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Published by Fellipe Bayeh, 2023-05-14 17:10:40

Waterdeep - Dragon Heist

T><E DOOM R1110£RS (L£1'T TO RIGHT): OllVIL STllRSONG, !STRID HORN, T11SHLYN Y11FEr:RA: SMEEMO WEtROBOTTLE, ANO Z1RA.J THE 11UNTER




SKEEMO WEIRDBOTTLE .. TASHLYN YAFEERA
Small humanoid (gnome), neulral evil Medium humanoid (human). neutral

Armor Class 12 (15 with mage armor) • Armor Class 18 (plate)
Hit Points 72 (16d6 + 16) .J ... Hit Points 149 (23d8 + 46)
Speed 25 ft. ' Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 {+l) 15 (+2) 18 (+4) 15 (+2) 14 { +2) 10 (+O) 14 (+2) 12 (+1)
Saving Throws Int +6, Wis +4 Saving Throws Str +8, Con +6
Skills Arcana +6, History +6, Perception +4, Performance +S Skills Athletics +8, Intimidation +5, Perception +6
Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 16
Languages Abyssal, Common, Gnomish, Undercommon Languages Common
Challenge 6 (2,300 XP) Challenge 9 (S,000 XP)

Gnome Cunning. Skeemo has advantage on Intelligence, Wis· Indomitable (2/Day). Tashlyn can reroll a saving throw that she
dom, and Charisma saving throws against magic. fails. She must use the new roll.
Spe//casting. Skeemo is a 9th-level spellcaster. His spellcasting Second Wind (Recharges after a Short or Long Rest). As a bo-
ability is Intelligence (spell save DC 14, +6 to hit with spell at- nus action, Tashlyn can regain 20 hit points.
tacks). He has the following wizard spells prepared:
ACTIONS
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic mis- Multiattack. Tashlyn makes three attacks with her greatsword
sile, shield or her shortbow.
2nd level (3 slots): misty step, suggestion Creatsword. Melee Weapon Attack: +8 to hit, reach S ft., one
3rd level (3 slots): counlerspe/l,fireba/l,fly target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) slashing
4th level (3 slots): greater invisibility, ice storm damage ifTashlyn has more than half her hit points remaining.
Sth level (1 slot): cone of cold
Shartbow. Ranged Weapon Attack: +6 to hit, range 80/320
ACTION S ft., one target. Hit: 5 (ld6 + 2) piercing damage, plus 7 (2d6)
Dagger. Melee or Ranged Weapon Attack: +S to hit, reach S ft. or piercing damage ifTashlyn has more than half her hit points
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage. remaining.



,\PPENDIX 0 I MONSTERS ANO NPCS
'200


ZIRAJ THE HUNTER DROW GUNSLINGER
Ziraj is a half-ore hunter who wields an oversized bow Firearms aren't widely available in the North, but some
Lhat shoots correspondingly large arrows. He is the members of Bregan O'aerthe are equipped with Lan-
Master of Assassination for the Black Network. If Ziraj tanese pistols, bullets, and packets of smokepowder.
sets out to kill someone, it's because one of his friends These drow gunslingers are expert pistoleers, as skilled
(Oavil, Istrid. Skeemo, or Tashlyn) asked him to. The with their guns as the best archers are with their bows.
characters might become Ziraj's prey, or Ziraj might
come to their aid to eliminate a common enemy. He's fEL'REKT L AFEEN
the strong, silent type. Fel'rekt is a male drow who was born female. Unhappy
The City Watch has received reports of a figure who with the treatment of males in his society, he petitioned
haunts the rooftops of Waterdeep- a hulking shadow to join Bregan D'aerthe. jarlaxle took a shine to Fel'rekt
that glares from its perch, rains down death in the form almost immediately, and the young drow has since be-
of long black arrows, and slinks off without so much as a come one ofjarlaxle"s most loyal lieutenants. Eager to
whisper. Where he comes from if he even has a home- prove himself, Fel'rekt is quick to volunteer for tasks and
remains a mystery, as does the question of where he hurls himself into combat with verve.
might show up next. Fel'rekt and Krebbyg Masq'il'yr are close friends
Treasure. Ziraj wears + 2 leather armor and carries and work as a team, trading banter and jokes at their
an oversized longbow. This unique weapon can be used enemies' expense. Fel'rekt lacks the cruelty common to
only by a Medium or larger creature that has a Strength most drow, and he won't kill an adversary unless he is
of 18 or higher. The bow shoots oversized arrows that left with no other choice.
deal piercing damage equal to 2d6 +the wielder's
Strength modifier. Its range is the same as an ordi- DROW GUNSLINGER
nary longbow.
Medium humanoid (elf), any alignment

ZIRAJ THE HUNTER Armor Class 18 (studded leather, shield)
Medium humanoid (half-ore), neutral evil Hit Points 84 (13d8 + 26)
Speed 30 ft. •
Armor Class 17 (+2 leather armor) INT WIS CHA
Hit Points 153 (l8d8 + 72) STR DEX CON 11 (+O) 13 (+l) 14 (+2)
Speed 30 ft. 13 (+1) 18 (+4) 14 (+2)
Saving Throws Dex +6, Con +4, Wis +3
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 11 (+O) 14 (+2) 15 (+2) Skills Perception +3, Stealth +8
Senses darkvision 120 ft., passive Perception 13
Languages Elvish, Undercommon
Saving Throws Wis +S, Cha +5
Skills Athletics +7, Intimidation +5, Stealth +7, Survival +S Challenge 4 (1,100 XP)
Senses darkvision 60 ft., passive Perception 12
Languages Common, Ore F ey Ancestry. The drow has advantage on saving throws against
Challenge 8 (3,900 XP) being charmed, and magic can't put the drow to sleep.
Gunslinger. Being within 5 feet of a hostile creature or attack·
Spellcasting. Ziraj is a lOth·level spellcaster. His spellcasting ing at long range doesn't impose disadvantage on the drow's
ability is Charisma (spell save DC 13, +5 to hit with spell at· ranged attack rolls with a pistol. In addition, the drow ignores
tacks). He has the following paladin spells prepared:
half cover and three·quarters cover when making ranged at·
lst level (4 slots): command, protection from evil and good, thun· tacks with a pistol.
derous smite Innate Spel/casting. The drow's spellcasting ability is Charisma
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic (spell save DC 12). It can innately cast the following spells, re·
quiring no material components:
A CTION S At will: dancing lights
Multiattack. Ziraj makes three attacks with his glaive or with 1/day each: darkness.faerie fire, levitate (self only)
his oversized longbow. Sunlight Sensitivity. While in sunlight, the drew has disadvan·
C/aive. Melee Weapon Attack: +7 to hit, reach S ft., one target. tage on attack rolls, as well as on Wisdom (Perception) checks
Hit: 9 (ldlO + 4) slashing damage. that rely on sight.
Oversized Longbow. Ranged Weapon Attack: +7 to hit, range A CTION S
150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Multiattack. The drow makes two shortsword attacks.
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one
exudes magical menace. Each enemy within 30 feet of him target. Hit: 7 (ld6 + 4) piercing damage.
must succeed on a DC 13 Wisdom saving throw or be fright·
ened ofZiraj for l minute. If a frightened enemy ends its turn Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90
more than 30 feet away from Ziraj, the enemy can repeat the ft., one target. Hit: 9 (ldlO + 4) piercing damage plus 11 (2dl0)
saving throw, ending the effect on itself on a success. poison damage.



APPENDI X B I MONSTERS ANO NPOS
201


as opportunity permits. When not engaged in a Bregan
D'aerthe operation, Soluun spends his nights haunting
the darkened streets and alleys of Waterdeep, looking
for solitary elves or half-elves to pick off. He conceals
his nighttime escapades as well as he can, but Jarlaxle,
Fel'rekt, and Krebbyg know what he's up to.
Game Statistics. Soluun Xibrindas is a neutral evil
drow gunslinger, with these changes:
Soluun wields a scimitar instead of a shortsword (it
deals slashing damage instead of piercing damage).
He wears a pair of drow-made boots of elven kind.
• In addition to his weapons, he carries four packets of
smokepowder (see appendix A) and a pouch contain-
ing twenty pistol bullets.

D URNAN
Durnan is the owner and proprietor of the Yawning
Portal. Although he looks like a middle-aged man whose
best days are behind him, Durnan has a sharp mind
and can still swing a sword when he must. He doesn't
like talking about his past, and he won't reveal anything
DROW GUN SLIN GER about his time as an adventurer.
If Durnan has any living family members, he doesn't
speak of them. He rarely says two words when one will
do. He has a dark sense of humor and spares no pity on
those who take the risk of entering Undermountain.
He keeps Grimvault, his magic greatsword, within
reach under the bar, and can chop tables in half with it if
he so desires. He also can pull out a double crossbow (a
heavy crossbow with reduced range that fires two bolts
Game Statistics. Fel'rekl Lafeen is a neutral good at the same target). Still, if he gets involved in a brawl,
draw gunslinger. In addition to his weapons, he carries he prefers fighting with fists or a well-flung tankard.
four packets of smokepowder(see appendix A) and a Durnan doesn't often venture far from the Yawning
pouch containing twenty pistol bullets.
Portal, using his employees to run errands for him
1 as needed. If he's feeling charitable, he might gently
KREBBYG MASQ. IL'YR
discourage likable "nobodies" from venturing into Un-
Krebbyg's house was destroyed long ago. leaving him
dermountain, if he thinks they wouldn't survive. He can
with no connection to his old life in the Underdark. He is
also direct adventurers toward tavern regulars who
young and rash.
might be able to help them or offer useful information.
Krebbyg works closely with Fel'rekt Lafeen, and the
two collaborate well despite their disparate alignments.
FLOON BLAGMAAR
Krebbyg prefers to follow Fel'rekt's lead, letting him do
most of the thinking and talking. Floan, a native Waterdavian in his early thirties, is a
Game Statistics. Krebbyg Masq'il'yr is a chaotic neu- handsome fellow but not very bright. He used to work
tral drow gunslinger. In addition to his weapons, he as an escort in festhalls but is currently unemployed.
carries four packets of smokepowder (see appendix A) Several months ago, he came upon a married noble en-
and a pouch containing twenty pistol bullets. gaging in some indiscreet behavior, and now lives off the
generous bribe he is being paid to keep silent.
SoLU-UN XrnRINDAS With friends all over the city, Floon spends most of
Soluun is a sadistic, fanatical bully who is fiercely loyal his time drinking and carousing. He gets by on his
to Bregan D'aerthe, and to Jarlaxle in particular. His looks and doesn't know what to do with his life, and has
younger brother. Nar'I, has infiltrated the Xanathar shown little interest in working for a living.
Guild. Soluun considers Nar'I a weakling who turned to GAME STATISTICS
arcane magic by way of compensation, and he has never
• elves. having been taught from a young age to kill them Floon is a chaotic good Illuskan human commoner with
had much faith in his brother or his abilities .
Soluun has a burning hatred of surface elves and half-
an Intelligence of 7 (-2) and a Charisma of 13 (+l). He
speaks Common.
APPENDIX BI MONSTERS AND NPCS
02


GAZER
A gazer is a tiny manifestation of a beholder's dreams.
It resembles the beholder who dreamed it into exis-
tence, but its body is only 8 inches wide, and it has
only four eyestalks. The beholder can see through the
gazer's eyes and uses it to spy on enemies as well as its
other minions.
A gazer can't speak any languages but can approxi-
mate mimicking words and sentences in a high-pitched,
mocking manner. A lone gazer avoids picking fights with GAZER
creatures that are Medium or larger, but a pack of them Tiny aberration, neutral evil
might take on larger prey. A gazer might follow human-
oids in its territory, noisily mimicking their speech and Armor Class 13
generally being a nuisance, until they leave the area, bul Hit Points 13 (3d4 + 6)
it flees if confronted by something it can't kill. Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
DURNAN 3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (+O) 7 (-2)
Medium humanoid (human), neutral
Saving Throws Wis +2
Armor Class 16 (elven chain) Skills Perception +4, Stealth +5
Hit Points 144 (17d8 + 68) Condition Immunities prone
Speed 30 ft. Senses darkvision 60 ft., passive Perception 14
languages -
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
18 (+4) 15 (+2) 18 (+4) 13 (+l) 12 (+l) 10 (+O)
Aggressive. As a bonus action, the gazer can move up to its
Saving Throws Str +8, Con +8 speed toward a hostile creature that it can see.
Skills Athletics +8, Perception +5
Senses passive Perception 15 Mimicry. The gazer can mimic simple sounds of speech it has
languages Common, Dwarvish .. heard, in any language. A creature that hears the sounds can
Challenge 9 (5,000 XP) tell they are imitations with a successful DC 10 Wisdom (In·
sight) check.
Special Equipment. Durnan wields a sword of sharpness (great·
sword) called Grimvault. He wears boots of striding ond spring· A CTIONS
ing, elven chain, and a ring of spell turning. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Indomitable (Recharges after a Long Rest). Durnan can reroll a Hit: 1 piercing damage.
saving throw that he fails. He must use the new roll. Eye Rays. The gazer shoots two of the following magical eye
rays at random (reroll duplicates), choosing one or two targets
Spell Turning. While wearing his ring of spell turning, Durnan
has advantage on saving throws against any spell that targets it can see within 60 feet of it:
only him (not in an area of effect). If Durnan rolls a 20 for the 1. Dazing Ray. The targeted creature must succeed on a DC
save and the spell is 7th level or lower, the spell has no effect 12 Wisdom saving throw or be charmed until the start of the
on him and instead targets the caster, using the slot level, spell gaze r's next turn. While the target is charmed in this way, its
save DC, attack bonus, and spellcasting ability of the caster. speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
A CTIONS Wisdom saving throw or be frightened until the start of the gaz.
Multiattack. Durnan makes four melee weapon attacks. er's next turn.
3. Frost Ray. The targeted creature must succeed on a DC 12
Crimvault. Melee Weapon Attack: +8 to hit, reach 5 ft., one Dexterity saving throw or take 10 (3d6) cold damage.
target. Hit: 11 (2d6 + 4) slashing damage. If the target is an 4. Telekinetic Ray. If the target is a creature that is Medium or
object, the hit instead deals 16 slashing damage. If the target smaller, it must succeed on a DC 12 Strength saving throw or
is a creature and Durnan rolls a 20 on the d20 for the attack be moved up to 30 feet directly away from the gazer.
roll, the target takes an extra 14 slashing damage, and Durnan If the target is an object weighing 10 pounds or less that
rolls another d20. On a roll of 20, he lops off one of the target's isn't being worn or carried, the gazer moves it up to 30 feet in
limbs, or some other part of its body if it is limbless.
any direction. The gazer can also exert fine control on objects
Double Crossbow. Ranged Weapon Attack: +6 to hit, range with this ray, such as manipulating a simple tool or opening a
60/240 ft., one target. Hit: 13 (2dl0 + 2) piercing damage. container.



APPENDIX B I MONSTERS AND NPCS


HLAM
This venerable human monk lives in a cave halfway up
the side of Mount Waterdeep. Hlam is the grand mas-
ter of the Order of the Even-Handed, a small monastic
group devoted to Tyr. Would-be students periodically
visit him to learn the Way of the Sacred Fists, which
combines cleric magic and monk training. They usually
return to the city confused, bruised, and not inclined to
visit again.
In times of great peril, Hlam can be called on to help.
Sometimes he offers pearls of wisdom, and sometimes
he descends from his cave to set things right with fist-
icuffs. He can show up at any point in the story as a
helpful figure, and the characters can visit him in his
cave if they need guidance or training. The Order of the
Gauntlet considers him a staunch ally.
Hlam is immune to disease and doesn't require food
or water. Although he ages, he suffers none of the frailty
of old age.


H LAM target is a creature, Hlam can choose one of the following addi-
Medium humanoid (l]uman), fawful good tional effects:
.. • The target must succeed on a DC 18 Strength saving throw or
Armor Class 22 (Unarmored Defense) drop one item it is holding (H lam's choice).
Hit Points 137 (25d8 + 25)
• The target must succeed on a DC 18 Dexterity saving throw
Speed 60 ft.
or be knocked prone.
• The target must succeed on a DC 18 Constitution saving
STR DEX CON INT WIS CHA
11 (+O) 24 (+7} 13 (.+-1} 14 (+2) 21 (+5) 14 (+2) throw or be stunned until the end of Hlam's next turn.
Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one
Saving Throws Str +5, Dex +12 target. Hit: 9 (ld4 + 7) piercing damage.
Skills Athletics +5, Religion +7
Damage Immunities poison Quivering Palm (Recharge 6). Melee Weapon Attack: + 12 to hit,
Condition Immunities charmed, frightened, poisoned reach 5 ft., one creature. Hit: The target must make a DC 18
Senses passive Perception 15 Constitution saving throw. On a failed save, the target is re-
Languages all spoken languages duced to 0 hit points. On a successful save, the target takes 55
Challenge 16 (15,000 XP) ' (lOdlO) necrotic damage.
Wholeness of Body (Recharges after a Long Rest). Hlam regains
Spel/casting.J-i lam is a 5th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 18, +10 to hit with spell at- 60 hit points.
tacks). He has the following cleric spells prepared:
REACTIONS
Cantrips (at will): guidance, light, sacred flame, spare the dying Deflect Missile. In response to being hit by a ranged weapon
1st level (4 slots): detect evil and good, healing word, sanctuary, attack, Hlam deflects the missile. The damage he takes from
shield of faith
the attack is reduced by ldlO + 27. If the damage is reduced to
2nd level (3 slots): calm emotions, prayer of healing, silence 0, Hlam catches the missile if it's small enough to hold in one
3rd level (2 slots): protection from energy. remove curse, sending
hand and he has a hand free.
Evasion. If Hlam is subjected to an effect that allows him to
Slow Fall. Hlam reduces the bludgeoning damage he takes
make a Dexterity saving throw to take only half damage, he
instead takes no damage ifhe succeeds on the saving throw, from a fall by 100.
and only half damage if he fails. He can't use this trait if he's
LEGENDARY A CTIONS
incapacitated.
Hlam can take 3 legendary actions, choosing from the options
Magic Unarmed Strikes. Hlam's unarmed strikes are magical.
below. Only one legendary action option can be used at a time
Unarmored Defense. While Hlam is wearing no armor and and only at the end of another creature's turn. Hlam regains
wielding no shield, his AC includes his Wisdom modifier. spent legendary actions at the start of his turn.
Quick Step. Hlam moves up to his speed without provoking
ACTIONS
opportunity attacks.
Multiattack. Hlam attacks three times using' his unarmed Unarmed Strike (Costs 2 Actions). Hlam makes one un-
strike, darts, or both. armed strike.
Invisibility (Costs 3 Actions). Hlam becomes invisible until
Unarmed Strike. Melee Weapon Atiack: +12 to hit, reach 5 the end of his next turn. The effect ends if Hlam attacks or
ft., one target. Hit: 12 (ldlO + 7) bludgeoning damage. If the casts a spell.



APPENDIX 8 I MONSTERS AND NPCS


jALESTER S I LVERMANE
An earnest man in his mid-twenties,jalester hails from
the distant land of Cormyr, where he earned his spurs
working for a mercenary company called the Steel
Shadows. A few years ago,jaJester left the Dales and
traveled to Waterdeep with several other members of
the company, one of whom- Faerrel Dunblade-would
become his best friend and lover.
The wizard El minster befriended the two young men
and brought them to the attention of Laeral Silverhand,
who put them to work as deputies and spies.jalester
and Faerrel helped the Open Lord expose a plot to over-
throw the government, but Faerrel was killed while help-
ing bring the perpetrators co justice. jalester remained
in Waterdeep afterward, becoming one of Laeral"s field
operatives in the service of Waterdeep and the Lords'
Alliance. He has been romantically unattached ever
since Faerrel's death but longs again for love.

HRABBAZ TREASURE
jalester carries a badge of the Watch (see appendix A). If
Hrabbaz is a muscle-bound half-ore with a cleft palate the badge is lost or taken from him, it returns to Laeral
who serves the lord and lady of House Gralhund as Silverhand.
a bodyguard. He is well mannered and dresses im-
peccably- a disarming appearance that belies a mur-
derous heart. Though he has great respect for Lady jALESTER S ILVERMANE
Yalab Gralhund. he is less fond of her moody husband, Medium humanoid (human), lawful good
and wouldn't be sad to see Orond knocked down a
peg or two. Armor Class 18 (chain mail, badge of the Watch)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
HRABBAZ
Medium humanoid (half ore), neutral evil STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 13 (+l)
Armor Class 12
Hit Point. s 112 (15d8 45) Saving Throws Str +4, Con +3
Speed 30 ft. Skills Athletics +4, Survival +4
Senses passive Perception 12
STR DEX CON INT WIS CHA Languages Common, Elvish
20 (+5) 15 (+2) 17 (+3) 10 (+O) 14 (+2) 12 (+1) Challenge 4 (1,100 XP)
Special Equipment. jalester carries a badge of the Watch.
Saving Throws Str +8, Con +6
Skills Athletics +8, Intimidation +4, Perception +5 Second Wind (Recharges after a Short or Long Rest). As a bo-
Senses darkvision 60 ft., passive Perception 15
Languages Common, Ore nus action, jalester can regain 16 (ldlO + 11) hit points. .
Challenge 5 (1,800 XP)
ACTION S .. l '
-.
Indomitable (2/Day). Hrabbaz can reroll a saving throw that he Multiattack. jalester makes two weapon attacks.
fails. He must use the new roll.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
Relentless Endurance (Recharges after a Long Rest). When get. Hit: 6 (ld8 + 2) slashing damage. or 7 (ldlO + 2) slashing
Hrabbaz is reduced to 0 hit points but not killed outright, he damage when used with two hands.
drops to 1 hit point instead.
Dagger. Melee or Ra{lged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
A CTIONS
Multiattack. Hrabbaz makes three attacks with his REACTIONS
morningstar.
Riposte. When a creature that jalester can see misses him
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one with a melee attack, he can use his reaction to make a melee
target. Hit: 9 (ld8 + 5) piercing damage, plus 3 (ld6) piercing weapon attack against that creature. On a hit, the target takes
damage if Hrabbaz has more than half his hit points remaining. an extra 4 damage from the weapon.


APPE!'DIX 8 I MONSTERS AND NPCS
20~


Tying Luskan's fortunes to those of Waterdeep would
JARLAXLE B AENRE
increasejarlaxle's political and economic power on the
jarlaxle is a flamboyant, swashbuckling drow icono- Sword Coast.
clast. He leads a renegade drow faction called Bregan Jarlaxle has come to Waterdeep in the guise of an
D'aerthc, made up of disenfranchised male drow, most llluskan human named Zardoz Zord. "Captain Zord"
of them culled from destroyed or disgraced houses. is the master of the Sea Maidens Faire, a carnival that
Gifted with a sharp mind, a sense of humor, puissant travels up and down the Sword Coast in three ships:
skill with a blade, and a wealth of useful magic items, the Eyecatcher. the Heartbreaker, and the Hellraiser
Jarlaxle infiltrated the city of Luskan, brought a kind (all words that describejarlaxle). He spends most of
of order to its lawlessness, and declared himself its his time aboard the Eyecatcher, his personal ship. The
secret lord. other two vessels carry members of the carnival and
Jarlaxle likes to weave a tangled web of schemes that their parade wagons.
leave his enemies baffled- the latest of which is a plan to jarlaxle has forged an alliance with Lantan (an island
legitimize Luskan by making it a member of the Lords' to the south), and has armed his Bregan D"aerthe lieu-
Alliance. The city's unsavory reputation has thwarted tenants with Lantanese firearms that rely on magical
all previous efforts, and the current leaders of the Lords' smokepowder to function. He has also acquired a Lan-
Alliance have voiced their opposition to Luskan's ad- tanese submarine called the Scarlet Marpenoth. This
mittance. A few have flatly declared that the city will underwater vessel is mounted below the Eyecatcher and
never be welcome in the alliance. Nonetheless,Jarlaxle kept out of sight. Jarlaxle plans on using the submarine
aims to persuade Laeral Silverhand, the Open Lord of to flee Waterdeep if his scheme unravels.
Waterdeep, to champion Luskan's cause even if that jarlaxle's loyalties are to himself first and foremost,
means losing other alliance members in the process. and to Bregan D'aerthe secondarily.


j ARLAXLE BAENRE L egendary Resistance (1 /Day). If Jarlaxle fails a saving throw, he
can choose to succeed instead.
Medium humanoid (elf), c~aotic neutral
Master Attuner. )arlaxle can attune to up to five magic items,
Armor Class 24 (+3 leather armor, Suave Defense)
and he can attune to magic items that normally require attune-
Hit Points 123 (19d8 + 38) ment by a sorcerer, warlock, or wizard.
Speed 30 ft.
Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6) damage
STR DEX CON INT WIS CHA when he hits a target with a weapon attack and has advantage
12 (+l) 22 (+6) 14 (+2) 20 (+5) 16 (+3) 19 (+4) on the attack roll, or when the target is within 5 feet of an ally
of )arlaxle's that isn't incapacitated and )arlaxle doesn't have
Saving Throws Dex+ ll, Wis +8 disadvantage on the attack roll.
Skills Acrobatics +11, Athletics +6, Deception +14, Perception
+8, Sleight of Hand +11, Stealth +16 Suave De fense. While jarlaxle is wearing light or no armor and
Senses darkvision 120 ft., passive Perception 18 wielding no shield, his AC includes his Charisma modifier.
Languages Abyssal, Common, Draconic, Dwarvish, Elvish,
Sunlight Sensitivity. When not wearing his knave's eye patch,
Undercommon
jarlaxle has disadvantage on attack rolls, as well as on Wisdom
Challenge 15 (13,000 XP)
(Perception) checks that rely on sight.
Special Equipment. jarlaxle wears +3 leather armor, a hat of
A CTIONS
disguise, a bracer of flying daggers (see appendix A), a cloak of in-
visibility, a knave's eye patch (see appendix A), and a ring of truth Multiattack. jarlaxle makes three attacks with his +3 rapier or
telling (see appendix A). He wields a +3 rapier and carries a por- two attacks with daggers created by his bracer of flying daggers.
table hole and a wand of web. His hat is adorned with a feather
+3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one tar-
of diatryma summoning (see appendix A).
get. Hit: 13 (1d8 + 9) piercing damage.
Evasion. lfhe is subjected to an effect that allows him to make
F lying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60
a Dexterity saving throw to take only half damage, Jarlaxle
ft., one target. Hit: 8 (ld4 + 6) piercing damage.
instead takes no damage ifhe succeeds on the saving throw,
and only half damage if he fails. He can't use this trait if he's
LEGENDARY ACTIONS
incapacitated.
)arlaxle can take 3 legendary actions, choosing from the op-
Fey Ancestry. jarlaxle has advantage on saving throws against tions below. Only one legendary action option can be used at
being charmed, and magic can't put him to sleep. a time and only at the end of another creature's turn. jarlaxle
regains spent legendary actions at the start of his turn.
Innate Spellcasting. Jarlaxle's innate spellcasting ability is
Charisma (spell save DC 17, +9 to hit with spell attacks). He Quick Step. jarlaxle moves up to his speed without provoking
can innately cast the following spells, requiring no material opportunity attacks.
components: Attack (Costs 2 Actions). )arlaxle makes one attack with his +3
rapier or two attacks with daggers created by his bracer of
At will: dancing lights
flying daggers.
1/day each: darkness, faerie fire, levitote (self only)

APPENDIX B) MONSTERS AND NPCS


formidable, clear-headed wizard with plenty of magic at
L AERAL SILVERHAND her disposal.
Anamanue Laeral Silverhand was born in the Year of A few years ago, Dagult Neverember was ousted as
the Cowl (765 DR), the fifth of seven daughters of the Open Lord of Watcrdeep. Laeral reluctantly stepped
goddess Mystra. Each of the Seven Sisters is a powerful into the vacancy at the request of the Masked Lords,
and ageless beauty with a penchant for arcane magic. and has served as Waterdeep's Open Lord ever since.
Long ago. Laeral ruled a kingdom called Stornanter Initially overwhelmed by the demands of the nobles and
and held the title of Witch-Queen of the North. After guildmasters, she has settled nicely into her new role.
that, she led a band of adventurers called the Nine. She She uses her magic sparingly and relics on trusted ad-
met and married Khelben Arunsun, who would later visors and deputies. As time allows, she likes to venture
become the Blackstaff, the Lord Mage of Waterdeep. outside the Palace ofWaterdeep in disguise, just to clear
After Khelben died, Laeral retired from public life. She her head or check up on old friends (and enemies).
resurfaced after the Spellplague and the Sundering, Laeral's relationship with Vajra Safa hr, the current
weakened by Mystra's death, rebirth, and withdrawal Blackstaff. has its challenges. For one thing, Laeral
from the world. is much older, much wiser, and much more powerful
Laeral's magic isn't as great as it once was, though she than Vajra, whom she views as an insecure child. fn
does her utmost to bide this fact. Only El minster, her addition, Vajra wields the Blackstaff. which has Khelben
trusted friend and advisor, knows the extent of her de- Arunsun's soul and the souls of all the other Blackstaffs
cline. Despite her diminished abilities, Laeral remains a bound inside it. Laeral covets the staff, because it con-

LAERAL SILVERHAND ACTIONS
Medium humanoid (human). chaotic good M11ltiattack. Laeral makes three attacks with her silver hair and
flame tongue, in any combination. She can cast one of her can-
Armor Class 18 (robe of the arch magi) trips or l st-level spells before or after making these attacks.
Hit Points 228 (24d8 + 120)
Speed 30 ft. Silver Hair. Me/ee Weapon Attack: +11 to hit, reach S ft ., one
target. Hit: 7 (2d6) force damage, and the target must succeed
STR DEX CON INT WIS CHA on a DC 19 Constitution saving throw or be paralyzed for l
13 (+1) 17 (+3) 20 (+S) 20 (+S) 20 (+S) 19 (+4) minute. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Saving Throws Int +11, Wis +11 Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Arcana +17, History +17, Insight +11, Perception +11,
Persuasion +10 target. Hit: S (l d8 + 1) slashing damage plus 7 (2d6) fire dam-
Damage Resistances fire age, or 6 (1dl0 + 1) slashing damage plus 7 (2d6) fire damage
Damage Immunities poison when used with two hands.
Condition Immunities poisoned Spe/ljire (Recharges after a Long Rest). Magical, heatless, silver
Senses trues1ght 60 ft., passive Perception 21 fire harmlessly erupts from Laeral and surrounds her until she
languages Common, Draconic, Dwarvish, Elvish, Giant, is incapacitated or until she uses an action to quench it. She
Infernal
Challenge 17 (18,000 XP) gains one of the following benefits of her choice, which lasts
until the silver fire ends:
Special Eq11ipment. la era I wears a white robe of the arch magi • She can breathe underwater.
(accounted for in her statistics). She wields a flame tongue • She can survive without food and water.
longsword. • She is immune to magic that would ascertain her thoughts,
Magic Resistance. While wearing her robe of the archmagi, truthfulness, alignment, or creature type.
laeral has advantage on saving throws against spells and other • She gains resistance to cold damage, and she is unharmed by
magical effects. temperatures as low as -SO degrees Fahrenheit.
While the silver fire is present, she has the following additional
Spellcasting. Laeral is a 19th-level spellcaster. Her spellcasting
ability is Intelligence (spell save DC 21, + 13 to hit with spell at· action options:
tacks). Laeral has the following wizard spells prepared: • Cast the cure wounds spell. The target regains 1d8 + 5 hit
Cantrips (at will): light, mage hand, minor illusion, prestidigita- points. After Laeral takes this action, roll a d6. On a roll of l ,
tion, ray of frost the silver fire disappears.
1st level (at will): detect magic, disguise self. magic missile, shield • Cast the revivify spell without material components. After
2nd level (at will): detect thoughts, invisibility, misty step Laeral takes this action, roll a d6. On a roll of 1- 2, the silver
3rd level (3 slots): counterspell,fly, sending, tongues fire disappears.
4th level (3 slots): banishment, greater invisibility, Otiluke's resil- • Release a 60-foot line of silver fire that is 5 feet wide or a 30-
ient sphere foot cone of silver fire. Objects in the area that aren't being
5th level (3 slots): cone of cold, geas, Rory's telepathic bond worn or carried take 26 (4dl 2) fire damage. Each creature in
6th level (2 slots): globe of inv11lnerobility, mass s11ggestion the area must succeed on a DC 21 Dexterity saving throw,
7th level (1 slot): prismatic spray, teleport taking 26 (4d12) fire damage on a failed save, or half as much
8th level (1 slot): feeblemind, power word st11n damage on a successful one. After laeral takes this action,
9th level (1 slot): time stop roll a d6. On a roll of 1-3, the silver fire disappears.



APPENDIX B I MONSTERS AND NPCS


MANSHOON
LAE RAL S ILYERHAND Referred to in this adventure simply as "Manshoon," this
clone of the ancient archwizard infiltrated Waterdeep
years ago and has been hiding out in Kolat Towers ever
since, in the city's Southern Ward.
The original Manshoon was one of the founders of the
Zhentarim. Evil to the core, he made enemies all across
Faertin, including other powerful spellcasters such as
Khelben Arunsun and Elminster. Fearing that he might
be destroyed by his foes, Manshoon magically crafted
several clones-but a mishap caused all of them to be
awakened at once, whereupon they tried to destroy one
another in a series of conflicts that came to be known as
the Manshoon Wars.
Now the original Manshoon is dead, and it's widely be-
lieved that all his clones were destroyed as well. In fact,
at least three are still alive. The one presently in Water-
deep escaped death by hiding out in Undermountain,
where he eventually ran afoul ofHalaster Blackcloak.
After a brief spell duel, Ha laster captured Manshoon
and amputated his left arm at the elbow for reasons un-
known. Manshoon escaped imprisonment and fled Un-
dermountain, taking refuge in the city above. Attempts
to magically regenerate his severed limb failed, forcing
him to craft an artificial arm and hand for himself.
Manshoon took control of Kolat Towers, a crumbling
residence in the Southern Ward that was abandoned
years ago by the two wizards who built it. The edifice is
surrounded by a magical barrier that has the properties
of a wall of force. Manshoon rarely leaves the towers
and uses a teleportation circle when he must do so, and
thus is never seen entering or leaving.
Manshoon aims to rule Waterdeep and replace the
City Watch with Black Network mercenaries that are
loyal to him alone. By bribing and blackmailing the
Masked Lords, he hopes to oust Laeral Silverhand as
Open Lord and take her place, kill the Blackstaff, reduce
the Masked Lords to mere vassals, and declare himself
the Wizard-King ofWaterdeep. Once the city is firmly in
his clutches, Manshoon will then turn his attention to-
ward Undermountain, destroy Halaster once and for all,
and claim the dungeon's riches.
MANSHOON SIMULACRUM
Manshoon uses the simulacrum spell to create a magi-
tains all that's left of her husband. Not surprisingly, the cal duplicate of himself as needed. He has customized
two mages avoid each other as much as possible. the spell to increase his simulacrum's bit points at the
In times of great need, Laeral can command Vajra expense of its spellcasting ability.
to unleash Force Grey. Until that order is given, Force Manshoon can have only one simulacrum at any given
Grey isn't allowed to conduct operations in Waterdeep, time, and he uses it as a subordinate to command his
though Laeral's spies tell her that Vajra has secretly Zhentarim minions in the field. If his simulacrum is de-
activated members of the elite order and sent them on a stroyed, Manshoon creates another. Each simulacrum
number of unauthorized missions. Laeral is reluctant to has the statistics of Manshoon, with these changes:
confront Vajra on the matter, and rationalizes her inac- • The simulacrum has no special equipment. Conse-
tion by framing it as a test ofVajra's competence. quently, it has AC 12 and lacks the Magic Resistance
trait and the Staff of Power action option.
It loses all spell slots of 6th level and higher.
• It has a challenge rating of 8 (3,900 XP).


i\PP'ENDIX B I MONSTERS AND NPCS
208


A F1..v1 N G SNAKE OF
THE Z><E N TAR IM










Martial arts adepts are disciplined monks who have ex-
Medium humanoid (human), lawful evil tensive training in hand-to-hand combat. Some protect
monasteries; others travel the world seeking enlighten-
Armor Class 19 (robe of the arch magi, staff of power) ment or new forms of combat to master. A few become
Hit Points 126 (23d8 + 23) bodyguards, trading their combat prowess and loyalty
Speed 30 ft. for food and lodging.

STR DEX CON INT WIS CHA
10 (+O) 14 (+2) 12 (+ 1) 23 (+6) 15 (+2) 16 (+3) MARTIAL ARTS ADEPT
Medium humanoid (any race), any alignment
Saving Throws Str +2, Dex +4, Con +3, Int +13, Wis +9, Cha +5
Skills Arcana +11. History +11 Armor Class 16
Senses darkvision 60 ft., passive Perception 12 Hit Points 60 (11d8 + 11)
Languages Common, Draconic, Goblin, Infernal, Ore, Speed 40 ft.
Undercommon
Challenge 13 (10,000 XP) STR DEX CON INT WIS CHA
11 (+O ) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
Special Equipment. Manshoon wears a black robe of the arch·
magi and wields a staff of power (both accounted for in his Skills Acrobatics +5, Insight +5, Stealth +5
statistics). Roll 2dl0 to determine how many charges the staff Senses passive Perception 13
has remaining. Languages any one language (usually Common)
Challenge 3 (700 XP)
Magic Resistance. While wearing his robe of the arch magi, Man-
shoon has advantage on saving throws against spells and other Unarmored Defense. While the adept is wearing no armor and
magical effects. wielding no shield, its AC includes its Wisdom modifier.
Spellcasting. Manshoon is an 18th-level spellcaster. His spell- A CTIONS
casting ability is Intelligence (spell save DC 21, +15 to hit with
spell attacks). He has the following wizard spells prepared: Multiattack. The adept makes three unarmed strikes or three
dart attacks.
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
shocking grasp Unarmed Strike. Melee Weapon Attack: +S to hit, reach S ft.,
1st level (4 slots): detect magic, mage armor, magic mis- one target. Hit: 7 (ld8 + 3) bludgeoning damage. If the target
sile, shield is a creature, the adept can choose one of the following addi-
2nd level (3 slots): detect thoughts, mirror image, misty step tional effects:
3rd level (3 slots): counterspell, lightning bolt, sending • The target must succeed on a DC 13 Strength saving throw or
4th level (3 slots): fire shield, greater invisibility, polymorph
5th level (3 slots): Bigby's hand, scrying, wall of force drop one item it is holding (adept's choice).
6th level (1 slot):jlesh to stone, globe of invulnerability • The target must succeed on a DC 13 Dexterity saving throw
7th level (1 slot):jinger of death, simulacrum or be knocked prone.
8th level (1 slot):feeblemind, mind blank • The target must succeed on a DC 13 Constitution saving
9th level (1 slot): imprisonment, power word kill throw or be stunned until the end of the adept's next turn.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one tar-
A CTION S
get. Hit: S (ld4 + 3) piercing damage.
Metal Fist. Melee Weapon Attack: +6 to hit, reach S ft., one tar-
get. Hit: 4 (ld4 + 2) bludgeoning damage. REACTIONS
Staff of Power. Melee Weapon Attack: +7 to hit, reach 5 ft., one Deflect Missile. In response to being hit by a ranged weapon
target. Hit: S (1d6 + 2) bludgeoning damage. or 6 (ld8 + 2) attack, the adept deflects the missile. The damage it takes from
bludgeoning damage when used with two hands. Manshoon the attack is reduced by ldl 0 + 3. If the damage is reduced to 0,
can expend 1 of the staff's charges to deal an extra 3 (ld6) the adept catches the missile if it's small enough to hold in one
force damage on a hit. hand and the adept has a hand free.


APPENDIX 8 I MONSTERS ANO NPCS


ADJUSTED GAME STATISTICS
MELOON WARDRAGON If Meloon is killed and raised from the dead. his true
self is restored and his statistics change as follows:
Meloon is a handsome, formidable warrior in his prime. Meloon is neutral good.
who serves the goddess Tymora and loves a good fight. He loses his telepathy, and his ability to speak and un-
His friends- among them Renaer Neverember and derstand Deep Speech.
Vajra Safahr- describe him as honest. optimistic. and • He can attune to Azuredge (see appendix A).
extraordinarily lucky. Until recently. he was a member
of Force Grey and reported directly to the Blackstaff. ln M IRT
recent months, Meloon has spent mueb of his time at the
Yawning Portal. Once known as Mirt the Merciless and the Old Wolf,
Three months ago, out of boredom. Meloon accompa- Mirt made a fortune and carved out a reputation as an
nied a fledgling band of adventurers on an expedition to adventurer and philanderer. Today, an older and wiser
Undermountain. There, his luck ran out. While resting Mi rt serves as one of the Masked Lords, a Harper, and
in the dungeon, the adventuring party was attacked by a close advisor to Laeral Silverhand. The years have not
monsters unleashed by Xanathar- including a number worn him down, and though he has grown soft in the
of intellect devourers. One of the creatures succeeded in flesh, he remains deceptively strong, vigorous, and clear
magically devouring and replacing Meloon's brain, turn- of mind. Mi rt has survived the passing of centuries by
ing the champion of Tymora into a puppet. After finish- means of magic, and of all the Masked Lords, he is the
ing off his unsuspecting companions, Meloon returned least concerned with concealing his identity.
to Waterdcep as a Xanathar Guild spy. Despite his prodigious girth, Mirt can move with good
The intellect devourer that inhabits Meloon's skull was speed when he must, and he hasn't let his adventuring
bred by Nihiloor, a mind flayer in Xanathar's employ. It skills wither. His wife, Asper, passed away several years
knows everything Meloon knew, and Meloon behaves ago, and his rambling mansion has seen better days.
much as he did before his descent into Undermountain. Mirt spends his days embroiled in politics and whiles
He hangs out at the Yawning Portal. tries to bond with away his nights in drink and debauchery.
adventurers, and offers a helping hand whenever doing
so feels appropriate. The intellect devourer's primary
goals are to steer adventurers away from Undermoun-
tain and get them to undertake quests that further
the aims of Xanathar. Such quests usually involve the
eradication of Xanathar's enemies, and Meloon is all too
eager to fight alongside those who fall for his ruse.
-

MELOON WARDRAGON
Medium humanoid (human), neutral evil

Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+O) 14 (+2) 15 (+2)

Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 fl
Challenge 9 (5,000 XP)

Special Equipment. Meloon wields Azuredge (see appendix A)
but can't attune to it, and thus gains none of its benefits.
Indomitable (2/Day). Meloon can reroll a saving throw that he
fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bo-
-
nus action, Meloon can regain 20 hit points.
ACTIONS
Multiattack. Meloon makes four attacks with Azuredge.

Azuredge. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 11
(1dl2 + 5) slashing damage.



APPENDIX 8 I MONSTF.RS ANO NPCS


NAR'L XIBRINDAS
Xanathar's advisor is a nervous and conniving male
drow named Nar'I Xibrindas. Nar'l's house was wiped
out long ago, but he and his elder brother Soluun sur-
vived and joined Bregan D'aerthe. A year ago, Nar'I was
TREASURE
Mirt bas access to magic items of all kinds. but keeps given the difficult task of infiltrating the Xanathar Guild
only a few on his person. He can equip himself with and getting as close to the beholder as possible. Not only
other magic items as the need arises. did he succeed, but in the course of gaining Xanathar's
In addition to his other magical gear, Mirt owns a trust, he managed to convince the beholder to eliminate
Lord's ensemble (see appendix A). He dons the ensem- its other advisors. The beholder's paranoia will even-
ble only when meeting with other Masked Lords in an tually cause Xanathar to question the drow's loyalty,
official capacity. though, and Nar'I has become increasingly worried
about his future. If forced to decide between himself and

MIRT •• Bregao D'aerthe, he'll choose the former and betray his
drow allies to save his own skin.
Medium humanoid (human), chaotic good Xanathar is aware that something is off with Nar'I,
and recently assigned him a grell bodyguard. The grell
Armor Class 16 (bracers of defense) has instructions to dispose of Nar'I at the first sign of
Hit Points 153 (18d8 ± 72)
Speed 30 ft. disloyalty.
GAME STATISTICS
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 15 (+2) 12 (+1) 15 (+2) Nar'I Xibrindas is a drow mage. He prepares and casts
the sending spell whenever he needs to communicate
Saving Throws Dex +8, Wis +S with his brother. [n addition to his other gear, Nar'I
Skills Acrobatics +8, Athletics +8, Perception +S, Persuasion carries a vial containing three doses of eyescratch, a
+6, Stealth +8 contact poison. A creature that comes into contact with
Senses passive Perception 15 the poison must succeed on a DC 14 Constitution saving
Languages Common, Dwarvish throw or be poisoned for 1 hour and blinded while poi-
Challenge 9 (5,000 XP) soned in this way. A lesser restoration spell or similar
magic ends the effect.
Special Equipment. Mirt wears bracers of defense and a ring of
regeneration. He wields a +I longsword and a +1 dagger.
Brute. A melee weapon deals o ne extra die of its damage when
Mirt hits with it (included in the attacks below).
Evasion. lfhe is subjected to an effect that allows him to
make a Dexterity saving throw to take only half damage, Mirt
instead takes no damage if he succeeds on the saving throw,
and only half damage if he fails. He can't use this trait if he's
incapacitated.
Sneak Attack (1/Turn). Mirt deals an extra 14 (4d6) damage
when he hits a target with a weapon attack and has advantage
on the attack roll. or when the target is within 5 feet of an ally of
Mirt's that isn't incapacitated and Mirt doesn't have disadvan-
tage on the attack roll.
ACTIONS
Multiattack. Mirt makes three attacks: two with his +7 long·
sword and one with his +7 dagger.
+1 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft .. one
target. Hit: 14 C2d8 + 5) slashing damage, or 16 (2d10 + 5)
slashing damage when used with two hands.
+1 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing
damage when used as a melee weapon, or 7 (ld4 + 5) piercing
damage when used as a ranged weapon.
REACTIONS
Parry. Mirt adds 2 to his AC against one melee attack that
would hit him. To do so, Mirt must see the attacker and be
wielding a me lee weapon.


..PPl!NDO< BI MONSTERS ANO NPCS
21


NIHILOOR N IMBLEWRIGHT
The illithid Nihiloorworks for Xanathar, spending its A nimblewright is a magical construct created to serve
days creating intellect devourers and setting them loose as a guard or assassin. Composed predominantly of
in the sewers ofWaterdeep. Each intellect devourer at- lightweight wood and powered by magic, it can pass for
tacks the first humanoid it encounters, using its victim humanoid while wearing clothing. Some nimblewrights
as a puppet to spy on the city and relay information back wear plain clothing, while others are clad in flashier
to Nihiloor. Occasionally, an intellect devourer is in- attire. A nimblewright is emotionless, its face frozen in
structed to seek out a particular kind of target, such as a whatever expression was given to it by its creator.
member of the City Guard or the City Watch. Sometimes Duelist. A nimblewright moves like a dancer and
its instructions will include orders to capture specific fights like a swashbuckler, using dodges and parries to
Waterdavians and bring them to Skullport, where they avoid damage while deftly skewering its foes.
can be enslaved or ransomed. Constructed Nature. A nimblewright doesn't require
Nihiloor has an alien mind, and it considers itself air, food, drink, or sleep. Damage it takes can be re-
Xanathar's equal. It has no interest in supplanting the paired with mending spells, but a nimblewright reduced
beholder, however, preferring to operate in the shadows to 0 hit points is permanently destroyed.
and pursue its own fell schemes.

GAME STATISTICS NIMBLEWRIGHT
Nihiloor is a mfad flayer. Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 60 ft.
STR DEX CON INT WIS CHA
12 (+l) 18 (+4) 17 (+3) 8 (-1) 10 (+O) 6 (-2)
Saving Throws Dex +6
Skills Acrobatics +8, Perception +2
Damage Resistances bludgeoning, piercing, and slashing from
nonrnagical attacks
Condition Immunities exhaustion, frightened, petrified,
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands one language known to its creator but
can't speak
Challenge 4 (l,100 XP) • ,

Magic Resistance. The nimblewright has advantage on saving
throws against spells and other magical effects.
NtHhOOR
Magic Weapons. The nimblewright's weapon attacks
are magical.
Repairable. As long as it has at least l hit point remaining,
the nimblewright regains l hit point when a mending spell is
cast on it.
Sure-Footed. The nimblewright has advantage on Strength
and Dexterity saving throws made against effects that would
knock it prone.
ACTIONS
Multiattac;k. The nimblewright makes three attacks: two with
its rapier and one with its dagger.
Rapier. Melee Weapon Attack: +6 to hiti reach S ft., one target.
Hit: 8 (ld8 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack~ +6 to hit, reach S ft. or
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

REACTIONS
Parry. The nimblewright adds 2 to Its AC against one melee at-
tack that would hit it. To do so, the nimblewright must see the
attacker and be wielding-a melee weae,on.



APPENDIX B 1 MONSTERS AND NPCS
12


After she was passed over, Orond became insanely an-
gry, and he has remained that way ever since.
Less than a year ago, the Gralhunds were approached
by agents of the Zhentarim loyal lo Manshoon, and the
nobles formed an alliance with them. House Gralhund
gives the Zhents coin and allows them to use the fami-
ly's noble villa as a refuge. In exchange, the house reaps
all the benefits that the Black Network offers, including
intelligence that its spies have gathered. So while the
Zhents use House Gralhund as a shield, the Gralhunds
are using the Zhenls to ascertain the identities and
weaknesses of the Masked Lords.
Orond doesn't fully grasp how entwined the Black
Network and his family have become it is now next to
impossible to separate one from the other. lfs no secret
in Waterdeep that the Black Network has firmly rooted
itself in House Gralhund. But what's not generally
known is thal the Zhents in House Gralhund are agents
of Manshoon. Neither Orond nor any other member of
his family knows about the wizard's clone. As far as
Orond and his wife are concerned, the local leaders
of the Black Network (with Urstul Floxin chief among
them) reside with them in the family villa.
Orond is a short, stocky man who dresses well and is
easy on the eyes. When he opens his mouth, his boorish
nature, inflated sense of self-importance, fragile ego,
and despicable opinions about "the common rabble"
NIM&LE WR IG ... T
come to the fore, and his charm quickly dissipates.
When not in his wife's company, he is prone to excessive
boasting and temper tantrums. When he must speak
to strangers, he keeps his half-ore bodyguard Hrabbaz
close by, for fear that others might attack and rob him at
N O SKA UR'GRAY
Noska is a ruthless enforcer in the Xanathar Guild. A
green slime in Undermountain dissolved his left hand
and forearm, and the lost appendage has been replaced
with a heavy crossbow that attaches to the stump.

GAME STATISTICS
Noska Ur'gray is a shield dwarf thug, with
these changes:
Noska is neutral evil.
He has these racial traits: His walking speed is 25
feet. He has advantage on saving throws againsc poi-
son and resistance to poison damage. He has dark-
vision out to a range of 60 feet. He speaks Common
and Dwarvish.
He has disadvantage on Strength checks made to
climb, due to his disability.

0ROND GRALHUND
The Gralhunds are nobles who trade in arms and
mercenaries, and whose family motto is "We see both
sides." Orond is the patriarch, but he's not a quick-think-
ing or cultured sort- and deep down, he knows it. He
leaves most of the plotting and socializing to his wife,
Yalah, to whom he is devoted.
When several of the Masked Lords were assassinated
in quick succession some years ago. Lord Gralhund had
expected his wife to fill one of the vacancies. That never
happened, though, despite many promises and bribes.


.\PPENDIX 8 MONSTERS A~D NPCS
2 1


OTT STEELTOES
The dwarf Ott Steeltoes has the nerve-wracking task of
tending to Xanathar's pet fish, Sylgar. In his spare time,
he worships Zuggtmoy, the demon queen of fungi, and
cultivates mushrooms, spores, and molds. He wears a
OTT 5 TEELTOES
leather skullcap stitched with fake beholder eyestalks.
GAME STATISTICS
Ott is a shield dwarf cultist, with these changes:
• Ott is chaotic evil.
He has these racial traits: His walking speed is 25
feet. He has advantage on saving throws against poi-
son and resistance to poison damage. He has dark-
vision out to a range of 60 feet. He speaks Common
and Dwarvish.
He has an Intelligence of 6 (-2) and Religion +O.


REMALLIA HAVENTREE
Medium humanoid (elf), chaotic good
Armor Class 12 (15 with mage armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
10 (+O) 14 (+2) 13 (+1) 18 (+4) 15 (+2) 17 (+3)
Saving Throws Int +8, Wis +6
Skills Arcana +8, Deception +7, History +8, Persuasion +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Halfling
Challenge 9 (S,000 XP)

any moment. While in Yalah's presence, Orond becomes Special Equipment. Remallia has a figurine of wondrous power
an altogether different person: quiet, almost timid, and (silver raven).
happy to let his wife have the spotlight.
Fey Ancestry. Rema Ilia has advantage on saving throws against
Orond relies on Yalah to manage the Zhentarim. He
being charmed, and magic can't put her to sleep.
spends his days watching mercenaries train, paying
bills, and ranting about the cost of doing business in the Spellcasting. Remallia is a 13th-level spellcaster. Her spellcast-
city. Although he is human, Orond was born with a tief- ing ability is Intelligence (spell save DC 16, +8 to hit with spell
ling's tail. The tail was amputated when he was a young attacks). She has the following wizard spells prepared:
boy, but the scar on his backside remains. Cantrips (at will): dancing lights, mage hand, mending, message,
ray of frost
GAME STATISTICS 1st level (4 slots): alarm,* mage armor,* magic missile, shield*
Orond Gralhund is a Tethyrian human noble, with 2nd level (3 slots): arcane lock,* invisibility
these changes: 3rd level (3 slots): counterspell,'~ dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
• Orond is neutral evil.
Sth level (2 slots): cone of cold, wall of force
• He has an Intelligence of 9 (-1).
6th level (1 slot): flesh to stone, globe of invulnerability*
• Never one to bother learning other languages, he 7th level (1 slot): symbol,* teleport
speaks only Common. *Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
O SVALDO C ASSALANTER
points. Whenever she takes damage, the ward takes the dam-
Ammalia and Victoro Cassalanter traded the soul of age instead. If the ward is reduced to 0 hit points, Remallia
their eldest child for power. Stripped of his humanity, takes any remaining damage. When Remallia casts an abjura-
' Osvaldo was chained up in Cassalanter Villa and slowly tion spell of 1st level or higher, the ward regains a number of
transformed into a devil (and an insane one at that). hit points equal to twice the level of the spell.
Now a creature of pure evil and hate, he has no hope of ...
regaining what was taken from him. ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range
GAME STATISTICS 20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
Osvaldo is a chain devil.

\PPENDIX B l MONSTERS AND NPCS


REMALLIA HAVENTREE
Remallia (Remi to her friends) is the lady of House
Ulbrinter and a guiding light for the Harpers in Water-
deep. She became an active force for good in the city
after assassins killed her husband. Arthagast Ulbrinter,
and destroyed his remains. A sun elf, she has two adult
children (a half-elf son named Arthius, who is studying
music in Silverymoon, and a half-elf daughter named
Serenore, who lives on the Moonshae island of Alaron
with her husband and daughter). Lady Haventree retains
a handful of loyal servants and spies.
Remi holds secret Harper meetings in her villa, which
is warded by all manner of spells. She uses a silver
raven figurine of wondrous power to deliver messages to
Harper spies scattered throughout the city.

RENAER NEVEREMBER
Renaer is the estranged son of Dagult Neverember, the
former Open Lord ofWaterdeep and the current Lord
of Neverwinter. Father and son detest one another. and
Renaer is least happy when he finds himself forced to
deal with some mess his father left behind. Qualities
that both share include striking good looks, a love of
drink, and a flair for diplomacy. What Renaer lacks is
his father's belligerence. ill temper, and bad judgment.
Renaer lives off a sizable inheritance left to him by
his mother. Approaching middle age. he has given up
adventuring and settled down somewhat. As a Harper,
he spends a lot of time defending Waterdavians against
those who. like his father, would deprive them of their
coin and rights. He owns Neverember House. a four-
story residence in the Sea Ward. Renaer spends as little SAETH CROMLEY
time there as possible. however, since iCs constantly un-
der surveillance by spies loyal to his father. His friends Saeth Cromley is a retired sergeant of the City Watch, a
have an open invitation to use the house as they please. likable fellow with a sharp, sarcastic wit. He occasion-
while Renacr spends most of his free time in taverns ally comes out of retirement at the request of Barnibus
and festhalls. Blastwind, and he assists the mage in investigating
Some believe that Renaer's estrangement from his unusual crimes in the city. Cromley helps Barnibus
father is nothing but an act. and that anyone who bears relate to the common folk. and he is good at coaxing
the Neverember name is an enemy of Waterdeep. information out of them. Though Cromley was once a
Renaer just shakes his head at such accusations and strict proponent of Watch regulations and dress codes,
gets on with his life. He has many powerful friends to he has grown a bit lax in both matters now that he's offi-
watch bis back. cially retired.

GAME STATISTICS GAME STATISTICS
Renaer Nevercmber is an Illuskan human who has Saeth Cromley is an Illuskan human veteran . with
the statistics of a swashbuckler (see page 216). with these changes:
these changes:
• Saeth is lawful good.
• Renaer is chaotic good. • He has a Charisma of 14 and Intimidation +4.
• He speaks Common. He speaks Common.


APP'ENIHX 8 I MONSTERS A:-ID NPCS


SWASHBUCKLER
Swashbucklers are charming ne'er-do-wells who live
by their own codes of honor. They crave notoriety, often
indulge in romantic trysts, and eke out livings as pirates
and corsairs, rarely staying in one place for too Jong.

TuORVIN TwINBEARD
Thorvin serves as Xanathar's chief engineer and
trapsmith. He also serves the Harpers as a paid infor-
mant, keeping that faction apprised of Xanathar's plans
as well as he can. Thorvin uses the ruse of maintenance
inspections to cover up secret meetings he holds with
Harper spies in Sku II port and elsewhere.
Thorvin wears iron-rimmed spectacles and carries a
large, heavy wrench that doubles as a club. He also car-
ries mason's tools, smith's tools, and thieves' tools, and
has proficiency with all three.

GAME STATISTICS
Thorvin is a shield dwarf commoner, with
these changes:
Thorvin is lawful neutral.
• He has these racial traits: His walking speed is 25
feet. He has advantage on saving throws against poi-
son and resistance to poison damage. He has dark-
vision out to a range of 60 feet. He speaks Common
and Dwarvish.
He has an Intelligence of 16 (+3).
URSTUL FLOXIN
SWASHBUCKLER Urstul Floxin works for Manshoon, and he is the high-
Medium humanoid (any race), any non-lawful alignment
est-ranking member of the Zhentarim squad stationed
at House Gralhund. Urstul is a glorified thug with all
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12) the charm and breeding of a snake, but the Gralhunds
Speed 30 ft. tolerate him because he feeds them useful information
culled from his spies throughout the city. UrstuJ takes
STR DEX CON INT WIS CHA his orders from Manshoon's current simulacrum, which
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+O) 15 (+2) comes and goes from House Gralhund by way of a tele-
portation circle (connected to the circle in Kolat Towers).
Skills Acrobatics +8, Athletics +S, Persuasion +6 Urstul is a large, heavyset man in his forties. He
Senses passive Perception 10 storms about House Gralhund like he owns the place.
Languages any one language (usually Common)
Challenge 3 (700 XP) He has a collection of black flying snakes that he uses
as couriers to deliver messages to underlings through-
Lightfooted. The swashbuckler can take the Dash or Disengage out the city.
action as a bonus action on each of its turns.
GAME STATISTICS
Suave Defense. While the swashbuckler is wearing light or Urstul Floxin is an Illuskan human assassin, with
no armor and wielding no shield, its AC includes its Cha- these changes:
risma modifier.
Urstul is lawfuJ evil.
ACT IONS • He speaks Common and Ore and knows thieves' cant.
Mu/tiattack. The swashbuckler makes three attacks: one with a
VAJRA SAFAHR
dagger and two with its rapier.
Vajra is a capable wizard in her mid-thirties, the young-
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach S ft. or
est person ever to hold the position of Blackstaff. As the
range 20/60 ft., one target. Hit: 6 (ld4 + 4) piercing damage.
High Wizard of Waterdeep, she is charged with using all
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. the magic and resources at her disposal to defend the
Hit: 8 (ld8 + 4) piercing damage. city against threats. She was handpicked for the job by
Khelben Arunsun, and wields the Blackstafffrom which

APPENDIX B I MONSTERS AND NPCS
216


Khelben derived his name and the title of the office. fill the ranks of Force Grey, and she is particularly inter-
Vajra isn't the city's most powerful wizard, but she can ested in those who can bring unique skills, abilities, or
hold her own. Despite her many gifts, she still ques- spells to the mix.
tions her ability to meet the demands of her role, and Several of the older and more seasoned wizards in
she rarely makes a decision without first soliciting the Waterdeep consider Vajra an upstart, but they are smart
advice of the Blackstaff, which contains Khelben Arun- enough not to challenge her. Only the Open Lord, cur-
sun's spirit as well as the spirits of all the other Black- rently Laeral Silverhand. can strip Vajra of her title.
staffs who preceded her. She also gets intelligence from
many other sources, both through her own network of
spies and from Harper agents.
Vajra runs Blackstaff Academy, a school for mages,
out of Blackstaff Tower in the Castle Ward. She is also
in charge of Force Grey, an order of highly skilled adven-
turers who are called upon to defend the city in times
of need. Vajra is always looking for new adventurers to


VAJRA SAFAHR
Medium humanoid (human), lawful neutral

Armor Class 14 (Blockstoff; 17 with moge armor)
Hit Points 126 (23d8 + 23)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+O ) 14 (+2) 12 (+l) 20 (+S) 11 (+O) 16 (+3)
Saving Throws Str +2, Dex +4, Con +3, Int +12, Wis +7, Cha +S
Skills Arcana +10, History +10
Senses passive Perception 10
Languages Common, Dwarvish, Elvish, Giant, Halfling,
Undercommon
Challenge 13 (10,000 XP)
Special Equipment. Vajra wields the Blackstaff (see appendix
A), accounted for in her statistics. Roll 2dl0 to determine how
many charges the staff has remaining.
Magic Resistance. Vajra has advantage on saving throws
against spells and other magical effects.
Spellcasting. Vajra is an 18th-level spellcaster. Her spellcasting
ability is Intelligence (spell save DC 18, + 12 to hit with spell at·
tacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, message, pres·
tidigitotion
l st level (4 slots): detect magic, identify, mage armor,
thunderwave
2nd level (3 slots): invisibility, misty step, web
3rd level (3 slots): counterspell,jly, sending
4th level (3 slots): banishment, fire shield, stones kin
5th level (3 slots): Bigby's hand, geas, telekinesis
6th level (1 slot): chain lightning, globe of invulnerability
7th level (1 slot):forcecage, prismatic spray
8th level (1 slot): antimagic field, power word stun
9th level (l slot): imprisonment
ACTIONS
Blacksta.ff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2)
bludgeoning damage when used with two hands. Vajra can
expend l of the staff's charges to deal an extra 3 (ld6) force
damage on a hit.
V11 J RA SllFllHR, Ti'< E BLAC.l(STAl'F


APPENDIX B I MONSTERS ANO :-IPCS


Victoro is a priest of Asmodeus, though his devotion
Vrcro Ro CASSALANTER
to the Lord of the Nine Hells is a secret known only
The lord of House Cassalanter is a devilishly handsome to his wife and his closest friends. Most Waterdavians
half-elf who likes coin and power. He and his wife know him as a successful banker, philanthropist, and
gained both by cutting a deal with Asmodeus- which in- worshiper of Lathander. Some of his business profits go
volved trading away the souls of their three children. toward feeding and sheltering the poor. But behind !his
veneer of generosity, Victoro is a self-serving beast.
VICTORO CASSALANTER The soul ofVictoro's eldest son, Osvaldo. is forever
Medium humanoid (half elf), lawful evil lost and can't be saved. To allay his guilt. Victoro has
forged a plan to win back the souls of his young twins,
Armor Class 15 (glamoured studded leather, ring of protection) Terenzio and Elzerina. Under the terms of the contract.
Hit Points 97 (15d8 + 30) their souls will be forfeit on their ninth birthdays, and
Speed 30 ft. that day is fast approaching. But Victoro can buy his way
out of the obligation by providing, as the contract states,
STR DEX CON INT WIS CHA "'one shy of a million gold coins and the sacrifice of one
13 (+l) 13 (+l ) 14 (+2) 16 (+3) 17 (+3) 18 (+4) shy of a hundred unfortunate souls."
Victoro is well schooled, suave, slow to anger, and
Saving Throws Con +6, Wis +7 blessed with good health, long life, and immunity to dis-
Skills History +7, Insight +7, Persuasion +8, Religion +7
Damage Immunities poison ease. He dresses in the latest fashions and walks with a
Condition Immunities poisoned ruby-tipped cane, though not because he needs to. This
Senses darkvision 60 ft., passive Perception 13 cane has the magical properties of a rod of rulership.
Languages Common, Draconic, Elvish, Infernal
Challenge 10 (5,900 XP) VOLOTHAM P GEDDA RM
The bombastic world traveler Volothamp Geddarm
Special Equipment. Victoro wears a ring of protection and glam-
is enjoying some downtime in Waterdeep following a
oured studded leather disguised to look like fine clothing. He
carries a rod of rulership shaped like a ruby-tipped cane. successful book tour promoting his latest work, Volo:S
Guide to Monsters. He spends most of his free time in
Fey Ancestry. Victoro has advantage on saving throws against the taproom of the Yawning Portal, reuniting with old
being charmed, and magic can't put him to sleep. friends and mulling over his next book project.
Volo has an inflated opinion of himself and his impor-
Spel/casting. Victoro is a 15th-level spellcaster. His spellcasting
tance in the world, but he's not without his charm. There
ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
Victoro has the following cleric spells prepared: is nothing he won't do to help a friend in need.
Cantrips {at will): guidance, light, mending, spare the dying,
thaumaturgy VoLOTHAMP "VoLo" GEDDARM
lst level (4 slots): charm person, command, detect rragic, dis· Medium humanoid (human), chaotic good
guise self, protection from evil and good, sanctuary
2nd level {3 slots): augury, lesser restoration, mirror image, pass Armor Class 11
without trace, spiritual weapon Hit Points 31 (7d8)
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, Speed 30 ft.
protection from energy
4th level (3 slots): banishment, dimension door, divination, free- STR DEX CON INT WIS CHA
dom of movement, polymorph 9 (-1) 12 (+l) 10 (+O) 15 (+2) 11 (+0) 16 (+3)
5th level (2 slots): dominate person, flame strike, modify rnem·
ory, insect plague Saving Throws Con +2, WJs +2
6th level (l slot): heal Skills Animal Handling +4, Arcana +4, peception +5, History
7th level {l slot): divine word +4, Insight +2, Investigation +4, Perception +2, Performance
8th level (l slot): earthquake +7, Persuasion +7, Sleight of Hand +3, Survival +2
Senses passive Perception 12
ACTIONS Languages Common, Dwarvish, Elvish
Challenge 1{4 (SO XP)
Multiattack. Victoro makes two attacks with his rapier.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (ld8 + l ) piercing damage. Spel/casting. Volo is a 1st-level spellcaster. His spellcasting
ability is Intelligence {spell save DC 12, +4 to hit with spell at-
Cloak of Shadows (2/Day). Victoro becomes invisible until the tacks). He has the following wizard spells prepared:
end of his next turn. He becomes visible early immediately after Cantrips (at will): friends, mending, prestidigitation
he attacks or casts a spell.
1st level (2 slots): comprehend languages, detect magic,
Summon Devil (Recharges after 9 Days). Victoro summons a disguise self
barbed devil. The devil appears in an unoccupied space within I 11 _,,.
30 feet of Victoro, acts as Victoro's ally, and can't summon A CTIONS
r
~ vils. It remains for l minute, until it or Victoro dies, or Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
he
d
ot
e
~c::::u=n==IV=i==to=o==d=is=m=is=s===t=a==a==a==tio=n=================:::::i range 20/60 ft., one target. Hit: 3 (ld4 + ) piercing damage.
e
s
r
ti
c
c
n
.
i
s
l
APPENDIX 1l I MONSTERS AND NPCS
218


WALKING STATUES OF WATERDEEP wielder of the Blackstaff(see appendix A) can animate
Scattered throughout Waterdeep are eight enormous the other seven.
statues that can defend the city in times of great peril. Landmarks. Over the years, Waterdavians have built
Because they are so destructive, the walking statues structures around and on top of several of the statues,
are used only to fend off armies and seemingly insur- believing them to be little more than landmarks at this
mountable foes. point. ln their inanimate state, the statues pose little
Each statue has a name and a unique appearance danger- but any structures attached to a walking statue
(see "The Walking Statues," page 182), but in terms are destroyed the first time it animates.
of statistics they are similar. The statue known as the Constructed Nature. A walking statue doesn't require
Sword maiden is too broken to be animated, and only the air, food, drink, or sleep.
Crumbling Colossus. When the statue drops to 0 hit points, It
WALKING STATUE OF WAT ERDEEP crumbles and is destroyed. Any creature on the ground within
Gargantuan construct, unaligned
30 feet of the crumbling statue must make a DC 22 Dexterity
saving throw, taking 22 (4dl0) bludgeoning damage on a failed
Armor Class 17 (natural armor) save, or half as much damage on a successful one.
Hit Points 314 (17d20 + 136)
Speed 60 ft. Immutable Form. The statue is immune to any spell or effect
that would alter its form.
STR DEX CON INT WIS CHA
30 (+10) 8 (- 1) 27 (+8) 1 (-5) 10 (+O) 1 (- 5) Magic Resistance. The statue has advantage on saving throws
against spells and other magical effects.
Saving Throws Con +14
Damage Immunities cold, fire, poison, psychic; bludgeoning, Siege Monster. The statue deals double damage to objects and
piercing, and slashing from nonmagical attacks not made structures.
with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, ACTIONS
paralyzed, petrified, poisoned, stunned Multiattack. The statue makes two melee attacks.
Senses truesight 120 ft., passive Perception 10
l anguages- Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Challenge 18 (20,000 XP) Hit: 29 (3d12 + 10) bludgeoning damage.
Hurled Stone. Ranged Weapon Aitack: + 16 to hit, range 200/800
ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.



APPENDIX B I MONSTERS AND NPCS


XANATHAR Yalah stays abreast of events in the city, keeps a tight
--- rein on her children, and uses her station and her fam-
Xana1har is the name given to the beholder crime lord
ily's wealth to pry secrets from the lips of nobles, guild-
that lives in the dungeons under Waterdeep. It isn't the
masters, and commoners alike. Though her previous
first beholder to claim this mantle, nor will it be the last.
attempts to become a Masked Lord have been thwarted,
Like all beholders, Xanathar is a paranoid tyrant
she believes it's only a matter of time until that honor
that charms and bullies its minions into servitude. The
is bestowed on her. Once she knows the identities and
Xanathar Guild is made up of some of Waterdeep's
secrets of enough Masked Lords, Yalah is confident that
most disreputable folk, as well as monsters forced into
she can bribe, blackmail, or extort her way into their
subservience or drawn to the beholder by the promise
ranks. From there, she plans to effect changes in the
of treasure, food, or power. Treachery within the ranks
government that will ensure I louse Gralhund's prosper-
of the guild is common as servants vie for the beholder·s
ity for generations to come.
favor and affection. Such boons are fleeting, though, as
Yalah shares the services of a half-ore bodyguard with
the beholder is quick to distrust those who finagle their
her husband, although Hrabbaz (see ''ffrabbaz," page
way into its good graces.
205) is more loyal to her than to him. She aJso uses
Xanathar lives in a dungeon under Skullport. a subter-
the Zhentarim who are based in House Gralhund as
ranean settlement connected to Undermountain's third
her personal spy network, not realizing that the Zhents'
level. The place resembles a ramshackle town, built
true master is Manshoon. Most of her dealings are with
inside a giant cavern connected to an underground river.
the Zhcnt master assassin Urstul Floxin (see "Urstul
Members of the Xanathar Guild haunt Skullport's dilapi-
Floxin," page 216), whom she treats as an underling.
dated buildings, and flameskulls patrol its streets.
The only creature Xanathar truly cares about aside CAME STATISTICS
from itself is a fish, named Sylgar. that it keeps in a large Yalah Gralhund is a Tethyrian human noble, with
glass tank. Xanathar has minions that look after the fish these changes:
constantly, but even their ministracions can't keep such
• Yalah is neutral evil.
a creature alive forever. Whenever the fish dies, panic
• She has an InteJligence of 16 (+3).
spreads through the occupants of the lair as minions try
• She speaks Common and Infernal.
to replace the fish before Xanathar realizes what has
happened. Luckily for them, the beholder can't tell one
fish from another.
Xanathar is extremely fond of gold. A few years ago,
its spies stole the Stone ofGolorr, which contained in-
formation that led to the discovery of a dwarven vault
under Waterdeep. Xanathar was able to open the vault,
but was forced out by the dragon inside the place. Re- 'r'ALAM ANO ORONO
cently. someone stole the Stone ofGolorr from where it GRA MUNO
was hidden inside its lair, and the beholder is convinced
that the Black Network is behind the theft.
The beholder is caught up in the unbreakable grip
of its own paranoia. It sees enemies everywhere. and
lashes out at anyone it suspects of being a Zhentarim
spy or assassin. Adventurers who attract its attention
by dealing with known or suspected Black Network
operatives are quickly branded as enemies that must be
destroyed.
GAME STATISTICS
Xanathar is a beholder that wears magic rings on three
of its eyestalks. It is attuned to all three rings, which
don't alter the beholder's challenge rating. It wears a
ring of invisibility on its fear ray eycstalk, a ring of mind
shielding on its sleep ray eyestalk, and a ring of resis-
tance (force) on its slowing ray eycstalk.
Xanathar's beloved fish, Sylgar, has the statistics of a
quipper, except that it lacks the Blood Frenzy trait.
YALAH GRALHUND
The lady of House Gralhund is no fool. She has a keen
mind and the wisdom to discern friend from foe. She
also has a husband who worships her (see .. Orond Gral-
hund." page 213) and a house that has the resources of
the Black Network at its disposal.


~Pl't"NDIX 8 J MONSTERS .-\CllD NPCS
220


APPENDIX C: HANDOUTS DURNAN ~

Human proprietor I
YAWNING PORTAL FRIENDLY FACES
"I 'II give you a free Hagon
of ale if you don't talk to me
about the weather."


BONNIE
Human barmaid 1
"Many adventurers pass though
the Yawning Portal on their way to
greatness. All of them try the ale."
_,.I








"THREESTRINGS" ~

Human bard I
"Anyone can play The Three
, Flambinis on a lute, but try play-
ing it with just three strings!"


jALESTER SILVERMANE
Human patron
"Want to know what's going
on in our fine city? Grab a
stool. Stay a while."

MELOON WARDRAGON
Famous human adventurer
"Heroes. am I right? Maybe
one day you'll join Force
Grey. Can I buy you an ale?"




















YAGRA STONEFIST
I lalf.orc mercenary
0BAYA UDAY
Human cleric ofWaukeen "Want to arm wrestle? Hope
you're stronger than you look."
.. The wonders ofWaterdeep are some-
thing to behold. I tell you, I've never seen
so much money in my life!"
APPENDIX C I HANDOUTS


THE CODE LEGAL




Punishment for a crime can include one or more of the hnpriaonment in the dunseons of Castle Waterdeep (for a
followin~ based on the nature of the crime, who or what period of days or months dependins on the seriousneM of
the crime is committed asainst, and the criminal record of the crime)
the convicted:
Fine (payable to the city; inability to pay the tlne leads to
Death imprisonment and/or hard labor)
Exile (for a number of years or summers) Damases (payable to the injured party or victim's kin;
inability to pay damases leads to imprisonment and/or
Flo88in8 (a set number of strokes)
hard labor)
Hard labor (for a period of days, months, or years de·
Edict (forbiddins the convicted from doins somethins;
pendi~ on the seriousneM of the crime)
violation of an edict can result in imprisonment, hard
labor, and/or a tlne)


I. Crimes against Lords, III. Crimes against the Gods
Oftlcials, and Nobles Assaultins a priest or lay worshiper: imprisonment up to
a tenday and damases up to 500 SP
Aaaaultins or impersonatins a Lord: death
Disorderly conduct within a temple: line up to 5 8P and
Aaaaultins or impersonatins an official or noble: flossin~ edict).
imprisonment up to a tenday, and tlne up to 500 SP
Public blupherny aaainat a sod or church: edict
Blacltmailina an official: flo88ins and exile up to 10 years
Theft of temple soods or offerinaa: imprisonment up to
Bribery or attempted bribery of an official: exile up to 20
a tenday and damases up to double the cost of the stolen
years and tlne up to donble the bribe amount
items
Murder of a Lord, official, or noble: death
Tomb-robbins: imprisonment up to a tenday and damases
Usina masic to influence a Lord without consent: coverins the cost of repairs plus 500 SP
imprisonment up to a year, and tlne or damaaes up to
1,000 8P
IV. Crimes against Citizens
Usina rnaaic to influence an official without consent: tlne
or damaaes up to 1,000 8P and edict Asaaultins a citizen: imprisonment up to a tenday,
tlo88in~ and demaaes up to 1,000 SP
II. Crimes against the City Blackmailins or intimidatins a citizen: tlne or damases up
to 500 SP and edict
Arson: death or hard labor up to l year, with tlnes and/or
Bur8}ary: imprisonment up to 3 months and damases
damasea coverins the cost of repairs plus 2,000 SP
equal to the value of the stolen aoods plus 500 SP
Brandishins weapons without due cause: imprisonment up
Damaains property or livestock: damases coverins the
to a tenday and/or line up to 10 SP
cost of repairs or replacement plus up to 500 SP
E.apionase: death or permanent exile
Diaturbins the peace: tlne up to 25 SP and edict
Fencins stolen soods: tlne equal to the value of the stolen Murderins a citizen without justification: death or hard
aoods and edict
labor up to 10 years, and damaaes up to 1,000 SP paid to
Foraery of an official document: flo88in8 and exile for 10 the victim 'a kin
summers
Murderins a citizen with justillcation: exile up to 5 years
Hamperins justice: 6.ne up to 200 SP and hard labor up to or hard labor up to 3 years or damaaes up to 1,000 SP
a tenday paid to the victim's kin
Litterins: tlne up to 2 8P and edict Robbery: hard labor up to l month and damaaes equal to
the value of the stolen soods plus 500 SP
Poisonins a city well: death
Slavery: flossins and hard labor up to 10 years
Theft: flo88ins followed by imprisonment up to a tenday,
hard labor up to l year, or tlne equal to the value of the Usina maaic to inlluence a citizen without consent line or
stolen aoods damaaes up to 1,000 SP and edict
Treason: death
Vandalism: imprisonment up to a tenday plus 6.ne and/or
damaAes coverins the coat of repairs plus up to 100 SP
Usina maaic to influence an official without consent tlne
or demeAes up to 1,000 SP and edict





APPENDIX CI HANDOUTS


TROLLSKULL MANOR AND TAVERN


Second Floor

Third Floor
- I
- - Bedroom Private
-
- Bath




Common Room
-- . Library
and Study


I HaU I_._
I .





Bedroom Master Bedroom







) First Floor Garrets
.
:--.;;
-
0 0 0 .:::::::. Attic Bedroom
oR ~ 0 Jo .::=- ~ A
0
~
I oO Turret Peak ,.,,,I ... I\\ I
0 ~
Qo Taprpom I l o I I I
0 -
0 0 0 Attic Storage
0

0
Hatch to
·•ti ··ti 0 G Basement




0
t
Ale Cellar
0 I


Kitchen
l square = 5 feet






Al' PEN PIX C HAN DOU I


KEY TO THE YAWNING PORTAL

Here are the names of the numbered characters featured in the Yawning Portal illustration on pages 18- 19.

1. Victoro Cassalanter 23. Krydle 45. Reginald Roundshield 67. Fel'rekt Lafeen
2. Ammalia Cassalanter 24. Delina 46. Krebbyg Masq'il'yr 68. Soluun Xibrindas
3. Vajra Safahr 25. Vartan Hai Sylvar 47. Spider Parrafin 69.jarlaxle Baenre
4. Renaer everember 26. Priam Agrivar 48. Arkhan the Cruel 70. Danilo Thann
5. Laeral Silverhand 27. Ishi Barasume 49. Tyril Tallguy 71. Paultin Seppa
6. Mordenkainen 28. Minder 50. Dagny Halvor 72. Calliope
7. Qilue Veladorn 29. Foxilon Cardluck 51.Jamilah 73. Ziraj the Hunter
8. Alustriel Silverhand 30. Shandie 52. Hitch 74. Skeemo Weirdbottle
9. TheSimbul 31. Obaya Uday 53. Dragonbait 75. Davi! Starsong
10. Elminstcr 32. Manshoon 54. Brawlwin Chainminer 76. Tashlyn Yafeera
11. Harkle Harpel! 33. Yoshimo 55. Durnan (proprietor) 77. Istrid Horn
12. Storm Silverhand 34. The Nameless One 56. Skip Brickard 78. Nihiloor
13. Sylune Silvcrhand 35. Valygar Corthala 57. Diath Woodrow 79. Noska Ur'gray
14. Dove Falcon hand 36. Abdel Adrian 58. Evelyn Marthain 80. Nar'l Xibrindas
15. Florin Falconhand 37. Hexxat 59. Strix 81. Ahmaergo
16. Illistyl Elvcntrcc 38. P ike! Bouldershoulder 60. Alias 82. Thorvin Twinbeard
17.Jhessail Silventree 39. Ivan Bouldershoulder 61. Akabar Bel Akash 83. Ott Steeltoes
18. Merith Strongbow 40. Cadderly Bonaduce 62. Olive Rustkcttlc 84. Xanathar
19. Lanseril Snowmantle 41. Hrolf 63. Mirt 85. Matthew Mercer
20. Artus Cimber 42. Drizzt Do'Urden 64. The Black Viper
21. Volothamp Gcddarm 43. Guenhwyvar 65. Artemis Entrcri
22. Minsc and Boo 44. Ruqiah 66.joppa


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