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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 B Monsters and NPCs 201 Secret Eater Tiny Undead, Typically Neutral Evil Armor Class 20 (natural armor ) Hit Points 50 (20d4) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 1 (-5) 20 (+5) 10 (+0) 20 (+5) 17 (+3) 19 (+4) Saving Throws Con +5, Int +10, Wis +8, Cha +9 Skills Deception +14, Insight +8, Persuasion +9 Damage Resistances bludgeoning, piercing, and slashing from magical attacks Damage Immunities necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned Senses truesight 120 feet, passive Perception 13 Languages understands all languages but can’t speak, telepathy 60 feet Challenge 15 (13,000 XP) Proficiency Bonus +5 Avoidance. If the secret eater is subjected to an effect that allows it to make a 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. False Appearance. While the secret eater remains motionless, it is indistinguishable from a normal skull. Legendary Resistance (1/Day). If the secret eater fails a saving throw, it can choose to succeed instead. Psychic Barrier. A creature that touches the secret eater or hits it with a melee attack while within 5 feet of it takes 11 (2d10) psychic damage. Turn Immunity. The secret eater is immune to effects that turn undead. Vecna’s Weakness. The secret eater is vulnerable to all damage dealt to it by the Sword of Kas. Actions Multiattack. The secret eater uses its Eat Secrets twice. If the secret eater is within 120 feet of Vecna it can also use its Share Knowledge. Eat Secrets. The secret eater targets one creature it can see within 20 feet of it that has a brain. The target must succeed on a DC 18 Intelligence saving throw against this magic or take 44 (8d10) psychic damage and have one of its secrets magically revealed to the secret eater with preference for dark or evil secrets. The secret eater can use this secret to create one of the following effects. Dark Divination. The target must immediately reveal to the secret eater what its intended course of action is on its next turn. The creature must attempt to complete the intended course of action to the best of its ability on its next turn. Devour Secret. The secret eater regains lost hit points equal to the psychic damage done. If the secret eater is at its hit point maximum or it returns to its hit point maximum due to regaining hit points from this feature, it gains the excess restored hit points as temporary hit points. Dismantle Insight. A creature that has its secrets eaten can’t add its proficiency bonus to its saving throws against the secret eater’s spells and effects until the end of the secret eater’s next turn. Share Knowledge. The secret eater magically reveals all secrets it knows to Vecna, who gains the same benefits as the secret eater. Body Thief. The secret eater targets a dead humanoid within 5 feet of it. The target’s skull crumbles and the secret eater teleports into the target’s head to take the skull’s place, and takes control of the target’s body. While inside a creature, the secret eater has total cover against attacks and other effects originating outside its host. The secret eater retains its Intelligence, Wisdom, and Charisma scores, as well as its languages, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, the secret eater must leave it. A protection from evil and good spell cast on the body drives the secret eater out. The secret eater is also forced out if the target regains its destroyed skull by means of a wish spell. By spending 5 feet of its movement, the secret eater can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then collapses and remains dead. Sending. The secret eater casts the sending spell to relay a message to Vecna, requiring no components. Reactions Psychic Retaliation. If the secret eater is hit by an attack from a creature that has failed its saving throw against the secret eater’s Dark Divination feature, or if a creature attempts to read the secret eater’s mind, the secret eater forces the assailant to make a DC 18 Intelligence saving throw. On a failed save, the attacker is paralyzed until the start of its next turn. Secret Eater ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL Secret eaters are the physical manifestation of Vecna’s insatiable hunger for secrets. They take the form of a hovering skull that tirelessly scours the fallen libraries and hidden catacombs of the world searching for lost knowledge. Like the Maimed Lord himself, secret eaters are deviously cunning. They can replace the skull of any dead humanoid, and then control the corpse as if it were its own body. Thus disguised, secret eaters befriend travelers, only to pry forth their most intimate secrets before inevitably betraying them.


Appendix B Monsters and NPCs 202 Serpent-That-Is-Night Large Aberration, Neutral Evil Armor Class 19 (natural armor) Hit Points 237 (25d10 + 100) Speed 40 ft., climb 40 ft., swim 40 ft. STR DEX CON INT WIS CHA 22 (+6) 18 (+4) 19 (+4) 10 (+0) 10 (+0) 19 (+4) Saving Throws Dex +9, Con +9, Wis +5 Skills Athletics +11, Perception +5, Stealth +14 Damage Vulnerabilities cold Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned, prone Senses blindsight 120 ft. (penetrates magical darkness), passive Perception 15 Languages Abyssal, Draconic Challenge 14 (11,500 XP) Proficiency Bonus +5 Assailing Nightmares. Serpent-that-is-Night is made from collected nightmares. It possesses several abilities that unleash these nightmares upon its foes. A creature assailed by these nightmares takes 5 (1d10) psychic damage. The first time on a turn that a creature takes this damage, it must succeed on a DC 17 Wisdom saving throw or gain one level of exhaustion. If a creature gains six levels of exhaustion due to this trait, it doesn’t die; instead it drops unconscious as it falls into an eternal slumber and can’t be awoken by anything short of a greater restoration spell. Repository of Nightmares. When Serpent-that-is-Night drops to 0 hit points or dies, all nightmares within it are released back into the world and its body is destroyed. Each creature within 30 feet of it must make a DC 17 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much on a successful one. Legendary Resistance (1/Day). If Serpent-that-is-Night fails a saving throw, it can choose to succeed instead. Nightmare Prison. Any creature or object that Serpent-thatis-Night swallows is transported to a demiplane that can be entered by no other means. A creature in this nightmare prison is affected by the Assailing Nightmares trait at the start of each of Serpent-that-is-Night’s turns. A creature can leave this demiplane only by using magic that enables planar travel, such as the plane shift spell. Within the plane is Serpent-that-is-Night’s gizzard, slowly grinding undigested nightmares into fuel that sustains it. If the gizzard takes 30 damage or more on a single turn from a creature inside of it, Serpent-that-is-Night must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of Serpent-that-is-Night. If Serpent-that-is-Night dies, the demiplane disappears. The demiplane is otherwise indestructible. Psychic Mirror. If Serpent-that-is-Night takes psychic damage, each creature within 10 feet of it takes that damage instead; Serpent-that-is-Night takes none of the damage. In addition, Serpent-that-is-Night’s thoughts and location can’t be discerned by magic. Actions Multiattack. Serpent-that-is-Night uses its Unleash Nightmares attack and then makes a bite attack. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, plus 13 (3d8) psychic damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Dexterity saving throw or be swallowed by Serpent-that-is-Night. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of Serpent-that-is-Night’s Nightmare Prison. Unleash Nightmares. Serpent-that-is-Night targets a creature within 60 feet of it with its Assailing Nightmares trait. Legendary Actions Serpent-that-is-Night 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. Serpent-that-is-Night regains spent legendary actions at the start of its turn. Bite. Serpent-that-is-Night makes a Bite attack. Move. Serpent-that-is-Night moves up to its speed. Unleash Nightmares (Costs 2 Actions). Serpent-that-is-Night uses its Unleash Nightmare action. Serpent-That-Is-Night VAN RICHTEN’S GUIDE TO RAVENLOFT The Serpent-that-is-Night is a totem creature that dates back to the earliest days of the yuan-ti. It is a nightmarish manifestation of Dendar, the Night Serpent, made flesh. The serpent’s scales are made of hardened darkness. Whenever it opens its mouth, its quivering tongue tasting the air in search of prey, a purplish, otherworldly glow emanates from its interior. Its other features are more fluid, so that it smells and sounds like whatever those around it fear most.


Appendix B Monsters and NPCs 203 Severed Head These are the severed heads of the Headless Horseman’s victims. Their faces are streaked with dirt and covered in bruises. Their noses are often broken into odd angles, and their hair is matted with dried leaves and filth. They have been driven mad by their beheading, as is evidenced by their ceaseless laughter and bulging, deranged eyes. Severed Head Tiny Undead, Chaotic Evil Armor Class 15 Hit Points 39 (14d4 + 4) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 5 (−3) 20 (+5) 14 (+2) 7 (−2) 6 (−3) 9 (−1) Saving Throws Dex +8, Int +1 Damage Resistances necrotic Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned Senses darkvision 60 ft., passive Perception 8 Languages the languages it knew in life Challenge 6 (2,300 XP) Proficiency Bonus +3 Evasion. If the severed head is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the severed head instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack. Once per turn, the severed head deals an extra 14 (4d6) damage when it hits a target with a bite attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the severed head that isn’t incapacitated and the severed head doesn’t have disadvantage. Actions Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (3d4 + 5) piercing damage. Shadow Assassin WATERDEEP: DUNGEON OF THE MAD MAGE A shadow assassin looks like an undead shadow (as described in the Monster Manual) that wields shortswords also made of shadow. It exists only to slay the living. Shadow Assassin Medium Undead, Chaotic Evil Armor Class 14 Hit Points 78 (12d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 6 (−2) 19 (+4) 14 (+2) 13 (+1) 12 (+1) 14 (+2) Saving Throws Dex +8, Int +5 Skills Perception +9, Stealth +12 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Senses darkvision 60 ft., passive Perception 19 Languages understands the languages it knew in life but can’t speak Challenge 9 (5,000 XP) Proficiency Bonus +4 Amorphous. The assassin can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the assassin can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the assassin has disadvantage on attack rolls, ability checks, and saving throws. Actions Multiattack. The assassin makes two Shadow Blade attacks. Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. Unless the target is immune to necrotic damage, the target’s Strength score is reduced by 1d4 each time it is hit by this attack. The target dies if its Strength is reduced to 0. The reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow (see the Monster Manual) rises from the corpse 1d4 hours later.


Appendix B Monsters and NPCs 204 Skum GHOSTS OF SALTMARSH Skum are creatures that have succumbed to an aboleth’s magic through its disease-bearing touch. Transformed, they barely resemble their past forms, their skin turning slimy and translucent while their limbs warp to resemble those of deep-sea oddities. Skum are bound to their aboleth master not just by their cursed state, but by a psychic bond that compels them to serve its every sinister whim. Skum Medium Aberration, Unaligned Armor Class 14 (natural armor) Hit Points 93 (11d8 + 44) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 18 (+4) 7 (−1) 12 (+1) 9 (−1) Skills Perception +4 Damage Resistances psychic Senses darkvision 120 ft., passive Perception 14 Languages Common, Deep Speech, telepathy 60 ft. Challenge 5 (1,800 XP) Proficiency Bonus +4 Abolethic Vassal. The skum is permanently charmed by its aboleth master. Amphibious. The skum can breathe air and water. Psychic Conditioning. The skum is immune to the frightened and charmed condition unless they are from effects created by an aboleth. Water Dependency. The skum takes 6 (1d12) acid damage every 10 minutes it goes without exposure to water. Actions Multiattack. The skum makes two Trident attacks and one Mind-Breaking Touch attack. Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) psychic damage, and the target has disadvantage on Wisdom saving throws until the end of the skum’s next turn. Terrathraxus This mutant gargoyle is rumored to have been created from a shard of Ogremoch’s stony heart and, because of that, is infused with an exceptional propensity for wanton chaos and destruction. The massive gargoyle feasts upon its lesser kin and because of this has grown to towering proportions. Terrathraxus greatly enjoys inflicting pain upon others and carries salt-studded weapons that can burn through the stony carpaces of the elemental plane’s earthen denizens. The gargoyle has a passionate hatred for dwarfs, as it views them as insufferably arrogant. Because of this Terrathraxus takes great pleasure in seeing them humbled. Terrathraxus Huge Elemental, Lawful Evil Armor Class 20 (natural armor) Hit Points 276 (24d12 + 120) Speed 40 ft., fly 40 ft. STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 20 (+5) 10 (+0) 10 (+0) 9 (−1) Skills Athletics +15, Perception +6 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities exhaustion, petrified, poisoned Senses darkvision 60 ft., passive Perception 16 Languages Common, Terran Challenge 17 (18,000 XP) Proficiency Bonus +6 Actions Multiattack. Terraraxus makes three attacks: one with its claw and two with its corrosive greatswords. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage, and the target is grappled (escape DC 25). Corrosive Greatsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage, plus 14 (4d6) acid damage.


Appendix B Monsters and NPCs 205 Tomb Ophidian ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL Tomb ophidians have a serpentine body crafted from stone, metal, and bone, given life through the skull that is mounted where a head should be. Durable and timeless, these constructs stand guard through the ages, protecting sacred tombs and buried pyramids. Tomb Ophidian Large Undead, Typically Lawful Neutral or Neutral Evil Armor Class 16 (natural armor) Hit Points 190 (20d10 + 80) Speed 40 ft., burrow 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 22 (+6) 11 (+1) 18 (+4) 1 (-5) 15 (+2) 10 (+0) Skills Intimidation +4, Perception +6 Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages understands the languages it knew in life but can’t speak Challenge 12 (8,400 XP) Proficiency Bonus +4 Immutable Form. The ophidian is immune to any spell or effect that would alter its form. Magic Resistance. The ophidian has advantage on saving throws against spells and other magical effects. Magic Weapons. The ophidian’s weapon attacks are magical. Petrifying Gaze. When a creature that can see the ophidian’s eyes starts its turn within 30 feet of the ophidian, the ophidian can force it to make a DC 16 Constitution saving throw if the ophidian isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to sand and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic. 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 can’t see the ophidian until the start of its next turn, when it can avert its eyes again. If the creature looks at the ophidian in the meantime, it must immediately make the save. If the ophidian sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the ophidian is, due to its curse, affected by its own gaze. Actions Multiattack. The ophidian makes one Bite attack, one Constrict attack, and two attacks with its Glaive or Claw. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) necrotic damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. Glaive. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) slashing damage. Constrict. Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. Hit: 16 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage at the start of each of its turns, and the ophidian can’t constrict another target.


Appendix B Monsters and NPCs 206 Trobriand Trobriand, also known as the Metal Mage, is one of Halaster’s most powerful ex-apprentices. He was a secretive, careful archmage who rarely left his heavily-guarded laboratories. When sighted, he appeared as a thin, cleanshaven man with long steel gray hair. He was unnaturally tall but stooped with age. In recent years Trobriand has managed to transport his essence into a specially prepared iron golem. The Metal Mage safeguards his original body as a failsafe. However, he is unaware that this body has since passed away and is no longer a suitable vessel. Because of this, Trobriand will die whenever the golem he inhabits is destroyed. The Metal Mage has become increasingly confrontational of late, his aggression bolstered by his nigh indestructible body. Trobriand Large Construct (Wizard), Neutral Evil Armor Class 23 (natural armor) Hit Points 315 (30d10 + 150) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 9 (−1) 20 (+5) 20 (+5) 11 (+0) 1 (−5) Saving Throws Con +11, Int +11 Skills Arcana +11, History +11 Damage Immunities fire, poison; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Undercommon Challenge 20 (41,000 XP) Proficiency Bonus +6 Fire Absorption. Whenever Trobriand is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. Trobriand is immune to any spell or effect that would alter his form. Magic Resistance. Trobriand has advantage on saving throws against spells and other magical effects. Actions Multiattack. Trobriand makes two Slam attacks. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Fiery Explosion. Trobriand 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 20 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. Poisoned Breath (Recharge 6). Trobriand exhales poisonous gas in a 30 foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much on a successful one. Spellcasting. Trobriand casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20): At will: detect magic, mage hand, prestidigitation 3/day: greater invisibility, haste 1/day each: globe of invulnerability, power word stun Bonus Actions Quicksilver Step. Briefly transforming into liquid metal, Trobriand teleports up to 30 feet to an unoccupied space that he can see before reforming into his true self. Reactions Arcane Defense (3/Day). When he is hit by an attack,Tro- briand 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). Trobriand 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, Trobriand makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails and has no effect.


Appendix B Monsters and NPCs 207 Tsucora Quori EBERRON: RISING FROM THE LAST WAR Tsucora quori are nightmarish creatures. Their headless torsos are covered with eyes and twitching limbs, including two massive arms that end in powerful pincers and a serpentine tail tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals. Tsucora Quori Medium Aberration, Lawful Evil Armor Class 16 (natural armor) Hit Points 68 (8d8 + 32) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 18 (+4) 14 (+2) 14 (+2) 16 (+3) Saving Throws Wis +5, Cha +6 Skills Insight +5, Perception +5 Damage Resistances psychic Condition Immunities charmed, frightened Senses darkvision 60 ft., passive Perception 15 Languages Common, Quori Challenge 7 (2,900 XP) Proficiency Bonus +3 Actions Multiattack. The quori makes one Pincer attack, one Claws attack, and one Stinger attack. Pincer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 6) slashing damage. Stinger. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 10 (3d10) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori 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. Possession (Recharge 6). One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the arget is incapacitated and loses control of its body. The quori now controls the body but doesn’t deprive the target of awareness. The quori can’t be targeted by any attack, spell, or other effect, and it retains its align- ment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. Spellcasting. The quori’s spellcasting ability is Charisma (spell save DC 14). It can cast the following spells, requiring no material components: At will: charm person 1/day each: fear


Appendix B Monsters and NPCs 208 Vadataj ULRAUNT’S GUIDE TO THE PLANES: THE SHADOWFELL The vadataj are cursed undead who, one way or another, had the arrogance and audacity to think themselves better than the seas. Often they are knights, still wearing the algae-tangled armor that they foolishly thought would protect them from the ocean’s vengeful grasp. Vadataj are most prominent in the Shadowfell but with Evernight’s appearance along the Sword Coast, an increasing number have been spotted throughout the Realms. Vadataj Medium Undead, Typically Any Evil Armor Class 18 (full plate) Hit Points 221 (26d8 + 104) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 15 (+2) 19 (+4) 19 (+4) 15 (+2) 12 (+1) Saving Throws Dex +8, Wis +8 Skills Arcana +10, Athletics +11, Deception +7 Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Damage Immunities necrotic, poison Condition Immunities exhaustion, paralyzed, poisoned Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 18 (20,000 XP) Proficiency Bonus +6 Aura of Drowning. A creature within 10 feet of the vadataj can’t breathe and must hold its breath or begin to suffocate. In addition, a creature that starts its turn in the aura and doesn’t have a swim speed or isn’t undead has its movement speed halved until the start of its next turn. Magic Resistance. The vadataj has advantage on saving throws against spells and other magical effects. Turn Immunity. The vadataj is immune to effects that turn undead. Unusual Nature. The vadataj doesn’t require air, food, drink, or sleep. Actions Multiattack. The vadataj uses Drowning Visions if it can, Phantasmal Terror, or Spellcasting. It then makes two attacks with its Cursed Greatsword. Cursed Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 22 (4d10) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be cursed with vadataj drowning. The cursed target gains the Aura of Drowning trait. The curse lasts until removed by a remove curse spell or other magic. Drowning Visions (Recharge 4–6). The vadataj magically conjures forth horrible sensation of fatally drowning in the minds of creatures in a 60-foot cone. Each creature in that area must succeed on a DC 18 Wisdom saving throw or be frightened of the vadataj until the end of its next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. Phantasmal Terror. The vadataj targets one creature it can see within 120 feet. The target must succeed on a DC 18 Wisdom saving throw, or it takes 16 (3d10) psychic damage and is frightened of the vadataj until the end of its next turn. Final Gurgle (1/Day). The vadataj inhales deeply, drawing the breath away from creatures around it, before finally releasing the horrible gurgling sound of hundreds of drowning creatures. This gurgle has no effect on constructs, oozes, and undead. All other creatures within 30 feet of the vadataj that can hear it must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature becomes immune to the Final Gurgle of all vadataj for 24 hours. Spellcasting. The vadataj casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18): At will: blur, disguise self, hallucinatory terrain (as an action, changing the terrain to look underwater), invisibility, phantom steed (as an action) 3/day: mislead, programmed illusion, seeming 1/day each: mirage arcane (as an action, changing the terrain to look underwater)


Appendix B Monsters and NPCs 209 Vecna Vecna is evil, cunning, and ruthless beyond understanding, wanting only to end all life and destroy all other deities so he can assume the mantle of a supreme Overgod. His talent for scheming is unrivaled throughout the multiverse, expertly manipulating individuals, groups, and entire nations to carry out his desires. The Maimed God’s voice is like a coarse and hollow whisper accompanied by faint gasps like a dying man taking his last breath and distant, nearly inaudible screams and yawns. Despite this, his every word rings clearly and is full of conviction and commanding will. Vecna’s every decision is ingeniously premeditated, driven exclusively by cunning and purest logic. Calculating the odds of every foreseeable outcome comes as naturally to the Undying King as not breathing. The only subject that can bring even a hint of emotion to the Arch-Lich is Kas; the one who betrayed him and severed his eye and hand.


Appendix B Monsters and NPCs 210 Vecna Medium Undead (Wizard), Neutral Evil Armor Class 22 (natural armor) Hit Points 650 (52d8 +416) Speed 30 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 26 (+8) 26 (+8) 21 (+5) 24 (+7) Saving Throws Con +18, Int +18, Wis +15 Skills Arcana +28, Deception +17, History +18, Insight +15, Perception +15 Damage Resistances lightning Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious Senses truesight 120 ft., passive Perception 25 Languages all, telepathy 120 ft. Challenge 35 (265,000 XP) Proficiency Bonus +10 Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead. Special Equipment. Vecna carries a magic +3 dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 dagger. The Maimed Lord. If Vecna is reunited with his left eye and left hand his Challenge rating increases to 37 (315,000 XP). He can then take 1 additional legendary action each round and he loses the Vecna’s Weakness trait. Turn Immunity. Vecna is immune to effects that turn undead. Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years. Vecna’s soul can fashion a new body even if its old body was burned to ash or otherwise obliterated. When the new body is complete, Vecna regains all his hit points and becomes active again. Vecna’s new body appears anywhere within 100 miles of where Vecna was slain. Unusual Nature. Vecna doesn’t require air, food, drink, or sleep. Vecna’s Weakness. Vecna is vulnerable to all damage dealt to him by the Sword of Kas, or by anyone who has grafted one of Vecna’s body parts. X-ray Vision. Vecna’s vision penetrates 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Actions Multiattack. Vecna uses Soul-Stealing Gaze, Spellcasting, or Touch of Vecna. He then makes two attacks with Afterthought. Afterthought. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 18 (4d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 18 (4d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 22 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can’t regain hit points. Soul-Stealing Gaze. Vecna targets one creature he can see within 120 feet. The target and each creature within 10 feet of it must succeed on a DC 26 Charisma saving throw or take 58 (4d8 + 40) necrotic damage. Constructs and Undead automatically succeed on this saving throw. A creature’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and Vecna regains hit points equal to half that amount. This reduction lasts for a creature until it finishes a short or long rest. A creature dies if its hit point maximum is reduced to 0, and if it is a Humanoid, it immediately rises as a zombie (see the Monster Manual) under Vecna’s control. Spellcasting. Vecna casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 26): At will: animate dead (as an action), detect magic, dispel magic, fly, lightning bolt, mage hand, prestidigitation 2/day each: dimension door, invisibility, scrying (as an action) 1/day each: dominate monster, foresight, globe of invulnerability, plane shift (self only), prismatic wall, wish Touch of Vecna. Melee Spell Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (6d6) cold damage. If the target has a skeleton, it must succeed on a DC 18 Constitution saving throw or drop to 0 hit points as its bones turn to jelly. Bonus Actions Aura of the Damned. Vecna activates or deactivates this aura. While active, flying, spectral entities fill a 30-foot sphere centered on Vecna. When a creature that isn’t an Undead enters the affected area for the first time on a turn or starts its turn there, it takes 18 (4d8) necrotic damage. If a creature takes at least 10 necrotic damage, it must also make a DC 26 Wisdom saving throw. On a failed save, the creature is fright- ened of Vecna until the start of its next turn. Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points. Reactions Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 + the spell’s level). On a success, the spell fails and has no effect. Whatever the spell’s level, the caster takes 10 (3d6) psychic damage if the spell fails. Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 21 (6d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Legendary Actions Vecna 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. Vecna regains spent legendary actions at the start of his turn. Attack. Vecna makes an attack with Afterthought. Chrono Spurt (Costs 2 Actions). Vecna regains the use of a reaction. Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Vecna must make a DC 26 Constitution saving throw against this magic, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one. Rotting Arcana (Costs 2 Actions). Vecna uses Soul-Stealing Gaze, Spellcasting, or Touch of Vecna.


Appendix B Monsters and NPCs 211 Walking Statue WATERDEEP: DRAGON HEIST Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes. Each statue once had a name and a unique appearance but in recent years they all have been resculpted to look like the archlich Vecna. Walking Statue Gargantuan Construct, Unaligned Armor Class 17 (natural armor) Hit Points 314 (17d20 + 136) Speed 60 ft. STR DEX CON INT WIS CHA 30 (+10) 8 (−1) 27 (+8) 1 (−5) 10 (+0) 1 (−5) Saving Throws Con +14 Damage Immunities cold, fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses truesight 120 ft., passive Perception 10 Languages − Challenge 18 (20,000 XP) Proficiency Bonus +6 Crumbling Colossus. When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Immutable Form. The statue is immune to any spell or effect that would alter its form. Magic Resistance. The statue has advantage on saving throws against spells and other magical effects. Siege Monster. The statue deals double damage to objects and structures. Actions Multiattack. The statue makes two Slam attacks. Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) bludgeoning damage. Hurled Stone. Ranged Weapon Attack: +16 to hit, range 200/800 ft., one target. Hit: 43 (6d10+10) bludgeoning damage. War Priest MONSTERS OF THE MULTIVERSE War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord’s right hand on the battlefield. War Priest Medium Humanoid (Cleric), Any Alignment Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses passive Perception 13 Languages any two languages Challenge 9 (5,000 XP) Proficiency Bonus +4 Actions Multiattack. The war priest makes two Maul attacks, and it uses Holy Fire. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) radiant damage.. Holy Fire. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) radiant damage, and is blinded until the start of the war priest’s next turn. On a successful save, the target takes half as much damage and isn’t blinded. Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15): At will: light, spare the dying, thaumaturgy 1/day each: banishment, command, dispel magic, flame strike, guardian of faith, hold person, lesser restoration, revivify Bonus Actions Healing Light (Recharge Recharge 4 − 6). The war priest or one creature of its choice within 60 feet of it regains 12 (2d8 + 3) hit points.


Appendix B Monsters and NPCs 212 Warlord MONSTERS OF THE MULTIVERSE Scattered throughout Waterdeep are eight enormous statues that can defend the city in times of great peril. Because they are so destructive, the walking statues are used only to fend off armies and seemingly insurmountable foes. Each statue once had a name and a unique appearance but in recent years they all have been resculpted to look like the archlich Vecna. Warlord Medium Humanoid, Any Alignment Armor Class 18 (plate) Hit Points 229 (27d8 + 108) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 18 (+4) Saving Throws Str +9, Dex +7, Con +8 Skills Athletics +9, Intimidation +8, Perception +5, Persuasion +8 Senses passive Perception 15 Languages any two languages Challenge 12 (8,400 XP) Proficiency Bonus +4 Indomitable (3/Day). The warlord can reroll a saving throw it fails. It must use the new roll. Survivor. The warlord regains 10 hit points at the start of its turn if it has fewer than half its hit points but at least 1 hit point. Actions Multiattack. The warlord makes two Greatsword or Shortbow attacks. Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Legendary Actions The warlord 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 warlord regains spent legendary actions at the start of its turn. Command Ally. The warlord targets one ally it can see within 30 feet of it. If the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll. Weapon Attack. The warlord makes a weapon attack. Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the warlord’s next turn. Wereshark CALL FROM THE DEEP Weresharks are ruthless in the pursuit of prey. In their humanoid form they are aggressive loners, making their homes in sea caves and deserted fishing hamlets. In shark form they act as any shark would, always on the lookout for an easy meal. Like a werewolf, a wereshark can wield weapons in its hybrid form, but prefers to tear foes apart with its gaping, many-toothed maw. Wereshark Medium Humanoid (Human, Shapechanger), Chaotic Evil Armor Class 11 in humanoid form, 12 (natural armor) in shark or hybrid form Hit Points 58 (9d8 + 18) Speed 30 ft. (0 ft., swim 40 ft. in shark form) STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Perception +4 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered Senses blindsight 30 ft., passive Perception 14 Languages Common (can’t speak in shark form) Challenge 3 (700 XP) Proficiency Bonus +2 Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Amphibious (Hybrid Form Only). The wereshark can breathe air and water. Water Breathing (Shark Form Only). The wereshark can only breathe underwater. Actions Multiattack (Humanoid or Hybrid Form Only). The were- shark makes one Bite attack and one Shortsword attack (hybrid form) or two Shortsword attacks (hybrid form). Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereshark lycanthropy. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Bonus Actions Change Shape. The wereshark transforms into a shark-hu- manoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in all forms. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.


Appendix B Monsters and NPCs 213 Xanathar Xanathar is the latest in a long line of beholder crime lords who ruled the seedy underbelly of Waterdeep. It, like its forerunners, was an eye tyrant – a type of beholder that willingly chooses to live with and interact with other creatures. To do this effectively an eye tyrant is required to rein in the otherwise rampant paranoia that characterizes beholders. Before Vecna revealed himself he took note of adversaries that might prove troublesome. Chief amongst these was Xanathar. More than raw power, Vecna feared knowledge. And Xanathar had such knowledge in abundance. This was something Vecna could not abide. As always, Vecna defeated Xanathar by using its secrets against it. Vecnan agents infiltrated the Xanathar Guild, a haven of thieves and slavers led by Xanathar. This agent kidnapped Xanathar’s beloved pet goldfish, Sylgar. With the loss of his fish, the Xanathar’s paranoia became untethered. He tore apart his own organization, accusing everyone close to him of duplicity. Unable to trust anyone Xanathar lived in seclusion in the Underdark before eventually settling into his lair beneath Thornhold. Sylgar was magically preserved within an adamantine sphere, kept alive in the eventuality that Vecna might need leverage over Xanathar. The sphere was taken south where it was entrusted to a pit fiend endebted to Vecna. Sylgar has traded hands over the years and is most recently in the possession of the Hellrider, Lord Maximus. Game Statistics Xanathar is a beholder that wears magic rings on three of its eyestalks. It is attuned to all three rings, which don’t alter the beholder’s challenge rating. It wears a ring of invisibility on its fear ray eyestalk, a ring of mind shielding on its sleep ray eyestalk, and a ring of resistance (force) on its slowing ray eyestalk.


Appendix B Monsters and NPCs 214 Yuan-Ti Nightmare Speaker Nightmare speakers are female yuan-ti malison (the type that has a human head and upper body with a serpentine lower body instead of legs) priests that make a pact with Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true. The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. Yuan-Ti Nightmare Speaker Medium Monstrosity (Warlock), Typically Neutral Evil Armor Class 14 (natural armor) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Saving Throws Wis +3, Cha +5 Skills Deception +5, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 11 Languages Abyssal, Common, Draconic Challenge 4 (1,100 XP) Proficiency Bonus +2 Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision. Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes one Constrict attack and one Scimitar attack, or it makes two Spectral Fangs attacks.. Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained. The yuan-ti can constrict only one creature at a time. Scimitar (Yuan-ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Spectral Fangs. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) necrotic damage. Invoke Nightmare (Recharges after a Short or Long Rest). The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature’s deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can’t be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure. Spellcasting (Yuan-ti Form Only). The yuan-ti casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13): At will: animal friendship (snakes only), mage hand, message, prestidigitation 3/day: suggestion 2/day each: darkness, fear Bonus Actions Change Shape. The yuan-ti transforms into a Medium snake or back into its true form. Its statistics are the same in either form. Any equipment it is wearing or carrying isn’t trans- formed. If it dies, it stays in its current form.


Appendix C Handouts 215 Appendix C Handouts A Page from Vecna's Personal Journal A Page from Vecna's Personal Journal ........... 215 Flibber's Contract (Original Infernal) ........... 216 Flibber's Contract (Original Translated)........217 Flibber's Contract (Revised Infernal).............. 218 Flibber's Contract (Revised Translated) ......... 219 Trickster God: I'jin ..............................................220 Trickster God: Kubazan ..................................... 221 Trickster God: Moa .............................................222 Trickster God: Nangnang .................................223 Trickster God: Obo'laka ....................................224 Trickster God: Papazotl .....................................225 Trickster God: Shagambi ....................................226 Trickster God: Unkh ...........................................227 Trickster God: Wongo .......................................228 Intriguing news. . . The balor Tarnhem has impregnated a common woman of little import. As the spawn of a balor, the cambion child, Acererak, would make for a promising apprentice. However, he has been abandoned by his father, and despite his wolfish heritage is being raised by his mother to believe himself a sheep. The child squanders his potential doting on this woman while playing childish games. It should be easy to arrange for his mother’s death. Revealing her secret, that she has consorted with devils, should be sufficient to rouse a village mob. With his heart hardened by hate and loss, this is certain to turn Acererak to a darker path. . . One that will ultimately lead him to me. And soon I, Vecna, will be the child’s mentor and master.


Appendix C Handouts 216 The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be a marilith and two of which must be vrocks. This obligation must be completed within no more than nine days. Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal Boon for each signee as well as a sum total of 1,000 gold pieces. This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations, the deal is considered complete and concluded. When signed by both parties, this contract as a whole remains in effect and can’t be tampered with further by either party, any of their respective representatives, or an unaffiliated party. As such, both parties agree to defend the contract’ in a reasonable manner, to the best of their ability. Any violation of this contract on the part of Flibber immediately holds the contract null and void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see fit. The contract is completed when both parties have fulfilled their obligations as described herein. If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the terms of the contract. *to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss, as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract. Flibber's Contract (Original Infernal) Recipient(s)’s signature(s) Flibbertiggibet’s signature Flibber


Appendix C Handouts 217 The recipient(s) agree to kill* and utterly destroy* no less than three demons, one of which must be a marilith and two of which must be vrocks. This obligation must be completed within no more than nine days. Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) one Infernal Boon for each signee as well as a sum total of 1,000 gold pieces. This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations, the deal is considered complete and concluded. When signed by both parties, this contract as a whole remains in effect and can’t be tampered with further by either party, any of their respective representatives, or an unaffiliated party. As such, both parties agree to defend the contract’ in a reasonable manner, to the best of their ability. Any violation of this contract on the part of Flibber immediately holds the contract null and void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see fit. The contract is completed when both parties have fulfilled their obligations as described herein. If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the terms of the contract. *to be considered killed and utterly destroyed, a demon must be destroyed in the bowels of the Abyss, as its essence is otherwise simply reborn there. As such, destroying a demon on a plane other than the Abyss is simply considered relocating it, and doesn’t meet the standard required by this contract. Recipient(s)’s signature(s) Flibbertiggibet’s signature Flibber's Contract (Original Translated) Flibber


Appendix C Handouts 218 The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation must be completed within no more than nine days. Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of 1,000 gold pieces. This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations, the deal is considered complete and concluded. When signed by both parties, this contract as a whole remains in effect and can’t be tampered with further by either party, any of their respective representatives, or an unaffiliated party. As such, both parties agree to defend the contract’ in a reasonable manner, to the best of their ability. Any violation of this contract on the part of Flibber immediately holds the contract null and void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see fit. The contract is completed when both parties have fulfilled their obligations as described herein. If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the terms of the contract. *to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus causing it to be reborn there. Flibber's Contract (Revised Infernal) Recipient(s)’s signature(s) Flibbertiggibet’s signature Flibber


Appendix C Handouts 219 The recipient(s) agree to relocate* no less than three demons, one of which must be a marilith and two of which must be vrocks, back to the bowels of the Abyss that spawned them. This obligation must be completed within no more than nine days. Upon the recipient(s)’s completion of their obligations and their reporting of success, Flibbertiggibet the Helpful (henceforth referred to as Flibber) is obligated to award the recipient(s) a sum total of 1,000 gold pieces. This contract binds Flibber and the recipient(s) into a deal that lasts until both parties, without undue duress, agree to nullify the terms of the contract. Upon completion of the agreed upon obligations, the deal is considered complete and concluded. When signed by both parties, this contract as a whole remains in effect and can’t be tampered with further by either party, any of their respective representatives, or an unaffiliated party. As such, both parties agree to defend the contract’ in a reasonable manner, to the best of their ability. Any violation of this contract on the part of Flibber immediately holds the contract null and void, giving the recipient the right to pursue reimbursement of 10,000 gold pieces. Any violation of this contract on the part of the recipient immediately grants irrevocable rights over the recipient(s)’s soul(s) to the Nine Hells upon their death, to be managed by Flibber or another Infernal representative as they see fit. The contract is completed when both parties have fulfilled their obligations as described herein. If the recipient(s) fail to fulfill their obligations within nine days, they are considered to have violated the terms of the contract. *to be considered relocated, a demon must be destroyed on a plane other than the Abyss, thus causing it to be reborn there. Recipient(s)’s signature(s) Flibbertiggibet’s signature Flibber's Contract (Revised Translated) Flibber


Appendix C Handouts 220 Trickster God: I'jin I’jin is fickle and unpredictable and never sticks to a plan. The trickster spirit takes the form of an almiraj. An almiraj is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. I'jin Small Beast (Avatar), Chaotic Neutral Armor Class 13 Hit Points 3 (1d6) Speed 50 ft. STR DEX CON INT WIS CHA 2 (−4) 16 (+3) 10 (+0) 2 (−4) 14 (+2) 10 (+0) Skills Perception +4, Stealth +5 Senses darkvision 30 ft., passive Perception 14 Languages – Challenge 0 (10 XP) Proficiency Bonus +2 Keen Senses. I’jin has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Missiles of Magic. I’jin shoots two glowing darts of magical force from his horn. Each dart hits a creature of his choice that he can see within 30 feet. A dart deals 1d4+1 force damage to the target. The darts all strike simultaneously, and I’jin can direct them to hit separate creatures.


Appendix C Handouts 221 Trickster God: Kubazan Kubazan is wild and spirited and not afraid to take great risks. The trickster spirit takes the form of a froghemoth. A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions. Kubazan Huge Monstrosity (Avatar), Chaotic Good Armor Class 14 (natural armor) Hit Points 184 (16d12 + 80) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 20 (+5) 2 (−4) 12 (+1) 5 (−3) Saving Throws Con +9, Wis +5 Skills Perception +9, Stealth +5 Damage Resistances fire, lightning Senses darkvision 60 ft., passive Perception 19 Languages – Challenge 10 (5,900 XP) Proficiency Bonus +4 Amphibious. Kubazan can breathe air and water. Shock Susceptibility. If Kubazan takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, it can’t use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both. Actions Multiattack. Kubazan makes two attacks with his tentacles. He can also use his tongue or bite. Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, Kubazan can’t use this tentacle on another target. Kubazan has four tentacles. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside Kubazan, and takes 10 (3d6) acid damage at the start of each of Kubazan’s turns. Kubazan’s gullet can hold up to two creatures at a time. If Kubazan takes 20 damage or more on a single turn from a creature inside it, he must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space with 10 feet of Kubazan. If Kubazan dies, a swallowed creature is no longer restrained by him and can escape from the corpse using 10 feet of movement, exiting prone. Tongue. Kubazan can target one Medium or smaller creature that he can see within 20 feet of him. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of Kubazan, and Kubazan can make a bite attack against it as a bonus action.


Appendix C Handouts 222 Trickster God: Moa Moa is truthful and kind and must always speak the truth. The trickster spirit takes the form of a jaculi. A jaculi is a 15-foot-long snake that can alter the color and texture of its scales to camouflage itself. Altering its appearance to resemble wood or stone, it coils around pillars and tree trunks from which it launches itself like a javelin, striking with great force and accuracy. Moa Large Beast (Avatar), Lawful Good Armor Class 14 (natural armor) Hit Points 16 (3d10) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 11 (+0) 2 (−4) 8 (−1) 3 (−4) Skills Athletics +4, Perception +1, Stealth +4 Senses blindsight 30 ft., passive Perception 11 Languages – Challenge 1/2 (100 XP) Proficiency Bonus +2 Camouflage. Moa has advantage on Dexterity (Stealth) checks made to hide. Keen Smell. Moa has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Spring. Moa springs up to 30 feet in a straight line and makes a bite attack against a target within his reach. This attack has advantage if Moa springs at least 10 feet. If the attack hits, the bite deals an extra 7 (2d6) piercing damage.


Appendix C Handouts 223 Trickster God: Nangnang Nangnang is selfish and cruel and will not share with others. The trickster spirit takes the form of a red grung. Grung are aggressive, frog-like humanoids found in rainforests and jungles. They are fiercely territorial and see themselves as superior to most other creatures. Red grung are the tribe’s scholars and spellcasters. Nangnang Small Humanoid (Avatar), Neutral Evil Armor Class 13 (16 with barkskin) Hit Points 27 (5d6 + 10) Speed 25 ft., climb 25 ft. STR DEX CON INT WIS CHA 7 (−2) 16 (+3) 15 (+2) 10 (+0) 15 (+2) 11 (+0) Saving Throws Dex +5 Skills Athletics +2, Perception +4, Stealth +5, Survival +4 Damage Immunities poison Condition Immunities poisoned Senses passive Perception 14 Languages Grung Challenge 1 (200 XP) Proficiency Bonus +2 Amphibious. Nangnang can breathe air and water. Poisonous Skin. Any creature that grapples Nangnang or otherwise comes into direct contact with her skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with Nangnang can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Spellcasting. Nangnang is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She knows the following spells: 1st level (4 slots): cure wounds, jump 2nd level (3 slots): barkskin, spike growth 3rd level (2 slots): plant growth Standing Leap. Nangnang’s long jump is up to 25 feet and her high jump is up to 15 feet, with or without a running start Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage. Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.


Appendix C Handouts 224 Trickster God: Obo'laka Obo’laka is nervous, obsessive, and a slave to routine. The trickster spirit takes the form of a zorbo. A zorbo is a ferocious omnivore similar in size and appearance to a koala. Living in trees and caves, it has long claws, a dour disposition, and a fondness for humanoid flesh. A zorbo alters its natural armor to match its surroundings, and it can weaken and destroy armor, shields, and protective magic items with its sharp claws. Obo'laka Small Monstrosity (Avatar), Lawful Neutral Armor Class 10 (see Natural Armor feature) Hit Points 27 (6d6 + 6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 13 (+1) 3 (−4) 12 (+1) 7 (−2) Skills Athletics +3 Senses passive Perception 11 Languages – Challenge 1/2 (100 XP) Proficiency Bonus +2 Magic Resistance. Obo’laka has advantage on saving throws against spells and other magical effects. Natural Armor. Obo’laka magically absorbs the natural strength of its surroundings, adjusting her Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If Obo’laka isn’t in contact with any of these substances, her AC is 10. Actions Destructive Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the target’s choice) magically deteriorates, taking permanent and cumu- lative -1 penalty to the AC it offers, and Obo’laka gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to 0 AC increase is destroyed.


Appendix C Handouts 225 Trickster God: Papazotl Papazotl is shrewd and cunning and bows before no one, expecting others to bow to his commands. The trickster spirit takes the form of an eblis. An eblis is an intelligent, evil crane that looms 8 feet tall and lays eggs as mundane birds do. They can manipulate objects with their beaks and feet. Papazotl Large Monstrosity (Avatar), Neutral Evil Armor Class 13 Hit Points 26 (4d10 + 4) Speed 30 ft., fly 40 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 11 (+0) Skills Perception +4 Senses passive Perception 14 Languages Auran, Common Challenge 1 (200 XP) Proficiency Bonus +2 Innate Spellcasting. Papazotl’s innate spellcasting ability is Intelligence (spell save DC 11). He can innately cast the following spells, requiring no material components: 1/day each: blur, hypnotic pattern, minor illusion Actions Multiattack. Papazotl attacks twice with his beak. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Appendix C Handouts 226 Trickster God: Shagambi Shagambi is wise and virtuous and never shows mercy to evildoers. The trickster spirit takes the form of a kamadan. A kamadan is a feline predator that resembles a leopard with six snakes sprouting from its shoulders. Although it bears a passing resemblance to a displacer beast, the two creatures are unrelated. Shagambi Large Monstrosity (Avatar), Neutral Good Armor Class 13 Hit Points 67 (9d10 + 18) Speed 30 ft.ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 3 (−4) 14 (+2) 10 (+0) Skills Perception +4, Stealth +7 Senses passive Perception 14 Languages – Challenge 4 (1,100 XP) Proficiency Bonus +2 Keen Smell. Shagambi has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If Shagambi moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, Shagambi can make two attacks – one with her bite and one with her snakes – against it as a bonus action. Actions Multiattack. Shagambi makes two attacks: one with her bite or claw and one with her snakes. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. Sleep Breath (Recharges after a Short of Long Rest). Shagambi exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.


Appendix C Handouts 227 Trickster God: Unkh Unkh is self-absorbed and indecisive. The trickster spirit takes the form of a flail snail. A flail snail is a creature of elemental earth that is prized for its multihued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles. Unkh Large Elemental (Avatar), Neutral Armor Class 16 (natural armor) Hit Points 52 (5d10 + 25) Speed 10 ft. STR DEX CON INT WIS CHA 17 (+3) 5 (−3) 20 (+5) 3 (−4) 10 (+2) 5 (−3) Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages – Challenge 3 (700 XP) Proficiency Bonus +2 Antimagic Shell. Unkh has advantage on saving throws against spells, and any creature making a spell attack against Unkh has disadvantage on the attack roll. If Unkh succeeds on her saving throw against a spell or a spell attack misses her, an additional effect might occur, as determined by rolling a d6: 1 - 2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only Unkh, it has no effect on her and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster. 3 - 4. No additional effect. 5 - 6. Unkh’s shell converts some of the spell’s energy into a burst of destructive force. Each creature within 30 feet of Unkh must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one. Flail Tentacles. Unkh has five flail tentacles. Whenever Unkh takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, Unkh regrows all dead ones within 1d4 days. If all her tentacles die, Unkh retracts into her shell, gaining total cover, and she begins wailing, a sound that can be heard for 600 feet, stopping only when she dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process. Actions Multiattack. Unkh makes as many Flail Tentacle attacks as she has flail tentacles, all against the same target. Flail Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Scintillating Shell (Recharges after a Short of Long Rest). Unkh’s shell emits dazzling, colored light until the end of her next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see Unkh have disadvantage on attack rolls against her. In addition, any creature within the fight light and able to see Unkh when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends. Shell Defense. Unkh withdraws into her shell, gaining a +4 bonus to AC until she emerges. She can emerge from her shell as a bonus action on her turn.


Appendix C Handouts 228 Trickster God: Wongo Wongo is violent and deranged, acting without concern for the well-being of others. The trickster spirit takes the form of a su-monster. Su-monsters are cunning, wicked primates that inhabit forsaken wilderness areas and caves. Adults stand 5 feet tall and have long prehensile tails. Although they can grasp tools and weapons with their tails or clawed feet, su-monsters prefer to rend prey with their claws. Adult su-monsters can also project blasts of psionic energy that leave enemies stunned and unable to flee or defend themselves. Wongo Medium Monstrosity (Avatar), Chaotic Evil Armor Class 12 Hit Points 27 (5d8 + 5) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 9 (−1) 13 (+1) 9 (−1) Skills Athletics +6, Perception +3 Senses passive Perception 13 Languages – Challenge 1 (200 XP) Proficiency Bonus +2 Actions Multiattack. Wongo makes two attacks: one with his bite and one with his claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 +2) slashing damage if Wongo is hanging by his tail and all four of his limbs are free. Psychic Crush (Recharge 5 -- 6). Wongo targets one creature he can see within 30 feet of him. The target must succeed on a DC 11 Wisdom saving throw or take 17 (5d6) psychic damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Appendix D Magic Items 229 Appendix D Magic Items Black Dragon Mask ............................................230 Cloak of Lesser Invisibility................................230 Gurt’s Greataxe ...................................................230 Hazirawn ..............................................................230 Knave’s Eyepatch ..................................................230 Lesser Known Vecnan Relics ............................. 231 First Digit of Vecna .................................................. 231 Foot of Vecna ............................................................ 231 Incisors of Vecna ...................................................... 231 Molar of Vecna .........................................................232 Right Eye of Vecna ....................................................232 Scalp of Vecna ...........................................................232 Second Digit of Vecna..............................................232 Skin of Vecna .............................................................233 Third Digit of Vecna .................................................233 Navigation Orb ................................................... 233 Pipe of Smoke Monsters .................................... 233 Ring of Truth-Telling ........................................ 233 Staff of the Forgotten One .............................234


Appendix D Magic Items 230 Black Dragon Mask Wondrous item, legendary, requires attunement This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties. Damage Absorption. You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt. Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class. Dragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6. Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes. Dragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons. Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead. Water Breathing. You can breathe underwater. Cloak of Lesser Invisibility Wondrous item, rare (requires attunement) While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 1 hour. For every uninterrupted period of 12 hours the cloak goes unused, it regains 30 minutes of duration. The invisibility ends if you attack or cast a spell, and the cloak cannot be used again for another 12 hours. Gurt’s Greataxe Weapon (greataxe), legendary (requires attunement) In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson – leader of the folk who would become the Uthgardt barbarians – in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt’s greataxe was buried in Morgur’s Mound until it was unearthed and brought back to Waterdeep. After laying in the city’s vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it. You have a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn. Hazirawn Weapon (greatsword), legendary, requires attunement A sentient (Neutral Evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn 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. Knave’s Eyepatch Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: • You have advantage on Wisdom (Perception) checks that rely on sight. • If you have the Sunlight Sensitivity trait, you are unaffected by the trait. • You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.


Appendix D Magic Items 231 Lesser Known Vecnan Relics The following is adapted from Die Vecna Die!: “The notoriety of the Hand and Eye of Vecna extends across many lands and worlds. Other lesser relics of Vecna also survive but have garnered little distinction. These lesser relics are activated like the Hand and Eye. If placed in a position of corresponding anatomy on a living body, the lesser relic grafts itself into position and takes on the normal functions of the missing body part, despite appearing mummified and dead. Each lesser relic grants protections should they ever come upon Vecna. Those with relic grafts have +3 Armor Class and saving throws against any spell cast by Vecna. They also have resistance to any damage inflicted by Vecna and their attacks inflict double damage to Vecna. Finally, each possessor is invisible to any attempts by Vecna to scry them in any manner. “ First Digit of Vecna Wondrous item, artifact (requires attunement) The first digit of Vecna is a mummified thumb from Vecna’s original right hand, complete with a blackened, clawlike nail. Once in place, it functions as a normal thumb on the recipient’s right hand, if a bit overlarge and ugly. Random Properties. The thumb has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Command Fates. The thumb has 4 charges, and expended charges replenish daily at dawn. You can use an action and expend 1 charge to give either a thumbs-up or thumbs-down to a targeted creature. If you give a thumbs-up, then the creature is healed for 3d6 hit points and receives the benefit of the bless spell for one hour. If you give a thumbs-down, the creature must succeed on a DC 15 Charisma saving throw or take 3d6 necrotic damage and be inflicted by the bane spell for one hour. Destroying the First Digit. Any single source of damage that equals or exceeds 33 hit points of damage destroys the thumb. In addition, someone using the molar of Vecna can destroy the thumb. Foot of Vecna Wondrous item, artifact (requires attunement) The foot of Vecna is from Vecna’s original body. Hard and blackened, the left foot is also attached to an attenuated ankle and lower calf – jagged, blackened bones protrude from the end. Once in place, it functions as a normal foot, although a recipient walks with a strange hitch to their stride. Random Properties. The foot has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Spells. The foot has 7 charges. You can use an action and expend 1 or more of its charges to cast one of the following spells: freedom of movement (4 charges), jump (1 charge), levitation (2 charges), spider climb (2 charges), water walk (3 charges). You can use a bonus action and expend 1 charge to cast feather fall. The foot regains 1d4 + 3 expended charges daily at dawn. Destroying the Foot. Any single source of damage that equals or exceeds 33 hit points of damage destroys the foot. In addition, someone using the molar of Vecna can destroy the foot. Incisors of Vecna Wondrous item, artifact (requires attunement) The incisors of Vecna are from Vecna’s original body. Hard and blackened, the teeth have exceptionally long roots, and they come to natural razor-sharp points. Once in place, they function are normal teeth, although a recipient who doesn’t want to reveal their presence must always make a conscious effort not to reveal the vampirelike fangs. Random Properties. The incisors have the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Prey on the Living. As an action you may turn yourself into a vampire, as per the shapechange spell, for one hour. This effect cannot be ended voluntarily. The incisors can’t be used again this way until the next dawn. Destroying the Incisors. Any single source of damage that equals or exceeds 33 hit points of damage destroys the incisors. In addition, someone using the molar of Vecna can destroy the incisors.


Appendix D Magic Items 232 Molar of Vecna Wondrous item, artifact (requires attunement) The molar of Vecna is a petrified tooth from Vecna’s original body. Hard and blackened, the tooth appears flat and unexceptional. Once in place, you have resistance to poison damage and immunity to the poisoned condition. Random Properties. The molar has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Consume Magic. As an action, you can bite into any magical item that you are holding. If the magical item is common, uncommon, rare, or very rare, then you destroy the magic item and gain 2d8 temporary hit points. Destroying the Molar. Any single source of damage that equals or exceeds 33 hit points of damage destroys the molar. Right Eye of Vecna Wondrous item, artifact (requires attunement) The right eye of Vecna is a mummified eyeball from Vecna’s original right eye socket. The eye resembles nothing so much as an albino prune, wrinkled and leathery. Once in place, it functions as a normal eye in the recipient’s right eye socket, though it appears hazed and milky as if blind. Random Properties. The eye has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Darkening. You can use an action to stare at a creature within 60 feet. If you do so, the creature must succeed on a DC 15 Constitution saving throw or become afflicted with the blinded condition for one day. The eye can’t be used again this way until the next dawn. Destroying the Right Eye. Any single source of damage that equals or exceeds 33 hit points of damage destroys the forefinger. In addition, someone using the molar of Vecna can destroy the eye. Scalp of Vecna Wondrous item, artifact (requires attunement) A mummified flap of scalp and hair. The hair is white but sparse, attaining a length of 3 inches. Once in place, it appears as a white streak in the recipient’s normal hair, if any. Random Properties. The scalp has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Command Hair. As a bonus action, you can animate your hair, causing it to grow up to 30 feet in length, move up to 20 feet and entangle a Large or smaller creature that you can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the hair (escape DC 15). Until this grapple ends, the target is restrained. You can use a bonus action to release the target, which is also freed if you die or become incapacitated. A tendril of hair has AC 20, 20 hit points, and lasts for up to one minute. The scalp can’t be used this way again until the next dawn. Destroying the Scalp. Any single source of damage that equals or exceeds 33 hit points of damage destroys the scalp. In addition, someone using the molar of Vecna can destroy the scalp. Second Digit of Vecna Wondrous item, artifact (requires attunement) A mummified index finger from Vecna’s original right hand, complete with a blackened, clawlike nail. Once in place, it functions as a normal forefinger on the recipient’s right hand. Random Properties. The forefinger has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Domination. You can use an action to point at a target humanoid within 60 feet, palm up, and then crook your finger in a beckoning gesture. If you do so, the humanoid must succeed on a DC 15 Wisdom saving throw or be affected by the dominate person spell. The finger can’t be used again this way until the next dawn. Destroying the Second Digit. Any single source of damage that equals or exceeds 33 hit points of damage destroys the forefinger. In addition, someone using the molar of Vecna can destroy it.


Appendix D Magic Items 233 Skin of Vecna Wondrous item, artifact (requires attunement) The skin of Vecna is from Vecna’s original body, and it once covered the left half of his face, neck, and upper chest. Tough and leathery, it is still flexible enough to be unrolled. Once in place, it functions as a normal skin; however, the left side of the recipient’s face, neck, and upper torso obviously doesn’t match the skin on the right side, what with its darkly scabrous color and texture. You have resistance to cold and fire damage. Random Properties. The skin has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Spells. The skin has 7 charges. You can use an action and expend 1 or more of its charges to cast one of the following spells upon yourself: mirror image (2 charges), polymorph (4 charges), protection from energy (3 charges), stoneskin (4 charges). The skin regains 1d4 + 3 expended charges daily at dawn. Destroying the Skin. Any single source of damage that equals or exceeds 33 hit points of damage destroys the skin. In addition, someone using the molar of Vecna can destroy the skin. Third Digit of Vecna Wondrous item, artifact (requires attunement) The third digit of Vecna is a mummified medial finger from Vecna’s original right hand. The nail is especially long, and it almost resembles the blade of a small dagger. Once in place, it functions as a normal middle finger on the recipient’s right hand, if a bit clumsy due to the long nail. Random Properties. The middle finger has the following randomly determined properties determined from the Artifact Properties Table in chapter 7 of the Dungeon Master’s Guide: • 1 minor beneficial property • 1 major beneficial property • 1 minor detrimental property Magic Weapon. The third digit of Vecna is a magic weapon that is equivalent to a dagger of venom. Slay the Living. You can use an attack action to shoot this nail at any a non-undead creature within 30 feet. The nail functions as an arrow of slaying that requires a DC 15 Constitution saving throw for a chosen type of creature. The nail immediately rots into uselessness seconds after impact. You cannot use it as a weapon until it regrows at the next dawn. Destroying the Third Digit. Any single source of damage that equals or exceeds 33 hit points of damage destroys the middle finger. In addition, someone using the molar of Vecna can destroy the middle finger. Navigation Orb Wondrous item, very rare (requires attunement) A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control the castle’s altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle’s altitude and location remain fixed until the orb is returned or replaced. As an action, if you are touching the orb, you can cause one of the following effects to occur: • The castle moves at a speed of 1 mph in a straight line in a direction of your choice until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently. • The castle, if it is moving, comes to a gradual stop. • The castle makes a slow, 90-degree-turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line. Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it. Pipe of Smoke Monsters Wondrous item, common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. Regardless of the creature’s natural size, the summoned creature will be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. Ring of Truth-Telling Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.


Appendix D Magic Items 234 Staff of the Forgotten One Staff, artifact (requires attunement by a sorcerer, warlock, or wizard) This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death. Beneficial Properties. While the staff is on your person, you gain the following benefits: • Your proficiency bonus to Intelligence (Arcana) and Intelligence (History) checks is doubled. • You can’t be blinded, charmed, deafened, frightened, petrified, or stunned. • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them. • You can wield the staff as a +3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit. Invoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target. The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff. Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess. Casting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.


Appendix E Vehicles 235 Appendix E Vehicles nfernal war machines are vehicles built in the Nine Hells and typically fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more menacing war machines can crush entire hordes of demons. Rules Infernal war machines have their own stat blocks similar to those for creatures but with the following considerations. Creature and Cargo Capacity Creature capacity describes how many creatures can ride the infernal war machine comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle. Armor Class Infernal war machines are made of infernal iron and bristle with spikes, blades, chains, and siege weapons. An infernal war machine typically has an Armor Class of 19 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage. While the vehicle is not moving, attack rolls made against it have advantage. Hit Points An infernal war machine’s hit points can be restored by making repairs to the vehicle. To repair a vehicle, the vehicle must be stationary, and the creature doing the repairs must have the necessary spare parts. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it is proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. When an infernal war machine drops to 0 hit points, it ceases to function and is damaged beyond repair. Damage Threshold A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Speed A vehicle’s speed represents the distance it can travel in 1 round. How much of that speed it travels each round is determined by its driver. Opportunity Attacks War machines are subject to the rule on opportunity attacks outlined in chapter 9 of the Player’s Handbook. When a war machine provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn’t have total cover and is within reach. Ability Scores A war machine has the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle’s Constitution reflects its durability and quality of construction. Infernal war machines usually have a score of 0 in Intelligence, Wisdom, and Charisma. If an infernal war machine has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. Soul Fuel The engine at the heart of every infernal war machine has a furnace fueled by soul coins. A soul coin is a large coin minted from infernal iron that carries a bound soul within it. Demon Ichor Boost Pouring a flask of demon ichor into an infernal war machine’s furnace increases the vehicle’s speed by 30 feet for 1 minute. Archon's Ride ......................................................236 Redeemer ............................................................... 237 Scarlet Marpenoth ............................................. 237


Appendix E Vehicles 236 Actions Stations and Crew An infernal war machine doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. A creature can use an action of the station it’s occupying. Once a creature uses a station’s action, that action can’t be used again until the start of that creature’s next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal. Helm The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate. An infernal war machine with no driver automatically fails Dexterity saving throws. A driver proficient with land vehicles can add their proficiency bonus to ability checks and saving throws made using the infernal war machine’s ability scores. Drive. While the infernal war machine’s engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course. If the driver incapacitated, leaves the helm, or does nothing to alter the infernal war machine’s course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver’s last turn until it hits an obstacle big enough to stop it. Bonus Actions. As a bonus action, the driver can do one of the following: • Start the infernal war machine’s engine or shut it off. • Cause the infernal war machine to take the Dash or Disengage action while the vehicle’s engine is running. • Insert a soul coin or pour a flask of demon ichor into the engine’s furnace. Archon's Ride Archon’s Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a melodious engine, and a cowl shaped vaguely like a grinning angel’s visage, with plumed wings for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Archon's Ride Large vehicle (500 lb.) Creature Capacity 1 Medium creature Cargo Capacity 100 lb. Armor Class 23 (19 while motionless) Hit Points 30 (damage threshold 5, mishap threshold 10) Speed 120 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 12 (+1) 0 (−5) 0 (−5) 0 (−5) Damage Immunities fire, poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious Flames of Redemption. When a soul coin is fed into the Redeemer’s furnace, the soul is purified. This purification process provides enough fuel for the Redeemer to operate for one tenday. Jump. If the Archon’s Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. Prone Deficiency. If the Archon’s Ride falls prone, it can’t right itself and is incapacitated until pulled upright. Stunt. On its turn, the driver of the Archon’s Ride can expend 10 feet of movement to perform one free vehicle stunt such as a wheelie or burnout. Before the stunt can be performed, the Archon’s Ride must move at least 10 feet in a straight line. If the driver succeeds on a DC 10 Dexterity check using the bike’s Dexterity, the student is successful. Otherwise, the driver is unable to perform the stunt and can’t attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Archon’s Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. Action Stations Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Archon’s Ride. Reaction Juke. If the Archon’s Ride is able to move, the driver can use its reaction to grant the Archon’s Ride advantage on a Dexterity saving throw.


Appendix E Vehicles 237 Redeemer The Redeemer is a bulky, armored coach that rumbles loudly as it crushes obstacles and enemies in its path with the help of a swinging wrecking ball. Iron jaws are mounted on the front of the vehicle, which handles like a garbage truck. Redeemer Gargantuan Vehicle (12,000 lb.) Creature Capacity 8 Medium creatures Cargo Capacity 1 ton Armor Class 19 Hit Points 200 (damage threshold 10) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 0 (−5) 0 (−5) 0 (−5) Damage Immunities fire, poison, psychic Condition Immunities blinded, charmed, deafened, fright- ened, paralyzed, petrified, poisoned, stunned, unconscious Crushing Wheels. The Redeemer can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can’t be used against a particular creature more than once each turn. Flames of Redemption. When a soul coin is fed into the Redeemer’s furnace, the soul is purified. This purification process provides enough fuel for the Redeemer to operate for one tenday. Magic Weapons. The Redeemer’s weapon attacks are magical. Action Stations Chomper (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Redeemer. Any nonmagical items the target was holding or carrying are destroyed as well. Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8 + 4) bludgeoning damage. Double the damage if the target is an object or a structure. Harpoon Flinger, Front (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage. Harpoon Flinger, Hind (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage. Scarlet Marpenoth The Scarlet Marpenoth is a Lantanese submarine owned and operated by the drow elf Jarlaxle. It is crewed by Jarlaxle Baenre (in the guise of Zardoz Zord) and two gnomes, Breena and Lorella. Submarine Features The Scarlet Marpenoth has AC 20, 300 hit points, a damage threshold of 15, and immunity to poison and psychic damage. The submarine’s structural integrity fails when the vessel drops to 0 hit points, whereupon it floods and sinks. The submarine is worth 15,000 gp intact and requires at least one pilot and one engineer to operate. It has a maximum speed of 2 miles per hour and can hold up to 10 passengers plus 2 tons of cargo. The submarine has the following general features: • Interior spaces are unlit. • All furnishings and features are bolted down. • Chambers are 8 feet high, with 6-foot-high passages and doorways connecting them. • Air magically circulates through a complex ventilation system and small metal grills set into the floors. Doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A door’s lock can be picked by a character who makes a successful DC 18 Dexterity check using thieves’ tools. A door can be forced open by a character who succeeds on a DC 25 Strength (Athletics) check. Jarlaxle and the gnomes aboard the Scarlet Marpenoth have keys to all locked doors. All doors are airtight while closed. I1. Entrance Hatch There is a circular metal hatch in the ceiling here. The hatch is opened by turning its valve wheel. This area is magically pressurized to keep water from entering the Scarlet Marpenoth if the hatch is opened while underwater. I2. Hatch to Lower Deck A ladder here leads to the submarine’s lower deck. The floorplan of the lower deck parallels that of the upper deck. It contains sleeping quarters for Jarlaxle and his crew, a dining room and galley, and the submarine’s air system.


Appendix E Vehicles 238 I3. Engine Room The door to this area is locked. A plaque on the door reads “ENGINE ROOM” in Common and Gnomish. The room has the following features: • The engine room is filled with machines that hiss, whir and clatter constantly. A rock gnome named Breena Bafflestone (commoner) monitors the machinery at all times. Nearby is a copper speaking tube that enables her to communicate with the control room command center (area I5). • Drawers in the walls contain screwdrivers, wrenches, and other tools. • To port and starboard, 3-foot-high, 2-foot-wide passageways lead deeper into the machinery. Medium creatures must squeeze to move through these passages. Machinery. The engine is a quasi-magical machine that controls the submarine’s propulsion and depth and powers the fins and rudder that control direction. A detect magic spell or similar magic reveals an aura of transmutation magic throughout the area. A character who has proficiency with tinker’s tools can use the tools to upgrade the machinery, increasing the submarine’s speed to 3 miles per hour, with a successful DC 20 Intelligence check. The engine can be destroyed. It has AC 16, 50 hit points, and immunity to poison and psychic damage.


Appendix E Vehicles 239 I4. Stateroom Each of these chambers holds a net hammock, a steel foot locker, a shrine of Lolth, and an experimental diving suit. The diving suits consist of a pressure-resistant padded suit made of canvas with iron fittings and iron gauntlets. A fishbowl helmet attaches to the suit’s collar and functions as a cap of water breathing. These rooms are assigned to any characters traveling within the vessel. I5. Control Room The control room has two levels, an observation deck and command center, with two ladders running between the levels. Two circular soundproof windows are embedded in the port and starboard bulkheads. The window panes are made of glassteel, a resilient metal magically rendered transparent. Observation Deck. The observation deck is an elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of each chair can be adjusted to accommodate a Small or Medium creature. Between the two chairs is a bronze periscope that can be raised or lowered. The periscope has a gemstone headlight that provides 120 feet of illumination when extended underwater. Command Center. The command center is manned by Jarlaxle (disguised as Zardoz Zord) and a rock gnome pilot named Lorella Middenpump (commoner). Lorella sits in the pilot’s swivel chair, which is bolted to the floor and can be lowered or raised to accommodate a Small or Medium creature. The chair is situated before a panel of dials, levers, and buttons. A copper speaking tube enables Lorella to speak with Breena in the engine room (area I3). Piloting the Scarlet Marpenoth. Lorella and Jarlaxle can pilot the Scarlet Marpenoth without needing to make a check. Any other creature must succeed on a DC 20 Intelligence check to figure out the controls. From the control panel, the pilot can control its speed, direction, and depth, as well as activate its combat system. The combat systems include: Electrify Hull. As an action the pilot can electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified must make a DC 15 Dexterity check, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal armor has disadvantage on this saving throw. A character who has proficiency with tinker’s tools can use the tools to change the damage type from lightning to cold, with a successful DC 20 Intelligence check. Depth Charges. The Scarlet Marpenoth carries five depth charges. As an action the pilot may release any number of depth charges within 30 feet of the submarine. Any creature of size Medium or larger that moves into the same space as the depth charge or an adjacent space triggers an explosion that hits all creatures within a 20-foot radius. Each creature in the area must make a DC 15 Constitution saving throw, taking 54 (12d8) thunder damage on a failed save, or half as much damage on a successful one. Torpedos. The Scarlet Marpenoth carries five torpedoes. As an action the pilot may fire one of these torpedoes at any creature within 120 feet of the submarine. This is a Ranged attack that is +10 to hit and inflicts 36 (8d8) thunder damage.


Appendix F Bridging from other Adventures 240 Appendix F Bridging from other Adventures ALL OF VECNA is an excellent continuation to most Wizard of the Coast hardcover adventures. Whereas your characters may have successfully prevented one of the realm’s catastrophes, they could not be everywhere at once, and the realm has still been ruined by the machinations of Vecna. Fall Of Vecna likely takes place years after they completed their last adventure. After reading or paraphrasing the Rise of Vecna section of the Introduction (making any necessary adjustments) have your players discuss how their characters have spent the intervening years. Because the Doomed Forgotten Realms occurs in a timeline where every hardcover adventure has ended in failure, the impact of any single book is relatively minor. As such, adjustments should be minimal. Suggested adjustments include: Baldur's Gate: Descent into Avernus The characters should be 13th level when they finish Descent into Avernus. Because of this some of the earlier chapters of Rise Of Vecna will need to be skipped, and their challenge rating will need to be increased. For simplicity, to raise the challenge rating, increase the number of monsters as well as their base statistics. Additionally: J Time passes differently in Avernus. Because of this, the characters emerge into the fully developed Doomed Forgotten Realms. J Skip the trip to Luskan and the Hosttower of the Arcane (chapter 1). Instead, one of the characters’ former allies recruits them to travel directly to Ravenloft in search of information on how to defeat Vecna. J Shorten the characters’ time in Ravenloft by having them recover just two lesser Vecnan relics. J The information from chapter 9 on how to best gather allies for the fight against Vecna can be provided by the ally that helped them get to Ravenloft. Thus, much of chapter 9 can be omitted. Curse of Strahd The characters should be 10th level when they finish Curse of Strahd. Because of this, it is the perfect adventure to lead into Rise Of Vecna, and very few modifications are necessary. J Have the characters emerge from Ravenloft directly into the Doomed Forgotten Realms. J Consider having Xanathar select the characters because of their previous experience with Ravenloft. Out of the Abyss The characters should be 15th level when they finish Out of the Abyss. Because of this much of the earlier half of Rise Of Vecna will need to be skipped and/or have its challenge rating increased. For simplicity, to raise the challenge rating, increase the number of monsters as well as their base statistics. Additionally: J Skip the trip to Luskan and the Hosttower of the Arcane (chapter 1). Instead, one of the characters’ former allies recruits them to travel directly to Ravenloft in search of information on how to defeat Vecna. J Shorten the characters’ time in Ravenloft by having them recover just a single lesser Vecnan relic. Advance them one level for escaping Ravenloft. Baldur's Gate: Descent into Avernus ..............240 Curse of Strahd ..................................................240 Out of the Abyss .................................................240 Princes of the Apocalypse ................................. 241 Rime of the Frostmaiden ................................... 241 Rise of Tiamat ....................................................... 241 Storm King's Thunder ........................................ 242 The Wild Beyond the Witchlight ..................... 242 Tomb of Annihilation ........................................ 242 Waterdeep: Dragon Heist & Dungeon of the Mad Mage ........................... 242


Appendix F Bridging from other Adventures 241 J The information from chapter 9 on how to best gather allies for the fight against Vecna can be provided by the ally that helped them get to Ravenloft. Thus, much of chapter 9 can be omitted. J Chapters 10 onwards can play mostly as written, although you may need to continue to slightly increase the difficulty of some encounters. For chapters 10 through 13, have the characters advance one level for every two chapters they complete, rather than one level for every chapter they complete. Princes of the Apocalypse The characters should be 15th level when they finish Princes of the Apocalypse. Because of this much of the earlier half of Rise Of Vecna will need to be skipped and/or have its challenge rating increased. For simplicity, to raise the challenge rating, increase the number of monsters as well as their base statistics. Additionally: J If it is not too late, consider having the Elemental Prince pull the characters into the Elemental Planes. Have the characters narratively discuss their time in the Elemental Planes and how they escape. When they return, they find that five years have passed and that the Realms have changed much in their absence. J Skip the trip to Luskan and the Hosttower of the Arcane (chapter 1). Instead, one of the characters’ former allies recruits them to travel directly to Ravenloft in search of information on how to defeat Vecna. J Shorten the characters’ time in Ravenloft by having them recover just a single lesser Vecnan relic. Advance them one level for escaping Ravenloft. J The information from chapter 9 on how to best gather allies for the fight against Vecna can be provided by the ally that helped them get to Ravenloft. Thus, much of chapter 9 can be omitted. J Chapters 10 onwards can play mostly as written, although you may need to continue to slightly increase the difficulty of some encounters. In chapter 10 replace Hellenrae with another NPC quest giver such as Mordenkainen (chapter 9). For chapters 10 through 13, have the characters advance one level for every two chapters they complete rather than one level for every chapter they complete. Rime of the Frostmaiden The characters should be 11th level when they finish Rime of the Frostmaiden. Because of this, it is the perfect adventure to lead into Rise Of Vecna, and very few modifications are necessary. J Consider having Xanathar transport the characters directly to Ravenloft, essentially skipping chapter 1. J If you do use Luskan, remove the references to eternal snow and darkness, New Ten Towns, and the optional encounter with the duergar. Lorewise, have Gromph Baenre be the Overwizard of the North rather than Avarice. Rise of Tiamat The characters should be 14th or 15th level when they finish Rise of Tiamat. Because of this much of the earlier half of Rise Of Vecna will need to be skipped and/or have its challenge rating increased. For simplicity, to raise the challenge rating, increase the number of monsters as well as their base statistics. Additionally: J If it is not too late, consider having Tiamat take the characters with her when she is pulled back into Avernus. Have the characters narratively discuss their time in Avernus and how they escape. When they return, they find that five years have passed and that the Realms have changed much in their absence. J Skip the trip to Luskan and the Hosttower of the Arcane (chapter 1). Instead, one of the characters’ former allies recruits them to travel directly to Ravenloft in search of information on how to defeat Vecna. J Shorten the characters’ time in Ravenloft by having them recover just a single lesser Vecnan relic. Advance them one level for escaping Ravenloft. J The information from chapter 9 on how to best gather allies for the fight against Vecna can be provided by the ally that helped them get to Ravenloft. Thus, much of chapter 9 can be omitted. J Chapters 10 onwards can play mostly as written, although you may need to continue to slightly increase the difficulty of some encounters. In chapter 12 replace Rezmir with another NPC quest giver such as Harshnag the Grim (appendix A). For chapters 10 through 13, have the charac-


Appendix F Bridging from other Adventures 242 ters advance one level for every two chapters they complete, rather than one level for every chapter they complete. Storm King's Thunder The characters should be 10th level when they finish Storm King’s Thunder. Because of this, it is the perfect adventure to lead into Rise Of Vecna, and very few modifications are necessary. J Depending on the characters’ actions in Storm King’s Thunder, it may not make sense for the Vonindod to be assembled. Because of this you may need to skip chapter 12. Regardless, if the Ordning was preserved, use fire giant statistics for fire titans and hill giant statistics for mountain giants. The Wild Beyond the Witchlight The characters should be 8th level when they finish The Wild Beyond the Witchlight. Because of this, it is the perfect adventure to lead into Rise Of Vecna, and very few modifications are necessary. J Time passes differently in the Feywild. Because of this the characters can emerge into a fully developed version of the Doomed Forgotten Realms. J Run all of the suggested optional encounters in Luskan, and consider adding some of your own. Allow characters to advance to level 9 when they enter the Hosttower of the Arcane. J While in Ravenloft, have the characters gather all of the lesser Vecnan relics. J Tomb of Annihilation The characters should be 11th level when they finish Tomb of Annihilation. Because of this, it is the perfect adventure to lead into Rise Of Vecna, and very few modifications are necessary. J Consider having Xanathar transport the characters directly to Ravenloft, essentially skipping chapter 1. J If the characters destroyed the Soulmonger, then consider skipping chapter 15. Instead Vecna has embedded his phylactery within the walking statues of Waterdeep, and once they have been destroyed, he is fully defeated. Waterdeep: Dragon Heist & Dungeon of the Mad Mage The characters should be 5th level when they finish Dragon Heist. The characters could be anywhere from 5th to 20th level if they played Dungeon of the Mad Mage. It is suggested that: J If the characters are less than 10th level, have them advance to 10th level after describing how their characters spent the years during Vecna’s conquest and the formation of the Doomed Forgotten Realms. J If the characters are more than 10th level, then you will need to skip or condense chapters as well as increase encounter difficulties. Depending on what level the characters are, you should be able to find suitable modifications by looking at the suggestions above. J Depending on how Dragon Heist unfolded, it may not make sense for Xanathar to be the characters’ initial patron. In this case replace the beholder with another prominent NPC from that adventure. J It is unlikely that your characters killed Halaster and are still of a level suitable for this adventure. As such you should be able to play chapter 13 as written.


Thank you for your support


It has been five years since the Maimed Lord, Vecna, conquered the Sword Coast. However, as he is soon to learn, there is a difference between taking something and holding it. It is now up to your players to journey to the Dread Domains of Ravenloft in search of unexpected allies and long buried secrets. Then, they will rally the Realms’ disparate factions and besiege Waterdeep, the seat of Vecna’s power. Finally they will stand, toe-to-toe, in battle with the greatest lich in all the multiverse. Along the way, their characters will advance from 10th to 20th level. Will your players rise to the challenge – or will this be yet another failure in a string of failed campaigns? There is only one way to find out!


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