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(ENG) D&D 5a Ed. - Doomed Forgotten Realms vol 3 - Fall of Vecna (x Livello 10-20)

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Published by caio.gracco00, 2023-06-16 17:38:08

(ENG) D&D 5a Ed. - Doomed Forgotten Realms vol 3 - Fall of Vecna (x Livello 10-20)

(ENG) D&D 5a Ed. - Doomed Forgotten Realms vol 3 - Fall of Vecna (x Livello 10-20)

Appendix A Secrets of the Whispered One 151 players about this unique twist immediately or let them discover it unexpectedly once the adventure begins. Playing AAOs should provide a fun and novel roleplaying experience. However, it might run contrary to the expectations of some players, particularly if they played the first installment of this adventure path with standard character types. DMs are encouraged to work with such players to help meet their expectations. The experimental laboratories should be able to create any combination of race and class that is acceptable to the DM. The fact that their life was created from a lump of dead flesh allows for the characters to still have a connection to this world, perhaps as a reincarnated version of whomever the flesh came from. Such characters can still have families, homesteads, and buried secrets that can be easily embedded within the larger adventure path. Azalin Rex RAVENLOFT DOMAINS AND DENIZENS Azalin was once a powerful human wizard-king. Even as he gained them, Azalin became hopelessly obsessed with accumulating ever more power and magical learning. Never one to care about right or wrong, he eagerly became a lich. As an undead mage he ruled and tormented his subjects for decades. Finally, they hired a powerful band of mercenaries to destroy him, and Azalin, desperate and near capture, fled into a glen cloaked in fog. The mercenaries searched the glen but could not find him. The Mists of Ravenloft had carried him into Barovia, the domain ruled by Strahd. Despite his incredible powers, Azalin was trapped in Ravenloft, and he was further humiliated as he was subjugated by the lord of Barovia, Strahd von Zarovich. Though Azalin’sphysical powers were greater than Strahd’s, the mage still feared the vampire. Azalin was mystified by Strahd’s connection to the land: He believed that without Strahd, Barovia and all within it – including himself – would cease to exist. Under great duress Azalin because Strahd’s servant, and he loathed every moment of it. He vowed that if he won his freedom, he would never again swear fealty to any creature, living or dead. At Strahd’s behest, Azalin taught him great sorceries. In addition, Azalin spent much time investigating the mysterious Mists surrounding Barovia. Strahd wanted him to try to find a way out of the demiplane, and Azalin, yearning for the same escape, willingly complied. The lich eventually discovered that any powerful personality might be granted a land in Ravenloft, so rather than stay in Barovia, he walked into Strahd’s choking fog. His forceful personality created Darkon, the largest domain in Ravenloft. More than anything else, Azaln desires power. Ravenloft gave him tremendous strength, but it paralyzed him as well. He can never rise above the experience level he now holds, nor can he ever learn more magic. Even if presented with a scroll and tutored in the use of the new spells upon it, he cannot learn them. Magical information – even that not related to spells – seems to slip through his mind like dust through a net. If he were offered information about the workings of the Demiplane of Dread, for instance, he would not remember it, yet he would bear the pain of knowing that he once grasped that information. It is his curse to exist among mortals whose potential is, by comparison, boundless. If another wizard casts a spell that Azalin does not know, the lich burns with rage. Azalin is wholly evil and brilliant. Though he cannot remember new spells, his retention of other details is remarkable. He knows who has visited Darkon in the past and who is visiting the land today. He also monitors activities in other domains. His plots contain circles within circles, always pitting rivals against each other. Almost as soon as it appears he has made a mistake, his enemies learn painfully that they are doing exactly what he wanted them to do. Citadel Cavitius Within the upper floors of Vecna’s Palace can be found a shrine decorated with murals that depict the history of Vecna. For players interested in the lore and backstory of the Maimed Lord, you can read or paraphrase the following (abbreviated from Die Vecna Die!): Scene One. A handsome young wizard wearing robes adorned with snakes casts a spell that causes an elderly man in ornate platemail to writhe in pain before him, as a mixture of soldiers and spellcasters look on in awe. The warrior’s skull is starting to split open, revealing his brain. Scene Two. The same wizard, now wearing a crown and sitting on a throne of snakes, looks on with a wistful smile as a hooded executioner prepares to strike a noble woman wearing an elegant dress and jewelry of a fashion that is unknown to the characters. Corpses litter the ground around the figures.


Appendix A Secrets of the Whispered One 152 Dawn of a New Age Vecna has made considerable strides toward remaking the world in his own image. After finalizing his conquest, he abandoned the Dale Reckoning dating system and changed the year to 1 VR (Vecnan Reckoning): The Year of the Whispered One. This campaign takes place in the year 5 VR. The names of Bigby, Drawmij, Mordenkainen, Nystul, Otiluke, Otto, Rary, and Tenser are spoken of with revilement by the Vecnan establishment. Vecna has claimed that they are arcane plagiarists who stole their signature spells from Vecna. Because of this, such spells have been renamed and practicing wizards now learn Vecna’s floating disk, rather than Tenser’s floating disk. Dwarfholds of the North The first portion of this adventure takes place primarily in Mirabar, and references former dwarven strongholds. Because of this, a brief overview of the dwarves’ fate in the Doomed Forgotten Realms is provided below: Vecna saved the dwarves for last. The deep rift between the dwarves of the north and the remainder of the Sword Coast was hardly a secret. What was a secret, however, was the true depth of this rift—something which none of the races were honest enough to admit, even to themselves. Before his invasion, Vecna installed agents in key positions within the dwarven governments. These agents, over the years, further inflamed these bitter prejudices. Vecna rotted the dwarven empire from the inside out, softening it up for his inevitable conquest. So, when Vecna came for the humans, the dwarves withheld their aid. And when Vecna came for the elves, still they withheld their aid. Tragically, when Vecna finally came for the dwarves, there were none left to save them. Citadel Adbar fell first. Its conquest was a historical embodiment of Vecna’s key principle, “Everything, even the most impregnable fortress, has a secret that can bring about its demise.” In this case, the secret involved King Harnoth, the ruler of Citadel Adbar. Unbeknownst to the general populace, Harnoth was slain during the War of the Silver Marches. To prevent political turmoil, the Citadel’s elders hired a doppelganger to replace the king. This doppelganger became the mouthpiece of the elders, allowing them to secretly rule the Citadel from the shadows. But Vecna knows all secrets. He arranged for his agents to expose this ruse, bringing about the civil unrest the elders had hoped to avoid. Scene Three. Now in his middle years, the wizard in snake-adorned robes stands on a ragged cliff. On a plain below, armies clash while a city is destroyed by the very earth, which rises up and smashes its walls as meteors streak from the sky into the city’s heart. It is clear that the devastation is taking place as a result of a spell being cast by the wizard. The storm clouds overhead resemble misty snakes. Scene Four. The wizard in the snake-robes is now well past his physical prime. He is slaying a half-elf in similar robes; both figures are aglow with magical energies. Around them, other wizards are engaged in magical battles as well, half of them wearing snake robes like those the old wizard possesses. Ghostly snakes writhe through the scene. Scene Five. This scene is more of a sculpture than a relief. It is a life-size statue of the wizard from the other scenes, except now his features are gaunt and skeletal. His hands are bony talons. His snake-robes are still of the same styling, but a new crown rests upon his brow, a crown that appears to be formed by snakes wrapping themselves around his skull. He is also seated on a different throne, one that is made from the fused bones of humans. Its back appears to be a large spider web that spreads across the wall behind him. Caught in the web are dozens of tiny humanoid figures, their faces and bodies contorted in terrible agony. Alongside Vecna’s throne are dying, disemboweled victims, each wearing what appears to be a holy symbol on a burning necklace. Scene Six. This scene features a giant of a man in ornate platemail, still of ancient and unidentifiable make, who is single-handedly defeating a ragtag army of men and women led by an armored cleric with a sunburst on her breastplate. The giant man wields a short sword with a serrated blade; his breastplate is adorned with the serpent symbols that appeared on the robes of the wizard in the previous scenes. Overhead are storm clouds, and in them are subtle representations of undead wizard-kings and serpents. If they have met him before, the characters recognize the giant man as Kas. Scene Seven. In this scene, the warrior from the previous image battles the undead wizard-king, driving his short sword into the wizard’s chest. The wizard in turn has unleashed a spell that blasts both of them into oblivion. The warrior is being flung backward into a black pool of darkness hovering in the air, and the wizard’s left arm (with the exception of his hand) is already ablaze with all-consuming magic.


Appendix A Secrets of the Whispered One 153 And so, Citadel Adbar, the dwarven stronghold that for eighteen centuries had stood firm against every threat from every foe, was brought low by a secret. Once Adbar fell, the others soon followed. One after another, Citadel Felbarr, Sundabar, Mithral Hall, Gauntlgrym, and, of course, Mirabar, fell to Vecna’s militaristic machinations. Many of the dwarves died. They had bled much for their ancestral homelands and they loathed the thought of fleeing. However, it soon became evident, even in the face of such stubborn valor, that fighting Vecna was a lost cause. The legendary king Bruenor Battlehammer rallied together the remaining dwarves. One third of his armies, he declared, would march west to Ironmaster in search of allies. The non-combatants, largely children and elders, but also scholars and craftsmen, marched with Bruenor and another third of his army. Their pilgrimage cut straight through the Underdark in hopes of finding sanctuary in the hidden deep gnome city of Blingdenstone. The remaining third of his army, bolstered by the infamous Gutbuster Brigade, stayed behind to harry their enemies and protect their fleeing kin. Nowadays, the north is a much different place. Years ago, Gruumsh-Baur, an upstart orc shaman loyal to Vecna, killed King Logru and took control of the Kingdom of Many-Arrows. The Many-Arrow orcs did most of the fighting against the dwarves and, for it, Vecna gave them much of the dwarves’ kingdom to claim as their own. Although they still call Dark Arrow Keep their capital, the orcs also hold garrisons at Citadel Adbar, Citadel Felbarr, and Sundabar. An army of fire giants, led by the imperious Duke Zalto, currently occupies Gauntlgrym and Ironslag. There, they use an imprisoned fire primordial to reforge ancient weapons for use in their bitter war against Tiamat. The great shadow dragon Shimmergloom yet again calls Mithral Hall his home. The Cult of the Dragon has populated nearby Settlestone. From there, they tend to the needs of the temperamental dracolisk. Harshnag the Grim STORM KING’S THUNDER Harshnag the Grim is a legendary good-aligned frost giant. In taverns throughout the North, he is known as a monster to some and a hero to others. In Waterdeep, he’s remembered as the largest member of Force Grey, a notoriously destructive adventuring company that came to the city’s defense on more than one occasion. Believed to be hundreds of years old, Harshnag wanders the wilderness with greataxe in hand, seeking to lay low his giant brethren. Harshnag looks like a typical frost except that he’s clad in plate armor and wears the skull of a white dragon as a helm. His jagged axe also looks quite formidable. He’s a giant of few words who prefers to let his actions do his talking. When he does speak outside of combat, he comes across as surprisingly calm and soft-spoken. While swinging his axe in battle, however, he bellows and laughs like a berserker. In the company of small adventurers, he tries not to dominate social situations or make too many decisions for them because he knows how fragile and inflated their egos can be. Harshnag is a frost giant, with the following changes: J His alignment is Chaotic Good. J He has 204 hit points and wears a suit of +3 plate armor that resizes to fit its wearer. This armor gives him AC 21. J He speaks Common and Giant. J Harshnag has the following trait: Legendary Resistance (1/Day). When Harshnag fails a saving throw, he can choose to succeed instead. J He wields Gurt’s greataxe, which has a long history as well as some cold-related properties (appendix D). As a result he also has the following action: Gurt’s Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (3d12 + 7) slashing damage , or 39 (5d12 + 7) slashing damage if the target is human. J His challenge rating is 9 (5,000 XP).


Appendix A Secrets of the Whispered One 154 Madame Irina Radanavich Irina Radanavich’s family was one of the rare non-halfling inhabitants embraced by the people of Rivalis. She spent many happy years during her childhood in this village, playing on the lakeshores while her father, a fisherman, plied his trade out on the waters. She loved the peaceful people, the temperate climes, and the easygoing way of life of Rivalis. To Irina, this was paradise. Irina’s twin brother, Gaston, was of a more adventurous spirit. When he was old enough, he decided it was his calling to travel to Martira Bay and find a job on the crew of one of the sailing vessels that periodically set out for distant ports in faraway lands. He wanted to see the entire world. Irina was heartbroken to see him go, as the two of them had always been inseparably close. Several months after he left, Irina began to be haunted by dreams. In these dreams, Gaston’s ship was damaged by a storm and was forced to take shelter in the bay of one of the islands off the Jagged Coast. Overlooking this bay was a keep. For several days, the ship sheltered in this bay as the storm continued to rage. They began to suspect that this weather was supernatural in nature, devised to keep them trapped there for some reason they could not determine. Every night, a light shone behind a single window near the top of the keep overlooking the bay. In another dream, Irina watched her brother explore this castle, wandering its hallways with a few other brave members of the crew, their way lit by sputtering torches. The castle was deserted, save for the rats and spiders, but as they neared the pinnacle of the keep and the source of the light, a chill wind began to blow over them, periodically extinguishing their torches and forcing them to relight them. Eventually, they came to a large wooden door, and opening the door, they met the lord of the castle, a vampire of such age, power, and corruption that his body had been twisted into an unnatural, unspeakable shape. She would see only a glimpse of it in her dreams before she awoke: flailing tentacles, bright red eyes, fingers with knifelike talons flashing forth to grab at the sailors, at her brother. As suddenly as they’d come, the dreams faded. Irina continued to live in relative happiness within Rivalis, though her happy demeanor had been diminished by the memory of these dreams. One evening, Irina felt a compulsion to crawl from her bed and get dressed. Leaving the house, she wandered to the village’s edge, where she found her brother standing before her. “Sister!” he said. “I’m so glad to see you in one piece!” He explained that throughout his travels, he’d begun to be haunted by dreams of her, in which she was trapped in some ruined and deserted house engulfed in a magical Mist haunted by impossible monsters. These dreams had become so frequent and so terrible that he could barely do his job. As soon as his ship returned to Martira Bay, he raced home to make sure she was safe. “Now, my dear sister,” he said. “Why don’t you welcome me home to Rivalis?” She beckoned him to her, embracing him in a hug, unaware that she had invited an unspeakable evil into the village. Her brother slept the next day away, locking himself in his bedroom. The next evening, their parents and the other townspeople welcomed Gaston home with open arms. A few weeks later, the first townsperson, a young halfling girl, disappeared. Over the following weeks and months, others would disappear more and more frequently. Rumors of lake monsters and brigands became ways of explaining what was happening. Such horrors were less terrifying than the unknown. As time went on, Irina began to suspect her brother. He would hide in the basement during the day, claiming an allergy to the sun that he had developed over the course of his voyage. She would go to his room at night and find his bed empty. Traveling the streets of the town, she’d spot in the periphery of her vision a shadowy shape, but when she turned to see what was there, it was already gone. Eventually, he admitted to her what she already knew. “We can’t stay here, Dear Sister,” he said. “People will soon suspect, and they will come to destroy me. I might be compelled to defend myself, and I don’t want to cause any more harm than I already have.” Irina agreed to leave with him, and they began making plans, gathering supplies to head off into the woods north of the city. On the night that they made their departure, they stumbled across Arian Windfoot, then a member of the town’s volunteer guard, patrolling the perimeter of the village. A curious sort, Arian had already been doing some private sleuthing and had come to suspect Irina and her brother of wrongdoing. He stood bravely before them but was no match for Gaston’s power. As Arian’s lifeblood soaked into the grass, Irina pleaded with her brother to save him. She couldn’t bear for him to be responsible for the loss of even one more innocent life. Gaston did as she bade and transformed Arian into the undead. With Arian writhing in the painful throes of transformation, they fled into the woods to the north. There, they encountered a band of brigands that


Appendix A Secrets of the Whispered One 155 Gaston brought under his thrall. Over the years, these men and women became Irina and Gaston’s new family. The Radanavich clan was born. Eventually, Rudolph Van Richten, a young doctor who had taken up residence in Rivalis, heard rumors of the brigands that would periodically raid the roads and even the village, occasionally kidnapping some hapless villager who would never be heard from again. His curiosity and his desire for renown getting the better of him, Rudolph began to investigate. He located the brigands’ camp and watched them for several nights, learning their patterns. Already well versed through his studies in vampiric lore, he recognized the nature of Gaston’s nocturnal movements. Staking out the brigands’ camp, he waited until the perfect moment and, with the aid of a cloak of invisibility he had found during his travels, he managed to infiltrate the camp without being detected and destroyed Gaston. Meanwhile, with the assistance of a renegade Vistani who lived among the brigands, along with the knowledge her brother had picked up during his foreign studies and his nights serving as a thrall to his vampire sire prior to his release, Irina had begun the study of hedge magic. She eventually grew into a powerful mage, and through the wards and enchantments she had placed around the camp, she was able to deduce the identity of her brother’s killer. Thus began a long and bitter rivalry that ended with Madame Radanavich kidnapping Rudolph’s son and delivering him to another vampire lord, Baron Metus, an ally of hers who had continued teaching her in the ways of magic. She transformed Erasmus into a vampire, leaving Van Richten no other option but to slay his own son as an act of mercy. On that day, Van Richten vowed revenge against Baron Metus, Madame Radanavich and the Radanavich clan. What he did not know was that other eyes had already fallen upon her for what she’d done. The night after Erasmus’ death, the Mists swept through the brigands’ camp, and when Madame Irina Radanavich awoke again, she found herself in the ruins of Richten Haus, accompanied by her clanspeople, who had been reduced into slavering ghouls eager to obey her every command but unable to offer the warmth and companionship they’d given her in life. Thus began her new life, alone and hopeless, in the home of her hated enemy. Madame Radanavich’s Torment Madame Radanavich sacrificed the bliss of pastoral life within Rivalis to protect her brother and found herself the leader of a gang of murderous brigands. This is not the life she would have chosen for herself, and she regrets her actions. These circumstances leave her haunted and hopeless: J Madame Radanavich’s brother Gaston has been sent to his final death by Rudolph Van Richten. There is no spell or power in the land that can restore him to life. Living in a land haunted by ghosts, vampires, and all manners of undead, she wishes his spirit would visit her, but the halls of Richten Haus remain forever quiet, save for the footsteps of ghouls. J The Radanavich clan has been reduced to one of the lowest forms of unlife. What’s worse, when Madame Radanavich looks into the eyes of these slavering ghouls, she believes she can detect, deep inside them, the faintest hint of awareness. Do they know what they have become? J Madame Radanavich is trapped in the home of her sworn enemy, Rudolph Van Richten. Everywhere she looks, she is haunted by memories of her defeat at his hands. Though his victory was costly, Van Richten was able to return his son to peace, and he is responsible for the death of Irina’s beloved brother. She would give anything to get her hands on him, but she knows she is trapped forevermore in this house. Roleplaying Madame Radanavich Madame Radanavich was, for much of her life, a kind and caring soul. This vestige of her identity still exists. Indeed, she understands that she is at least partly to blame for having to flee her peaceful existence in Rivalis and for the death of her brother. She hates that she must continue to be part of this bitter feud with Rudolph Van Richten, and if she could go back in time, she would reverse everything that had happened. Perhaps, in another life, she and Rudolph might have even been friends. Personality Trait. “I have learned from a life full of mistakes, but alas, it is too late to reverse them or to change course.” Ideal. “If one deals in vengeance, they will find it visited back upon them tenfold. The best option is to learn to forgive and forget.” Bond. “I am trapped in the home of my sworn enemy. While here, I will use this time to study and learn. Perhaps there is a way out of all this.” Flaw. “If I have made one mistake in life, it is to love too purely and too strongly. My brother, my clan. Perhaps in a perverse way, I have even learned to love my enemy. If I escape, will I even have the heart to visit upon him the fate he most assuredly deserves?”


Appendix A Secrets of the Whispered One 156 The Harpells Vecna knew that a family of archmages was nothing to take lightly. In the early days of his conquest, Vecna sent a small army of liches to the Ivy Mansion, demanding that the Harpells surrender and swear fealty to Vecna. The Harpells refused and what followed was an arcane battle the likes of which the Realms has rarely witnessed. Although the Harpells managed to evacuate the village’s inhabitants, Longsaddle itself was utterly destroyed. After a few days of battle, the tireless undead liches triumphed over the exhausted Harpells. The Ivy Mansion’s defenses were finally breached, and the structure was demolished, killing the Harpells, who were trapped inside. Or so the world thought. In truth, the Harpells were saved by the quick thinking of the eccentric Siegfried Harpell. Siegried was an arcane cosmologist who specialized in the study of the heavens, particularly the moon. He was able to use an enchanted telescope to secretly transport his family to a safehouse on the moon. The Harpells have lived there ever since, rebuilding their Ivy Mansion and plotting their revenge. The Harpells are now secretly scouring Toril for the lost Nether Scrolls. They hope to find these scrolls, primarily to prevent them from falling into Vecna’s hands. However, the Harpells also plan to study the scrolls so that they might increase their own power. Then they might be able to liberate the Sword Coast from Vecna’s iron grasp. Other Deities Soon after Vecna’s conquest, he proclaimed that he had single-handedly slain all the deities of the Forgotten Realms pantheon. Worship of these false, dead gods was immediately criminalized. Churches were torn down. Holy scriptures were burned. This is a lie. Vecna brought with him seven magical items from his home world, which, carefully arranged across the Realms, have cast a mystical web of energy over all of Toril, cutting off all other gods from their followers. Inconsistencies have been explained away. It is common knowledge that Auril, The Frostmaiden, lives in the arctic north under her blanket of eternal winter. Vecnan orthodoxy claims that she is a powerful elemental spirit, rather than an actual deity. The Whispered One’s bioengineers worship Gelf Darkhearth, the brother and divine antithesis of the primary god of gnomes, Garl Glittergold. The Vecnan stance is that Gelf is an infernal patron, similar to those of warlocks, and not an actual god. Finally, although there have been recent instances of clerics and paladins demonstrating divine power, it is claimed that they are merely tapping into their dead gods’ fading, vestigial energies.


Appendix A Secrets of the Whispered One 157 The Ordning The final portion of this adventure deals with the giants of the Sword Coast. In particular, the characters will have cause to infiltrate the hill giants’ steadfast, Grudd Haug, and assault the Maelstrom, the abandoned undersea fortress of the storm giants. A brief overview of the giants’ fate in the Doomed Forgotten Realms is provided below: The Realms were already in great turmoil when Annam, the All-Father, broke the ordning, the divinely ordained hierarchy amongst the giants (as described in Storm King’s Thunder). Because of this, the heroes of the Realms were unable to save King Hekaton, Lord of the Storm Giants, and restore the sundered hierarchy. Now, years later, the ordning remains in flux. The current standings amongst the giants are (from least to greatest): Stone Giants The stone giants were the only giants to take a stand against the incursions of Vecna. Shortly after Vecna conquered Waterdeep, a stone giant thane awakened a slumbering tarrasque, directing it toward the City of Splendors. Vecna easily slew the creature, severing its left hand and gouging out its left eye before raising it as a zombie. Vecna then ordered his forces to track down and eradicate every last stone giant. Although a few still remain, they do so in hidden seclusion, secreted within remote corners of the Underdark. Rain Giants (formerly Storm Giants) Iymrith, an ancient blue dragon, secretly took the form of a giant and infiltrated the royal courts of the storm giants well before the ordning was broken. Because of this, Iymirth was perfectly positioned to take full advantage of the chaos that ensued after Annam’s fateful decree. The blue dragon arranged for the murder of the storm giant queen Neri, as well as the abduction of King Hekaton. She positioned herself as a surrogate parent to the three princesses, Mirran, Nym, and Serissa, using her influence to turn them against one another. The eventual result was a brief and bloody civil war. During this turmoil, Iymrith’s duplicity was revealed. Serissa was forced to kill her two sisters and flee the Maelstrom, the underwater citadel from which her family had ruled. Knowing that Imyrith coveted the Wyrmskull Throne, a relic of great power, Serissa took with her the Ruling Scepter necessary for controlling the throne. Shortly afterwards, King Hekaton was slain by his abductors, precipitating the storm giants’ fall in Annam’s divine hierarchy. The Maelstrom was abandoned and the storm giants, weakened in stature, scattered throughout the Realms. Iymrith has returned to her lair in the Anauroch Desert. Serissa’s whereabouts remain unknown. To signify their diminished power the storm giants are occasionally referred to as rain giants, although they detest this relabeling. Cloud Giants Many of the cloud giants have rallied under the banner of Countess Sansuri. Some roam the far north in their cloud fortresses, searching fallen Ostoria for relics of their ancient past. Others have elevated themselves beyond the clouds, where the sky touches the stars, to await the downfall of Faerûn. Annam has grown impatient with their isolationist lifestyle and has demoted the cloud giants accordingly. Mountain Giants (formerly Hill Giants) The hill giants are encamped within their relocated capital, Grudd Haug. They demand a constant flow of tribute from Triboar, Goldenfields, and the many settlements in between. This tribute is primarily in the form of food, which is then fed to their monstrously large chieftain, Chief Guh. Guh has spent the last ten years famishing the Realms while gorging herself. She is now of immense size and easily the largest giant in the world. As a reward, the hill giants have been elevated substantially within the ordning and are now known as mountain giants. Frost Giants Jarl Storvald and his frost giants still seek Artus Cimber, bearer of the Ring of Winter. They are now entrenched within the frozen north, allied with the Frost Maiden Auril so that she might help them find the Ring of Winter and bring about the Age of Everlasting Ice. The giants are currently spread throughout the abandoned Ten-Towns, warring with the duergar and their chardalyn dragon, as well as with the White Wyrm, Arveiaturace. Fire Giants With the return of Tiamat, the ancient conflict between giants and dragons has reignited. Duke Zalto and his fire giants have shown the greatest initiative in this renewed battle against dragonkind, earning them the respect of Annam. The fire giants currently occupy the former dwarven stronghold of Gauntlgrym as well as the great dungeonforge, Ironslag. They have successfully reignited the adamantine forge of Ironslag and used it to reforge Vonindod, the Titan of Death. Equipped with Vonindod, the fire giants are now singularly focused on hunting and killing the dragons of the Realms.


Appendix A Secrets of the Whispered One 158 The domain itself is dreary and utilitarian. It is bound between the river Tamross to the east and the Burning Peaks to the west. A mist-shrouded range of volcanic mountains, the Burning Peaks used to separate the domains of Kas and Vecna. Tor Gorak, located along the western banks of the Tamross river, is the capital city of Tovag. Although Kas has his own solitary fortress in the north, he is most often found commanding his military from Castle Xiphos, his fortified base of operations within Tor Gorak. For more details on Tovag see Ulraunt’s Guide to the Planes: The Shadowfell. Vecna's Endgame Vecna picked Waterdeep as his center of power for many reasons. Chief amongst them was that Waterdeep is blanketed by a permanent, undispellable magical effect called Ahgairon’s dragonward. Because of this enchantment, dragons and all other creatures of the dragon type are physically unable to enter the city or its sewers. Vecna spends most of his time sequestered in the Tower of Ahghairon, leaving the day-to-day governance of Waterdeep to his Zhentarim allies. Vecna is focused on two primary goals—furthering his arcane mastery and transcending godhood. To attain both these goals, Vecna seeks the Nether Scrolls, a set of fifty golden scrolls that form the foundation of modern magical theory on Faerûn. The information revealed by a study of these scrolls is reputedly commensurate with the reader’s wizardly abilities. As the first god to read these scrolls, Vecna hopes to discover spells powerful enough to destroy and rebuild the cosmos. Even without these scrolls, Vecna’s power grows daily. This growth is fueled by an ever-increasing proportion of Realmsfolk turning toward his worship. Vecna gains further power from the death of any humanoid, although he is weakened by the conception of life. However, by creating artificial life (see below) Vecna has destroyed the delicate balance between life and death, ensuring his continued empowerment. It is only a matter of time until Vecna achieves divine supremacy. Once he does, he will turn his attention to the heavens, for he is a jealous god who will brook no equal. He longs for the complete and total destruction of the Realms’s pantheon. Then, once he reigns as the sole deity of Toril, he will turn his attention to the conquest of the multiverse. Tovag In Tovag, the only constant is impending war. The vampire Kas, Darklord of Tovag, was once the champion of the lich Vecna. Wielding the artifact that bears his name, he betrayed his master, and the resulting battle supposedly destroyed them both. In truth, both were claimed by the Mists where they were bound together in perpetual warfare. In time, Vecna managed to escape Ravenloft. Oblivious to this fact, Kas continues to wage a one-sided war. From Van Richten’s Guide to Ravenloft, “Patrols of prisoner-soldiers under undead commanders scour the land, dragooning strangers to serve in Kas’s armies and to manufacture bizarre war machines. When Kas deems the time right, he sends his forces into the Mists, believing that Vecna’s realm lies just beyond. Invariably, those troops never return, leaving the vampire to rage, rebuild his forces, and continue his search for the Sword of Kas, which he considers his key to victory.” Tovag’s entire culture is built around the perpetuation of this endless battle. When a child is born, it is left in the woods for 24 hours. Should it survive the experience, then it has proven its potential to contribute to the military effort. Should it perish, then the domain has one less mouth to feed. Within Tovag, infants and children grow faster than normal, reaching peak physical maturity between six and nine years of age. During this time, children are taught not only how to fight war but also why they must fight war. At all times, Vecna is vilified. Should a babe fail to return from the woods, it is the doing of Vecna. Should a child grow sick and die, it is the doing of Vecna. And, of course, when a soldier fails to return from the Mists, it is inevitably due to Vecna. In addition to this, Kas periodically stages attacks upon his own people. These attacks serve the purpose of providing practice for the military, while also emphasizing its necessity. Military prowess is celebrated above all else. Most military positions of note are held by undead commanders. The living primarily serve as foot soldiers or provide menial support. Small armies often battle one another in skirmishes that can last for months. The winners of these mock combats are then commemorated during the many military parades held in Kas’s honor. Recent winners include the Legion of Dread Devastation and Wintersplinter’s Blight Brigade. Once a year the winning platoons square off against one another in a gladiatorial combat known as the Clash. In addition to prestige and glory, the victor of the Clash is allowed to ask one boon from Kas himself.


Appendix B Monsters and NPCs 159 Appendix B Monsters and NPCs Acererak ................................................................160 Arcane Adaptoid ..................................................161 Arcturia ................................................................ 162 Azalin Rex..............................................................163 Blackstar Knight ................................................ 164 Bleakborn ............................................................. 164 Captain Callous .................................................. 165 Champion .............................................................. 166 Drow Gunslinger ................................................ 166 Ebbasheyth ............................................................167 Elder Brain ........................................................... 168 Eye, The .................................................................. 169 Feedling .................................................................170 Fire Titan ................................................................170 Flying Horror ......................................................171 Giant, Mountain ..................................................171 Gnoll Vampire .......................................................172 Graxigon ...............................................................173 Great Khan ............................................................174 Grim Hunter, The .................................................175 Halaster Blackcloak ...........................................176 Hand, The ..............................................................177 Headless Horseman .............................................178 Hellenrae ..............................................................179 Jarlaxle Baenre ....................................................180 Juvenile Kraken ....................................................181 Kas the Destroyer ............................................... 182 Kraken Priest ....................................................... 184 Living Spell, Bigby's Hand ................................. 184 Living Spell, Blade of Disaster ......................... 185 Madame Radanavich ........................................... 186 Magen, Demos .......................................................187 Miniamat ............................................................... 188 Mist Walker .......................................................... 189 Muiral the Misshapen ........................................190 Necrosphinx ..........................................................191 Nemhain ................................................................ 192 Ogrémoch .............................................................193 Phesteus ............................................................... 194 Quickling ............................................................. 194 Radanovich Ghoul ............................................. 195 Rezmir .................................................................... 196 Salizarr ..................................................................197 Scaladar ............................................................... 198 Scarab Lord.......................................................... 199 Scarab Swarm .......................................................200 Secret Eater .......................................................... 201 Serpent-That-Is-Night .........................................202 Severed Head .......................................................203 Shadow Assassin .................................................203 Skum ......................................................................204 Terrathraxus .......................................................204 Tomb Ophidian .....................................................205 Trobriand .............................................................206 Tsucora Quori .....................................................207 Vadataj...................................................................208 Vecna .....................................................................209 Walking Statue .....................................................211 War Priest ..............................................................211 Warlord ................................................................ 212 Wereshark ............................................................ 212 Xanathar ...............................................................213 Yuan-Ti Nightmare Speaker .................................214 Mighty Wizards and Spellcasting In this appendix are included a host of legendary wizards. For ease of use at your table, the Spellcasting trait of such a wizard includes just a few select spells. However, you should feel free to modify this to your liking during play. If you don’t feel comfortable making it up as you play, use the table below to gauge what spell a wizard can cast and how many times. Use only spells from the wizard spell list. Spell Level Archmage (CR 10 - 19) Legendary Archmage (CR 20 - 29) Vecna 1st At will At will At will 2nd At will At will At will 3rd 3/day each At will At will 4th 2/day each At will At will 5th 1/day each 3/day each At will 6th 1/day each 2/day each 3/day each 7th 1/day 1/day each 2/day each 8th 1/day 1/day each 1/day each 9th 1/day 1/day 1/day each


Appendix B Monsters and NPCs 160 Acererak TOMB OF ANNIHILATION Acererak is an archlich who travels between worlds and is known to take sick pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons where they suffer horrible deaths. His most recent dungeon is built within the interior of Castle Waterdeep. Acererak Medium Undead (Wizard), Neutral Evil Armor Class 21 (natural armor) Hit Points 285 (30d8 +150) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 20 (+5) 27 (+8) 21 (+5) 20 (+5) Saving Throws Con +12, Int +15, Wis +12 Skills Arcana +22, History +22, Insight +12, Perception +12, Religion +15 Damage Resistances cold and lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaus- tion, frightened, paralyzed, petrified, poisoned, stunned Senses truesight 120 ft., passive Perception 22 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon Challenge 23 (50,000 XP) Proficiency Bonus +7 Special Equipment. Acererak carries the Staff of the Forgotten One (appendix D). He wears a talisman of the sphere and has a sphere of annihilation under his control. Legendary Resistance (3/Day). If Acererak fails a saving throw, he can choose to succeed instead. Rejuvenation. Acererak’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body after 1d10 days, regaining all hit points and becoming active again. The new body appears within 5 feet of Acererak’s phylactery, the location of which is hidden. Turn Resistance. Acererak has advantage on saving throws against any effect that turns undead. Actions Multiattack. Acererak makes one Paralyzing Touch attack, uses Spellcasting, or uses Death Nova if he can. Acererak also uses Invoke Curse once and Necrotic Burst twice. Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be para- lyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Invoke Curse (7 Charges/Day). While holding the Staff of the Forgotten One, Acererak expends 1 charge from it and targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse ends, the target can’t regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target. Necrotic Burst. Melee or Ranged Spell Attack: +15 to hit, reach 5 ft. or range 120 ft., one target. Hit: 53 (8d10 + 8) necrotic damage. Death Nova (Recharge 5-6). Pure necrotic energy momen- tarily fills a 60-foot-radius sphere centered on a point Acererak can see within 150 feet. Each creature in that area must make a DC 23 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. Spellcasting. Acererak casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 23): At will: animate dead, arcane lock, detect magic, knock, mage hand, prestidigitation 1/day each: feeblemind, maze, mind blank, power word kill, time stop, wall of force Reactions Arcane Defense (3/Day). When he is hit by an attack, Acererak protects himself with an invisible barrier of magical force. Until the end of his next turn, he gains a +5 bonus to AC, including against the triggering attack. Negate Spell (Recharge 5–6). Acererak tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Acererak makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions Acererak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Acererak regains spent legendary actions at the start of his turn. At-Will Spell. Acererak casts one of his at-will spells. Paralyzing Touch. Acererak makes one Paralyzing Touch attack. Frightening Gaze (Costs 2 Actions). Acererak fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Acererak’s gaze for the next 24 hours. Talisman of the Sphere (Costs 2 Actions). Acererak uses his talisman of the sphere to move the sphere of annihilation under his control up to 90 feet. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Acererak must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Acererak is a former disciple of Vecna. At the behest of his former master Acererak built a necromantic device called the Soulmonger that fed off the souls of the dead to fuel Vecna’s ascension into the Forgotten Realms.


Appendix B Monsters and NPCs 161 Arcane Adaptoid An arcane adaptoid is a special construct created by the Arcane Brotherhood to test potential apprentices. The adaptoid looks much like a shield guardian; however, its armored exterior is covered in glowing red and green runes. The runes that glow red indicate the construct’s immunities, whereas the runes that glow green indicate its vulnerabilities. Arcane Adaptoid Large Construct, Unaligned Armor Class 17 (natural armor) Hit Points 102 (15d10 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 15 (+2) 7 (-2) 10 (+0) 3 (-4) Damage Vulnerabilities see below Damage Immunities see below Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages Understands commands given in any language but can’t speak Challenge 8 (3,900 XP) Proficiency Bonus +3 Arcane Adaptation. An adaptoid has vulnerability to two randomly determined damage types (1 bludgeoning, 2 piercing, 3 slashing, 4 poison, 5, psychic, 6 radiant, 7-8 acid, 9-10 fire, 11-12 cold, 13-14 force, 15-16 lightning, 17-18 thunder, 19-20 necrotic). It has immunity to all other damage types. Every time an adaptoid receives damage, its vulnerabilities are rerandomized at the end of that turn.. Runed Exterior. The adaptoid’s armored exterior is covered in glowing arcane runes. Any character that makes a successful DC 10 Intelligence (Arcana) check can use these runes to discern the adaptoid’s vulnerabilities. Actions Multiattack. The arcane adaptoid makes three Fist attacks. Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Adaptive Blast (Recharge 6). A stroke of energy forming a line 100 feet long and 5 feet wide blasts from the adaptoid in a direction of its choosing. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 damage on a failed save, or half as much damage on a successful one. The damage type of the blast is randomly determined from the vulnerabilities of any nearby adaptoids, or determined purely at random if there are no nearby adaptoids.


Appendix B Monsters and NPCs 162 Arcturia One of the more ambitious of Halaster’s former apprentices, this brilliant, creative, highly-strung mage harbored secret dreams of marrying her master. His going underground and subsequent strange, even hostile behavior drove her into open madness. Arcturia Medium Undead (Wizard), Chaotic Evil Armor Class 20 (natural armor) Hit Points 135 (18d8 +54) Speed 30 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3) Saving Throws Con +10, Int +12, Wis +9 Skills Arcana +19, History +12, Insight +9, Perception +9 Damage Resistances cold, lightning, necrotic Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, para- lyzed, poisoned Senses truesight 120 ft., passive Perception 19 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 22 (41,000 XP) Proficiency Bonus +7 Deadly Movement. Whenever Arcturia first moves into a square adjacent to another creature, she can attack that creature with her Bone Spurs attack. She may use this trait on multiple creatures on the same turn. Legendary Resistance (3/Day). If Arcturia fails a saving throw, she can choose to succeed instead. Regeneration. Arcturia regains 10 hit points at the start of her turn. If she takes acid or lightning damage, this trait doesn’t function at the start of Arcturia’s next turn. Rejuvenation. Arcturia’s body turns to dust if she starts her turn with 0 hit points and doesn’t regenerate. Arcturia gains a new body after 1d10 days, regaining all hit points and becoming active again. The new body appears within 5 feet of Arcturia’s phylactery, which is always one of her many living experiments. Turn Resistance. Arcturia has advantage on saving throws against any effect that turns undead. Actions Multiattack. Arcturia makes two Bone Spurs attacks. Bone Spurs. Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Solar Eruption (Recharge 6). Brilliant sunlight momentarily fills a 60-foot-radius sphere centered on a point Arcturia can see within 150 feet. Any darkness in the light that was created by a spell is dispelled and each creature in the light must make a Constitution saving throw. On a failed save, a creature takes 42 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by this light makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Spellcasting. Arcturia casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: detect magic, mage hand, magic missile, polymorph, prestidigitation 2/day each: disintegrate 1/day each: shape change, true polymorph Reactions Arcane Defense (3/Day). When she is hit by an attack, Arcturia protects herself with an invisible barrier of magical force. Until the end of her next turn, she gains a +5 bonus to AC, including against the triggering attack. Negate Spell (Recharge 5–6). Arcturia tries to interrupt a spell she sees a creature casting within 60 feet of her. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Arcturia makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions Arcturia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Arcturia regains spent legendary actions at the start of her turn. At-Will Spell. Arcturia casts one of her at-will spells. Paralyzing Touch. Arcturia makes one Bone Spurs attack. Frightening Gaze (Costs 2 Actions). Arcturia fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Arcturia’s gaze for the next 24 hours. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Arcturia must make a DC 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Arcturia continued her experiments with magically altering the bodies and natures of beings. She is now driven by a constant urge to tamper with intelligent life, reshaping bodies to suit her every whim. When suitable candidates are few, she works on herself. As a result, Arcturia now sports a fairy-like face and figure, complete with translucent, sylph-like wings. Her body is covered in hardened blue scales, and she has sharp bone spurs along her forearms and elbows.


Appendix B Monsters and NPCs 163 Azalin Rex Azalin’s body is a dried skeletal thing held together by magic. His eye sockets are black and empty, with pinpoints of light burning deep in their recesses. His nose is an empty skeletal hole that is shaped like an inverted heart. The flesh still clings to his bones, but it is withered like that of a mummy. He exudes an aura of intense cold as well as the unmistakable stench of death. The odor is hard Azalin Rex Medium Undead (Wizard), Lawful Evil Armor Class 17 (natural armor) Hit Points 285 (30d8 +150) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 8 (−1) 20 (+5) 27 (+8) 21 (+5) 20 (+5) Saving Throws Con +12, Int +15, Wis +12 Skills Arcana +22, History +22, Insight +12, Perception +12, Religion +15 Damage Resistances cold and lightning Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, deafened, exhaus- tion, frightened, paralyzed, petrified, poisoned, stunned Senses truesight 120 ft., passive Perception 22 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon Challenge 23 (50,000 XP) Proficiency Bonus +7 Arcane Mastery. Any saving throw against Azalin’s Arcane Explosion, Petrified Rertribution, or a spell cast by Azalin is made with disadvantage. Legendary Resistance (3/Day). If Azalin fails a saving throw, he can choose to succeed instead. Rejuvenation. Azalin’s body turns to dust when he drops to 0 hit points, and his equipment is left behind. Azalin gains a new body after 1d10 days, regaining all hit points and becoming active again. The new body appears within 5 feet of Azalin’s phylactery, a platinum dragon’s head with ruby eyes. Spell Resistance. Azalin has advantage on saving throws against spells and resistance against the damage from spells. Turn Immunity. Azalin is immune to effects that turn undead. Actions Multiattack. Azalin makes two Paralyzing Touch or Arcane Burst attacks. Paralyzing Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be para- lyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Arcane Burst. Melee or Ranged Spell Attack. +15 to hit, reach 5 ft. or range 120 ft., one target. Hit: 88 force damage. Arcane Explosion (Recharge 4–6). Azalin creates a magical explosion of fire centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 23 Constitution saving throw, taking 60 force damage on a failed save, or half as much damage on a successful one. Spellcasting. Azalin casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 23): At will: animate dead, detect magic, levitate, telekinesis 2/day each: globe of invulnerability, Otiluke’s freezing sphere 1/day each: dominate monster, power word kill, wish Bonus Actions Summon Undead (1/Day). Azalin magically summons five wights or wraiths. The summoned creatures appear in unoccupied spaces within 60 feet of Azalin, whom they obey. They take their turns immediately after Azalin. Each lasts for 1 hour, until it or Azalin dies, or until Azalin dismisses it as a bonus action. Reactions Negate Spell (Recharge 5–6). Azalin tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Azalin makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Petrified Retribution (Recharge 5-6). When he is hit by an attack, Azalin forces the attacker to make a DC 23 Constitution saving throw. On a successful save, nothing happens. On a failed save, the attacker is restrained as its flesh begins to harden and it must repeat the saving throw at the end of each of its turns. If it succeeds this save three times, the effect ends. If it fails three times, it is turned to stone and subjected to the petrified condition for 1 minute. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. Legendary Actions Azalin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azalin regains spent legendary actions at the start of his turn. At-Will Spell. Azalin casts one of his at-will spells (This spell can’t benefit from the Arcane Mastery or Overchannel traits). Translocation. Azalin magically teleports up to 60 feet to an unoccupied space he can see. Refocus Arcana. Azalin recharges his Negate Spell or Petrified Retribution reaction. Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Azalin must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. to describe -- a mixture of mold, dust, and sour decay. Yet anyone who has smelled death before instantly recognizes the scent. Azalin wears a cape with a burial shroud girding his loins and a few pieces of jewelry. His cape is black with blood-red trim, which he leaves open to display his withered body. On his head he wears a black iron crown. For more details on Azalin’s lore see his section in appendix A.


Appendix B Monsters and NPCs 164 Bleakborn ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL Bleakborn resemble zombies, only they are covered in layers of rime and ice. While hibernating this resembles an icy tomb but it melts and cracks when in the presence of living creatures. Once freed from its frozen prison, the bleakborn shambles towards its prey, the cracking ice sounding like breaking bone. As it gets closer it absorbs warmth from the living, revitalizing itself in the process. Bleakborn Medium Undead, Typically Neutral Evil Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 17 (+3) 4 (-3) 6 (-2) 6 (-2) Saving Throws Wisdom +1 Damage Resistances necrotic Damage Immunities cold, fire, poison Condition Immunities charmed, exhaustion, frightened Senses darkvision 120 ft, passive Perception 8 Languages understands the languages it knew in life but can’t speak Challenge 7 (2,900 XP) Proficiency Bonus +3 Cold to the Touch. A creature that touches the bleakborn or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage. Heat-Draining Aura. At the start of each of the bleakborn’s turns, each creature within 15 feet of it takes 7 (2d6) cold damage and the bleakborn regains lost hit points equal to half the damage done. A humanoid slain by this damage rises as a bleakborn at the end of its next turn. Unless the bleakborn’s remains are sprinked with holy water or destroyed, this trait continues to function even after the bleakborn is reduced to 0 hit points. Turn Resistance. The bleakborn has advantage on saving throws against any effect that turns undead. Undead Fortitude. If damage reduces the bleakborn to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bleakborn drops to 1 hit point instead. Actions Multiattack. The bleakborn makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 16 (3d10) cold damage. A humanoid slain by this attack rises 1 minute later as a zombie, unless the humanoid is restored to life or its body is destroyed. Blackstar Knight ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL Wicked golems created to serve their dark master, Kas. Blackstar Knight Medium Construct, Typically Lawful Neutral Armor Class 19 (natural armor) Hit Points 170 (20d8 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 9 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0) Skills Athletics +11, Intimidation +4 Damage Resistances fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages it knew in life and the languages of its creator but can’t speak Challenge 16 (15,000 XP) Proficiency Bonus +5 Immutable Form. The blackstar knight is immune to any spell or effect that would alter its form. Magic Resistance. The blackstar knight has advantage on saving throws against spells and other magical effects. Magic Weapons. The blackstar knight’s weapon attacks are magical. Actions Multiattack. The blackstar knight makes four melee attacks in any combination. Deathsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 19 Wisdom saving throw or be deathmarked. While deathmarked, a creature takes 9 (2d8) necrotic damage at start of each of its turns. A creature can use an action to repeat the saving throw on each of its turns, ending the effect on itself on a success. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. Blackstar Lightning. Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 45 (10d8) necrotic damage and each other creature within 10 feet of the target takes 9 (2d8) necrotic damage. Each creature that takes damage must succeed on a DC 19 Constitution saving throw or be stunned until the end of its next turn. Reactions Undying Duty (1/Day). When the blackstar knight is reduced to 0 hit points, it can target any number of creatures within 10 feet of it, dealing 11 (2d10) necrotic damage to each undead and 5 (1d10) necrotic damage to all other creatures, regaining lost hit points equal to the total damage dealt.


Appendix B Monsters and NPCs 165 Captain Callous CALL FROM THE DEEP Captain Callous is the notorious tiefling pirate captain of The Devil’s Fin and a direct descendant of Asmodeus. He has ashen skin, goat-like legs, eyes that glow like embers, and is never without his tricorn hat. Captain Callous Medium Humanoid (Tiefling), Neutral Evil Armor Class 20 (breastplate) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 14 (+2) 10 (+0) 20 (+5) Saving Throws Str +3, Dex +7, Wis +3 Skills Acrobatics +7, Intimidation +8, Perception +6 Damage Resistances fire Senses darkvision 60 ft., passive Perception 16 Languages Common, Infernal Challenge 8 (3,900 XP) Proficiency Bonus +3 Demands of Nessus. At the start of each of Callous’ turns, he can choose one ally he can see within 30 feet of him. The chosen ally loses 10 hit points and Callous regains the same number of hit points. If Callous is incapacitated, he makes no choice; instead, the closest ally within 30 feet is the chosen ally. Fiendish Blessing. Callous’ AC includes his Charisma bonus. Firearm Expert. Callous has had extensive practice with fire- arms, giving him the following benefits: • He ignores the loading quality of firearms with which he is proficient. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on his ranged attack rolls. • If he makes an attack with a one-handed weapon, he can use a bonus action to attack with a loaded firearm he is holding. Magic Resistance. When wearing his mantle of spell resistance, Callous has advantage on saving throws against spells and other magical effects. Sneak Attack (1/Turn). Callous deals an extra 10 (3d6) 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 the captain that isn’t incapacitated and Callous doesn’t have disadvantage on the attack roll. Special Equipment. Callous wears a cap of water breathing, gloves of swimming and climbing, and a mantle of spell resistance. While wearing the gloves, climbing and swimming don’t cost him extra movement, and he has a +5 bonus to Strength (Athletics) checks made to climb or swim. Actions Multiattack. Callous makes three Rapier attacks or two Pistol attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Pistol. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Spellcasting. Callous casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: thaumaturgy 3/day each: misty step 1/day each: darkness Summon Devil (1/Day). Callous summons 1d4 bearded devils with no chance of failure. Bonus Actions Light Footed. Callous takes the Dash or Disengage action. Reactions Fiery Reprimand (Recharge 6). When he takes damage from a creature he can see, Callous magically conjures searing flames around that creature, forcing it to make a DC 15 Dexterity saving throw. It takes 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. Parry. Callous adds 3 to his AC against one melee attack that would hit him. To do so, Callous must see the attacker and be wielding a melee weapon.


Appendix B Monsters and NPCs 166 Champion MONSTERS OF THE MULTIVERSE Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers. Champion Medium Humanoid, Any Alignment 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 (+0) 14 (+2) 12 (+1) Saving Throws Str +9, Con +6 Skills Athletics +9, Intimidation +5, Perception +6 Senses passive Perception 16 Languages any one language (usually Common) Challenge 9 (5,000 XP) Proficiency Bonus +4 Indomitable (2/Day). The champion rerolls a failed saving throw. Actions Multiattack. The champion makes three Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining. Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining. Bonus Actions Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points. Drow Gunslinger WATERDEEP: DRAGON HEIST Firearms aren’t widely available in the North, but some members of Bregan D’aerthe are equipped with Lantanese pistols, bullets, and packets of smokepowder. These drow gunslingers are expert pistoleers, as skilled with their guns as the best archers are with their bows. Drow Gunslinger Medium Humanoid (Elf), Any Alignment Armor Class 18 (studded leather, shield) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 14 (+2) Saving Throws Dex +6, Con +4, Wis +3 Skills Perception +3, Stealth +8 Senses darkvision 120 ft., passive Perception 13 Languages Elvish, Undercommon Challenge 4 (1,100 XP) Proficiency Bonus +2 Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep. Gunslinger. Being within 5 feet of a hostile creature or attacking at long range doesn’t impose disadvantage on the drow’s ranged attack rolls with a pistol. In addition, the drow ignores half cover and three-quarters cover when making ranged attacks with a pistol. Sunlight Sensitivity. While in sunlight, the drow has disad- vantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The drow makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit: 9 (1d10 + 4) piercing damage, plus 11 (2d10) poison damage. Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 12). It can cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only)


Appendix B Monsters and NPCs 167 Ebbasheyth Ebbasheyth is a creature of purest shadow. Once a black dragon, it has since been corrupted by the taint of the Shadowfell and transformed into a shadow dragon. As a sign of her power Ebbasheyth has served as both an advisor and mount to the Darklord Azalin Rex. The shadow dragon now slumbers within the remains of Castle Avernus, awaiting the lich’s inevitable return. Ebbasheyth Huge Dragon, Chaotic Evil Armor Class 19 (natural armor) Hit Points 195 (17d12 + 85) Speed 40 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) Saving Throws Dex +7, Con +10, Wis +6, Cha +8 Skills Perception +11, Stealth +12 Damage Resistances necrotic Damage Immunities acid Senses blindsight 60 ft.,darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 16 (15,000 XP) Proficiency Bonus +5 Amphibious. Ebbasheyth can breathe air and water. Legendary Resistance (3/Day). If Ebbasheyth fails a saving throw, she can choose to succeed instead. Living Shadow. While in dim light or darkness, Ebbasheyth has resistance to damage that isn’t force, psychic or radiant. Sunlight Sensitivity. While in sunlight, Ebbasheyth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Ebbasheyth can use her Frightful Presence. She then makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) necrotic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of Ebbasheyth’s choice that is within 120 feet of Ebbasheyth and aware of her must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Shadow Breath (Recharge 5 − 6). The dragon exhales shadowy acid in a 60 foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control. Bonus Actions Shadow Stealth. Ebbasheyth takes the Hide action, provided she is in dim light or darkness. Legendary Actions Ebbasheyth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ebbasheyth regains spent legendary actions at the start of her turn. Detect. Ebbasheyth makes a Wisdom (Perception) check. Tail Attack. Ebbasheyth makes a tail attack. Wing Attack (costs 2 Actions). Ebbasheyth beats her wings. Each creature within 10 feet of Ebbasheyth must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Ebbasheyth can then fly up to half her flying speed.


Appendix B Monsters and NPCs 168 Elder Brain MONSTERS OF THE MULTIVERSE The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures’ minds, rewriting their thoughts and authoring their dreams. Elder Brain Large Aberration (Mind Flayer), Typically Lawful Evil Armor Class 10 Hit Points 210 (20d10 +100) Speed 5 ft., swim 10 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7) Saving Throws Int +10, Wis +9, Cha +12 Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12 Senses blindsight 120 ft., passive Perception 14 Languages understands Common, Deep Speech, and Undercommon but can’t speak, telepathy 5 miles Challenge 14 (11,500 XP) Proficiency Bonus +5 Creature Sense. The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner. Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead. Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects. Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way. Actions Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5 – 6). Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At will: detect thoughts, levitate 3/day: modify memory 1/day each: dominate monster, plane shift (self only) Bonus Actions Psychic Link. The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time. Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates). Legendary Actions The elder brain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn. Break Concentration. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell. Psychic Pulse. If the elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of the target take 10 (3d6) psychic damage. Sever Psychic Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn. Tentacle Attack (Costs 2 Actions). The elder brain makes one Tentacle attack.


Appendix B Monsters and NPCs 169 Eye, The ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL The Eye is a roughly humanoid golem crafted entirely of eyes torn from the sockets of still living murderers or traitors. The golem moves with disgusting, slurping sounds as the moist eyeballs that make up its feet rise and fall from the floor. Similarly, when it speaks, its voice makes a sticky, slurping sound similar to stepping in deep mud, then pulling one’s feet loose. The Eye Large Construct, Lawful Evil Armor Class 18 (natural armor) Hit Points 161 (19d10 + 57) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (−1) 17 (+3) 6 (−2) 17 (+3) 21 (+5) Skills Arcana +10, Perception +15 Saving Throws Int +4, Wis +9, Cha +11 Damage Resistances necrotic Damage Immunities bludgeoning, piercing, poison, slashing Condition Immunities charmed, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft. passive Perception 25 Languages Understands Common but can’t speak, telep- athy120 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Eyebite. The Eye’s eyes are imbued with dread power. When a creature that can see the Eye starts its turn within 30 feet of it, the Eye can force it to make a DC 19 Wisdom saving throw if it can see the creature. On a failed save, the creature is affected by one of the following effects. On a successful save, the creature is immune to the Eye’s eyebite trait for 24 hours. Asleep. The creature falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. Panicked. The creature is frightened of the Eye. On each of its turns, the frightened creature must take the Dash action and move away from the Eye by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the Eye where it can no longer see the Eye, this effect ends. Sickened. The creature has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the Eye until the start of its next turn. If the creature looks at the Eye in the meantime, it must immediately make the saving throw. Keen Sight. The Eye has advantage on Wisdom (Perception) checks that rely on sight. Immutable Form. The Eye is immune to any spell or effect that would alter its form. Magic Resistance. The Eye has advantage on saving throws against spells and other magical effects. X-Ray Vision. The Eye’s vision penetrates 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead. Actions Multiattack. The Eye makes two Gaze attacks. Gaze. Melee or Ranged Spell Attack: +11 to hit, reach 5 ft. or range 120 ft., one creature that can see the Eye. Hit: 16 (2d10 + 4) psychic damage, and the target must make a DC 19 Wisdom saving throw. On a failed save, the target is stunned until the end of its next turn. Withering Rays. Thin pale rays are projecting from a multitude of th Eye’s eyes, targeting a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by these rays must succeed on a DC 19 a Dexterity saving throw or take 75 (10d6 + 40) force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Innate Spellcasting. The Eye’s innate spellcasting ability is Charisma. It can cast the following spells (spell save DC 19), requiring no material or verbal components. At will: clairvoyance, crown of madness 3/day: dominate monster Legendary Actions The Eye can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Eye regains spent legendary actions at the start of its turn. Cast Spell (Costs 2 Actions). The Eye casts a spell it can cast at will. Domination (Costs 3 Actions). The Eye casts dominate monster, expending a use as normal. Gaze. The Eye makes one Gaze attack. Move. The Eye moves up to its speed. Wither (Costs 2 Actions). The Eye uses its Withering Rays.


Appendix B Monsters and NPCs 170 Feedling These malevolent fey are the embodiment of nature’s insatiable hunger. Their features vary greatly. Some are covered in fur and horns whereas others are smooth skinned with three swishing tails. The one shared characteristic, however, is the gaping, fang-lined maw that fills almost the entirety of their face. The sadistic creatures enjoy tormenting their prey before feasting because they prefer the taste of adrenaline-drenched flesh. Feedling Small Fey, Chaotic Evil Armor Class 13 Hit Points 10 (4d6 - 4) Speed 40 ft. STR DEX CON INT WIS CHA 7 (−2) 14 (+2) 9 (−1) 7 (−2) 6 (−2) 9 (−1) Senses darkvision 60 ft., passive Perception 8 Languages Sylvan Challenge 1/4 (50 XP) Proficiency Bonus +2 Pack Tactics. The feedling has advantage on an attack roll against a creature if at least one of the feedling’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage, and the feedling attaches to the target. While attached, the feedling can’t attack, and at the start of each of the feedling’s turns, the target takes 6 (1d10 + 1) necrotic damage. The attached feedling moves with the target whenever the target moves, requiring none of the feedling’s movement. The feedling can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a feedling. Fire Titan The Realms were already in great turmoil when Annam, the All-Father, broke the ordning, the divinely ordained hierarchy amongst the giants (as described in Storm King’s Thunder). Because of this, the heroes of the Realms were unable to save King Hekaton, Lord of the Storm Giants, and restore the sundered hierarchy. Now, years later, the ordning remains in flux. Currently the fire giants rest atop the hierarchy. In their new position of power, they refer to themselves as fire titans, although most others still refer to them as fire giants. Fire Titan Huge Giant, Lawful Evil Armor Class 19 (plate) Hit Points 230 (20d12 + 100) Speed 30 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 23 (+6) 10 (+0) 14 (+2) 13 (+1) Saving Throws Dex +5, Con +11, Cha +6 Skills Athletics +14, Perception +7 Damage Immunities fire Senses passive Perception 17 Languages Giant Challenge 13 (10,000 XP) Proficiency Bonus +5 Actions Multiattack. The fire titan makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage. Conflagration. The fire titan chooses a point within 150 feet. Each creature in a 20-foot-radius from that point must make a DC 19 Dexterity saving throw. A target takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. Red-Hot Incandescence. The fire titan targets a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that it can see within 60 feet, causing the object to glow red-hot. Any creature in physical contact with the object takes 9 (2d8) fire damage. The heat stays in the object for as long as the fire titan retains concentration (as if concentrating on a spell). If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a DC 19 Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of the fire titan’s next turn. Bonus Actions Incandescent Broil. Provided the fire titan retains concentration on its Red-Hot Incandescence and didn’t use it this turn, it causes any creature in physical contact with the affected object takes 9 (2d8) fire damage once more.


Appendix B Monsters and NPCs 171 Flying Horror GUILDMASTER’S GUIDE TO RAVNICA Terrifying evils stalk, fly, and scuttle in the dark corners of the distant world of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors – a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. Flying Horror Medium Aberration, Neutral Evil Armor Class 16 (natural armor) Hit Points 49 (9d8 + 9) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 9 (−1) 20 (+5) 12 (+1) 2 (−4) 15 (+2) 16 (+3) Skills Perception +4, Stealth +7 Damage Vulnerabilities radiant Condition Immunities frightened Senses darkvision 120 ft., passive Perception 14 Languages --- Challenge 3 (700 XP) Proficiency Bonus +2 Fear Frenzy. The horror has advantage on attack rolls against frightened creatures. Sunlight Sensitivity. While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage. Frightening Screech (Recharge 5 – 6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours. Giant, Mountain With the recent upheaval amidst the Realms, Annam’s Ordning has been reshuffled. The once lowly hill giants have been promoted, less through any accomplishment of their own than through the failures of those above them, particularly the storm giants. All of the hill giant’s attributes have now been amplified. They are stronger, dumber, crueler, and more gluttonous than ever before. To reflect this new-found strength and prominence, these giants are now referred to as mountain giants. Mountain Giant Huge Giant, Chaotic Evil Armor Class 13 (natural armor) Hit Points 162 (13d12 + 78) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 8 (−1) 23 (+6) 7 (−2) 9 (−1) 6 (−2) Saving Throws Str +10, Con +9 Skills Perception +2 Senses passive Perception 12 Languages Giant Challenge 8 (3,900 XP) Proficiency Bonus +33 Actions Multiattack. The giant makes two Greatclub attacks. Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Squash. Melee Weapon Attack: +10 to hit, reach 10 ft., one Medium or smaller creature. Hit: 35 (8d6 + 7) bludgeoning damage, the giant lands prone in the target’s space, and the target is grappled (escape DC 18). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.


Appendix B Monsters and NPCs 172 Gnoll Vampire RIME OF THE FROSTMAIDEN When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. A gnoll vampire is a savage predator that feeds on the blood of the living. It cackles maniacally when it catches the scent of its prey and quickly moves in for the kill, tearing away flesh with its claws, gorging on meat and blood, and leaving nothing behind but bones, gristle, and the victim’s blood-spattered belongings. Gnoll Vampire Medium Undead (Shapechanger), Chaotic Evil Armor Class 17 (natural armor) Hit Points 93 (11d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 9 (-1) Saving Throws Dex +7, Con +7 Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Gnoll Challenge 8 (3,900 XP) Proficiency Bonus +3 Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell. Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a bonus action to move up to half its speed and make a bite attack. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Shape Changer. If the vampire isn’t in sunlight, it can use its action to polymorph into a Large hyena or a Medium cloud of mist, or back into its true form. While in hyena form, the vampire can’t speak, and its walking speed is 50 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage it takes from sunlight. Unusual Nature. The vampire doesn’t require air. Vampire Weakness. The vampire has the following flaws: Enraged by Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to attack what it perceives to be the closest source. Repulsed by Perfume. The vampire has disadvantage on melee attack rolls made against any creature wearing perfume or carrying an open container of it. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). The vampire makes two attacks: one with its bite and one with its claws. Bite (Hyena or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Claws (Vampire Form Only). Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage. Frightening Cackle (Hyena or Vampire Form Only). The vampire emits a bone-chilling cackle. Each creature of the vampire’s choice that is within 120 feet of the vampire and can hear its cackle must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the vampire’s Frightful Cackle for the next 24 hours. Sickening Gaze (Hyena or Vampire Form Only). The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Constitution saving throw against this magic or be poisoned for 24 hours. A creature whose saving throw is successful is immune to this vampire’s Sickening Gaze for 24 hours.


Appendix B Monsters and NPCs 173 Graxigon The monstrosity known as Graxigon has been stitched together from modron parts harvested exclusively from rogue modrons into the blasphemous facsimile of an octon. Its body is made from the torsos of monodrones and duodrones fused together. It has eight spidery, multijointed legs, like those of a tridrone. Quadrone wings have been stapled to the back of the monstrosity. It has a total of eight arms that it uses to wield its collection of gear-powered blunderbusses. Rather than metallic and shiny, its body is a bluish purple like bruised, broken flesh. Graxigon Large Construct, Neutral Evil Armor Class 16 (natural armor) Hit Points 110 (13d10 + 39) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 16 (+3) 19 (+4) 14 (+2) 14 (+2) Saving Throws Int +9, Wis +7, Cha +7 Skills Arcana +9, Insight +7, Intimidation +7, Perception +7, Damage Resistances acid, cold, and fire; bludgeoning, piercing and slashing from nonmagical weapons Damage Immunities psychic Senses truesight 120 ft., passive Perception 17 Languages Auran, Celestial, Deep Speech, Infernal, Modron, Undercommon, telepathy 120 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Disintegration. If Graxigon dies, its body disintegrates into dust, leaving behind its weapons and everything else it was carrying. Magical Resistance. Graxigon has advantage on saving throws against spells and other magical effects. Actions Multiattack. Graxigon makes four attacks which can be any combination of its Psychic Lash or Blunderbuss attacks. Psychic Lash. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) psychic damage. If the target is hit, it must succeed on a DC 17 Intelligence saving throw or be stunned until the end of its next turn. Blunderbuss. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) thunder damage. Mind Blast (Recharge 5 – 6). Graxigon magically emits psychic energy in a 60-foot-cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 22 (4d8 +4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Graxigon’s spellcasting ability is Intelligence (spell save DC 17). It can cast the following spells, requiring no components: 3/day: dimension door 1/day each: dominate monster, haste, telekinesis, teleport


Appendix B Monsters and NPCs 174 Great Khan The Great Khan rules over the dao from his opulent palace within the City of Jewels. Like all his kind he is vain and greedy, even by dao standards, covered in a wealth of sparkling jewelry and priceless ornamentations. His lower half is a maelstrom of swirling sand that glitters like diamond dust, although his corpulent torso is made from nearly impenetrable bedrock. Great Khan Huge Elemental (Wizard), Neutral Evil Armor Class 20 (natural armor) Hit Points 418 (27d12 + 243) Speed 30 ft., burrow 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 28 (+9) 15 (+2) 13 (+1) 18 (+4) Saving Throws Int +8, Wis +7, Cha +10 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons. Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone Senses darkvision 120 ft., passive Perception 11 Languages Common, Terran Challenge 18 (20,000 XP) Proficiency Bonus +6 Earth Glide. The Great Khan can burrow through nonmagical, unworked earth and stone. While doing so, he doesn’t disturb the material he moves through. Elemental Demise. If the Great Khan dies, he disintegrates into crystalline powder, leaving behind only the equipment he was wearing or carrying. Elemental Rejuvenation. As long as the Great Khan is on the Elemental Plane of Earth, he regains 20 hit points at the start of his turn. Legendary Resistance (3/Day). If the Great Khan fails a saving throw, he can choose to succeed instead. Magic Resistance. The Great Khan has advantage on saving throws against spells, and other magical effects. Actions Multiattack. The Great Khan makes two Bejeweled Maul attacks. Bejeweled Maul. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage, plus 9 (2d8) slashing damage. If the target is a Huge or smaller creature, it must succeed on a DC 20 Strength check or be knocked prone. Spellcasting. The Great Khan’s spellcasting ability is Charisma (spell save DC 18). He can cast the following spells, requiring no material components: At will: detect evil and good, detect magic, stone shape 3/day each: passwall, move earth 1/day each: conjure elemental (earth elemental only), plane shift (self only), wall of stone Legendary Actions The Great Khan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Great Khan regains spent legendary actions at the start of his turns. Attack. The Great Khan makes one Bejewelled Maul attack. Scintillate (Costs 2 Actions). The jewels surrounding the Khan flare with a piercing radiance. All creatures within 10 feet of the Khan who are looking at him must make a successful DC 20 Constitution saving throw or be blinded until the end of their next turn. Stoneskin (Costs 2 Actions). Until the start of his next turn, the Great Khan has a +5 bonus to his AC.


Appendix B Monsters and NPCs 175 Grim Hunter, The In the early days of Vecna’s invasion, a drow elf and his companions, champions of good, stood fast against the forces of evil. Time and time again they managed to thwart the plans of the Maimed Lord. Sadly, their luck would one day run out. The companions were hunting the legendary relic, the Eye of Vecna, with hopes of using it against the lich. They were ambushed, and the drow elf was forced to pluck his own eye out and replace it with the relic, gaining enough power to save his friends but dooming his soul in the process. He resisted the corruption of the fell relic for as long as he could, but eventually even his indomitable will crumbled before the might of Vecna, and this one-time champion of good became one of Vecna’s most deadly assassins. The Grim Hunter Medium Humanoid (Elf, Wizard), Neutral Evil Armor Class 21 (+1 studded leather armor, +2 defending scimitar) Hit Points 170 (20d8 + 80) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 22 (+6) 18 (+4) 12 (+1) 15 (+2) 14 (+2) Saving Throws Dex +11, Wis +7 Skills Acrobatics +11, Perception +7, Stealth +11 Senses darkvision 120 ft., truesight 120 ft., passive Perception 17 Languages Common, Dwarvish, Elvish, Undercommon Challenge 15 (13,000 XP) Proficiency Bonus +5 Fey Ancestry. The Grim Hunter has advantage on saving throws against being charmed, and magic can’t put him to sleep. Legendary Resistance (3/Day). If the Grim Hunter fails a saving throw, he can choose to succeed instead. Special Equipment. The Grim Hunter has replaced one of his eyes with the Eye of Vecna. He also wields a +3 frost scimitar, a +2 defending scimitar, and a +3 longbow. Finally, he wears a +1 studded leather. Sunlight Sensitivity. While in sunlight, the Grim Hunter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Superior Critical. The Grim Hunter’s weapon attacks score a critical hit on a roll of 18 − 20. Actions Multiattack. The Grim Hunter makes four weapon attacks: two with his +3 frost scimitar and two with his +2 defending scimitar, or four with his +3 longbow. He can draw or stow any number of weapons. +3 Frost Scimitar. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 3 (1d6) cold damage. +2 Defending Scimitar. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) slashing damage. +3 Longbow. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Spellcasting. The Grim Hunter’s spellcasting ability is Charisma (spell save DC 15). He can cast the following spells, requiring no material components: At will: dancing lights 3/day each: clairvoyance, crown of madness 1/day each: darkness, disintegrate, dominate monster, eyebite, faerie fire, levitate (self only) X-Ray Vision. The Grim Hunter’s vision penetrates 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block this vision, as does a thin sheet of lead. Bonus Actions Second Wind (Recharges after a Short of Long Rest). The Grim Hunter can regain 25 hit points. Reactions Parry. The Grim Hunter adds 5 to his AC against one melee attack that would hit him. To do so, the Grim Hunter must see the attacker and be wielding a melee weapon. Legendary Actions The Grim Hunter can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Grim Hunter regains spent legendary actions at the start of his turn. Attack (costs 2 Actions). The Grim Hunter makes one attack with his +3 frost scimitar or two attacks with his +3 longbow. Eye of the Maimed Lord. The Grim Hunter fixes the Eye of Vecna upon any target within 60 feet. That target must make a successful DC 15 Wisdom saving throw or be afflicted by the frightened condition until the end of their next turn. Quick Step. The Grim Hunter moves up to his speed without provoking opportunity attacks.


Appendix B Monsters and NPCs 176 Halaster Blackcloak WATERDEEP: DUNGEON OF THE MAD MAGE Halaster Blackcloak is “The Mad Mage of Undermountain,” its principal creator and caretaker, the deranged, fiendish mind behind most of its traps and horrors. He looks upon the dungeon as a dear and deadly home, an amusement gallery in which others perform to entertain him. His true form is that of a tall, gaunt old man in robes embroidered with blinking eyes. He giggles and mutters continually, although contrary to appearances, he is always alert and attentive to what is going on around him. Halaster Blackcloak Medium Humanoid (Human, Wizard), Chaotic Evil Armor Class 14 (17 with mage armor) Hit Points 246 (29d8 +116) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 18 (+4) 24 (+7) 18 (+4) 18 (+4) Saving Throws Int +14, Wis +11 Skills Arcana +21, History +21, Perception +11 Damage Resistances fire and lightning (granted by the blast scepter; see “Special Equipment” below) Senses darkvision 120 ft., passive Perception 21 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 23 (50,000 XP) Proficiency Bonus +7 Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet. Halaster wields a blast scepter (a very rare magic item that requires attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can as an action use it to cast thunderwave as a 4th-level spell (save DC 16). Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical restrictions. Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to succeed instead. Rejuvenation. If Halaster dies in Undermountain, he revives after 1d10 days with all his hit points and any missing body parts restored. His new body appears in a random safe location in Undermountain. Actions Multiattack. Halaster makes three Obliterate Nuisance attacks. Obliterate Nuisance. Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 40 (6d10 + 7) force damage. Blast Scepter. Halaster uses his blast scepter to cast thunder- wave as a 4th-level spell (save DC 16). Elemental Implosion (Recharge 5–6). Halaster creates a magical implosion of elemental energy on himself. Each other creature within 20 feet of him must make a DC 22 Constitution saving throw. On a failed save, a creature takes 45 (10d8) damage and is pulled to the closest unoccupied space to Halaster, before being forcefully hurled back twice as far as it was pulled (minimum of 5 feet) in a straight line. On a successful save, a creature takes half as much damage and is pushed 5 feet backwards. Each time Halaster creates this implosion, he decides what type of damage it deals, choosing between acid, cold, fire, lightning, or thunder. Greater Obliteration (Recharge 5 − 6). Halaster targets a creature within 60 ft. The targeted creature must make a DC 22 Dexterity saving throw. On a failed save, the target takes 123 (6d20 + 80) force damage, or half as much on a successful one. Spellcasting. Halaster casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22): At will: counterspell, detect magic, disguise self, fly, mage armor, magic missile, silent image 3/day each: Bigby’s hand, fire shield, programmed illusion 2/day each: etherealness, min, teleport, wall of force 1/day each: maze, time stop, wish Reactions Negate Spell. Halaster tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Halaster makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the start of his turn. Cast Lesser Spell. Halaster casts an at-will spell. Translocation. Halaster magically teleports up to 60 feet to an unoccupied space he can see. Cast Greater Spell (costs 2 Actions). Halaster casts one of his 3/day spells. Spell Ward (costs 2 Actions). Halaster removes a magical effect of his choice that afflicts him.


Appendix B Monsters and NPCs 177 Hand, The ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL The Hand is a roughly humanoid golem pieced together from the hands of still living murderers or traitors. The hideous 7-foot-tall golem wears black robes that drag behind it as it walks upon a pair of gauntlet-wielding storm giant hands. Its telepathic voice sounds like a raspy whisper and is always accompanied by the sound of the golem snapping its many fingers at random. The Hand Large Construct, Lawful Evil Armor Class 19 (natural armor) Hit Points 252 (24d10 + 120) Speed 40 ft. STR DEX CON INT WIS CHA 25 (+7) 14 (+2) 20 (+5) 3 (−4) 11 (+0) 10 (+0) Skills Acrobatics +8, Athletics +13, Stealth +8 Saving Throws Int +2, Wis +6, Cha +6 Damage Resistances necrotic Damage Immunities cold, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 120 ft. (blind beyond this radius), passive Perception 10 Languages Understands Common but can’t speak, telepathy 60 ft. Challenge 18 (20,000 XP) Proficiency Bonus +6 Grasping Hands. Any creature that starts its turn grappled by the Hand takes 9 (2d8) bludgeoning damage. In addition, the Hand also suffers no penalty to its movement speed while attempting to move with a grappled creature. Immutable Form. The Hand is immune to any spell or effect that would alter its form. Magic Resistance. The Hand has advantage on saving throws against spells and other magical effects. Spider Climb. The Hand can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The Hand makes two Slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 9 (2d8) necrotic damage and the target is grappled (escape DC 21) if it is a Medium or smaller creature. While grappled in this way, the creature is also restrained. Legendary Actions The Hand can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Hand regains spent legendary actions at the start of its turn. Move. The Hand moves up to its speed. Slam. The Hand uses its slam attack. Choke (Costs 2 Actions). The Hand forces a creature it has grappled to make a DC 21 Constitution saving throw. On a failed save the target runs out of breath, starts suffocating, and cannot speak until the grapple ends. Crush (Costs 2 Actions). The Hand targets a creature it has grappled. The target must make a DC 21 Strength saving throw. On a failed save, the target takes 18 (4d8) bludgeoning damage and gains 1 level of exhaustion. On a successful save, the target takes half as much damage and doesn’t gain exhaustion.


Appendix B Monsters and NPCs 178 Headless Horseman Just as Strahd is rumored to be the first vampire, the Headless Horseman is said to be the first Dullahan. When the moon takes the shape of Death’s Sickle, the horseman rides the roads of Ravenloft, seeking to behead anyone whose footsteps call him forth. Every domain has its own tale of the origin of the Horseman. Perhaps none of them are true. Or perhaps all of them are true. The only certainty, however, is that no one is safe from his sickle. Headless Horseman Medium Undead, Lawful Evil Armor Class 16 (natural armor) Hit Points 230 (20d8 + 140) Speed 90 ft. STR DEX CON INT WIS CHA 20 (+5) 17 (+3) 24 (+7) 14 (+2) 16 (+3) 18 (+4) Saving Throws Str +10, Wis +8, Cha +9 Skills Animal Handling +13, Intimidate +9, Perception +8 Damage Resistances necrotic, psychic; bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned Senses blindsight 120 ft., passive Perception 18 Languages Common Challenge 15 (13,000 XP) Proficiency Bonus +5 As One. The Headless Horseman and his dark steed cannot be separated and are considered to be a single creature. Fear Aura. Any creature hostile to the Headless Horseman that starts its turn within 30 feet of himmust make a DC 18 Wisdom saving throw, unless the Headless Horseman is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the Headless Horseman’s Fear Aura for the next 24 hours. Grounded. Any creature that starts their turn within 200 feet of the Headless Horseman and is in the air must make a successful DC 18 Strength saving throw or be pulled 60 feet towards the ground. Implacable. When moving the Headless Horseman cannot be stopped. He runs through any barriers or occupied spaces as if they did not exist and runs over any pits as if they were solid ground. Rideby. The Headless Horseman doesn’t provoke opportu- nity attacks when he rides out of an enemy’s reach. Turn Immunity. The Headless Horseman is immune to effects that turn undead. Actions Multiattack. The Headless Horseman can make three Sickle attacks, although only two of these may apply to the same target. Sickle. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 9) slashing damage plus 11 (2d10) necrotic damage. The Headless Horseman lands a critical hit on a roll of 18, 19, or 20. Bonus Actions Headless Voice (Recharge 5-6). The Headless Horseman uses one of the following options: Death’s Calling. The Headless Horseman targets a living creature it can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or be cursed until cured and become paralyzed with dread for 1 minute. If the Headless Horseman knows and whispers the target’s name, the target has disadvantage on the saving throw. While cursed, the target has disadvantage on death saving throws and gains no benefits from resting. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. Warped Wail. An echoing shriek issues from the stump of the Headless Horseman’s neck. Each creature of the Horseman’s choice within 60 feet of it must make a DC 18 Wisdom saving throw. Each creature takes 32 (6d10) psychic damage on a failed save, or half as much damage on a successful one. If one or more creatures fail the saving throw, the Headless Horseman gains 10 temporary hit points.


Appendix B Monsters and NPCs 179 Hellenrae PRINCES OF THE APOCALYPSE Hellenrae lost her sight as a child. A bitter, angry orphan, she was taken in by a monastic order and trained to use her other senses to compensate. However, she took the monks’ philosophy of self-denial and emptiness of mind to extremes, seeking to fill herself with the dark power she sensed sleeping in the earth and rock around her. Hellenrae is a dour, unsmiling woman who habitually wears drab robes and a golden gargoyle mask with no eye holes. She despises weakness in any form. Therefore, she hates just about everybody, and barely tolerates her fellow cultists. Hellenrae Medium Humanoid (Human), Lawful Evil Armor Class 16 Hit Points 78 (12d8 + 24) Speed 50 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 13 (+1) Skills Acrobatics +7, Athletics +4, Insight +5, Perception +5 Damage Immunities poison Condition Immunities blinded, poisoned Senses blindsight 60 ft. (blind beyond this radius),passive Perception 15 Languages Common, Terran Challenge 5 (1,800 XP) Proficiency Bonus +3 Evasion. If Hellenrae is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Stunning Strike (Recharge 5 − 6). When Hellenrae hits a target with a melee weapon attack, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of Hellenrae’s next turn. Actions Multiattack. Hellenrae makes three Unarmed Strike attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. Reactions Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.


Appendix B Monsters and NPCs 180 Jarlaxle Baenre WATERDEEP: DRAGON HEIST Jarlaxle is a flamboyant, swashbuckling drow iconoclast. He is the leader of the renegade faction Bregan D’aerthe. The drow swashbuckler is gifted with a sharp mind, a sense of humor, puissant skill with a blade, and a wealth of useful magic items. Jarlaxle typically wears vibrant clothing, a fashionable eyepatch, and a wide-brimmed hat. Jarlaxle Baenre Medium Humanoid (Elf), Chaotic Neutral Armor Class 24 (+3 leather armor, Suave Defense) Hit Points 123 (19d8 + 38) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 14 (+2) 20 (+5) 16 (+3) 19 (+4) Saving Throws Dex +11, Wis +8 Skills Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight of Hand +11, Stealth +16 Senses darkvision 120 ft., passive Perception 18 Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Undercommon Challenge 15 (13,000 XP) Proficiency Bonus +5 Fey Ancestry. Jarlaxle has advantage on saving throws against being charmed, and magic can’t put him to sleep. Legendary Resistance (3/Day). If Jarlaxle fails a saving throw, he can choose to succeed instead. Master Attuner. Jarlaxle can attune to up to five magic items, and he can attune to magic items that normally require attunement by a sorcerer, warlock, or wizard. Sneak Attack. Jarlaxle deals an extra 24 (7d6) 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 Jarlaxle’s that isn’t incapacitated and Jarlaxle doesn’t have disadvantage on the attack roll. Suave Defense. While Jarlaxle is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. Sunlight Sensitivity. When not wearing his knave’s eye patch, Jarlaxle has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. Jarlaxle makes three attacks with his +3 rapier or two attacks with daggers created by his bracer of flying daggers. +3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage. Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Spellcasting. Jarlaxle’s spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire, levitate (self only) Legendary Actions Jarlaxle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jarlaxle regains spent legendary actions at the start of his turn. Quick Step. Jarlaxle moves up to his speed without provoking opportunity attacks. Attack (costs 2 Actions). Jarlaxle makes one attack with his +3 rapier or two attacks with daggers created by his bracer of flying daggers.


Appendix B Monsters and NPCs 181 Juvenile Kraken GHOSTS OF SALTMARSH Although immature, a juvenile kraken is still monstrous to behold, with oily, dark green flesh, 20-foot-long arms, and a ravenous mouth lined with hundreds of dagger-like teeth. Its enormous eyes are surrounded by an aura of red energy, a harbinger of the greater power that awaits it once it fully matures. Juvenile KraKEN Huge Monstrosity (Titan), Chaotic Evil Armor Class 16 (natural armor) Hit Points 207 (18d12 + 90) Speed 20 ft., swim 50 ft. STR DEX CON INT WIS CHA 24 (+7) 11 (+0) 20 (+5) 19 (+4) 15 (+2) 17 (+3) Saving Throws Str +12, Dex +5, Con +10, Int +9, Wis +7 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks. Damage Immunities lightning Condition Immunities frightened, paralyzed Senses truesight 120 ft., passive Perception 12 Languages understands Abyssal, Celestial, Infernal, and Primordial but can’t speak; telepathy 60 ft. Challenge 14 (11,500 XP) Proficiency Bonus +5 Amphibious. The kraken can breathe air and water. Freedom of Movement. The kraken ignores difficult terrain, and magical effects can’t reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Actions Multiattack. The kraken makes two Tentacle attacks, each of which it can replace with a use of Fling. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 75) piercing damage. If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 21 (6d6) acid damage at the start of each of the kraken’s turns. One medium or two smaller creatures can be swallowed at the same time. If the kraken takes 35 damage or more on a single turn from a creature inside of it, the kraken must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone. Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. Lightning Strike. The kraken magically creates a bolt of lightning, which can strike a target the kraken can see within 90 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The kraken regains spent legendary actions at the start of its turn. Tentacle Attack (Costs 2 Actions). The kraken makes one tentacle attack. Fling. The kraken uses Fling. Ink Cloud (Costs 3 Actions). While underwater, the kraken expels an ink cloud in a 40-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disap- pears at the end of the kraken’s next turn.


Appendix B Monsters and NPCs 182 Kas the Destroyer ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL When Kas was still a mortal man he quickly became known as Kas the Bloody Handed due to his affinity for brutality. Most sages still refer to him as such. After he turned on Vecna, he became known as Kas the Betrayer. Vecna and his cult refer to him only with this title. When he became Darklord of Tovag, it wasn’t long before he acquired a new title: Kas the Destroyer. This is the title that he still uses today. Kas Medium Undead, Lawful Evil Armor Class 25 (black iron plate + black iron shield + Black Mask of Kas) Hit Points 560 (40d8 + 240) Speed 60 ft., climb 60 ft. STR DEX CON INT WIS CHA 22 (+6) 22 (+6) 22 (+6) 22 (+6) 22 (+6) 22 (+6) Saving Throws Str +16, Dex +16, Con +16, Int +16, Wis +16, Cha +16 Skills Acrobatics +16, Athletics +16, Intimidation +16, Perception +16, Stealth +16 Damage Resistances cold, fire, lightning, necrotic, psychic; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, poisoned Senses blindsight 120 ft., passive Perception 26 Languages all Challenge 35 (265,000 XP) Proficiency Bonus +10 Aggressive. As a bonus action, Kas can move up to his speed toward a hostile creature that he can see. Armor of Kas. Any critical hit against Kas becomes a normal hit. In addition, any time Kas is targeted by a magic missile spell, a cantrip that requires a saving throw, or a spell that requires a ranged attack, roll a d6. On a 1 to 5, Kas us unaffected. On a 6, Kas is unaffected, and the effect is reflected back at the caster as though it originated from Kas, turning the caster into the target. Kas has advantage on saving throws against all other spells and magical effects. Aura of Hate. Kas and any allies within 30 feet of him gain a bonus to melee weapon damage rolls equal to Kas’s Charisma modifier (included in Kas’s attacks). Into the Fray. Kas adds a d10 to his initiative rolls. Legendary Resistance (3/Day). If Kas fails a saving throw, he can choose to succeed instead. Master Swordsman. Kas makes all sword attacks with advantage. Misty Escape. When he drops to 0 hit points outside his resting place, Kas transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in direct sunlight or running water. If he can’t transform, then he is destroyed. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his resting place within 24 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. Regeneration. Kas regains 50 hit points at the start of his turn if he has at least 1 hit point. Shadow Blend. While in dim light or darkness, Kas can use a bonus action to become invisible, along with anything he is wearing or carrying. The invisibility lasts until Kas uses a bonus action to end it or until Kas attacks, is in bright light, or is incapacitated. Shapechanger. Kas can use his action to polymorph into a Medium cloud of mist, or back into his true form. While in mist form, Kas can’t take any other actions, speak, or manipulate objects. He is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. Anything he is wearing or carrying transforms with him. He reverts to his true form if he dies. Special Equipment. Kas wields a +3 Sword of Unbridled Fury and a shield, both crafted from the finest black iron. He cannot be disarmed of either. He also wears +3 plate armor, also crafted from black iron. Finally, Kas also wears the Black Mask of Kas, giving him resistance to cold and psychic damage, granting him the ability to dominate undead, and making him immune to effects that lower his ability scores or obliterate him. Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. Kas’s long jump is up to 50 feet and his high jump is up to 40 feet, with or without a running start. Turn Immunity. Kas is immune to effects that turn undead. Actions Multiattack. Kas releases a Terrifying Howl or Will-Shattering Howl. He then makes four attacks with his Sword of Unbridled Fury. He can make a bite attack in place of one of the sword attacks. Kas learned much from Vecna. He is cunning and charismatic, and always speaks clearly. His voice is composed and carries weight; when Kas speaks, others listen. He always stands straight and looks a person straight in the eyes when he talks to them. His undead eyes never blink, and his gaze feels both accommodating and threatening all at once.


Appendix B Monsters and NPCs 183 Sword of Unbridled Fury. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (1d8 + 9 plus 6) slashing damage, or 20 (1d10 + 9 plus 6) slashing damage if held in two hands, plus 27 (6d8) thunder damage. The sword scores a critical hit on a roll of 19 or 20. On a critical hit, the sword deals an additional 20 psychic damage and Kas gains 20 temporary hit points. On a critical hit against a creature with fewer than 50 hit points remaining that isn’t a construct, the target must also succeed on a DC 24 Constitution saving throw or be slain instantly as the sword tears the target’s life from its body. Each swing of the sword creates a burst of thunderous sound that can be heard up to 100 feet away. In addition, the sword’s fury can’t be held back; any area of magical silence active within 30 feet of it is forcibly ended when the sword is used to make an attack. Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 19 (2d6 + 6 plus 6) piercing damage plus 33 (6d10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Kas’s control. In addition, if the target is under the effects of one or more beneficial spells, Kas can choose to end one of the spells affecting the target. If the target is under the effects of one or more beneficial potions, Kas can instead choose to end a potion effect, gaining the effect of the potion himself for the remainder of its duration. If Kas misses with a bite attack on his turn, he can make an additional bite attack as a bonus action. Betrayer’s Whirlwind (Recharge 5 – 6). Roll a d4. Kas makes that many attacks with his Sword of Unbridled Fury against each creature within 5 feet of him. If the target is undead, Kas makes twice the number of attacks against it. Dominate Undead. Kas targets one undead creature he can see within 60 feet of him. The target must succeed on a DC 24 Wisdom saving throw or be magically charmed by Kas until Kas dies or until he is on a different plane of existence from the target. The charmed target is under Kas’s control and can’t take reactions, and Kas and the target can communicate telepathically with each other over any distance. Kas’s Dominate Undead works even against undead that are immune to the charmed condition, provided they aren’t a lesser or greater deity. Kas’s Recovery (Recharge 4 – 6). Kas regains 50 hit points and is cured of all curses, diseases, and conditions affecting him. Terrifying Howl. Kas releases a terrifying howl. Any beast, humanoid, or undead within 300 feet of Kas and able to hear his howl must succeed on a DC 23 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Kas’s Terrifying Howl for the next 24 hours. Undead have disadvantage on the saving throw. Will-shattering Howl. Kas releases a ghastly howl that threatens to shatter the will of living creatures. A creature that isn’t a construct or undead within 60 feet of Kas and able to hear his howl must succeed on a DC 23 Charisma saving throw or lose its concentration. Reactions Kas’s Parry. Kas adds 10 to his AC against one melee attack that would hit him. To do so, Kas must see the attacker and be wielding a melee weapon. If the attack misses, Kas can make a melee attack against the attacker as part of the same reaction using the weapon he used to parry the incoming attack. Kas’s Punishment. When a creature within 120 feet of Kas moves with a flying speed or takes the Dash action to move away from him, Kas attempts to magically punish the creature for its cowardice or dishonorable tactics. The target must succeed on a DC 23 Strength saving throw or be forcefully pulled towards the ground, landing prone, and having its movement speed reduced to 0 until the end of its next turn. Legendary Actions Kas can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Kas regains spent legendary actions at the start of his turn. Bite (Costs 3 Actions). Kas makes one bite attack. Kas’s Challenge. Kas targets a creature he can see within 10 feet of him. For 1 minute while the target can see Kas, the target has disadvantage on attack rolls against all creatures except Kas and takes 11 (2d10) psychic damage each time it attacks a creature other than Kas. Additionally, for the same duration, the target provokes opportunity attacks from Kas even if it takes the Disengage action. Kas’s Jaunt (Costs 2 Actions). Kas magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see. Kas’s Recovery (Costs 2 Actions). Kas uses his Kas’s Recovery action if he can. Sword Attack (Costs 2 Actions). Kas moves up to his speed and makes an attack with his Sword of Unbridled Fury.


Appendix B Monsters and NPCs 184 Kraken Priest MONSTERS OF THE MULTIVERSE A kraken can seem godlike to folk who have witnessed its fury. Those who believe that its might comes from being a divine entity and those who seek to appease the monster through its veneration sometimes find themselves infused with special abilities, to serve thereafter as kraken priests. KRAKEN PRIEST Medium Monstrosity, Typically Chaotic Evil Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2) Skills Perception +5 Senses passive Perception 15 Languages any two languages Challenge 5 (1,800 XP) Proficiency Bonus +3 Amphibious. The priest can breathe air and water. Actions Multiattack. The priest makes two Thunderous Touch or Thunderbolt attacks. Thunderous Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 27 (5d10) thunder damage. Thunderbolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 11 (2d10) lightning damage plus 11 (2d10) thunder damage, and the target is knocked prone. Spellcasting. The priest casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 13): At will: command, create or destroy water 3/day each: control water, darkness, water breathing, water walk 1/day: Evard’s black tentacles Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Living Spell, Bigby's Hand ICEWIND DALE: RIME OF THE FROSTMAIDEN A living Bigby’s hand is a large, hovering hand of shimmering translucent force. It often serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby's Hand Large Construct, Unaligned Armor Class 20 (natural armor) Hit Points 52 (5d10 + 25) Speed 0 ft., fly 60 ft. (hover) STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 20 (+5) 1 (−5) 10 (+0) 1 (−5) Saving Throws Dex +2, Wis +2 Skills Perception +2, Stealth +2 Damage Immunities poison Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., passive Perception 12 Languages − Challenge 4 (1,100 XP) Proficiency Bonus +2 Magical Essence. If the living spell is targeted by a dispel magic cast using a spell slot of 5th level or higher, it is instantly snuffed from existence. This can be discerned by any creature that makes a successful DC 15 Intelligence (Arcana) check. Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks. Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until the grapple ends, the target takes 15 (2d6 + 8) bludgeoning damage at the start of each of its turns. The living spell can grapple only one creature at a time and can’t use Force Fist until the grapple ends.


Appendix B Monsters and NPCs 185 Living Spell, Blade of Disaster ICEWIND DALE: RIME OF THE FROSTMAIDEN A living blade of disaster is a blade of disaster spell with a wicked will of its own. It looks like a floating black planar rift in the shape of a sword. Like a demon, it craves destruction. Living Blade of Disaster Large Construct, Chaotic Evil Armor Class 14 (natural armor) Hit Points 67 (9d6 + 36) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 19 (+4) 6 (−2) 10 (+0) 3 (−4) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages − Challenge 8 (3,900 XP) Proficiency Bonus +3 Magical Essence. If the living spell is targeted by a dispel magic cast using a spell slot of 9th level or higher, it is instantly snuffed from existence. This can be discerned by any creature that makes a successful DC 15 Intelligence (Arcana) check. Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unfettered. The living spell can move through any barrier, even a wall of magical force. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d12) force damage, unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead. Reactions Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell.


Appendix B Monsters and NPCs 186 Madame Radanavich Medium Humanoid (Human, Warlock), Chaotic Neutral Armor Class 13 (16 with mage armor) Hit Points 221 (34d8 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 20 (+5) Saving Throws Wis +6, Cha +10 Skills Arcana +6, History +6 Damage Resistances necrotic, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 11 Languages Common, Halfling, telepathy 30 ft. Challenge 13 (10,000 XP) Proficiency Bonus +5 Hungering Aura. At the start of each of Madame Radanavich’s turns, each creature of her choice within 10 feet of her must succeed on a DC 18 Constitution saving throw or take 20 (6d6) necrotic damage, provided Madame Radanavich is not incapacitated. Legendary Resistance (3/Day). If Madame Radanavich fails a saving throw, she can choose to succeed instead. Regeneration. Madame Radanavich regains 10 hit points at the start of her turn if she has at least 1 hit point. If Madame Radanavich takes radiant damage, this trait doesn’t function at the start of her next turn. Actions Multiattack. Madame Radanavich makes three Bloody Shiv attacks. Bloody Shiv. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 13 (4d6) necrotic damage. Blood Mist (1/Day). Madame Radanavich exudes a crimson red mist. All creatures within 30 feet of Madame Radanavich of her choice must make a DC 18 Constitution saving throw. On a failed save, a creature takes 36 (8d8) necrotic damage. On a failed save, a creature takes half as much damage. Madame Radanavich gains temporary hit points equal to the total damage dealt. Undead and Constructs are immune to this attack. Spellcasting. Madame Radanavich casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18): At will: detect magic, mage armor (self only), mage hand, speak with dead 1/day each: Evard’s black tentacles, detect thoughts, true seeing Bonus Actions Misty Step. Madame Radanavich briefly turns into a blood red mist, teleporting up to 30 feet to an unoccupied space that she can see. Summon Undead (1/Day). Madame Radanavich magically summons three Radanavich ghouls. The summoned crea- tures appear in unoccupied spaces within 60 feet of Madame Radanavich, whom they obey. They take their turns immedi- ately after Madame Radanavich. Each lasts for 1 hour, until it or Madame Radanavich dies, or until the warlock dismisses it as a bonus action. Madame Radanavich MONSTERS OF THE MULTIVERSE Madame Radanavich is an elderly woman dressed in the traditional garb of the Vistani, though all the color has faded from it, leaving her clad in drab grays, whites, and blacks. Her hair is stark white, and her eyes are cloudy with age. As a warlock, she devoted herself to a vampiric patron. The powers that she received from her pact have only grown since she became the Darklord of Richten Haus. Although not prone to combat, she is a terrible foe if engaged. For more details regarding her background and personality see appendix A.


Appendix B Monsters and NPCs 187 Magen, Demos ICEWIND DALE: RIME OF THE FROSTMAIDEN Magen are magical, humanlike beings created by a wizard spell, or other arcane means. Though magen look like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. When one is killed, its body disappears in a burst of harmless fire with a cloud of smoke that quickly dissipates. Demos magen wear armor, wield weapons, and typically serve as guards. Demos Magen Medium Construct, Unaligned Armor Class 16 (chain mail) Hit Points 51 (6d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 18 (+4) 10 (+0) 10 (+0) 7 (−2) Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses passive Perception 10 Languages Understands commands given by its creator but can’t speak Challenge 2 (450 XP) Proficiency Bonus +2 Fiery End. If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying. Magic Resistance. The magen has advantage on saving throws against spells and other magical effects. Undead Nature. The magen doesn’t require air, food, drink, or sleep. Actions Multiattack. The magen makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Appendix B Monsters and NPCs 188 Miniamat Small Dragon, Chaotic Evil Armor Class 15 (natural armor) Hit Points 170 (20d6 + 100) Speed 20 ft., fly 40 ft. STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Saving Throws Str +10, Con +10 Skills Perception +5 Damage Immunities acid, cold, fire, lightning, poison; blud- geoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 15 Languages Common, Draconic Challenge 13 (10,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If Miniamat fails a saving throw, she can choose to succeed instead. Multiple Heads. Miniamat can take one reaction per turn, rather than only one per round. She also has advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent. Actions Multiattack. Miniamat makes two Claw attacks and one Tail attack. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Legendary Actions Miniamat can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn. Miniamat’s legendary actions are associated with her five dragon heads. Once Minimat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head). Black Dragon Head: Acid Breath (Costs 2 Actions). Miniamat breathes acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Blue Dragon Head: Lightning Breath (Costs 2 Actions). Miniamat breathes lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. Green Dragon Head: Poison Breath (Costs 2 Actions). Miniamat breathes poisonous gas in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Red Dragon Head: Fire Breath (Costs 2 Actions). Miniamat breathes fire in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. White Dragon Head: Cold Breath (Costs 2 Actions). Miniamat breathes an icy blast in a 15-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. Miniamat Vecnan bioengineers tried multiple times to create an artificial replicant of Tiamat. Although nominally successful, the replicated organism always inevitably turned upon its creators, destroying countless laboratories in the process. Success was eventually realized when the bioengineers added canine properties. And thus Miniamat was born. The Princess of Dragons is the size of a large bulldog. Her necks are proportionally shorter than they should be and her heads are vaguely canine shaped. When she speaks, shrill barks are intermixed amidst her otherwise imperious roars.


Appendix B Monsters and NPCs 189 Mist Walker Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains. While such nightmares typically manifest as nothing more than impressions, whispers, or vaporous visions amid the fog, mysterious eddies in the Mists sometimes gather such evils, forcing them into unique mist-shapen bodies untethered from the laws of reason or reality. Mist Walker Medium Undead, Typically Neutral Evil Armor Class 13 Hit Points 67 (9d8 + 27) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, para- lyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 12 Languages the languages it knew in life Challenge 5 (1,800 XP) Proficiency Bonus +3 Misty Form. The mist walker can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the mist walker can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist walker can’t manip- ulate objects in any way that requires fingers or manual dexterity. Sunlight Sensitivity. While in sunlight, the mist walker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Unusual Nature. The mist walker doesn’t require air, food, drink, or sleep. Actions Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Create Mist Walker (1/Day). The mist walker targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a mist walker in the space of its corpse or in the nearest unoccupied space.


Appendix B Monsters and NPCs 190 Muiral the Misshapen WATERDEEP: DUNGEON OF THE MAD MAGE Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned enough magic to transform himself into a half-scorpion monstrosity, becoming known as Muiral the Misshapen. Years later Muiral betrayed Halaster, turning on his former master. In turn, he was banished from Undermountain. He now dwells in the Hosttower of the Arcane as part of the Arcane Brotherhood. Muiral Large Monstrosity (Wizard), Chaotic Evil Armor Class 16 (natural armor) Hit Points 195 (23d10 +69) Speed 50 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 16 (+3) 18 (+4) 13 (+1) 18 (+4) Saving Throws Con +8, Int +9 Skills Arcana +9, Athletics +9, Perception +6, Stealth +5 Senses darkvision 120 ft., passive Perception 16 Languages Common, Draconic, Dwarvish, Elvish, Goblin, Undercommon Challenge 13 (10,000 XP) Proficiency Bonus +5 Legendary Resistance (3/Day). If Muiral fails a saving throw, he can choose to succeed instead. Actions Multiattack. Muiral makes two Longsword attacks and one Sting attack. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Sting. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. Power Spark (Recharge 4–6). Muiral creates a magical burst of electricity centered on a point he can see within 120 feet of him. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. Spellcasting. Muiral casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17): At will: detect magic, mage hand, prestidigitation 2/day each: cloud kill, contagion, teleport 1/day each: Mordenkainen’s sword, prismatic spray, wall of force Reactions Negate Spell (Recharge 5–6). Muiral tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Muiral makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect. Legendary Actions Muiral can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Muiral regains spent legendary actions at the start of his turn. Poison Spray. Muiral shoots a spray of toxic poison from his tail at a single creature within 30 feet. That creature must make a DC 17 Constitution saving throw or take 3d12 damage. Lunging Attack (Costs 2 Actions). Muiral makes one longsword attack that has a reach of 10 feet. Retreating Strike (Costs 3 Actions). Muiral moves up to his speed without provoking opportunity attacks. Before the move, he can make one longsword attack.


Appendix B Monsters and NPCs 191 Necrosphinx ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL Powerful necromancers or undead who seek to acquire divine relics may find themselves facing a sphinx. If they manage the astounding feat of slaying the sphinx, the carcass of the dead creature might prove as valuable as the relics they sought – or perhaps even more so to the right buyer. While only a learned necromancer will likely be aware of the ancient ritual, a sphinx can be granted undeath and given new purpose if the need or desire to do so arises. Necrosphinx Large Undead, Lawful Evil Armor Class 20 (natural armor) Hit Points 345 (22d10 + 210) Speed 40 ft., fly 60 ft. STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 22 (+6) 16 (+3) 18 (+4) 20 (+5) Saving Throws Dex +6, Con +12, Int +9, Wis +10 Skills Arcana +9, Perception +10, Religion +15 Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks. Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 20 Languages Common, Sphinx Challenge 20 (25,000 XP) Proficiency Bonus +6 Inscrutable. The necrosphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the necrosphinx’s intentions or sincerity have disadvantage. Legendary Resistance (3/Day). If the necrosphinx fails a saving throw, it can choose to succeed instead. Mind Necrosis. Whenever the necrosphinx deals damage to a creature, the creature must succeed on a DC 18 Intelligence saving throw or be cursed with mind necrosis. While cursed, a creature is vulnerable to psychic damage and has disadvantage on saving throws against the necrosphinx’s Necrotic Roar. The curse lasts until removed. Actions Multiattack. The necrosphinx makes three Claw attacks. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) necrotic damage. Riddle. The necrosphinx mentally targets all creatures within 120 feet of it that are infected with mind necrosis. Each target must make a DC 18 Intelligence saving throw, taking 19 (3d12) psychic damage on a failed save, or half as much on a successful one. Necrotic Roar (3/Day). The necrosphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the necrosphinx and able to hear the roar must make a saving throw. First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 26 (4d12) psychic damage, falls asleep, and remains unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This roar has no effect on constructs and undead. On a successful save, a creature takes half as much damage and doesn’t fall asleep. Legendary Actions The necrosphinx can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The necrosphinx regains spent legendary actions at the start of his turn. Claw. The necrosphinx makes a claw attack. Riddle (Costs 2 Actions). The necrosphinx uses its Riddle action. Teleport (Costs 2 Actions). The necrosphinx magically tele- ports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.


Appendix B Monsters and NPCs 192 Nemhain ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL Nemhains are a type of spirit created, not by accident, but rather by purpose. These terrible haunts are born of rituals so foul that most necromancers refuse to speak of them. Part of these unspoken rituals involves the sacrifice of those closest to the target, binding their souls forever to the nemhain. Once the ritual is completed the target’s soul, no matter how pure it might have once been, inevitably turns dark and twisted. Nemhain Medium Undead, Neutral Evil Armor Class 18 (natural armor) Hit Points 161 (17d8 + 85) Speed 0 ft., fly 40 (hover) STR DEX CON INT WIS CHA 7 (-2) 19 (+4) 20 (+5) 10 (+0) 12 (+1) 19 (+4) Saving Throws Dex +9, Int +5, Wis +6, Cha +9 Skills Insight +6, Intimidation +9, Perception +6, Religion +5 Damage Resistances psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120 ft., passive Perception 22 Languages the languages it knew in life Challenge 13 (10,000 XP) Proficiency Bonus +5 Bound Spirits. The area within 15 feet of the nemhain is filled with swirling, malicious spirits. Creatures other than Constructs and Undead spend two feet of movement for every foot moved within the area. Additionally, when such a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 17 Wisdom saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. Ethereal Sight. The nemhain can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Magic Resistance. The nemhain has advantage on saving throws against spells and other magical effects. Profane Regeneration. The nemhain regains 20 hit points at the start of its turn and it ignores any damage that reduces it to 0 hit points unless it is from a critical hit or radiant damage. Rejuvenation. If the nemhain dies and has a ritual object (usually a monolith, statue, or similar object), it gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the ritual object. Actions Languishing Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage plus 18 (4d8) cold damage. The target must succeed on a DC 17 Constitution saving throw or have its proficiency bonus reduced by 1. The reduction lasts until the target finishes a short or long rest, or until cured by a greater restoration or wish spell. Etherealness. The nemhain enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Spellcasting.The nemhain casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17): At will: invisibility, speak with dead 2/day each: telekinesis 1/day each: anti-life shell, wall of force Spirit Barrage (Recharge 5–6). The nemhain momentarily releases her bound spirits in a vicious torrent that fills a 60-foot cone before each spirit returns to the nemhain. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one. Bonus Actions Spirit Scout. The nemhain commands one of the countless spirits surrounding it to break away or commands a spirit that has already broken away. The spirit moves up to 40 feet in a direction of the nemhain’s choice. There is no limit to how far away from nemhain the spirit can move, but it can’t enter another plane of existence. The nemhain mentally receives visual information from the spirit, which has normal vision and darkvision out to 120 feet. The spirit can look in every direction. The spirit has the statistics of a ghost, except that it is Tiny, has 25 hit points, and cannot take any actions. If the spirit is reduced to 0 hit points, it instantly returns to the nemhain. Reactions Spectral Rebuke. When the nemhain takes damage from a creature it can see within 60 feet of it, the nemhain can force that creature to make a DC 17 Constitution saving throw. On a failed save, the creature takes 11 (2d10) necrotic damage.


Appendix B Monsters and NPCs 193 Ogrémoch PRINCES OF THE APOCALYPSE The Prince of Evil Earth is Ogrémoch, the Mountain that Walks. His natural form is a shambling, 50-foottall colossus of rock, with crystal growths embedded throughout his body. When he bothers to speak, his voice sounds like grinding stones. Ogrémoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but contempt for mortals (or any other denizens of the Material Plane) and desires nothing more than to crush and subjugate whomever he encounters. What he can’t crush, he endures and outlasts. Ogrémoch Gargantuan Elemental, Neutral Evil Armor Class 20 (natural armor) Hit Points 526 (27d20 + 243) Speed 50 ft., burrow 50 ft. STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 28 (+9) 11 (+0) 15 (+2) 22 (+6) Saving Throws Str +14, Con +15, Wis +8 Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons. Damage Immunities poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone Senses blindsight 120 ft., tremorsense 120 ft., passive Perception 12 Languages Common, Terran Challenge 20 (24,500 XP) Proficiency Bonus +6 Empowered Attack. Ogrémoch’s slam attacks are treated as magical and adamantine for the purpose of bypassing resis- tance and immunity to nonmagical weapons. Legendary Resistance (3/Day). If Ogrémoch fails a saving throw, he can choose to succeed instead. Magic Resistance. Ogrémoch has advantage on saving throws against spells, and other magical effects. Siege Monster. Ogrémoch deals double damage to objects and structures with his melee and ranged weapon attacks. Actions Multiattack. Ogrémoch makes two Slam attacks. Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. Boulder. Ranged Weapon Attack: +6 to hit, range 500 ft., one target. Hit: 46 (7d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone. Spellcasting. Ogrémoch’s spellcasting ability is Charisma (spell save DC 20). He can cast the following spells, requiring no material components: At will: meld into stone, move earth, wall of stone Summon Elemental (1/Day). Ogrémoch summons up to three earth elementals and loses 30 hit points for each elemental he summons. Summoned elementals have maximum hit points, appear within 100 feet of Ogrémoch, and disappear if Ogrémoch is reduced to 0 hit points. Legendary Actions Ogrémoch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ogrémoch regains spent legendary actions at the start of his turn. Illuminating Crystals. Ogrémoch’s crystalline protrusions flare. Each creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it, and the affected creature can’t benefit from being invisible. Stomp (Costs 2 Actions). Ogrémoch stomps the ground, creating an earth tremor that extends in a 30-foot-radius. Other creatures standing on the ground in that radius must succeed on a DC 23 Dexterity saving throw or fall prone. Create Gargoyle. (Costs 3 Actions). Ogrémoch’s hit points are reduced by 50 as he breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count as Ogrémoch. Ogrémoch can’t use this action if he has 50 hit points or fewer. The gargoyle obeys Ogrémoch’s commands and fights until destroyed.


Appendix B Monsters and NPCs 194 Phesteus Phesteus is the lead bioengineer and the creator of artificially accelerated organisms. The gnome wears full mechanized battle armor and a spherical helmet of tinted glass that hides his features. His research is his singleminded passion, and because of this he spends all of his time working obsessively in his laboratory. Phesteus Small Humanoid (Gnome, Artificer), Lawful Evil Armor Class 23 (infused +2 plate and infused +1 shield) Hit Points 140 (40d8 - 40) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 8 (−1) 22 (+6) 14 (+2) 14 (+2) Saving Throws Str +5, Dex +8, Con +11, Int +18, Wis +8, Cha +8 Skills Investigation +12, Medicine +8, Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages Common, Gnomish Challenge 17 (10,000 XP) Proficiency Bonus +6 Helm of Awareness. Phesteus has advantage on initiative rolls. In addition, he can’t be surprised, provided he isn’t incapacitated. Legendary Resistance (1/Day). If Phesteus fails a saving throw, he can choose to succeed instead. Actions Multiattack. Pheseus makes two Percussive Strike attacks and one Antimatter Rifle attack or three Antimatter Rifle attacks. Percussive Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) thunder damage and the target is pushed 20 feet away from Phesteus. The target must also make a successful DC 20 Strength saving throw or be knocked prone. Antimatter Rifle. Ranged Weapon Attack: +12 to hit, range 120/360 ft., one target. Hit: 33 (6d8+6) necrotic damage. Spellcasting. Phesteus casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: detect magic, mage hand, prestidigitation, thunderwave 3/day: lightning bolt 1/day each: animate objects, Bigby’s hand, wall of force Reactions Soul of Artifice (3/Day). If Phesteus is reduced to 0 hit points, he can use his reaction to drop to 1 hit point instead of 0. Quickling Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air. A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels. Quickling Tiny Fey, Chaotic Evil Armor Class 16 Hit Points 10 (3d4 + 3) Speed 120 ft. STR DEX CON INT WIS CHA 4 (−3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (−2) Skills Acrobatics +8, Sleight of Hand +8, Stealth +8, Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages Common, Sylvan Challenge 1 (200 XP) Proficiency Bonus +2 Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The quickling makes three Dagger attacks. Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.


Appendix B Monsters and NPCs 195 Radanovich Ghoul These wretched, feral creatures look like ordinary ghouls; however, they are garbed in the torn clothing of the Vistani. These ghouls were once part of Madame Radanavich’s band of brigands. Whereas previously they preyed metaphorically on the weak, these predatorial urges are now manifested more literally. Radanovich Ghoul Medium Undead, Chaotic Evil Armor Class 14 Hit Points 72 (16d8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 10 (+0) 7 (−2) 10 (+0) 6 (−2) Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 4 (1,100 XP) Proficiency Bonus +2 Blurred Movement. Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained. Evasion. If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Actions Multiattack. The Radanavich ghoul makes one Bite attack and two Claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Appendix B Monsters and NPCs 196 Rezmir Medium Humanoid (Half-Black Dragon), Neutral Evil Armor Class 13 (15 with the Black Dragon Mask) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 14 (+2) Saving Throws Dex +6, Wis +4 Skills Arcana +5, Stealth +9 Damage Immunities acid Condition Immunities charmed, frightened Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11 Languages Common, Draconic, Infernal, Giant, Netherese Challenge 7 (2,900 XP) Proficiency Bonus +3 Special Equipment. Rezmir has the Black Dragon Mask and Hazirawn (appendix D). Amphibious. Rezmir can breathe air and water. Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll. Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included). Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash. Legendary Resistance (1/Day). If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead. Actions Hazirawn (Greatsword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. Caustic Bolt. Ranged Weapon Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage. Acid Breath (Recharge 5 − 6). Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Legendary Actions If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Rezmir has the following legendary action options, some of which expend more than one action when taken: Attack. Rezmir makes one Greatsword attack. Hide. Rezmir takes the Hide action. Darkness (Costs 2 Actions). A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Rezmir HOARD OF THE DRAGON QUEEN Rezmir is a tall, imposing dark-scaled humanoid with draconic features. She wears rich purple robes embroidered with gold and wields an equally dark, serrated greatsword. At most times her features are hidden behind an ebony skull mask with curved, protruding horns. Rezmir is the anointed Black Wyrmspeaker, one of five such speakers that sit atop the hierarchy of the Cult of the Dragon. Because of her position she commands unquestioning obedience from all cultists, as well as begrudging respect from most dragons.


Appendix B Monsters and NPCs 197 Salizarr Medium Undead, Neutral Evil Armor Class 14 Hit Points 72 (16d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 14 (+2) 14 (+2) 13 (+1) 10 (+0) Saving Throws Dex +9, Int +6 Skills Acrobatics +9, Deception +4, Perception +4, Stealth +13 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 120 ft., passive Perception 11 Languages Common Challenge 12 (8,400 XP) Proficiency Bonus +4 Assassinate. During his first turn, Salizarr has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit scored against a surprised creature is a critical hit. Evasion. If Salizarr is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Salizarr instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Sneak Attack. Once per turn, Salizarr deal an extra 17 (5d6) 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 Salizarr that isn’t incapacitated and Salizaar doesn’t have disadvantage on the attack roll. Turn Resistance. Salizarr has advantage on saving throws against any effect that turns undead. Actions Multiattack. Salizaar makes two Claw attacks and a Garrote attack. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Garrote. Melee Weapon Attack: +9 to hit, reach 5 ft., one target of Salizarr’s size or smaller. Hit: 8 (1d6 + 5) blud- geoning damage, and the target is grappled (escape DC 17 with disadvantage). Until the grapple ends, the target takes 19 (4d6 + 5) bludgeoning damage at the start of each of Salizarr’s turns. Salizarr can’t make weapon attacks while grappling a creature in this way. Shadow Teleport (Recharge 5 − 6). Salizarr, any equipment he is wearing or carrying, and any creature he is grappling teleport to an unoccupied square within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place Salizarr has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space. Any other creature Salizarr teleports becomes cursed for 1 hour or until the curse is ended by remove curse or greater restoration. Until the curse ends, every Undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them. Bonus Actions Shadow Stealth. While in dim light or darkness, Salizarr takes the Hide action. Salizarr Salizarr is a meazel ghoul that exhibits multiple personalities, all of which are serial killers. His most common personalities include the Closet Man, Old Scurvy Jake, Them, and He Who Bends Men. Each personality has a different hunting ground and hunting style. The personalities are deeply distrustful of one another, arguing amongst themselves aloud anytime Salizarr speaks with another living being.


Appendix B Monsters and NPCs 198 Scaladar WATERDEEP: DUNGEON OF THE MAD MAGE Scaladar are constructs created by Trobriand, one of Halaster’s former apprentices. They move and attack like giant scorpions, grabbing prey with two large pincer claws and delivering a deadly pulse of lightning with their metal stinger tails. Scaladar Huge Construct, Unaligned Armor Class 19 (natural armor) Hit Points 94 (7d12 + 49) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 25 (+7) 1 (−5) 12 (+1) 1 (−5) Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities force, lightning, poison Condition Immunities charmed, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 11 Languages -- Challenge 8 (8,900 XP) Proficiency Bonus +3 Lightning Absorption. Whenever the scaladar is subjected to lightning damage, it takes no damage, and its string deals an extra 11 (2d10) lightning damage until the end of its next turn. Scaladar Link. The scaladar knows the location of other scaladar within 100 feet of it, and it can sense when any of them take damage. Actions Multiattack. The scaladar makes two Claw attacks and one Sting attack. Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 +4) bludgeoning damage, and the target is grappled (escape DC 15). The scaladar has two claws, each of which can grapple one target. Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 +4) piercing damage plus 11 (2d10) light- ning damage.


Appendix B Monsters and NPCs 199 Scarab Lord Large Swarm of Tiny Undead, Lawful Neutral or Lawful Evil Armor Class 11 (natural armor) Hit Points 210 (20d10 + 100) Speed 40 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 21 (+5) 12 (+1) 20 (+5) 18 (+4) Skills Intimidation +10, Perception +11 Damage Resistances bludgeoning, necrotic, piercing, poison, psychic, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 120 ft., passive Perception 21 Languages whatever languages it knew in life Challenge 20 (25,000 XP) Proficiency Bonus +3 Immutable Form. The scarab lord is immune to any spell or effect that would alter its form. Magic Resistance. The scarab lord has advantage on saving throws against spells and other magical effects. Swarm Form. The scarab lord can move through a space as narrow as 1 foot wide without squeezing. A creature that touches the scarab lord or hits it with a melee attack while within 5 feet of it takes 10 (4d4) piercing damage plus 7 (2d6) necrotic damage and must make a DC 19 Constitution saving throw or be poisoned for 1 minute. In addition, the scarab lord can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on its turn, that creature takes 10 (4d4) piercing damage plus 7 (2d6) necrotic damage and must make a DC 19 Constitution saving throw or be poisoned for 1 minute. The target loses any damage resistances it has while poisoned by the scarab lord. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Turn Immunity. The scarab lord is immune to effects that turn undead. Actions Multiattack. The scarab lord makes two attacks that can be any combination of a Thousand Bites and Cursed Kris. A Thousand Bites. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (6d4 + 3) piercing damage plus 14 (4d6) necrotic damage. If the target is a creature, it must make a DC 19 Constitution saving throw or be poisoned for 1 minute. The target loses any damage resistances it has while poisoned by the scarab lord. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Cursed Kris. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 19 Wisdom saving throw or become cursed. While cursed, the target has disadvantage on Constitution saving throws. A remove curse spell ends this effect. Scarab Lord ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL A scarab lord is composed entirely of undead scarabs that are magically bound to the skull of a humanoid. The ritual used to create a scarab lord involves a life-draining process that infuses scarabs with undeath. These undead beetles eat away at the flesh and bone of the person conducting the ritual, leaving behind only their skull and a twisted sentience.


Appendix B Monsters and NPCs 200 Scarab Swarm VAN RICHTEN’S GUIDE TO RAVENLOFT Base creatures are among the first to respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive. Such swarms crawl about in a vaguely bipedal shape while making skittering noises that sound like whispered chanting. Scarab Swarm Medium Swarm of Tiny Beasts Armor Class 13 (natural armor) Hit Points 27 (5d8 + 5) Speed 30 ft., burrow 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 3 (−4) 14 (+2) 13 (+1) 1 (−5) 12 (+1) 1 (−5) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, para- lyzed, petrified, prone, restrained, stunned Senses tremorsense 60 ft., passive Perception 11 Languages − Challenge 3 (700 XP) Proficiency Bonus +2 Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny scarab. The swarm can’t regain hit points or gain temporary hit points. Skeletonize. If the swarm starts its turn in the same space as a dead creature that is Large or smaller, the corpse is destroyed, leaving behind only equipment and bones (or exoskeleton). Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Ravenous Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, scarabs burrow into its body, and the creature takes 3 (1d6) piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage, causing 1 damage of the appropriate type to the target. A creature reduced to 0 hit points by the swarm’s piercing damage dies.


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