LIGHT DEVOURER
The light devourer gets its name from its ability to
absorb bright light, whether natural or magical, in
its immediate environment. After doing so, the crea-
ture begins to glow, the spines lining its back and
the numerous needle-like teeth in its maw burning
brightly as it converts that stolen light into searing
energy, which rips into its prey.
When not illuminated, the light devourer lurks
in darkness, stalking the ocean depths for its
next meal.
LIGHT DEVOURER Water Breathing. The light devourer can breathe only
underwater.
~ edium Aberration, Unalign ed
ACTIONS
Armor Class 14
Hit Points 119 (l4d8 + 56) Multiattack. The light devo urer makes two Bite attacks.
Speed Oft., swim 30 ft .
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.
STR DEX CON INT WIS CHA Hit: 21 (Sd6 + 4) piercing dama ge, or radiant damage if the
18 (+4) 18 (+4) 18 (+4) 2 (-4) 10 (+O) 3 (-4) light devourer is radiating light (see Light Absorption).
Skills Perception +3 , Stealth+10 BONUS ACTIONS
Damage Immunities radiant Radiant Discharge. If the light devourer is radiating light (see
Light Absorption), it releases the light stored in its body in a
Senses darkvision 120 ft ., passive Perception 13 20-foot-radius sphere centered on itself, then ceases to radiate
li ght. Each creatu re in the sphere must make a DC 15 Constitu-
Languages- tion saving throw, tak ing 24 (7d6) radiant damage on a failed
saving throw, or half as much damage on a successful one.
Challenge 6 (2 ,300 XP) Proficiency Bonus +3
Light Absorption. If the light devourer spends an y part of its
turn in an area of bright light or is subjected to radiant damage ,
it radiates dim li ght in a 10-foot radius for l hour.
MONASTICS OF THE
COBALT SOUL
Scholars, priests, and ascetics who have been
drawn to the cause of truth and knowledge spend
their lives in support of the Library of the Cobalt
Soul, united by the teachings of Ioun the Knowing
Mentor. The Cobalt Soul is guided by a central be-
lief that true strength comes from understanding
the world around you. Beyond its efforts in knowl-
edge-seeking, each branch of the Cobalt Soul strives
to expose lies, unveil propaganda, and fight corrup-
tion in whatever society their chapter, referred to as
an archive, calls home.
The Library of the Cobalt Soul is headquartered
in Rexxentrum, the capital of the Dwendalian Em-
pire on the continent of Wildemount. The organiza-
tion has archives across Exandria. The Ank'Hareli
branch of the Cobalt Soul is based in the Temple of
the Mentor. Like many of the archives, the Temple
of the Mentor is both a vast library and a shrine to
Ioun. This Marquesian archive is led by High Cura-
tor Jamil A'alithiya.
MONASTIC HIGH CURATOR
High curators collect knowledge and disseminate
truth. They tackle puzzling mysteries and spy on
members of other power structures to manipulate
or destabilize them, and provide the oppressed with
opportunities to escape their plight. High curators
are privy to their organizations' deepest secrets
and the activities of lesser agents. Their expertise
enables them to manipulate energy to defend them-
selves and disrupt enemies' ability to act.
MONASTIC HIGH CURATOR Multiattack. The high curator makes three Force Strike attacks
and uses Brain Burn (if available).
Medium or Small Humanoid (Monk, Wizard) , Any Alignment
Force Strike. Melee or Ranged Spell Attack:+l Oto hit, reach S ft .
Armor Class 19 (Unarmored Defense) or range 10 ft., one target. Hit: 17 (2dl0 + 6) force damage.
Hit Points 130 (20d8 + 40) Brain Burn (Recharge 4-6). The high curator targets up to two
creatures it can see with in 30 feet of itself. Each target must
~*RSpeed 60 ft. CON INT WIS CHA make a DC 18 Constitution saving throw. On a failed saving
DEX 22 (+6) l7 (+3) throw, the target takes 28 (8d6) psychic damage and can 't
12 (+l) 16 (+3) 14 (+2) 18 (+4) take reactions until the start of its next turn. On a successful
save, the target takes half as much damage and suffers no
Saving Throws Dex +7, Wis +l 0 other effect.
Skills Arcana +8 , History +8, Investigation +8, Perception +10 Spellcasting. The high curator casts one of the following spells ,
requiring no material components and using Wisdom as the
Damage Resistances psychic spellcasting ability (spell save DC 18):
Condition Immunities charmed At will: detect magic
2/day each: detect thoughts , identify (as an action), scrying (as
Senses blindsight 30 ft., passive Perception 20
an action)
Languages Common plus four other languages
Challenge 10 (5 ,900 XP) Proficiency Bonus +4
Unarmored Defense. While the high curator is wearing
no armor and wielding no shield , its AC includes its Wis-
dom modifier.
APPENDIX A I CREATURES 201
MONASTIC OPERATIVE
MONASTIC INFILTRATOR
Infiltrators act as spies, saboteurs, and perpetrators
of other clandestine activities. They study magical
techniques that enhance their prowess in battle and
help them complete their assignments.
MONASTIC OPERATIVE
Operatives are agents of organizations that engage
in espionage. The best among them are often con-
sidered for filling vacancies in higher positions.
MONASTIC INFILTRATOR
Medium or Small Humanoid (Monk) , Any Alignment
Armor Class 18 (Unarmored Defense)
Hit Points 112 (15d8 + 45)
Speed 50 ft.
STR DEX CON INT WIS CHA
13 (+l) 20 (+5) 16 (+3) 15 (+2) 17 (+3) 16 (+3)
Saving Throws Dex +8, Wis +6
Skills Acrobatics +8, Deception +9 , Perception +6, Stealth +11
Damage Resistances psychic
Condition Immunities charmed
Senses passive Perception 16
Languages Common plus three other languages Medium or Small Humanoid (Monk), Any Alignment
Challenge 6 (2,300 XP) Proficiency Bonus +3
Guarded Mind. Spells and other effects can't read the infiltra- Armor Class 17 (Unarmored Defense)
tor 's thoughts or determine if the infiltrator is lying. Creatures Hit Points 84 (l3d8 + 26)
can communicate telepathically with the infiltrator only if it Speed 40 ft.
allows such contact.
STR DEX CON INT WIS CHA
Unarmored Defense. While the infiltrator is wearing no armor 13 (+l) 18 (+4) 14 (+2) 14 (+2) 17 (+3) 11 (+0)
and wielding no shield, its AC includes its Wisdom modifier.
Saving Throws Dex +7, Wis +6
ACTIONS
Skills Acrobatics +7, Insight +6, Investigation +8 , Stealth +7
Multiattack. The infiltrator makes three Unarmed
Strike attacks. Senses passive Perception 13
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft ., Languages Common plus two other languages
one target. Hit: 10 (ldl0 + 5) force damage.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Spellcasting. The infiltrator casts one of the following spells,
requiring no material components and using Wisdom as the Unarmored Defense. While the operative is wearing no armor
spellcasting ability (spell save DC 14): and wielding no shield, its AC includes its Wisdom modifier.
At ~ isguise self ACTIONS
2/day each: detect thoughts, invisibility Multiattack. The operative makes three Unarmed Strike at-
1/day each: dimension door, zone oftruth tacks, three Cobalt Dart attacks, or a combination thereof.
BONUS ACTIONS Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 9 (ldl0 + 4) bludgeoning damage.
Cunning Action. The infiltrator takes the Dash or Disen-
gage action. Cobalt Dart. Ranged Weapon Attack: +7 to hit, range 20/60
ft., one target. Hit: 6 (ld4 + 4) piercing damage plus 3 (ld6)
REACTIONS force damage.
Retaliating Strike. When a creature within 5 feet of the REACTIONS
infiltrator hits or misses the infiltrator with a melee attack, Retaliating Strike. When a creature within 5 feet of the
the infiltrator makes one Unarmed Strike attack against operative hits or misses the operative with a melee attack,
the attacker. the operative makes one Unarmed Strike attack against
the attacker.
MOORBOUNDERS BRISTLED MOORBOUNDER
Predators that stalk the marshlands and muddy Large Beast, Unaligned
foothills of Xhorhas, moorbounders are regarded as
dangerous killers by those who try to avoid them on Armor Class 15 (natural armor)
their travels- and as prized mounts by those willing Hit Points 52 (7dl0 + 14)
to capture and train them. Though the process of Speed 70 ft .
domesticating a moorbounder is fraught with peril,
these creatures can become favored hunting com-
panions and powerful war mounts.
Moorbounders hunt with elongated tusks and re-
tractable claws. With a vague resemblance to large
hunting cats, their muscular bodies are built for
combat, granting them incredible prowess at leap-
ing and a running speed that makes them dominant
carnivores.
BRISTLED MOORBOUNDERS
A weird and deadly offshoot of the moorbounder
has rows of long, bladelike bristles covering its
sleek body. The creature uses these blades to
slash nearby creatures to ribbons. However, these
blades make the bristled moorbounder less suitable
as a mount.
MOORBOUNDER STR DEX CON INT WIS CHA
2 (-4) 13 (+l)
Large Beast, Unaligned 18 (+4) 14 (+2) 14 (+2) 5 (-3)
Armor Class 13 (natural armor) Senses darkvision 60 ft ., passive Perception l l
Hit Points 30 (4dl0 + 8) Languages-
Speed 70 ft . Challenge 3 (700 XP)
STR DEX CON INT WIS CHA Bladed Hide. At the start of each of its turn s, the moorbounder
2 (-4) 13 (+l) deals 5 (2d4) piercing damage to any creature grapp lin g it.
18 (+4) 14 (+2) 14 (+2) 5 (-3)
Standing Leap. The moorbounder 's long jump is up to 40
Senses darkvision 60 ft., passive Perception 11 feet and its high jump is up to 20 feet, with or without a run-
Languages - ning start.
Challenge l (200 XP)
ACTIONS
Standing Leap. The moorbounder's long jump is up to 40
feet and its high jump is up to 20 feet, with or without a run- Multiattack. The moorbounder ma kes one Bl ades attack and
ning start. one Claw attack.
AdTIONS Blades. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage .
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (4d4 + 4) slashi ng damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 14 (4d4 + 4) slashing damage.
APPENDIX A I CREATURES 203
OCCULTISTS OF THE OccuLT ExTOLLANT
VERMILION DREAM ACTIONS
Multiattack. The extol lant makes two Cri mson Bolt attacks .
The Consortium of the Vermilion Dream is viewed Crimson Bolt. Me fee or Ranged Spell Attack: +7 to hit,
as an esoteric, profit-driven, but ultimately harmless reac h 5 ft . or ra nge 60 ft., o ne creatu re. Hit: 20 (3d l 0 + 4)
cabal of ghost hunters and perpetuators of urban psychic damage.
legends. This perception isn't inaccurate, but the Spellcasting. Th e extollant casts one of the fol lowing spel ls,
consortium's leadership is obsessed with one set of requ iring no material com po nents and usi ng Cha ris ma as the
legends in particular: those involving the Moon of spe llcast in g abi lity (s pell save DC 15):
Ill Omen, Ruidus, and the ancient figures cursed by At will : minor illusion
exposure to its alien influence. 1/day each: mage armor, major image , phantasmalforce
REACTIONS
The cruelest desires and predilections of the Reflect Agony. When the extollant is damaged by a creat ure
consortium's most obsessive agents have been en- within 60 feet of it, the creat ure must make a DC 15 Wisdom
hanced by contact with ruidium-tainted items. saving t hrow, tak ing 16 (3d l 0) psyc hi c damage on a fai led
savin g th row, or half as much damage on a successful one.
OCCULT EXTOLLANT
Occult extollants delve deep into ancient legends
and seek to solve mysteries that have led other
investigators to their doom, driven by an unquench-
able yearning to know the unknown.
OCCULT INITIATE
Occult initiates are the most recent inductees into
their organization and the members of the organiza-
tion most often encountered by outsiders.
OCCULT SILVERTONGUE
Occult silvertongues are charismatic leaders. The
alien mysteries to which they expose themselves
can leave them feeling restless, paranoid, and sus-
picious. They begin to see things that aren't there
and imagine conspiracies brought on by fears that
others are trying to supplant them.
OccULT EXT0LLANT
Medium or Small Humanoid (Sorcerer), Any Alignment
· rmor Class 12 (15 with mage armor)
H1t Points 91 (14d8 + 28)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+l) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 18 (+4)
Saving Throws Wis +5, Cha +7
Skills Arcana +6, Deception +7, History +9, Perception +5,
Stealth +8
Damage Resistances psychic
Senses da rkvision 60 ft. , passive Perception 15
Languages Common plus two other languages
Challenge 6 (2 ,300 XP) Proficiency Bonus +3
OccuLT INITIATE OccULT SILVERTONGUE
Medium or Small Humanoid (Sorcerer), Typically Lawful Evil
Armor Class 13 (16 with mage armor)
Hit Points 127 (l7d8 + 51)
Speed 40 ft .
STR DEX CON INT WIS CHA
13 (+l) 16 (+3) 16 (+3) 15 (+2) 17 (+3) 20 (+5)
Saving Throws Wis +6, Cha +8
Skills Arcana +8, Deception +ll, History +5, Perception +6
Medium or Small Humanoid (Sorcerer), Any Alignment I Damage Resistances psychic
Senses truesight 60 ft ., passive Perception 16
Languages Common plus three other languages,
Armor Class 12 (15 with mage armor) telepathy 60 ft .
Hit Points 66 (l2d8 + 12)
Speed 30 ft. Challenge 8 (3,900 XP) Proficiency Bonus +3
STR DEX CON INT WIS CHA Alien Mind. If a creature tries to read the silvertongue's
10 (+0) 14 (+2) 12 (+l) 14 (+2) 10 (+0) 16 (+3) thoughts or deals psychic damage to the silvertongue, that
creature must succeed on a DC 16 Intelligence saving throw or
Skills Arcana +6, Deception +5 , History +4 , Perception +2 be stunned until the start of its next turn.
Senses passive Perception 12 Magic Resistance. The silvertongue has advantage on saving
throws against spells and other magical effects.
Languages Common plus one other language
ACT I ONS
Challenge 2 (450 XP) Proficiency Bonus +2
Crimson Bolt. Melee or Ranged Spell Attack: +8 to hit,
ACTIONS reach 5 ft. or range 60 ft., one creature. Hit: 27 (4dl0 + 5)
psychic damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (ld6 + 2) piercing damage plus 7 (2d6) Spellcasting. The silvertongue casts one of the following spells,
psychic damage. requiring no material components and using Charisma as the
spellcasting ability (spell save DC 16):
Arcane Blast (Recharge 5-6). The initiate creates an explosion
of magical force in a 20-foot-radius sphere centered on a point 2/day each: charm person, mage armor, sending
it can see within 120 feet of itself. Each creature in that area 1/day: dimension door
must make a DC 13 Dexterity saving throw. On a failed saving
throw, the creature takes 10 (3d6) force damage and is pushed BONUS ACTIONS
l Ofeet away from the center of the area. On a successful save,
it takes half as much damage and isn't pushed. Elemental Servitor (1/Day). The silvertongue magically sum-
mons an earth elemental, which appears in an unoccupied
Spellcasting. The initiate casts one of the following spells, space the silvertongue can see within 60 feet of itself. The earth
requiring no material components and using Charisma as the elemental takes its turn immediately after the silvertongue on
spellcasting ability (spell save DC 13): the same initiative count and obeys the silvertongue's com-
mands. The earth elemental disappears after l minute or when
At will: light, mage hand it or the silvertongue dies.
1/day each: detect magic, levitate
APPENDIX A I CREATURES
0,..
SCHOLARS OF ALLSIGHT SCHOLARLY EXCAVATOR
The Allegiance of Allsight is a scholarly faction that Field research is often dangerous work, especially
operates primarily within the Marquesian metropo- when it involves ancient magic and monster-infested
lis of Ank'Harel. Though most members of the alle- ruins. Scholarly excavators are trained to deal with
giance are academics unfamiliar with combat, the those dangers, adept at protecting their allies and
faction's field agents are skilled archaeologists who clearing obstacles from their path.
are also trained to contend with and overcome the
threats that lurk in the depths of Exandria. SCHOLARLY MASTERMIND
SCHOLARLY AGENT Scholarly masterminds are the formidable leaders
of academic research organizations, responsible
Scholarly agents are low-ranking members of an for planning and carrying out operations that delve
academic organization. They know a few tricks to into the secrets of the past. Some masterminds are
help them avoid danger, and they study magic that headmasters at academies or universities. Others
enables them to decipher secrets of the past and operate individually and in secret, pursuing agendas
identify magical relics. that might diverge wildly from those of the rest of
their organization.
-§
SCHOLARLY EXCAVATOR
SCHOLARLY AGENT
Medium or Small Humanoid, Any Alignment
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 16 (breastplate)
Armor Class 11 (14 with mage armor) Hit Points 67 (9d8 + 27)
Hit Points 22 (4d8 + 4) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 14 (+2) 14 (+2) 12 (+1)
STR DEX CON INT WIS CHA Saving Throws Con +5, Int +4
10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 10 (+0)
Skills Athletics +4, Arcana +4, History +4
Saving Throws Int +5 Senses passive Perception 12
Skills Arcana +5 , History +5, Investigation +5 Languages Common plus two other languages
Senses passive Perception 11 Challenge 3 (700 XP) Proficiency Bonus +2
Languages Common plus one other language
Challenge 1 (200 XP) Proficiency Bonus +2 Siege Expert. The excavator deals double damage to objects
and structures.
ACTIONS ACTIONS
ane Shock. Melee or Ranged Spell Attack: +5 to hit, reach 5 Multiattack. The excavator makes three Thunderous Warham-
ft. or range 30 ft., one target. Hit: 14 (2dl0 + 3) lightning dam- mer attacks.
age. If the target is a creature, it can't take reactions until the
start of its next turn. Thunderous Warhammer. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 7 (ldl0 + 2) thunder damage.
Spellcasting. The agent casts one of the following spells, using
Intelligence as the spellcasting ability: BONUS ACTIONS
At will: dancing lights, mage hand Telekinetic Toss (Recharge 5-6). The excavator targets one
1/day each: comprehend languages, identify (as an action), Medium or smaller creature or an object weighing 300 pounds
or less that isn't being worn or carried. The target, which must
mage armor be within 30 feet of the excavator and visible to it, is magically
pushed up to 20 feet horizontally in a direction of the exca-
REACTIONS vator's choice. If the target is a creature, it can make a DC 13
Strength saving throw to resist the effect and is not pushed on
Glyph ofShielding. The agent adds 2 to its AC against one at- a successful save.
tack that would hit it. To do so, the agent must be able to see
the attacker and have a free hand.
(LEFT TO RIGHT): SCHOLARLY AGENT,
SCHOLARLY EXCAVATOR, SCHOLARLY MASTERMIND
SCHOLARLY MASTERMIND Arcane Shock. Melee or Ranged Spell Attack: +7 to hit, reach 5
ft. or range 60 ft., one target. Hit: 26 (4dl0 + 4) lightning dam-
Medium or Small Humanoid (Wizard), Any Alignment age. If the target is a creature, it can't take reactions until the
start of its next turn.
Armor Class 12 (15 with mage armor)
Hit Points 82 (15d8 + 15) Dagger ofthe Poisoned Mind. Melee or Ranged Weapon Attack:
Speed 30 ft. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (ld4 +
4) piercing damage plus 10 (3d6) psychic damage. If the target
STR DEX CON INT WIS CHA is a creature, it must succeed on a DC 15 Wisdom saving throw
10 (+0) 14 (+2) 13 (+l) 18 (+4) 16 (+3) 14 (+2) or be frightened until the end of its next turn.
Saving Throws Int +7, Wis +6 Spellcasting. The mastermind casts one of the following spells,
requiring no material components and using Intelligence as the
Skills Arcana +7, History +7, Insight +6 , Perception +6 spellcasting ability (spell save DC 15):
Senses passive Perception 16 At will: alter self, light, mage hand
1/day each: comprehend languages, mage armor, zone oftruth
Languages Common plus three other languages
Challenge 5 (1,800 XP) Proficiency Bonus +3
ACTIONS
Multiattack. The mastermind makes two Arcane Shock or
Dagger of the Poisoned Mind attacks.
APPENDIX A I CREATURES 207
Small Aberration, Unaligned
Armor Class 17 (natural armo r)
Hit Points 65 (10d6 + 30)
Speed 30 ft .
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 3 (- 4) 11 (+O)
3 (- 4)
Skills Stealt h +6
Senses blindsight 60 ft . (blind beyond this radiu s),
passive Perception 10
Languages -
Challenge 4 (1 ,100 XP) Proficiency Bonus +2
-SCUTTLING SERPENTMAW Amphibious. The serpentmaw can breathe air and water.
A scuttling serpentmaw looks like an unusually Pack Tactics. The serpentmaw has advantage on an attack roll
large crab with a sleek black shell. It lurks in aga inst a creature if at least one of the serpentmaw's al lies is
crevasses and deep underwater canyons. Once spot- within 5 feet of the creature and the ally isn't incapacitated .
ted, it scuttles toward its prey and reveals its most
formidable feature: an armored maw concealed on ACTIONS
the back of its shell. This serpentine appendage can
extend out from the shell to tear into prey. Multiattack. The serpentmaw makes one Bite attack and two
Claw attacks.
Though they inhabit water, serpentmaws can't
swim. They move along the sea floor in small mobs, Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
working together to tear apart much larger crea- Hit: 10 (2d6 + 3) piercing damage, or 17 (4d6 + 3) piercing
tures they come across. damage if the serpentmaw had advantage on the attack roll.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft ., one target.
Hit: 7 (ld8 + 3) slashing damage.
Large Aberration, Unaligned SLITHERING BLOODFIN
Armor Class 16 (natural armor) Covered in vicious-looking crimson spines and
Hit Points 93 (lldlO + 33) sleek scales, the slithering bloodfin flashes through
Speed S ft ., swim SO ft. the lightless waters of the Netherdeep. As it swims
closer, its toothed maw comes into view- just before
STR DEX CON INT WIS CHA it unhinges its jaw, clamps down on its prey, and
2 (-4) 10 (+O) swallows it whole.
20 (+S) 14 (+2) 16 (+3) 3 (-4)
A slithering bloodfin looks like a giant eel with a
Skills Perception +4 head like a shark's. It magically siphons life energy
from swallowed prey and uses that energy to repair
Damage Immunities poison damage to its own body.
Condition Immunities poisoned When a bloodfin dies, its body bursts. The result-
ing gore is toxic, threatening to infect nearby crea-
Senses blindsight 100 ft. (bl ind beyond this radius) , tures, until it is dissipated by currents.
passive Perception 14 ACTIONS
Languages- Multiattack. The bloodfin makes one Bite attack and one
Tail attack.
Challenge 9 (5 ,000 XP) Proficiency Bonus +4
Bite. Mele e Weapon Attack: +9 to hit (with advantage if the tar-
Death Burst. When the bloodfin dies, it explodes in a cloud of get is a creature missing any hit points) , re ach 5 ft., one target.
toxic blood. Each creature in a 10-foot-radius sphere centered Hit: 14 (2d8 + 5) piercing damage, and if the target is a crea-
on the exploding bloodfin, including any creature swallowed ture, it is grappled (escape DC 15). Until this grapple ends, the
by the bloodfin , must succeed on a DC l S Constitution saving target is restrained, and the bloodfin can't bite another target.
throw or take 10 (3d6) poison damage. A creature inside the
bloodfin when it explodes falls prone in the space formerly Tail. Melee Weapon Attack: +9 to hit (with advantage if the
occupied by the bloodfin and is no longer blinded or re- target is a creature missing any hit points), reach 10 ft. , one
/ strained by it. target. Hit: 19 (4d6 + 5) bludgeoning damage.
Water Breathing. The bloodfin can breathe only underwater. BONUS ACTIONS
Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft. , one
Medium or smaller creature the bloodfin is grappling. Hit:
The bloodfin swallows the target. The swallowed creature is
no longer grappled but is blinded and restrained. It has total
cover against attacks and other effects outside the bloodfin,
it takes 14 (4d6) necrotic damage at the start of each of its
turns, and the bloodfin regains hit points equal to the necrotic
damage dealt. A bloodfin can have only one creature swallowed
at a time.
If the bloodfin takes 30 damage or more on a single turn
from the swallowed creature , the bloodfin must succeed on a
DC 15 Constitution saving throw at the end of that turn or re-
gurgitate the creature, which falls prone in a space within 5 feet
of the bloodfin and is no longer blinded or restrained by it.
APPENDIX A I CREATURES
SORROWFISH
Sorrowfish dwell in deep underwater trenches and
thus are rarely encountered by surface-dwelling
creatures. Some say sorrowfish get their name from
their flavor, which is distasteful enough to put the
creatures that eat them in a dismal mood. The true
sorrow for other creatures comes when the sorrow-
fish gather in swarms. The malevolent presences
that lurk in the abysses of the ocean exert their
influence on these fish, transforming their swarms
into vicious hordes.
A single sorrowfish has the game statistics of a
quipper (see the Monster Manual), except that it is
an Aberration that has immunity to psychic damage.
SWARM OF SORROWFISH
A swarm of sorrowfish attacks out of hunger. Al-
though sorrowfish have no sense of fear, they often
adopt the tactic of lurking among the petrifying
tendrils of a death embrace (described earlier in this
appendix), using the tendrils for protection against
other predators.
SWARM OF SORROWFISH Virulent Sorrow. Each time the swarm takes damage, any
creature within 5 feet of it must make a DC 13 Wisdom saving
Medium Swarm ofTiny Aberrations, Unaligned throw. On a failed saving throw, the creature suffers the follow-
ing effects until the end of its next turn: it has disadvantage on
Armor Class 14 its attack rolls, it can't take reactions, and its speed is halved.
Hit Points 104 (l 6d8 + 32)
Speed Oft., swim 30 ft. Water Breathing. The swarm can breathe only underwater.
STR DEX CON INT WIS CHA ACTIONS
3 (-4)
~ 6(+3) 19 (+4) 14 (+2) l (- 5) 11 (+0) Swarm of Bites. Melee Weapon Attack: +8 to hit, reach Oft. ,
one target in the swarm 's space. Hit: 21 (6d6) piercing dam-
Damage Resistances bludgeoning, piercing, slashing age, or 10 (3d6) piercing damage if the swarm has half its hit
points or fewer.
Damage Immunities psychic
Desolate Drain (Recharge 5-6). Each creature in the swarm 's
Condition Immunities charmed , frightened, grappled, space must make a DC 13 Wisdom saving throw. On a fai led
saving throw, a creature takes 24 (7d6) psychic damage and
paralyzed , petrified, prone, restrained, stunned is stunned until the end of its next turn . The effect ends on a
creature if the swarm moves out of the creature's space or if
Senses blindsight 60 ft. (blind beyond this radius), another creature within 5 feet of the swarm uses an action to
make a DC 14 Strength check, pulling the affected creature out
passive Perception 10 of the swarm on a successful check. On a successful saving
throw, a creature takes half as much damage and suffers no
Languages- other effects.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through an opening as
narrow as l foot wide. The swarm can't regain hit points or
gain temporary hit points.
SWORD WRAITHS
When glory-obsessed warriors die in battle without
honor, they might haunt the site as sword wraiths.
SWORD WRAITH COMMANDER
Sword wraith commanders haunt battlefields, at-
tacking anyone who questions their valor but look-
ing kindly on those who sing their praises.
SWORD WRAITH WARRIOR
Sword wraith warriors are most often found on
ancient battlefields where soldiers were hemmed in
and slaughtered without quarter.
SWORD WRAITH COMMANDER
Medium Undead, Typically Lawful Evil
Armor Class 18 (breastplate, shield)
Hit Points 127 (l 5d8 + 60)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 11 (+0) 12 (+l) 14 (+2)
Skills Perception +4
Damage Resistances necrotic; bludgeoning, piercing, and
slash ing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, frightened , poisoned , SWORD WRAITH WARRIOR
unconscious Medium Undead, Typically Lawful Evil
Senses darkvision 60 ft ., passive Perception 14
Languages the languages it knew in life Armor Class 16 (chain shirt, shield)
Hit Points 45 (6d8 + 18)
Challenge 8 (3,900 XP) Proficiency Bonus +3 Speed 30 ft.
Turning Defiance. The commander and any other sword wraiths STR DEX CON INT WIS CHA
within 30 feet of it have advantage on saving throws agai nst 18 (+4) 12 (+l) 17 (+3) 6 (-2) 9 (-1) 10 (+0)
effects that turn Undead .
Damage Resistances necrotic; bludgeoning, piercing, and
Unusual Nature. The commander doesn 't require air, food ,
drink, or sleep. slashing from nonmagical attacks
ACTIONS Damage Immunities poison
Multiattack. The commander makes two Longsword or Long- Condition Immunities exhaustion , frightened , poisoned,
bow attacks.
unconscious
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldlO + 4) slashing Senses darkvision 60 ft ., passive Perception 9
damage if used with two hands .
Languages the languages it knew in life
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft.,
one target. Hit: 6 (ld8 + 2) piercing damage. Challenge 3 (700 XP) Proficiency Bonus +2
Unusual Nature. The warrior doesn't require air, food,
drink, or sleep.
Call to Honor (1/Day). If the commander has taken damage ACTIONS
during this combat, it gives itself advantage on attack rolls until
the end of its next turn, and ld4 + l sword wraith warriors ap- Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
pear in unoccupied spaces within 30 feet of it. The warriors last get. Hit: 8 (ld8 + 4) slashing damage, or 9 (ldl0 + 4) slashing
until they drop to 0 hit points , and they take their turns imme- damage if used with two hands.
diately after the commander's turn on the same initiative count. Longbow. Ranged Weapon Attack: +3 to hit , range 150/600 ft.,
one target . Hit: 5 (ld8 + l) piercing damage .
BONUS ACTIONS
Martial Fury. The commander makes one Longsword or Long- BONUS ACTIONS
~,. bow attack, which deals an extra 9 (2d8) necrotic damage on a Martial Fury. The warrior makes one Battleaxe or Longbow
attack, and attack rolls against it have advantage until the start
::, of its next turn.
<z.J hit, and attack rolls against it have advantage until the start of
<( its ne xt turn.
V
~
APPENDIX A I CREATURES
Al1 1'1:H011[ B
MAGIC ITEMS
I TEMS IMBUED WITH MAGIC ARE THE STUFF OF EARRING OF MESSAGE )
song and legend across Exandria. Many of the
magic items that the characters can find in cf'
this adventure are described in this appendix.
Some of these items are medals that the characters ~
can win during the Festival of Merit (see chapter 1),
while others are obtainable only by joining a faction I.
(see chapter 4).
BREATHING BUBBLE
RUIDIUM ITEMS
Wondrous Item, Common
Ruidium is linked to the Apotheon, channeling not
just Alyxian's distorted emotions but also the curse This translucent, bubble-like sphere has a slightly
of misfortune bestowed upon him by the moon tacky outer surface. The bubble contains 1 hour of
Ruidus. Though it is a source of magical power, breathable air. The bubble regains all its expended
ruidium corrupts everything it touches. Even magic air daily at dawn.
items can be corrupted by ruidium, and using such
items comes with a risk. You gain the item's benefits by wearing it over your
head like a helmet. When it's not being worn, the
Weapons and armor can be transformed into breathing bubble retains its bubble shape.
ruidium items by infusing them with powdered ruid-
ium, which gives these items a rusty-red coloration. EARRING OF MESSAGE
Other items can be transformed into ruidium items
after prolonged contact with the mineral; such items Wondrous Item, Common
have ruidium crystals embedded in them or veins of
ruidium running through them. The blue crystal of this earring is wrapped with del-
icate copper wire. The earring has 5 charges. While
MAGIC ITEM DESCRIPTIONS wearing it, you can use an action to expend 1 charge
and cast the message spell. The earring regains
The magic items in this section are presented in ld4 + 1 expended charges daily at dawn.
alphabetical order. For the rules on magic items, see
the Dungeon Master's Guide.
VESTIGES OF DIVERGENCE
When the great wars of the Calamity rolled across
Exandria, heroes of divinity accepted legendary relics
from their patrons and gods. At the same time, arch-
mages wove dangerous arcane power into items of
immense magical might. When the war ended, most of
these magic items were buried with their wielders be-
neath ash and dust. Those items that remained acces-
sible were passed down as heirlooms. These remnants
of a lost era are known as the Vestiges of Divergence.
Each Vestige of Divergence is a magic item that
grows in power over time. When it is first encountered,
the item is usually in its Dormant State. Either on its
own or in response to the heroic deeds of its bearer,
a Vestige of Divergence can enter its Awakened State.
In time, it can reach its ultimate potential and enter
its Exalted State, usually in response to a momentous
event or some heroic achievement on the part of its
bearer. The properties gained at each new state are cu-
mulative With the properties of a previous state, unless
otherwise noted.
JEWEL OF THREE PRAYERS • The jewel has 3 charges and regains all its ex-
pended charges daily at dawn. While holding the
Wondrous Item, Legendary (Requires Attunement) jewel, you can expend 1 charge from it to cast the
invisibility spell.
The jewel of Three Prayers is a Vestige of Diver-
gence (see the "Vestiges of Divergence" sidebar). Awakened State. In this state, the jewel has re-
In ancient times, Alyxian the Apotheon bore this ceived the blessing of Avandra the Change Bringer.
amulet as a symbol of his covenant with three Three delicate spires unfurl from the jewel's cen-
Prime Deities: Sehanine the Moon Weaver, Avan- ter, like the buds of flowers opening in the spring.
dra the Change Bringer, and Corellon the Arch Three lapis lazuli stones rest like dewdrops on
Heart. When the jewel is found, only Sehanine's these spires.
power thrums within its dormant heart. The power
of the other two deities waits to be reawakened The following benefits of the jewel improve:
by a hero- or heroes- who can follow in Alyxian's
footsteps. The bonus that the jewel confers to your AC
increases to +2.
Dormant State. In this state, the jewel of Three • Its number of charges increases to 5.
Prayers is a glittering golden disk attached to a fine
golden chain. The chain magically resizes to func- The jewel gains the following additional properties,
tion as a necklace for the creature that wears it. which you can use while wearing or holding it:
In its Dormant State, the jewel has the following • You can expend 1 of the jewel's charges (no action
properties: required) to end one of the following conditions on
yourself: grappled, paralyzed, or restrained.
• You gain a +l bonus to AC while wearing
the jewel. • When another creature you can see within 60
feet of you fails a saving throw, you can expend 1
• While wearing or holding the jewel, you can use of the jewel's charges as a reaction to enable that
an action to cause it to shed bright light in a 15- creature to reroll the saving throw, potentially
foot radius and dim light for an additional 15 feet. turning a failure into a success. The creature must
The light lasts until you extinguish it (no action use the new roll.
required).
THE JEWEL OF THREE PRAYERS IN ITS
DORMANT STATE (TOP), AWAKENED STATE
(LEFT), ANO EXALTED STATE (RIGHT)
APPEN DIX B I MAGIC ITEMS
~ ~~L -
Exalted State. In this state, the jewel has received MEDAL OF THE MAZE
the blessing of Corellon the Arch Heart. A gleaming
emerald surrounded by a halo of gold appears on Wondrous Item, Common
the jewel.
When you use an action to trace the maze inscribed
The following benefits of the jewel improve: on this medal, you gain advantage on Wisdom
checks and know the quickest route to the end of
• The bonus that the jewel confers to your AC any nonmagical path or maze for 1 hour. Once this
increases to +3. property has been used, it can't be used again, and
the medal becomes nonmagical.
• Its number of charges increases to 7.
MEDAL OF THE MEAT PIE
The jewel gains the following additional properties,
which you can use while wearing or holding it: Wondrous Item, Common
• You gain the ability to breathe water, and you gain You gain 2d4 + 2 temporary hit points when you use
a swimming speed equal to your walking speed. an action to press this medal to your mouth. Once
this property has been used, it can't be used again,
• Each of your allies within 30 feet of you gains the and the medal becomes nonmagical.
ability to breathe water and gains a swimming
speed equal to its walking speed. While magical, this medal is slightly warm to
the touch (as if it's fresh from the oven) and smells
• As a bonus action, you can expend 1 of the jewel's faintly of baked pie crust.
charges to target yourself or one willing creature
you can see within 15 feet of yourself. The target MEDAL OF THE WETLANDS
teleports to an unoccupied space of your choice
within 15 feet of yourself, along with any equip- Wondrous Item, Common
ment the target is wearing or carrying. The target
appears in a flash of golden radiance, and each When you use an action to trace the edge of this
creature of your choice within 5 feet of the target's medal, difficult terrain doesn't cost you extra move-
new location must make a DC 18 Constitution ment for 1 hour. Once this property has been used,
saving throw. On a failed save, the creature takes it can't be used again, and the medal becomes
4d10 radiant damage and is blinded until the start nonmagical.
of your next turn. On a successful save, the crea-
ture takes half as much damage and isn't blinded. MEDAL OF WIT
MEDAL OF MUSCLE Wondrous Item, Common
Wondrous Item, Common You can press this medal to your temple as an ac-
tion. Doing so gives you advantage on Intelligence
You can squeeze this medal tightly in the palm checks and Intelligence saving throws for 1 hour.
of your hand as an action. Doing so gives you ad- Once this property has been used, it can't be used
vantage on Strength checks and Strength saving again, and the medal becomes nonmagical.
throws for 1 hour. Once this property has been
used, it can't be used again, and the medal becomes RING OF RED FURY
nonmagical.
Ring, Very Rare (Requires Attunement)
MEDAL OF THE CONCH
This ring has a stripe of ruidium running through
Wondrous Item, Common it. While wearing the ring, you gain the follow-
ing benefits:
When you use an action to rub this medal, you gain
a swimming speed equal to your walking speed for • You can breathe water.
1 hour. Once this property has been used, it can't be • You gain a swimming speed equal to your
used again, and the medal becomes nonmagical.
walking speed.
MEDAL OF THE HORIZONBACK
Ruidium Rage. As a bonus action, you can use
Wondrous Item, Common the ring to gain the following benefits, which last for
1 minute or until you are incapacitated:
When you would be hit by an attack, you can use
your reaction to increase your AC by 5 until the start • You have advantage on Strength checks and
of your next turn, including against the triggering Strength saving throws.
attack. You must be wearing the medal arid able
to see the creature that made the triggering attack • When you hit with an attack, you can add your
to use this property. Once this property has been proficiency bonus to the damage roll.
used, it can't be used again, and the medal becomes
nonmagical. • Difficult terrain doesn't cost you extra movement,
and you are immune to the paralyzed and re-
strained conditions.
You can't use this property of the ring again until
you finish a long rest.
FROM LEFT TO RIGHT: Ru1D1UM
BATTLEAXE, Ru1D1UM SHIELD, AND
RING OF RED FURY
Ruidium Corruption. When you use the Ruidium lfRuidium Is Destroyed. If the Apotheon is
Rage property of the ring, you must make a DC 20 killed or redeemed, all the ruidium in Exandria
Charisma saving throw. On a failed save, you gain 1 is destroyed instantly, and ruidium arm or be-
level of exhaustion. If you are not already suffering comes +1 armor.
from ruidium corruption, you become corrupted
when you fail this save. RUIDIUM SHIELD
lfRuidium Is Destroyed. If the Apotheon is Shield, Very Rare (Requires Attunement)
killed or redeemed, all the ruidium in Exandria
is destroyed instantly, and the ring ofred fury be- Tendrils of ruidium extend across the metal surface
comes a ring of free action. of this shield. While this shield is on your person,
you gain the following benefits:
RUIDIUM ARMOR
• You have resistance to psychic damage.
Armor (Any Medium or Heavy Except Hide), Very • You can breathe water.
Rare (Requires Attunement) • You gain a swimming speed equal to your
This magic armor has a dull, rusty color or has walking speed.
veins of ruidium running through it. While you wear
this armor, you gain the following benefits: Psy chic Reflection. When you take psychic dam-
age while holding the shield, you can use your reac-
, You have resistance to psychic damage. tion to choose another creature you can see within
, You can breathe water. 30 feet of you. That creature takes the psychic dam-
• You gain a swimming speed equal to your age you would have taken.
walking speed. Ruidium Corruption. When you use the shield's
Psychic Reflection property, you must make a DC
Ruidium Corruption. When you roll a 1 on a sav- 20 Charisma saving throw. On a failed save, you
ing throw while wearing this armor, you must make gain 1 level of exhaustion. If you are not already
a DC 15 Charisma saving throw. On a failed save, suffering from ruidium corruption, you become cor-
you gain 1 level of exhaustion. If you are not already rupted when you fail this save.
suffering from ruidium corruption, you become cor-
rupted when you fail this save. lfRuidium Is Destroyed. If the Apotheon is
killed or redeemed, all the ruidium in Exandria is
APPENDIX B I MAGIC ITEMS 215
destroyed instantly, and a ruidium shield becomes a TELEPORTATION TABLET
+2 shield.
Wondrous Item , Rare
RUIDIUM WEAPON
This clay tablet is eight inches long, four inches
Weapon (Any), Very Rare (Requires Attunement) wide, and half an inch thick. Inscribed on it is the
sigil sequence for a permanent teleportation circle.
This magic weapon has a dull, rusty color or has A creature that studies the sequence for 10 minutes
veins of ruidium running through it. While this can make a DC 21 Intelligence (Arcana) check,
weapon is on your person, you gain the follow- learning the circle's destination on a success.
ing benefits:
You can use an action to break the tablet in half,
• You can breathe water. turning it to dust. If the tablet is broken while it is
• You gain a swimming speed equal to your on the same plane of existence as the teleportation
circle whose sigil sequence was engraved on it, a
walking speed. 10-foot-diameter teleportation circle of glowing blue
light appears on the ground in an unoccupied space
Ruidium Strike. A creature you hit with this you choose within 30 feet of you. This teleportation
weapon takes an extra 2d6 psychic damage. circle has the characteristics of one created using
the teleportation circle spell, except that it connects
Ruidium Corruption. When you roll a 1 on an to the teleportation circle whose sigil sequence
attack roll made with this weapon, you must make appears on the tablet.
a DC 20 Charisma saving throw. On a failed save,
you gain 1 level of exhaustion. If you are not already The teleportation circle created by the tablet
suffering from ruidium corruption, you become cor- disappears at the end of your next turn.
rupted when you fail this save.
lfRuidium Is Destroyed. If the Apotheon is
killed or redeemed, all the ruidium in Exandria is
destroyed instantly, and a ruidium weapon becomes
a +2 weapon.
MEDALS OF MERIT
............. .... ...... .... .. ...... .. ................... .... ..... .... .... .... ................. .. ... ........ .... .......
MEDAL OF MUSCLE MEDAL OF THE CONCH MEDAL OF THE
Wondrous Item, Common Wondrous Item, Common HORIZONBACK
You can squeeze this medal When you use an action to rub Wondrous Item, Common
tightly in the palm of your hand this medal, you gain a swim- When you would be hit by an
as an action. Doing so gives you ming speed equal to your walk- attack, you can use your reac-
advantage on Strength checks ing speed for 1 hour. Once this tion to increase your AC by 5
and Strength saving throws property has been used, it can't until the start of your next turn,
for 1 hour. Once this property be used again, and the medal including against the triggering
has been used, it can't be used becomes nonmagical. attack. You must be wearing the
again, and the medal becomes medal and able to see the crea-
nonmagical. ture that made the triggering
attack to use this property. Once
this property has been used,
it can't be used again, and the
medal becomes nonmagical.
............. ... ....... ..... ............................ .•. ...... ... ............................ .... ....... .... ....
MEDAL OF THE MAZE MEDAL OF THE MEAT Pm MEDAL OF THE
WETLANDS
Wondrous Item, Common Wondrous Item, Common Wondrous Item, Common
When you use an action to You gain 2d4 + 2 temporary hit When you use an action to trace
trace the maze inscribed on points when you use an action to the edge of this medal, difficult
this medal, you gain advantage press this medal to your mouth. terrain doesn't cost you extra
on Wisdom checks and know Once this property has been movement for 1 hour. Once this
the quickest route to the end of used, it can't be used again, and property has been used, it can't
any nonmagical path or maze the medal becomes nonmagical. be used again, and the medal
for 1 hour. Once this property becomes nonmagical.
has been used, it can't be used While magical, this medal is
again, and the medal becomes slightly warm to the touch (as
nonmagical. if it's fresh from the oven) and
smells faintly of baked pie crust.
.············· ···· ······ ···· ·· ········ ..······· ········· ···· ······· ··· · · · · · · · ..· · · · · · · · ··· ····· ····· ·· · ······· ··· .
····
MEDAL OF WIT USING THE (ARDS
Wondrous Item, Common The cards on this page are meant to
You can press this medal to your be photocopied and given to players
temple as an action. Doing so whose characters win medals of
gives you advantage on Intelli- merit in chapter 1 (see that chapter
gence checks and Intelligence for contest rules) .
saving throws for 1 hour. Once The ca'rds in appendix D (on the
this property has been used, next page) are meant to be given to
it can't be used again, and the players whose characters gain Frag-
medal becomes nonmagical. ments of Suffering in chapter 6 (see
that chapter for more information).
.................... .. ...... ..... ......................... ....... ... .........
t APPENDIX C I MEDALS OF MERIT 217
Al'f»E~I Ullt I)
FRAGMENTS OF SUFFERING
..... ... ........... .. ......... ...... .. ...... ..... ...... ... ........ ...... ............ .. ...... .... ....... ......... .....
FRAGMENT OF FRAGMENT OF DECEPTION
FRAGMENT OF
ABHORRENCE ATTACHMENT Benefit. When you take dam-
Benefit. Once on each of your Benefit. You can't be frightened age, you can use your reaction
turns when you hit a creature while within 10 feet of an ally. to turn invisible and teleport
with a weapon attack roll, you If you're already frightened up to 60 feet to an unoccupied
can force the target to move and move within 10 feet of an space you can see. You remain
up to 10 feet away from you in ally, the frightened condition invisible until the start of your
a direction of your choice. A ends on you. next turn or until you make a
creature that can't be fright- Drawback. You have disad- damage roll or cast a spell.
ened is immune to this effect. vantage on Wisdom and Drawback. You have disadvan-
Drawback. If you start your Charisma saving throws tage on Wisdom checks.
turn frightened, you take 2d6 while you aren't within 10 feet
psychic damage. of an ally.
.................................... ..........................................................................
FRAGMENT OF FRAGMENT OF FRAGMENT OF LOATHING
DESPONDENCE INTRANSIGENCE Benefit. When a creature dam-
Benefit. Another creature can't
Benefit. You are immune to the ages you with a weapon attack
charmed condition. force you to move anywhere or a spell, you can focus your
you don't want to go. hatred on that creature. Until
Drawback. You can't take the Drawback. You can't take the the end of your next turn,
Help action. Disengage or Dodge action. you have advantage on attack
rolls you make against the
creature. You can focus your
hatred on only one creature
at a time.
Drawback. You have disadvan-
tage on Charisma checks.
.........................................................................................................................
FRAGMENT OF PITY FRAGMENT OF RANCOR
FRAGMENT OF
MELANCHOLY Benefit. Each time you spend Benefit. When you hit a crea-
Benefit. When you fail a a Hit Die to regain hit points, ture with an attack, you can
Wisdom or Charisma saving you regain additional hit choose to deal either an extra
throw, you can reroll it with points equal to your profi- 2d6 psychic damage to the
advantage, potentially turning ciency bonus. creature or 4d6 psychic dam-
a failure into a success. After Drawback. You have disadvan- age to each other creature
you use this benefit, you must tage on death saving throws. within 5 feet of it. After you
finish a long rest before you use this benefit, you must fin-
can use it again. ish a short or long rest before
Drawback. If you use this frag- you can use it again.
ment's benefit and it doesn't Drawback. Whenever you are
turn a failed saving throw into not uncbnscious and fail a
a success, you are incapaci- savingAhrow, you take 2d6
tated until the end of your next psychic damage.
turn, overcome with despair.
l!, , 41111 1:~IIJl)t E
I \- STORY CONCEPT ART
(ti The concept art in this appendix was created to
inspire the writers and to help the artists envision
N some of the new characters, locations, and concepts
that figure prominently in Critical Role: Call of the
N e therdeep.
LEFT: THE ANCIENT TOWERS OF BAZZOXAN LOOK
LIKE ONLY A GOD COULD HAVE CRAFTED THEM .
BELOW : Ru101uM FESTERS AND GROWS IF LEFT
UNCHECKED , .JUST LIKE THE APOTHEON 1S ANGUISH,
STRONGER THAN IRON, IT GROWS IN GRUESOME
ORGANIC PATTERNS.
0
N
.fN
~
N
"a'..
---
1/1
"C
'11
3
~1/1
0
':l
1/1
C.I.C.
a )..
...'n11.
0
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0
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0
C
1/1
APPENDIX E I STORY CONCEPT ART 219
~~ ~
A SHADE OF MAROON
RIVALS ' OU UNIFIES THE
TFITS. Ev
THEY'RE J EN THOUGH
UST STARTIN
LOOK LIKE A. TEAM G OUT, THEY
THE PEO PLE OF ANK'l1
CLOTHES THAT REFLECTAREL WEAR FASHIONABLE
ExANDRIA ' s GREA TEST CITTHIEES A. BUNDANCE 0 F ONE OF
APPENDIX EI STORY CONCEPT ART
THE ARMOR OF TH
INSECTILE A E AURORA WA
CRICKET PPEARANCE AND TCH HAS AN
AS THE WINO 8 CHIRPS LIKE A
LOWS THROUG HIT.
If! ( ; , ,'
~
THE LEADERS OF
CON SOR TIUM OF THE
DREAM OPERATE THE VERMILION
THEY DON'T ALL FIN THE SHADO WS.
THIS AOVE EATURE IN
NTURE
COULD BE ' BUT THEY
VILLA!
ONGOING C NS IN YOUR
AMPAIGN.
~APPEN DIXJ.E.. I STORY CONCEPT ART
~~ -
lN HIS HUMAN FORM,
ALY>UAN BEARS TOKENS
OF THE THREE GOOS
WHO BLESSED HIM:
AvANDRA'S BROOCH,
CoRELLON's DAGGER, AND
5EHANINE'S SHIELD.
ALVXIAN HAS TWO INHUMAN
FORMS Tl-11\.T MAKE HIM STRONG
BUT PREVENT ANYONE FROM
HEALING HIS TRAUMA. THE
FIRST IS A SCARRED MONSTER
WITH ANCIENT WEAPONS STUCK
IN ITS HIDE (L.EFT, WITH A TINY
FIGURE OF A HUMAN BELOW TO
SHOW SCALE). THE SECOND IS
AN ANGELIC FORM INCAPABLE
OF COMPASSION (TOP LEFT).
L