revealing its rotted face. Each creature of the Forgotten’s choice within 50 feet of it that can see the Forgotten must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. Teeth of the Maelstrom The Teeth of the Maelstrom are the enforcers of the Krakolich’s will. The Teeth consist of a drowned assassin referred to as the Forgotten, a sahuagin priestess known as She Who Feeds, and a merrow barbarian called Whalebane. The Forgotten The Forgotten is a drowned assassin who stalks and kills in grim pantomime of its former occupation. Its weapons are encrusted with barnacles but wielded with deadly precision. Hidden behind a simple driftwood mask, this creature’s face, when exposed, causes terror in mortal hearts. She Who Feeds As the mouthpiece of her god, Sekolah, She Who Feeds both speaks and eats for her voracious, blood-thirsty patron. It was known that the sahuagin was touched by her god when, as an infant, she cannibalized her entire nursery. As she aged her hide has gradually taken on a reddish hue that fades when she is hungry and darkens whenever she feeds. Whalebane As a juvenile, Whalebane made a name for himself by killing Angajuk, an awakened sperm whale, with his bare hands. Whalebane then went on to distinguish himself as a mercenary in the Wars of the Thirteenth Trench, playing a key role in the mass extermination of the locathahs. Most recently, Whalebane was selected to serve directly under the undead aboleth known as the Krakolich.


Appendix B Monsters and NPCs Appendix B Monsters and NPCs 111 She Who Feeds Medium Humanoid (Sahuagin), Lawful Evil Armor Class 14 (natural armor) Hit Points 71 (11d8 + 22) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 10 (+0) Saving Throws Wis +7 Skills Insight +7, Perception +7 Senses darkvision 120 ft., passive Perception 17 Languages Common, Sahuagin Challenge 5 (1,800 XP) Proficiency Bonus +3 Blood Frenzy. She Who Feeds has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. She Who Feeds can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. She Who Feeds can magically command any shark within 120 feet of her, using a limited telepathy. Sekolah’s Blessing (2/Day). When She Who Feeds makes an attack roll she can gain a +10 bonus to the roll. Actions Multiattack. She Who Feeds makes two attacks with her Toothsome Staff, or one attack with her Bite and two with her Claws. Toothsome Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Guiding Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6 + 3) radiant damage, and the next attack roll made against this target before the end of She Who Feed’s next turn has advantage, thanks to the mystical dim light glittering on the target until then. Spellcasting. She Who Feeds casts one of the following spells, using Wisdom as her spellcasting ability (spell save DC 15, +7 to hit with spell attacks). At will: guidance, mending, resistance, thaumaturgy 1/day each: banishment, bestow curse, bless, detect magic, fear, flamestrike, freedom of movement, stoneskin Bonus Actions Spiritual Weapon (Trident). She Who Feeds casts a spell to conjure a floating, spectral trident within 60 feet of her that lasts for 1 minute or until she creates a new trident. When the trident is first conjured, she can make an attack with it as part of the same bonus action. On subsequent turns, She Who Feeds can take a bonus action to move the trident up to 20 feet and make an attack with it. Trident Attack. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) force damage. Whalebane Large Monstrosity (Merrow), Chaotic Evil Armor Class 13 (natural armor) Hit Points 102 (12d10 + 36) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 8 (−1) 10 (+0) 9 (−1) Saving Throws Str +8, Con +6 Skills Athletics +8, Intimidation +2 Languages Abyssal, Aquan Challenge 5 (1,800 XP) Proficiency Bonus +3 Amphibious. Whalebane can breathe air and water. Reckless. At the start of his turn, Whalebane can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Actions Multiattack. Whalebane makes two attacks with his Har- poon or one with his Bite and one with his Claws. Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 40/80 ft., one target. Hit: 15 (3d6 + 5) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against Whalebane or be pulled up to 40 feet toward Whalebane. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.


Appendix B Monsters and NPCs 112 Tooth of Vecna Medium Humanoid, Typically Lawful Evil Armor Class 12 (15 with mage armor) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) Saving Throws Int +5, Wis +2 Skills Arcana +5, History +5 Senses passive Perception 10 Languages any four languages Challenge 3 (700 XP) Proficiency Bonus +2 Army Arcana. When the Tooth casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw. Actions Fire Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 11 (2d10) fire damage. Burning Hands (Recharge 4–6). Each creature in a 15-foot cube originating from the Tooth must make a DC 13 Constitution saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Fireball (Recharge 6). The Tooth targets a point it can see within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. Spellcasting. The Tooth casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 13). At will: disguise self, mage armor, prestidigitation, 1/day each: mirror image, shatter Bonus Actions Secret Step (Recharge 4–6). The Tooth of Vecna disappears in a necrotic mist, teleporting up to 30 feet to an unoccu- pied space that it can see. Reactions Counterspell (Recharge 6). The Tooth attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the Tooth must make an Intelligence check. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Tooth of Vecna The Teeth of Vecna are specialist wizards, feared for their magical bite. Tyrannosaurus Zombie Huge Undead, Unaligned Armor Class 11 (natural armor Hit Points 136 (13d12 + 52) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 6 (−2) 19 (+4) 1 (−5) 3 (−4) 5 (−3) Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 6 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 Undead Fortitude. If damage reduces the tyrannosaurus zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Unusual Nature. The tyrannosaurus zombie doesn’t require air, food, drink, or sleep. Actions Multiattack. The tyrannosaurus zombie makes two attacks: one with its Bite and one with its Tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained and the tyrannosaurus zombie can’t bite another target or disgorge zombies. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Bonus Actions Disgorge Zombie. The tyrannosaurus zombie disgorges a normal zombie, which appears in an unoccupied space within 10 feet of it. The disgorged zombie acts on its own initiative count. After a zombie is disgorged, roll a d6. On a roll of 1, the tyrannosaurus zombie runs out of zombies to disgorge and loses this action. If the tyrannosaurus zombie still has this action when it dies, 1d4 normal zombies erupt from its corpse at the start of its next turn. These zombies act on their own initiative count. Tyrannosaurus Zombie TOMB OF ANNIHILATION Tyrannosaurus zombies originally hailed from the jungles of Chult. They are favored pets of the powerful lich Acererak and over the years he has transported them across the seas to the Sword Coast. These frightening creatures have a gullet full of smaller zombies, which they can disgorge. These zombies aren’t under the tyrannosaurus zombie’s control.


Appendix B Monsters and NPCs Appendix B Monsters and NPCs 113 Xanathar Xanathar was the latest in a long line of beholder crime lords who ruled the seedy underbelly of Waterdeep. It, like its forerunners, was an eye tyrant—a type of beholder that willingly chooses to live with and interact with other creatures. To do this effectively, an eye tyrant is required to rein in the otherwise rampant paranoia that characterizes beholders. Before Vecna revealed himself he took note of adversaries that might prove troublesome. Chief amongst these was Xanathar. More than raw power, Vecna feared knowledge. And Xanathar had such knowledge in abundance. This was something Vecna could not abide. As always, Vecna defeated Xanathar by using its secrets against it. Vecnan agents infiltrated the Xanathar Guild, a haven of thieves and slavers led by Xanathar. These agents kidnapped Xanathar’s beloved pet goldfish, Sylgar. With the loss of its fish, Xanathar’s paranoia became untethered. It tore apart its own organization, accusing everyone close to it of duplicity. Unable to trust anyone, Xanathar lived in seclusion within the Underdark before eventually settling into its lair beneath Thornhold. Sylgar was magically preserved within an adamantine sphere, kept alive in the eventuality that Vecna might need leverage over Xanathar. The sphere was taken south where it was entrusted to a pit fiend indebted to Vecna. Sylgar has traded hands over the years and was most recently in the possession of the Hellrider, Lord Maximus. Game Statistics Xanathar is a beholder that wears magic rings on three of its eyestalks. It is attuned to all three rings, which don’t alter the beholder’s challenge rating. It wears a ring of invisibility on its fear ray eyestalk, a ring of mind shielding on its sleep ray eyestalk, and a ring of resistance (force) on its slowing ray eyestalk. Weevil Gargantuan Humanoid (Dwarf), Neutral Evil Armor Class 15 (studded leather) Hit Points 165 (10d20 + 60) Speed 25 ft. STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 23 (+6) 14 (+2) 11 (+0) 14 (+2) Saving Throws Str +12, Dex +8, Wis +5 Skills Athletics +12, Deception +7 Damage Resistances poison Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic, Dwarvish Challenge 9 (5,000 XP) Proficiency Bonus +5 Dwarven Resilience. The Weevil has advantage on saving throws against poison. Thunderous Stride. If the Weevil passes within 20 feet of any character while using his Move action, then that creature must make a DC 15 Dexterity (Acrobatics) saving throw or be knocked prone. Actions Multiattack. The Weevil makes three Handaxe attacks. Handaxe. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Celestial Doppelgangers (Recharge 6). If the surrounding area is starlit darkness, then the Weevil can twist the stars to his will, forming them into constellations of himself. He can make two such constellations. These doppelgangers have the statistics of ogres that deal lightning damage instead of bludgeoning or piercing. Solar Eclipse. The Weevil plucks the sun from the sky and hurls it toward a creature, effectively casting a fireball spell. The surrounding area is now starlit darkness. Weevil The Weevil is a murderous brigand who has risen through the ranks of the Zhentarim and now serves as the lord of Xantharl’s Keep. In the grips of madness, his everyday arrogance has evolved into delusions of grandeur. He now sees himself as the godly center of the universe.


Appendix C Handouts 114 From Volo's Guide to Vecna HANDOUT C1 Appendix C Handouts In the beginning, there was learning, and Vecna was a paragon among the learned. A student of magic, Vecna was a benevolent teacher who gave his time and his knowledge to his students. Working with Kas, his apprentice, Vecna ministered to the needs of commoners and scholars alike. And yet the people asked for more. They cried out for a leader, a visionary presence who would help lead them against their tyrannical leaders and draconian gods. Out of humility, Vecna initially refused. In time, though, he came to understand their suffering and could no longer stand idly by. Vecna taught the people to stand up against tyranny. He advised them to march in peaceful displays—nonviolent protests that showed the rulers of the land that their oppression would be resisted. However, the rulers quelled the protests, arresting and torturing the followers, and imprisoning Vecna. Those who supported Vecna were rounded up and made into examples, their heads staked upon rusted pikes along the roads. Vecna’s enemies tried to pry his secrets from him; they sought the names of his allies. They starved Vecna and imprisoned him alone in a filthy cell, but Vecna remained resolute. He never gave up hope that justice, reason, and compassion would triumph. And yet these hopes were slowly eroded by the passing of time. Then, in an attempt to acquire Vecna’s secrets and learn the name of his allies, these enemies of free thought turned to Kas—Vecna’s most trusted ally—who willingly answered the inquisitors’ questions. He surrendered the secrets of Vecna to the enemy, betraying our Lord and all his friends. Vecna survived eleven years without food and water, kept alive by his passion and mental clarity. No, I do not lie! His flesh stretched taut to the bone, growing sallow and sunken. When the torturers grew angry at his determination they maimed him, severing his hand and cutting out his eye. Yet Vecna lived on for us! His soul remained rooted to his dying body out of the hope of salvation. But this was not to be. When starvation and inhumanity did not kill our Lord, the defilers decided that his time was at an end. They cut Vecna limb from limb and scattered the parts of his body throughout the world. We did not abide this desecration. Time and again, we attempted to assemble his parts, but the powers of darkness thwarted our every attempt, and it was only through the purest magic that we finally succeeded. Vecna rose up and smote ruin upon the usurpers and the pretenders. They squealed in cowardice before us. Yet Vecna has mercy even for cowards and tyrants. Under Vecna’s rule, the transgressors were banished and peace has settled over the land.


Appendix C Handouts Appendix C Handouts 115 Map of the Sword Coast HANDOUT C2


Appendix C Handouts 116 Rorschach Inkblot HANDOUT C3


Appendix C Handouts Appendix D Magic Items 117 Appendix D Magic Items Arcane Grimoire Wondrous item, uncommon While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus of +1 to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Bugsmasher Weapon (greatclub), rare This massive club is permanently stained with the splattered corpses of thousands upon thousands of insects. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a swarm with this weapon, the swarm takes an extra 3d6 bludgeoning damage. Bugsmasher has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Cauldron of Rebirth Wondrous Item, very rare (requires attunement by a druid or warlock) This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your druid spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed. As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space. If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days. Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. Conch of Teleportation Wondrous item, very rare (requires attunement by a giant) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn. Depetrification Salve Wondrous item, uncommon This exotic paste has the color and consistency of mud. A typical jar contains 1d4 + 1 applications. As an action, one application can be used on a petrified creature that is Medium or smaller, removing the petrified condition. A Large creature can have its petrified condition removed with the use of two applications. No amount of salve can depetrify a creature that is Huge or larger. Infernal Gem Wondrous Item, uncommon This gem contains a mote of infernal flame. When you use an action to break the gem, a barbed devil is summoned for 1 hour, and the gem’s magic is lost. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile


Appendix D Magic Items 118 creatures but otherwise takes no actions. Commanding the devil requires concentration. If your concentration is broken, the devil doesn’t disappear. Instead, you lose control of the devil, it becomes hostile toward you and your companions, and it might attack. An uncontrolled devil can’t be dismissed by you, and it disappears 1 hour after you summoned it. Looking Glass Wondrous Item, artifact (requires attunement) The looking glass is an ivory-handled, dual-sided handheld mirror with perfectly polished glass. Both sides of the mirror have an hourglass symbol engraved; one full at the top, the other full at the bottom. The mirror can be used as a spellcasting focus. The mirror has 3 charges, and it regains 1d3 expended charges daily at dawn. If you expend the mirror’s last charge, roll a d20. On a 1, the mirror seemingly shatters as it disappears through time. While attuned to and holding the mirror, you can use the charges in the following ways: • As a bonus action, you can expend 1 charge to make the mirror reflect the unseen 1 minute. If you do so, you and creatures within 5 feet of you can see invisible creatures and objects for the duration. The effect ends early if you let go of the mirror. • As a bonus action, you can expend 1 charge to make the mirror reflect writing in a manner you can understand for 10 minutes. If you do so, you and creatures within 5 feet of you can read all nonmagical writing for the duration, regardless of the language it is written in. The effect ends early if you let go of the mirror. • As a bonus action, you can expend 2 charges to absorb the mirror’s magic into yourself for 1 minute. For the duration, you can see around corners, and you ignore half and three-quarters cover. • As an action, you can expend 1 charge to cast augury. • As an action, you can expend 3 charges to cast legend lore, describing a person, place, or object that is reflected in the mirror. • By spending 10 minutes in deep concentration, you can expend 3 charges to make the mirror’s reflection become timeless for 1 minute. When you do so, choose either past or future, as well as a precise amount of time, up to 1,000 years. Past. While looking into the mirror’s side with the hourglass symbol that is full at the top, everything that is reflected in the mirror is reflected as it was at the chosen amount of time in the past. Future. While looking into the mirror’s side with the hourglass symbol that is full at the bottom, everything that is reflected in the mirror is reflected as it will be at the chosen amount of time in the future. The effect shows just one possible outcome and doesn’t take into account any possible circumstances that might change that outcome. Whether you look into the past or the future, time stands still in the reflection. Mind-Sharpened Armor Armor (any), uncommon The armor can send a jolt to the wearer to refocus their mind. The armor has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the armor’s charges to succeed instead. The armor regains 1d4 expended charges daily at dawn. Scroll of Glamour Scroll, rare A scroll of glamour bears shifting runes scrawled atop an ever-changing type of parchment. If you use an action to invoke the runes, you can make yourself and up to five other willing creatures within sight look different until the effect ends or until you use your action to dismiss it. The effect lasts for 24 hours. Up to four targets can take the appearance of any creature that is Huge or smaller. Any remaining targets can only take the appearance of a creature that is Medium or smaller. Once the glamour has been cast, the runes on the scroll fade, and it crumbles to dust. The changes wrought by this scroll fail to hold up to physical inspection. For example, if you use this scroll to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. To discern that you are glamoured, a creature can use its action to inspect your appearance and must make a successful DC 15 Intelligence (Investigation) check. Shatterskull Wondrous item, uncommon This is an ordinary humanoid skull infused with necrotic energy. You can use an action to throw the skull up to 60 feet. The skull explodes on impact and is destroyed. Each creature within a 10-foot radius of where the skull landed must succeed on a DC 15 Dexterity saving throw or take 6d6 necrotic damage. Shroudstone of the Ancients Wondrous item, artifact The seven shroudstones are egg-sized gemstones, each corresponding to one of the colors of the spectrum: a ruby, a jacinth, a topaz, an emerald, a sapphire, an amethyst, and a fire opal, which serves as the keystone. While their origins have been lost to history, it is still obvious that these magnificent gems are infused with an immense amount of primordial


Appendix D Magic Items Appendix D Magic Items 119 magic. Some speculate that they were crafted by the aboleths during their ancient battle with the gods. Others have suggested that the stones were crafted using the same magic that protects portions of the planes from divine intrusion. If each of the seven shroudstones is placed in a precise location of power, then they emanate a web of energy that hides the mortal world from the heavens. Gods can no longer materialize as avatars. Except in rare circumstances, clerics and paladins lose access to their spells and features. Thermal Bucket Wondrous Item, uncommon The thermal bucket is made of iron and is cold to the touch. However, whenever any nonmagical liquid is poured into the bucket, the liquid is magically warmed to 65 degrees Celsius and receives the benefit of the purify food and drink spell. Viscous Potion of Healing Potion, varies You regain hit points at the start of your next turn when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Viscous Potions of Healing table. Whatever its potency, a viscous potion is thick and syrupy, taking longer to consume than other potions. Viscous Potions of Healing Viscous Potion of... Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Superior healing Rare 8d4 + 8 Supreme healing Very rare 10d4 + 20 Viscous Potion of Resistance Potion, varies When you drink this potion, you gain resistance to one type of damage for 1 hour, beginning at the start of your next turn. A viscous potion is thick and syrupy, taking longer to consume than other potions. The DM chooses the type or determines it randomly from the options below. Viscous Potions of Resistance d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder Viscous Potion of Vitality Potion, varies When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you at the start of your next turn. Then, for the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid is thick and syrupy, taking longer to consume than other potions. Watchful Helm Wondrous Item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Wyrmskull Throne Wondrous item, artifact The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet—the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne’s powers are activated. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne. Any creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne. Properties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne’s properties, which are as follows: • The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This property doesn’t expend any charges. • Both the throne and the creature sitting on it can move through earth and stone without disturbing the material they move through. This property doesn’t expend any charges. • As an action, the creature can expend 1 charge to cast lightning bolt (spell save DC 19) from the throne. The spell is cast as though using a 9th-level spell slot and deals 49 (14d6) lightning damage. The bolt discharges from the mouth of one of the throne’s blue dragon skulls.


Appendix D Magic Items 120 • As an action, the creature can expend 2 charges to cast the globe of invulnerability spell from the throne. The globe encloses both the creature and the throne. • As an action, the creature can expend 3 charges to create a spectral image of an ancient blue dragon that surrounds both it and the throne. The spectral dragon lasts for 1 minute. At the end of each of the creature’s turns, the spectral dragon makes one bite attack and two claw attacks against targets of the creature’s choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon’s bite and claw attacks. • As an action, the creature can expend 9 charges to create a spectral image of four ancient blue dragons. Collectively, these dragons can be ordered to destroy any object including, at the DM’s discretion, an artifact. Using this power to destroy an artifact uses all of the energy within the Wyrmskull Throne, leaving behind a permanently disenchanted husk. Xantharl’s Bow Weapon (longbow), very rare (requires attunement) This longbow was crafted from sacred wood harvested from the Feywild. Its bow string is made from a single strand of enchanted spider silk. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Any creature hit by an arrow from this bow must make a DC 13 Strength saving throw. If they fail this saving throw, they are entangled by gossamer webs, reducing their movement by 10 feet until the end of their next turn. Zespara’s Perfect Blade Weapon (blade), rare (requires attunement) Zespara Alather was once the finest swordsmith in Mirabar. Her establishment, the House of the Bright Blade, was renowned for crafting personalized blades. After Mirabar’s conquest, Zespara feared that she would be conscripted to craft blades for the Vecnan army. Rather than see her artistry turned to evil, she arranged to have her essence embedded within one of her blades. Although Zespara made arrangements to be smuggled out of Mirabar, these plans never came to fruition. Zespara has been collecting soot in her smithy ever since. Zespara’s perfect blade is rather plain to the eye. Its preferred form is that of a longsword. However, during the attunement process, it can alter its shape to your preference, taking the form of either a dagger, shortsword, longsword, or greatsword. At this point, the blade feels as if it was customized for you, perfect in weight and reach. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You also gain proficiency with smith’s tools while attuned to the blade. If you already are proficient in smith’s tools, then your proficiency bonus is doubled for any check you make while using them. Sentience. Zespara’s perfect blade is a sentient Lawful Good weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 8. It has hearing and darkvision out to a range of 60 feet. The weapon can speak, read, and understand Common and Dwarvish, and can communicate with its wielder telepathically. Personality. Zespara was a gruff, plain-spoken woman who prized functionality over fluff. Despite being one of the best blacksmiths on the Sword Coast, she was forced to unfairly fight for recognition in a male-dominated profession. Because of this, Zespara’s perfect blade prefers being wielded by a female character. Smithing is still her passion, and she is prone to telepathically critiquing the craftsmanship of other weapons during combat. She will push her wielder to seek out a ring of telekinesis, which Zespara believes can then be forged into her blade, allowing her to once again experience the joys of smithing.


Appendix D Magic Items Appendix E Infernal War Machines 121 Appendix E Infernal War Machines nfernal war machines are vehicles built in the Nine Hells and typically fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more menacing war machines can crush entire hordes of demons. Rules Infernal war machines have their own stat blocks similar to those for creatures but with the following considerations. Creature and Cargo Capacity Creature capacity describes how many creatures can ride the infernal war machine comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle. Armor Class Infernal war machines are made of infernal iron and bristle with spikes, blades, chains, and siege weapons. An infernal war machine typically has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. While the vehicle is not moving, attack rolls made against it have advantage. Hit Points An infernal war machine’s hit points can be restored by making repairs to the vehicle. To repair a vehicle, the vehicle must be stationary, and the creature doing the repairs must have the necessary spare parts. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it is proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair. Damage Threshold A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Speed A vehicle’s speed represents the distance it can travel in 1 round. How much of that speed it travels each round is determined by its driver. Opportunity Attacks War machines are subject to the rule on opportunity attacks outlined in chapter 9 of the Player’s Handbook. When a war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach. Ability Scores A war machine has the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality of construction. Infernal war machines usually have a score of 0 in Intelligence, Wisdom, and Charisma. If an infernal war machine has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. Soul Fuel The engine at the heart of every infernal war machine has a furnace fueled by soul coins. A soul coin is a large coin minted from infernal iron that carries a bound soul within it. Demon Ichor Boost Pouring a flask of demon ichor into an infernal war machine’s furnace increases the vehicle’s speed by 30 feet for 1 minute. Actions Stations and Crew An infernal war machine doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. A creature can use an action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.


Helm The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws. A driver proficient with land vehicles can add their proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores. Drive. While the infernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course. If the driver incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it. Bonus Actions. As a bonus action, the driver can do one of the following: • Start the infernal war machine’s engine or shut it off. • Cause the infernal war machine to take the Dash or Disengage action while the vehicle’s engine is running. • Insert a soul coin or pour a flask of demon ichor into the engine’s furnace. Redeemer The Redeemer is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck. Redeemer Gargantuan Vehicle (12,000 lb.) Creature Capacity 8 Medium creatures Cargo Capacity 1 ton Armor Class 19 Hit Points 200 (damage threshold 10) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 0 (−5) 0 (−5) 0 (−5) Damage Immunities fire, poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Crushing Wheels. The Redeemer can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Flames of Redemption. When a soul coin is fed into the Redeemer’s furnace, the soul is purified. This purification process provides enough fuel for the Redeemer to operate for one tenday. Magic Weapons. The Redeemer’s weapon attacks are mag- ical. Action Stations Chomper (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Redeemer. Any nonmagical items the target was holding or carrying are destroyed as well. Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure. Harpoon Flinger, Front (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage. Harpoon Flinger, Hind (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage.


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Tiamat has been successfully summoned to the Forgotten Realms. Demon Lords prowl the Underdark. The Ordning is shattered. Baldur’s Gate has been swallowed up by Avernus. And amidst the chaos presides the Maimed Lord Vecna. Rise Of Vecna imagines a world where all the various catastrophes threatened in a Wizards of the Coast hardcover adventure have come to pass. The Realms are in ruin and it falls to your players to pick up the pieces. While doing so they will travel across the Sword Coast — from the Greater Mines of Mirabar to the undersea fortress known as the Maelstrom. Along the way they will advance from 3rd to 10th level, possibly putting an end to Vecna’s dire machinations.


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