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[Settings] 2018 Frog God Games

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Published by Sanguinetti, 2022-06-22 03:31:51

City of Brass

[Settings] 2018 Frog God Games

target is a creature, it must make a DC 15 Constitution organic material when hit by the stunjelly, that armor is
saving throw. On a failed save, the creature magically partly dissolved and takes a permanent and cumulative
begins to turn to stone and is restrained. If it is wearing –1 to the AC it offers. The armor is destroyed if the penalty
armor made of leather or other organic material when reduces its AC to 10.
hit by the pudding, that armor is turned to stone. The Engulf. The stunjelly attempts to engulf one creature of size
creature must repeat the saving throw at the end of its Large or smaller within 5 feet of it. The creature must make a
next turn. On a success, the effect ends. On a failure, the DC 15 Dexterity saving throw. On a failed save, the stunjelly
creature is petrified until freed by the greater restoration enters the creature’s space, and the creature takes 7 (2d6)
spell or other magic. acid damage and is engulfed. The engulfed creature
Eat stone. The pudding touches an object or creature made can’t breathe, is restrained, and must succeed on a DC 14
of stone and digests up to 2 inches of material over a one- Constitution saving throw or be paralyzed for 1 minute. The
foot square surface. The pudding recovers 5 (1d10) hit creature may repeat this Constitution saving throw at the end
points. of each of its turns, ending the paralysis on itself on a success.
At the start of each of the stunjelly’s turns, the engulfed
REACTIONS creature takes 14 (4d6) acid damage, and any
equipment it is carrying made of leather or other organic
Split. When a pudding that is Medium or larger is exposed material is partly dissolved (see Slam above). When the
to lightning or slashing damage, it splits into two new stunjelly moves, the engulfed creature moves with it. An
puddings if it has at least 10 hit points. Each new pudding engulfed creature can try to escape by taking an action
has hit points equal to half the original pudding’s, rounded to make a DC 14 Strength check. On a success, the
down. New puddings are one size smaller than the original creature escapes and enters a space of its choice within 5
pudding. feet of the stunjelly.
The stunjelly may only engulf 1 Large, 2 Medium, or 4 Small
Stunjelly or smaller creatures at one time.

Large ooze, unaligned Ox, Giant
Armor Class 9
Hit Points 57 (6d10 + 24) Huge beast, unaligned
Speed 20 ft., climb 20 ft. Armor Class 12 (natural armor)
Hit Points 94 (9d12 + 36)
STR DEX CON INT WIS CHA Speed 50 ft.
14 (+2) 9 (–1) 18 (+4) 1 (–5) 6 (–2) 1 (–5)

Damage Resistances piercing STR DEX CON INT WIS CHA
Damage Immunities acid, cold, lightning, poison 25 (+7) 10 (+0) 19 (+4) 2 (–4) 12 (+1) 5 (–3)
Condition Immunities blinded, charmed, deafened,
Senses passive Perception 11
exhaustion, frightened, poisoned, prone Languages —
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 6 (2,300 XP)

Perception 8 Charge. If the ox moves at least 20 feet straight toward a
Languages — target and then hits it with a Gore attack on the same
Challenge 3 (700 XP) turn, the target takes an extra 22 (4d10) piercing damage.
If the target is a creature, it must succeed on a DC 18
Amorphous. The stunjelly can move through a space as Strength saving throw or be knocked prone.
narrow as 1 inch wide without squeezing.
ACTIONS
Corrosive Form. A creature that touches the stunjelly or hits
it with a melee attack while within 5 feet of it takes 7 (2d6) Gore. Melee Weapon Attack: +10 to hit, reach 10ft., one
acid damage. Any nonmagical weapon made of wood or target. Hit: 29 (4d10 + 7) piercing damage.
other organic material that hits the stunjelly partly dissolves.
After hitting the stunjelly, the weapon takes a permanent Peryton
and cumulative –1 to damage rolls. If its penalty drops to
–5, the weapon is destroyed. Nonmagical ammunition Medium monstrosity, chaotic evil
made of wood (or other organic material) that hits the Armor Class 13 (natural armor)
stunjelly is destroyed after dealing damage. Hit Points 39 (6d8 + 12)
Speed 15 ft., fly 60 ft.
Engulfing. When the stunjelly hits a creature with a Slam
attack, it may make one Engulf attack against that STR DEX CON INT WIS CHA
creature as a bonus action. 16 (+3) 15 (+2) 14 (+2) 8 (–1) 11 (+0) 9 (–1)

Spider Climb. The stunjelly can climb difficult surfaces,
including upside down and ceilings, without needing to
make an ability check.

ACTIONS

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one Skills Perception +2
target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) Damage Resistances bludgeoning, piercing, and slashing
acid damage. If the target is a creature, it must make a
DC 14 Constitution saving throw. On a failed save, the from nonmagical attacks
creature is paralyzed for 1 minute. The creature may Senses passive Perception 10
repeat this saving throw at the end of each of its turns, Languages —
ending the paralysis on itself on a success. Challenge 3 (700 XP)

If the creature is wearing armor made of leather or other Flyby. The peryton doesn’t provoke an opportunity attack
when it flies out of an enemy’s reach.
500

Heart Devourer. If the peryton slays a creature which possesses Condition Immunities poisoned
a heart, it may use a bonus action to rend the creature’s Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 9
heart from its chest and eat it. The peryton gains 10 Languages —
temporary hit points and has advantage on attack rolls for Challenge 16 (15,000 XP)
the next round. Any creatures within 30 feet who witness this
devouring must succeed on a DC 13 Wisdom (fear) saving Tunneler. The worm can burrow through solid rock at half its
throw or become frightened until the end of their next turn. burrow speed and leaves a 10-foot-diameter tunnel in its
wake.
Slash and Snatch. If the peryton dives at least 30 feet straight
toward a target and then hits it with a Talon attack on the ACTIONS
same turn, the target takes an additional 10 (3d6) slashing
damage. If the target is size Small or smaller, it is grappled Multiattack. The worm makes one Bite attack and one
(escape DC 13). The peryton has picked it up and may Stinger attack.
begin flying away with it.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
ACTIONS target. Hit: 22 (3d8 + 9) piercing damage. If the target is
a Large or smaller creature, it must succeed on a DC 19
Multiattack. The peryton makes one Antler attack and one Dexterity saving throw or be swallowed by the worm. A
Talon attack swallowed creature is blinded and restrained, it has total
cover against attacks and other effects outside the worm,
Antler. Melee Weapon Attack: +5 to hit, reach 5 ft., one and it takes 21 (6d6) acid damage and 10 (3d6) fire
target. Hit: 8 (1d8 + 3) piercing damage. damage at the start of each of the worm’s turns.

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one If the worm takes 30 damage or more on a single turn from
target. Hit: 10 (2d6 + 3) slashing damage. a creature inside it, the worm must succeed on a DC
21 Constitution saving throw at the end of that turn or
Pixie regurgitate all swallowed creatures, which fall prone in
a space within 10 feet of the worm. If the worm dies, a
Tiny fey, neutral good swallowed creature is no longer restrained by it and can
Armor Class 15 escape from the corpse by using 20 feet of movement,
Hit Points 17 (5d4 + 5) exiting prone.
Speed 20ft., fly 60ft.
Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one creature. Hit: 19 (3d6 + 9) piercing damage, and
7 (–2) the target must make a DC 19 Constitution saving throw,
20 (+5) 12 (+1) 16 (+3) 15 (+2) 16 (+3) taking 42 (12d6) poison damage on a failed save, or half
as much damage on a successful one.
Skills Deception +5, Nature +5, Perception +6, Stealth +9
Senses passive Perception 16 Queen Widushka
Languages Common, Sylvan
Challenge 1 (200 XP) Large monstrosity, chaotic evil
Armor Class 19 (natural armor)
Magic Resistance. The pixie has advantage on saving Hit Points 247 (26d10 + 104)
throws against spells and other magical effects. Speed 30 ft., climb 30 ft.

Innate Spellcasting. The pixie’s innate spellcasting ability is STR DEX CON INT WIS CHA
Charisma (spell save DC13, +5 to hit with spell attacks). It
can cast the following spells, requiring only its pixie dust as 16 (+3) 16 (+3) 18 (+4) 15 (+2) 18 (+4) 14 (+2)
a component:
At will: druidcraft, greater invisibility (self only) Saving Throws Wis +9, Cha +7
1/day each: confusion, dancing lights, detect evil and Skills Perception +14, Religion +7, Stealth +8
good, detect thoughts, dispel magic, entangle, fly, Senses darkvision 120 ft., passive Perception 24
polymorph, sleep Languages Elvish, Undercommon
Challenge 14 (11,500 XP)
ACTIONS

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Fey Ancestry. The drider has advantage on saving throws
target. Hit: 8 (1d6 + 5) piercing damage. against being charmed, and magic can’t put the drider
to sleep.
Shortbow. Ranged Weapon Attack: +7 to hit, range
80/320ft., one target. Hit: 8 (1d6 + 5) piercing damage. Innate Spellcasting. The drider’s innate spellcasting ability is
Wisdom (spell save DC 15). The drider can innately cast
Purple Worm, Fiendish the following spells, requiring no material components:
At will: dancing lights
Gargantuan monstrosity, neutral evil 1/day each: darkness, faerie fire
Armor Class 18 (natural armor)
Hit Points 330 (20d20 + 120) Spellcasting. Widushka is a 13th-level spellcaster. Its
Speed 50 ft., burrow 30 ft. spellcasting ability is Wisdom (spell save DC 17, +9 to
hit with spell attacks). It has the following cleric spells
STR DEX CON INT WIS CHA prepared.
28 (+9) 7 (–2) 22 (+6) 1 (–5) 8 (–1) 4(–3) Cantrips (at will): guidance, poison spray, resistance,
spare the dying, thaumaturgy
Saving Throws CON +11, WIS +4 1st level (4 slots): animal friendship, cure wounds,
Damage Resistances cold; bludgeoning, piercing, and detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoration, invisibility,
slashing from nonmagical attacks not made with silver protection from poison
Damage Immunities fire, poison 3rd level (3 slots): conjure animals (2 giant spiders),

501

dispel magic illusion, resistance, shocking grasp
4th level (3 slots): banishment, freedom of movement 1st level (4 slots): color spray, detect magic, fog cloud,
5th level (2 slots): insect plague, mass cure wounds
6th level (1 slot): harm magic missile
7th level (1 slot): etherealness 2nd level (3 slots): darkness, hold person, see invisibility,
Spider Climb. The drider can climb difficult surfaces,
including upside down on ceilings, without needing to spider climb
make an ability check. 3rd level (3 slots): bestow curse, dispel magic,
Sunlight Sensitivity. While in sunlight, the drider has
disadvantage on attack rolls, as well as on Wisdom nondetection, vampiric touch
(Perception) checks that rely on sight. 4th level (3 slots): confusion, dimension door, greater
Web Walker. The drider ignores movement restrictions
caused by webbing. invisibility, phantasmal killer
5th level (3 slots): dominate person, mislead, modify
ACTIONS
memory, scrying
Multiattack. The drider makes three attacks, either with its 6th level (1 slot): irresistible dance, mass suggestion,
longsword or its longbow. It can replace one of those
attacks with a bite attack. programmed illusion
7th level (1 slot): pristmatic spray, project image,
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage plus 13 (3d8) teleport
poison damage. 8th level (1 slot): feeblemind, mind blank
9th level (1 slot): prismatic wall, weird
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) poison ACTIONS
damage, or 8 (1d10 + 3) slashing damage if used with two
hands. Multiattack. The rakshasa makes four Bite attacks and one
Greatsword attack.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600
ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft.,
(2d8) poison damage. one target. Hit: 15 (2d6 + 8) slashing damage.

Rakshasa, Maharaja Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 17 (2d8 + 8) piercing damage.
Medium fiend, lawful evil
Armor Class 24 (natural armor) Rast
Hit Points 310 (23d8 + 207)
Speed 40 ft., fly 30 ft. Medium aberration, neutral
Armor Class 15 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 17 (+3) 3 (–4) 13 (+1) 12 (+1)

26 (+8) 27 (+8) 29 (+9) 24 (+7) 21 (+5) 28 (+9) Skills Perception +4, Stealth +4
Damage Vulnerabilities cold
Saving Throws Dex +15, Con +16, Wis +12, Cha +16 Damage Immunities fire
Skills Arcana +14, Deception +16, Insight +12, Perception Senses darkvision 60 ft., passive Perception 14
Languages understands Ignan but can’t speak
+12, Persuasion +16, Stealth +15 Challenge 5 (1,800 XP)
Damage Resistances cold; bludgeoning and slashing from
ACTIONS
nonmagical attacks
Damage Immunities poison; piercing from nonmagical Multiattack. The rast uses its Paralyzing Gaze ability and
makes one Bite attack and two Claw attacks.
attacks
Condition Immunities frightened, poisoned Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 22 Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) necrotic
Languages all damage.
Challenge 22 (41,000 XP)
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Be Quick or Be Dead. The maharaja rakshasa has target. Hit: 6 (1d8 + 2) slashing damage.
advantage on initiative rolls.
Paralyzing Gaze. The rast chooses one creature it can see
Limited Magic Immunity. The maharaja rakshasa can’t be within 30 feet of it to make a DC 14 Wisdom saving throw. On
affected or detected by spells of 6th level or lower unless a failed saving throw, the creature is paralyzed for 1 minute.
it wishes to be. It has advantage on saving throws against A paralyzed creature can repeat the saving throw at the
all other spells and magical effects. end of each of its turns, ending the effect on a success.

Polyglot. The maharaja rakshasa is fluent in all languages. Red Jester
Innate Spellcasting. The maharaja rakshasa’s innate
Medium undead, chaotic neutral
spellcasting ability is Charisma (spell save DC 24, +16 to Armor Class 14 (natural armor)
hit with spell attacks). The rakshasa can innately cast the Hit Points 67 (15d8)
following spells, requiring no material components: Speed 30 ft.

At will: detect thoughts, clairvoyance STR DEX CON INT WIS CHA
3/day: charm person
1/day: plane shift 15 (+2) 17 (+3) 10 (+0) 15 (+2) 14 (+2) 16 (+3)
Spellcasting. The maharaja rakshasa is an 18th-level
spellcaster. Its spellcasting ability is Charisma (spell save
DC 24, +16 to hit with spell attacks). It can cast the
following spells:
Cantrips (at will): dancing lights, mage hand, minor

502

Saving Throws Dex +6 with spell attacks). It can innately cast the following spells,
Skills Acrobatics +6, Deception +6, Sleight of Hand +6 requiring no material components:
Damage Resistances bludgeoning, piercing, and slashing
At will: chill touch (17th level, if chaotically aligned),
damage from nonmagical attacks protection from evil and good, sacred flame (17th
Damage Immunities necrotic, poison level, if lawfully aligned)
Condition Immunities exhaustion, frightened, poisoned,
3/day each: lightning bolt, flame strike (deals necrotic
unconscious instead of radiant if chaotically aligned), spirit
Senses darkvision 60 ft., passive Perception 12 guardians, spiritual weapon
Languages Common and any two others
Challenge 5 (1,800 XP) 1/day each: commune, dispel evil and good, dispel
magic
Unassailable Mind. The mind of a red jester is a twisted
and dangerous place to peer into. If a living creature Magic Resistance. The reliquary guardian has advantage on
targets a red jester with an attack that normally causes saving throws against spells and other magical effects.
psychic damage, or tries to use telepathy on a red jester,
that creature must make a successful DC 13 Intelligence Magic Weapons. The reliquary guardian’s weapon attacks
saving throw or be cursed, with an effect identical to a are magical.
permanent confusion spell. The confusion effect can be
ended only by magic that lifts the curse. ACTIONS

ACTIONS Multiattack. The reliquary guardian makes two Greatsword
attacks or two Slam attacks.
Multiattack. A red jester makes two Fist attacks or Two Mace
attacks. Greatsword. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 18 (4d6 + 4) slashing damage and 14 (4d6)
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one necrotic or radiant damage.
creature. Hit: 15 (1d12 + 3) bludgeoning damage.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Jester’s Deck. Ranged Weapon Attack: +6 to hit (range 20 target. Hit: 22 (4d8 + 4) bludgeoning damage and 14
ft.; one creature). Hit: the target creature is affected as (4d6) necrotic or radiant damage.
if he or she drew a random card from the deck of many
things. In the hands of anyone but a red jester, the jester’s Pronouncement (1/day). All creatures within 120 feet of the
deck acts as a normal, nonmagical deck of playing cards. reliquary guardian that can hear it must succeed on a
DC 17 Wisdom saving throw. On a failed saving throw, the
+2 Mace of Merriment. Melee Weapon Attack: +7 to hit. target takes 66 (12d10) thunder damage and is stunned
reach 5 ft., one creature) Hit: 14 (2d8 + 5) bludgeoning for 1 minute. On a successful saving throw, the target
damage and the target must make a successful DC 14 takes half damage and is not stunned. A stunned creature
Wisdom saving throw or be paralyzed with merriment for can repeat the saving throw at the end of each of its
1d3 rounds. In the hands of anyone but a red jester, the turns, ending the effect on a success.
weapon acts as a +1 mace.
Runeskull
Fear Cackle (1/day). The red jester unleashes a fear-
inducing cackle. All creatures within 60 feet that hear Tiny undead, neutral evil
the cackle must make a successful DC 14 Wisdom saving Armor Class 13
throw or be frightened for 2d4 rounds. A frightened Hit Points 18 (4d4 + 8)
creature has a 50% chance of immediately dropping Speed 0 ft., fly 30 ft.
everything it holds in its hands.
STR DEX CON INT WIS CHA
Reliquary Guardian 1 (–5)
17 (+3) 14 (+2) 10 (+0) 11 (+0) 14 (+2)
Large construct, lawful evil
Armor Class 19 (natural armor) Skills Perception +2
Hit Points 170 (20d10 + 60) Damage Resistances lightning, necrotic, piercing
Speed 30 ft., fly 60 ft. Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed,
STR DEX CON INT WIS CHA
poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1/2 (100 XP)

19 (+4) 12 (+1) 17 (+3) 10 (+0) 17 (+3) 21 (+5) Spellcasting. The runeskull is a 2nd-level spell caster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to
Skills Perception +7 hit with spell attacks). It requires no somatic or material
Damage Immunities bludgeoning, piercing, and slashing components to cast its spells. The runeskull has the
following sorcerer spells prepared:
from nonmagical attacks not made with adamantine Cantrips (at will): chill touch, mage hand
Condition Immunities charmed, exhaustion, frightened, 1st level (3 slots): shield, thunderwave

paralyzed, petrified, poisoned ACTIONS
Senses darkvision 60 ft., passive Perception 17
Languages speaks and understands the languages of its creator
Challenge 12 (8,400 XP)

Divine Blessing. The reliquary guardian deals an additional Steal Life. The runeskull targets one creature it can see
14 (4d6) damage with its weapon attacks, included within 30 feet of it. The target must succeed on a DC
below. This damage is either radiant, if lawfully aligned, or 12 Constitution saving throw or take 2 (1d4) necrotic
necrotic, if chaotically aligned. damage. The runeskull regains hit points equal to that
amount.
Immutable Form. The reliquary guardian is immune to any
spell or effect that would alter its form.

Innate Spellcasting. The reliquary guardian’s innate
spellcasting ability is Charisma (spell save DC 17, +9 to hit

503

Saaid al Djinn (living form) Strength saving throw or be restrained by it. Saaid al Djinn
can move the whirlwind up to 60 feet as an action, and
Large elemental, chaotic good creatures restrained by the whirlwind move with it. The
Armor Class 17 (natural armor) whirlwind ends if Saaid al Djinn loses sight of it.
Hit Points 207 (18d10 + 108) A creature can use its action to free a creature restrained
Speed 30 ft., fly 90 ft. by the whirlwind, including itself, by succeeding on a DC
18 Strength check. If the check succeeds, the creature
STR DEX CON INT WIS CHA is no longer restrained and moves to the nearest space
outside the whirlwind.
21 (+5) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 20 (+5)
Saaid al Djinn (salt lich form)
Saving Throws Dex +7, Wis +8, Cha +10
Skills Arcana +10, History +10, Nature +10, Perception +8 Large elemental, chaotic good
Damage Immunities lightning, thunder Armor Class 18 (natural armor)
Senses darkvision 120 ft., passive Perception 18 Hit Points 322 (28d10 + 140)
Languages Auran, Common, Ignan, telepathy 120 ft. Speed 30 ft., fly 90 ft.
Challenge 15 (13,000 XP)
Dual Concentration. Saaid al Djinn may maintain two spells STR DEX CON INT WIS CHA

simultaneously, each of which requires concentration. 21 (+5) 15 (+2) 22 (+6) 24 (+7) 16 (+3) 20 (+5)
Elemental Demise. If Saaid al Djinn dies, his body
Saving Throws Dex +10, Con +14, Int +15, Wis +11, Cha +13
disintegrates into a warm breeze, leaving behind only Skills Arcana +23, History +15, Nature +15, Perception +11
equipment he was wearing or carrying. Damage Resistances acid, fire
Empowered Evocation. Saaid Al Djinn can add his Damage Immunities cold, lightning, necrotic, poison,
Intelligence modifier (+5) to the damage roll of any wizard
evocation spell he casts. thunder; bludgeoning, piercing, and slashing from
Innate Spellcasting. Saaid al Djinn’s innate spellcasting nonmagical attacks
ability is Charisma (spell save DC 18, +10 to hit with spell Condition Immunities charmed, exhaustion, frightened,
attacks). He can innately cast the following spells, with no grappled, paralyzed, petrified, poisoned, prone,
need for material components: restrained
Senses truesight 120 ft., passive Perception 21
At will: detect evil and good, detect magic, Languages Auran, Common, Ignan, telepathy 120 ft.
thunderwave Challenge 27 (105,000 XP), 28 in lair (120,000 XP)

3/day each: create food and water (can create wine Elemental Demise. If Saaid al Djinn dies, his body
instead of water), tongues, wind walk disintegrates into a warm breeze, leaving behind only
equipment he was wearing or carrying.
1/day each: conjure elemental (air elemental only),
creation, gaseous form, invisibility, major image, Empowered Evocation. Saaid Al Djinn can add his
plane shift Intelligence modifier (+7) to the damage roll of any wizard
evocation spell he casts.
Sculpt Spells. When Saaid al Djinn casts an evocation spell
that affects other creatures that he can see, he can Innate Spellcasting. Saaid al Djinn’s innate spellcasting
choose a number of them equal to 1 + the spell’s level. ability is Charisma (spell save DC 21, +13 to hit with spell
The chosen creatures automatically succeed on their attacks). He can innately cast the following spells, with no
saving throws against the spell, and they take no damage need for material components:
if they would normally take half damage on a successful At will: detect evil and good, detect magic,
save. thunderwave
3/day each: create food and water (can create wine
Spellcasting. Saaid al Djinn is a 10th level spellcaster. Saaid instead of water), tongues, wind walk
al Djinn’s spellcasting ability is Intelligence (spell save DC 2/day each: conjure elemental (air elemental only),
18, +10 to hit with spell attacks). He has the following spells creation, gaseous form, greater invisibility, lightning
prepared: bolt, major image, plane shift
Cantrips (at will): chill touch, light, mage hand, ray of
frost, shocking grasp Legendary Resistances (3/day). If Saaid al Djinn fails a
1st level (4 slots): fog cloud, magic missile, shield, saving throw, he can choose to succeed instead.
thunderwave
2nd level (3 slots): blur, gust of wind, mirror image, Overchannel (3/day). When Saaid al Djinn casts a wizard
shatter spell of 1st through 5th level that deals damage, he can
3rd level (3 slots): fireball, lightning bolt, stinking cloud deal maximum damage with that spell.
4th level (3 slots): greater invisibility, ice storm
5th level (2 slots): cloudkill, conjure elemental (air Rejuvenation. If he has a phylactery and is destroyed, Saaid
elemental only) al Djinn gains a new body in 1d10 days, regaining all his
hit points and becoming active again. The new body
ACTIONS appears within 5 feet of the phylactery.

Multiattack. Saaid al Djinn makes three Scimitar attacks. Sculpt Spells. When Saaid al Djinn casts an evocation spell
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one that affects other creatures that he can see, he can
choose a number of them equal to 1 + the spell’s level.
target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) The chosen creatures automatically succeed on their
lightning or thunder damage (Saaid al Djinn’s choice). saving throws against the spell, and they take no damage
Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of if they would normally take half damage on a successful
swirling air magically forms on a point Saaid al Djinn save.
can see within 120 feet of him. The whirlwind lasts as
long as Saaid al Djinn maintains concentration (as if Spellcasting. Saaid al Djinn is a 20th level spellcaster. Saaid
concentrating on a spell). Any creature but Saaid al al Djinn’s spellcasting ability is Intelligence (spell save DC
Djinn that enters the whirlwind must succeed on a DC 18 23, +15 to hit with spell attacks). He has the following spells
prepared:
504

Cantrips (at will): chill touch, light, mage hand, ray of against this magic or become frightened for 1 minute.
frost, shocking grasp The frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on
1st level (4 slots): fog cloud, magic missile, shield, a success. If a target’s saving throw is successful or the
thunderwave effect ends for it, the target is immune to the Saaid al
Djinn’s gaze for the next 24 hours.
2nd level (3 slots): blur, gust of wind, mirror image, Disrupt Life (costs 3 actions): Each non-undead creature
shatter within 20 feet of Saaid al Djinn must make a DC 19
Constitution saving throw against this magic, taking 21
3rd level (3 slots): fireball, lightning bolt, stinking cloud (6d6) necrotic damage on a failed save, or half as much
4th level (3 slots): banishment, blight, ice storm damage on a successful one.
5th level (3 slots): cloudkill, cone of cold, conjure
LAIR ACTIONS
elemental (air elemental only), wall of force
6th level (2 slots): chain lightning, disintegrate, globe of On initiative count 20 (losing initiative ties), Saaid al Djinn
can take a lair action to cause one of the following
invulnerability magical effects; he can’t use the same effect two rounds
7th level (2 slots): forcecage, prismatic spray, reverse in a row:

gravity Spell Recall. Saaid al Djinn rolls 2d4 and regains an
8th level (1 slots): antimagic field, incendiary cloud expended spell slot of that level or lower.
9th level (1 slot): time stop, wish
Touch Spells. When Saaid al Djinn successfully hits with Life Bond. Saaid al Djinn creates a negative energy bond
a melee spell attack, he also causes the effects of a with one creature he can see within 30 feet. Whenever
Dessicating Touch action. Saaid al Djinn takes damage, the creature must make
Turn Resistance. Saaid al Djinn has advantage on saving a DC 19 Constitution saving throw. On a failed save,
throws against any effect that turns undead. Saaid al Djinn takes half of the damage (rounded
Wish Granting. At his discretion, or if forced, Saaid al Djinn down), and the target takes the remainder of the
may grant the wish of another creature (as the wish spell). damage. This bond lasts until initiative count 20 on the
Saaid al Djinn retains his devotion to the Sultana and to his next round or until either Saaid al Djinn or the creature
duty and would find a way to subvert any wish that went leaves his lair.
against his fundamental nature. He may only grant three
wishes per creature. Vengeful Spirits. Saaid al Djinn calls vengeful spirits of the
dead who materialize just long enough to attack one
ACTIONS creature he can see within 60 feet of him. The target must
succeed on a DC 19 Constitution saving throw, taking 52
Multiattack. Saaid al Djinn makes three Scimitar attacks or (15d6) necrotic damage on a failed save, or half as much
two Desiccating Touch attacks. damage on a success.

+1 Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., Sabina
one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8)
lightning or thunder damage (Saaid al Djinn’s choice). Gargantuan celestial (titan), chaotic good
Armor Class 19 (natural armor)
Desiccating Touch. Melee Spell Attack: +13 to hit, reach 5 ft., Hit Points 507 (26d20 + 234)
one creature. Hit: 14 (4d6) necrotic damage. The target Speed 60 ft.
must succeed on a DC 19 Constitution saving throw or be
paralyzed for 1 minute. The target can repeat the saving STR DEX CON INT WIS CHA
throw at the end of each of its turns, ending the effect on
itself on a success. 28 (+9) 10 (+0) 28 (+9) 20 (+5) 22 (+5) 28 (+9)

Create Whirlwind. A 5-foot-radius, 30-foot-tall cylinder of Saving Throws Str +15, Int +11, Wis +11, Cha +15
swirling air magically forms on a point Saaid al Djinn Skills Insight +11, Persuasion +15
can see within 120 feet of him. The whirlwind lasts as Damage Immunities poison; bludgeoning, piercing, and
long as Saaid al Djinn maintains concentration (as if
concentrating on a spell). Any creature but Saaid al slashing from nonmagical attacks
Djinn that enters the whirlwind must succeed on a DC 18 Condition Immunities frightened, poisoned
Strength saving throw or be restrained by it. Saaid al Djinn Senses truesight 120 ft., passive Perception 15
can move the whirlwind up to 60 feet as an action, and Languages all, telepathy 300 ft.
creatures restrained by the whirlwind move with it. The Challenge 20 (33,000 XP)
whirlwind ends if Saaid al Djinn loses sight of it.
Innate Spellcasting. Sabina’s spellcasting ability is Wisdom
A creature can use its action to free a creature restrained (spell save DC 22, +14 to hit with spell attacks). She can
by the whirlwind, including itself, by succeeding on a DC innately cast the following spells, requiring no material
18 Strength check. If the check succeeds, the creature components:
is no longer restrained and moves to the nearest space At will: divination, dispel magic, dominate person,
outside the whirlwind. levitate, mind blank, sending
3/day: bestow curse, scrying, heal, mass suggestion
LEGENDARY ACTIONS 1/day: dominate monster, freedom of movement,
planar ally, meteor swarm, seeming
Saaid al Djinn can take 3 legendary actions, choosing from
the options below. Only one legendary action option Trampling Charge. If Sabina moves at least 40 feet straight
can be used at a time and only at the end of another toward a target and then hits it with a melee attack on
creature’s turn. Saai al Djinn regains spent legendary the same turn, that target must succeed on a DC 24
actions at the start of his turn. Strength saving throw or be knocked prone. If the target is
prone, Sabina can make one Stomp attack against it as a
Cantrip: Saaid al Djinn casts a cantrip. bonus action.
Desiccating Touch (costs 2 actions): Saaid al Djinn uses his

Desiccating Touch.
Frightening Gaze (costs 2 actions): Saaid al Djinn fixes his

gaze on one creature he can see within 10 feet of him.
The target must succeed on a DC 19 Wisdom saving throw

505

ACTIONS Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage plus 14
Multiattack. Sabina makes two Slam attacks. (4d6) fire damage, and the target is grappled (escape
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one DC 18). Until this grapple ends, the target is restrained, the
salamander can automatically hit the target with its tail,
target. Hit: 22 (3d8 + 9) bludgeoning damage. and the salamander can’t make tail attacks against other
Stomp. Melee Weapon Attack: +15 to hit, reach 10 ft., one targets.

target. Hit: 31 (4d10 + 9) bludgeoning damage, and all Salamander Noble
creatures within 20 feet of Sabina must succeed on a DC
20 Dexterity saving throw or be knocked prone as Sabina Large elemental, chaotic evil
causes the ground to heave. Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Salamander Monarch Speed 30 ft.

Large elemental, chaotic evil STR DEX CON INT WIS CHA
Armor Class 15 (natural armor)
Hit Points 253 (22d10 + 132) 23 (+6) 12 (+1) 21 (+5) 14 (+2) 15 (+2) 18 (+4)
Speed 30 ft.

STR DEX CON INT WIS CHA Skills Perception +12
Damage Vulnerabilities cold
21 (+5) 12 (+1) 23 (+6) 16 (+3) 20 (+5) 18 (+4) Damage Resistances bludgeoning, piercing, and slashing

Saving Throws Con +12, Wis +11, Cha +10 from nonmagical attacks
Skills Arcana +9, Insight +11, Perception +11, Religion +9 Damage Immunities fire
Damage Vulnerabilities cold Senses darkvision 60 ft., passive Perception 22
Damage Resistances bludgeoning, piercing, and slashing Languages Common, Ignan
Challenge 10 (5,900 XP)
from nonmagical attacks
Damage Immunities fire Heated Body. A creature that touches the noble
Senses darkvision 60 ft., passive Perception 21 salamander or hits it with a melee attack while within 5
Languages Common, Ignan feet of it takes 14 (4d6) fire damage.
Challenge 18 (20,000 XP)
Heated Weapons. Any metal melee weapon the noble
Heated Body. A creature that touches the salamander salamander wields deals an extra 10 (3d6) fire damage on
monarch or hits it with a melee attack while within 5 feet a hit (included in the attack).
of it takes 14 (4d6) fire damage.
Innate Spellcasting. The noble salamander’s innate
Heated Weapons. Any metal melee weapon the spellcasting ability is Charisma (spell save DC 16, +8 to hit
salamander monarch wields deals an extra 14 (4d6) fire with spell attacks). The salamander can cast the following
damage on a hit (included in the attack). spells without requiring any material components.
3/day each: burning hands, fireball, flaming sphere,
Innate Spellcasting. The salamander monarch’s innate wall of fire
spellcasting ability is Charisma (spell save DC 18, +10 1/day each: dispel magic, conjure elemental
to hit with spell attacks). The salamander monarch can
cast the following spells without requiring any material ACTIONS
components.
3/day each: burning hands, fireball, flaming sphere, Multiattack. The noble salamander makes one Spear attack
wall of fire and one Tail attack.

1/day each: dispel magic, conjure elemental Spear. Melee or Ranged Weapon Attack: +10 to hit, reach
Spellcasting. The salamander monarch is a 10th-level 10 ft. or range 20 ft./60 ft., one target. Hit: 13 (2d6 + 6)
piercing damage, or 15 (2d8 + 6) piercing damage if used
spellcaster. Its spellcasting ability is Wisdom (spell save DC with two hands to make a melee attack, plus 10 (3d6) fire
19, +11 to hit with spell attacks). He can cast the following damage.
spells:
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Cantrips: guidance, sacred flame, fire bolt (3d10 fire Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) fire
damage), resistance, true strike damage, and the target is grappled (escape DC 17). Until
this grapple ends, the target is restrained, the salamander
1st level (4 slots): bless, cure wounds, detect magic, can automatically hit the target with its tail, and the
healing word, shield of faith salamander can’t make tail attacks against other targets.

2nd level (3 slots): aid, blindness/deafness, enhance Sandling
ability, hold person, spiritual weapon
Large elemental, unaligned
3rd level (3 slots): beacon of hope, bestow curse, Armor Class 15 (natural armor)
fireball, mass healing word Hit Points 26 (4d10 + 4)
Speed 30 ft., burrow 20 ft.
4th level (3 slots): blight, death ward, fire shield,
freedom of movement

5th level (2 slots): flame strike, mass cure wounds

ACTIONS

Multiattack. The salamander monarch makes one Spear STR DEX CON INT WIS CHA
attack and one Tail attack. 17 (+3) 13 (+1) 13 (+1) 4 (–3) 11 (+0) 11 (+0)

+2 Spear. Melee or Ranged Weapon Attack: +13 to hit, Damage Resistances piercing and slashing damage from
reach 10 ft. or range 20 ft./60 ft., one target. Hit: 10 (1d6 nonmagical attacks
+ 7) piercing damage, or 11 (1d8 + 7) piercing damage
if used with two hands to make a melee attack, plus 14 Damage Immunities poison
(4d6) fire damage.

506

Condition Immunities paralyzed, poisoned, prone, stunned, the weapon’s attacks. A seraph genie can suppress this
unconscious effect for 1 hour as a bonus action.
Innate Spellcasting. A seraph genie’s innate spellcasting
Senses darkvision 60 ft., tremorsense 60 ft., passive ability is charisma (spell save DC 15, +7 to hit with spell
Perception 10 attacks). It can cast the following spells without requiring
material components.
Languages: Understands Terran but can’t speak
Challenge 1 (200 XP) At will: detect evil and good, detect magic, flame
Vulnerability to Water. A sandling that is hit by at least two blade, plane shift (self only), produce flame

gallons of water has its speed halved, its AC reduced by 2, 3/day each: fireball, flame strike, invisibility, see
and it can’t use reactions for one round. invisibility, wall of fire

ACTIONS 1/day: fire storm

Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one ACTIONS
creature). Hit. 7 (1d8 + 3) bludgeoning damage.
Multiattack. A seraph genie makes three Scimitar attacks.
Scorpionfolk Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one

Large monstrosity, lawful evil target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) fire
Armor Class 15 (natural armor) damage.
Hit Points 60 (8d8 + 24) Fire Burst (recharge 5–6). The seraph genie emits a blast of
Speed 40 ft. elemental fire in a 30 foot radius. All creatures in the area
must make a DC 15 Dexterity saving throw, taking 28 (8d6)
STR DEX CON INT WIS CHA fire damage on a failed saving throw, or half as much on
19 (+4) 12 (+1) 16 (+3) 8 (–1) 14 (+2) 15 (+2) a successful one.

Skills Athletics +7, Perception +5, Stealth +4, Survival +5 Shadow Captain
Damage Immunities poison
Condition Immunities poisoned Medium undead, lawful evil
Senses darkvision 60 ft., tremorsense 60 ft., passive Armor Class 19 (half plate, shield)
Hit Points 156 (24d8 + 48)
Perception 15 Speed 30 ft.
Languages Common, Sadara
Challenge 6 (2,300 XP) STR DEX CON INT WIS CHA

18 (+4) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 10 (+0)

ACTIONS Saving Throws Str +8, Wis +7
Skills Perception +11, Stealth +10
Multiattack. The scorpionfolk makes two Claw or two Damage Resistances lightning; bludgeoning, piercing, and
Longsword attacks, and one Stinger attack.
slashing from nonmagical attacks
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one Damage Immunities cold, necrotic, poison
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) Condition Immunities charmed, exhaustion, frightened,
slashing damage.
paralyzed, poisoned, unconscious
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Senses darkvision 60 ft. passive Perception 21
target. Hit: 7 (1d6 + 4) slashing damage. Languages Common
Challenge 12 (8,400 XP)
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 9 (1d10 + 4) piercing damage and the target Alter Self. The shadow captain can assume a different form
must make a DC 14 Constitution saving throw, taking 22 at will. The magic that provides the shadow captain with
(4d10) poison damage on a failed saving throw, or half as this ability is so powerful that only a true seeing spell can
much damage on a successful one. discern what lies under the illusion.

Seraph Genie Innate Spellcasting. The shadow captain’s spellcasting
ability is Wisdom (spell save DC 15, +7 to hit with spell
Large elemental (genie), neutral good attacks). The shadow captain can innately cast the
Armor Class 15 (natural armor) following spells, requiring no material components:
Hit Points 102 (12d10 + 36) At will: alter self, resistance, sacred flame
Speed 40 ft., fly 30 ft. 3/day each: bane, inflict wounds, shield of faith
1/day each: animate dead, contagion
STR DEX CON INT WIS CHA
Regeneration. The shadow captain regains 10 hit points at
19 (+4) 16 (+3) 17 (+3) 15 (+2) 15 (+2) 19 (+4) the start of its turn. If the shadow captain takes acid or fire
damage, this trait doesn’t function at the start of its next
Saving Throws Int +5, Wis +5 turn. The shadow captain dies only if it starts its turn with 0
Skills Arcana +5, Deception +7, Insight +5, Perception +5 hit points and doesn’t regenerate.
Damage Vulnerabilities cold
Damage Immunities fire ACTIONS
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common, Ignan; telepathy 100 ft. Multiattack. The shadow captain makes two Longsword
Challenge 7 (2,900 XP) attacks.

Heat. A seraph’s body generates heat. Creatures who touch Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
the genie take 7 (2d6) fire damage. If the seraph genie target. Hit: 15 (2d10 + 4) slashing damage plus 22 (4d10)
uses a metal weapon it adds this additional damage to cold damage.

Draining Touch. Melee Weapon Attack: +6 to hit, reach 5

507

ft., one target. Hit: 15 (3d8 + 2) cold damage. The target Silaal
must succeed on a DC 14 Constitution saving throw or its
hit point maximum is reduced by an amount equal to the Large aberration, neutral evil
damage taken. This reduction lasts until the target finishes Armor Class 17 (natural armor)
a long rest. The target dies if this effect reduces its hit point Hit Points 112 (15d10 + 30)
maximum to 0. Speed 30 ft.

Shape of Fire STR DEX CON INT WIS CHA

Large undead, lawful evil 17 (+3) 16 (+3) 15 (+2) 18 (+4) 18 (+4) 18 (+4)
Armor Class 19 (natural armor)
Hit Points 418 (31d10 + 248) Skills Arcana +8, Deception +8, Insight +8, Intimidation +8,
Speed 30 ft., fly 60 ft. Investigation +8, Medicine +8, Survival +8

STR DEX CON INT WIS CHA Damage Resistances cold, fire
24 (+7) 17 (+3) 26 (+8) 6 (–2) 10 (+0) 7 (–2) Damage Immunities acid
Senses darkvision 60 ft., passive Perception 14
Damage Vulnerabilities cold Languages understands Aklo, Common, but can’t speak;
Damage Resistances acid, lightning, thunder
Damage Immunities fire, necrotic, poison; bludgeoning, telepathy 120 ft.
Challenge 10 (5,900 XP)
piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, Innate Spellcasting. The silaal’s innate spellcasting ability
is Charisma (spell save DC 16). It can cast the following
grappled, paralyzed, petrified, poisoned, prone, spells, requiring no material components.
restrained, unconscious At will: cure wounds, detect thoughts, see invisibility
Senses blindsight 60 ft. (blind beyond this radius), passive 3/day each: fear, wall of fire
Perception 10 1/day each: blade barrier, dominate person, revivify
Languages understands Ignan but can’t speak
Challenge 26 (90,000 XP) ACTIONS

Immaterial Fire. The shape of fire can move through a space Multiattack. The silaal makes two Kukri attacks.
as narrow as 1 inch wide without squeezing. A creature Kukri. Melee or Ranged Weapon Attack: +7 to hit, reach 5
that begins its turn within 10 feet of the shape of fire takes
22 (4d10) fire damage. In addition, the shape of fire can ft. or range 20/60 ft., one target. Hit: 7 (2d4 + 3) piercing
enter a hostile creature’s space and stop there. The first damage. If the target is a creature that isn’t an undead
time it enters a creature’s space on a turn, that creature or construct and it isn’t already bleeding profusely, the
takes 22 (4d10) fire damage. target must make a DC 15 Constitution saving throw.
On a failed saving throw, the target begins bleeding
Innate Spellcasting. The shape of fire’s innate spellcasting profusely. At the beginning of each of its turns, the target’s
ability is Constitution (spell save DC 24). It can cast the maximum hit points are reduced by 18 (4d8). The target
following spells, requiring no material components. continues to bleed profusely until the target’s maximum
At will: fireball (5th level, 11d6 fire damage) hit points reach 0 and it dies. The target can repeat the
3/day each: fire storm, incendiary cloud saving throw at the end of each of its turns, or the target
or another creature can use their action to make a DC
Turn Resistance. The shape of fire has advantage on saving 15 Wisdom (Medicine) check to staunch the bleeding,
throws against any effect that turns undead. ending the effect on a success. Lost hit points return when
the target takes a long rest.
ACTIONS
Sim ral Marla
Multiattack. The shape of fire makes two Touch attacks.
Touch. Melee Weapon Attack: +15 to hit, reach 10 ft., Large undead, lawful evil
Armor Class 19 (natural armor, bracers of defense)
one target. Hit: 29 (4d10 + 7) fire damage. If the target Hit Points 299 (26d10 + 156)
is a creature, it must make a DC 24 Constitution saving Speed 30 ft., fly 90 ft.
throw or be cursed for 1 minute. While cursed, at the
beginning of each of the creature’s turns, it must repeat STR DEX CON INT WIS CHA
the saving throw. On a successful saving throw, the
creature is still cursed but suffers no other effects. On 20 (+5) 12 (+1) 24 (+7) 19 (+4) 15 (+2) 16 (+3)
a failed saving throw, the target’s maximum hit points
are reduced by 22 (4d10), and the shape of fire regains Saving Throws Con +15, Int +12, Wis +10, Cha +11
an equal amount of hit points, up to its maximum. A Skills Arcana +20, History +12, Insight +10, Perception +10
creature whose maximum hit points are brought to zero Damage Resistances cold, lightning, necrotic
by this curse is slain. The curse can be ended early with Damage Immunities fire, poison; bludgeoning, piercing, and
magic such as remove curse. Lost hit points can only
be restored by magic such as greater restoration, heal, slashing from nonmagical attacks
regenerate, or wish. Condition Immunities charmed, exhaustion, frightened,
If a humanoid creature is slain by the shape of fire, it rises as
a lavawight at the end of the shape of fire’s next turn. The paralyzed, poisoned
lavawight is under the command of the shape of fire, and Senses truesight 120 ft., passive Perception 20
the shape of fire can have no more than 12 lavawights Languages Common, Ignan, telepathy 120 ft.
under its command at a time. Challenge 25 (75,000 XP), 26 in lair (90,000 XP)

Elemental Demise. If Sim ral Marla dies, his body disintegrates
in a flash of fire and puff of smoke, leaving behind only
equipment he was wearing or carrying.

508

Deadly Harvest. Once per turn, when Sim ral Marla kills a Hurl Flame. Ranged Spell Attack: +11 to hit, range 120 ft.,
creature (excluding constructs and undead) with a spell one target. Hit: 17 (5d6) fire damage.
of 1st level or higher, he regains hit points equal to three
times the spell’s level. Dominate Undead. Sim ral Marla chooses one undead he
can see within 50 feet of him. That undead must succeed
Innate Spellcasting. Sim ral Marla’s innate spellcasting ability on a DC 20 Charisma saving throw or become friendly to
is Charisma (spell save DC 19, +11 to hit with spell attacks). Sim al Marla and obey his orders. If the undead succeeds
He can innately cast the following spells, with no need for on its saving throw, Sim ral Marla cannot use this feature
material components: on it again. Sim ral Marla may only dominate one undead
At will: detect magic at a time using this ability; when he uses it, an already-
3/day each: enlarge/reduce, tongues dominated undead is freed from his control.
2/day each: conjure elemental (fire elemental only),
gaseous form, invisibility, major image, plane shift, LEGENDARY ACTIONS
wall of fire
1/day: greater invisibility Sim ral Marla can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Legendary Resistances (3/day). If Sim ral Marla fails a saving can be used at a time and only at the end of another
throw, he can choose to succeed instead. creature’s turn. Sim ral Marla regains spent legendary
actions at the start of his turn.
Rejuvenation. If he has a phylactery and is destroyed, Sim
ral Marla gains a new body in 1d10 days, regaining all Cantrip. Sim ral Marla casts a cantrip.
his hit points and becoming active again. The new body Paralyzing Touch (costs 2 actions). Sim ral Marla uses his
appears within 5 feet of the phylactery.
Paralyzing Touch.
Signature Spells (1/day each). Sim ral Marla can cast fireball Frightening Gaze (costs 2 actions). Sim ral Marla fixes his
and vampiric touch at 3rd level without expending a spell slot.
gaze on one creature he can see within 10 feet of him.
Special Equipment. Sim ral Marla possesses a brazier of The target must succeed on a DC 19 Wisdom saving throw
controlling fire elementals, a spell wand2 of greater against this magic or become frightened for 1 minute.
invisibility, and a staff of necromancy2. The frightened target can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Spell Mastery. Sim ral Marla may cast magic missile or mirror on a success. If a target’s saving throw is successful or
image at their lowest possible level without expending a the effect ends for it, the target is immune to the Sim ral
spell slot. Marla’s gaze for the next 24 hours.
Disrupt Life (costs 3 actions). Each non-undead creature
Spellcasting. Sim ral Marla is a 20th level spellcaster. His within 20 feet of Sim ral Marla must make a DC 19
spellcasting ability is Intelligence (spell save DC 20, +12 to Constitution saving throw against this magic, taking 21
hit with spell attacks). He has the following spells prepared: (6d6) necrotic damage on a failed save, or half as much
Cantrips (at will): chill touch, light, mage hand, ray of damage on a successful one.
frost, shocking grasp
1st level (4 slots): fog cloud, magic missile, shield LAIR ACTIONS
2nd level (3 slots): blindness/deafness, blur, hold
person, mirror image On initiative count 20 (losing initiative ties), Sim ral Marla can
3rd level (3 slots): animate dead, counterspell, fireball, take a lair action to cause one of the following magical
vampiric touch effects; he can’t use the same effect two rounds in a row:
4th level (3 slots): banishment, blight, wall of fire
5th level (3 slots): cloudkill, conjure elemental (fire Spell Recall. Sim ral Marla rolls 2d4 and regains an expended
elemental only), telekinesis spell slot of that level or lower.
6th level (2 slots): chain lightning, disintegrate, globe of
invulnerability Life Bond. Sim ral Marla creates a negative energy bond
7th level (2 slots): finger of death, forcecage with one creature he can see within 30 feet. Whenever
8th level (1 slots): antimagic field, incendiary cloud Sim ral Marla takes damage, the creature must make a
9th level (1 slot): power word kill DC 19 Constitution saving throw. On a failed save, Sim ral
Marla takes half of the damage (rounded down), and the
Touch Spells. When Sim ral Marla successfully hits with target takes the remainder of the damage. This bond lasts
a melee spell attack, he also causes the effects of a until initiative count 20 on the next round or until either Sim
Paralyzing Touch action. ral Marla or the creature leaves his lair.

Turn Resistance. Sim ral Marla has advantage on saving Vengeful Spirits. Sim ral Marla calls vengeful spirits of the
throws against any effect that turns undead. dead who materialize just long enough to attack one
creature he can see within 60 feet of him. The target must
Undead Servants. When Sim ral Marla casts animate dead, succeed on a DC 19 Constitution saving throw, taking 52
he can create one additional undead. Whenever he uses (15d6) necrotic damage on a failed save, or half as much
a necromancy spell to create an undead, that undead’s damage on a success.
hit point maximum is increased by 20, and that undead
adds +8 to its weapon damage rolls. Siren

ACTIONS Medium fey, chaotic neutral
Armor Class 15 (natural armor)
Multiattack. Sim ral Marla makes two Scimitar attacks or two Hit Points 49 (9d8 + 9)
Paralyzing Touch attacks. Speed 30 ft., fly 60 ft.

Scimitar. Melee Weapon Attack: +13 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire
damage. 10 (+0) 18 (+4) 12 (+1) 13 (+1) 16 (+3) 19 (+4)

Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 Skills Deception +8, Perception +8
ft., one creature. Hit: 10 (3d6) cold damage. The target Senses darkvision 60 ft., passive Perception 18
must succeed on a DC 19 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.

509

Languages Common, Elvish, Sylvan ACTIONS
Challenge 3 (700 XP)
Magma Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Flyby. The siren doesn’t provoke opportunity attacks when it one target. Hit: 5 (1d6 + 2) plus 3 (1d6) fire damage, and
flies out of an enemy’s reach. the target must succeed on a DC 12 Dexterity saving
throw or be restrained by cooling magma. As an action
Innate Spellcasting. The siren ‘s innate spellcasting ability is the restrained target can make a DC 12 Strength check,
Charisma (spell save DC 14, +6 to hit with spell attacks). breaking the cooled magma on a success. The magma
It can innately cast the following spells 1/day each, can also be attacked and destroyed (AC 10; hp 5;
requiring no material components: charm person.fog vulnerability to cold damage; immunity to bludgeoning,
cloud, greater invisibility, polymorph (self only). poison, and psychic damage).

Luring Song. The siren sings a magical melody. Every REACTIONS
humanoid and giant within 300 feet of the siren that can
hear the song must succeed on a DC 12 Wisdom saving Magma Body. When a creature the azer skeleton can see
throw or be charmed until the song ends. The siren must hits it with an attack, its magma-coated bones harden
take a bonus action on its subsequent turns to continue and it gains resistance to that type of damage, including
singing. It can stop singing at any time. The song ends if the damage that triggered this reaction, until the end of
the siren is incapacitated. its next turn.

While charmed by the siren, a target is incapacitated and Black Skeleton
ignores the songs of other sirens. If the charmed target
is more than 5 feet away from the siren, the target must Medium undead, chaotic evil
move on its turn toward the siren by the most direct route, Armor Class 17 (chain shirt)
trying to get within 5 feet. It doesn’t avoid opportunity Hit Points 71 (13d8 + 13)
attacks, but before moving into damaging terrain, such Speed 40 ft.
as lava or a pit, and whenever it takes damage from a
source other than the siren, the target can repeat the STR DEX CON INT WIS CHA
saving throw. A charmed target can also repeat the
saving throw at the end of each of its turns. If the saving 11 (+0) 19 (+4) 13 (+1) 13 (+1) 10 (+0) 14 (+2)
throw is successful, the effect ends on it.
Skills Perception +4, Stealth +6
A target that successfully saves is immune to this siren’s song Damage Vulnerabilities bludgeoning, radiant
for the next 24 hours. Damage Resistances cold
Damage Immunities necrotic, poison
Magic Resistance. The siren has advantage on saving throws Condition Immunities exhaustion, poisoned
against spells and other magical effects. Senses darkvision 60 ft., passive Perception 14
Languages understands the languages it knew in life but
ACTIONS
can’t speak
Multiattack. The siren makes two Talons attacks. Challenge 4 (1,100 XP)
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Shortsword Masters. Black skeletons gain defensive bonuses
target. Hit: 11 (2d6 + 4) piercing damage. (+2 to AC) and bonuses to attack (+2 to hit) when

Skeletons wielding dual shortswords (included in the statistics).

Azer Skeleton ACTIONS

Medium undead, lawful evil Multiattack. The black skeleton makes two claw attacks or
Armor Class 14 (natural armor) two shortsword attacks.
Hit Points 16 (3d8 + 3)
Speed 30 ft. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, and the target’s
STR DEX CON INT WIS CHA Strength score is reduced by 1d4. The target dies if this
15 (+2) 10 (+0) 13 (+1) 6 (–2) 8 (–1) 5 (–3) reduces its strength to 0. Otherwise, the reduction lasts
until the target finishes a short or long rest.
Saving Throws Con +3
Damage Vulnerabilities bludgeoning Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Damage Immunities fire, poison target. Hit: 11 (2d6 + 4) piercing damage, and the target’s
Condition Immunities exhaustion, poisoned Strength score is reduced by 1d4. The target dies if this
Senses darkvision 60 ft., passive Perception 9 reduces its strength to 0. Otherwise, the reduction lasts
Languages understands Ignan but can’t speak until the target finishes a short or long rest
Challenge 1 (200 XP)
Efreeti Skeleton
Heated Body. A creature that touches the azer skeleton or
hits it with a melee attack while within 5 feet of it takes 3 Large undead, lawful evil
(1d6) fire damage. Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 40)
Illumination. The azer skeleton sheds bright light in a 10-foot Speed 30 ft., fly 30 ft.
radius and dim light for an additional 10 feet.
STR DEX CON INT WIS CHA
Undead Nature. The azer skeleton doesn’t require air, food, 17 (+3) 10 (+0) 19 (+4) 8 (–1) 8 (–1) 14 (+2)
drink, or sleep.

510 Saving Throws Wis +2, Cha +5
Damage Vulnerabilities bludgeoning

Damage Immunities fire, poison glow. Each creature within 20 feet of the skeleton must
Condition Immunities exhaustion, poisoned make a DC 15 Constitution saving throw, taking 28 (8d6)
Senses darkvision 120 ft., passive Perception 9 fire damage on a failed save, or half as much damage on
Languages understands Ignan but can’t speak a successful one. A creature wearing heavy or medium
Challenge 7 (2,900 XP) metal armor instead takes 36 (8d8) fire damage on a
failed save, or half as much damage on a successful one.
Fiery Bones. The process that creates an efreet skeleton
captures the creature’s essence but leaves its body an Janni Skeleton
unstable figure of burning bones. At the start of each of
the efreet skeleton’s turns, its unstable bones spark and Large undead, lawful evil
crackle, and each creature within 5 feet of it takes 3 (1d6) Armor Class 14
fire damage. Hit Points 93 (11d10 + 33)
Speed 30 ft., fly 20 ft.
Undead Nature. The efreet skeleton doesn’t require air, food,
drink, or sleep. STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 17 (+3) 6 (–2) 8 (–1) 5 (–3)
ACTIONS

Multiattack. The efreet skeleton makes two Fiery Claws Saving Throws Wis +2
attacks or uses its Hurl Flame twice. Skills Perception +2
Damage Vulnerabilities bludgeoning
Fiery Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., Damage Resistances acid, cold, fire, lightning, thunder
one target. Hit: 7 (1d6 + 4) slashing damage plus 7 (2d6) Damage Immunities poison
fire damage. Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Hurl Flame. Ranged Spell Attack: +5 to hit, range 120 ft., one Languages understands all languages in knew in life but
target. Hit: 14 (4d6) fire damage.
can’t speak
Dead, Not Fallen (recharge 5–6). The efreet skeleton raises its Challenge 5 (1,800 XP)
head haughtily, its crown of flames flaring. Each creature
within 20 feet of the efreet skeleton must make a DC 15 Elemental Instability. The process that creates a janni
Dexterity saving throw. On a failure, a creature takes 28 skeleton captures the creature’s essence but leaves its
(8d6) fire damage and is knocked prone in supplication. body an unstable amalgam of the elements. At the start
On a success, a creature takes half the damage and isn’t of each of the janni skeleton’s turns, roll a d4. The janni
knocked prone. skeleton’s element that turn is either cold (1), fire (2),
lightning (3), or thunder (4), depending on the result of
Fire Giant Skeleton the roll.

Huge undead, lawful evil Undead Nature. The janni skeleton doesn’t require air, food,
Armor Class 16 (armor scraps) drink, or sleep.
Hit Points 136 (13d12 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA ACTIONS
20 (+5) 9 (–1) 18 (+4) 6 (–2) 8 (–1) 5 (–3)
Multiattack. The janni skeleton makes two Elemental Claws
Saving Throws Dex +2, Cha +0 attacks.
Skills Athletics +8, Perception +2
Damage Vulnerabilities bludgeoning Elemental Claws. Melee Weapon Attack: +7 to hit, reach 5
Damage Immunities fire, poison ft., one target. Hit: 10 (3d6) damage of the janni skeleton’s
Condition Immunities exhaustion, poisoned element type.
Senses darkvision 60 ft., passive Perception 12
Languages understands Giant but can’t speak Elemental Explosion (recharge 5–6). The elemental material
Challenge 8 (3,900 XP) holding the janni’s spirit in a skeletal form temporarily
ruptures, sending out splinters of elemental bone. Each
Reinforced Bones. A creature that damages the fire giant creature within 15 feet of the janni skeleton must make
skeleton’s metal bones with a metal weapon must a DC 15 Dexterity saving throw, taking 9 (2d8) piercing
succeed on a DC 15 Constitution saving throw or drop damage and 14 (4d6) damage of the janni skeleton’s
the weapon at its feet as the resulting vibration numbs the element type on a failed save, or half as much damage
creature’s limb. on a successful one. The janni skeleton then disappears. It
reforms at the start of its next turn in a space within 15 feet
Undead Nature. The fire giant skeleton doesn’t require air, of where it exploded with 3 (1d6) fewer hit points.
food, drink, or sleep.
Skeleton Warrior
ACTIONS
Medium undead, neutral evil
Multiattack. The fire giant skeleton makes two Metal Claws Armor Class 19 (+2 splint mail)
attacks. Hit Points 97 (13d8 + 39)
Speed 30 ft.
Metal Claws. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 15 (3d6 + 5) slashing damage plus 3 (1d6) STR DEX CON INT WIS CHA
fire damage.
20 (+5) 13 (+1) 16 (+3) 10 (+0) 13 (+1) 14 (+2)
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft.,
one target. Hit: 21 (3d10 + 5) bludgeoning damage. Saving Throws Con +8, Wis +6, Cha +7
Skills Insight +6, Intimidate +7, Perception +6
Super Heat (recharge 5–6). The forge magic powering the Damage Resistances piercing and slashing damage from
fire giant skeleton heats its metal bones to an orange
nonmagical attacks

511

Crypt Fatigue Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, poisoned,
A creature infected with crypt fatigue gains one level of
exhaustion immediately, and gains one more level every time it unconscious
fails the DC 16 Constitution saving throw after taking damage Senses Truesight 60 ft., passive Perception 16
from a skeleton warrior’s longbow. An infected creature must Languages Common, any other language the warrior knew
make another DC 16 Constitution saving throw at the end of
every long rest; with a successful save, it recovers one level in life
of exhaustion, but with a failed save, it gains one level of Challenge 14 (11,500 XP)
exhaustion. The disease is cured when the victim no longer has
any levels of exhaustion. Legendary Resistance (3/day). If the skeleton warrior fails a
saving throw, it can choose to succeed instead.
Skeleton Warrior’s Circlet
Track Circlet. A skeleton warrior can track and find its circlet
In the process of transforming into a skeleton warrior, the unerringly. It can also find the last person who possessed
dying warrior’s soul is trapped in a golden circlet. Anyone the circlet.
possessing one of these circlets can exert control over the
skeleton warrior whose soul the circlet contains. To establish Unholy Fortitude. Skeleton Warriors have advantage on
control, the controller must be within 300 feet of the skeleton saving throws against being turned.
warrior, must wear the circlet, and must spend one full round
doing nothing but concentrating on the skeleton warrior. If ACTIONS
the controller is not interrupted during this time, resolve a
Charisma (Intimidation) contest between the skeleton warrior Multiattack. A skeleton warrior makes two Greatsword
and the creature with the circlet (note that the skeleton warrior attacks
adds its proficiency bonus to Intimidation skill checks). If the
wearer of the circlet wins the contest, the skeleton warrior +2 Greatsword. Melee Weapon Attack: +12 to hit, reach 5
is charmed, views that character as an ally, and interprets ft., one creature. Hit: 14 (2d6 + 7) slashing damage plus 3
any of the character’s suggestions in the most positive light. (1d6) necrotic damage.
It is not dominated or controlled, but it doesn’t feel the urge
to immediately kill the wearer of the circlet and recover its Longbow. Ranged Weapon Attack: +6 to hit, range 150
soul, either. It would like its soul back eventually, but it can ft./600 ft., one creature. Hit: 7 (1d12 + 1) piercing damage
wait until its new ally is slain by some other creature or dies plus 7 (2d6) necrotic damage, and the target must
naturally. If the skeleton warrior wins the contest, it is immune make a successful DC 16 Constitution saving throw or be
from attempts to use the circlet to charm it for 24 hours. infected with crypt fatigue

While within 300 feet of the charmed skeleton warrior, a LEGENDARY ACTIONS
person wearing the circlet can exert the following types of
influence over the skeleton warrior. He or she can: The skeleton warrior can take up to three legendary actions
per round. Legendary actions are taken at the end of
• choose to see through the skeleton warrior’s eyes another creature’s turn, and only one can be taken after
each turn.
• try to force the skeleton warrior to attack something
by making a successful DC 15 Charisma check (failing Attack. The skeleton warrior makes a Greatsword or
the check means the skeleton warrior acts as it chooses) Longbow attack.

• try to force the skeleton warrior to take some other Drain Life. Melee Weapon Attack: +10 to hit, reach 5 ft.;
action — search an area, move across a room, etc. — by one creature. Hit: the target must make a successful DC
making a successful DC 10 Charisma check (failing the 16 Constitution saving throw or be infected with crypt
check means the skeleton warrior acts as it chooses); fatigue. If already infected, a failed saving throw causes
the creature to gain another level of exhaustion.
• try to place the skeleton warrior in “inert mode”
by making a successful DC 15 Charisma check. If this Instill Dread. One living creature within 50 feet of the
check succeeds, the skeleton warrior stands motionless, skeleton warrior, which the skeleton warrior can see, must
effectively unconscious and paralyzed, until the wearer make a successful DC 15 Wisdom saving throw or be
of the circlet wills it back into wakefulness. If this check frightened for 2d4 rounds. A successful save renders the
fails, the skeletal warrior is no longer charmed. target immune to this skeleton warrior’s dread for 24 hours.

While forcing the skeleton warrior to do anything, the circlet Sleeping Willow
wearer can’t move or take any other action. If the circlet wearer
moves more than 300 feet away from the skeleton warrior or Huge plant, neutral evil
removes the circlet from his or her head while the skeleton Armor Class 17 (natural armor)
warrior is active (not inert), the skeleton warrior is no longer Hit Points 114 (12d12 + 36)
charmed. If someone else becomes the circlet’s owner, the Speed 10 ft.
skeleton warrior knows instantly; if it was charmed, it’s not
anymore, and if it was inert, it becomes active again. STR DEX CON INT WIS CHA
19 (+4) 5 (–3) 17 (+3) 6 (–2) 11 (+0) 10 (+0)
If a skeleton warrior ever gains control of the circlet containing
its soul, it places the circlet on its head and “dies,” vanishing in a Skills Perception +4, Stealth +5 (+8 if not moving)
flash of light. The circlet falls to the ground and crumbles to dust. Damage Resistances bludgeoning, piercing
Damage Immunities poison
512 Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened,

frightened, paralyzed, poisoned, prone, stunned,
unconscious
Senses blindsight 90 ft. (blind beyond this radius), passive
Perception 14
Languages —
Challenge 10 (5,900 XP)

Health Drain. At the beginning of the sleeping willow’s turn, Languages —
all creatures already grappled by it are constricted and Challenge 2 (450 XP)
take 13 (2d8 + 4) bludgeoning damage and 5 (2d4)
necrotic damage. The sleeping willow regains a number Keen Smell. The viper has advantage on Wisdom
of hit points equal to the necrotic damage inflicted. The (Perception) checks that rely on smell.
sleeping willow’s number of Slam attacks in its Multiattack
is reduced by one for each such grappled creature. Poison Aura. At the start of each of the viper’s turns, if the
viper is not incapacitated, each creature within 20 feet
Sleep Spores. The sleeping willow emits a cloud of sleep- of it must make a DC 13 Constitution saving throw, taking
inducing spores in a 30-foot-radius, 10-foot-high cylinder 10 (3d6) poison damage on a failed save and becomes
around it. Each creature in this area must succeed on a poisoned for 1 minute, or half as much damage on a
DC 18 Constitution saving throw or fall asleep for 5 minutes successful one. If a saving throw is successful, the creature
or until the sleeper takes damage, or someone uses an is not affected by the viper’s Poison Aura for 24 hours.
action to shake or slap the sleeper awake.
ACTIONS
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
Multiattack. The sleeping willow makes up to four Slam target. Hit: 11 (2d6 + 4) piercing damage, and the target
attacks. must make a DC 13 Constitution saving throw, taking 14
(4d6) poison damage on a failed save, or half as much
Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one damage on a successful one.
target. Hit: 13 (2d8 + 4) bludgeoning damage and 5 (2d4)
necrotic damage inflicted. The sleeping willow regains a Viper, Giant Fiendish
number of hit points equal to the necrotic damage. If the
target is Large or smaller, it is also grappled (escape DC 18). Large beast, neutral evil
Armor Class 14
Snakes Hit Points 13 (2d10 + 2)
Speed 30 ft., swim 30 ft.
Cobalt Viper
STR DEX CON INT WIS CHA
Medium beast, unaligned 10 (+0) 18 (+4) 13 (+1) 2 (–4) 10 (+0) 3 (–4)
Armor Class 14 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA Damage Resistances cold; bludgeoning, piercing, and
12 (+1) 17 (+3) 13 (+2) 3 (–4) 12 (+1) 10 (+0) slashing from nonmagical attacks not made with silver

Damage Immunities fire, poison
Condition Immunities poisoned

Skills Perception +3, Stealth +5 Skills Perception +2
Senses darkvision 60 ft., passive Perception 13 Senses blindsight 10 ft., passive Perception 12
Languages — Languages —
Challenge 1 (200 XP) Challenge 2 (450 XP)

Keen Smell. The viper has advantage on Wisdom Keen Smell. The viper has advantage on Wisdom
(Perception) checks that rely on smell. (Perception) checks that rely on smell.

Poison Aura. At the start of each of the viper’s turns, if the ACTIONS
viper is not incapacitated, each creature within 20 feet
of it must succeed on a DC 12 Constitution saving throw Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
or become poisoned for 1 minute. If a saving throw is target. Hit: 6 (2d6 + 4) piercing damage, and the target
successful, the creature is not affected by the viper’s must make a DC 13 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
Poison Aura for 24 hours. damage on a successful one.

ACTIONS Yellow Cobra, Giant Fiendish

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one Large beast, neutral evil
target. Hit: 6 (1d6 + 3) piercing damage, and the target Armor Class 14 (natural armor)
must make a DC 12 Constitution saving throw, taking 10 Hit Points 13 (2d10 + 2)
(3d6) poison damage on a failed save, or half as much Speed 30 ft., swim 30 ft.
damage on a successful one.
STR DEX CON INT WIS CHA
Cobalt Viper, Giant 10 (+0) 18 (+4) 13 (+1) 2 (–4) 10 (+0) 3 (–4)

Large beast, unaligned Damage Resistances cold; bludgeoning, piercing, and
Armor Class 15 (natural armor) slashing from nonmagical attacks not made with silver
Hit Points 75 (10d10 + 20)
Speed 20 ft., climb 20 ft. Damage Immunities fire, poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 13 (+2) 3 (–4) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +6 Skills Perception +2
Senses darkvision 60 ft., passive Perception 13 Senses blindsight 10 ft., passive Perception 12

513

Languages — the target is immune to the advanced specter’s gaze for
Challenge 2 (450 XP) the next 24 hours.
Create Specter. The advanced specter targets a
Keen Smell. The cobra has advantage on Wisdom humanoid within 10 feet of it that has been dead for
(Perception) checks that rely on smell. no longer than 1 minute and died violently. The target’s
spirit rises as a specter in the space of its corpse or in
ACTIONS the nearest unoccupied space. The specter is under
the advanced specter’s control. The advanced specter
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one can have no more than seven specters under its control
target. Hit: 6 (2d6 + 4) piercing damage, and the target at one time.
must make a DC 13 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much Stone Maiden
damage on a successful one.
Medium elemental, neutral
Spit Poison. Ranged Weapon Attack: +6 to hit, range 15/30 Armor Class 17
ft., one creature. Hit: The target must make a DC 13 Hit Points 102 (12d8 + 48)
Dexterity saving throw, taking 10 (3d6) poison damage Speed 30 ft.
on a failed save and the target is blinded for 1 minute, or
half as much damage on a successful one. If blinded, the STR DEX CON INT WIS CHA
target can repeat the save at the end of their turn, ending
the condition on a successful save. 18 (+4) 11 (+0) 18 (+4) 15 (+2) 16 (+3) 20 (+5)

Specter, Advanced Saving Throws Str +7, Con +7, Cha +8
Skills Perception +6, Persuasion +8
Medium undead, chaotic evil Damage Resistances cold, fire; bludgeoning, piercing, and
Armor Class 15
Hit Points 88 (16d8 + 16) slashing from nonmagical attacks
Speed 0 ft., fly 50 ft. (hover) Damage Immunities necrotic, poison
Damage Vulnerabilities thunder
STR DEX CON INT WIS CHA Condition Immunities exhaustion, paralyzed, petrified,
1 (–5)
16 (+3) 13 (+1) 10 (+0) 10 (+0) 13 (+1) poisoned, unconscious
Senses darkvision 60 ft., passive Perception 16
Damage Resistances acid, cold, fire, lightning, thunder; Languages Common, Terran
bludgeoning, piercing, and slashing from nonmagical Challenge 8 (3,900 XP)
attacks
Earth Magic Immunity. The stone maiden is immune to any
Damage Immunities necrotic, poison spell or magical effect that employs or manipulates earth
Condition Immunities charmed, exhaustion, grappled, or stone, including her own spike growth spell.

paralyzed, petrified, poisoned, prone, restrained, Earth Mastery. If both the stone maiden and a creature are
unconscious standing on the ground, the creature suffers a –1 to its
Senses darkvision 60 ft., passive Perception 10 attack and damage rolls against the stone maiden and
Languages the languages it knew in life had disadvantage on grappling checks made against the
Challenge 7 (2,900 XP) stone maiden.

Incorporeal Movement. The advanced specter can move Innate Spellcasting. The stone maiden’s innate spellcasting
through other creatures and objects as if they were ability is Charisma (spell save DC 16, +8 to hit with spell
difficult terrain. It takes 5 (1d10) force damage if it ends its attacks). She can innately cast the following spells, with no
turn inside an object. need for material components or concentration:
At will: meld into stone, spike growth, stone shape
Sunlight Sensitivity. While in sunlight, the advanced specter 2/day: move earth, wall of stone
has disadvantage on attack rolls as well as on Wisdom
(Perception) checks that rely on sight. ACTIONS

ACTIONS Multiattack. The stone maiden makes two Longsword or
Slam attacks.
Multiattack. The advanced specter makes one Frightening
Gaze attack and two Life Drain attacks. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 13 (2d8 + 4) slashing damage.
Life Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one
creature. Hit: 24 (6d6 + 3) necrotic damage. The target Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
must succeed on a DC 16 Constitution saving throw or creature. Hit: 11 (2d6 + 4) bludgeoning damage.
its hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the creature Animate Rocks (recharge 4–6). The stone maiden causes
finishes a long rest. The target dies if this effect reduces its a pile of rocks she can see within 100 feet of her to
hit point maximum to 0. animate into a humanoid shape. The rock form has
statistics identical to the stone maiden, except it may
Frightening Gaze. The advanced specter fixes its gaze on only use Slam attacks. The rocks act under the control of
one creature it can see within 10 feet of it. The target must the stone maiden, but do not require her concentration,
succeed on a DC 16 Wisdom saving throw against this and return to their lifeless state when reduced to 0 hit
magic or become frightened for 1 minute. The frightened points or when they are more than 100 feet from the
target can repeat the saving throw at the end of each stone maiden.
of its turns, ending the effect on itself on a success. If a
target’s saving throw is successful or the effect ends for it,

514

Swarms Swarm of Eye Spiders

Choromos Medium swarm of Tiny constructs, unaligned
Armor Class 13
Huge swarm of Medium fiends, neutral evil Hit Points 45 (10d8)
Armor Class 18 (natural armor) Speed 20 ft., climb 20 ft.
Hit Points 299 (26d12 + 130)
Speed 20 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 10 (+0) 1 (–5) 9 (–1) 3 (–4)

STR DEX CON INT WIS CHA Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities lightning, poison; bludgeoning,
14 (+2) 23 (+6) 20 (+5) 16 (+3) 19 (+4) 21 (+5)
piercing, and slashing from nonmagical attacks not made
Saving Throws Dex +13, Con +12, Int +10, Wis +11 with adamantine
Skills Perception +11, Performance +12 Condition Immunities charmed, exhaustion, frightened,
Damage Resistances bludgeoning, piercing, slashing paralyzed, petrified, poisoned, prone, restrained, stunned
Damage Immunities poison Senses darkvision 60 ft., passive Perception 9
Condition Immunities charmed, frightened, paralyzed, Languages understands the language of its creator but
can’t speak
petrified, poisoned, prone, restrained, stunned Challenge 3 (700 XP)
Senses blindsight 60 ft. (blind beyond this radius), passive
Distraction. Any living creature that begins its turn with the
Perception 21 swarm in its space must succeed on a DC 14 Constitution
Languages Abyssal, Common, Infernal save or be frightened for 1 round.
Challenge 22 (41,000 XP)
Swarm. The swarm can occupy one or more other
Deranged Hum. At the start of each of the choromos’ turns, creatures’ spaces and vice versa, and the swarm can
each creature within 5 feet of it takes 10 (3d6) psychic move through an opening large enough for a Tiny
damage. Fiends are immune to a choromos’ Deranged eye spider. The swarm can’t regain hit points or gain
Hum. temporary hit points.

Magic Resistance. The choromos has advantage on saving ACTIONS
throws against spells and other magical effects.
Slam. Melee Weapon Attack: +4 to hit, reach 0 ft.,
Magic Weapons. The choromos’ weapon attacks are one creature in the swarm’s space. Hit: 5 (1d8 + 1)
magical. bludgeoning damage or 3 (1d8 – 1) bludgeoning
damage if the swarm has half of its hit points or fewer.
Swarm. The choromos can occupy another creature’s
space and vice versa, and the choromos can move
through any opening large for a Medium fiend. The
choromos can’t regain hit points or gain temporary hit
points.

ACTIONS BONUS ACTIONS

Multiattack. The choromos makes three Poisoned Claw Mind Ruin. The swarm flashes and pulsates. Any creature
attacks or two Screech attacks. caught within its space when it does so has its mind
suddenly filled with thousands of tangled visual images
Poisoned Claws. Melee Weapon Attack: +13 to hit, reach composed of text, passages, and secrets that the eyes
0 ft., one creature in the swarm’s space. Hit: 35 (10d6) of the swarm have seen over the centuries. The creature
slashing damage, or 17 (5d6) slashing damage if the must succeed on a DC 14 Wisdom saving throw or be
swarm has half of its hit points or fewer. The target must confused, as if by a confusion spell. If the target fails three
make a DC 20 Constitution saving throw, taking 18 consecutive saving throws, the condition is permanent
(4d8) poison damage on a failed save, or half as much until cured by a greater restoration or other magic.
damage on a successful one.
Swarm of Hellwasps
Screech. Ranged Spell Attack: +12 to hit, ranged 120 ft.,
one target. Hit: 45 (10d8) thunder damage and the target Large swarm of Tiny fiends, lawful evil
must succeed on a DC 20 Constitution saving throw or be Armor Class 15
incapacitated until the end of its next turn. Hit Points 90 (12d10 + 24)
Speed 5 ft., fly 40 ft.
Maddening Cacophony (recharge 5–6). The choromos’
many voices rumble into a maddening semblance of STR DEX CON INT WIS CHA
harmony. Each creature within 30 feet of the choromos 12 (+1) 20 (+5) 14 (+2) 5 (–3) 11 (+0) 3 (–4)
that can hear it must make a DC 19 Wisdom saving throw.
On a failure, a creature takes 70 (20d6) psychic damage Damage Resistances bludgeoning, piercing, and slashing
and suffers one short-term madness. On a success, a Damage Immunities fire, poison
creature takes half the damage and doesn’t suffer a Condition Immunities charmed, frightened, paralyzed,
short-term madness.
petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 10
Languages understands Infernal but can’t speak
Challenge 3 (700 XP)

Swarm. The swarm can occupy one or more other
creatures’ spaces and vice versa, and the swarm can

515

move through an opening large enough for a Tiny Swarm of Mosquitoes
hellwasp. The swarm can’t regain hit points or gain
temporary hit points. Medium swarm of Tiny insects, unaligned
Armor Class 15 (natural armor)
ACTIONS Hit Points 58 (13d8)
Speed 10 ft., fly 40 ft.
Multiattack. The swarm makes two Stings attacks.
Stings. Melee Weapon Attack: +7 to hit, reach 0 ft., one STR DEX CON INT WIS CHA
3 (–4) 19 (+4) 10 (+0) 1 (–5) 12 (+1) 6 (–2)
creature in the swarm’s space. Hit: 12 (2d6 + 5) piercing
damage, or 6 (1d6 + 3) piercing damage if the swarm Skills Perception +7
has half of its hit points or fewer. The target must make a Damage Resistances bludgeoning, piercing, slashing
DC 15 Constitution saving throw. On a failed save, it takes Condition Immunities charmed, frightened, grappled,
21 (6d6) poison damage and is poisoned until the end of
its next turn. On a successful saving throw, it takes half as paralyzed, petrified, prone, restrained, stunned
much poison damage and is not poisoned. Senses darkvision 60 ft., passive Perception 17
Inhabit. The swarm enters the body of a dead or Languages —
incapacitated creature of size Small, Medium, or Large. Challenge 5 (1,800 XP)
If the creature was dead, it becomes a zombie of the
appropriate variety with full hit points under the control Swarm. The mosquito swarm can occupy another
of the swarm. If the creature is alive, it must succeed on creature’s space and vice versa, and the swarm can
a DC 16 Constitution saving throw or the swarm takes move through any opening large enough for a Tiny
complete control of its body. The swarm may cause creature. The swarm can’t regain hit points or gain
the creature to take any of its normal actions, except temporary hit points.
spellcasting. Damage done to an inhabited creature is
split evenly between the creature and the swarm. When ACTIONS
a creature begins its turn inhabited by the swarm, it takes
7 (2d6) necrotic damage. An inhabited creature may Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft.,
repeat its saving throw at the end of each of its turns, one creature. Hit: 19 (6d4 + 4) piercing damage, and the
expelling the swarm from its body and ending the swarm’s some mosquitoes attache to the target. While attached,
control over it on a success. A living inhabited creature the mosquitoes don’t attack. Instead, at the start of each
which dies from the swarm’s necrotic damage becomes a of the mosquito’s turns, the target loses 19 (6d4 + 4) hit
zombie of the appropriate variety with full hit points under points due to blood loss.
the control of the swarm. Casting greater restoration or
heal on a living inhabited creature expels the swarm. The mosquito swarm can detach itself by spending 5 feet
of its movement. It does so after it drains 10 hit points
Swarm of Mechanical Birds of blood from the target or the target dies. A creature,
including the target, can use its action to detach the
Medium swarm of Tiny constructs, unaligned mosquito swarm.
Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6) Piranha School, Large
Speed 10 ft., fly 60 ft.
Large swarm of Tiny beasts, unaligned
STR DEX CON INT WIS CHA Armor Class 12
1 (–5) 21 (+5) 12 (+1) 1 (–5) 10 (+0) 6 (–2) Hit Points 72 (16d10 – 16)
Speed 0 ft., swim 50 ft.

Skills Perception +4, Stealth +9 STR DEX CON INT WIS CHA
Damage Vulnerabilities bludgeoning 11 (+0) 15 (+2) 9 (–1) 1 (–5) 8 (–1) 3 (–4)
Damage Resistances piercing, slashing
Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, grappled, Condition Immunities charmed, frightened, paralyzed,

paralyzed, petrified, poisoned, prone, restrained, stunned petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 9
Languages — Languages —
Challenge 2 (450 XP) Challenge 4 (1,100 XP)

Swarm. The mechanical bird swarm can occupy another Feeding Frenzy. The swarm has advantage on attack rolls
creature’s space and vice versa, and the swarm can against creatures that do not have all their hit points as
move through any opening large enough for a Tiny a result of having taken piercing or slashing damage
creature. The swarm can’t regain hit points or gain (including from the swarm itself).
temporary hit points.
Swarm. The swarm can occupy one or more other
ACTIONS creatures’ spaces and vice versa, and the swarm
can move through an opening large enough for a
Pierce. Melee Weapon Attack: +7 to hit, reach 5 ft., one Tiny piranha. The swarm can’t regain hit points or gain
creature. Hit: 8 (1d6 + 5) piercing damage. On a critical temporary hit points. While the swarm occupies the space
hit, the target must succeed on a DC 14 Dexterity saving of a Large or larger creature, the swarm has from cover.
throw or lose an eye, if it has one. Weapon attacks directed at the swarm which miss, but
which would have hit without the bonus from cover,
516 instead hit the creature sharing the space.

Water Breathing. The swarm can only breathe underwater.

ACTIONS Innate Spellcasting. The thessal-titan’s spellcasting ability is
Wisdom (spell save DC 23, +15 to hit with spell attacks). It
Multiattack. The swarm makes up to three Bite attacks, each can innately cast the following spells, requiring no material
on a different target. components:
At will: bestow curse, dispel magic, dominate person,
Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one levitate
creature in the swarm’s space. Hit: 12 (4d4 + 2) piercing 3/day: chain lightning, hold monster (as 7th level slot)
damage or 7 (2d4 + 2) piercing damage if the swarm has 1/day: arcane hand (as 7th level slot), dominate
half of its hit points or fewer. monster, freedom of movement, planar ally, meteor
swarm
Piranha School, Medium
Multiple Heads. The thessal-titan has seven heads.
Medium swarm of Tiny beasts, unaligned While it has more than one head, the thessal-titan has
Armor Class 12 advantage on saving throws against being blinded,
Hit Points 28 (8d8 – 8) charmed, deafened, frightened, stunned, and knocked
Speed 0 ft., swim 50 ft. unconscious.

STR DEX CON INT WIS CHA Whenever the thessal-titan takes 90 or more damage in a
11 (+0) 15 (+2) 9 (–1) 1 (–5) 8 (–1) 3 (–4) single turn, one of its heads is severed and dies. When one
of its heads dies, the wound heals immediately and the
Damage Resistances bludgeoning, piercing, and slashing thessal-titan regains 40 hit points. If all its heads die, the
Condition Immunities charmed, frightened, paralyzed, thessal-titan dies.

petrified, prone, restrained, stunned Reactive Heads. For each head the thessal-titan has beyond
Senses darkvision 60 ft., passive Perception 9 one, it gets an extra reaction that can be used only for
Languages — opportunity attacks.
Challenge 1 (200 XP)
Regeneration. The thessal-titan regains 10 hit points at the
Feeding Frenzy. The swarm has advantage on attack rolls start of its turn. The thessal-titan dies if it is reduced to 0 hit
against creatures that do not have all their hit points as points, and this ability does not function.
a result of having taken piercing or slashing damage
(including from the swarm itself). Trampling Charge. If the thessal-titan moves at least 40 feet
straight toward a target and then hits it with a Slam attack
Swarm. The swarm can occupy one or more other creatures’ on the same turn, that target must succeed on a DC 24
spaces and vice versa, and the swarm can move through Strength saving throw or be knocked prone. If the target
an opening large enough for a Tiny piranha. The swarm is prone, the thessal-titan can make one Stomp attack
can’t regain hit points or gain temporary hit points. While against it as a bonus action.
the swarm occupies the space of a Medium or larger
creature, the swarm has half cover. Weapon attacks Wakeful. While the thessal-titan sleeps, at least one of its
directed at the swarm which miss, but which would have heads is awake.
hit without the bonus from cover, instead hit the creature
sharing the space. ACTIONS

Water Breathing. The swarm can only breathe underwater. Multiattack. The thessal-titan makes one Stomp attack, four
Slam attacks, and as many Bite attacks as it has heads. It
ACTIONS may substitute one Acid Spit attack for one Bite attack.

Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one
creature in the swarm’s space. Hit: 12 (4d4 + 2) piercing target. Hit: 15 (1d10 + 10) piercing damage plus 7 (2d6)
damage or 7 (2d4 + 2) piercing damage if the swarm has acid damage.
half of its hit points or fewer.
Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one
Thessal-Titan target. Hit: 23 (3d8 + 10) bludgeoning damage.

Gargantuan celestial (titan), chaotic evil Acid Spit. The thessal-titan spits a stream of acid at a single
Armor Class 25 (natural armor, +2 scale mail armor) target within 60 feet of it. If the target is a creature, it must
Hit Points 738 (36d20 + 360) make a DC 20 Dexterity saving throw, taking 35 (10d6)
Speed 50 ft. acid damage on a failed save or half as much on a
successful one.
STR DEX CON INT WIS CHA
8 (–1) Stomp. Melee Weapon Attack: +18 to hit, reach 10 ft., one
30 (+10) 10 (+0) 30 (+10) 20 (+5) 22 (+6) target. Hit: 32 (4d10 + 10) bludgeoning damage, and all
creatures within 20 feet of the thessal-titan must succeed
Saving Throws Str +19, Con +19 on a DC 20 Dexterity saving throw or be knocked prone as
Skills Perception +15 the thessal-titan causes the ground to heave.
Damage Immunities acid, poison; bludgeoning, piercing,
Thunderheel Anger
and slashing from nonmagical attacks
Condition Immunities blinded, charmed, frightened, Large monstrosity, lawful evil
Armor Class 18 (natural armor, bracers of greater defense2)
poisoned, prone Hit Points 212 (25d10 + 75)
Senses truesight 120 ft., passive Perception 25 Speed 40 ft.
Languages all, telepathy 300 ft.
Challenge 30 (155,000 XP) STR DEX CON INT WIS CHA
20 (+5)
18 (+4) 11 (+0) 16 (+3) 14 (+2) 16 (+3)
517
Saving Throws Con +9, Wis +9, Cha +11
Skills Arcana +8, History +8, Perception +15
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 25

Languages Abyssal, Ignan, Common action.
Challenge 17 (18,000 XP)
Special Equipment. Thunderheel wears a ring of immunity ACTIONS

(fire) as well as a set of bracers of greater defense2, and Multiattack. The tiger makes one Bite attack and one Claw
carries a staff of fire. attack.
Charge. If the minotaur moves at least 10 feet straight
toward a target and then hits it with a gore attack on Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
the same turn, the target takes an extra 9 (2d8) piercing Hit: 21 (3d10 + 5) piercing damage.
damage. If the target is a creature, it must succeed on a
DC 14 Strength saving throw or be pushed up to 10 feet Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
away and knocked prone. target. Hit: 15 (3d6 + 5) slashing damage.
Distant Spell (3/day). When Thunderheel casts a spell that
has a range of 5 feet or greater, he can double the Tiger, Dire Fiendish
range of the spell. Alternatively, if he casts a spell that
has a range of touch, he can make the range of the spell Large beast, neutral evil
30 feet. Armor Class 18 (natural armor)
Heightened Spell (3/day). When Thunderheel casts a spell Hit Points 120 (16d10 + 32)
that forces a creature to make a saving throw to resist its Speed 40 ft.
effects, he can give one target of the spell disadvantage
on its first saving throw made against the spell. STR DEX CON INT WIS CHA
Labyrinthine Recall. The minotaur can perfectly recall any 20 (+5) 16 (+3) 15 (+2) 3 (–4) 12 (+1) 8 (–1)
path it has traveled.
Reckless. At the start of its turn, the minotaur can Skills Perception +5, Stealth +11
gain advantage on all melee weapon attack rolls it Damage Resistances cold; bludgeoning, piercing, and
makes during that turn, but attack rolls against it have
advantage until the start of its next turn. slashing from nonmagical attacks not made with silver
Spellcasting. Thunderheel is a 16th-level spellcaster. His Damage Immunities fire, poison
spellcasting ability is Charisma (spell save DC 19, +11 to hit Condition Immunities poisoned
with spell attacks). He knows the following sorcerer spells. Senses passive Perception 15
Languages —
Cantrips (at will): acid splash, chill touch, mage hand, Challenge 10 (5,900 XP)
prestidigitation, ray of frost, shocking grasp
Keen Smell. The tiger has advantage on Wisdom
1st level (4 slots): detect magic, magic missile, shield, (Perception) checks that rely on smell.
thunderwave
Pounce. If the tiger moves at least 20 feet straight toward a
2nd level (3 slots): hold person, misty step creature or attacks a creature with advantage and then
3rd level (3 slots): dispel magic, fireball hits it with a Claw attack on the same turn or attack, that
4th level (3 slots): stoneskin, wall of fire target must succeed on a DC 16 Strength saving throw
5th level (2 slots): telekinesis or be knocked prone. If the target is prone, the tiger can
6th level (1 slot): chain lightning make one Bite attack against it as a bonus action.
7th level (1 slot): prismatic spray
8th level (1 slot): incendiary cloud ACTIONS

ACTIONS Multiattack. The tiger makes one Bite attack and one Claw
attack.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 5) piercing damage.
Tiger, Dire
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Large beast, unaligned target. Hit: 16 (3d6 + 5) slashing damage.
Armor Class 18 (natural armor)
Hit Points 135 (18d10 + 36) Tusk Lord
Speed 40 ft.
Gargantuan monstrosity, neutral
STR DEX CON INT WIS CHA Armor Class 20
20 (+5) 16 (+3) 15 (+2) 3 (–4) 12 (+1) 8 (–1) Hit Points 444 (24d20 + 192)
Speed 30 ft.

STR DEX CON INT WIS CHA

Skills Perception +4, Stealth +9 30 (+10) 13 (+1) 27 (+8) 17 (+3) 22 (+6) 16 (+3)
Senses passive Perception 14
Languages — Saving Throws Str +16, Con +14, Wis +12, Cha +9
Challenge 8 (3,900 XP) Skills Arcana +9, History +9, Nature +9, Perception +12,

Improved Critical. The tiger’s Bite attack scores a critical hit Religion +9
on a roll of 19 or 20. Damage Resistances bludgeoning, piercing, and slashing

Keen Smell. The tiger has advantage on Wisdom from nonmagical attacks
(Perception) checks that rely on smell. Damage Immunities acid, cold, fire, lightning, poison, thunder
Condition Immunities charmed, frightened, poisoned
Pounce. If the tiger moves at least 20 feet straight toward Senses darkvision 120 ft., passive Perception 22
a creature and then hits it with a Claw attack on the Languages understands all but speaks only Tusk Lord
same turn, that target must succeed on a DC 16 Strength Challenge 19 (22,000 XP)
saving throw or be knocked prone. If the target is prone,
the tiger can make one Bite attack against it as a bonus

518

Immortal. The tusk lord does not need to breathe, eat, or treant regains hit points equal to that amount. The
sleep. It will not die of old age but may still be killed. reduction lasts until the target completes a long rest.
Rock. Ranged Weapon Attack: +12 to hit, range 60/180 ft.,
Improved Sense of Smell. The tusk lord has advantage on one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Perception checks that rely on scent. Charm. The vampiric treant targets one humanoid it can see
within 30 feet of it. If the target can see the vampiric treant,
Innate Spellcasting. The tusk lord’s innate spellcasting ability the target must succeed on a DC 17 Wisdom saving throw
is Wisdom (spell save DC 20, +12 to hit with spell attacks). against this magic or be charmed by the vampiric treant.
It can innately cast the following spells, 2/day each, with The charmed target regards the vampiric treant as a trusted
no need for material components or concentration: friend to be heeded and protected. Although the target
antimagic field, etherealness, globe of invulnerability isn’t under the vampiric treant’s control, it takes the vampiric
treant’s requests or actions in the most favorable way it
Sealed Mind. The tusk lord is immune to mind-altering magic can. Each time the vampiric treant or the vampiric treant’s
such as charm, compulsion, fear, illusion, or sleep. companions do anything harmful to the target, it can repeat
the saving throw, ending the effect on itself on a success.
Wish Granting. At its discretion, the tusk lord may grant the wish Otherwise, the effect lasts 24 hours or until the vampiric
of a creature (as the wish spell). The tusk lord will only do this if treant is destroyed, is on a different plane of existence than
presented with a pleasing whale song. Magical reproductions the target, or takes a bonus action to end the effect.
of such a noise automatically qualify; otherwise a creature Animate Trees (1/day). The vampiric treant magically animates
must succeed on a DC 20 Charisma (Performance) check to one or two trees it can see within 60 feet of it. These trees
create a reasonable facsimile by mundane means. The tusk have the same statistics as a treant, except they have
lord may only grant one wish per creature. Intelligence and Charisma scores of 1, they can’t speak,
and they have only the Slam action option. An animated
ACTIONS tree acts as an ally of the vampiric treant. The tree remains
animate for 1 day or until it dies; until the vampiric treant dies
Multiattack. The tusk lord makes one Gore attack and two or is more than 120 feet from the tree; or until the vampiric
Stomp attacks. treant takes a bonus action to turn it back into an inanimate
tree. The tree then takes root if possible.
Gore. Melee Weapon Attack: +16 to hit, reach 15 ft., one Children of the Vine (1/day). The vampiric treant magically
creature. Hit: 37 (6d8 + 10) piercing damage. calls 4d6 awakened shrubs. The called creatures arrive
in 1d4 rounds, acting as allies of the vampiric treant and
Stomp. Melee Weapon Attack: +16 to hit, reach 15 ft., one obeying its spoken commands. The creatures remain for
creature. Hit: 32 (4d10 + 10) bludgeoning damage, and 1 hour, until the vampiric treant dies, or until the vampiric
the target must succeed on a DC 20 Strength saving treant dismisses them as a bonus action.
throw or be knocked prone.
LEGENDARY ACTIONS
Vampiric Treant

Huge plant, chaotic evil
Armor Class 16 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 30 ft.

STR DEX CON INT WIS CHA The vampiric treant can take 3 legendary actions, choosing
from the options below. Only one legendary action
23 (+6) 12 (+1) 22 (+6) 12 (+1) 16 (+3) 14 (+2) option can be used at a time and only at the end of
another creature’s turn. The vampiric treant regains spent
Saving Throws Dex +7, Wis +9, Cha +8 legendary actions at the start of its turn.
Skills Perception +9, Stealth +7
Damage Resistances bludgeoning, cold, lightning, necrotic, Move. The vampiric treant moves up to its speed without
provoking opportunity attacks.
piercing; slashing from nonmagical attacks
Damage Immunities poison Slam. The vampiric treant makes one Slam attack.
Damage Vulnerabilities fire Rock. The vampiric treant makes one Rock attack.
Condition Immunities poisoned Entangle. The vampiric casts an entangle spell (spell save
Senses darkvision 120 ft., passive Perception 19
Languages Common, Druidic, Elvish, Sylvan DC 17) without the need for material components or
Challenge 17 (18,000 XP) concentration.

False Appearance. While the vampiric treant remains Volt (Bolt Wurm)
motionless, it is indistinguishable from a normal tree.
Small aberration, unaligned
Legendary Resistance (3/day). If the vampiric treant fails a Armor Class 13
saving throw, it can choose to succeed instead. Hit Points 13 (3d6 + 3)
Speed fly 30 ft.
Regeneration. The vampiric treant regains 20 hit points at
the start of its turn if it has at least 1 hit point and didn’t STR DEX CON INT WIS CHA
take fire damage since its last turn. 10 (+0) 16 (+3) 12 (+1) 2 (–4) 10 (+0) 6 (–2)

Siege Monster. The vampiric treant deals double damage to
objects and structures.

ACTIONS Damage Immunities lightning
Skills Acrobatics +5
Multiattack. The vampiric treant makes two attacks, only Senses darkvision 60 ft.
one of which may be a Charm attack. Languages —
Challenge 1/4 (50 XP)
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) bludgeoning damage plus 10 ACTIONS
(3d6) necrotic damage. If the target is a creature, the
target’s hit point maximum is reduced by an amount Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
equal to the necrotic damage taken, and the vampiric creature. Hit: 5 (1d6 + 2) piercing damage and the

519

volt enters the target’s space and grapples the target Senses darkvision 60 ft., passive Perception 16
(escape DC 13). The volt can’t move a creature it Languages Aquan
grapples, but it moves with the grappled creature. If the Challenge 4 (1,100 XP)
grapple is broken, the volt immediately moves 5 feet into
an adjacent, empty space. The volt can’t use its bite Ambusher. In the first round of a combat, the water weird
attack while it is grappling a creature. has advantage on attack rolls against any creature it has
Lightning Jolt. A creature that is grappled by the volt at the surprised.
start of the volt’s turn takes 5 (1d6 + 2) lightning damage.
A creature reduced to 0 hit points by this attack is Surprise Attack. If the water weird surprises a creature and
unconscious and stable, not dying. hits it with an attack during the first round of combat, the
target takes an extra 14 (4d6) damage from the attack.
Voltar
Water Invisibility. The water weird is completely invisible while
Medium elemental, neutral fully submerged in water.
Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20) Water Bound. If the pool to which it is bound is destroyed, or
Speed 30 ft. the water weird leaves the pool, it dies.

ACTIONS

STR DEX CON INT WIS CHA Multiattack. The water weird makes one Slam attack and
one Constrict attack.
18 (+4) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skills Arcana +2, Perception +3, Stealth +4 target. Hit: 10 (2d6 + 3) bludgeoning damage.
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft.,
one target. Hit: 13 (3d6 + 3) bludgeoning damage. If the
from nonmagical attacks target is Medium or smaller, it is grappled (escape DC
Damage Immunities lightning, poison, thunder 14) and pulled 10 feet toward the water weird. Until this
Senses darkvision 60 ft., passive Perception 13 grapple ends, the target is restrained, the water weird tries
Languages Auran to drown it, and the water weird can’t constrict another
Challenge 4 (1,100 XP) target.

Death Burst. When the voltar dies, it explodes in a blinding Wind Walker
flash of lightning. Each creature within 10 feet of it must
make a DC 14 Dexterity saving throw. On a failure, a Wind Walkers use the statistics of an air elemental, except for the
creature takes 14 (4d6) lightning damage and is blinded following changes:
for 1 minute. On a success, a creature takes half the
damage and isn’t blinded. A blinded creature can repeat • Its Challenge Rating is 7 (2,900 XP).
the saving throw at the end of each of its turns, ending the
effect on itself on a success. • It has telepathy out to 120 feet, and the following new traits:

Elemental Nature. The voltar doesn’t require air, food, drink, Innate Spellcasting. The wind walker’s innate spellcasting ability
or sleep. is Constitution (spell save DC 13). It can cast the following
spell without material components.
Lightning Weapons. When the voltar hits with any weapon, At will: detect thoughts, gust of wind
the weapon deals an extra 1d6 lightning damage
(included in the attack). Magic Resistance. The wind walker has advantage on saving
throws against spells and other magical effects.
ACTIONS
Magic Weapons. The wind walker’s weapon attacks are
Multiattack. The voltar makes two Longsword attacks. considered magical.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Witch Tree
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 +
4) slashing damage if used with two hands, plus 3 (1d6) Huge plant, chaotic evil
lightning damage. Armor Class 16 (natural armor)
Lightning Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., Hit Points 94 (9d12 + 36)
one target. Hit: 10 (3d6) lightning damage. Speed 20 ft.

Water Weird STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 7 (–2) 12 (+1) 16 (+3)
Large elemental, chaotic evil
Armor Class 14 (natural armor) Skills Perception +4
Hit Points 90 (12d10 + 24) Damage Vulnerabilities fire
Speed 30 ft., swim 90 ft. Damage Resistances cold; bludgeoning, piercing, and

STR DEX CON INT WIS CHA slashing from nonmagical attacks
Damage Immunities acid
17 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 10 (+0) Condition Immunities charmed, exhaustion, frightened
Senses darkvision 60 ft., tremorsense 60 ft., passive

Perception 14
Languages Abyssal, Common, Goblin, Sylvan
Challenge 8 (3,900 XP)

Skills Perception +6, Stealth +6 False Appearance. As long as the witch tree remains
Damage Resistances fire; bludgeoning, piercing, and motionless, it is indistinguishable from a normal willow tree.

slashing from nonmagical attacks Innate Spellcasting. The witch tree’s innate spellcasting
Damage Immunities poison ability is Constitution (spell save DC 14). It can cast the
Condition Immunities exhaustion, grappled, paralyzed, following spells, requiring no material components.

poisoned, restrained, prone, unconscious

520

5/day: enthrall Woods Ape, Advanced
1/day: dominate monster
Tendrils. The witch tree’s tendrils can be cut, have an AC of Medium monstrosity, unaligned
15, 10 hit points, immunity to poison and psychic damage, Armor Class 12 (16 with barkskin)
and the witch tree’s damage vulnerabilities, resistances, Hit Points 112 (15d8 + 45)
and other immunities. Cutting a creature free of the Speed 30 ft., climb 30 ft.
tendrils deals no damage to the witch tree. The tendrils
can also be broken if a creature takes an action and STR DEX CON INT WIS CHA
succeeds on a DC 17 Strength check. 7 (–2)
17 (+3) 14 (+2) 16 (+3) 12 (+1) 20 (+5)
Actions
Saving Throws Int +4, Wis +8
Multiattack. The witch tree uses its Constrict ability and Skills Nature +7, Perception +8, Stealth +5 (+8 in forested
makes four Tendril attacks.
terrain), Survival +11
Tendril. Melee Weapon Attack: +8 to hit, reach 15 ft., one Damage Immunities poison
target. Hit: 15 (3d6 + 5) bludgeoning damage and the Condition Immunities poisoned
target is grappled (escape DC 16). A grappled creature is Senses darkvision 60 ft., passive Perception 18
restrained. Languages Druidic
Challenge 7 (2,900 XP)
Constrict. All grappled creatures must make a DC 16
Constitution saving throw, taking 15 (3d6 + 5) bludgeoning Land’s Stride. The woods ape can move through
damage, or half as much damage on a successful saving nonmagical difficult terrain without using extra movement
throw. and can pass through nonmagical plants without being
slowed by them and without taking damage if they have
Woods Ape thorns, spines, or a similar hazard. In addition, the woods
ape has advantage on saving throws against plants
Medium monstrosity, unaligned that are magically created or manipulated to impede
Armor Class 11 (16 with barkskin) movement.
Hit Points 82 (11d8 + 33)
Speed 30 ft., climb 30 ft. Innate Spellcasting. The woods ape’s innate spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell
STR DEX CON INT WIS CHA attacks). It can cast the following spells, requiring no
7 (–2) material components:
17 (+3) 13 (+1) 16 (+3) 11 (+0) 18 (+4) At will: animal messenger, create or destroy water,
barkskin, detect poison and disease, entangle,
Skills Nature +6, Perception +7, Stealth +4 (+7 in forested guidance, hunter’s mark, mending, speak with
terrain), Survival +10 animals, speak with plants, tree stride
3/day each: call lightning, conjure animals, conjure
Damage Immunities poison woodland beings, cure wounds, lightning bolt,
Condition Immunities poisoned locate animals or plants, pass without trace
Senses darkvision 60 ft., passive Perception 17 1/day each: awaken, commune with nature, conjure
Languages Druidic fey, dominate beast, plant growth
Challenge 5 (1,800 XP)

Land’s Stride. The woods ape can move through ACTIONS
nonmagical difficult terrain without using extra movement
and can pass through nonmagical plants without being Multiattack. The woods ape makes two Claw attacks.
slowed by them and without taking damage if they have Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
thorns, spines, or a similar hazard. In addition, the woods
ape has advantage on saving throws against plants target. Hit: 10 (2d6 + 3) slashing damage.
that are magically created or manipulated to impede
movement. Woods Ape Druid

Innate Spellcasting. The woods ape’s innate spellcasting Medium monstrosity, unaligned
ability is Wisdom (spell save DC 15, +7 to hit with spell Armor Class 11 (16 with barkskin)
attacks). It can cast the following spells, requiring no Hit Points 172 (23d8 + 69)
material components: Speed 30 ft., climb 30 ft.
At will: guidance, mending, create or destroy water,
detect poison and disease, entangle, speak with STR DEX CON INT WIS CHA
animals, speak with plants, tree stride 7 (–2)
3/day each: animal messenger, barkskin, call lightning, 17 (+3) 13 (+1) 16 (+3) 11 (+0) 20 (+5)
locate animals or plants, pass without trace
1/day each: awaken, commune with nature, conjure Saving Throws Int +4, Wis +9
animals, plant growth Skills Medicine +9, Nature +4, Perception +9, Stealth +5 (+9

ACTIONS in forested terrain), Survival +13
Damage Immunities poison
Multiattack. The woods ape makes two claw attacks. Condition Immunities charmed, frightened, poisoned
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one Senses darkvision 60 ft., passive Perception 19
Languages Druidic
target. Hit: 10 (2d6 + 3) slashing damage. Challenge 15 (13,000 XP)

Land’s Stride. The woods ape can move through
nonmagical difficult terrain without using extra movement,
and can pass through nonmagical plants without being

521

slowed by them and without taking damage from them and can pass through nonmagical plants without being
if they have thorns, spines, or a similar hazard. In addition, slowed by them and without taking damage from them
the woods ape has advantage on saving throws against if they have thorns, spines, or a similar hazard. In addition,
plants that are magically created or manipulated to the woods ape has advantage on saving throws against
impede movement. plants that are magically created or manipulated to
Innate Spellcasting. The woods ape’s innate spellcasting impede movement.
ability is Wisdom (spell save DC 15, +7 to hit with spell Innate Spellcasting. The woods ape’s innate spellcasting
attacks). It can cast the following spells, requiring no ability is Wisdom (spell save DC 15, +7 to hit with spell
material components. attacks). It can cast the following spells, requiring no
material components.
At will: create or destroy water, detect poison and
disease, entangle, guidance, mending, speak with At will: create or destroy water, detect poison and
animals, speak with plants, tree stride disease, entangle, guidance, mending, speak with
animals, speak with plants, tree stride
3/day each: animal messenger, barkskin, call lightning,
locate animals or plants, pass without trace 3/day each: animal messenger, barkskin, call lightning,
locate animals or plants, pass without trace
1/day each: awaken, commune with nature, conjure
animals, plant growth 1/day each: awaken, commune with nature, conjure
animals, plant growth
Spellcasting. The wood ape druid is a 12th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 17, +9 Martial Advantage. Once per turn, the woods ape warrior
to hit with spell attacks). It has the following druid spells can deal an extra 13 (3d8) damage to a creature it hits
prepared. with a weapon attack if that creature is within 5 feet of an
Cantrips (at will): druidcraft, resistance, shillelagh ally of the warrior that isn’t incapacitated.
1st level (4 slots): cure wounds, fog cloud,
thunderwave ACTIONS
2nd level (3 slots): barkskin, enhance ability, gust of
wind, spider climb Multiattack. The woods ape makes two Claw attacks.
3rd level (3 slots): call lightning, dispel magic, plant Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. or range
growth
4th level (3 slots): control water, divination, freedom of 10/20 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
movement
5th level (2 slots): commune with nature, greater Woolly Rhinoceros
restoration, reincarnate, tree stride
6th level (1 slot): heal Large beast, unaligned
Armor Class 14 (natural armor)
ACTIONS Hit Points 172 (15d10 + 90)
Speed 30 ft.

Multiattack. The woods ape makes two Quarterstaff attacks STR DEX CON INT WIS CHA
or two Claw attacks. 21 (+5) 10 (+0) 22 (+6) 3 (–4) 13 (+1) 2 (–4)

Quarterstaff. Melee Weapon Attack: +6 to hit (+9 to hit Skills Perception +7
with shillelagh), reach 5 ft., one target. Hit: 6 (1d6 + 3) Senses passive Perception 17
bludgeoning damage, 8 (1d8 + 3) bludgeoning damage Languages —
if wielded with two hands, or 9 (1d8 + 5) bludgeoning Challenge 6 (2,300 XP)
damage with shillelagh.
Improved Critical. Gore attacks score a critical hit on a roll
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft. or range of 19 or 20.
10/20 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Keen Smell. The wooly rhinoceros has advantage on
Woods Ape Warrior Wisdom (Perception) checks that rely on smell.

Medium monstrosity, unaligned Charge. If the wooly rhinoceros moves at least 20 feet
Armor Class 11 (16 with barkskin) straight toward a creature and then hits it with a gore
Hit Points 97 (13d8 + 39) attack, the target takes an extra 9 (2d8) piercing
Speed 30 ft., climb 30 ft. damage. If the target is a creature, it must succeed on a
DC 15 Strength saving throw or be knocked prone. If the
STR DEX CON INT WIS CHA target is prone, the wooly rhinoceros can make one stomp
7 (–2) attack against it as a bonus action.
18 (+4) 15 (+2) 17 (+3) 12 (+1) 18 (+4)

Saving Throws Str +7, Con +6 ACTIONS
Skills Athletics +7, Nature +4, Perception +7, Stealth +5 (+8 in
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
forested terrain), Survival +7 target. Hit: 14 (2d8 + 5) piercing damage.
Damage Immunities poison
Condition Immunities poisoned Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 17 target. Hit: 18 (2d12 + 5) piercing damage.
Languages Druidic
Challenge 8 (3,900 XP)

Brave. The woods ape warrior has advantage on saving
throws against being frightened.

Improved Critical. The woods ape warrior scores a critical hit
with a weapon attack on a roll of 19 or 20.

Land’s Stride. The woods ape can move through
nonmagical difficult terrain without using extra movement,

522

Wraith, Oblivion within 5 feet of it. The xill’s eggs hatch when the target
takes its next long rest, at which point the young consume
Large undead, lawful evil the host from within. After each long rest, the target must
Armor Class 18 make a DC 15 Constitution saving throw. On a failed
Hit Points 209 (22d10 + 88) saving throw, the target gains one level of exhaustion.
Speed 0 ft., fly 60 ft. (hover) Xill eggs can be removed individually by the target or
another creature by making a successful DC 15 Wisdom
STR DEX CON INT WIS CHA (Medicine) check. Each check deals 1d8 slashing
6 (–2) damage to the target. The eggs can be destroyed by
27 (+8) 18 (+4) 17 (+3) 18 (+4) 23 (+6) magic such as lesser restoration.

Skills Perception +8, Stealth +12 ACTIONS
Damage Resistances acid, cold, fire, lightning, thunder;
Multiattack. The xill makes one Bite attack, two Shortsword
bludgeoning, piercing, and slashing from nonmagical attacks, and two Claw attacks.
attacks not made with silver
Damage Immunities necrotic, poison Shortswords. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Condition Immunities charmed, exhaustion, grappled, one target. Hit: 6 (1d6 + 3) piercing damage.
paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 18 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Languages Abyssal, Common, Giant Hit: 7 (1d8 + 3) piercing damage, and the target must
Challenge 12 (8,400 XP) make a DC 13 Constitution saving throw or be paralyzed
for 1 minute. A paralyzed creature can repeat the saving
Incorporeal Movement. The oblivion wraith can move throw at the end of each of its turns, ending the effect on
through other creatures and objects as if they were a success.
difficult terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Sunlight Sensitivity. While in sunlight, the oblivion wraith
has disadvantage on attack rolls, as well as on Wisdom Longbow. Ranged Weapon Attack: +5 to hit, range 150/600
(Perception) checks that rely on sight. ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Chill of the Grave. The oblivion wraith radiates an aura of Etherealness. The xill magically enters the Ethereal Plane
unnatural cold in a 60-foot radius. All creatures in this from the Material Plane, or vice versa.
area must succeed on a DC 14 Constitution saving throw
or have their speed reduced by half. A creature that Xill Leader
touches the oblivion wraith or hits it with a melee attack
while within 5 feet of it takes 10 (3d6) cold damage. Large aberration, lawful evil
Armor Class 16 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 40 ft.

ACTIONS

Life Drain. Melee Weapon Attack: +12 to hit, reach 10 ft., STR DEX CON INT WIS CHA
one creature. Hit: 26 (4d8 + 8) necrotic damage and 21
(6d6) cold damage. The target must succeed on a DC 14 18 (+4) 17 (+3) 16 (+3) 15 (+2) 12 (+1) 11 (+0)
Constitution saving throw or its hit point maximum is reduced
by an amount equal to the necrotic damage taken. This Skills Acrobatics +6, Arcana +5, Athletics +7, Insight +4,
reduction lasts until the target finishes a long rest. The target Stealth +6
dies if this effect reduces its hit point maximum to 0.
Senses darkvision 60 ft., passive Perception 11
Create Specter. The oblivion wraith targets a humanoid Languages Common, Infernal
within 10 feet of it that has been dead for no longer Challenge 7 (2,900 XP)
than 1 minute and died violently. The target’s spirit rises
as a specter in the space of its corpse or in the nearest Implant. The xill leader can use an action to implant up
unoccupied space. The specter is under the oblivion to 7 (2d6) xill eggs in one unconscious or incapacitated
wraith’s control. The oblivion wraith can have no more creature within 5 feet of it. The xill’s eggs hatch when the
than ten specters under its control at one time. target takes its next long rest, at which point the young
consume the host from within. After each long rest, the
Xill target must make a DC 15 Constitution saving throw.
On a failed saving throw, the target gains one level of
Medium aberration, lawful evil exhaustion.
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36) Xill eggs can be removed individually by the target or
Speed 40 ft. another creature by making a successful DC 15 Wisdom
(Medicine) check. Each check deals 1d8 slashing
damage to the target. The eggs can be destroyed by
magic such as lesser restoration.

STR DEX CON INT WIS CHA ACTIONS

17 (+3) 17 (+3) 16 (+3) 15 (+2) 12 (+1) 11 (+0)

Skills Acrobatics +5, Arcana +4, Insight +3, Stealth +5 Multiattack. The xill leader makes one Bite attack, two
Senses darkvision 60 ft., passive Perception 11 Shortsword attacks, and two Claw attacks.
Languages Common, Infernal
Challenge 4 (1,100 XP) Shortswords. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Implant. The xill can use an action to implant up to 7 (2d6)
xill eggs in one unconscious or incapacitated creature Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage, and the target must
make a DC 14 Constitution saving throw or be paralyzed
for 1 minute. A paralyzed creature can repeat the saving

523

throw at the end of each of its turns, ending the effect on Aura of Evil (1/short or long rest). Xilyat radiates an aura
a success. of evil out to a range of 15 feet. Creatures of his choice
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one are unaffected. Other creatures that enter or end their
target. Hit: 11 (2d6 + 4) slashing damage. turn in the area must make a DC 16 Constitution saving
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 throw. On a failed saving throw, the target takes 10 (3d6)
ft., one target. Hit: 8 (1d8 + 4) piercing damage. necrotic damage.
Etherealness. The xill magically enters the Ethereal Plane
from the Material Plane, or vice versa. Turn Undead (1/short or long rest). Each undead that can
see or hear Xilyat within 30 feet of him must make a DC
Xilyat Xaygon Xill 16 Wisdom saving throw. On a failed saving throw, if the
undead’s Challenge Rating is 2 or lower, it is instantly
Medium aberration, lawful evil destroyed. If the undead’s Challenge Rating is 3 or higher,
Armor Class 15 (natural armor) it is turned for 1 minute. While turned, the undead must use
Hit Points 165 (22d8 + 66) its turns trying to move as far away from Xilyat as it can,
Speed 40 ft. and it can’t willingly move into a space within 30 feet of
him. It cannot take reactions, and can only take the Dash
STR DEX CON INT WIS CHA action, or try to escape from an effect that prevents it
from moving.
17 (+3) 17 (+3) 16 (+3) 15 (+2) 18 (+4) 11 (+0)
REACTIONS
Saving Throws Wis +8, Cha +4
Skills Acrobatics +7, Arcana +6, Insight +7, Religion +6, Divine Intervention (1/long rest). If Xilyat is reduced to 10 hit
points or less, he can use a reaction to enact one of the
Stealth +7 following options:
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal • Cause himself or another creature within 30 feet of
Challenge 9 (5,000 XP) him to regain 36 (8d8) hit points.

Implant. The xill can use an action to implant up to 7 (2d6) • Teleport to a location he is familiar with up to 1 mile
xill eggs in one unconscious or incapacitated creature away.
within 5 feet of it. The xill’s eggs hatch when the target
takes its next long rest, at which point the young consume • Restore one dead creature back to life, as long as
the host from within. After each long rest, the target must that creature has been dead for no more than 1 minute.
make a DC 15 Constitution saving throw. On a failed
saving throw, the target gains one level of exhaustion. Xorn, Elder

Xill eggs can be removed individually by the target or Large elemental, neutral
another creature by making a successful DC 15 Wisdom Armor Class 19 (natural armor)
(Medicine) check. Each check deals 1d8 slashing Hit Points 91 (9d10 + 42)
damage to the target. The eggs can be destroyed by Speed 20 ft., burrow 20 ft.
magic such as lesser restoration.
STR DEX CON INT WIS CHA
Spellcasting. Xilyat is a 10th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell 18 (+4) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0)
attacks). He has the following cleric spells prepared.
Cantrips (at will): acid splash, guidance, resistance, Skills Perception +8, Stealth +4
thaumaturgy Damage Resistances cold, fire, lightning
1st level (4 slots): bane, cure wounds, detect magic, Damage Immunities acid, poison; bludgeoning, piercing,
shield of faith, thunderwave
2nd level (3 slots): blindness/deafness, enhance ability, and slashing from nonmagical attacks not made with
silence, spiritual weapon adamantine
3rd level (3 slots): bestow curse, dispel magic, Condition Immunities poisoned
protection from energy, spirit guardians Senses darkvision 60 ft., tremorsense 60 ft., passive
4th level (3 slots): black tentacles, blight Perception 18
5th level (2 slots): dispel evil and good, insect plague Languages Terran
Challenge 9 (5,000 XP)

ACTIONS Earth Glide. The elder xorn can burrow through nonmagical,
unworked earth and stone. While doing so, the elder xorn
Multiattack. The xill makes one Bite attack, two Shortsword doesn’t disturb the material it moves through.
attacks, and two Claw attacks.
Stone Camouflage. The elder xorn has advantage on
Shortswords. Melee Weapon Attack: +7 to hit, reach 5 ft., Dexterity (Stealth) checks made to hide in rocky terrain.
one target. Hit: 6 (1d6 + 3) piercing damage.
Treasure Sense. The elder xorn can pinpoint, by scent, the
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. location of precious metals and stones, such as coins and
Hit: 7 (1d8 + 3) piercing damage, and the target must gems, within 60 feet of it.
make a DC 15 Constitution saving throw or be paralyzed
for 1 minute. A paralyzed creature can repeat the saving ACTIONS
throw at the end of each of its turns, ending the effect on
a success. Multiattack. The elder xorn makes three Claw attacks and
one Bite attack.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
ft., one target. Hit: 7 (1d8 + 3) piercing damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 26 (4d10 + 4) piercing damage.
Etherealness. Xilyat magically enters the Ethereal Plane from
the Material Plane, or vice versa.

524

Y’Cart Chi’Namk Yasiel

Medium undead, lawful evil Yasiel uses the statistics of a planetar, except for the following changes:
Armor Class 27 (natural armor)
Hit Points 660 (40d8 + 480) • His Challenge Rating is 17 (18,000 XP), modifying Yasiel’s
Speed 100 ft. saving throw modifiers (+13, +12, and +13, respectively), and
making his Perception modifier +12 and his passive Perception 22.
STR DEX CON INT WIS CHA He has a +13 to hit with his Greatsword. The spell save DC for his
Innate Spellcasting is 21.
32 (+11) 25 (+7) 34 (+12) 21 (+5) 25 (+7) 27 (+8)
• His creature type is Fiend and his alignment is lawful evil.
Saving Throws Dex +15, Int +13, Wis +15, Chr +16
Skills Arcana +13, Insight +15, Investigation +13, Perception • He no longer has resistance to radiant damage, but instead has
resistance to acid and cold damage. He wears a ring of immunity
+15, Religion +13 (fire), as well.
Damage Vulnerabilities fire
Damage Resistances cold, lightning • His Angelic Weapons ability deals 22 (5d8) necrotic damage
Damage Immunities necrotic, poison; bludgeoning, instead of radiant.

piercing, and slashing from nonmagical attacks Yeti
Condition Immunities charmed, exhaustion, frightened,
Large monstrosity, neutral
paralyzed, poisoned Armor Class 14 (natural armor)
Senses truesight 120 ft., passive Perception 25 Hit Points 95 (10d10 + 40)
Languages all languages Speed 30 ft., climb 30 ft.
Challenge 25 (75,000 XP)

Legendary Resistance (3/day). If Y’Cart Chi’Namk fails a STR DEX CON INT WIS CHA
saving throw, he can choose to succeed instead. 19 (+4) 12 (+1) 18 (+4) 9 (–1) 12 (+1) 10 (+0)

Innate Spellcasting. Y’Cart Chi’Namk’s innate spellcasting ability Skills Perception +5, Stealth +3
is Charisma (spell save DC 24, +16 to hit with spell attacks). Damage Immunities cold
He can innately cast the following spells at will, requiring no Condition Immunities frightened
material components: chain lightning, dispel magic, haste, Senses darkvision 60 ft., passive Perception 15
knock, passwall, plane shift, scrying, teleport, weird. Languages Yeti
Challenge 4 (1,100 XP)
Regeneration. Y’Cart Chi’Namk regains 20 hit points at the
start of his turn. If Y’Cart Chi’Namk takes fire or radiant Keen Smell. The yeti has advantage on Wisdom (Perception)
damage, this trait doesn’t function at the start of his next checks that rely on smell.
turn. Y’Cart Chi’Namk dies only if he starts his turn with 0 hit
points and doesn’t regenerate. Pyrophobic. If the yeti takes fire damage, it has
disadvantage on attacks, saving throws, and ability
ACTIONS checks until the end of its next turn.

Slam. Melee or Ranged Weapon Attack: +19 to hit, reach Camouflage. The yeti has advantage on Dexterity (Stealth)
5 ft., one target. Hit: 21 (3d6 + 11) bludgeoning damage. checks made to hide in mountainous and snowy terrain.
If the target is a creature, it must succeed on a DC 19
Constitution saving throw against disease or become ACTIONS
infected with Hunefer Rot. While infected, the creature’s
Constitution score is reduced by 1d6 at the start of each Multiattack. The yeti can make two Claw attacks and use its
of its turns until the disease is cured. The reduction lasts until Icy Glare ability.
the target finishes a long rest. The target dies if this effect
reduces its Constitution to 0. An afflicted creature that Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one
dies shrivels away into sand in 3 rounds. On the third round target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold
the dust swirls and forms a mummy lord with the dead damage.
creature’s equipment under Y’Cart Chi’Namk’s command.
Icy Glare. The yeti glares at one creature within 30 feet of it.
LEGENDARY ACTIONS If the target can see the yeti, the target must succeed on
a DC 13 Constitution saving throw or take 14 (4d6) cold
Y’Cart Chi’Namk can take 3 legendary actions, choosing damage and be frightened for 1 minute. The target can
from the options below. Only one legendary action repeat the saving throw at the end of each of its turns,
can be used at a time and only at the end of another ending the effect on itself on a success. If the target’s
creature’s turn. Y’Cart Chi’Namk regains spent legendary saving throw is a success, it is immune to the Icy Glare of
actions at the start of his turn. the yeti for 1 hour.

Move. Y’Cart Chi’Namk moves up to his speed without
provoking opportunity attacks.

Slam. Y’Cart Chi’Namk makes one Slam attack.
Despair (costs 2 actions). Any creature within 60 feet of

Y’Cart Chi’Namk that can see him must succeed on a DC
21 Wisdom saving throw or be paralyzed for 1 minute. A
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for
it, the creature is immune to Y’Cart Chi’Namk’s Despair for
the next 24 hours.

525

Zombie, Spellgorged Hazards

Medium undead, neutral evil Mold, Brown
Armor Class 10
Hit Points 108 (12d8 + 36) Brown mold is an ectotherm and feeds on the warmth of the environment
Speed 20 ft. surrounding it. When within 30 feet of brown mold, the temperature is
noticeably colder, often to the point of freezing depending on the size of
STR DEX CON INT WIS CHA the brown mold patch. It is common for brown mold to cover a 10-foot
13 (+1) 10 (+0) 16 (+3) 3 (–4) 6 (–2) 5 (–3) square, but it isn’t unusual for patches to be much larger.

Saving Throws Wis +0 Creatures that come within 10 feet of brown mold, or start their turn
Damage Immunities poison within 10 feet of the mold must succeed on a DC 12 Constitution saving
Condition Immunities poisoned throw. A failed save results in 22 (4d10) cold damage, or half as much on
Senses darkvision 60 ft., passive Perception 8 a successful saving throw.
Languages understands the languages it knew in life but
Exposure to fire causes the brown mold to rapidly expand and grow in
can’t speak the direction of the fire. Exposure to cold will instantly destroy brown mold.
Challenge 1 (200 XP)
Memory Moss
Spell Storing. The spellgorged zombie can store any spells
cast into its mouth as if it were a ring of spell storing. The Memory moss appears as a 5-foot-square patch of black moss. It
zombie can store up to 5 levels worth of spells at a time. grows in temperate or warm climates and is sometimes encountered in
The spells stored in the zombie uses the slot level, spell save subterranean realms. Memory moss cannot abide the cold or the arid clime
DC, spell attack bonus, and the spellcasting ability of the of the desert and is never encountered in such environments.
original caster. Once the spell is released by the zombie
it is no longer stored in it, freeing up space for additional When a living creature moves within 60 feet of a patch of memory
spells. moss, it attacks by attempting to steal that creature’s memories. It can
target a single creature each round. A targeted creature must succeed on a
Undead Fortitude. If damage reduces the spellgorged DC 15 Wisdom saving throw or lose all memories from the last 24 hours.
zombie to 0 hit points, it must make a Constitution saving This is particularly nasty to spellcasters, who lose all spells prepared
throw with a DC of 5 + the damage taken, unless the within the last 24 hours.
damage is radiant or from a critical hit. On a success, the
zombie drops to 1 hit point instead. Once a memory moss steals a creature’s memories, it sinks back down
and does not attack again for one day. Any creature who loses its memories
Actions to the memory moss acts as if affected by a confusion spell for the next
1d4 hours. Lost memories can be regained by eating the memory moss
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one that absorbed them. Doing so requires a successful DC 16 Constitution
target. Hit: 4 (1d6 + 1) bludgeoning damage. saving throw, with failure resulting in the creature being nauseated for 1d6
rounds and suffering 5 (2d4) poison damage.

Any creature that eats the memory moss temporarily gains the memories
currently stored therein (even if they are not the creature’s own memories).
Such creatures can even cast spells if the memory moss has stolen these
from a previous spellcasting creature. Characters eating the memory moss
to regain their own lost memories do not lose them after 24 hours. Ten
points of fire or cold damage kills a single patch of memory moss.

When first encountered, there is a 25% chance that the memory moss
has eaten within the last day and does not attack by stealing memories.
In such a case, the moss contains 2d4 spells determined randomly from
a single spell list. When a living creature moves within 60 feet of a sated
memory moss, it assumes a vaguely humanoid form and casts the stolen
spells at its targets.

526

Appendix 2
New Magic Items

This appendix details new magic items found throughout this book. The Shield: The shield is a large steel +5 shield and further grants you
the ability to create a magic circle against lawful creatures once per day.
Amulet of Allies As long as you carry the shield, you have disadvantage on all Charisma-
based checks made against lawful creatures.
Wondrous item, very rare (requires attunement)
The Spear: The spear is a +4 spear that sheds light in a 20-foot-radius.
This appears as a bluish-white gemstone inset in a gold medallion It cannot damage undead creatures. If you hit a lawful creature, it does an
attached to a gold chain. Three times per day, you can create an effect additional 3d6 necrotic damage. You can use the spear to cast dispel evil
akin to the spell dominate monster on up to 6 creatures that you can see. and good once per day. Each time you enter combat, you must make a DC
Each creature must succeed on a DC 18 Wisdom saving throw to avoid 17 Wisdom saving throw. On a failed save, you rely solely on this weapon
the effects. in that battle, foregoing any other weapons or attacks you have (such as
spells and spell-like abilities, for example).
Amulet of Shapechange
Armor of Silent Moves
Wondrous item, very rare (requires attunement)
Armor (any light), very rare
While wearing this amulet, you can use a bonus action to cast the You gain a +1 bonus to AC while wearing this armor and you have
shapechange spell with it. The spell’s effects last for 1 hour, and it doesn’t
require your concentration. The amulet may only be used once per day. advantage on Dexterity (Stealth) checks that rely on moving silently.

Armaments of Aggression Bands of Binding

Armor, artifact (requires attunement) Wondrous item, rare
After speaking the command word, you can make a thrown weapon
The complete set of the armaments of aggression was forged in the
mists of antiquity from the blackest alien metals gathered from a world- attack with this item at a Large or smaller opponent. It has a range of 20/60
killing meteorite. The arms and armor were worked in shadow upon the ft. On a successful hit, the bands expand and then contract to grapple and
forges of the elder gods, the fiery panoply tempered in the blood of 100 restrain the target. The target must use an action to succeed on a DC 18
virgins. Originally crafted for a forgotten demigod destined to rule his Strength (Athletics) or Dexterity (Acrobatics) check to escape. You can
world, the armaments granted him a tireless rage upon the field of battle, release the bands with a bonus action, causing them to fall to the ground.
with each downed foe granting him greater power. With innumerable
victories under his belt, the demigod grew more bloodthirsty, but also Black Ankh of Set
more careless. Eventually he rebelled and led his forces against the font of
his godhood; he was lost to the Abyss in the crossing over. The armaments Wondrous item, very rare
of aggression were scattered throughout the planes. Wherever one of the (requires attunement by a follower of Set)
pieces is recovered, war and strife surely follow.
A black ankh of Set appears as a cobra in the shape of an upside-down
A helm, greaves, breastplate, shield, and halfspear make up the complete ankh. Such an item is given only to the most devout and wicked followers
armaments of aggression, and it is said whosoever possesses the complete of Set. This item exudes an unholy aura that grants you a +3 bonus to AC
set shall be all but invincible in battle. and resistance to poison damage while you wear it. A bearer of a blank
ankh of Set is not prevented from teleporting outside the Pyramid of Set
The Helm: This grants you protection from the decapitating effects of from within.
vorpal weapons and immunity to mind-affecting effects. Further, you gain
a +10 bonus on Intimidate checks. Lastly, you may cast thunderwave once Bloody Dagger
per day with a spell save DC of 18 and 8d8 base damage.
Weapon (dagger), very rare
Each time you don the helm you must succeed on a DC 17 Wisdom You have a +2 bonus to your attack and damage rolls when you use this
saving throw or use the thunderwave ability and your alignment shifts to
chaotic along the law-chaos axis. This change cannot be undone until you weapon. This weapon scores a critical on a 19 or 20. Each wound that you
rid yourself of the helm for good. make against an opponent continues to bleed, causing 1 necrotic damage
each round until healed magically or staunched with a successful DC 14
The Breastplate: This functions as +5 breastplate armor and further Wisdom (Medicine) check.
grants you resistance to nonmagical bludgeoning, slashing, and piercing
damage. While wearing the breastplate, you regain 3 hit points at the Boots of Haste
beginning of each round if you are not at 0 hit points. Upon donning this
breastplate each time, you must succeed on a DC 17 Constitution saving Wondrous item, very rare (requires attunement)
throw or lose 2 points of Charisma. These boots have 3 charges. While wearing them, you can use a bonus

The Greaves: These function as boots of speed and further grant you action and expend 1 charge to cast haste on yourself. The effect lasts
the evasion ability like a rogue. Additionally, you gain a +10 bonus on for 1 minute and does not require concentration. The boots regain 1d2
Dexterity (Acrobatics) checks involving keeping your balance. Each hour expended charges daily at dawn.
the greaves are worn in a non-combat situation, you must succeed on a
DC 17 Wisdom saving throw or automatically kick the person or creature 527
nearest you. You continue kicking the same creature until restrained
(even then trying to break free and continue the assault) or the creature is
unconscious. You can attempt a DC 20 Wisdom saving throw each round
to break the effects.

Bracers of Defense Brazen Amulet, Lesser

Wondrous item, rarity varies (requires attunement) Wondrous item, rare

While wearing these bracers, you gain a bonus to AC if you are wearing Lesser brazen amulets allow access up to the Alqamar Mulnajum (the
no armor and using no shield. The amount of the bonus depends on the Hall of Moon and Stars), but is otherwise similar to a hariph’s amulet. It
rarity of the bracers. protects only the wearer from the fires and damaging effects of the Vortex
of Purification and the Pillar of Fire, however.
Bracers of… Rarity Bonus
Bearers of a lesser brazen amulet are immune to the enchantment
Defense rare +2 effects found in the Mosque of Adoration

Greater defense very rare +4 Brazen Scimitar

Superior defense legendary +6 Weapon (scimitar), artifact (requires attunement)

Brass Collar When the last plates of brass were placed, forming the upper walls of
the City of Brass, the Sultan thrust his gauntleted hand and scimitar fully
Wondrous item, rare into the still burning elemental furnaces. The molten brass fused with the
gauntlet and blade, melting them and reforming them fully of brass. The
The brass collars used by the Efreeti of the City of Brass to mark Sultan removed them from the fires and exclaimed, “He who rules the
their slave castes are finely fitted collars of living brass. The collars Brazen Scimitar, rules the City of Brass.”
are usually affixed with a red hot bolt that more or less permanently
locks the collar into place. The inside of the collar is inscribed with Magic Weapon. The Brazen Scimitar is a magic weapon that grants a
eldritch writing detailing a powerful geas upon the wearer of the +3 bonus to attack and damage rolls made with it. Eternal flames dance
collar. Wearers of a brass collar are considered to be under the effects along the blade but don’t harm you. When you hit a creature with this
of a permanent suggestion spell in regards to their servitude to their magic weapon, it deals an extra 4d6 fire damage to any target it hits. If the
master. The wearer also gains resistance to fire damage so long as the target is an elemental, the target takes an extra 2d6 fire damage.
collar is locked in place.
Spells. The scimitar has 6 charges and regains 1d4 + 2 expended charges
Individuals wearing a brass collar cannot flee from their captor, take daily at dawn. You can use an action and expend 1 or more charges to cast
up arms against them, or disobey their will in any way. Attempting to one of the following spells (save DC 18) from it: flame strike (3 charges),
remove the collar by any means (such as cutting, breaking, or use of a flaming sphere (3rd-level; 2 charges), fire shield (2 charges), or protection
dispel magic spell) requires the wearer to succeed on a DC 15 Constitution from energy (1 charge).
saving throw or die instantly. Each attempt at removing the collar requires
another save. The one who fit the collar to the slave can safely remove the You can also use an action to cast the continual flame spell from the orb
collar without any ill effects to the wearer. without using any charges.

A collar can be broken with a successful DC 30 strength check or doing Bound to the City of Brass. The Brazen Scimitar is formed from the
60 hit points of damage against AC 16. A brass collar ignores all attacks same molten brass as the City of Brass and is bound to the city. If it is
that do less than 10 points of damage. removed from the City of Brass, it becomes a nonmagical scimitar until it
has been returned to the city and stays there for 24 hours. If in the hands
Wearers of the collar enter a barbarian-like rage if their collar is of the Great Sultan, the Brazen Scimitar remains magical even outside of
tampered with (this is an effect of the collar placed upon the wearer), the City of Brass.
attacking anyone save their master who attempts to remove their collar.
This rage is exactly like a barbarian’s rage and lasts for one round per Hit Destroying the Brazen Scimitar. The Brazen Scimitar is made of living
Die of the wearer. brass and repairs any damage done to it, no matter how severe. If the
scimitar is destroyed while outside the City of Brass, it is reforged anew
Brazen Amulet the next day at dawn out of the Throne of Brass. To destroy the Brazen
Scimitar, a Hawanar, a descendant of the previous Sultan and Sultana,
Wondrous item, uncommon must coat the scimitar in the blood of the dying Great Sultan before
plunging the blade into the Throne of Brass.
Constructed and enchanted by Axam within the Bazaar of Beggars,
while you wear a brazen amulet you suffer no harm from being in Breastplate of Free action
a hot or cold environment. You can exist comfortably in conditions
between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) Armor, legendary (requires attunement)
without having to make Constitution saving throws. Your equipment
is likewise protected. You gain a +3 bonus to armor class while wearing this. In addition,
difficult terrain doesn’t cost you extra movement and magic can neither
You do not gain any protection from fire or cold damage, nor against reduce your speed not cause you to be paralyzed or restrained.
other environmental hazards such as smoke, lack of air, and so forth.
Burning Stone
Brazen Amulet, Hariph’s
Wondrous item, varies
Wondrous item, very rare
A burning stone is similar to a spell scroll. A single stone can hold one
These amulets are worn by hariphs and high-ranking members of spell cast with a spell slot of level 1 through 9. A burning stone can be
the cult. A set of hariph’s brazen amulets grants the bearer and anyone activated as an action. The spell has the rarity, spell attack bonus, and spell
within a 5-foot radius immunity to the fires from the Pillar of Fire and the save DC of an equivalent spell scroll but can be used by anybody. Once
Vortex of Purification. They provide resistance to all other fire damage. used, the gem loses its magic and turns dull gray.
The amulet allows access to all the floors of the tower save the personal
dwelling of Sheik Mutastir himself.

Bearers of hariph’s brazen amulets are immune to the enchantment
effects found in the Mosque of Adoration

528

The Carnelian Idol Codex of Infinite Planes

Wondrous item, artifact Wondrous item, legendary

The carnelian idol is a mysterious magical item that was lost in the The Codex of Infinite Planes is an ancient text said to have been penned
ever-shifting terrain of the Plane of Molten Skies as a great curse bound by the lords of creation at the beginning of time and recounts histories lost
Dahish into a pillar of obsidian. This curse may be broken only through to the minds of mortals.
the device of the carnelian idol itself. The great curse denies any scrying
as to the whereabouts of the carnelian idol The Codex is massive in size and scope, and no mortal can ever hope
to read it in its entirety. No matter how many pages are turned, another
By smashing the carnelian idol upon the sides of the pillar prison in always remains. Anyone opening the Codex for the first time must make
Area 3 on the Plane of Molten Skies, the characters may release Dahish a DC 20 Constitution saving throw, being utterly annihilated on a failure
from his prison. and taking 35 (10d6) force damage on a sucess. Those who survive can
peruse its pages and learn its powers, though not without risk. Each day
Chariot of Narmer spent studying the Codex allows the reader to make a DC 23 Intelligence
(Arcana) check to learn one of its powers (choose the power learned
Wondrous item, legendary randomly; lower the DC by 1 per additional day spent reading until a
power is learned). However, each day of study also forces the reader to
This great war-chariot was built for Narmer, an evil titan who made make a Wisdom saving throw with a DC of 20 + 1 per day of study to
himself pharaoh of Upper and Lower Khemit in ancient times. The chariot avoid being driven insane (as the confusion spell, but permanent).
is huge and very heavy, requiring at least three beasts of at least Huge size
to pull it. Blades spring forth from its wheels, and it is said that the chariot The powers of the Codex of the Infinite Planes are as follows: astral
platform itself may act as a firing platform granting excellent visibility projection, banishment, elemental swarm4, gate, planar ally, planar
over the battlefield while providing good cover. The chariot itself may binding, and plane shift. Each is usable at will by the owner of the Codex
carry as many as eight Medium, four Large, or two Huge beings. (assuming that he or she has learned how to access the power). The Codex
of the Infinite Planes has spell save DCs of 25 and a spell attack bonus
Cloak of Arachnida of +17. Activating any power requires both a Concentration check and a
DC 20 Intelligence (Arcana) check. Any failure on either check indicates
Wondrous item, very rare (requires attunement) a catastrophe befalls the user (roll on the table below for the effect). A
character can incur only one catastrophe per power use, even if he or she
When you wear this cloak, you gain the ability to can climb difficult fails both checks.
surfaces, including upside down on ceilings, without needing to make an
ability check. You also have advantage on saving throws against poison. A character who reads from the Codex for more than 99 weeks is
Once per day you can transform into a Giant Spider for up to one hour automatically consumed by the power of the book and dies instantly. Such
similar to the druid’s wild shape ability. a character cannot be raised or returned to life, even by a wish; only a
god’s magic can restore such a creature to life.
Cloak of Charisma
1d4 Catastrophe
Wondrous item, rare (requires attunement)
Natural Fury: An earthquake spell centered on the
While wearing this cloak, your Charisma is effectively 2 points higher.
In addition, if you cast friends or charm person, the target must succeed 1 reader strikes every round for 1 minute, and an
on a Wisdom saving throw against your spell save DC to know that it was intensified storm of vengeance spell is centered
subjected to the spell.
and targeted on the reader.

Cloak of Etherealness Fiendish Vengeance: A gate opens and 1d3 + 1

Wondrous item, very rare (requires attunement) 2 balor demons, pit fiends, or similar evil outsiders
immediately step through and attempt to destroy
This silvery gray cloak seems to absorb light rather than be illuminated
by it. As an action, you can command the cloak to make you ethereal. You the owner of the Codex.
can dismiss the effect as a bonus action.
Ultimate Imprisonment: Reader’s soul is captured
The cloak works for a total of up to 10 minutes per day. This duration
need not be continuous, but it must be used in 1-minute increments. 3 in a random gem somewhere on the plane while
his or her body is entombed beneath the earth

(as imprisonment).

Cloak of Protection Death: The reader is subject to a disintegration
4 spell. This repeats every round for 10 rounds or until
Wondrous item, rarity varies (requires attunement)
the reader is dead.
While wearing this cloak, you gain a bonus to your AC and saving
throws. The amount of the bonus depends on the cloak’s rarity. Cruelty

Cloak of… Rarity Bonus Weapon (longsword), very rare

Protection uncommon +1 This magical longsword is sharply serrated and seems to resonate with
a dark energy that makes one’s skin crawl and numbs those around it.
Greater protection rare +2
You have a +2 bonus to attack and damage rolls made with Cruelty.
Superior protection very rare +3 In addition, if you roll a 20 on an attack roll with the weapon, you deal
an additional 20 slashing damage, and the target must make a DC 20
Cloak of Resistance Constitution saving throw or be paralyzed for 1 minute. A paralyzed
creature can repeat the saving throw at the end of each of its turns, ending
Wondrous item, rare (requires attunement) the effect on a success.
You have advantage on saving throws while wearing this cloak.

529

Demon Key Eyes of the Sultana

Wondrous item, artifact Wondrous item, artifact
(requires attunement per below)
This key, crafted from the essence of 666 bound demons, was created
by the Grand Vizier himself and is among one of his most valuable The eyes of Cirrishade gleam with sadness and tragedy yet possess
possessions. The Demon Key is large, easily the size of a magical rod, a wondrous beauty. Saddened by the loss of his beloved sister, Saaid al
its handle in the shape of a balor’s face with two murky red rubies Djinn1 enchanted her eyes upon her death. Further powered by the spirit
taking the place of eyes. Good-aligned creatures touching the key gain of the Sultana herself as she slipped into the world of the dead and finally
four levels of exhaustion and must make a DC 20 Constitution saving sanctified by the will of Anumon, the glittering eyes of Cirrishade glow
throw or be stunned for 2d6 rounds. Further, a lawful good creature that forever with an eldritch light.
fails its Constitution saving throw by 5 or more is slain instantly, its soul
consumed by the demonic key. Such a creature can be restored to life only To use these magnificent magical items, you must first pluck out
by true resurrection or wish. you own eyes, effectively causing permanent blindness and 1 point of
Constitution damage per eye removed. Once the eyes are plucked free, the
Neutral-aligned creatures on the good-evil axis touching the key gain two eyes of the Sultana may be placed within the empty sockets.
levels of exhaustion if they fail at the DC 20 Constitution saving throw.
Upon placing the eyes in the sockets, you regain eyesight and gain
The demon key may unlock any lock or open any gate to which it is command of great and powerful magic. Many effects are continuous,
set against. Magical barriers (such as those affected by hold portal and while many can be used only once per day or week. Both eyes must be
arcane lock) may also be unlocked so long as the magical lock is of a 9th used or you gain none of the benefits. The effects and side effects of
level spell slot. wearing the eyes of the Sultana are as follows:

Dragons’ Tears • You see as if you are under the continuous effect of a true seeing spell.
Once per month, you must succeed on a DC 18 Wisdom saving throw or
Wondrous item, very rare go insane from constantly seeing things as they truly are.

Each of these glittering diamonds is tear-shaped and may be substituted • Each time one of the eye’s powers is used, there is a 50% chance your
for any material component of 750 gp or less when casting a spell. alignment changes to chaotic good or lawful neutral (50% chance of either).
Multiple dragons’ tears may be used for spells requiring more expensive
spell components. • Once per day, you may unleash a prismatic spray (save DC 18).

If you swallow a dragon’s tear you gain the benefits of having consumed • Three times per day, you can use a gaze attack that turns anyone meeting
a potion of greater healing. However, you must succeed on a DC 15 your gaze to stone (as by a flesh to stone spell). A DC 18 Constitution
Wisdom saving throw or be overcome with sadness as your mind floods saving throw negates the effect.
with images of the gold dragons witnessing the destruction of their eggs
and being forced to draw the chariot of Narmer. If you fail the saving • Once per day, you may cast the eyebite spell (save DC 18).
throw, you have a –2 penalty on attack rolls, skill checks, and saving
throws for the next 1d6 minutes. • Once per week, you may use scrying (as the spell) with a duration of one
hour, using the eyes as your focus (save DC 18).
Durbakke of wakefulness
Falchion of Law
Wondrous item, very rare
Weapon (longsword), legendary
This small hand drum is also called a tablah. It is made of angel hide (requires attunement by a lawful character)
stretched over a vase-shaped drum constructed of bronze and brass. When
you play it, the drum automatically dispels any magical sleep effect on all You gain a +2 bonus on attack and damage rolls when you use this
creatures within a 30-foot radius. weapon. If you hit an aberration or demon, you do an extra 3d6 damage.
When you attack a creature that has at least one head with this weapon
If you are trained in percussion instruments, you can also use the and roll a 20 on the attack roll, you cut off one of the creature’s heads. The
durbakke to break a comatose effect or rouse an unconscious creature creature dies if it can’t survive without the lost head. A creature is immune
including those reduced to 0 Intelligence, Wisdom, Charisma or hit points. to this effect if it is immune to slashing damage, doesn’t have or need a
It takes 5 minutes and a successful DC 15 Charisma (Performance) check head, has legendary actions, or the GM decides that the creature is too big
to rouse a comatose creature. Any mental ability scores currently at 0 are for its head to be cut off with this weapon. Such a creature instead takes
restored to 1 when the creature is revived. If the creature had 0 hit points, an extra 6d8 slashing damage from the hit.
it has 1 after the durbakke has been used. This special ability can be used
up to three times per day. Fire Armor

Elemental Diamond Armor (any), very rare

Wondrous item, rare While you wear this armor, you gain a +2 bonus to your AC and you
(requires attunement by a spellcaster) have resistance to fire damage.

This rose-colored diamond is seemingly flawless and worth at least Flail of wounding
1,000 gp on that alone. While you carry or wear this diamond, you cast all
fire-based spells as if they were cast at one spell slot higher than you use. Weapon (flail), rare (requires attunement)
Further, you gain resistance to fire damage.
Hit points lost to this weapon cannot be regained through regeneration,
spells, or other magical means. In addition, when you hit a creature with
this weapon, the target gains a wound. Each wound causes the creature 1
hit point of damage at the beginning of its turn. A wounded creature can
attempt a DC 15 Constitution saving through, ending the effects of all
wounds on a success. Alternatively, a creature within 5 feet of the wounded
creature may use an action to attempt a DC 15 Wisdom (Medicine check),
ending the effects of all wounds on a success.

530

Flaming Weapon Harmonious Lash

Weapon (any), rare Weapon (whip), legendary

You gain a +1 bonus to attack and damage rolls with this weapon. When This weapon functions as a +6 whip. It is a coil of alloy constructed
you hit, the weapon does an additional 1d6 fire damage. from an unknown metal and lined with barbed spikes. Damage from the
lash does not heal normally. Wounds can be healed magically but only
The Flask of Sulymon by a wish or a heal spell. No other form of magical healing (cure spells,
potions, and so on) works.
Wondrous item, artifact
As a bonus action, you can speak a command word causing the lash to
The flask and its holy contents could prove the Sultan’s undoing or drip a powerful and debilitating venom. A creature hit by the venomous
grant him a station among the thrones of the greater gods. lash must succeed on a DC 18 Constitution saving throw or take 55
(10d10) poison damage. One minute later, a new save must be made
The flask can be unstoppered and opened only in the presence of the (same DC) to avoid another 55 (10d10) poison damage. This damage also
Sultan, and only then if his true name is spoken as the seal is broken. This can only be healed with a wish or a heal spell.
knowledge is not readily apparent, and even an identify spell will only
provide some information about its true nature. A wish, legend lore, or A creature hit by the whip must succeed on a DC 16 Dexterity saving
other sources of information may provide more, at the GM’s discretion. throw or be grappled by it. The creature must use an action and succeed
on a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to escape.
Frost Weapon
The first time a non-n’gathau wields the lash the character immediately
Weapon (any), rare takes 14 (4d6) slashing damage from hundreds of cuts and slices that
appear as if the creature is being cut by a thousand invisible razors. Each
You gain a +1 bonus to attack and damage rolls with this weapon. When time thereafter the character uses or attempts to use the lash, the character
you hit, the weapon does an additional 1d6 cold damage. takes 7 (2d6) slashing damage from cuts and slices.

Gauntlets of Dexterity Horn of Alarm

Wondrous item, rare (requires attunement) Wondrous item, very rare

Your Dexterity is 20 while you wear these gauntlets. They have no This horn has 3 charges. When you use an action to blow on the horn, it
effect if your Dexterity is already 20 or higher. emits a resounding note audible up to 1200 feet away. Creatures friendly
to you who hear the horn gain +2 on their first subsequent initiative roll, if
Girdle of Touch Me Not it is within 1 minute of the horn sounding. The horn regains 1d3 expended
charges daily at dawn.
Wondrous item, very rare
Horns of Power
This thin girdle of fine pearls causes anyone who touches you unbidden
to make a DC 14 Wisdom saving throw, taking 22 (4d10) cold damage on Wondrous item, legendary (requires attunement)
a failure or half as much on a success each time contact is made.
The horns of power are an ancient magical item from the before the
Golembane scarab birth of mortals. The horns are from a long-extinct species known for its
great wisdom and strength. They have been passed down and even warred
Wondrous item, rare (requires attunement) over by druidic circles since the dawn of time. On the brow of a non-druid,
the horns provide a +1 to Strength, Armor Class, Wisdom, and Saving
While you wear this item, constructs have disadvantage on attacks Throws. When worn by a druid, this bonus doubles. When worn, the horns
against you and you have advantage on saving throws versus effects actually fuse to your head and can be taken off only upon your death or by
caused by constructs. the use of a wish spell.

Hands of Pang Goy Icy Burst Glaive

Wondrous item, artifact (requires attunement) Weapon (glaive), very rare

These appear as metal gauntlets shaped for humanoid hands that reach You gain a +1 bonus to attack and damage rolls made with this weapon.
almost to the elbow. To attune to the hands of Pang Goy, you must lop off When you hit a creature with this weapon, you do an additional 1d6
both of your hands, the gauntlets grafting themselves to the stumps and cold damage. When you score a critical hit with this weapon, a burst
then becoming a pair of functional appendages. They can only be removed of ice shards explodes from the contact. The target takes an additional
if you die, and are useless if one gauntlet is separated from the other. 1d8 piercing damage, and each creature within 5 feet of the target must
succeed on a DC 15 Dexterity saving throw or take 1d8 piercing damage.
The hands of Pang Goy provide you with the following benefits:
Inhibitor Bands
• Your Strength and Dexterity scores become 20, unless one or both are
already 20 or higher. Wondrous item, rare

• You have a +3 bonus to attack and damage rolls made with any melee While a creature wears this item, it cannot use spellcasting or innate
weapon attack you make, with the hands themselves as an unarmed attack spellcasting abilities, it cannot change form and is immune to having its
or by wielding a weapon. In addition, you deal an extra 2d8 force damage shape changed with polymorph or similar magic, and it cannot teleport,
on a hit. plane shift, or otherwise magically travel or be moved magically. The
bands can be open or closed by a creature that knows the magic word and
• The hands of Pang Goy has 6 charges. You can use an action and expend can be broken with a DC 30 Strength check.
1 charge to create one weapon of your choice that you are proficient with,
causing the gauntlet to magically transform. You can create two weapons
if you are capable of wielding both, such as wielding two light weapons
and engaging in two-weapon fighting. The created weapons last for 1
hour, or until you dismiss them (no action required).

531

Javelin of Freedom • +6 bonus to AC

Weapon (javelin), very rare (requires attunement) Undead are drawn to the wearer of the mask. Undead detect the wearer
of the mask of Ankev even if the wearer is otherwise invisible to them.
You gain a +1 bonus to attack and damage rolls with this weapon.
While you carry it, you are unaffected by difficult terrain, and spells Once per day, you may reveal a symbol of death that affects allies and
and other magical effects can neither reduce your speed nor cause you enemies alike. Any beings slain by the symbol rise as zombies in 1d4
to be paralyzed or restrained. You can also spend 5 feet of movement to minutes. These undead beings are not necessarily under your command
automatically escape from nonmagical restrains, such as manacles or a and are 50% likely to attack you unless halted by means of turn undead.
creature that has you grappled. Being underwater imposes no penalties on
your movement or attacks. Good-aligned creatures touching the mask take 27 (6d8) necrotic
damage each round. Neutral-aligned creatures take 13 (3d8) necrotic
Juggernaut of Kil Kath Kesh damage each round.

Wondrous item, legendary Maul of Hezoid

This construct of unknown metal alloys and wires once served as the Weapon (warhammer), legendary
guardian of the City-State of Kil Kath Kesh. Roughly humanoid in shape
and standing 25 feet tall, the juggernaut has four pairs of huge flails on This oversized weapon can only be wielded by a Medium or larger
braided cables running down its back. One arm ends in a tube containing character with at least 18 Strength, and medium creatures can only use it
seven large jewels ranging the color spectrum, while its other arm has a two-handed.
huge crab-like pincer with a menacingly sharp razor edge. Legends say
that the juggernaut can move upon the ground in a lumbering walk, but You gain a +3 bonus to attack and damage rolls when you use this
that it can also fly, raining death from the skies. It is said that a hidden weapon. When you use this weapon, you score a critical on a 19 or 20.
panel in the juggernaut’s back opens to reveal a compartment for up to When you score a critical with this weapon, it does an additional 1d8
four passengers. The juggernaut stands lifeless, its brain crystal lost long thunder damage. A Huge or larger creature may use the Maul of Hezoid as
ago in a battle with its creator. Stats for the Juggernaut are listed with the a thrown weapon, in which case it returns to the hand of the thrower at the
creatures in Appendix 2. end of the thrower’s turn, unless the creature is unconscious or does not
have a free hand, in which case it lands in the creature’s space.
Lifestealer
Mirror of Duplication
Weapon (shortsword), legendary
Wondrous item, very rare
Whenever you take the attack action to make an attack with this weapon
against a living creature that is not an undead or construct, the target must This mirror functions like a mirror of life trapping with an additional
make a Dexterity saving throw. The DC is 8 + your Dexterity modifier + potent power. As an action, you can use the mirror to create a double of one
your proficiency bonus. On a failed saving throw, the target takes 3d8 + of the creatures trapped within. The creature has all of the knowledge and
10 necrotic damage. If you use your action to attack with this weapon, you memories of the trapped creature, as well as its hit points and statistics, but
can also use your bonus action to attack with it. no spellcasting or other class features. The creature is under your control
as long as you concentrate. When not concentrating, the creature appears
Mace of Ultimate Disruption dull and listless. You can have as many duplicates as there are creatures
trapped in the mirror, but you can only concentrate on one at a time.
Weapon, legendary
Munir Seif al Shihab
This weapon functions as a mace of disruption. In addition, you gain a (Shining Sword of Flame)
+3 bonus to attack and damage rolls made with this weapon.
Weapon (longsword), artifact (requires attunement)
Mantle of Faith
A gift from the Sultan, this weapon was specially constructed for Rahib
Wondrous item, rare in the forges and factories of the City of Brass. It is exquisite in design,
the blade forged of living brass. The hilt is wrapped in the blackened skin
While you wear this item, you have resistance to nonmagical of a slain demon lord.
bludgeoning, piercing, and slashing damage.
When you use this weapon, you gain a +4 bonus to hit and to damage.
Mask of Ankev As a bonus action, you can choose to charge the weapon with your choice
of fire, lightning, thunder, or cold damage. The first hit after the weapon is
Wondrous item, artifact charged does an additional 3d10 damage of that type. The weapon does an
(requires attunement by an evil creature) additional 2d10 radiant damage against any chaotic creature that it strikes.
You gain advantage on attack against a creature wearing nonmagical
This unholy item is purportedly the only likeness of the arch lich Ankev armor or wielding a shield. In addition, once per day, you can use the
as he appeared in life. Made of solid gold and encrusted with precious weapon to cast fireball with a spell save DC of 18 and a base damage level
gemstones, the mask portrays a handsome face twisted with maniacal of 10d6 fire damage.
cruelty. The mask is purported to have numerous magical powers for
anyone with the strength to wear it. It is believed that any creature Mymr Stone
possessing the crooked rod of Ankev, the sarcophagus of Ankev, and the
mask may be instantly transformed into a lich upon the completion of a Wondrous item, artifact (requires attunement)
long-forgotten ritual.
Roughly the size of an apple, this intelligent liquid crystal is said to be a
When donned, the mask immediately affixes itself to your face and may droplet from the pool of wisdom in which the head of the giant Mymr and
be removed only upon your death, or by means of a wish spell cast by the eye of Odin float. The stone is capable of solving the most complex of
another. When worn, the mask is completely weightless. calculations with the greatest of ease. When set to a task, the Mymr Stone
continues its work until relieved of its duty or until it is set to a new task.
While wearing the mask you have the following bonuses:
Sentience. The Mymr stone is neutral and has an Intelligence of 19, a
• Immunity to gaze attacks Wisdom of 19, and a Charisma of 10 It speaks Auran, Common, Abyssal,
Ignan, Infernal, and Terran and has telepathy 100 feet, darkvision 120 feet,
• Immunity to poison, sleep effects, paralysis, stunning, disease, and death blindsense, and hearing.
effects (spells or spell-like abilities that cause death rather than damage),
mind-affecting effects (charms, patterns, compulsions, phantasms, and While you carry the stone:
fear effects)
• You gain a +4 bonus to Intelligence and Wisdom.
• +4 to your Intelligence score
• You can use the following, each once per day, as spell-like abilities:
532

clairvoyance (unlimited range), legend lore, time stop. Oriazier’s Key: Muse

• You may ask one question of the Mymr Stone per day as a commune spell. Wondrous item, artifact

• You must make a DC 16 Constitution saving throw each time you use This beautiful golden grand harp weighs roughly 120 pounds and is 6
one of the Mymr Stone’s powers. On a failed save, you age one year and feet tall, with the likeness of an elven maiden making up the soundboard.
lose1 ability point chosen randomly. The string arm is curved behind the maiden in the form of diaphanous
wings that curl around to the floor. The elf maid, who calls herself Muse,
Those viewing the Mymr Stone must make a DC 18 Wisdom saving opens her eyes and haunting notes begin to chime from her strings. The
throw or be fascinated by its beauty, unable to tear their eyes from it and harp has several magical properties that may be drawn out by a skilled
unable to move from its presence. The fascination is broken if they are player. Muse is, however, generally considered to be much too large to
attacked or threatened. A creature that makes its save cannot be fascinated take along in an adventuring campaign, unless of course the individual
by the Mymr Stone for one day. playing her happens to be more than 18 feet tall.

The stone protects itself by attempting to mentally disintegrate anyone When you use this harp, you have a +4 bonus on all Performance
who would attempt to possess it unless they defeat its ego by making a checks while playing the harp and for 1 hour afterward. This bonus
successful DC 18 Charisma check. The creature being disintegrated must increases to +8 if you are a bard. Those within 30 feet who hear the music
succeed on a DC 18 Charisma saving throw or take 75 (10d6 + 40) psychic gain advantage on skill checks involving writing and composing music,
damage. If this damage reduces the target to 0 hit points, it is disintegrated literature, or dance for 1 hour. This ability can be used twice per day.
as its molecules fly out in an explosion doing 7 (2d6) force damage to any
within 30 feet of the creature. Potion of Antidote

Necklace of Frost Potion, rare

Wondrous item, very rare (requires attunement) When you drink this potion, any ongoing effects caused by poison are
halted, and you do not suffer from the poisoned condition. Damage or
This necklace is a heavy white gold chain with a blue gem medallion. instantaneous effects (such as blindness) already caused by the poison are
While you wear it, you can use an action to unleash a cone of cold to a not cured.
range of 60 feet. Creatures in the cone must make a DC 17 Dexterity
saving throw, taking 36 (8d8) cold damage on a failure or half as much on Potion of Delay Poison
a success. This medallion can be used three times per day.
Potion, uncommon
Oil of Magic Weapon
When you drink this potion, you do not suffer from the poisoned
Potion, varies condition and any ongoing effects caused by poison are temporarily
nullified. At the end of 1 hour, any effects caused by poison, including
When you coat a weapon with this oil, it gains a magical bonus to hit the poisoned condition, resume unless you have received the necessary
and damage. The bonus is determined by the item’s rarity. The oil can antidote or magical healing.
coat one weapon or 5 pieces of ammunition. Applying the coating takes
one minute and the coating lasts for one hour, except that the effect on Potion of Hide from Undead
ammunition is removed if it hits a target.
Potion, rare
Oil of… Rarity Bonus
When you drink this potion, you become difficult to locate for undead
Magic weapon common +1 creatures. An undead creature must succeed on a DC 14 Wisdom saving
throw or be unable to detect or locate you with sight, hearing or smell.
Greater magic weapon uncommon +2 Even extraordinary senses such as blindsight and tremorsense are not
effective. The effects automatically end if you take an action which uses
Superior magic weapon rare +3 radiant energy, attempt to turn undead, or attack an undead creature.
Otherwise, the effects of the potion last for one hour.
Oil of Magic Vestment
Potion of Protection from Missiles
Potion, rare
Ring, uncommon (requires attunement)
When you coat an item of outer clothing with this oil, the clothing
provides a +1 bonus to Armor Class while it lasts. Applying the coating While you wear this ring, anybody making a ranged attack against
takes one minute and the coating lasts for one hour. A vial of this oil you with a normal missile (thrown weapon or arrow, but not including a
contains enough to coat one Medium or Small jacket or similar item. giant’s boulder) has disadvantage on their attack.

Oil of Paralysis Removal Potion of Remove Fear

Potion, rare Potion, common

There is enough oil in one dose to coat one Medium or smaller creature. When you drink this potion, you are immune from the frightened
When you use an action to spread the oil on a paralyzed creature, the condition for 1 hour, and if you had the frightened condition prior to
paralysis is removed. drinking it, it is removed.

Oilshark Armor Ring of Blinking

Armor (leather), legendary Ring, very rare (requires attunement)
As an action, you can cause yourself to vanish from your current plane
You gain a +3 bonus to AC when you wear this armor crafted from of existence and appear in the Ethereal Plane until the start of your next
the hide of the mighty oil shark. In addition, you gain resistance to fire turn. You return to the space you started from unless that space is occupied
damage and have advantage on checks made to escape from a grapple. in which case you return to the nearest unoccupied space.
While on the Ethereal Plane, you can see and hear the plane you
originated from, which is cast in shades of gray, and you can’t see anything
there more than 60 feet away. You can only affect and be affected by other
creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive
you or interact with you, unless they have the ability to do so.

533

Ring of Comfort Ring oF Wizardry

Ring, uncommon Ring, varies (requires attunement by a wizard)
While you wear this elegant band, you and everything you are wearing
sheds dirt and sweat as they accumulate. Your clothing retains sharp While you are wearing this ring, the number of spell slots you have
creases or proper drape despite humidity or wind. You are comfortable in available for a given level is doubled. The level is determined by the rarity
temperatures between 32 and 100 degrees Fahrenheit (0 and 40 degrees of the ring.
Celsius) no matter what type of clothing or armor you are wearing.
Ring of… Rarity Spell level

Ring of Immunity Wizardry rare 1st

Ring, very rare (requires attunement) Greater wizardry very rare 2nd

While you wear this ring, you are immune to one type of damage. The gem Superior wizardry legendary 3rd
in the ring indicates the type, which the GM chooses or determines randomly.
Robe of Armor
d10 Damage Type Gem
Wondrous item, very rare
1 Acid Pearl
If worn over normal clothing, these robes set your armor class to 13 +
2 Cold Tourmaline your Dexterity modifier when you are not wearing any armor.

3 Fire Garnet Robe of Fire

4 Force Sapphire Wondrous item, rare

5 Lightning Citrine This yellowish-orange robe allows you to shroud your body in flames
up to 10 rounds each day. They need not be consecutive rounds. The
6 Necrotic Jet flames do not harm you but allow you to deal an extra 2d6 fire damage
with melee attacks made while shrouded in fire. Additionally, a creature
7 Poison Amethyst striking you with a melee attack while the robe is ablaze takes 2d6 fire
damage.
8 Psychic Jade

9 Radiant Topaz Robe of Powerlessness

10 Thunder Spinel

Ring of Protection Wondrous item, very rare

Wondrous item, rarity varies (requires attunement) When you don this item, you instantly gain 3 levels of exhaustion. While
the cloak can be removed easily, the exhaustion can only be removed
While wearing this ring, you gain a bonus to your AC and saving after remove curse has been cast on you. After that, the exhaustion can
throws. The amount of the bonus depends on the ring’s rarity. be healed normally with time or magic. If identify is cast on this robe, its
cursed natured is revealed.
Ring of… Rarity Bonus

Protection rare +1 Robe of Vermin

Greater protection very rare +2 Wondrous item, very rare

Superior protection legendary +3 The cloak appears to be a magical robe that would grant protection
from weapons or aid with saving throws and an identify spell confirms
Ring of Qalb this. You notice nothing unusual when the robe is donned, and it appears
to function normally. However, as soon as you are in a situation requiring
Ring, legendary (requires attunement) concentration and action against hostile opponents, the true nature of the
garment is revealed: you immediately suffer a multitude of bites from
This ring of iron and brass serves as a ring of resistance (fire). the insects that magically infest the garment. You must cease all other
The ring is the phylactery of Qalb al Nar’s1 soul. So long as the ring activities in order to scratch, shift the robe, and generally show signs of
exists, Qalb reforms within 24 hours of his defeat. The regenerated Qalb the extreme discomfort caused by the bites and movement of these pests.
is always one HD weaker than it was before its defeat, however. If Qalb
is ever reduced to zero hit dice, he truly dies, and the ring turns to dust. You have disadvantage on initiative checks, attack rolls, saving throws,
For example, if Sparque is destroyed in battle while he has 3 hit dice, he and skill checks. You must succeed on a concentration check each time
returns the next day as a 2 hit die elemental. If he is then defeated two you attempt to cast a spell or lose the spell.
more times before acquiring any new hit dice, he is lost forever.
Once the robe has activated its curse, it can only be removed after
Ring of Sustenance remove curse is cast the wearer.

Ring, rare (requires attunement) Rod of Flailing

While you wear this ring, you do not need to eat or drink. In addition, Rod, legendary (requires attunement)
you gain the benefits of a long rest with half the amount of rest you
normally require. You still cannot gain the benefits of a long rest more As a bouns action, you can change the rod from a normal-seeming rod
than once in a day. to a magical two-headed flail or back. When you use the flail as a weapon,
you gain a +3 bonus to attack and damage rolls. In addition, if you use an
action to attack with the flail, you can use your bonus action to attack with
the other head of the flail.

Three times per day, you can use a reaction to cast shield using the rod,
whether it is in flail or rod form.

534

Rod of SPell Empowerment When affixed to a temple of Anumon, the jade colossus of the Sultana,
or other structure blessed and consecrated to the god of the gates, the
Rod, rare ruby may fire its burning ray up to once per round an unlimited number
of times per day.
This rod may be used as a spell focus by a wizard, sorcerer, or warlock.
Five times per day, when you cast a spell using the rod as a focus, you Saddle of Ooze Riding
can empower the spell by rerolling a number of the damage dice equal
to your spellcasting ability modifier (minimum of one). You must use the Wondrous item, legendary (requires attunement)
new rolls.
When affixed to any ooze, slime, or pudding, this strange saddle-shaped
Rod of Spell Enlargement object automatically “tames” the creature and doubles its base land speed.
You suffer no ill effects from acid, cold, fire, or other such special attacks
Rod, rare while mounted on an ooze. You can use the saddled ooze as a mount.

This rod may be used as a spell focus by a wizard, sorcerer, or warlock. Sarcophagus of Ankev
Five times per day, when you cast a spell using the rod as a focus, you can
increase the range of the spell. If the range is 5 feet or more, the range is Wondrous item, legendary
doubled. If the range is touch, it becomes 30 feet.
This ancient stone sarcophagus emanates an unholy evil that terrorizes
Rod of Telekinesis even the most stouthearted heroes and the most diabolically minded
fiends. The true sarcophagus of Ankev the Arch-Lich is said to be powerful
Rod, very rare (requires attunement) enough to transform any divine or arcane spellcaster into a lich should
they know the ritual. Some whisper that the sarcophagus may be used
While holding this rod, you can cast telekinesis at will, but you can as an unholy channel for summoning undead. Others say that the undead
target only objects that aren’t being worn or carried. appear on their own as a reminder of Ankev’s power.

Rod of Thunder and Lightning Scepter of Anubis

Rod, very rare Rod, artifact (requires attunement)

Constructed of iron set with silver rivets, this rod acts as a +2 mace. The mighty scepter of the Khemitian god Anubis rests on display here.
In addition, you can use the following powers. Whether this is the true scepter of the god or a replica is unknown. It
Lightning. Once per day, you can cause a short spark of electricity to is known that this scepter would in fact hold great power — if it were
leap forth when the rod strikes an opponent to deal an extra 2d6 lightning complete. The top of the scepter is missing (rumored to be a piece of
damage. bronze fashioned into the shape of an ankh). Without the top, the scepter is
Lightning stroke: Once per day you can use an action to cause the rod powerless (albeit still worth a fortune given its presumed origins). When
to shoot out a 5-foot-wide, 200-foot-long lightning bolt. Each creature complete, the scepter has the following powers. Spell-like powers have a
along the path must make a DC 16 Dexterity saving throw, taking 9d6 spell attack bonus of +10 and a spell save DC of 18.
lightning damage on a failure or half as much on a success.
Thunder: Once per day, the rod can strike as a +3 mace, and the Ten times per day, you can castgentle repose.
opponent struck must succeed on a DC 15 Constitution saving throw or be Five times per day, you can cast finger of death or raise dead.
stunned until the end of its next turn. You must decide whether to use this Three times per day, you can cast resurrection or powerword kill.
power before you make your attack roll. Twice per day, you can cast true resurrection or disintegrate.
Thunderclap: Once per day as an action, you can cause the rod to give
out a deafening noise. Each creature within 30 feet that can hear must Scepter of Attar
make a DC 15 Constitution saving throw. A creature that fails takes 3d6
thunder damage and is deafened for 1 minute. A creature that succeeds Wondrous item, legendary (requires attunement)
takes half the damage and is not deafened.
Thunder and Lightning: Once per week as an action, you can This ancient scepter was carried by the first followers of the Lightbringer
combine the thunderclap power with a lightning bolt. The thunderclap whom he instructed in the primordial dawn of mortal existence. It is made
affects all creatures within 10 feet of the bolt. The lightning stroke deals from the bones of one of the first priests and bound with the skull of one
9d6 lightning damage, and the thunderclap deals 3d6 thunder damage. A of his first sacrifices.
single DC 15 Dexterity saving throw applies to halve the damage from
both effects. You may use the scepter as a +3 morningstar that does an additional
1d6 necrotic damage on a hit. While carrying to the scepter, you gain +2
Ruby Star of Law to any spell attack rolls.

Wondrous item, artifact (requires attunement) You may use the scepter to cast the following spells, with a +8 spell
attack bonus and a spell save DC of 18:
This heart-sized gem made from elemental ruby is star-shaped and
seems to pulse and glow with an inner light all its own. The ruby star of At will: bane, fear, inflict wounds
law was said to have been a gift from Anumon himself to the faithful genie 1/day: augury, animate dead
who accepted his law and order of things as their creator. It is claimed 1/week: raise dead, planar ally (devil only)
that the ruby star of law possesses great power to destroy any genie that
has not accepted the law of Anumon and is thus a much-feared relic when Shirt of the Iron Lion
used in the right (or wrong) hands.
Armor (chain shirt), legendary
Once per round, up to three times per day, you can can make a ranged
weapon attack with the ruby star of law to fire a ray to a maximum range This knee length iron chain shirt has a full coif and sleeves and is
of 1,200 feet. Genies hit by this ray must succeed on a DC 26 Constitution adorned with symbols of a rampant lion on the breast and circlet that
saving throw or die. On a successful save, the genie loses 14 (4d6) points affixes the coif to the brow. It was the shirt of Lord Yahuth a hero who
of Constitution. did great battle against the hordes of Hell and the minions of the Abyss.
Yahuth’s faith is said to have left him immune to temptation and his iron
Lawful non-genies are slowed (as the spell) for 1d4 rounds (no save). shirt defended him from claw, fang, and sword of his fiendish foes.
Non-lawful non-genies take 21 (6d6) radiant damage and must succeed on
a DC 20 Constitution saving throw or be stunned for 1d4 rounds. You gain a +3 bonus to your AC while you wear the Iron shirt, and
fiends have disadvantage on attacks against you. You have advantage on
You are shielded from spells and spell-like effects of 5th-level or lower saving throws against the spells and spell like abilities of fiends.
as if protected by a globe of invulnerability.

535

Shocking Sword of Law shake or slap the sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next lowest hit points.
Weapon (shortsword), legendary A creature’s hit points must be equal to or less than the remaining total for
(requires attunement by a non-chaotic creature) that creature to be affected.

You gain a +3 bonus to attack and damage rolls with this weapon. As a Slippers of Seductive Dancing
bonus action, you can cause the sword to sparkle with electricity. While
electrified, it does an additional 1d6 lightning damage on a hit. Against Wondrous item, rare
chaotic creatures, this damage increases to 3d6. These finely crafted slippers grant you +6 on Performance checks made

The Shroud of Truth to dance while you wear them.

Wondrous item, legendary Spell Potion
(requires attunement by a lawful evil character)
Potion, varies
The Prince of Darkness amuses himself with half-truths, innuendo, and A spell potion mimics the effects of a spell. Only spells that can be cast
the small lies that murder some part of the world. The irony of naming this
gift to mortals the shroud of truth was not lost upon him. on the caster and that have a duration of at least 1 minute may be made
into spell potions. The rarity of the potion is based on the level of the spell
A yellowish brimstone smoke rises from the edges of this red and black being mimicked. When you drink the potion, it is as if you had cast the
velvet cape. The cape itself is lawful evil and deals 14 (4d6) necrotic referenced spell upon yourself except that you do not need to concentrate
damage per round to any non-lawful evil entity who attempts to handle it. to maintain the effects.

Wearing this cape grants you +3 to your armor class and a +2 to your Spell Level Rarity
Charisma score as well as the ability to cast charm person and disguise
self at will with a spell save DC of 18. Cantrip Common

Silversheen 1st Common

Potion, uncommon 2nd Common

One does of this thick cream is enough to coat one melee weapon or 5 3rd Uncommon
pieces of ammunition. A coated weapon acts as if it is a silver weapon for
one hour, although ammunition loses its sheen if it hits a target. 4th Uncommon

Skin of Jhedophar 5th Rare

Wondrous item, artifact 6th Rare

The flayed skin of the lich is inscribed with unholy writs and spells of 7th Very Rare
summoning. Among them are the true names of six demons, six dragons and
six devils. Intoning the names of any of the eighteen has a 50% chance of 8th Very Rare
summoning them immediately. The beings, upon seeing the skin of the lich,
seek to steal it outright. The dragons and fiends should be selected at random and 9th Very Rare
are likely Challenge 12 to 15, depending on the needs of the GM’s campaign.
Spell Wand
Sleep Potion
Wand, varies (requires attunement by a spellcaster)
Potion, uncommon A spell wand allows you to cast a single spell without material

When unstoppered or shattered, the liquid inside reacts with air, components. While holding it, you can use an action to expend 1 charge
becoming a clear, odorless gas. The gas affects 7d8 hit points of creatures to cast the spell associated with the wand. You must be able to speak the
within 20 feet, in ascending order of their current hit points (ignoring command and point the wand at the target. If the spell has a range of
unconscious creatures). Starting with the creature that has the lowest touch, then you must touch the target with the wand, although you still use
current hit points, each creature affected by the gas falls asleep for one the wand’s spell attack bonus to attempt the touch. In general, the wand
hour or until the creature takes damage or somebody uses an action to casts the spell with the lowest possible spell slot. The rarity, save DC, spell
attack modifier, number of charges, and charge refresh per 24 hours are
shown above, depending on the level of spell stored in the wand.

Spell Wand Information Table

Spell Level Rarity Save DC Attack Bonus Charges Charge Refresh
Cantrip Common 13 +5 10 1d6 + 4
1st Uncommon 13 +5 10 1d6 + 4
2nd Uncommon 13 +5 7 1d6 + 1
3rd 15 +7 7 1d6 + 1
4th Rare 15 +7 7 1d6 + 1
5th Rare 17 +9 4 1d3 + 1
Very Rare 17 +9 4 1d3 + 1
18 +10 3 1d3
6th Very Rare 18 +10 3 1d3
7th Very Rare 19 +11 3 1d3
8th Legendary
9th Legendary

536

Staff of Abjuration Spells. While holding this staff, you may use an action to expend 1 or
more of its charges to cast one of the following spells from it, using your
Staff, very rare spell save DC and spell attack bonus: arcane hand (5 charges), globe of
(requires attunement by an arcane spellcaster) invulnerability (6 charges), mass heal (9 charges), move earth (6 charges),
protection from evil and good (1 charge; elementals and fiends only), wall
This staff has 10 charges. While holding it, you can use an action to of stone (5 charges).
expend 1 or more of its charges to cast one of the following spells from it,
using your spell attack bonus and save DC: resistance (1 charge), shield Staff of Transmutation
(1 charge), dispel magic (3 charges), banishment (4 charges), or globe of
invulnerability (6 charges). Staff, very rare
(requires attunement by an arcane spellcaster)
The staff regains 1d6 + 4 charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff flies off to a random plane to await the This staff has 10 charges. While holding it, you can use an action to
next lucky creature that happens upon it. expend 1 or more of its charges to cast one of the following spells from
it, using your spell attack bonus and save DC: expeditious retreat (1
Staff of Conjuration charge), alter self (2 charges), blink (3 charges), polymorph (4 charges),
or disintegrate (6 charges).
Staff, very rare
(requires attunement by an arcane spellcaster) The staff regains 1d6 + 4 charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff crumbles to dust, useless.
This staff has 10 charges. While holding it, you can use an action to
expend 1 or more of its charges to cast one of the following spells from Stone of Sulymon, Air
it, using your spell attack bonus and save DC: unseen servant (1 charge),
conjure animals (3 charges), stinking cloud (3 charges), cloudkill (5 Wondrous item, legendary (requires attunement)
charges), or conjure volley (5 charges).
Also known as the Jawahra min Alriya, Jewel of the Wind, this brilliant
The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, sapphire floats inside a brick-sized block of clear crystal.
roll a d20. On a 1, the staff erupts in a bright light and turns to ash, useless.
While you carry this stone, you can fly at your normal movement. In
Staff of Defense addition, you can cast the following spells without material components
with a spell save DC of 17 and spell attack bonus of +9:
Staff, uncommon
At will: gust of wind
This staff has 5 charges. If you are wielding it, you can use a reaction to Once per day: wind walk, wind wall
expend one of its charges to cast shield. Once per week: summon aerial servant4.

The staff regains 1d4 + 1 charges each day at dawn. Stone of Sulymon, Earth

Staff of Illusion Wondrous item, legendary (requires attunement)

Staff, very rare Carved from a nodule of pure elemental earth, the stone is shot through
(requires attunement by an arcane spellcaster) with iron, gold, silver, and inlaid in platinum. The stone is warm to
the touch and is the size of a hefty brick. It vibrates with a deep inner
This staff has 10 charges. While holding it, you can use an action to resonance and glows when it is brought within the presence of another of
expend 1 or more of its charges to cast one of the following spells from it, the elemental stones of Sulymon.
using your spell attack bonus and save DC: disguise self (1 charge), silent
image (1 charge), mirror image (2 charges), major image (3 charges), While you carry this stone, you gain resistance to slashing damage In
hypnotic pattern (3 charges), or mislead (5 charges). addition, you can cast the following spells without material components
with a spell save DC of 17 and spell attack bonus of +9.
The staff regains 1d6 + 4 charges daily at dawn. If you expend the last
charge, roll a d20. On a 1, the staff vanishes. 1/day: stone shape, wall of stone
1/week: stoneskin, conjure elemental (earth)
Staff of Necromancy
Stone of Sulymon, Fire
Staff, very rare
(requires attunement by an arcane spellcaster) Wondrous item, legendary (requires attunement)

This staff has 10 charges. While holding it, you can use an action to This stone, while comfortable to the touch, appears to be made of living
expend 1 or more of its charges to cast one of the following spells from magma. It glows and spwarks when it is brought within the presence of
it, using your spell attack bonus and save DC: chill touch (1 charge), ray another of the elemental stones of Sulymon.
of enfeeblement (2 charges), bestow curse (3 charges), vampiric touch (3
charges), or circle of death (6 charges). While you carry this stone, you are immune to fire damage. In addition,
you can cast the following spells without material components with a spell
The staff regains 1d6 + 4 charges daily at dawn. If you expend the last save DC of 17 and spell attack bonus of +9.
charge, roll a d20. On a 1, the staff crumbles to dust, useless.
1/day: burning hands, wall of fire
Staff of the Prophet 1/week: delayed blast fireball, conjure elemental (fire)

Staff, legendary Stone of Sulymon, Water
(requires attunement by a cleric or druid)
Wondrous item, legendary (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus
to attack and damage rolls made with it and inflicts 5d6 force damage with This stone functions as a decanter of endless water except that it cannot
each hit. While holding this staff, you gain a +3 bonus to Armor Class and produce salt water. Once per week, you can use it to summon a water
saving throws, and you have advantage on saving throws against spells elemental like the spell conjure elemental cast with a 5th level spell slot.
and other magical effects.
Sword of Dawaad
The staff has 25 charges for the following properties. The staff regains
2d8 + 8 expended charges daily at dawn. If you expend the last charge, Weapon (greatsword), legendary
roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls (requires attunement by a lawful creature)
but loses all other properties.
Sulymon himself crafted this weapon for his champion Dawaad to wield.
Divine Avoidance. When you are hit by a weapon attack, you may use You gain a +3 bonus to attack and damage rolls with this weapon.
your reaction to spend 1 charge. The attack then misses instead of hits. Against chaotic celestials, elementals, fey, and fiends, this bonus increases
to +5 and the weapon does an additional 2d6 damage on a hit.

537

Sword of Hunting from the effects of these symbols. Once a symbol has been used, it can’t
be used again until the next dawn.
Weapon (any sword), rare
Destroying the Throne of Brass. The Throne of Brass is made of living
You have a +1 bonus to attack and damage rolls made with this magic brass and repairs any damage done to it, no matter how severe. Its fate
weapon. Against one creature or type of creature, you have a +3 bonus to is tied to the City of Brass, and it can be destroyed only when the City
attack and damage rolls. itself falls. To destroy the Throne of Brass, a Hawanar, a descendant of the
previous Sultan and Sultana, must coat the Brazen Scimitar in the blood
Sword of Speed of the dying Great Sultan before plunging the blade into the Throne of
Brass. With the scimitar sheathed thusly in the throne, the City of Brass
Weapon (any sword), very rare must then be abandoned by the efreet for one thousand years, at the end of
which time the City and the Throne of Brass crumble to dust.
You have a +2 bonus to attack and damage rolls made with this magic
weapon. While wielding this weapon, you gain advantage on Initiative Thundering Great Mace
rolls and your speed is increased by 5. If you have a flying or swimming
speed, it is also increased. Weapon (great mace3), very rare

Sword of the Lightbringer You have a +3 bonus to attack and damage rolls made with this magic
weapon. When you score a critical hit with this weapon, it creates a
Weapon (greatsword), artifact thunderous boom and the target takes an additional 2d8 thunder damage
and must succeed on a DC 14 Constitution saving throw or be stunned
Known as Phosphorus, the sword that the Lightbringer took up against until the end of its next turn.
the gods that precipitated the great fall was forged in the highest heavens
from elements of the universe and the bones of an archangel who attempted Tlaunehc Tnek the Wyrm of Bones
to stop the Lightbringer from raising his hand against the creators.
Wondrous item, artifact
The gleaming, reddish blade glows with a brilliant white light. The
sword is large, being considered a greatsword in the hands of a Medium- Said to be the bones of the most powerful dragon that ever lived,
sized being. they are also believed (by some) to be the bones of the first dragon in
existence. These skeletal remains of Tlaunehc Tnek stand menacingly on
The blade grants you a +5 bonus to hit. It ignores immunity or resistance its platform. The dragon is at least Colossal sized and is missing a single
to slashing or critical hits. The sword deals 14 (4d6) additional slashing bone from its structure. It is believed that the dragon will animate and
damage on a natural 20, and a second roll of natural 20 dismembers a follow the commands of the one who made it whole if the missing part is
victim’s limb, instantly cauterizing the wound so that it cannot be ever reunited with the skeleton.
regenerated without additional magical assistance such as a heal spell.
The blade casts a bright pinkish light in a 10-foot radius and a dim light Unending Scroll
for an additional 20-foot radius.
Wondrous item, rare
The sword itself generates an aura of intense evil, and a successful DC
18 Charisma saving throw must be made by any non-lawful evil aligned This magical scroll can be rolled and unrolled in either direction forever.
bearer, lest they be unable to wield the weapon due to excruciating pain The visible portion is always 8 inches long. Anything written on the scroll
associated with its touch. remains in its relative location and can be recovered by scrolling back to
it. The scroll is immune to normal water and fire damage.
Throne of Brass
Vest of Escape
Wondrous item, artifact (requires attunement by the Great Sultan of the
City of Brass) Wondrous item, rare (requires attunement)

The stately Throne of Brass sits atop a dais of 42 steps in the center of While wearing this vest, you can use 5 feet of your movement to escape
the back wall of the Hall of Kings in the Grand Palace of the Sultan of nonmagical ropes, handcuffs, or similar bindings. You gain advantage
the Efreet. High-backed with armrests in the shape of dragons, the entire on Dexterity (Acrobatics) and Strength (Athletics) checks made to free
throne is cast from living brass and encrusted with thousands of elemental yourself from grapples or magical bindings.
gemstones harvested from the volcanic fissures of the Plane of Molten
Skies. The Throne of Brass is a throne built for an immense figure, a regal Volcanic Longsword
chair for an awesome planar power.
Weapon (longsword), very rare
Most petitioners granted an audience with the Sultan stand before the
Advocates’ Throne, where they either make their offering to the Sultan When pulled from its sheath and held, this blade glows with a deep red
or plead their case. The advocates then repeat this plea to the Sultan who light. You have a +3 bonus to attack and damage rolls made with this magic
makes his judgment known to the entire court. Rarely is a petitioner weapon. When you hit with it, you do an additional 1d8 fire damage.
granted leave to climb the dais and stand before the Sultan himself. In this
event, the petitioner must succeed on a DC 25 Wisdom saving throw for
every six of the 42 steps climbed (thus it takes seven saves to reach the
top). On a failed save, the petitioner succumbs to the awe and power of
the Throne of Brass, crawling the remaining way to the top (no more saves
are required), and is immediately affected as if a suggestion spell had been
cast on the petitioner by the Sultan.

The Sultan’s Protector. While the Great Sultan is within 5 feet of the
Throne of Brass, he gains the continuous effects of the following spells:
detect thoughts, globe of invulnerability, and zone of truth. The Sultan is
exempted from the effects of the zone of truth. As a bonus action while
within 5 feet of the Throne of Brass, the Sultan can create a globe-shaped
wall of force around the Throne. The Sultan must use another bonus action
to dismiss the wall.

Symbols of Power. The Throne of Brass is inscribed with eight symbol
spells, one of each kind. These symbols are hidden by magic and only
appear when the Great Sultan wills it. As a bonus action while within 5
feet of the Throne of Brass, the Sultan can speak a command word and
reveal a symbol, affecting the area with its effects. The Sultan is exempted

538

Appendix 3

New Mundane Items and Diseases

This appendix details new nonmagical items found throughout this book. as soon as it wears off or lose complete control of their actions until such
time as a new dose of the drug is taken.
Drugs, Tobacco,
and Poisons Blue lotus extract is 100 gp per dose.

Some of the more potent drugs can have serious side effects. For these, Boomslang Venom
statistics regarding addiction and recovery are provided. Each detailed
substance follows the same basic format. A creature subjected to this poison must make a DC 16 Constitutions
saving throw, losing 2d6 Constitution points on a failed save and 16 on
Description: This details the substance, basic effects, and usual means a successful one. A creature that fails the saving throw by 5 or more is
of ingestion. nauseated for 2d6 minutes. The nausea can be cured by magical healing
or a successful DC 16 Wisdom (Medecine) check. While nauseated, a
Addiction: This is the Constitution saving throw DC you must make creature is incapacitated.
upon consuming the drug. On a failed save, you become addicted and
take the listed ability score damage each week you don’t consume the Cannon
substance (due to withdrawal). So long as the substance is consumed,
no ability damage is taken from it. Ability damage suffered as the result This substance is distilled from a rare herb called kolkis on another plane
of an addiction does not heal naturally during any week the drug is not of existence and is imported to the shop. It can be sniffed or smoked. Its
consumed but can be healed magically. If the substance is consumed, effects are fast-acting, giving you a burst of energy and alertness as well as
ability damage heals normally that week. making you more sociable and talkative, but the effects wear off quickly.

Recovery: This is a listed with the addiction effects. To break an addiction, Addiction: DC 20 Constitution, 1d4 Constitution/week; Recovery: six
you must forego the substance for a number of consecutive weeks (the exact weeks.
number is listed in the drug’s description). Note, the character suffers the
withdrawal damage during this time. A Constitution saving throw (DC = Effects: For 1d10 + 10 minutes, you cannot be surprised, and you have
addiction DC) must be made at the end of each week. If you succeed on all advantage on all Strength, Charisma and Initiative checks.
saves, you have kicked your addiction. If you fail a save, you must begin
your recovery anew. A heal spell removes an addiction. Side Effects: You gain a level of exhaustion for 1d4 + 2 hours after the
effects wear off. Additionally, you takes 1 point of Constitution damage
Effects: This lists the effects of the substance, both bonuses and and 1d3 points of Charisma damage each week the drug is consumed (to
penalties. a minimum of 1).

Side Effects: Any side effects and after-effects of using the substance Cottonmouth Venom
are listed here.
A creature subjected to this poison must succeed on a DC 15 Constitution
Black Mamba Venom saving throw or lose 1d6 points of Constitution until after completing a
long rest. A creature that fails the saving throw by 5 or more permanently
A creature subjected to this poison must succeed on a DC 17 Constitution loses 1 point of Constitution as well.
saving throw or lose 2d4 points of Strength and begin to suffocate. The
target cannot breathe until at least one point of Strength is recovered. Death Flower Oil

Blue Lotus Extract Death flower oil is a complex distillation of black lotus and deadly
nightshade berries that has been boiled down into a syrupy oil. So deadly
The blue lotus flower on its own is a powerful hallucinatory drug is it that handling it can cause instant death to the user. The oil kills on
that causes extreme relaxation, a lack of inhibitions and willpower, and contact or by ingestion and forces a DC 18 Constitution save. Those who
blissfulness. Users often take the drug willingly for these effects. The fail are instantly brought to 0 hit points. Those who succeed still suffer 28
extract of this drug, if distilled and infused with alcohol, has a magnified (8d6) poison damage and find their Strength drained by 1d4 points until a
effect that can cause imbibers to slip into a catatonic state of euphoria long rest is completed.
where they become lost in a dreamlike world not unlike being trapped
in the effects of a hallucinatory maze of pleasure and ecstasy for 2d4 Death flower oil costs 1,800 gp per dose.
hours. Creatures under the effect of the drug feel little pain, gaining 4d8
temporary hit points for the duration of the drug. The drug does require a Desert Lotus
successful DC 18 Constitution saving throw to avoid random attacks by
shadow creatures. This wild plant grows with fiery orange flowers. Wild brigands of the
desert consume it in order to enter a narcotic trance that makes them very
The shadow creatures are figments of the character’s mind, having the ferocious and more difficult to kill. Those consuming the desert lotus must
same hit points and attack modifiers of a shadow. Damage suffered by the succeed on a DC 15 Constitution save or fall into a hallucinatory slumber
character is real in so much as the character damages himself or herself for 2d12 hours. The slumber is filled with such vivid nightmares that the
trying to fight things that are not there. Three consecutive failed saving victim takes 1d4 points of Wisdom and Intelligence damage each from the
throws results in addiction to the substance. Addicts must take the drug mental and spiritual exhaustion. Habitual use causes the Fortitude save
DC to increase by +1 per month.

539

Those succeeding on their save gain advantage on saving throws Jena
against fear effects and ccharm for the next 1d4 + 4 hours. Lotus eaters are
so numb to their own personal pain that the first time they are brought to This brownish tobacco has a slightly bitter taste and odor. You feel a
0 hit points within 6 hours of eating lotus, they drop to 1 hit point instead. rush of energy and adrenalin spread throughout your body. For the next
1d4 hours, you enjoy advantage on all Dexterity and Initiative checks and
Desert lotus can be harvested and sold on the market for about 100 gp disadvantage on all Wisdom checks. Jena is not addictive.
per dose.
Jellyfish Toxin
Distillate of Nightmare
This toxic venom has been reduced to a powdered form. The venom is
Distillate of nightmare is a powerful poison made from the distilled a complete paralytic that leaves its victim in excruciating pain for 2d6 + 2
remains of slowly murdered fungus folk. The powdered remains are hours on a failed DC 15 Constitution saving throw. Those who make their
highly toxic to the central nervous system. Intelligent creatures exposed save are weakened, suffering 1d6 points of temporary Strength damage
to the venom must make a DC 18 Constitution saving throw. Those who for 2d6 + 2 hours. The victim is awake and aware the entire time, although
fail their saving throw are dead within 90 seconds as their mind is filled seems to all others to be dead. The victim appears to have no pulse, and
with an amalgam of their worst nightmares. Those who succeed in making their body temperature starts to drop. A lesser restoration spell or similar
their save suffer 14 (4d6) psychic damage to their central nervous systems ability removes its effects. The venom is most effective when ingested, as
and are left comatose for 2d6 hours. They awaken suffering long-term it reacts strongly with liquids such as saliva, though it can soak through a
paranoia that lasts 1d10 x 10 hours. victim’s skin via sweat glands if needed.

Distillate of nightmare costs 1,000 gp per dose. Kesh-aath

Efreeti Smoke This substance can be sniffed, smoked, or eaten — the effects are the
same. This is an inhibition-numbing drug made cheaply available and
This reddish gold tobacco has a spicy, heady flavor, and produces a enjoyed by the throngs of visitors to the Bazaar of 1,000 Sins.
thick yellowish smoke from the imbiber. The smoke is said to have been
given as a gift to mortals from Iblis. Of course, any gift given of the efreeti Addiction: DC 18 Constitution, 1d2 Strength/week; Recovery: three weeks.
can largely be considered a curse as well, and Efreeti Smoke is a highly Effects: For 1d2 + 1 hours, you gain advantage on Charisma-based
addictive substance that fills the smoker with euphoria and a heightened checks and disadvantage on Wisdom saving throws.
sense of self. Side Effects: None.

Effects: You gain +2 to Charisma-based checks for one hour after Libynos Blue
smoking.
The most common tobacco found on the continent of Libynos, Blue is
Addiction: DC 15 Constitution, the Charisma bonus becomes a –2 known for its deep blue-tinted smoke and its sharp, almost acidic bite, that
penalty; Recovery: one week. is tempered by smoking in a hookah. Blue on its own is not favored by
anyone but is considered an ideal filler tobacco when paired with tobaccos
Side Effects: The stench of the smoke tends to make others wish they from other lands. Initial use of Libynos Blue forces a DC 14 Constitution
were anywhere but in your presence. saving throw to avoid catching a sore throat that takes 1d4 days to heal.
Libynos Blue is used by trekkers of the far deserts because it reduces the
Efreeti Smoke averages 140–180 gp per ounce when it is in stock. desire to eat and drink, allowing its users to travel on half rations.

Ergos Libynos Blue averages 5–10 gp per ounce.

This substance is harvested from the ergos fungus, crushed and Modron
boiled. The resulting liquid is then consumed. The effects are felt almost
immediately and last for quite a while, filling your mind with vivid and This substance is smoked or sniffed and heightens your sense of
rich hallucinations, making everything around you seem more vibrant, awareness.
colorful, and enriching.
Addiction: DC 16 Constitution, 1d2 Strength /week; Recovery: four weeks.
Addiction: DC 16 Constitution, 1d4 Wisdom/week; Recovery: two weeks. Effects: You gain advantage on Perception and Insight checks for 1d4
Effects: Your mind is filled with images and hallucinations for 2d4 hours. + 1 hours and take 1 point of Strength damage immediately when the
During this time, you may be slow to react. Each turn, for the duration, you substance is consumed.
have a 50% chance to act normally; otherwise, you take no action. Side Effects: After the effects wear off, you have disadvantage on
Side Effects: You takes 1d4 points of Dexterity damage after the effects Dexterity checks for 1d2 hours.
wear off. You recover the loss of points after a long rest.
Najala
Hannan
This dark brownish-black tobacco is mild in taste and smells like coffee
This yellowish tobacco has a sweet taste and odor to it. You experience grounds. Smoking najala grants the character a +2 alchemical bonus to
hallucinations; for 1d2 hours you have advantage on Intelligence and Strength for 1d4 hours and a –2 penalty to Constitution for the same
Charisma checks and disadvantage on Strength and Wisdom checks. duration.
Hannan is not addictive.
Numedan Blond
Higdne
This tobacco has a golden-brown color and a very sweet smell. It is
A higdne specimen features four green slender leaves tapering slightly considered a smooth smoke, though it is much stronger than most tobaccos
as they approach the root. Blue bands stripe each leaf in diagonal rows, found in Akados. Aged in casks once used for palm wine, the tobacco has
much like tiger striping. The space between the stripes decreases closer to a sharp sweet smell to it, and is often smoked in a hookah filled with cool
the root, until the leaves are solid blue. This plant never flowers. The root water to cut the initial bite.
itself is the drug. When eaten, you gain the effects listed below.

Addiction: DC 18 Constitution, 1d4 Constitution/week; Recovery: four weeks.
Effects: You do not suffer from the effects of gained levels of exhaustion
until the drug wears off, after 2d4 + 2 hours.
Side Effects: You suffer 1d3 points of Charisma drain each week the
drug is consumed (to a minimum of 3).

540

The tobacco gives a +1 bonus to Wisdom-based checks for 30 minutes Dexterity saving throw, taking 5d6 slashing damage on a failure and half
after use, and its unique smell can be detected within 30 feet. as much on a success.

Numedan Blond averages 10–20 gp per ounce in the Maighib Desert Great Mace
where it is quite common and may be 5–10 times that price when sold
outside of Libynos. A great mace is a heavy, two-handed martial melee weapon. On a hit, it
does 2d6 bludgeoning damage. It weighs 6 pounds.
Orange Poppy Blossom Pollen
Ship’s Gun, 6-pound
This intense pollen is taken from primitive orange poppy. Those who
breathe in its fumes must make a successful DC 17 Constitution save or The 6-pound ship’s gun has an AC of 19 and 75 hit points. It takes one
drop immediately into a fever-filled sleep that lasts until they are removed action to load the gun, one to aim it, and one to fire it. These actions can be
from the area where the pollen has been spread. Those who are trapped completed in a single round by subsequent actors. The gun can be used to
within the confines of the pollen may eventually become dehydrated and make a ranged weapon attack at +6 to hit, range 600/2,400 ft., one target.
die. Beings removed from the pollen’s potency recover in 2d10 minutes, On a hit, the gun does 44 (8d10) bludgeoning damage.
though they are lethargic and gain a level of exhaustion.
Shotgun
Orange poppy blossom pollen costs 600 gp per dose.
As an action, you can shoot one or both barrels of the shotgun. Make a
Purple Lotus single ranged attack roll. On a hit, each barrel does 1d8 piercing damage.
A shotgun is a two-handed weapon with ammunition (range 60/120 ft.)
The petals of the purple lotus are highly poisonous and outright kill that has the loading attribute.
most people who eat them. Anyone partaking of the purple lotus must
make a successful DC 16 Constitution saving throw or take 17 (5d6) Diseases
poison damage. This usually results in the eater dying, though if they
survive, they are granted incredible psychedelic visions. These visions Mummy Rot
deal 1d3 temporary Wisdom damage but bestow an effect equal to legend
lore, pertaining to any one certain subject defined before eating the Mummy rot first causes desiccation and then a slow decomposition.
purple lotus. The visions are hallucinogenic and often surreal, completely Vision goes early on as the body loses fluids, followed by ever-increasing
interpreted by the GM. weakness. Death comes late, well after the victim is completely
incapacitated from weakness.
Shun
When a humanoid is exposed to the disease, either by magical means
This orange-brown tobacco has a sweet taste and fragrant odor and is a or through inhaling the dust of a former victim, the creature must make
potent hallucinogen. You gain a +2 bonus to Wisdom for 1d4 hours and a –4 a Constitution saving throw. The DC for the saving throw depends on the
penalty on saving throws against mind-affecting effects for the same duration. power of the curse for magical contagion, and is 14 for breathing grave dust.

Weapons Mummy rot typically manifests immediately with a strong level of thirst.
The victim must double its water consumption or gain one level of exhaustion.
Automatic Pistol Every 24 hours, the victim must make a DC 17 Constitution saving throw.
Each failure adds one symptom from the table below until death occurs. Two
An automatic pistol is a one-handed ranged weapon with the reload consecutive passes halts the disease but does not remove existing symptoms.
property. It has a range of 50/100 feet. It uses magazines of 30 bullets. Remove Curse destroys the disease and heals all damage. A single casting of
A magazine may be loaded as part of a move action. As an action, an lesser restoration removes the most recent symptom still present.
automatic pistol may be shot either in single shot or burst mode. In single
shot mode, the shooter makes a ranged attack, doing 1d8 piercing damage Symptoms in order of appearance based on number of failed saving
on a successful hit. In burst mode, each creature within a 20-foot cone throws
originating with the shooter must succeed on a Dexterity saving throw
or take 1d8 piercing damage. The DC for the saving throw is 8 plus the 0 Thirst — double water consumption or gain one
shooter’s Dexterity modifier plus the shooter’s proficiency bonus, if level of exhaustion
appropriate. A burst uses 10 bullets.
1 Gain one level exhaustion and lose 1d4 points of
Automatic Rifle Charisma*

An automatic rifle is a two-handed ranged weapon. It has a range of 2 Vision reduced by 30 ft.
150/300 feet. It uses magazines of 30 bullets. A magazine may be loaded
as part of a move action. As an action, an automatic rifle may be shot 3 Gain one level exhaustion and lose 1d4 points of
either in single shot or burst mode. In single shot mode, the shooter makes Charisma*
a ranged attack, doing 1d10 piercing damage on a successful hit. In burst
mode, each creature within a 30-foot cone originating with the shooter 4 Blind
must succeed on a Dexterity saving throw or take 1d10 piercing damage.
The DC for the saving throw is 8 plus the shooter’s Dexterity modifier plus 5 Gain one level exhaustion and lose 1d4 points of
the shooter’s proficiency bonus, if appropriate. A burst uses 10 bullets. Charisma*

Grenade 6 Gain one level exhaustion and Charisma is now 1

As an action, a grenade can be thrown to a point within 40 feet. 7 Lose 2d6 each of Constitution, Dexterity, and
All creatures within a 10 foot radius of that point must make a DC 14 Strength*

8 Constitution, Dexterity, and Strength are now 1

9+ Lose 1 hp for each failed save until death

*Charisma does not drop below 1. If Constitution, Dexterity, or Strength
drop to 0, the victim is dead.

541

Miscellaneous

Unholy Water

As an action you can splash the contents of this flask onto a creature
within 5 feet or throw it up to 20 feet. In either case, make a ranged attack
against the creature, treating the unholy water as an improvised weapon.
If the target is a good-aligned divine spellcaster or celestial, it takes 2d6
necrotic damage on a hit.

542

Appendix 4
New Spells

This appendix details new spells found throughout this book. Conjure Aerial Servant

Bramble Whip 7th level conjuration
Casting Time: 1 action
Transmutation cantrip Range: 60 feet
Casting Time: 1 action Components: V, S, M (a clear or blue gemstone worth 50 gp)
Range: 30 feet Duration: Up to 7 days
Components: V, S, M (a small bunch of woven brambles)
Duration: Instantaneous You call forth an aerial servant1 that appears in an unoccupied space
within range. The servant disappears when it drops to 0 hit points or when
You create a long, flexible whip of woven brambles that is in long, the spell ends.
vicious thorns that lashes out at your command toward a creature in range.
Make a melee spell attack against the target. If the attack hits, the creature Once summoned, you may assign the servant one task. It can be sent
takes 1d6 piercing damage, and if the creature is Large or smaller, you pull forth to retrieve an object or creature, deliver a message, or perform some
the creature up to 10 feet closer to you. other service. Upon completion of the task, the spell ends. A conjured
servant that is unable to complete its mission within the allotted time
This spell’s damage increases by 1d6 when you reach 5th level (2d6), returns to the caster and attacks it in a mad fury.
11th level (3d6), and 17th level (4d6).
Conjure Invisible Stalker
Burning Rain
6th level conjuration
5th-level evocation Casting Time: 10 minutes
Casting Time: 1 action Range: 30 feet
Range: 120 feet Components: V, S
Components: V, S, M (a shard of obsidian and an open Duration: 1 year

flame) You summon an invisible stalker to an unoccupied space within range.
Duration: Concentration, up to 1 minute You may give the invisible stalker one command that involves hunting
down and slaying a specific creature or recovering an object. The stalker
A sudden squall of molten rain forms in a 20-foot-radius, 40-foot- must attempt to complete the task, although will typically subvert the
high cylinder centered on a point within range. A creature who enters the wording if at all possible. If the stalker has achieved the goal or is brought
area for the first time on their turn or begins their turn there must make to 0 hit points, it disappears and the spell is over.
a Dexterity saving throw. On a failed saving throw, the creature takes
6d6 fire damage, or half as much damage on a successful saving throw. Conjure Swarm
Unattended objects and buildings in the area are also ignited.
4th level conjuration
Chant Casting Time: 1 action
Range: 60 feet
2nd-level conjuration Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 30 feet
Components: V, S You summon swarms of insects, rodents, or other tiny creatures that
Duration: Concentration, up to 1 minute appear in a space within range that you can see. Choose one of the
following options for what appears:
For the duration of the spell, as long as you chant, you bring special
favor upon your allies and bring disfavor to your enemies. You and • One swarm of challenge rating 2 or lower
your allies that are within 30 feet of you gain a +1 bonus on attack rolls,
weapon damage rolls, saving throws, and skill checks while your foes in • Two swarms of challenge rating 1 or lower
the same area take a –1 penalty on such rolls. You must chant in a clear
voice. Any interruption in your chanting, such as a failed Concentration • Four swarms of challenge rating 1/2 or lower
check, a silence spell, or speaking or casting another spell, ends this spell.
• Eight swarms of challenge rating 1/4 or lower
At higher levels: When you cast this spell using a 3rd level spell slot
or higher, the maximum duration increases by 1 minute per spell slot A summoned swarm disappears when it drops to 0 hit points or when
above 2nd. the spell ends.

This spell is found in the Book of the Justicars. The summoned swarms are friendly to you and your companions. Roll
initiative for the summoned creatures as a group, which have their own
turns. They obey any verbal commands that you issue to them (no action
required by you). If you don’t issue any commands to them, they defend
themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher level
spell slots, you choose one of the summoning options above, and more
creatures appear: twice as many with a 6th level slot and three times as
many with an 8th level slot.

543

Elemental Swarm that can’t understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would
9th level conjuration
Casting Time: 10 minutes result in certain death. Should you issue a suicidal command, the spell
Range: 100 ft ends. A creature who completes the assigned task is under no further
Components: V, S compulsion from the spell.
Duration: 4 hours
You can end the spell early by using an action to dismiss it. A remove
This spell opens a portal to an Elemental Plane and summons elementals curse, greater restoration, or wish spell also ends it, although a creature
from it. Choose between air, earth, fire, and water. subject to greater geas will not willingly allow itself to be released.

When the spell is complete, 2d4 elementals appear. Ten minutes Halt Undead
later, 1d4 greater elementals1 appear. Ten minutes after that, one elder
elemental1 appears. Each elemental has maximum hit points per HD. 3rd level necromancy
Once these creatures appear, they serve you for the duration of the spell. Casting Time: 1 action
Range: 120 feet
The elementals obey you explicitly and never attack you, even if Components: V, S, M
someone else manages to gain control over them. You do not need to Duration: Concentration, up to 1 minute
concentrate to maintain control over the elementals. You can dismiss them
singly or in groups at any time. Choose up to three undead creatures you can see within range. Each creature
must succeed on a Wisdom saving throw or be paralyzed for the duration of the
Flesh to Brass spell. The effect on a creature is broken if it is attacked or takes damage.

6th level transmutation Lightning Spike
Casting Time: 1 action
Range: 60 feet Evocation cantrip
Components: V, S, M (a pinch of brass dust) Casting Time: 1 action
Duration: Concentration up to 1 minute Range: 120 feet
Components: V, S
This spell is the same as flesh to stone except the target is turned to brass. Duration: Instantaneous

Ghoul Touch You hurl a bolt of lightning at a creature within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d8 lightning
4th level enchantment damage. If the target is wearing metal armor, you can reroll the damage
Casting Time: 1 action and take the higher of the two results.
Range: touch
Components: V, S This spell’s damage increases by 1d8 when you reach 5th level (2d8),
Duration: 1 minute 11th level (3d8), and 17th level (4d8).

Make a melee spell attack against a living creature you can reach. On a Magic Tattoo
hit, the creature is paralyzed for the duration of the spell. While paralyzed,
the creature exudes a noxious odor. All creatures other than you within 10 4th level enchantment
feet of the target must succeed on a Constitution saving throw against or Casting Time: 10 minutes
be poisoned while within 10 feet of the paralyzed creature. The paralyzed Range: touch
creature may attempt a Wisdom saving throw at the end of each of its Components: V, S, M (colored inks worth 50 gp that the spell
turns, ending the spell on a success.
consumes)
Greater Arcane Lock Duration: Permanent

4th level abjuration As you are casting this spell, you trace an image on a willing or
Casting Time: 1 action unconscious creature’s skin. At the end of the casting, you cast a 1st-level
Range: Touch spell. The magic of the 1st-level spell infuses the magical image on the
Components: V, S, M (gold dust worth at least 50 gp. which creature’s skin. Thereafter, the creature with the tattoo can use the tattoo
to cast the 1st-level spell once per week without material components. The
the spell consumes) spell attack bonus and save DC are the same as the yours when you cast
Duration: Until dispelled the spell originally.

This spell is the same as arcane lock except for the following. A greater At higher levels. When you cast this spell using higher level spell slots,
arcane lock is unaffected by the knock spell. Greater arcane lock can be you can imbue the tattoo with higher level spells. If cast with a 6th level
cast using any spell slot of the 4th level or higher, affecting the difficulty a spell slot, you can imbue the tattoo with 1st or 2nd level spells, and if an 8th
creature would have to successfully remove it with dispel magic. level spell slot is used, you can imbue the tattoo with up to 3rd level spells.

Greater Geas Nightmare

9th level enchantment 5th level illusion
Casting Time: 1 minute Casting Time: 10 minutes
Range: 60 feet Range: touch
Components: V Components: V, S, M
Duration: 1 year Duration: Concentration, up to 1 hour

You place a magical command on up to 6 creatures that you can see At the end of casting the spell, you touch a sleeping creature. As long
within range, forcing them to carry out some service or refrain from as contact and concentration are maintained, the creature has horrible
some action or course of activity as you decide. Each creature that can visions in its sleep. If the visions last the full hour, the creature gets no
understand you it must succeed on a Wisdom saving throw or become benefit from its rest and its hit point maximum is reduced by 1d10. If
charmed by you for the duration. While a creature is charmed by you, it this effect reduces a creature to 0 hit points, it dies. The reduction to the
pursues the suggested course of action to the best of its ability. A creature target’s maximum hit points lasts until removed by greater restoration
or similar magic.
544

Runes of Submission

7th level enchantment
Casting Time: 10 minutes
Range: touch
Components: V, S, M
Duration: Until dispelled

As you cast this spell, magic runes appear on a nonmagical collar,
bracelet, or other wearable item of your choosing. At the end of the spell,
you pronounce a command word. Thereafter, you can use the command
word to open and close the item. If you close the item on a creature, it
must succeed on Wisdom saving throw or be subject to your commands
while it wears the item. A creature will not perform obviously suicidal
commands. A creature that succeeds on its saving throw is immune to
those runes of submission for 24 hours.

Sound Burst

3rd level evocation
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: instantaneous

A burst of sound explodes from a point within range. Each creature
within10 feet of that point takes 1d8 thunder damage and creatures that
can hear must succeed on a Constitution saving throw or be stunned until
the end of their next turn.

Spell Siphon

7th level enchantment
Casting Time: 1 action
Range: 240 ft
Components: V, S, M
Duration: Concentration, up to 1 minute

Developed by the Grand Vizier of the City of Brass to fuel his arcane
aspirations, this spell is a much sought-after incantation that is guarded
jealously by its creator.

If the target fails a Wisdom saving throw, you create a mental link with
your target, draining it of your choice of up to 6 1st level, 3 2nd level, 2
3rd level, or 1 4th level spell slot and gaining that amount as bonus spell
slots that you use to power your magic. You can store no more than 40
total spell slot levels.

The drain continues each round you maintain concentration while the
host remains in range. If you choose to drain spell slots from a level that
the target is out of, or never had, you gain no spell slots that round.

As a host is drained, the slots are wiped from its mind just as if they had
been cast that day.

You cannot use the bonus slots to cast a spell of a level you couldn’t
normally cast. Bonus spell slots remain until you complete a long rest or
until expended.

Touch of Idiocy

3rd level enchantment
Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Concentration, up to 1 minute

Make a melee spell attack against a creature you can reach. On a hit,
the target’s Intelligence is dropped to 1 and the target cannot cast spells
or use innate spellcasting abilities for the duration of the spell. The target
may attempt a Wisdom saving throw at the end of each of its turns, ending
the spell on a success.

545

Appendix 5

101 Adventures and Encounter Seeds

Detailed below are a 101 story seeds and elements you can use for your Great Sultan with his blistering leprosy and may only be healed by one
party when they are traveling in the Plane of Molten Skies, the City of who is a devout worshipper of Anumon. Shazabar was once a learned
Brass, and the surrounding lands. scholar within the city and a keeper of lore within the forbidden confines
of the Great Repository. Should the characters attempt to help or befriend
Plane of Molten Skies Shazabar he may offer them information on surviving the curses and
horrors of the Repository. If the characters are cruel to Shazabar, he gathers
1. Chietan Sky Pirates: These unlicensed raiders sail the low stratosphere a handful of his ichor-soaked rags and hurls it upon them, attempting to
of the Plane of Molten Skies searching for any prey which could turn a profit pass his disease before teleporting to a safer locale within the Plane of
in the City of Brass in their small, fast, two-bowed, lateen-sailed Dhow. Molten Skies.
Generally crewed by 10 to 12 chietan raiders, the pirates capture their
quarry by hanging roughly 30 feet above the ground and dragging a large 5. Snowstorm: A random location suddenly sees a drop in temperature
fishing net beneath their ship. They attack by diving from a few hundred feet and within minutes, heavy snow begins to fall covering a radius of about
before pulling up and literally dragging the ground below them. The attack 1 mile. Onlookers stand staring; others play in the storm or run from it,
covers an area of 20 feet by 30 feet. Those trapped within the net are as if as many have never seen snow. Fire-based creatures immediately seek
trapped in a large fighting net (See PHB) requiring a DC 25 Strength check shelter from the dropping temperatures and falling snow. The storm lasts
or a DC 20 Escape Artist check to break free. Captured individuals are taken 1d6+4 minutes before dissipating. The temperature in the area however,
to the Corsair docks and sold into slavery. doesn’t seem to be returning to normal and the snow generally remains on
the ground where it fell. The storm is the result of a powerful spell cast by
Pirate Airship Dhow an ice wizard hidden somewhere in the nearby mountains or plains. The
wizard’s purpose for the spell — to cool off enough of the Plane so he can
An airship dhow is 40 foot long and has two pointed bows fore amass an army of ice elementals and cold creatures to take control of at
and aft. They are easily crewed by 10 to 12 and have a carrying least part of this plane and crown himself ruler.
capacity of 50 tons. An airship dhow travels at a speed 10 miles
per hour (100 ft. per round). An airship dhow is AC 25 and has 6. Umaadi Bandits: A nomadic troupe of vampiric bandits traverses the
100 hp per 10-foot section. Plane atop their nightmares, moving quickly across the land. Due to the
harsh light of the Plane of Molten Skies, the Umaadi cover themselves from
2. Sheik Farha Al Jabarra the Junk Merchant: A line of eight fire head to toe in dusty sand-colored robes, and cover any exposed portions of
drake1 drawn wagons plies its way across the Plane of Molten Skies with their bodies with the bandages of the dead, including their faces. They leave
destinations of the Bazaar of Beggars and ultimately the City of Brass. only a slit for their mouth and eyes open and often wear goggles carved
Four caravan scouts ride the cardinal points keeping a lookout for bandits, from ivory with a thin slit which serve to block out dangerous light, yet
beasts, and other menaces of the tumultuous plane. allow them to see over a broad horizon. The Umaadi are nomadic, having
no allegiances to the Sultan of Efreet1 or his minions, or to any of the other
This is the caravan of Farha Jabarra the Junk Merchant. Farha lesser powers of this heat scorched realm. Among their treasures is a Writ of
and his men explore the planes of Earth, Molten Skies, the Material, and Passage allowing entrance into the City of Brass.
other planes in between in search of “other people’s junk”. Aside from the
collecting and resale of wrecked and ruined treasures, Farha and his tribe 7. Rise of the Machines: A portal opens somewhere on the Plane of Molten
are known to occasionally have useful items for sale. Skies to a machine-world allowing a horde of construct-like machines to pour
through into the Plane, devastating everything in their wake.
Every member of Farha’s tribe is either a wife, son, daughter, nephew,
niece, or other close relative and all honor him as their Sheik and master. The Bazaar of Beggars
They do not take sides, nor participate in political debate, finding the
Sultan of the City of Brass no better or worse than any other despot. They 8. Crossing the Rubicon: Overnight, a mischievous sorcerer splits the
are however careful not to draw too much attention to themselves from Highway of the Damned with a 200-foot wide channel of water. Chaos
their crueler cousins, the burning dervishes. ensues as the Bazaar’s residents clamor to get their fill of precious, untaxed
water. Lady Umau sends in the fire giant and efreeti soldiers under her
Farha may be under attack by some random beast or threat in the Plane of command to cordon off the channel. Slaves add to the press of people,
Molten Skies, be broken down along the path, or encounter the characters ignoring their masters for a taste of the water. Accusations and fisticuffs
when they are exhausted from the heat and dying of dehydration and offer fly. Line cutting becomes rampant. Anarchy threatens to destroy the entire
a hand in exchange for their service getting his haul of trinkets and trash Bazaar, and the adventurers are caught in the middle of it all.
to the City of Brass. Possibly the characters have something he would find
valuable in exchange for magical charms against the intense heat or water 9. Dirty Rotten Scoundrels: The adventurers hire some placeholders
to quench their parched throats. while they go into the Bazaar. When they come back, the placeholders
refuse to relinquish their places. It turns out the group are adventurers who
3. Save the Whales: When the party is traveling near the Lake of Fire, used the placeholder ploy to cut ahead in line rather than taking places
a group of volcano giants approaches them and asks for their help in at the end like they should have when they first arrived. The adventurers
eliminating a large retinue of salamander poachers who are threatening must remove the others from their space without raising the ire of the
the fire whale population. Sahoduin peacekeepers patrolling the Bazaar. Alternatively, this doesn’t
have to happen to the characters but instead happens to another group
4. Shazabar the Leper: Shazabar wanders the Plane of Molten Skies of adventurers. They ask for the characters’ assistance in rectifying the
wrapped in his pus-soaked and dust-covered rags. He was cursed by the wrong, because the fake placeholders are too powerful for them.

546 10. The Dog Catchers: A pack of justice-seeking blink dogs keeps the
northwestern side of the Bazaar free of crime and corruption. Nobody

knows why the pack moved into the Bazaar, or when really, but they do accustomed to his irritating presence, he attempts to surreptitiously place
know the dogs are ruining the local economy. The adventurers either a scroll into one of the adventurer’s possessions. The scroll is a piece
have a run-in with the blink dogs because they did something morally of religious contraband that provides a stirring account of the Dead
questionable, or the Bazaar’s residents hire them to kill the dogs. Sultana’s struggles and ultimate defeat and foretells that she will one day
rise again in triumph. If the guardians find the scroll, it is confiscated
11. Dust Storm: A sudden dust storm comes in from off the plains. and the adventurers are fined 1,000 bp and delayed several hours, if not
The entire Bazaar locks down for the next 12 hours. People unfortunate days, while they are questioned. Should the players manage to get the
enough to be on the Highway must try to survive it as best they can, while scroll through the Great Gatehouse, the rogue attempts to reacquire his
outsiders inside the Bazaar proper must try to find shelter. The locals will belongings from within the City and deliver it to his client, a priest of
gladly take them in, albeit for a steep fee. The adventurers wind up in the Anumon, who holds hidden services to his god in various locales amongst
tent of a family whose patriarch lies sick with a deadly gangrene infection the destitute of the basin.
in his leg. If he can’t get medicine from the local cleric before the storm
ends then he will sadly die. 20. Mysterious Palanquin: Three fire giant eunuchs bear a disturbing
brass palanquin carved with images of mortal suffering and woe. If the
12. The Fast and the Furious: A gang of young flying carpet riders characters investigate, the palanquin holds Mother Superior Caircheval, a
often race through the dizzying tangle of alleys in the Bazaar, wreaking beautiful female cleric of Lucifer who travels to the Cathedral to pay homage
havoc wherever they go. As the adventurers are minding their own to her dark master. She converses freely with the characters, regardless of
business, the carpet riders come tearing toward them. They douse the their alignments and expresses carnal interest in any obvious paladin types.
characters with indelible red ink as they careen past, laughing wildly at
their “awesome” prank. The residents in the area can only sigh and shake 21. Pilgrim Tossing: Four off-duty drunken fire giant soldiers indulge
their heads. Maybe someday someone will do something about those themselves by grabbing random passersby and seeing how far they
annoying kids. can throw them from one side of the bridge to the other or at fleeing
pedestrians. Particularly good throws mean that the unlucky “projectile”
13. Festival of Blood: Once a year, the Bazaar’s children come to the flies off the side of the bridge and into the burning sea below rather than
side of the Highway of the Damned to throw rocks, nails, and barbed just impacting into the hard obsidian surface of the bridge. One of the fire
sling bullets at those in line. This is the Festival of Blood, commemorating giant decides that one of the adventurers looks particularly aerodynamic.
something in the Bazaar’s early history, though nobody really knows what
anymore. The adventurers can either stay in line, dodging bullets, or they 22. The Prophet: An ancient wrinkled gnome offers to foretell the
can duck into the Bazaar to avoid the ritual altogether (and possibly lose party’s future for 100 bp. Roll or pick a random encounter anywhere on
their places in line). Sahoduin enforcers do nothing to prevent the assault, the Plane of Molten Skies or inside the City of Brass. Relate the encounter
since it is part of the Bazaar’s longstanding tradition. to the adventurers in general terms but provide visual clues to a specific
location for the encounter. When the adventurers come to that location,
14. Help me, Abey wan Qanabi: Three ghostly women occupy a random the encounter automatically happens.
alley in the Bazaar, pleading with passersby to rescue them from their cruel
master, a prominent outlander noble. They are dead, unable to rest in peace 23. Slavers with a Gold Dragon: One hundred azer slaves, whipped
until someone avenges them and gives their bones a proper burial. by 4 babau overseers, each astride a fiendish triceratops, pull a massive
wheeled cage containing a much-abused gold dragon. The bars of the cage
15. Mendicant Wizard: A crippled man with stumps where his hands are made of petrified rampant unicorns and lidded by green-hued steel.
used to be lies in the middle of an alley path, a worn alms bowl before Bits of flesh and hair cling to the wheels, with fan-like stains of blood
him. As people pass, he bobs his head up and down pleading for mercy spread over the bars and the sides of the wagon. Sickly, swarms of quasits
toward a poor old veteran. As the adventurers pass, he begs for a coin or roam the body of the gold dragon, prying away scales from its living
two. If they do indeed donate to him, he thanks them profusely. He also flesh, snapping horns and bone ridges from its body. The dragon responds
casts a beneficial spell upon them. If the characters don’t donate, then their with an occasion swat of its tail, crushing a demon to pulp, where his
lack of compassion offends him, in which case he creates 4 illusions of brethren leave the dragon to devour the corpse. The babau plans to take
himself that follow the adventurers for 6 minutes, berating them loudly. this subjugated dragon to a slaughterhouse where its flesh carries a high
price to discerning consumers.
16. Shakedown: One night in the Bazaar’s public tents, the adventurers
receive the pleasures of a dancing woman in their room. The next day, the 24. Sudden Appearance: Appearing in front of the line to gain entry
woman’s husband shows up with Sahoduin enforcers in tow claiming the into the City of Brass is a cloaked figure bearing a slender staff capped
adventurers corrupted his wife, seducing her into infidelity. According to with a brass ram’s head. In his other hand, he bears a rod of embassy. The
local custom, a man who sleeps with another man’s wife is to be staked to wizard is actually an avoral in disguise. If the heroes uncover the identity
the ground on the open plain for seven days as punishment. The enforcers of the celestial, they may take the rod for themselves, of course after
let the adventurers off the hook if they pay a substantial fine instead. dispatching the angel — a truly evil act, and enjoy unlimited movement
throughout the city. The Rod is a fake, something not even the celestial
17. Yo, Jimbo: Two warring beggars’ guilds have thrown the realized. If an authority figure inspects the rod and identifies it for what it
southeastern end of the Bazaar into turmoil. A young boy whose father really is, the characters face serious trouble. The avoral intends to infiltrate
was killed in the crossfire secretly approaches the adventurers one night to the City of Brass to acquire intelligence regarding the kidnapping and
plead for the help. He hopes they can put down one guild or the other so processing of celestial creatures.
that peace will return to the neighborhood.
25. Stop! Thief!: Alif Q’Ban identifies one of the characters as an easy
The Obsidian Bridge mark. The thief follows the characters from a safe distance, watching and
gauging the most appropriate moment — such as when the character is
18. The Bound Efreet: An efreeti and his enslaved wizard run a racket alone — to spring forward and snare a loose item, money bag, or the
to fleece people of their money and their freedom. The wizard offers the like. If the characters detect the thief and manage to snare him, he vows
adventurers easy access to the City of Brass. He will sell them forged writs to be a guide through the city for as long as they stay and spare his life.
for 100 bp and fake Rods of Embassy for 600 bp. All these items seem to He follows through his vow until such time as he can make a safe escape.
be authentic but are marked in a special way so that the guardians at the
Great Gatehouse spot them instantly with a successful DC 15 Wisdom 26. Unruly Wizard: Yuen the Lame, a wizard of great power named for
(Perception) and the viewer must have seen and examined an authentic his pronounced limp and slack features, argues with 4 efreeti guards at the
writ or Rod. The guardians confiscate the illegal items and fine their Bab al Baquarra regarding the entry of his huge water elemental cohort.
owners 1,000 bp and refuse them entrance into the City for 24 hours. As the heroes approach, Yuen’s tone rises to a near shriek as he berates
the guardians of the gate for not knowing who he is. Heroes intervening
19. The Mule: The adventurers are approached by a disheveled beggar and calming the situation receive advantage on all Charisma-based checks
who offers to help the group (for a few simple coins) with advice about the made against the efreeti guards within the next hour. If the characters fail
various intricacies of gaining entrance into the City of Brass. If paid any to intervene within 1 minute, a pit fiend eunuch arrives with a contingent
reasonable amount, he provides the adventurers with basic information of 5 horned devils to attempt to destroy the offending elemental, subdue
about the City. Even if ignored, he walks alongside the party offering the wizard and transport him to the Minaret of Screams.
various commonly known facts about the City. Once the party has grown
547

The City of Brass (General) the urn’s stopper, but warns that the urn must not be removed from its
vault or an alarm sounds. What the gnome does not know is that there
27. Wanted!: The party is shocked to discovered placards being put are over a dozen such urns in the room, and the identity of each owner is
up depicting one of their male numbers, with the message, “Wanted! The not clearly marked. If characters open them all, they earn an enemy in the
head of this adventurer, 2,000 bp Reward.” There follows a brief but fairly efreeti noble and unlikely allies elsewhere.
accurate description of the character, and an address to take the head to to
claim the reward. Soon after these appear, the character becomes a hunted 36. The Planar Ship: An efreeti explorer is planning an expedition
man. The reward has been offered by a wealthy dealer in magical bronze in his planar vessel to the Steel Garden. He seeks crewmembers to serve
items. He recently nearly caught one of his concubines with a paramour. as soldiers and help maintain his brass vessel. The pay is good, but the
When he demanded an explanation for her disheveled appearance, she casualty rates for such expeditions often run 70% or higher, so there are
claimed the room had been visited by an interloper, and names the first few willing to risk it. The efreeti is not above hiring a pressgang of efreeti
person to come to mind — a passerby on the street, hurrying to get where thugs to snatch victims from the streets and put them to work on his
he is going (the character in question). vessel. Of course, the raid on the Steel Garden itself is only one of many
possible perils, and if the planar ship is damaged there’s no telling to what
28. The Wheel of Fire: A great wheel of green flame appears in the strange places it might drift.
sky one morning, raining down blue sparks like snow. Is this an omen of a
god’s birth or death? The power of an artifact? A new spell by the ruler of 37. The Riddleless Sphinx: While in a bar or other public meeting
the City of Brass? A scout for an invasion of otherplanar beings? area, the characters note a drunken gynosphinx downing firewine by
the bucket. Every riddle she has posed has been answered, starting with
29. Imitation is the Sincerest Form of Flattery: A group of lower her signature riddle, and moving right through the rest of her repertoire.
level NPCs tries to pass themselves off as the characters — poorly. Works She has become a laughingstock among her kind, and powerful patrons
best if the characters have a reputation for them to trade on. looking for a guardian have heard of her reputation, and regularly pass
her over when seeking a guardian beast. Now she is on a quest for new
30. Street Artists: An art fair of fire sculptors is advertised. characters riddles, ones so challenging that even other sphinxes would be stumped by
may be asked to judge. The art, must be fire produced exclusively by them. If the characters were to help her succeed in this, they would earn
nonmagical means (can use herbs, different shaped burning receptacles, her undying gratitude.
etc. though).
38. A Little Humor Never Hurt Anyone: A tall, rangy janni observes
31. City of Brassmen: A new fad arises in the City: cheap brass the characters from the crowd when they have an unrelated encounter or
humanoid clockwork constructs. They are actually secretly controlled by altercation in the street. Afterwards, he approaches the characters with
the Nightfall Concordance, but to what end? words of sympathy or congratulations as appropriate, and offers to buy
them drinks at a local drink shop and hear more of their exploits. In
32. Playground: A swirling vortex of interwoven flames dances down fact, “Alfiq” is a fictitious name of the troubadour Al-Amasai, master of
the street. This is not a weather phenomenon, but a group of juvenile fire “Almasai and his Marvelous Troupe of Bunglebobs,” a notorious satirist
elementals playing tag. When it reaches the characters, it breaks up, with company in the City of Brass. Two to three weeks after pumping the
young fire elementals shooting everywhere, chasing one another and characters for information, he puts on a new performance piece satirizing
getting underfoot. The city residents largely ignore them, except when the characters’ exploits as described to Alfiq; the performers all resemble
they get in the way. Those without fire immunity may find them more comical versions of the characters. See to it that the characters take in
troublesome. one of these performances, perhaps while on unrelated business, or in
the course of an investigation into the derision that greets them on the
33. Liquid Sky: Dark, sooty clouds roil overhead, cheering up the streets. Assuming the characters are good sports, Al-Amasai might even
locals in the City of Brass. One minute later, it begins to rain molten lead. share his good fortunes with them, granting them a fabulous mysterious
Characters caught within the downpour take 3d10 points of fire damage magical box whose properties he has been unable to fathom. If nothing
each round of exposure unless they are immune to fire. Efreet and other else, the characters will gain fame in the town, although perhaps not for
fire-loving creatures come out and stand beneath it, laughing as they enjoy their bravery and heroics.
the fresh, tingling sensation of the liquid metal. Those not immune to fire
may find the experience less pleasant. The molten shower lasts for 2d6 39. Perilous Beauty: A mob of jeering, angry efreet come bustling
minutes, and instead of cooling, the fallen lead evaporates within 2d12 down the street, nearly overwhelming the screams of a woman in their
minutes unless bottled or contained somehow. midst; those with sharp eyes occasionally catch the flash of tanned, smooth
human skin at the heart of the pack. The mob proceeds to a nearby square,
34. Infestation: A local wizard with a fondness for strange life forms where the mob spreads out, revealing a captive woman bound in chains
recently had an accident in the lab, and his breeding stock of variant al- being hauled by a group of powerfully muscled efreet. As they throw her
mi’raj (see the Tome of Horrors) escaped. Unlike standard al-mi’raj, this
strain is immune to fire, and left unchecked, reproduces at an alarming in a cage, characters can see that the woman has a pair of small, dainty
rate. A bounty of 1 bp per dead al-mi’raj is instated, and characters may horns, a long, graceful barbed tail, and batlike wings — a succubus! She
make some money hunting these things down, but eventually the problem was the plaything of an efreeti noble, hoping at first to seduce him and
threatens to escalate beyond anyone’s control. To stop the threat, someone drain his life essence, but instead managed to enrage him, and now faces
needs to investigate the source of the infestation, rescue the wizard who a week of torture and humiliation, followed by transport to the Abyss and
created them from a stasis field, and together figure out a way to end the permanent death. Amaya, the succubus, desperately wishes to avoid this,
threat. and pleads and begs for anyone to assist her. If the characters listen to
these pleas, she offers to serve whosoever frees her faithfully and truly for
35. Out for a Walk: While traveling the streets of the City, the street a year and a day, and swears whatever oaths she needs to get her saviors
ahead of the characters clears of traffic. Within moments they are the to agree. She is in fact truthful, and serves out her sentence dutifully for
only ones left visible, though they can hear the click-click sound of the stated period if freed, though the manner in which she performs this
claws coming from a side street. Assuming they don’t flee, they see a service depends on the alignment of her new masters, and the strength of
wizened, gnome-like humanoid round the corner, leading a large-sized the oaths she is made to swear. Amaya can be a powerful but headstrong
reptilian beast that they may recognize as being markedly similar to the ally, seducing characters if she can (with talk and verbal persuasion only if
legendary tarrasque in appearance, though slightly smaller. The gnome- they tell her not to use her powers against them), even as they possibly try
figure leads the beast by a fine golden chain. If he sees the characters, to convert her from evil. Of course, the characters must first free Amaya
he approaches them. He is a slave to an efreeti noble, whose task is to from her captors.
care for the noble’s “minirasque”. (The minirasque has all the stats of the
tarrasque, with AC and attack rolls adjusted for its smaller size, ability 40. Dreadfire Plague: The characters witness an efreeti staggering
score and natural armors reduced for its smaller size) Though placid at the down the street covered in azure flames. She looses a scream and dies,
moment, the minirasque is highly excitable, and if it goes on a rampage her body charred blue. Guards surround the corpse and gathering crowd,
the destruction it can cause is truly terrifying. The gnome is desperate to letting none leave. The efreeti died of a disease called dreadfire which
escape his bondage, and may ask those courageous enough to help him. It lowers an efreeti’s immunity to fire and causes them to spontaneously
seems the efreeti noble keeps the gnome’s soul locked up in a small brass
urn in his estate. He states that his soul can be freed by simply removing

548

combust into blue fire. An efreeti noble offers the characters a handsome disappears immediately after firing his crossbow. If the assassin knows
reward if they travel to the Para-elemental Plane of Ice and retrieve the that a character saw him, a khalafi assassin from the Fahd al An’il picks up
cure — a substance known as icefire. There they encounter the frost the character’s trail within 1d4 hours and attempts to silence the character
creatures and genies responsible for the latest outbreak of dreadfire. in the most permanent of ways.

41. Mistaken Identity: Out of the crowd near the characters an 47. Impostors: Three mercenaries bearing the symbol of the Bureau
assassin strikes, targeting one of their group. The efreeti assassin was sent of Taxation approach the characters. They examine the characters’
to slay one Bertram Balagan, a humanoid of the same type and general equipment, claiming that this is a routine tax collection. Have the
appearance as the character. The assassin was hired by an efreeti noble characters make a DC 18 Wisdom (Insight) to see through the ruse. Each
to gain revenge for a betrayal. If characters wish to get to the bottom of of the mercenaries is disguised with an alter self spell. If the characters
this and avoid future assassination attempts, they need to ferret out the refuse to pay, the mercenaries move on claiming that the Sultan will hear
truth and help track down Bertram or somehow get the noble to rescind about it. If the characters give any clue that they know about the deception,
his contract. the mercenaries attack in an attempt to silence them.

42. Alms for the Poor: A blind beggar, calling out for alms, pesters 48. Deathly Chill: As the characters pass by a dark alleyway, they see a
the party. This is actually the Sultan of the Efreet in disguise, keeping an body in the alleyway. Closer examination of the body reveals it to be that
eye on doings in his City. Unlike the classic stories of benevolent kings of an efreeti — dead no more than a few hours. If a character examines his
dressed as beggars, the Sultan has little respect for those who are foolish wounds closely, they discover that the wounds appear frostbitten. If they
enough to actually hand over hard-earned coin to the weak. Parties that use a speak with dead spell, or any other similar mode of communication,
show more spirit, even roughing him up a little, are more likely to win his the efreeti give them his name, as well as a description of the killer, a frost
approval. During the encounter, the Sultan assesses the characters, and giant assassin who had been sent to kill an efreeti noble.
if he decides that they are competent, he may subsequently contact them
through an intermediary for clandestine missions on his behalf. 49. The Gambit: The adventurers are set upon by a group of six
mercenaries. They are all under the effects of an invisibility spell, and
43. Comes the Tax Man: The characters find themselves in a tavern have a traveling silence spell to conceal their approach, as well as to
or other food-serving establishment and overhear an argument nearby neutralize any spellcasters in the group. They attempt to subdue and detain
between the owner of the establishment, a burly efreeti, and a scrawnier any character that looks as though she can handle herself in a fight and
efreeti backed up by two hulking efreeti guards. The scrawny fellow is take them to the House of the One-Eyed Jack. There the characters are
dressed in some kind of official-looking outfit. Though his side of the sold to Morhidd for use in the Gambit. Any character that is unsuitable
conversation is too faint to make out, the owner protests in a loud voice for fighting in the pit is left bound and gagged, likely to end up in the
that he does not have the money now, he can’t access it yet, etc. After a infirmary.
few more threats, the scrawny efreeti and his guards exit, and the owner
sits on a stool in an obvious state of anxiety and depression. If approached, 50. Fiery Blast: The unsuspecting adventurers stop to inspect the clear
he relates that his funds are kept safe in a magical chest, but the key to it liquid of the ditch that surrounds the lower basin. There is a 20% chance
has been stolen, and he needs the key to access it. If the characters show that the liquid spontaneously ignites sending a blast of fire 20 feet into the
interest, he offers them a reward to retrieve either the chest, intact, or find air and likely onto the characters.
and return the key. The chest is on a pocket plane (a demiplane) and the
key was stolen by a thief hired by the tax man himself. 51. Collection Patrol: The adventurers happen to be in the path of a
patrol unit of three burning dervish wizards1 and two fire giant enforcers
44. The Rage of Angels: Without warning, a host of winged celestials who are in search of slaves and potential members of the Legion of
descend upon the City of Brass, weapons in hand, and start laying waste Marmalukes. The patrol uses force only if necessary, as the wizards
to the populace. These celestials have been sent from their home planes attempt to dominate or charm their victims first.
to scourge the city in punishment for a recent action — the capture,
imprisonment, and torture of a planetar. They attack anyone they encounter, 52. Petty Thieves: The adventurers are followed by a rag-tag group
unless their potential victims can prove they are good-aligned, in which of five thieves from The Nest. If noticed, the thieves melt away into the
case their foes are captured, escorted to a secure point, and interrogated. crowd, and there is a 30% chance that they return later with four higher
When the celestials are satisfied that their prisoners are agents of good, ranking members of their group. If they return, they attempt to corner
and understand why they are in the City of Brass, they may recruit them the adventurers with the ultimate intent of doing whatever is necessary to
to aid in rescuing their captured friend from the palace of the Sultan, or relieve the characters of their valuables. The thieves do not hesitate to kill
simply have them hold tight until the angelic beings are sated and depart. to get what they want.
This entire event could be one swift but bloody skirmish, or the beginning
of an ongoing campaign, turning the City of Brass into a three-way war The Heyyab District
zone between the locals, the celestials, and opportunistic fiends looking to
strike at their mortal enemies. (Lower City)

45. Visitation: One night as the characters sleep, one of them has a 53. Slaver Press Gang: Press gangs are common all over the City, but
dream, where an angelic figure presents itself and begs for the their aid. more so in the Lower City. While minding their own business one night
This mission can be just about anything the DM wishes to run — retrieving in the streets, the adventurers have a run in with a press gang of six thugs
an item from a local stronghold, investigating a nearby dungeon, taking and their leader who intend to take them alive and sell them in one of the
on an adversarial organization, etc. In fact, the “angel” is a magical City’s many ubiquitous slave markets.
projection produced by the witch Abbasa’am, who in turn was hired
by Farouk ab-Nassi, a notorious spy and troublemaker. He is currently 54. Escaped Slaves: A group of former slaves habitually mugs wealthy
working for a rival of whoever is in charge of the fortress, group, etc. the looking freemen from a shadowy alcove off the main streets or in the
angel vision pits the characters against, and is looking to stir up trouble. dark, crowded alleys. If a fight turns against them, and it undoubtedly
It is possible, though unlikely, that the characters may learn of the true will against a powerful party because of their utter lack of experience,
source of this vision. If they are particularly successful on the mission, they flee.
they may receive further visions as well, for as long as Farouk thinks he
can use the characters as stalking horses. 55. City Guard: A squad of 4 fire giant soldiers, their sergeant, and an
efreet officer stop the adventurers at random to see their travel permits, or
The Lower City papers, or whatever. The soldiers hassle them until either the adventurers
fight back or offer them a substantial bribe. If neither happens, they squad
46. Unfortunate Witness: While traversing the basin, the characters arrests them for some bogus irregularity or violation of the law.
hear the unmistakable twang of a crossbow string, and can make a DC
22 Wisdom (Perception) check to identify the shooter. The shooter is a 56. Hell’s Angel: A blackguard falls screaming from the Middle or
halfling in the window of a nearby building firing at an unseen target. He Upper City, impacting soundly with the ground not 10 feet from the
adventurers. Seconds later, a horrifying whinny can be heard above them.
Looking up, they see an enraged nightmare flying right at them. It thinks,
perhaps, they are friends of the dead man who tried so rudely to break
it….

549


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