Appendix: Stat Blocks 251 Ezmeralda Small Humanoid (Human), Chaotic Good Armor Class 10 Hit Points 3 (1d6) Speed 25 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) 11 (+0) Senses passive Perception 10 Languages Common, Gnomish Challenge 0 (10 XP) Proficiency Bonus +2 Born of a Book. Ezmeralda is a magical manifestation of a character from the book Ezmeralda and the Tale of the Talking Toad. If the enchanted book is opened, Ezmeralda appears within 300 feet of it. If it is closed again (or if she dies), she will disappear. If the book is reopened, she will reappear with full hit points and no memory of anything that happened the last time the book was open. Actions Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Ezmeralda Ezmeralda is a fictional character from a children’s book given form and apparent life by the magic in Azkhell’s library. Ezmeralda is known for going on quaint adventures with her companion, Mr. Toad. She is a polite young girl who is exceedingly curious and adventurous. Gargoth Medium Monstrosity, Neutral Evil Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 10 (+0) 8 (-1) 7 (-2) Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 Petrifying Gaze. If a creature starts its turn within 30 feet of Gargoth and the two of them can see each other, Gargoth can force the creature to make a DC 12 Constitution saving throw if he isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see Gargoth until the start of its next turn, when it can avert its eyes again. If it looks at Gargoth in the meantime, it must immediately make the save. If Gargoth sees his reflection within 30 feet of him in bright light, he mistakes himself for a rival and targets himself with his gaze. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. Gargoth Gargoth is a basilisk trapped within a pocket dimension in Azkhell’s tower. Unlike most basilisks, Gargoth is sentient and capable of forming complex plans and communicating with other creatures. The basilisk is incredibly fond of creating collections of small creatures he has petrified, hoarding these adorable (and macabre) little figurines in a “gallery” of his own design. A curse prevents Gargoth from leaving the pocket dimension that he is trapped in unless he petrifies a Humanoid creature, something the basilisk desperately hopes to do.
252 Appendix: Stat Blocks Giant Gelatinous Cube Gargantuan Ooze, Unaligned Armor Class 5 Hit Points 277 (15d20 + 120) Speed 10 ft. STR DEX CON INT WIS CHA 20 (+5) 1 (-5) 27 (+8) 1 (-5) 6 (-2) 1 (-5) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 120 ft. (blind beyond this radius), passive Perception 8 Languages – Challenge 8 (3,900 XP) Proficiency Bonus +3 Ooze Shape. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull another creature or object out of the cube. Doing so requires a successful DC 16 Strength check, and the creature making the attempt takes 21 (6d6) acid damage. The cube can hold only one Gargantuan creature, or up to two Huge creatures, or up to four Large creatures, or up to eight Medium or smaller creatures inside it at a time. If the cube cannot hold a creature inside of it and that creature attempts to move into its space, the creature is instead repelled, ending its movement within 5 feet of the cube. Transparent. Even when the cube is in plain sight, it takes a successful DC 16 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube. Unusual Nature. The cube doesn’t require sleep. Actions Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 21 (6d6) acid damage. Engulf. The cube moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures’ spaces. Whenever the cube enters a creature's space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 21 (6d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 42 (12d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 16 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. Giant Gelatinous Cube Gelatinous cubes can devour immense amounts of food in a single sitting or can live for excessive stretches of time feeding off refuse and creatures. A gelatinous cube is considered a giant gelatinous cube when it reaches at least 15 cubic feet. The cubes venture through dark passages, growing in size and slowly developing into massive gelatinous cubes that occupy entire rooms, caverns, or open areas. Some witnesses claim to have seen a gelatinous cube so large that it could engulf entire cities, slowly trudging across landscapes as an immense, jiggling mass of doom. Molded. Gelatinous cubes of this size are free moving if they are kept in an environment that they do not entirely occupy. However, if a gelatinous cube is fed consistently (or in one immense sitting) within a room too small to hold it once it reaches its truly immense form, it will become trapped in the area, molded to the walls or structures that contain it. In this state, it is no longer truly a cube and takes on the dimensions of the room that it is held within, reverting to a cube-like form when it is freed. Clever creatures will sometimes use these massive gelatinous cubes as living traps, with unsuspecting victims walking right in.
Appendix: Stat Blocks 253 Illuskhell Medium Construct, Chaotic Neutral Armor Class — Hit Points — Speed 30 ft. STR DEX CON INT WIS CHA — — — 22 (+6) 12 (+1) 16 (+3) Senses passive Perception 11 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Goblin, Infernal Challenge 0 (0 XP) Proficiency Bonus +2 Can’t Touch This. Although Illuskhell looks, smells, and acts like a real person, things other than the stone of entrapment pass through him. Contingent Existence. If any creature realizes Illuskhell is an illusion, Illuskhell disappears, essentially slain. Illusion. While Illuskhell can hold his stone of entrapment, move, and speak, he cannot otherwise interact with the world. A creature that uses an action to make a successful DC 17 Intelligence (Investigation) check will realize Illuskhell is an illusion. Illuskhell Illuskhell is the illusory double of his creator, Azkhell. Illuskhell serves as a living trap within Azkhell’s Tower, potentially imprisoning victims in a pocket dimension. Created of Ennui. Illuskhell was created by Azkhell purely out of boredom and is tied closely to the stone of entrapment within Azkhell’s Tower. Illuskhell himself is rather bored and attempts to lure creatures into touching the stone of entrapment purely out of sport… or perhaps out of a desire to create more illusory doubles like himself.
254 Appendix: Stat Blocks Illya Lillir Medium Fiend (Shapechanger), Neutral Evil Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5) Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Abyssal, Common, Infernal, telepathy 60 ft. Challenge 4 (1,100 XP) Proficiency Bonus +2 Telepathic Bond. Illya ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don't even need to be on the same plane of existence. Actions Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Change Shape. Illya transforms into a Small or Medium Humanoid or back into her true form. Without wings, she loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. Charm. One Humanoid Illya can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Illya’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Illya's Charm for the next 24 hours. Illya can have only one target charmed at a time. If she charms another, the effect on the previous target ends. Draining Kiss. Illya kisses a creature charmed by her, or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Etherealness. Illya magically enters the Ethereal Plane from the Material Plane or vice versa. She cannot use this action while trapped in Azkhell’s magical cage (see page 185). Illya Lillir Illya is a succubus who is trapped by Azkhell in a pocket dimension within the wizard’s tower. Like most succubi, Illya is a slippery temptress who uses her wiles to corrupt and seduce all those around her.
Appendix: Stat Blocks 255 John Black Medium Humanoid (Elf), Neutral Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 1/4 (50 XP) Proficiency Bonus +2 Born of a Book. John Black is a magical manifestation of a character from the book Weather of the Darklands of Vlaskhell. If the enchanted book is opened, John appears within 300 feet of it. If it is closed again (or if he dies), he will disappear. If the book is reopened, he will reappear with full hit points and no memory of anything that happened the last time the book was open. Fey Ancestry. John has advantage on saving throws against being charmed, and magic can’t put him to sleep. Trance. When John meditates deeply for 4 hours, he gains the benefits of a long rest. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 6 (1d8 + 2) piercing damage. John Black John Black was a long-ago cartographer who charted the Darklands of Vlaskhell and wrote about his travels there. Due to his uncovering of several secret vampire outposts, he came to an untimely end once his work started becoming known, but a copy of his Weather of the Darklands of Vlaskhell was acquired by Azkhell, who enchanted it to bring John to apparent life.
256 Appendix: Stat Blocks Lady Sarah Olden Medium Humanoid (Elf), Lawful Good Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Saving Throws Con +4, Wis +2 Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Common, Elvish Challenge 3 (700 XP) Proficiency Bonus +2 Born of a Book. Lady Sarah is a magical manifestation of a character from the book The Siege of Havdhir. If the enchanted book is opened, Lady Sarah appears within 300 feet of it. If it is closed again (or if she dies), she will disappear. If the book is reopened, she will reappear with full hit points and with no memory of anything that happened the last time the book was open. Brave. Lady Sarah has advantage on saving throws against being frightened. Fey Ancestry. Lady Sarah has advantage on saving throws against being charmed, and magic can’t put her to sleep. Trance. When Lady Sarah meditates deeply for 4 hours, she gains the benefits of a long rest. Actions Multiattack. Lady Sarah makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Contingent Leadership (Recharges after a Short or Long Rest). For 1 minute, Lady Sarah can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Lady Sarah. A creature can benefit from only one Leadership die at a time. This effect ends if Lady Sarah is incapacitated. Unless a creature has succeeded on a DC 14 Charisma (Persuasion) check to rouse Lady Sarah to battle, she cannot use this action. Reactions Parry. Lady Sarah adds 2 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. Lady Sarah Olden Lady Sarah Olden is a historical figure of great renown, and her deeds are recorded in the greatest detail within the book The Siege of Havdhir. She can be given form and apparent life by a magical book within Azkhell’s tower, reenacting the titular battle for the city of Havdhir against orcish hordes from the west. The version of Lady Sarah that is summoned from the magical tome within Azkhell’s library is despondent and losing the battle against the orcish hordes; it represents this fabled knight at her lowest point.
Appendix: Stat Blocks 257 Mr. Toad Large Beast, Chaotic Good Armor Class 12 Hit Points 187 (25d10 + 50) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 13 (+1) Senses darkvision 30 ft., passive Perception 10 Languages Common Challenge 5 (1,800 XP) Proficiency Bonus +3 Amphibious. Mr. Toad can breathe air and water. Born of a Book. Mr. Toad is a magical manifestation of a character from the book Ezmeralda and the Tale of the Talking Toad. If the enchanted book is opened, Mr. Toad appears within 300 feet of it. If it is closed again (or if he dies), he will disappear. If the book is reopened, he will reappear with full hit points and no memory of anything that happened the last time the book was open. Standing Leap. Mr. Toad’s long jump is up to 25 feet and his high jump is up to 15 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target is grappled (escape DC 13) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and Mr. Toad can't use his Bite attack on another target. Bonus Actions Swallow. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller target grappled by Mr. Toad. Hit: 12 (3d6 + 2) piercing damage. The creature is also swallowed, and the grapple ends. The swallowed target is blinded and restrained, has total cover against attacks and other effects outside Mr. Toad, and it takes 10 (4d4) acid damage at the start of each of Mr. Toad’s turns. Mr. Toad can have only one target swallowed at a time. If Mr. Toad takes 10 damage or more from a creature inside him, he must succeed on a DC 18 Constitution saving throw or regurgitate the creature. If Mr. Toad dies, a swallowed creature is no longer restrained by him, Mr. Toad vanishes, and the creature lies prone in the space Mr. Toad previously occupied. Mr. Toad Mr. Toad is an imaginary character brought to life by an enchanted book. Mr. Toad serves as a loyal companion to another of the book’s characters, Ezmeralda. In his story, he is often a comedic character, one that can talk and speaks in a very sophisticated, posh tone. Mr. Toad frequently harrumphs at what he considers a lack of gentility, though he puts up with the childish antics of his favorite person in the world: Ezmeralda, with whom he has had many adventures.
258 Appendix: Stat Blocks Pike Stoneshoulder Medium Humanoid (Dwarf), Chaotic Neutral Armor Class 15 (studded leather) Hit Points 75 (10d8 + 30) Speed 25 ft. STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 14 (+2) 11 (+0) 14 (+2) Saving Throws Str +4, Dex +5, Wis +2 Skills Athletics +4, Deception +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Dwarvish Challenge 0 (10 XP) Proficiency Bonus +2 Dwarven Resilience. Pike has advantage on saving throws against poison. Stonecunning. Whenever Pike makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check instead of his normal proficiency bonus. Tool Proficiency. Pike is proficient with mason's tools. Actions Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1 + 2) bludgeoning damage. Pike Stoneshoulder Pike Stoneshoulder is a dwarf of criminal disposition. He has been imprisoned in a pocket dimension by order of the Triumvirate as punishment for attempting to rob Lorton Bank, killing several innocent people in his attempted heist. While not an inherently bad man, Pike does what he feels he must to get by; and, occasionally, people are hurt in the process. Pike has spent the past several decades attempting to find a key that will free him from his prison. Restigi Medium Humanoid (Lizardfolk), Chaotic Good Armor Class 15 (natural armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 12 (+1) 12 (+1) 7 (-2) Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Common, Draconic Challenge 1/2 (100 XP) Proficiency Bonus +2 Hold Breath. Restigi can hold his breath for 15 minutes. Jungle Camouflage. Restigi has advantage on Dexterity (Stealth) checks made in jungle environments. Actions Multiattack. Restigi makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Restigi Restigi is a lizardfolk who was captured by Azkhell during one of the mage’s forays into the jungle regions that lie far from the lands of Havdhir. Restigi comes from a unique lineage of lizardfolk: a reclusive tribe that is suspicious of anyone and everything foreign. Due to their fear of the unknown, they have developed the ability to camouflage themselves. In Restigi’s case, this suspicion was well placed, as the first foreigner that he met kidnapped him and trapped him within a tower for study.
Appendix: Stat Blocks 259 Rhet Tikha Medium Undead, Lawful Evil Armor Class 11 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 15 (+2) 6 (-2) 10 (+0) 12 (+1) Saving Throws Wis +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) Proficiency Bonus +2 Born of a Book. Rhet Tikha is a magical manifestation of a character from the book Rhet Tikha’s Curse. If the enchanted book is opened, Rhet Tikha appears within 300 feet of it. If it is closed again, he will disappear. If the book is reopened, he will reappear with full hit points and no memory of anything that happened the last time the book was open. Immortal. Rhet Tikha cannot be killed. If he is reduced to 0 hit points, he regains consciousness 1d4 rounds later with all of his hit points restored. Sarcophagus-Bound. If Rhet Tikha is returned to his sarcophagus, he cannot escape it until a creature outside opens the lid. Actions Multiattack. Rhet Tikha can use his Dreadful Glare and makes one Rotting Fist attack. Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. Rhet Tikha targets one creature he can see within 60 feet of him. If the target can see Rhet Tikha, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of Rhet Tikha's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Rhet Tikha The historical Rhet Tikha was an evil spellcaster who was sentenced to death when evidence of his horrid practices was uncovered. As punishment for his crimes, Rhet Tikha was cursed, forcing him to walk the earth in eternal agony as a mummy if he were ever exhumed—and if he were then forced back into the sarcophagus he would stay a conscious Undead, trapped forever unless someone should release him again. Rhet Tikha’s history (including his discovery by Sir Ferdinand Baldwin) is detailed in one of the books in Azkhell’s library. A copy of the mummy is given form within the wizard’s tower by means of the tower’s magic.
260 Appendix: Stat Blocks Scroll Golem Huge Construct, Unaligned Armor Class 12 (15 with mage armor) Hit Points 127 (17d12 + 17) Speed 30 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 18 (+4) 15 (+2) 10 (+0) Saving Throws Dex +5, Int +7 Skills Arcana +10, History +10, Perception +5, Religion +7 Damage Vulnerabilities fire Damage Immunities acid, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 20 ft., darkvision 60 ft., passive Perception 15 Languages understands the languages of its creator but can’t speak Challenge 6 (2,300 XP) Proficiency Bonus +3 Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Sense. The golem can sense the presence of spell scrolls and spellbooks within 120 feet of it, and it magically knows what spells are inscribed on these scrolls or books. The golem also magically knows what spells a creature can cast if it can see it. Unusual Nature. The golem does not require air, food, drink, or sleep. Actions Inky Spray. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 8 (1d8 + 4) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be blinded 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. Spellcasting. The golem casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15): At will: dispel magic, fog cloud, hideous laughter, mage armor, thunderwave 3/day: lightning bolt 1/day each: bestow curse, fear, polymorph, protection from energy Legendary Actions The golem can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains the spent legendary action at the start of its turn. Inky Spray. The golem makes an Inky Spray attack. Inscribe Spell. The golem inscribes a new spell on its body, regaining one use of one of its used spells. Copy Magic. The scroll golem touches a creature within 5 feet of it. If the creature is able to cast spells, it must make a DC 15 saving throw based on its spellcasting ability. On a failed save, the golem expends one of the creature's spell slots and inscribes on itself a spell the creature knows of that level. This gives the golem the ability to cast the spell once per day as an action. A willing creature may choose to fail its saving throw. A Scroll Golem’s Lair A scroll golem is usually kept as a servant or living spellbook within the lair of another creature; however, the golem’s magic creates a sort of lair of its own. This lair-within-a-lair might be an extensive library, a room filled with books and scrolls, or even something as small as a closet—as long as it is brimming with magical texts. Lair Actions On initiative count 20 (losing initiative ties), the golem can take one of the following lair actions; it can’t take the same lair action two rounds in a row: Absorb Scroll. The golem attempts to absorb the magic of a scroll by targeting a creature that it can see within 120 feet of it in possession of a scroll. The target must make a DC 15 Charisma saving throw. On a failed save, the scroll becomes mundane and useless, and the scroll golem can cast the absorbed spell once as a bonus action. Rebuild Form. The golem draws papers, scrolls, and books within its lair into its form, rebuilding itself. The golem regains 10 (4d4) hit points. Scroll Storm. The golem causes papers, scrolls, and books within its lair to fly about in a blinding whirlwind centered on a point the golem can see within 60 feet of it. The whirlwind of papers is a 20-foot-tall cylinder that is 20 feet in diameter. That area is difficult terrain and is heavily obscured. The cylinder lasts until the golem dies, is on another plane of existence, uses this lair action again, or dismisses the whirlwind (no action required). cont...
Appendix: Stat Blocks 261 Scroll Golem Scroll golems are products of endless hours of study, preparation, writing, and sacrifice by wizards wishing to create living repositories of spells. The golems learn an endless number of spells over time either from willing subjects or by forcibly copying the spells of others. This makes scroll golems both incredibly versatile combatants and servants capable of casting situationally powerful spells a mage may not want to have prepared every day or may not even normally have access to. Fiercely Intelligent. Scroll golems are among the most intelligent of all golems (and are more intelligent than the common person, for that matter). While they cannot speak, they often will communicate through text, scrawling messages on their own forms. Prolonged Purpose. Because of their intelligence, scroll golems do not normally behave erratically or repetitively after the deaths of their masters. Most scroll golems will begin writing novels, recording magical findings, or diving into ancient histories. Scroll golems will record all of their studies into massive treatises (longer than any mortal creature could ever hope to write). Part of their forms, the scrolls accumulate and drag along the floor as the golems record centuries upon centuries of knowledge. For a typical scroll golem, the death of a master is not the beginning of a perpetual life of following a final order but an opportunity for the golem to determine its own fate.
262 Appendix: Stat Blocks Sir Ferdinand Baldwin Medium Humanoid (Human), Chaotic Neutral Armor Class 15 (breastplate) Hit Points current: 5, max: 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 13 (+1) 15 (+2) 17 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 12 Languages Common, Draconic, Elvish Challenge 1/8 (25 XP) Proficiency Bonus +2 Born of a Book. Sir Ferdinand is a magical manifestation of a character from the book Rhet Tikha’s Curse. If the enchanted book is opened, Sir Ferdinand appears within 300 feet of it. If it is closed again (or if he dies), he will disappear. If the book is reopened, he will reappear with 5 hit points and no memory of anything that happened the last time the book was open. Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. Sir Ferdinand adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. Sir Ferdinand Baldwin The historical Sir Ferdinand Baldwin was a fabled adventurer and eccentric obsessed with uncovering ancient tombs and priceless artifacts. He is especially famous for his exploration of the western badlands and some of the ancient burial sites that can be found in the vast deserts there. Sir Ferdinand’s journeys and discoveries are recorded in several tomes. One of them resides in Azkhell’s library and, through the wizard’s magic, gives apparent life to the long-dead adventurer. Starvzkhell Medium Construct, Chaotic Neutral Armor Class 19 (natural armor) Hit Points 121 (27d8) Speed 0 ft. STR DEX CON INT WIS CHA — — — 22 (+6) 12 (+1) 16 (+3) Damage Vulnerabilities fire Damage Immunities poison, psychic Condition Immunities grappled, prone, restrained Senses passive Perception 11 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Goblin, Infernal Challenge 0 (0 XP) Proficiency Bonus +2 Magic-Dependent. A dispel magic (DC 19) or antimagic field spell removes the enchantment on the portrait, destroying Starvzkhell. Starvzkhell’s Lair Starvzkhell hangs on the wall of a massive banquet hall, staring out at the various tables spread about. Starvzkhell’s magical abilities allow him to summon food into this hall, which he does with great abandon, living vicariously through anything that enters the hall and eats. Lair Actions On initiative count 20 (losing initiative ties), Starvzkhell can take the following lair action: Food Summoning. Starvzkhell causes food to rain down within the chamber in which he is hanging. Each creature other than Starvzkhell within the chamber must make a DC 15 Dexterity saving throw, taking 17 (5d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that has total cover from the ceiling (e.g. is under the table) takes no damage. A creature with partial cover from the ceiling (e.g. is under a large shield, a chair, or a companion) takes half as much damage. Starvzkhell Starvzkhell is a sentient figure in a portrait hanging within the tower of his creator, Azkhell. Failed Experiment. Azkhell was attempting to create a version of himself that would eat for him so he would have more time to study, but the mage lost interest in the project partway through, abandoning the sentient painting to its own devices. Painted Sustenance. Starvzkhell cannot die from lack of food, but he also cannot eat anything other than items painted into his portrait. Anything painted into the portrait of Starvzkhell becomes real and usable to him, though he cannot do anything with it outside of the space of the painting.
Appendix: Stat Blocks 263
264 Appendix: Stat Blocks Thomas Damier Small Undead, Neutral Evil Armor Class 11 Hit Points 35 (10d6) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 4 (1,100 XP) Proficiency Bonus +2 Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Horrifying Visage. Each non-Undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One Humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost. The ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn Undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, until the ghost ends it as a bonus action, or until the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends. Thomas Damier Thomas Damier is the ghost of a boy who died as a result of eating poisonous yew tree berries. Thomas is a vengeful, petulant boy, with little interest in anything but getting “justice for his death”… despite the fact that he essentially accidentally killed himself. Thomas believes the yew tree in one of Azkhell’s pocket dimensions is responsible for his “murder” and is determined to see the tree destroyed.
Appendix: Stat Blocks 265 Wandering Armor, The Medium Construct, Chaotic Good Armor Class 18 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 10 (+0) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands Common but can’t speak Challenge 1 (200 XP) Proficiency Bonus +2 Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Born of a Book. The armor is a magical manifestation of a character from the book The Wandering Armor. If the enchanted book is opened, the armor appears within 300 feet of it. If it is closed again (or if the armor dies), the armor will disappear. If the book is reopened, the armor will reappear with full hit points and no memory of anything that happened the last time the book was open. False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. Actions Multiattack. The armor makes two Slam attacks. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. The Wandering Armor The Wandering Armor is a character out of a magical book in Azkhell’s tower given form and apparent life by the magic of one of Azkhell’s libraries. The armor is animated armor; but unlike ordinary armor of this kind, it has sentience, goals, and dreams: Namely, the Wandering Armor desperately wishes to be donned by a noble warrior. However, in the story, the armor consistently fails in this quest since most who see a set of armor without a wearer running toward them often flee. Yew Huge Plant, Unaligned Armor Class 13 (natural armor) Hit Points 59 (7d12 + 14) Speed 20 ft. STR DEX CON INT WIS CHA 19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 10 Languages Common Challenge 2 (450 XP) Proficiency Bonus +2 False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. Yew Yew is an awakened tree residing in a pocket dimension of the tower of Azkhell, the mad mage. The tree has looked out of its pocket dimension and desperately desires to possess statues in one of the other pocket dimensions of the tower. While not evil, Yew (like all yew trees) is highly poisonous and is responsible for the death of a child, Thomas Damier, who ate one of the tree’s berries.
Appendix: Items Appendix: Items 266
Appendix: Items 267 Tavernsbane Freighter Band of Illusion Wondrous item, common This metal band is inscribed with runes that encircle small, embossed eyes. While wearing this band, you can use a bonus action to speak the command word and magically disguise a single tattoo, marking, or blemish on your body. You may also cause a form of disfigurement to appear, such as a missing eye, withered hand, or other malady confined to a single part of the body. The effect lasts until you speak the command word again or the band is removed from your body. Earth Key of Shjekhel Wondrous item, one of a kind This shard of stone is carved with runes in a lost dwarven dialect, and pictograms upon the stone appear to be carvings of dwarven figures working the earth. If this stone is combined with the fire key of Shjekhel and the metal key of Shjekhel, the stones form a puzzle key that can be used to open the gate to the ancient mines of Shjekhel. Stonecunning. If you are holding the key when you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check instead of your normal proficiency bonus. Spellcasting. While you are holding the key, you can cast the mending spell at will. Curse. The curse cannot be removed until the Usurper is removed from Shjekhel. If the key is removed from the possession of the last living creature it was given ownership to by a member of the Shjelborn clan, it reappears the next dawn in the creature’s possession again. Any creature descended from the Shjelborn clan can pass ownership of the key to a successor or successors, passing the ancestral curse on to them. Port City of Havdhir Ale of Ardhos Adventuring gear (50 gp) This ale has a warm, honey-yellow color. Holding it, you feel comforted, as if wrapped in a warm blanket. You can use your action to drink this ale, becoming immune to the frightened condition for 1 minute. Ardhosian Short Ribs Adventuring gear (7 gp) These ribs are coated in a delicious-smelling, red sauce and christened with sprigs of rosemary. You can use your action to eat these ribs and restore 2 hit points. The short ribs also provide enough nourishment for 1/3 day. Bloodstained Havdhir Guard’s Uniform Armor (25 gp) This bloody uniform functions like a chain shirt. While you are wearing it, you have advantage on checks to convince civilians you are a guard of Havdhir but disadvantage on checks to convince guards you are a guard of Havdhir. Book: Filthy Rags Writing (25 gp) This book details life in a city and how to best navigate and survive such an environment. If you spend 1 minute reading the book, you have advantage on Wisdom (Survival) checks made in an urban environment for the next 1 hour. Charlotte’s Famous Bread Loaf Adventuring gear (2 gp) This bread loaf is crisped to perfection and has a beautiful brown glaze. You can use your action to eat this bread, which staves off the effects of extreme cold for 1 hour. The bread also provides enough nourishment for 1/3 day.
Appendix: Items Crystal Elixir Potion (75 gp) This glowing drink is held in an intricate crystal glass, and a small chunk of shimmering crystal slowly dissolves in the liquid. When you drink the contents, you gain darkvision 500 feet, and you grow small crystals on your skin that you can cause to glow by using a bonus action to activate them. The crystals shed bright light in a 60-foot radius and dim light for an additional 20 feet. You can use a bonus action to cause the crystals to stop glowing. In addition, you can innately cast dancing lights and light from the crystals at will. The next time you take a long rest, the darkvision goes away and the crystals are absorbed back into your body, becoming useless. Crystal Lounge Decorative Armor Armor (scale mail), common (requires attunement) This armor is painted with gold and studded with glowing crystals. It is gaudy but likely great for attracting attention or embellishing performances. This armor grants you proficiency with the Charisma (Performance) skill. If you already have proficiency with the Performance skill, it instead grants you a +2 bonus on Charisma (Performance) checks. Dart of Air Breathing Weapon (dart), common This small dart looks like a syringe with a cloudy fluid inside filled with bubbles. A creature hit by this dart must make a DC 18 Constitution saving throw. On a failed save, the creature can breathe air (but not water) for 1 hour. Devil’s Draught Potion, common This small bottle is filled with red liquor that swirls with an immiscible black liquid. When you drink this potion, you must make a DC 13 Constitution saving throw. On a failure, you are poisoned for 1d4 turns. On a success, you gain resistance to fire damage for 1 hour. Faux Vampire Kite Adventuring gear (10 gp) This 6-foot-long kite resembles a vampiric figure: a humanoid with bat wings that flap in the breeze. As an action, you can set up this kite to automatically release, with the time of the release set by you in increments of 1 minute up to 1 hour (you can also cause the kite to release without a delay). The kite is then released into the air. If there is a wind of 4 miles per hour or more, the kite takes flight. As an action, the kite can also be set to automatically reel itself back in, with time for retraction set in increments of 1 minute up to 1 hour from the time of release. Guzzling Goblin Gurgler Potion (50 gp) This half gallon of spirits is held in a ceramic mug with a metal cap that resembles a goblin’s head. When you drink the contents of this mug, you gain a +1 to your Strength score (maximum 20) and a -4 to your Intelligence score (minimum 1) for one hour. At the end of this hour, you must succeed on a DC 13 Constitution saving throw or become poisoned for the next hour. 268
Appendix: Items 269 Hammer of Havdhir Weapon (warhammer), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This weapon is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. If your alignment is not lawful good, you have disadvantage on attacks made with the Hammer of Havdhir. Harpy’s Song Feather Wondrous item (20 gp) This magical feather was used as a garnish for an expensive drink. It hums a soft tune. Havdhir Guard’s Uniform Armor (50 gp) This uniform functions like a chain shirt. While you are wearing it, you have advantage on checks to convince people you are a guard of Havdhir. Lover’s Perfume Potion, uncommon As an action, you can spray the contents of the perfume onto a creature within 5 feet of you or throw the perfume bottle up to 20 feet, shattering it upon impact. In either case (unless the target is willing), make a ranged attack against a creature or object, treating the perfume as an improvised weapon. On a hit, the target is affected by the perfume, with the effects determined by its ingredients. Nightshade. The wearer of the perfume falls unconscious until the start of its next turn. Each creature within 5 feet of the wearer must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Owlbear claw. The wearer of the perfume feels emboldened and is immune to fear effects for 1 minute. Ogre’s toenail. The wearer of the perfume has advantage on grapple checks for 1 minute. Exotic mushroom. The wearer of the perfume must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. Lilies. The Charisma score of the wearer of the perfume increases by 1, to a maximum of 20, for 1 hour. Frog legs. The speed of the wearer of the perfume is reduced by 5 feet. Crushed dragon’s teeth. The wearer of the perfume gains the ability to innately cast the dancing lights spell once. Mermaid’s Piss Ale Potion (1 cp) A disgusting green ale with an incredibly high alcohol content. When you drink this ale, you must succeed on a DC 14 Constitution saving throw or have bright green skin for 1 hour. Micalmork’s Gin Potion (1 sp) A horrid swill created by half-orcs who ferment ingredients in seawater and lime. This is a favorite drink for sailors hoping to avoid sea lung and scurvy. For 3 days after drinking this swill, you have advantage on checks to avoid contracting sea lung disease or on checks to recover from the disease. Mummified Hamster Adventuring gear (2 gp) This hamster can serve as an arcane focus for a necromancer or creature casting necromancy spells.
Appendix: Items Prosthetic Limb Adventuring gear (250 gp) This can be used to replace a limb if it is missing or removed. The limb functions as a regular limb but imposes a -2 on any skill check or saving throw that relies on it. Root Vegetable Casserole Adventuring gear (50 gp) This casserole is filled with carrots, turnips, beats, and other vegetables. You can use your action to feed this casserole to a willing herbivorous beast. Once you do so, you have advantage on Wisdom (Animal Handling) checks made to influence the beast’s behavior for the next 1 minute. The casserole can also be eaten by a humanoid or other creature, providing enough nourishment for a humanoid for 1/3 day but no additional benefits. Special Compass Wondrous item, common This magical compass always points towards Havdhir and grants advantage on Wisdom (Survival) checks made to keep from becoming lost while venturing towards the city. Stocking Cap with Hidden Compartment Adventuring gear (100 gp) This hat can be used to hide various items. The hidden compartment in the hat can hold 1/4 cubic foot of gear weighing up to 8 pounds. If a creature is investigating you to attempt to find an item or detect a hidden object and that item is held in the secret compartment of the stocking cap, the creature has disadvantage on its Wisdom (Perception) check to uncover the item. It takes an action to put an item into or to take an item out of the stocking cap. Stolen Signet Ring Adventuring gear (10 gp) This ring looks suspiciously like one from one of the noble families in Havdhir. While you are wearing it, you have advantage on Charisma checks made to pass as a noble in Havdhir, but the original owners of the ring are looking for the person who stole it. Stonecentre Resident’s Cloak Wondrous item, common This cloak sheds a dim golden light in a 10-foot radius. Each cloak has an insignia denoting whether the wearer is an owner or renter of an apartment or house in Stonecentre, with corresponding bonuses (see page 44). If the wearer owns multiple properties, the bonuses do not stack, and each dawn you select which insignia is displayed—the cloak magically changes insignias based on your preference. Sugared Baked Dough Adventuring gear (50 gp) This baked dough is covered in colorful sugar. You can use your action to eat this dough, and your movement speed increases by 5 feet for 1 minute. The bread also provides enough nourishment for 1/3 day. You can eat up to six of these confections before you vomit them up, negating the nourishing and hastening effects. Thus, the maximum your speed can be increased by eating these confections is 30 feet. Tiny Gelatinous Cube Inside a Terrarium Adventuring gear (50 gp) This terrarium holds a minuscule gelatinous cube inside. As an action, you can open the terrarium to release the cube. The cube is too small and young to do any real damage to most living creatures but can be used to clean up or slowly dissolve dead organic material. When released from its terrarium, the cube moves 5 feet each hour, cleaning the area of organic matter that is not a creature. The cube can be placed back in the terrarium as an action. The cube has 1 hit point, AC 10, Str 1, Dex 10, Con 8, Int 1, Wis 10, and Cha 2. The cube must eat organic matter once per day, or it perishes. Unsettling Jester’s Mask Adventuring gear (100 gp) This mask is painted in gaudy reds, blacks, and whites and depicts a grinning jester with fangs. While wearing this mask, you can use your Charisma (Performance) check in place of a Charisma (Intimidation) check. Vampire’s Fang Adventuring gear (15 gp) This fang can be added as a material component to any necromancy spell that deals damage; the fang is consumed in the casting. If the spell deals damage to a creature, the creature takes 1d6 necrotic damage in addition to the regular spell damage dealt, and you regain a number of hit points equal to the damage dealt. 270
Appendix: Items 271 Verin’s Very Voluminous Hair Paste Adventuring gear (1 gp) This paste causes hair to clump and stick together in an almost cement-like finish. In addition, the paste gives off a terrible odor that can be smelled up to 50 feet away. After application, the stench and solidity of the hair remains for 8 hours. Very Convincing Fake Beard Adventuring gear (50 gp) While you are wearing this beard, you have a +1 bonus to Charisma (Deception) checks made to disguise your identity. Stolen Scrolls Book: Curses and Their Practitioners Writing (20 gp) A book detailing various curses, their rumored remedies, and notable historical practitioners of dark magic. Book: Necromancers of the Darklands Writing (10 gp) A handwritten diary with detailed information regarding necromantic practices of the vampires of Mornhaven and the surrounding areas; the book is stained with a copious amount of blood. Book: Recipients of the Curse of the Usurper Writing (5 gp) A detailed recording of known cases of those afflicted with the curse of the Usurper that easily traces the curse along the Shjelborn clan bloodline. Every time the line breaks to someone not related to the clan, no following recipient is listed. The lines appear to break and converge with one remaining name at the bottom of the list: Vrormir Shjelborn. Book: Tales of the Usurper Writing (5 gp) A book with most of the pages torn out or burned, it contains information regarding someone called “the Usurper”: a supposed despot ruling the ancient city of Shjekhel. Missive to the Triumvirate Writing (1 sp) A sealed missive directed to the Triumvirate. The seal has been broken, and the missive has been partially removed. “It came to my attention that Barnacle Barrows is under the near-constant effect of ‘sea lung disease.’ While some believe this ailment to be a natural one, I believe it is the result of an ancient curse that’s afflicting that portion of Havdhir. I have spent years formulating a way to protect the poor folk of the Barrows from this disease. My studies have revealed that the mist enveloping the Barrows is infused with some form of dark magic, and I believe the following remedy will aid in alleviating the curse: Spread 1 jar of honey above the door of your home at night, speaking the following phrase while doing so: ‘Ich ghal, shebock, depthnah gil-tuk.’ Inscribe the following symbol onto the door frame in honey, and spray a coating of lemon juice onto the symbol. After each night this is done, it should guard those within the dwelling for a day or so. I have had no luck in determining the origins of this curse nor how to permanently remove it, but perhaps this knowledge will spare some poor creatures from its effects.” —Corvhus Gweth Following the instructions in the missive requires a successful DC 13 Intelligence (Arcana) check to inscribe the symbol and to recite the appropriate phrase. Materials needed are a jar of honey (costing 1 sp) and a lemon (costing 1 cp). On a success, those who complete a short or long rest within the home within the next 9 hours are immune to sea lung disease for the 24 hours following the completion of that rest. Note from the Dragon Writing (1 sp) A scrap of vellum with incredibly crude writing on it, written in Goblin. A character who can read Goblin is able to translate the missive. “You come. We crush small farm in Ardhos. We smash next farm. We gain foothold in south. Army grows. Need curse-caster to aid me. You come soon. So says the Dragon.” The missive includes a crude map with an X on it, seeming to indicate a location to the south of Havdhir. A successful DC 13 Wisdom (Survival) check is enough to easily discern the location. This map leads to Bugbear Grove; see the “Burning Bugbears” side quest on page 106.
272 Appendix: Items Poem: “Cursèd Shjekhel” Writing (1 sp) “A curse for all descendents of those who mined the stone; A curse bringing souls back to a dark and pillaged home. Think not on gold or riches, or long life left to live; The stone does not forget; the stone does not forgive. The curse of ancient kings, passed from son and daughter; A curse that only one bloodline can pass on to another. Three keys were forged, the gates were locked, and all must stay away. Seek not to lift the curse, lest to ancient gods you pray, For those to whom it’s passed inherit the doom of old, And none should ever seek the dread usurper's throne.” —Pike Shjelborn, scholar of Shjekhel Sealed Scroll, the Wax Seal Impressed with the Image of a Fanged Skull Writing (worthless) “Lady Sylva, I am troubled to hear of Azkhell’s malady, fearing it may indeed be the result of some curse or magical malady created by the mage himself. You have stated that he does not wish to leave his tower and flies into fits of rage or terror at the mere mention of going outside. I fear to say so, but with his powers and the damage he could cause to Havdhir in his current state, perhaps it is best that the mage be confined to his quarters… though I doubt this will do much to improve his condition. I have included a book concerning curses and practitioners within a small shipment of books and scrolls headed for Havdhir in the hopes that it might aid you. If the wizard’s condition does not improve, please send word to Mornhaven. I will do all I can to try and assist you.” —Lucien Charos Spring-Loaded Poison Spikes Mechanical trap This trap uses a tripwire to release a spring-propelled pole of wood that’s been embedded with spikes. The tripwire is 3 inches off the ground and stretches between two rock structures or pieces of rubble. The spring-propelled board is hidden beneath foliage or loose earth. A successful DC 10 Wisdom (Perception) check spots the tripwire and board. A successful DC 15 Dexterity check using thieves’ tools breaks the tripwire harmlessly. A creature without thieves’ tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers. When the trap is triggered, the board is released, striking at the creature that activated the trap. The board makes a melee attack with a +8 bonus against the creature that activated the tripwire (vision is irrelevant to this attack roll). A target that is hit takes 5 (1d10) piercing damage and must make a DC 15 Constitution saving throw. On a failure, the creature takes 11 (2d10) poison damage and is poisoned for 1 hour. On a success, the creature takes half as much damage and is not poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. Paying the Grifter's Guild… a Visit Guild Stone Adventuring gear (1 sp) This small, red, porous stone is carved in the shape of a hand. A DC 15 Intelligence (History) check reveals this to be the symbol of the Grifter’s Guild. Presenting the stone grants you advantage on Charisma (Deception or Persuasion) checks when dealing with members of the Grifter’s Guild. It also grants you advantage on Charisma (Deception or Intimidation) checks if you present yourself as a member of the guild to the residents of Havdhir (apart from the city guard). Sleeper’s Dart Trap Mechanical trap When a creature steps on a hidden pressure plate, poisontipped darts shoot from spring-loaded tubes embedded in the ceiling and walls. An area might include multiple pressure plates, each one rigged to its own set of darts. The tiny tubes look almost identical to the small, waterbearing pipes in the tunnel that leads into the chamber. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the metal, stone, or wood used to create it (as compared to the surrounding floor). Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the tubes with cloth, wax, or the like stops the darts contained therein from launching. The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing 4 darts. Each dart makes a ranged attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don’t hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 hour.
Appendix: Items 273 Azkhell’s Agoraphobia Bioluminescent Mushroom Adventuring gear (1 sp) This mushroom gives off a soft light, providing dim light in a 5-foot radius for 1 hour after it is picked. If it is eaten, it causes the consumer to give off a soft glow for 4 hours, shedding dim light in a 5-foot radius. While glowing in this way, the creature has disadvantage on Dexterity (Stealth) checks made to hide. Blood Root Adventuring gear (25 gp) Blood root gets its name from the red liquid that drips from it when broken, crushed, cut, or otherwise damaged. The root of this plant has healing properties when eaten. You can eat this root as a bonus action, regaining 2 hit points when you do. Eyebright Flower Adventuring gear (25 gp) Normally found in swamps, eyebright is a rare flower that can be used to cure the disease known as sight rot. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. Fortune of the Pessimist Cylinder Wondrous item, common (requires attunement) This cylinder is able to present possible futures of the creature looking into its depths; however, all of the foreseen possibilities are negative and sometimes are on the verge of being impossibly pessimistic. As an action, you can gaze into the cylinder and reveal a potential future, asking the cylinder what might occur if you take a specific action. For example, a creature might ask, “If I go through this door, what will happen?”, “If I open this lock, what will happen?”, “If I free this goblin, what will happen?”. The cylinder has a 25% chance of revealing a potentially accurate fortune. For instance, if the door ahead of you is trapped, there is a 25% chance the cylinder will reveal an image of you activating the trap. Otherwise, the cylinder shows some incredibly pessimistic and inaccurate potential future, such as a red dragon lying in wait behind the door to immolate you. The fortunes revealed are up to the discretion of the Game Master, and the Game Master rolls a d100 to determine the cylinder's accuracy. Curse. This cylinder is cursed. By touching it, you become instantly attuned to the cylinder (if you are not already attuned to three other items), and the curse extends to you. Until you are the target of the remove curse spell or similar magic, you suffer from agoraphobia and do not wish to enter open spaces; refusing to leave buildings, caverns, or other enclosed areas for areas in the open air. You do not believe that you are cursed, and you do not want to be cured. Mop of the Perfectionist Wondrous item, common This mop’s handle is covered in mold, grime, and filth; however, the mop’s head appears so clean that it almost glows with a pure, white light. As an action while you are holding this broom, you can use it to clean a 5-foot square within reach. All bloodstains, mold, dirt, dust, and other detritus determined by the Game Master magically vanish, leaving a pristine surface. The mop also clears away writing made with paint or with other substances, even if the writing has dried. Note from Eg-delp Writing (worthless) It reads, “All 40 years of your savings, safe behind the wall. Never fear, Eg-delp, no one will find it all!” Partial Ancient Dwarvish Translation Writing (250 gp) This discolored sheet of parchment is covered with writing in the magical script known as Ancient Dwarvish. Some of the runes have modern letters added beneath them (see page 198). Quick Creeper Adventuring gear (50 gp) Quick creeper is an incredibly fast growing plant that can easily be converted into a weapon. The plant reproduces by expelling fertilized pollen that travels on the wind to a new location, bursting into a mass of vines and roots upon impact with any object or creature. When you ball the plant up, you
274 Appendix: Items can use an action to throw it up to 25 feet. Make a ranged weapon attack, treating the plant as an improvised weapon. If you target a space, the space has AC 5; on a hit, that space becomes difficult terrain for 1 minute. If you target a creature, on a hit, the target is restrained for 1 minute. The target can use its action to free itself by making a successful DC 13 Strength check to tear the vines away. On a miss, the quick creeper is destroyed without affecting anything else. Skeleton Key Wondrous item, common This intricate key’s teeth swirl around the bow (handle), constantly forming new patterns. While holding the key, you can cast the knock spell from it once; after which, the key becomes a nonmagical, mundane key that matches the lock which was opened by the knock spell. Strangle Vine Adventuring gear (100 gp) Strangle vine is a plant that often works in concert with other plants that cause creatures to fall unconscious, draping vines over these creatures and suffocating them to serve as fertilizer for the vine. This vine is coated in hairy fibers and wriggles unsettlingly. If placed around the neck of an incapacitated creature, the vine begins strangling that creature, eventually killing it. A creature being strangled by the vine dies at the end of its third turn after the vine has been placed around its neck. Sword of the Cube Weapon (longsword), uncommon (requires attunement) This magical sword’s blade is coated in a thin sheet of glowing green acid. On a hit, the blade deals an extra 1d4 acid damage. Summon Cube. While attuned to the sword, you can use your action to summon a Small gelatinous cube in any space you can see within 20 feet of you. The cube has a speed of 0 and cannot take any actions other than Engulf. The cube has 68 hit points, and its Engulf action deals 1d6 acid damage when the cube enters a creature’s space and 2d6 acid damage at the start of each of the cube’s turns. Its statistics are otherwise the same as an ordinary gelatinous cube. The cube remains until its hit points are reduced to 0, dissolving when it is destroyed. The cube does not obey any commands. Once you have used this sword to summon a gelatinous cube, you cannot do so again for one week. Wand of Reversal Wondrous item, rare (requires attunement) This white wand is surrounded by particles of dust that seem to levitate upwards away from the wand before descending back down toward it in a constant loop. This wand has 1 charge. While holding it, you can use a reaction to expend its charge to reverse the last turn of a creature. For example: if a creature moved, struck another creature, and dealt it damage; you could reverse the attack (causing it never to have happened) and move the creature back to where it began its turn. Or you could reverse the failed death save of another creature, saving it from death. When you expend a charge, roll a d4. On a 1-3, the wand grows branches and turns into a small sapling tree, completely mundane and useless. On a 4, it retains its magical abilities and regains its expended charge at the next dawn. Yew berries Poison (ingested) (25 gp) A creature subjected to this poison takes 7 (2d6) poison damage.
Appendix: Spells 275 Appendix: Spells
Appendix: Spells Azkhell’s Agoraphobia Conjure Scroll Golem 6th-level conjuration Casting Time: 1 minute Range: 100 feet Components: V, S Duration: Concentration, up to 1 hour Classes: Cleric, Wizard You summon a scroll golem that appears in an unoccupied space within 10 feet of a scroll, book, paper, or other written material you choose within range. The scroll golem dissolves into shreds of paper and ash when it drops to 0 hit points or when the spell ends. The golem is friendly to you and your companions for the duration. Roll initiative for the golem, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the golem, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the golem doesn’t disappear. Instead, you lose control of the golem, it becomes hostile toward you and your companions, and it might attack. An uncontrolled golem can’t be dismissed by you, and it disappears 1 hour after you summoned it. The Game Master has the golem’s statistics. Unlike a normal scroll golem, your golem does not have lair actions. Earthen Fist 2nd-level evocation Casting Time: 1 bonus action Range: Self Components: V, S, M (a pebble) Duration: Concentration, up to 10 minutes Classes: All Your fist is coated in rock and earth. For the duration, you have advantage on Strength checks. On each of your turns until the spell ends, you can use your action to make a melee spell attack with your fist against a target you can reach. On a hit, the target takes 3d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Painted Self 2nd-level conjuration Casting Time: 1 hour Range: Touch Components: S, M (painting materials, and a canvas worth at least 10 gp, which the spell consumes) Duration: 7 days Classes: Bard, Cleric, Sorcerer, Warlock, Wizard You create and imbue a painting of yourself with magical life and sentience. The painting has the same memories, personality, alignment, Intelligence score, Charisma score, and Wisdom score as you do at the time of its creation. The painting has no Strength score, Dexterity score, or Constitution score. Anything you paint into the painting can be interacted with by the painted version of yourself, which treats these painted-in items as real. Your painted double can see and hear the world outside the painting, and it can communicate audibly. A creature that has not seen your painted double move within the painting must succeed on a DC 18 Intelligence (Investigation) check to determine that the painting is alive. When the spell’s duration ends, or if the painting is the target of a dispel magic spell or comes within the field of an antimagic field, the painted version of yourself permanently disappears. Speed Read Enchantment cantrip Casting Time: 1 action Range: Touch Components: V Duration: Concentration, up to 1 hour Classes: Wizard You imbue a creature you touch with the ability to read and write at incredible speeds. For the duration, the creature can read in a mere 6 seconds any book, scroll, or other writing it can see whose language it can understand. The target can also write incredibly quickly, inscribing up to 10,000 words or 25 pages per 6 seconds. Water to Rum 1st-level transmutation Casting Time: 1 action Range: 10 feet Components: V, S, M (1 silver piece and a drop of pure alcohol) Duration: Instantaneous Classes: Bard, Wizard Within a 5-foot-radius sphere centered on a point you can see within range, all nonmagical drink transforms into an alcohol of your choice. 276
Appendix: Diseases & Curses Page Title 277 Appendix: Diseases & Curses
278 Appendix: Diseases & Curses Port City of Havdhir Sea Lung Sea Lung is a respiratory disease caused by the heavy fog hanging over the Barnacle Barrows district. When a humanoid creature that needs to breathe spends 24 hours in the Barrows, it must succeed on a DC 12 Constitution saving throw or become afflicted. It takes 1d4 days for sea lung’s symptoms to manifest in an afflicted creature. Symptoms include coughing and a terrible itching sensation. The afflicted creature gains 1 sea lung point and can only hold its breath for half the usual amount of time. At the end of each long rest, after symptoms manifest, an infected creature must make a DC 12 Constitution saving throw. On a failed save, the character gains one sea lung point. On a successful save, the character’s sea lung points decrease by 1. If a successful saving throw reduces the infected creature’s sea lung points below 1, the creature recovers from the disease. A creature that has recovered from sea lung is immune to the disease. Sea lung points Creatures that accumulate sea lung points suffer the following effects: 1. The creature can only hold its breath for 1/2 the usual time. 2. The creature feels fatigued, regains only half the normal number of hit points from spending Hit Dice, and regains no hit points from finishing a long rest. 3. The creature is distracted by the itching sensation covering its body and has disadvantage on ability checks. 4. The creature’s speed is reduced to 0. 5. The creature cannot hold its breath. 6. The creature begins suffocating and can't breathe unless the disease is cured. Paying the Grifter's Guild… a Visit Tetanus This disease causes muscle cramps and seizures. A creature that is injured by a rusty object must succeed on a DC 13 Constitution saving throw or contract the disease. One day after infection, the creature’s muscles begin to cramp. The creature takes a -1 penalty to attack rolls, to skill checks related to Strength or Dexterity, and to saving throws. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When the penalty reaches −4, the victim suffers a seizure, falling unconscious and entering a coma. It does not awaken until it is restored by the lesser restoration spell or similar magic. A creature in a coma cannot eat or drink.
Appendix: Feats 279 Appendix: Feats
Appendix: Feats Azkhell’s Agoraphobia Stone Casting You can cast the earthen fist spell (1 Spell) with this feat without requiring a material component. You can cast this spell with this feat a number of times equal to your proficiency bonus, and regain all expended uses after you finish a long rest. You can also cast the spell using any spell slots you have of the appropriate level. Charisma is your spellcasting ability for this spell when you cast it with this feat. You can also channel the dark energy of the curse of the Usurper to cast a spell into a stone for later use. Using a mundane stone, you may cast a spell of 1st through 3rd level into the stone. The spell has no effect, other than to be stored in the stone. While you have a spell stored in the stone, the stone is linked to you: no one else can cast with the stone, and you cannot use this feat on another stone until the spell is expended from this stone. A stone can hold only one spell at a time. While holding the stone, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original casting, but is otherwise treated as if you are casting the spell right now. The spell cast from the stone is no longer stored in it and the stone is no longer linked to you. 280
Appendix: Ancient Dwarvish Alphabet 281 Appendix: Ancient Dwarvish Alphabet Each rune corresponds to an English letter, forming words in English. This means that to translate DAY you look up each of these runes in the chart below to come up with the word "day." The in-game reason that the translated symbols form English words and sentences is that it's a property of the magically created script that the symbols, once translated, form words in a language known by the creature reading them. The script's magical origin is also the reason the comprehend languages spell won't translate the symbols. Texts written in the script are not themselves magical, so casting the dispel magic spell on them will not render them understandable. Knowing Dwarvish does not allow one to read Ancient Dwarvish. Throughout the Curse of the Usurper campaign, player characters will be given an increasing number of symbol-to-letter translations, which will eventually allow them to read any text in Ancient Dwarvish. Players good with codes may be able to translate such texts even before being given the last of the symbol-to-letter translations. A B C D E F H I J K L M N O P Q R S T U V W X Y Z 1 2 3 4 5 6 7 8 9 0 A B C D E F H I J K L M N O P Q R S T U V W X Y Z 1 2 3 4 5 6 7 8 9 0
282 Appendix: Feats