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(ENG) D&D 5a Ed. - Creatures of The Underdark

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Published by caio.gracco00, 2023-06-16 16:58:11

(ENG) D&D 5a Ed. - Creatures of The Underdark

(ENG) D&D 5a Ed. - Creatures of The Underdark

Adult Kemalapan Large Monstrosity, Unaligned Armor Class 18 (natural armor) Hit Points 75 (10d10 + 20) Speed 30 ft., climb 60 ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 15 (+2) 12 (+1) 10 (+0) 4 (-3) Saving Throws Dex +7 Skills Acrobatics +7, Perception +3, Stealth +7 Damage Resistances acid, poison Damage Immunities bludgeoning, slashing and piercing damage from nonmagical attacks Condition Immunities poisoned Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 8 (3,900 XP) aaaaaaaaaaaaaaaaa Proficiency Bonus +3 Iron Scent. The kemalapan can pinpoint, by scent, the location of ferrous metal within 90 feet of it. Spider Climb. The kemalapan can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Sunlight Sensitivity. While in sunlight, the kemalapan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Web Sense. While in contact with a web, the kemalapan knows the exact location of any other creature in contact with the same web. Web Walker. The kemalapan ignores movement restrictions caused by webbing. Actions Multiattack. The kemalapan makes three attacks. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Mandibles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the kemalapan can’t use its mandibles on another target. If a target is restrained in the mandibles the kemalapan can deal it an additional 4 (1d8) acid damage, or instead of damage begin to rend open any metal armor the target is wearing. Maddening Chittering (Recharge 5-6). Any targets in a 120-foot radius that can hear the kemalapan must make a DC 13 Wisdom saving throw or drop all items they are holding and become paralyzed. The target can attempt an additional save at the end of its turn, ending the condition on a success. Web (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. While restrained in the kemalapan’s web, a creature takes 2 (1d4) acid damage at the start of each of its turns. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; immunity to poison, and psychic damage). Bonus Actions Shadow Stealth. While in dim light or darkness, the kemalapan can take the Hide action as a bonus action. 151


Kritalid Lurking on the sides of dark, quiet caverns are the monstrous kritalid. These fearsome amalgamations are the result of a powerful sorcerer’s experiments. Vivathrack was an ancient black dragon who sought to augment his army of dragonborn with more powerful soldiers. The kritalid were the result of years of experiments combining insects with dragonborn. But when Vivathrack was defeated and his armies scattered, many kritalid escaped into the Underdark. Bred for Battle. Kritalid have four, strong powerful arms with razor sharp claws. They attack with a savage, primal fury: unleashing fury blows against single targets to kill quickly. While they might have had powerful weapons and armor in Vivathrack’s army, the kritalid cannot repair their weapons and must make do with the remains of their victims and crude tools they fashion together. Ambush Hunter. Kritalid have strong carapaces, but once you get past their natural armor, they are quite squishy. They prefer to avoid extended combat and attempt to kill quickly by leaping down on unsuspecting victims from above. Many adventurers have died pinned under the weight of the insectoid creatures before they even had a chance to misty step away. Lone Wolves. Kritalid do not work together in packs. Others of their kind bring back memories of their previous lives as noble, proud dragonborn, before they were twisted by Vivathrack. Kritalid fear all draconic creatures and avoid their lairs at all costs. Kritalid Large Monstrosity, Chaotic Evil Armor Class 18 (natural armor) Hit Points 104 (11d10 + 44) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 5 (-3) 12 (+1) 6 (-2) Skills Athletics +7, Perception +4, Stealth +5 Senses darkvision 120 ft., passive Perception 14 Languages understands Goblin and Undercommon Challenge 7 (2,900 XP) aaaaaaaaaaaaaaaaa Proficiency Bonus +3 Ambush Hunter. The kritalid has advantage on initiative rolls and if the kritalid surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Death from Above. Whenever the kritalid leaps down from a height of at least 30 feet onto a creature, the creature must succeed on a DC 15 Strength or Dexterity saving throw (its choice), or be knocked prone. Fear of Dragons. The kritalid has disadvantage on attack rolls against dragons or dragonborn. Spider Climb. The kritalid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The kritalid makes five attacks, one with its Bite, one with its Spiked Club, and three with its Claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 +4) piercing damage and the target must succeed on a DC 15 Strength saving throw or be grappled (Escape DC 15). While grappled this way, the target takes 5 (2d4) piercing damage at the start of each of its turns and the kritalid cannot use its Bite on another target. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) slashing damage. Spiked Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) bludgeoning damage plus 7 (2d6) piercing damage. 152


Kruthiks Millenia ago, the tiefling empire on the world of Nerath bred a species of burrowing insects found in a remote area of the Nine Hells with scytheclaw drakes from their own world. The resulting species were called kruthiks. These monstrous creations were intended to be living siege weapons unleashed upon the enemies of the tiefling empire. But instead, the fiendish nature of the hellish insects combined with the intelligence of the drakes and a new sentient and vile species was born. The kruthiks plotted against the Nerath tieflings and fled to Nerath’s Underdark to breed and plot their revenge. At some time in the past, the kruthiks sent an expedition to Toril. They established a presence in the deepest dark of the Underdark, sometimes called the Lowerdark. The Lowerdark is an area that most denizens of the Underdark dare not go. But the vile half-reptile, half-insects have managed to carve out large areas of this dreaded deep and dark place. From time to time, surface folk have noted their presence, but they are a mysterious society even to the major races of the Underdark. Kruthiks are guided by only three things: hunger, power, and the needs of their hive society. They worship no gods. They covet no wealth or riches. They do not trade with neighbors. And yet, they are not simple beasts. While they don’t lust for gold or knowledge, Kruthik society does value power. It’s unknown if the Kruthiks of Toril are in communication with the massive hives under Kerath, but it is possible that those who study these creatures from afar underestimate their ability to plot their revenge, and underestimate how wide the target of their revenge may be. Six Limbs. Kruthiks are born with six limbs, four that end in sharp chitinous spike-like appendages, ideal for burrowing or running. Their other two limbs are short and end in threefingered appendages capable of manipulating objects. Multi-Stage Life-Cycle. Female kruthiks lay a clutch of four to eight eggs once a year that hatch within a few days. The hatchlings are roughly the size of a small dog, but are already lethal enough to kill a humanoid. After a week of constant feeding while the hatchlings learn the basics of pack-hunting as their mothers push defenseless prey into the brood chambers and allow the hatchlings to slaughter and feed, they mature into young kruthiks. Young kruthiks measure about three feet long, weigh around thirty pounds, and have dragonfly-like flightless wings that do not give them the power of flight, but they do allow them to move quicker than the larger and older kruthiks of the hive. After a year, they mature into adulthood. Adult kruthiks are generally over six feet in length, weigh around 250 pounds, and have developed chitinous spikes that are filled with venom. They also develop the skill to hurl those spikes short distances with deadly accuracy. Most kruthiks die before reaching the final stage of their life-cycle, which occurs after they have lived at least five years. It is unknown exactly what prompts the final metamorphosis, but it begins when they encase themselves within a dull grayish-blue chrysalis for several weeks. When they emerge, their plates are bulkier and they more than double in size, measuring over twelve feet in length and weighing over one ton. These huge reptilian-insect hive lords have highly caustic blue saliva which they can spray in a wide arc. Nomadic. The hives of kruthiks are nomadic, usually led by one or more hive lords. When an area begins to run short of resources, typically one of the hive lords will take a portion of the adults and young and move on to find a new area to carve out a hive. Kruthiks are attracted to sources of heat and magical energies, and especially attracted to areas connected to the Nine Hells. Intolerant. While kruthiks are sentient, they generally act more like complex insect hives rather than display individual thinking. Because they view almost all creatures as a food source, they really only tolerate constructs, elementals, oozes, and undead. All other creatures are generally hunted and killed. Sulfurous Dead. Upon death, a kruthik carcass begins to smell strongly of sulfur, a smell which drives kruthiks away. Because of this, ambitious fools of the Underdark often hunt for kruthik chitin. There is a thriving market for their ichor in use in alchemy and sorcery while their exoskeletal plating is highly sought after by armorers to create lightweight yet durable armors and shields. 153


Kruthik, Hatchling Small Monstrosity, Neutral Evil Armor Class 14 (natural armor) Hit Points 33 (6d6 + 12) Speed 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 8 (-1) 12 (+1) 6 (-2) Skills Athletics +3, Perception +3 Damage Resistances poison Condition Immunities poisoned Senses tremorsense 10 ft., darkvision 60 ft., passive Perception 13 Languages Kruthik, Undercommon (understand only) Challenge 1/2 (100 XP) aaaaaaaaaaaaa Proficiency Bonus +2 Keen Smell and Hearing. The kruthik has advantage on Wisdom (Perception) checks that rely on smell or hearing. Actions Stab. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) poison damage. Kruthik, Young Small Monstrosity, Neutral Evil Armor Class 15 (natural armor) Hit Points 130 (20d6 + 60) Speed 40 ft., burrow 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 17 (+3) 9 (-1) 14 (+2) 7 (-2) Saving Throws Dex +5, Con +5 Skills Athletics +3, Perception +4 Damage Immunities poison Condition Immunities poisoned Senses tremorsense 30 ft., darkvision 90 ft., passive Perception 14 Languages Kruthik, Undercommon (understand only) Challenge 4 (1,100 XP) aaaaaaaaaaaaa Proficiency Bonus +2 Keen Smell and Hearing. The kruthik has advantage on Wisdom (Perception) checks that rely on smell or hearing. Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The kruthik makes two Slash attacks and one Bite attack. Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) poison damage. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 154


Kruthik, Adult Medium Monstrosity, Neutral Evil Armor Class 16 (natural armor) Hit Points 221 (26d8 + 104) Speed 30 ft., burrow 40 ft. STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 18 (+4) 9 (-1) 14 (+2) 7 (-2) Saving Throws Dex +8, Con +8 Skills Athletics +6, Perception +6 Damage Immunities poison Condition Immunities poisoned Senses tremorsense 60 ft., darkvision 120 ft., passive Perception 16 Languages Kruthik, Undercommon (understand only) Challenge 10 (5,900 XP) aaaaaaaaaaa Proficiency Bonus +4 Keen Smell and Hearing. The kruthik has advantage on Wisdom (Perception) checks that rely on smell or hearing. Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The kruthik makes three Slash attacks and one Bite attack. Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 3 (1d6) poison damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Bonus Actions Spike. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 2 (1d4) poison damage. 155


Kruthik, Hive Lord Huge Monstrosity, Neutral Evil Armor Class 18 (natural armor) Hit Points 299 (26d12 + 130) Speed 30 ft., burrow 50 ft. STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 20 (+5) 10 (+0) 14 (+2) 7 (-2) Saving Throws Dex +10, Con +11 Skills Athletics +8, Perception +8 Damage Immunities poison Condition Immunities poisoned Senses tremorsense 120 ft., darkvision 120 ft., passive Perception 18 Languages Kruthik, Undercommon (understand only) Challenge 17 (18,000 XP) aaaaaaaaaaaaa Proficiency Bonus +6 Keen Smell and Hearing. The kruthik has advantage on Wisdom (Perception) checks that rely on smell or hearing. Magic Resistance. The kruthik has advantage on saving throws against spells and other magical effects. Legendary Resistance (3/day). If the kruthik fails a saving throw, it can choose to succeed instead. Pack Tactics. The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The kruthik makes three Slash attacks and one Bite attack. Slash. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (2d12 + 4) slashing damage plus 4 (1d8) poison damage. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage. Acid Spray (Recharge 5-6). The kruthik sprays acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. Bonus Actions Spike. Ranged Weapon Attack: +10 to hit, range 60/120 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) poison damage. 156


Lizardfolk Vutha Lizardfolk vutha make their homes in caverned underground swamps that are scattered throughout the Underdark. Most would class these biomes as uninhabitable, but for the lizardfolk this only makes them more appealing. The promise of being left alone only heightens the chance of the clan's survival, and surviving in a land few others could survive in makes them feared. Patient Hunters. Life in the Underdark has forced the lizardfolk to adapt, over time their scales have turned black which allows them to hide easier in the shadows and blend in with their surroundings. Unable to see well in the darkness, stealth has become their greatest asset for evening the playing field with the more natural denizens of the Underdark. The Lizardfolk vutha always like to take their prey by surprise, in the hopes of killing it before it realizes what has happened. Their hunting parties are tactful and do not attack until they are confident that they have the upper hand; generally they like to slowly surround their prey in the shadows before launching an assault. Able to hold their breath for up to fifteen minutes like all lizardfolk, the vutha often set traps in the watery sections of the swamp they call home. Waiting for hours underwater, intermittently coming up for air until suddenly bursting from the swamp weapons swinging at the perfect moment. Artisans of the Underdark. Rarely do lizardfolk use weapons made of iron or steel, only ever if they find a blade of particularly good make on the body of an enemy may one be taken up. Instead, they opt to craft their weapons themselves from the land and the prey they take down. The vutha are no different, they often wield weapons carved from bone, and wear clothing made from the hides of their kills. Life in the Underdark has allowed the vutha to harvest some unique and rare materials from their prey. Often, they will wield clubs made from the hook of hook horrors, or arrows with barbed ends made from the tentacles of a grell. A favorite of the vutha is to attach the eye of an umber hulk to their spears, causing the target to become confused (if not immediately killed) and any other creature trying to aid it may become confused in the turmoil as well. Rarely, a particularly skilled vutha will be armed with a spore bomb harvested from the corpse of a myconid adult. Isolated Civilization. The vutha have no interests in the politics and power grabbing of other Underdark civilizations. Their only interest is survival. They do not settle close to other civilizations if they can avoid it, and if they must, they aim to keep their whereabouts a secret for as long as possible. Any stray scouts that find their way into their swamp tend not to find their way back out if they uncover signs of a lizardfolk community. That being said, it isn’t unheard of for the vutha to be hired as mercenaries if the situations fits. The head of a drow house may hire them to dispatch an unwanted rival, the attack can easily be made to look like the unfortunate drow wandered somewhere they shouldn’t and provoked the lizardfolk. As a result, the vutha can be used when a person or community wants to separate themselves from the deed they want performed, and leave little evidence of their involvement. However, seeking out the vutha in this way is dangerous in of itself. They are as likely to kill someone that wanders into their swamp unannounced as they are to listen to them, and if a deal can’t be met, then getting back out again can be just as tricky. The vutha don’t just work for anybody and they value strength highly. They will often ask a potential employer to prove their strength in some way before agreeing to a deal. This could be a duel with one of the clan's greatest warriors, or joining them on a hunting trip to take down some unusually large prey. The vutha don’t work for free and they have no use for money or political power at home in their swamps. Instead they lust after practical things; a collection of well-made weapons, tools to help their survival and improve their livelihood, or information on good hunting grounds. Because of this, each deal with the vutha is unique and varies wildly in cost for the employer. Lizardfolk Vutha Skirmisher Masters of the terrain, vutha skirmishers are specialized in hunting in the Underdark and are often the best warriors the clan has to offer. They wield the weapons crafted from prey the clan has brought down to enhance their surprise attacks. Vutha hunting parties tend to be made up of four or five skirmishers that can spend days stalking prey in their hunting grounds before returning with a kill. 157


Lizardfolk Vutha Skirmisher Medium Humanoid (Lizardfolk), Neutral Armor Class 15 (natural armor) Hit Points 39 (6d8 + 12) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 7 (-2) 12 (+1) 7 (-2) Skills Athletics +5, Perception +3, Stealth +4, Survival +3 Senses passive Perception 13 Languages Draconic Challenge 2 (450 XP) aaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) if used with two hands, or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Crafted Weapons. The lizardfolk has one of the following weapons/ammo: Hook Horror Greatclub. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the Lizardfolk can drag the target 5 ft in any direction. Grell Barbed Arrow (3/Day). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 7 (1d10 + 2) piercing damage , and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Umber Hulk Javelin (1/Day). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage or Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. When a creature starts its turn within 15 feet of a thrown umber hulk javelin and is able to see it, they must make a DC 13 Charisma saving throw. On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. Spore Bomb (1/day). The lizardfolk throws a bomb up to 20 ft. that explodes in a 10-foot-radius sphere. Each creature within the radius must make a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. 158


Luminescent Bloom Not all aberrations are so fleshy and organic as aboleths or mind flayers—nor is their evil always so easily recognizable. In the deepest caves of the Underdark, one can find a type of aberration that would look more at home on the Plane of Earth—a massive crystalline tower, slowly growing, spreading, and overtaking the world around it. These gemstone horrors are not easily recognized as alive, but the minds that lurk within them are incredibly dangerous. Hostile Terraforming. Luminescent blooms spread from a portion of the Far Realm that is entirely devoid of organic life. It is a realm of orderly crystal structures interlaced with rampant psychic energy. When a luminescent bloom appears outside of its own world, it immediately tries to make its new surroundings familiar, creating powerful illusions of its home dimension and growing more crystals in a form similar to its own. Over time, the bloom will bring through more of its kind, overtaking entire caverns; or, left unchecked, even entire cities. Alien Minds. Luminescent blooms communicate telepathically with creatures around them, or even at a distance, but such communication is often overwhelming. It is theorized that the blooms are not independent creatures in their own right. Rather, the realm that spawns them is so full of psychic energy as to be a sapient, thinking environment— the blooms are merely extensions of its will, attempts to make other planes more like itself. Thus, to communicate telepathically with a bloom is to psychically connect to an impossibly vast mind—like trying to hold a conversation with the ocean. Worshipful Unreality. The blooms are masters of illusion and mind control. Though they focus primarily on altering the nature of the world, luminescent blooms have been found to take a strange delight in breaking the minds of creatures that encounter them. Through psychic and magical barrage, the blooms will render creatures unable to tell the difference between reality and the bloom’s illusions. When nothing seems real and the bloom’s victim is used to being directly mind controlled as often as not, the bloom will offer it a single concrete lifeline to latch onto: becoming a loyal servant worshipping the aberration as a deity. Crystal Fists Wonderous item, very rare These leather fingerless gloves have glowing purple crystals embedded in the back of the hands and across the knuckles. While wearing these gloves, your unarmed strikes are now considered magical weapon attacks and you have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with these weapons, you deal your normal unarmed strike damage and you deal an additional 5 (2d4) psychic damage. 159


Luminescent Bloom Gargantuan Aberration, Lawful Evil Armor Class 21 (natural armor) Hit Points 455 (26d20 + 182) Speed 0 ft. STR DEX CON INT WIS CHA 20 (+5) 2 (-4) 25 (+7) 29 (+9) 28 (+9) 29 (+9) Saving Throws Str +13, Dex +4, Int +17, Cha +17 Skills Arcana +25, Deception +17, Insight +17, Perception +17, Persuasion +25 Damage Resistances piercing, slashing Damage Immunities force, poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses truesight 30 ft., tremorsense 120 ft., passive Perception 27 Languages telepathy 120 ft. Challenge 26 (90,000 XP) aaaaaaaaaaaa Proficiency Bonus +8 Crystalline Growths. The bloom can create crystalline growths, which are duplicates of it except that they are Large, have only 100 hit points, and take no actions of their own. The bloom can see and communicate through the growths as if it occupies their space. In combat, roll initiative for each growth that already exists or is created. On a growth’s turn, the bloom’s mind occupies it, allowing the bloom to take an additional turn from the growth’s space. The bloom regains its spent legendary actions only on its own turn, not those of its growths. The growths crumble into harmless crystal shards 1 hour after they are created. Hive Mind. The bloom can concentrate on one additional spell at a time for each crystalline growth within 120 feet of it. Illumination. The bloom sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Legendary Resistance (3/day). If the bloom fails a saving throw, it can choose to succeed instead. Actions Multiattack. The bloom makes one Psychic Lance attack and casts one spell. Psychic Lance. Ranged Spell Attack: +17 to hit, range 120 ft., one creature. Hit: 42 (6d10 + 9) psychic damage, and the creature has disadvantage on Intelligence, Wisdom, and Charisma saving throws until the start of its next turn. Irradiate. The bloom flashes with sickening light. Each creature within 20 feet of it must make a DC 23 Constitution saving throw, taking 36 (8d8) radiant damage and gaining one level of exhaustion on a failed save, or taking half as much damage and suffering no other ill effects on a successful one. Spellcasting. The bloom casts one of the following spells, using Intelligence as its spellcasting ability (spell save DC 25). At Will: charm person, dream (as an action), hypnotic pattern, major image, mirage arcane (as an action), phantasmal killer 3/day: dimension door, dominate monster, hold monster, mental prison, scatter 2/day: plane shift, power word stun, teleport 1/day: psychic scream Spawn Growth (3/Short Rest). The bloom creates one Crystalline Growth at an unoccupied space within 120 feet of it. Petrify (Recharge 6). One creature the bloom is aware of within 120 feet of it must succeed on a DC 25 Constitution saving throw or be restrained as it begins to turn to crystal. A restrained creature must repeat its saving throw at the end of its next turn, freeing itself on a success or becoming petrified on a failure. If a creature is petrified in this way, a Crystalline Growth immediately appears in its space, and the petrification cannot be undone until the Growth is destroyed. Legendary Actions: The bloom can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The bloom regains spent legendary actions at the start of its turn. Shift. The bloom switches places with one Crystalline Growth within 120 feet of it. Lance (Costs 2 Actions). The bloom makes one Psychic Lance attack. Expand (Costs 3 Actions). The bloom uses its Spawn Growth. 160


Maerfolk Thousands of years ago, there was a group of merfolk who split from the surface ocean kingdoms and delved deep through ocean caverns into the Underdark oceans and lakes. This small group of merfolk encountered a sapphire dragon who made his home in the Underdark named Aneg’Izzait. Aneg’Izzait experimented on them and transformed them into draconic half-merfolk. The sapphire dragon, Aneg'Izzait, promised the wayward merfolk the safety of his protection and help in creating a new settlement in the very deep lake within his territorial lair. After several generations of experimentation and slavery, they revolted against Aneg’Izzait and slew him. They now call themselves Maerfolk. Their grievances with the surface merfolk have long been forgotten. Maerfolk now choose to form their own kingdoms in the oceans of the Underdark. While the average maerfolk tends to be a bit more ruthless and evil compared to their surface cousins, this is an element of the draconic bloodline that runs through them, and they strive to change those tendencies in themselves. Draconic Traits. The maerfolk have several traits they inherited from Aneg'Izzait and his experiments. Most common among these traits are the ability to breathe fire and resistance to magic. Isolated Society. Maerfolk are extremely careful when dealing with other peoples of the Underdark. Whether they are mistrustful or just secretive, maerfolk have chosen to protect their underwater city by not allowing visitors to come to their city. Aneg'Izzait's Lair. The former master of the maerfolk made his lair deep in the Underdark in a large cavern with a deep lake and a rocky island. After the maerfolk killed Aneg'Izzait, to protect the privacy of their underwater city, they built a small outpost on the island and a ferry to the nearest shore. When others visit their lake cavern, they ferry them to the island where they have built an inn and trading post. Caste System. The society of the maerfolk is highly rigid and regulated. There are three separate castes within their social system, but within each of these are subcastes. The maerfolk sorcerers create magical enchantments and items, rule their city, and lead their armies. Maerfolk soldiers protect their city, write and enforce the laws, and lead expeditions through the deep rivers below the lake. The largest caste in their caste system is the commoner class. The common maerfolk does everything else that is needed by their society. Luckily, the maerfolk caste system has no undesirable caste or jobs that are looked down upon. They have no untouchables or dirty careers within their society. Also, while most maerchildren are trained to replace their parents, when a maerchild is born with the gift of magic, they are always                                                  given the opportunity to train as a                                                  sorcerer. 161


Maerfolk Commoner Medium Humanoid, Neutral Armor Class 13 (natural armor) Hit Points 39 (6d8 + 12) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 14 (+2) 12 (+1) 12 (+1) 13 (+1) Skills Perception +3 Damage Resistances thunder Senses darkvision 60 ft., passive Perception 13 Languages Aquan, Common, Draconic Challenge 1/4 (50 XP) aaaaaaaaaaa Proficiency Bonus +2 Amphibious. The maerfolk can breathe air and water. Actions Spear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage, or Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Maerfolk Soldier Medium Humanoid, Neutral Armor Class 15 (studded leather) Hit Points 45 (6d8 + 18) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 16 (+3) 11 (+0) 14 (+2) 11 (+0) Skills Perception +4 Damage Resistances thunder Senses darkvision 60 ft., passive Perception 14 Languages Aquan, Common, Draconic Challenge 2 (450 XP) aaaaaaaaaaa Proficiency Bonus +2 Amphibious. The maerfolk can breathe air and water. Actions Multiattack. The maerfolk makes two Spear attacks. Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Debilitating Breath (Recharge 5-6). The maerfolk exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) thunder damage on a failed save, or half as much damage on a successful one. Maerfolk Sorcerer Medium Humanoid, Neutral Armor Class 13 (16 with mage armor) Hit Points 88 (16d8 + 16) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 19 (+4) Skills Perception +5 Damage Resistances thunder Senses darkvision 60 ft., passive Perception 15 Languages Aquan, Common, Draconic Challenge 6 (2,300 XP) aaaaaaaaaaa Proficiency Bonus +3 Amphibious. The maerfolk can breathe air and water. Actions Spellcasting. The maerfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks): At will: eldritch blast, detect magic, lightning lure, mage hand, shape water 3/day: mage armor, magic missile 2/day: fly, ice storm 1/day: cone of cold Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Debilitating Breath (Recharge 5-6). The maerfolk exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) thunder damage on a failed save, or half as much damage on a successful one. Bonus Actions Misty Step (3/day). The maerfolk can teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Reactions Shield (3/Day). When the maerfolk is hit by an attack roll, it can increase its AC by 3 and gaining immunity to magic missile until it's next turn, potentially causing it to miss. 162


Marshmaw A terrifying swamp predator that resembles a cross between a venomous serpent and a massive finned lizard, the marshmaw prefers to hunt in areas of deep, murky water with easily accessible shores. Its venom has transmutation properties, mutating its victims so they breathe water instead of air, and is prized by wizards and artificers as an ingredient in certain potions… and by assassins, for certain poisons. They all tend to pay very well if anyone is brave enough to attempt the difficult task of collecting marshmaw venom. Waterbound. Marshmaws are most at home underwater. They have the lung capacity to maintain a supply of oxygen while on land for a time, but if not frequently submerged, their skin will dry and they’ll begin to suffocate. This is, really, a blessing for everybody— it means the marshmaw prefers to use its venom to force its prey into the water with it, instead of simply traveling somewhere dry and forcing it to suffocate. Of course, the marshmaw excels at hunting underwater, and the venom doesn’t grant any additional swimming ability, so anyone forced into the beast’s preferred hunting ground will likely be disoriented and summarily devoured. The marshmaw thus prefers hunting non-aquatic creatures— birds, rodents, wayward travelers, and the like. Doting Guardians. Contrary to what one might expect from their disturbing hunting tactics and appearance, marshmaws appear to mate for life, and mated pairs will raise multiple clutches of children to adulthood. This appears to be out of necessity—it can take a marshmaw over a decade to grow to full size, and in their young state they’re significantly more vulnerable to other predators. The bonded pairs are necessary, as it allows one of the creatures to hunt for food while the other defends and nurtures the young. Said young are kept underground until they’re at least a year old, in burrows dug into the bottom of lake beds and other watery areas. Marshmoccs Wondrous item, rare (required attunement) These moccasins are made of the treated leathery skin of the marshmaws found in Underdark swamps by master duergar artificers. While wearing these moccasins, you can breathe underwater, and you have a swimming speed of 60 feet. You also can cast the shape water cantrip while attuned to these moccasins. Additionally, while attuned to these moccasins, you can cast the spell tidal wave once per day with a DC 14 Dexterity saving throw. 163


Marshmaw Huge Monstrosity, Unaligned Armor Class 13 (natural armor) Hit Points 178 (17d12 + 68) Speed 20 ft., swim 60 ft., burrow 30 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 19 (+4) 3 (-4) 15 (+2) 6 (-2) Skills Stealth +8, Perception +5 Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 15 Languages — Challenge 8 (3,900 XP) aaaaaaaaa Proficiency Bonus +3 Transformative Venom. A creature that is subjected to the marshmaw’s venom physically transforms, growing gills. Creatures transformed this way can only breathe water, not air, and begin to suffocate if they do not submerge. This transformation lasts for 1 hour, unless removed early by the lesser restoration spell or similar magic. Underwater Predator. The marshmaw has advantage on Dexterity (Stealth) checks made to hide underwater. Water-Bound. The marshmaw primarily breathes water and needs to be frequently submerged. It can spend up to an hour on land without suffocating. Actions Multiattack. The marshmaw makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be subjected to the marshmaw’s Transformative Venom. Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. Venom Spit. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: The creature must succeed on a DC 15 Constitution saving throw or be subjected to the marshmaw’s Transformative Venom. Bonus Actions Watery Escape. The marshmaw takes the disengage or hide action. It cannot do so unless it is underwater. Marshmaw Juvenile Medium Monstrosity, Unaligned Armor Class 11 (natural armor) Hit Points 58 (9d8 + 18) Speed 10 ft., swim 30 ft., burrow 15 ft. STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +2 Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) aaaaaaaaaaaa Proficiency Bonus +2 Transformative Venom. A creature that is subjected to the marshmaw’s venom physically transforms, growing gills. Creatures transformed this way can only breathe water, not air, and begin to suffocate if they do not submerge. This transformation lasts for 1 minute, unless removed early by the lesser restoration spell or similar magic. Underwater Predator. The marshmaw has advantage on Dexterity (Stealth) checks made to hide underwater. Water-Bound. The marshmaw primarily breathes water and needs to be frequently submerged. It can spend up to an hour on land without suffocating. Actions Multiattack. The marshmaw makes two attacks: one with its Bite and one with its Tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be subjected to the marshmaw’s Transformative Venom. Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. Bonus Actions Watery Escape. The marshmaw takes the disengage or hide action. It cannot do so unless it is underwater. 164


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Mei Lee, Ghostslayer At first, Mei Lee appears to be little more than a young strange wanderer, her face shrouded by a wide brimmed hat. But underneath her long, flowing robes and calm, measured demeanor lies the fiery soul of a warrior. Mei Lee was born to a minor noble family in the harsh land of Rashemen, far to the east of Faerun. From an early age, she showed great prowess with both blades and books. Her parents quickly pushed her on the path to becoming part of the Wyclaran: a powerful group of female mages who are the dominant political and military power in Rashemen. After being accepted into the Wyclaran, Mei learned the secrets of alchemy and herbalism. While she had little talent for magic, the Wyclaran helped her unlock latent psionic powers and she began to have prophetic dreams. In her dreams, Mei saw her father’s death. She begged the Wyclaran to send aid, but they refused. So, Mei ran away and returned to her family’s estate. But she was too late, her father had been murdered by a rival family and his ghostly spirit haunted the manor, unable to rest. Mei used her alchemical knowledge to develop special toxins and poisons to help her slay her father’s ghost, so he could finally rest. After freeing her father, Mei left Rashemen and began using her knowledge to help free other spirits after Faerun. She has descended down in the Underdark seeking help from Phitra Lightbrand. Bonds and Flaws. Mei loves the memories and stories of her father and ancestors and will not do anything that dishonors their memory. She holds a deep belief that undeath is a prison and ghost-hood is a curse. She seeks to free all the unfortunate souls that have been chained between the planes, stuck in the Material Plane and Ethereal. Mei believes all undeath, and all undead, are evil and will give no mercy to any necromancer, even if they use their magic for good. Mei Lee, Ghostslayer Medium Humanoid (Kalashtar), Lawful Neutral Armor Class 15 (studded leather) Hit Points 70 (14d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 15 (+2) 18 (+4) 8 (-1) Saving Throws Dex +5, Int +4 Skills Arcana +4, History +4, Investigation +6, Perception +6, Stealth +7, Survival +6 Damage Resistances psychic Senses darkvision 60 ft., passive Perception 16 Languages Common, Dwarvish, Undercommon Challenge 3 (700 XP) aaaaaaaaaaaaaaaaaa Proficiency Bonus +2 Dual Mind. Mei has advantage on Wisdom saving throws. Severed from Dreams. Mei is immune to magical spells or effects that require her to dream, such as the dream spell. Mind Link. Mei can speak telepathically to any creature within 60 feet of her as long as that creature can understand at least one language. Ethereal Sight. Mei can see into the Ethereal Plane within 60 feet of her. Actions Multiattack. Mei makes two Ghostfire Blade attacks or two Spirit-Dipped Dart attacks. Ghostfire Blade. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) magical slashing damage. Once per turn, Mei when hits a creature, she can choose one of the following effects: The creature must succeed on a DC 13 Charisma saving throw or be engulfed in magical flames. The creature takes 7 (2d6) fire damage at the beginning of each of its turns. The flames burn even underwater and the damage ignores resistances and immunities. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The creature must succeed on a DC 13 Wisdom saving throw or be cursed for one minute. While cursed this way the creature must roll and subtract 1d4 from its attack rolls. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The creature must succeed on a DC 13 Intelligence saving throw or be affected by short term madness. The effect lasts for one minute, and the creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Spirit-Dipped Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage plus 5 (2d4) poison damage. Spirits or creatures with the Incorporeal trait are not resistant or immune to damage dealt by these darts. Bonus Actions Nimble Action. Mei can take the Dash or Disengage actions as bonus actions. 166


Melee Swarm Melee swarms are conglomerations of animated weapons that no longer follow the commands of their creators. The magic that created them has been corrupted by mysteries of the Underdark such as the demonic Faerzress. These swarm constructs seem to just wander tunnels below ground, attacking creatures that they encounter. They occssionally settle to the ground after long periods of travel. They can be deadliest in these situations because they are often mistaken for discarded weaponry. Constructed Nature. The magic that animates a melee swarm is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone. A melee swarm floats through the air like an angry swarm of insects, fighting with the confidence of a warrior that can't be injured. These swarms are composed of various groupings of melee weapons, usually of the martial variety. Weapon Eater. As a means to maintain its form, the melee swarm seeks out loose melee weapons to replace damaged weapons, adding them to itself which revitalizes the swarm. An injured melee swarm might intrude upon a camp of warriors just to obtain weapons that are strewn around. Because of this, melee swarms are commonly called Weapon Eaters. Melee Swarm Medium Swarm of Tiny Constructs (Melee Weapons), Chaotic Neutral Armor Class 18 (natural armor) Hit Points 65 (10d8 + 20) Speed 0 ft., fly 90 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 15 (+2) 1 (-5) 8 (-1) 1 (-5) Saving Throws Con +5, Dex +5 Damage Resistance poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons Condition Immunities blinded, charmed, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 90 ft. (blind beyond this radius), passive Perception 9 Languages — Challenge 5 (1,800 XP) aaaaaaaaaaa Proficiency Bonus +3 Antimagic Susceptibility. The swarm is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the swarm must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. Constructed Nature. The swarm doesn't require air, food, drink, or sleep. False Appearance. While the swarm remains motionless and isn't flying, it is indistinguishable from a pile of melee weapons. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any Tiny opening. The swarm can't regain hit points or gain temporary hit points except by the Weapon Eat trait. Weapon Eat. If the swarm moves through a space that contains an unsecured melee weapon, the weapon becomes a part of the swarm healing the swarm 1d8 hit points per weapon consumed in this way. Actions Multiattack. The swarm can make two attacks with its Weapon Flurry if it has more than half HP. Weapon Flurry Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (1d8 + 3) piercing damage plus 7 (1d8 + 3) slashing damage. 167


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Memanak Sometimes before an illithid tadpole can go through ceremorphosis, there is a great danger to the elder brain. To protect the batch of tadpoles, it will mutate a few to act as defenders if no Illithid can make it in time. This forces the tadpole through rapid growth - gaining a carapace, claws, and a veracious hunger that merely brains cannot satisfy. Once they have become a memanak, they can no longer serve their original function, so once the elder brain is no longer in danger, they are often cut off and banished. They will tend to gravitate to moist areas, especially those areas with any kind of water source or pool for them to hide in. As a defense mechanism, they will also tend to congregate together in pods of 5 to 7. Since they tend to strip the flesh off of prey with sharp teeth like extensions on their tentacles the shorelines of any body of water they call home is littered with bones. Illithid Ancestry. They still retain the original goals of their illithid origins despite having freedom from an elder brain. Often, they will watch for what illithids in the area are doing and attempt to help by attacking for them or acting to protect them. However, since they are no longer connected, they are often shunned and run off after the fighting has died down. Rolling Movement. To travel long distances or to get away from danger quickly, the memanak can roll into an armored ball. The spikes along it allow it to grip onto surfaces and even climb walls. Often, they will roll into a fight at full speed slamming into unsuspecting prey before springing up to snap claws and tear flesh. Memanak Medium Aberration, Lawful Evil Armor Class 16 (natural armor) Hit Points 130 (20d8 + 40) Speed 35 ft., swim 35 ft. STR DEX CON INT WIS CHA 18 (+4) 21 (+5) 15 (+2) 18 (+4) 15 (+2) 9 (-1) Saving Throws Str +8, Dex +9 Skills Acrobatics +9, Perception +6 Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks Damage Immunities force, psychic Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Undercommon, telepathy 1 mile Challenge 11 (7,200 XP) aaaaaaaaaaaaaa Proficiency Bonus +4 Camouflage. While the memanak remains motionless in the water, it resembles a natural formation or a pile of detritus. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check. Magic Resistance. The memanak has advantage on saving throws against spells and other magical effects. Mind Spikes (2/day). The first time the memanak hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target. Elder Brain’s Blessing. When the memanak reduces an enemy to 0 hit points, the memanak gains 10 temporary hit points. Actions Multiattack. The memanak makes three attacks, only one of which can be a Bite. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the memanak, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the memanak regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 15). The memanak has two claws, each of which can grapple only one target. Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. The target must make a DC 15 Strength saving throw or become prone. Spellcasting. The memanak casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks): At will: detect thoughts, levitate 3/day each: dominate monster, blur 1/day each: confusion, dominate person, plane shift Mind Blast (Recharge 5–6). The memanak magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Actions Armored Roll. The memanak rolls into an armored ball increasing its AC by 3 and doubling its speed. It unrolls at the start of its next turn or may use an additional bonus action to maintain it. While in this state it can only do its slam attack. Reactions Magic Shield (3/day). The memank encases itself in a shimmering shield of energy which blocks all uses of magic missile and adds +5 to it's AC until the start of it's next turn. 169


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Meret the Rogue Meret the Rogue is an urbanized forest gnome who has made a comfortable life for herself in the Underdark. She is an organized thief and deadly assassin when required. She does not consider herself evil or particularly good and is certainly self-centered. Meret rarely does anything that does not benefit Meret. She does, however, have a soft spot for small animals and is rarely found without her pet rat, Mustard, hanging about. The middle child of a large family, Meret’s parents ran a rabbit farm for their pelts and meat. The young Meret made friends with the livestock and continually interfered with the business, setting the animals free after naming them and the like. She learned to sneak them away into animal burrows and learned to navigate the tight, dark world away from the bright, noisy farm above. What was cute when she was a toddler became untenable when she was a teenager, so the budding vegetarian was sent packing by her pragmatic father. She has never looked back. Meret prefers to work by herself, for herself, but she is an experienced adventurer and a mercenary when the enticement is attractive enough. Equally at home in the wilderness and in the tight squeezes of the Underdark, this 39-year-old rogue will make short work of one if they are not on her side in a fight. Plot Hook. Meret can be a great companion or quest-giver for groups of players going into the Underdark. For instance, perhaps Meret is currently seeking help from other adventurers to avenge the death of one of her animal friends that was killed by a Marshmaw in an Underdark swamp. Ring of the Spelunker Ring, rare This mysterious yellow gem is set in a rough copper setting that has begun to slowly turn the brassy-colored copper a tarnished green color. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast the detect magic spell from it. Additionally, while detect magic is active using the ring, you automatically spot traps and hazards within the same area the spell effects. Meret the Rogue Small Humanoid (Gnome), Neutral Armor Class 17 (mithral shirt) Hit Points 60 (11d6 + 22) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 15 (+2) 10 (+0) 11 (+0) Saving Throws Con +5, Cha +3 Skills Acrobatics +7, Investigation +5, Perception +3, Stealth +7 Senses darkvision 60 ft., passive Perception 13 Languages Common, Gnomish, Thieves' Cant Challenge 5 (1,800 XP) aaaaaaaaaaaaa Proficiency Bonus +3 Silent But Deadly. Meret has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Any hit she scores against a creature that is surprised is a critical hit. Gnome Cunning. Meret has advantage on Intelligence, Wisdom, and Charisma saving throws against magic. Cunning Action. Meret can use a bonus action to Dash, Disengage, or Hide. Sneak Attack (1/turn). Meret deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of her allies that isn't incapacitated and Meret doesn't have disadvantage on the attack roll. Speak with Small Beasts. Through sounds and gestures, Meret can communicate simple ideas with Small or smaller beasts. Actions Multiattack. Meret makes two ranged attacks or two melee attacks. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 171


Milach’iji Often found near sources of water and food in the Underdark, these lizard-like beasts with sword-like bone protrusions that grow from their hands are stealthy monsters. Though they walk upright like humanoids, these monstrous beings are more beast-like than humanoid. Pack Hunters. Milach’iji are often found in small packs and are known to employ stealth and approach their prey from multiple vectors to achieve strategic advantage. Savage Predators. Though they hunt with strategy and stealth, once the kill has been made, milach’iji are known to start feeding voraciously, often ignoring other nearby prey in favor of the fresh meat in front of them. Milach'iji Small Monstrosity, Unaligned Armor Class 15 (natural armor) Hit Points 18 (4d6 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 7 (-2) 13 (+1) 5 (-3) Skills Perception +3 Damage Resistances acid, fire, poison, psychic Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP) aaaaaaaaaaa Proficiency Bonus +2 Pack Tactics. The milach'iji has advantage on an attack roll against a creature if at least one of the milach'iji's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The milach'iji makes two Swordfist attacks. Swordfist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Bonus Actions Aggressive. As a bonus action, the milach'iji can move up to its speed towards a hostile creature it can see. 172


Mind Flayer Dominator Illithids have a great disdain for getting their hands dirty, relying on mind-controlled slaves, known as thralls, to perform menial tasks. Whilst the mental domination of most mind flayers is temporary, a significant number have mastered stripping most of the higher order brain functions from a sentient creature, leaving their minds malleable and open to suggestion. A few mind flayers, known as dominators, have developed such an expertise in neural manipulation that they can even leave the skillsets of the subject intact, resulting in thralls that retain their abilities, even magical ones. Expert Puppeteers. Mind flayer dominators often seek out thralls with exceptional skill sets, ones they can use to advance the schemes of their colony. They venture close to areas of civilization, often concocting sinister plots to take control of entire communities, or even cities. And if a few talented but inexperienced adventurers were to begin stumbling around investigating, they would make exquisite thralls indeed. Mind Flayer Dominator Medium Aberration, Neutral Evil Armor Class 15 (breastplate) Hit Points 71 (13d8 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) Saving Throws Int +7, Wis +6, Cha +6 Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 7 (2,900 XP) aaaaaaaaaaaa Proficiency Bonus +3 Magic Resistance. The mind flayerhas advantage on saving throws against spells and other magical effects. Prowess Thief. When the mind flayer reduces a creature to 0 hit points by dealing psychic damage to it, the creature is unconscious and stable. Actions Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain. Mind Blast (Recharge 5-6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enslave Thrall. The mind flayer attempts to subjugate an incapacitated creature it has grappled with its tentacles. The creature must succeed on a DC 15 Wisdom saving throw or become magically controlled by the mind flayer until the mind flayer dies or is more than 1 mile away from the creature. The creature is affected as though it were under the effects of the dominate monster spell. Thralls usually have a vacant expression, repeat disturbing phrases and move in an awkward, marionette-like fashion. When the mind flayer dies, its thralls descend into a catatonic state that can only be cured by a greater restoration spell or similar magic. Spellcasting. The mind flayer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: detect thoughts, levitate 1/day each: dominate monster, plane shift Reactions Twist the Mind. When a creature within 120 ft. of the mind flayer targets it with an attack or spell, the mind flayer can force the creature to succeed on a wisdom saving throw or be charmed by the mind flayer until the end of the turn and be forced to target a creature of the mind flayer's choice with the attack or spell, or to waste the attack or spell. 173


Monocle Spider "The bridge gave way beneath us and we fell into the inky abyss certain we would die on the rocks but the webs caught us, oh the webs, those horrible strands. Do you know what they do? The eyes? Do you know? They whisper to you as you die. You can hear them as the eyes close in!"                                                   - A beggar in the Dock Ward There are, of course, spiders in the depths of the Underdark. Webs are quite common and foul spiders hunt their prey there. Nothing quite like the monocle spider is found anywhere outside the Underdark. They are prolific with their webs, and the darn things are strong too, great gobs of web that make it near impossible to do anything but cut or burn them out of the way. But beware the monocle. Pairs of Eyes. The monocle spider mates for life and often you will find two monocles together in a web. They hunt and feed as a pair. Endless Webbing. It's impossible to imagine the span of the web and sheer volume of space a pair of monocle spiders can fill with webbing. How all of this comes out of these small creatures is a bit of a mystery for certain, but the web is strong and makes any passage, cliff face, or chamber nearly impassable (see Dungeon Masters Guide pg105 Webs). Staring into Doom. The monocle spider has a truly horrifying feeding process. Once prey is caught in its webbing, a beam of sickly gray gloom emanates from its eye and slowly draws out a creature's energy and vitality. Once the prey has succumbed to the ray, the monocle wraps up the remains and uses the body as another anchor point for its growing network of webs. The monocle's webs serve another purpose besides capturing prey. The webs provide a very sensitive network of detection for the monocle. Often, the monocle will string very thin strands a long way down a corridor or hang fine threads of silk down from above creating an alarm system to detect movement, danger, or prey. Monocle spiders are incredibly intelligent creatures and capable of telepathic communication. So sophisticated is the monocle's network of webbing, that combined with telepathy, these creatures have become occasional allies of Underdark     creatures. The drow, for example, have made pacts with         them using them for deep spying systems in the caverns. Monocle Spider Small Monstrosity, Unaligned Armor Class 17 (natural armor) Hit Points 88 (16d6 + 32) Speed 60 ft., climb 60 ft. STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 15 (+2) 20 (+5) 16 (+3) 9 (-1) Skills Stealth +8 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed Senses darkvision 120 ft., passive Perception 13 Languages telepathy 30 ft. Challenge 5 (1,800 XP)aaaaaaaaaaProficiency Bonus: +3 Web Sense. While in contact with a web, the monocle spider knows the exact location of any other creature in contact with the same web. Web Walker The monocle spider ignores movement restrictions caused by webbing. Regeneration. The monocle spider regains 5 hit points at the start of its turn if it has at least 1 hit point and as long as it has hit one creature with an Exhaustion Ray. Actions Exhaustion Ray. The monocle spider shoots a ray from its eye choosing one target it can see within 120 feet of it. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Failing the save grants the target one level of exhaustion. Web (Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 174


Nagpa Coven Leader Nagpa are ancient and terrible spellcasters, cursed by the Raven Queen for interfering in the affairs of the gods and were cursed to become hideous monstrous creatures, humanoid vultures of which all would look upon and shrink away from. These 13 wizards have remained alive to this day; their power and ability providing them a longevity that is only fueled by the malevolence that true ancient beings begin to develop. Nagpas plot and seek out means of bringing about terrible calamitous events, intent on bringing their hatred upon the world as petty revenge for those who smote them for their hubris. More than anything, nagpas fear the attentions of the Raven Queen and her agents. They plot and conspire amongst themselves to ensure that such attention never falls upon them again and when they are unfortunate enough to find themselves confronted by such a champion, these proud beings are cunning enough to feign all manner of compliance. Master of Equals. As nagpa are all equals in power and capability, the current coven leader is elected from amongst the 13 based upon the efficacy of their plotting and the viability of the plan they offer to increase the power of all. Coven leaders are elected to complete a singular goal, during which the other nagpa work absolutely to support the leader, ensuring the cooperation of one another for future endeavors. It is only during the pursuit of a coven leader's plan that the nagpa come together to work on an endeavor and once the current plot is finished and the spoils equally shared they retreat to their isolation again. Destructive Prowess. As with hags, tying their powers together and working in concert enables the nagpas to channel incredible destructive prowess, only infrequently has such a power been wielded, but on such occasions it has led to the destruction of entire empires. From these smoldering ruins the nagpas extract tremendous arcane lore, either from the remnants of artifacts and magical items or from the carefully preserved tomes and texts that such places often include. It is a peculiar quirk of the curse of the Raven Queen that the only way for the nagpas to learn comes from such calamities, but in doing so the Raven Queen has unleashed a terrible evil upon the world and its inhabitants. Lair Builders. Whilst working together, nagpas pour their prodigious intellects into the world around them, creating lairs that even liches would envy. These sanctuaries are wrapped in all manner of defensive magics, from protective abjuration wards to shielding from scrying and illusory magics, nagpas focus on ensuring that any who would stumble into their sanctum do so weakened and preferably willing to do anything to leave alive again. Nagpa Coven Leaders Lair A coven leader's lair always exists in an area of natural repulsion to the world around it; a sulfurous magma chimney choked with toxic air, a sea cave that floods with the high tide only to empty again at low tide taking with it the bodies of those exposed to the algae that coats the slick walls, or labyrinthine crystal caves with so much humidity that those foolish enough to search it begin to drown in the air. These initial challenges keep the majority of monstrous and mortal creatures away but they make up only the most basic of defenses that a nagpa coven leader will employ. Potent, but subtle abjurative wards placed in the surrounding area give those who would venture there the impression of repulsion and malaise towards the possible adventure. It is not uncommon for those that seek nagpa to be undone by the antipathy these runes provide, simply losing interest in the pursuit of their foe. Those that persevere find themselves faced with empty chambers with nothing but the inhospitable environs worthy of their struggles. At the end of a perilous natural journey, there is no treasure nor monstrous defenders to overcome, simply an absence of anything that would attract the attention of those who see such places as a challenge. 175


All the while the nagpa watch those who would dare tread their sanctuaries, keeping a careful eye on those who would suspect that such carefully constructed defenses are merely the outer layer of the lair and that beyond this guide there is much more. Those who find the carefully illusioned doors or secret portals to pass beyond and deeper within soon find themselves in mazes populated by despicable traps, hellish monstrosities captured and unleashed upon intruders by their nagpa overlords. Any who succeed in making it to the inner sanctum do so severely depleted and without means to recuperate for even a moment. Inside they see the disordered chaos of potent magic users. Scrolls, tomes, and manuscripts of every language clutter up every flat surface, some moldering from age and the weight of other reading material upon them. Alchemical supplies and other magical accouterments float suspended in mid-air for the nagpa’s attention that might never return to them. Everywhere ambient magic suffuses the very furniture or items left behind which appear to live, watching the would-be heroes or thieves like well-trained guard dogs, waiting for their master's approval to pounce. At the very center the nagpa wait, malicious and malevolent, but brilliant with their malignity. Even the stoutest of hearts can be corrupted by the nagpa’s offers of entreaties. Those that accept seldom leave the nagpa’s service, those who refuse seldom do anything again. Lair Actions (Outer Layer) The outer layers of the lair possesses potent ambient magical and natural defenses. A nagpa coven leader's lair may have three outer layers from the following list for a party to face before traveling inwards further. Each point in this section takes eight hours of travel time unless otherwise stated. Naturally Inhospitable. The nagpa’s lair is surrounded by a completely natural environmental threat. These threats require a series of DC 20 Wisdom (Survival) checks to overcome (equivalent to one per adventurer). Each natural anathema should be themed with the surrounding environment such as a difficult and lengthy climb for a mountain lair, a tremulous swim for a sea cave, etc. At a single point of its choosing, the nagpa may have the situation take the worst possible turn for intruders; a rope might snap while supporting the group, the tide might suddenly turn, or a vicious cross wind may blow and threaten to snatch them from the ledge they currently cling to. If it does so, the party may make DC 20 Insight check to identify that such an occurrence was not natural. Each time a creature casts a magic spell to overcome a natural anathema, the nagpa may choose to counterspell or cast dispel magic upon it without any of the requirements. This lair action may be taken multiple times. Toxic Environs. Some bizarre quirk of chemistry or biology has left a portion of the outer layer lethal to those attempting to pass through it. The humidity in the very air threatens to drown adventurers or a combination of substances releases invisible toxic gasses. Toxic algae or leeching poisons that soak into the skin with a touch coat every surface challenging those to travel further. When adventurers reach this layer, each must make a DC 20 Constitution saving throw. On a failed save the creature is reduced to half its hit points and must retreat from the layer. If a creature fails by 5 or more, it is dead. This layer costs two of the nagpa’s outer layer points. Labyrinthine Tunnels. The nagpa’s lair contains miles of labyrinthine tunnels that are nearly impossible to navigate, patches of ambient magic twist the senses so completely that each twist and turn seems to completely obliterate the sense of direction. Each creature exposed to this layer must make a DC 20 Wisdom saving throw or become lost and separated from any companions it traveled with. Whilst lost, a creature spends 1d4 days within the labyrinth before arriving at the entrance they entered from again. Magically Inert. Some quirk of the weave, naturally occurring material or fallout from a natural disaster, have left this area totally, magically inert. While traveling through this section, magic fails those that wield it. Any time a creature casts a spell whilst within this section, it must make a DC 20 Arcana check. On a failed check, the spell fails and the spell slot is lost. On a success, the creature must spend twice as many spell slots to cast the spell, as they force extra magic from themselves in order to achieve the effect. Trapped Entrance. Rather than a natural progression to the nagpa’s lair, this layer's exit is a naturally occurring trap such as quicksand or a magma lake. Adventurers must make a DC 20 Intelligence (Investigation) check to identify the exit to the deeper layer for what it is. To progress further, the adventurers must intentionally pass through this trap taking 10d6 damage of an appropriate type before reaching the next layer of the lair. Any magics cast to overcome this threat alert the nagpa immediately to the location of each of the intruders. 176


Lair Actions (Inner Layer) The potent magical capabilities of the nagpa have been reserved and focused for these internal layers. When creating a nagpa coven leader's lair, assign it three points for the defenses located within here: Teleportation Rune. The floor of this room/section of lair is covered in a wide variety of arcane sigils, DC 20 Wisdom (Perception) to notice. When a creature passes through the opening of this location, it activates the runes located within and each creature must make a DC 20 Dexterity saving throw followed by a DC 20 Wisdom saving throw. If a creature fails the Dexterity saving throw, it is teleported to the mouth of the lair. If it fails the save by 5 or more, it is teleported to the nearest safe space within 1 mile of the lair instead. If the creature fails the Wisdom saving throw, all memory from the past 24 hours is erased. If the creature fails by 5 or more, all memory of the nagpa is erased instead. This layer costs two lair points. Dangerous Defenders. The nagpa have had plenty of time to recruit, ensorcell, or entrap monsters and other creatures to defend their lair for them. For each point spent on this layer, the party has an encounter with a total CR not exceeding the nagpa coven leader's own and no single creature exceeding CR 12. Agonizing Spell Rune. A subtle rune guards a natural choke point that the party must advance through to keep moving forward. A DC 20 Intelligence (Investigation) check reveals the rune. The rune is a glyph of warding acting as a spell rune and contains one spell from the nagpa coven leader's spell list cast at the highest slot available to it. For example the spell circle of death cast at 8th level. This lair action may be taken multiple times. Possessing Mirrors. The walls of this section of the lair are polished and reflective. Hidden within these mirrors are possessing spirits trapped by the nagpa and bound to a single purpose, the possession of any creature that looks into one of the "mirrors". One ghost per two adventurers is contained within the mirrored surface. The ghost begins combat by possessing a creature per its possession ability with the following changes:      ● A creature looking into the mirrored surface has disadvantage on the saving throw to resist the ghost's possession ability.      ● The DC to resist the possession is increased to 20.      ● If the ghost fails to possess a creature, is forced out (either by the body reaching 0 hit points or an effect such as dispel evil and good), it reappears within the mirrored surface, hidden as a reflection of one of the group, (DC 20 Intelligence (Investigation) check to spot. The walls count as magical items and as such cannot be destroyed, but the effect can be disrupted by obscuring the surface in some way. Ensorcelled Treasure. A hoard of wealth is revealed in front of the adventurers. Wealth and powerful items beyond imagining line the floors and ceilings of the layer. Each creature must make a DC 20 Wisdom saving throw. A creature that fails this save becomes obsessed with the wealth represented and begins filling their pockets and their arms with items and valuables. A creature drops any equipped or held items in their haste to collect the wealth before them. The dropped items teleport away to the nagpa's central lair, a DC 20 Wisdom (perception) reveals this to any creature unaffected by the effect. A creature continues to load up on wealth and items until they become over encumbered and will refuse to continue moving forwards until they can return with more carrying potential. A calm emotions spell or other magical effect allows an afflicted creature to remake the saving throw against this effect, otherwise an affected creature continues to hold firm to their refusal for 24 hours, at which time the treasure becomes mundane and useless items, such as rocks or bones. Lair Actions (Combat) On initiative count 20 (losing initiative ties), the nagpa coven leader takes a lair action to cause one of the following effects; the nagpa can’t use the same effect two rounds in a row: Violent Tremors. The earth within the lair violently shakes and writhes. Each creature, other than the nagpa and its allies, must make a DC 20 Dexterity saving throw or be knocked prone and have its speed reduced to 0 until the end of its next turn. Drown the Weave. The nagpa floods the lair with the weave, drawing upon its reserves to bring forth its own magic whilst drowning all others. Any time a creature casts a spell whilst this lair action is active, it must make a DC 20 Intelligence (Arcana) check. On a failed check, the spell fails and the spell slot is lost. On a success, the creature must spend twice as many spell slots to cast the spell, as they force extra magic from themselves in order to achieve the effect. Environmental Shift. The lair's entrance shifts and vanishes, repositioning or sealing the room at the nagpa's design. Creatures within 5 feet of the entrance take 21 (6d6) force damage and are moved 5 feet in a direction of the nagpa's choice. Ambient Magics. The magics of the space contort and form one of the nagpa coven leaders at spells for it. The coven leader may cast one of its at will spells or a 4/day spell without losing a use. 177


Regional Effects The region containing a nagpa coven leader's lair is warped by the nagpa's magic, which creates one or more of the following effects: Locals and other creatures will notably avoid talking about the area that the nagpa occupies. When pressed, they become taciturn and unwilling to speak further on the topic, even going so far as to threaten violence if a person continues. Creatures have the unnatural sense of being observed at all times. These effects end immediately if the Nagpa coven leader is slain. Nagpa Coven Leader Medium Humanoid (Nagpa), Neutral Evil Armor Class 19 (natural armor) Hit Points 187 (34d8 + 34) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 12 (+1) 24 (+7) 22 (+6) 21 (+5) Saving Throws Int +13, Wis +12, Cha +11 Skills Arcana +13, Deception +11, History +13, Insight +12, Perception +12 Senses truesight 120 ft., passive Perception 22 Languages Common, plus up to five other languages Challenge 20 (25,000 XP)aaaaaaaaaaaa Proficiency Bonus: +6 Brilliant Mind. The nagpa coven leader may have two concentration spells active at the same time. When the nagpa is damaged, it must make a concentration check for each spell it is concentrating on but may add its proficiency to one of the saves. Legendary Resistance (3/day). If the nagpa fails a saving throw, it can choose to succeed instead. Spell Penetration. When the nagpa coven leader casts a spell and is interrupted by an enemy's counterspell, treat the spell’s level as 4 levels higher. Actions Multiattack. The nagpa makes two attacks: either one Staff attack and casts one at will Spell or casts two at will Spells. Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Spellcasting. The nagpa casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks): At will: chill touch, fire bolt, mage hand, minor illusion 4/day each: charm person, detect magic, hold person, protection from evil and good, witch bolt 3/day each: confusion, fireball, fly, wall of fire 2/day each: circle of death, disintegrate, etherealness 1/day each: feeblemind, imprisonment (as an action) Summon Brethren (Recharge 5-6). The nagpa coven leader summons its brethren to it to defend the lair and itself. 1d4 rounds after using this action, up to two other nagpa teleport into the lair. These reinforcements last for 1d6 rounds before teleporting back to their location. Bonus Actions Corruption. The nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa’s next turn. On a successful save, the target becomes immune to the nagpa’s corruption for the next 24 hours. Paralysis (Recharge 5-6). The nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect. Reactions Counterspell (2/day). The nagpa can react to another creature’s spellcasting as per the spell counterspell, cast at 6th level. Cunning Survivalist. If the nagpa reaches below 50 hit points, it instantly activates magical defenses it has prepared to protect its own life. Each creature within 30 feet of the nagpa coven leader must make a DC 20 Intelligence saving throw. On a failed save the creature is teleported 1d10 x 100 ft. in a random direction. If the creature would end up inside an object or another creature, it takes 49 (14d6) bludgeoning damage and appears in the nearest available space. The coven leader may then move up to its full movement speed without provoking attacks of opportunity. Magic Shield (Recharge 4-6). The nagpa encases itself in a shimmering shield of energy which blocks all uses of magic missile and adds +5 to it's AC until the start of it's next turn. 178


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Netherese Sorcerer Over one hundred years ago, the floating city of Thultanthar suddenly appeared over the desert of Anauroch, heralding the second Netherese Empire. But a century later, the empire had fallen again. Many of the Netherese fighitng against the Bedine tribes fled into the Underdark after Thultanthar's cataclysmic destruction. Most of them have scattered throughout the Underdark, seeking one another out and searching for powerful magic that might give rise to Netheril yet again. Strange Magics. Netherese practitioners of magic do not always conform to the usual practices of other humanoids. The netherese do not shy away from the strange arcane practices that are often frowned upon by others. Blood magic, sacrifices, necromancy, and even stranger things have been known to be studied and practiced by many of Netheril. Search for the Nether. Many of these survivors have begun searching the Underdark for some of the lost and stolen Nether Scrolls, for they believe that quite possibly that one or even several of the Golden Skins of the World Serpent may be in possession of the races of the Underdark. Ring of the Four Elements Ring, very rare (requires attunement) This simple platinum ring has swirls of gold around its outer edge, displaying a simple, yet beautiful ring of superior craftsmanship. You have resistance to cold, fire, lightning, and thunder damage while wearing this ring. Additionally, you gain the benefits of the Elemental Adept feat, but must choose from cold, fire, lightning, and thunder damage only. Netherese Sorcerer Medium Humanoid (Any), Chaotic Evil Armor Class 13 (cloak of protection, 16 with mage armor) Hit Points 187 (25d8 + 75) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 17 (+3) 13 (+1) 19 (+4) Saving Throws Str +1, Dex +3, Con +8, Int +4, Wis +2, Cha +9 Skills Arcana +7, Investigation +7, Perception +5 Damage Resistances cold, fire, lightning, thunder Senses darkvision 60 ft., passive Perception 15 Languages Common, Netherese, Undercommon, and two others Challenge 12 (8,400 XP) aaaaaaaaaaaa Proficiency Bonus +4 Prescient Defense. The sorcerer casts mage armor on itself before combat (included above). Magic Resistance. The sorcerer has advantage on saving throws against spells and other magical effects. Elemental Adept. The spells the sorcerer casts ignore resistance to damage when the spells deal either lightning or thunder damage and treat any 1 on a damage die as a 2. This includes the sorcerer's Lightning Staff attacks. Special Equipment. The sorcerer wears a cloak of protection. Actions Multiattack. The sorcerer makes three Lightning Staff attacks. Lightning Staff. Melee Spell Attack: +8 to hit, reach 5ft., all targets of the sorcerer's choice within 10 ft. Hit: 7 (2d8) lightning damage or Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 13 (3d8) lightning damage. On a successful hit, the target can't take reactions until the start of its next turn. Spellcasting. The sorcerer casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16, +8 to spell attacks): At will: mage hand, message, minor illusion 3/day: detect magic, mage armor, mirror image, thunderwave 2/day: hold person, lightning bolt, thunder step, slow 1/day: chain lightning, disintegrate, teleport Bonus Actions Misty Step (3/day). As a bonus action, the sorcerer can teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Shadow Stealth. While in dim light or darkness, the sorcerer can take the Hide action as a bonus action. 180


Ogre Esurient These voracious ogres average about 15 feet tall and are almost as wide. Their large mouth usually hangs open, ready for their next meals. Their eyes seem dead, and their skin almost glows a milky white. Though slow to act or move, once they decide to eat they are focused on swallowing any creatures that will fit in their oversized mouths. They have the temper and the stupidity of most of their kin. But instead of greed, they possess a gluttony so intense they have no other real interests. Protective Blubber. The dense hide of these fat ogres has thick layers of fat that protects them from most weapons. This advantage has made them feel practically fearless. But when they are injured, they suddenly change course and try to move along to a path of less resistance. Hibernation. After eating a large quantity of food, an ogre esurient sleeps for days at a time. Once it wakes, it again spends almost all of its time looking for food unless it has been intimidated into doing something else, such as working for a more powerful creature. Ogre esurients find deep holes to hibernate within. They live a solitary life that is both slovenly and slothful; they stay in a filthy cave until it is impossible not to move on and find another. Tattooed. Some ogre esurients serve an ogre mage as guards for their lair, bodyguards, or enforcers of various sorts. They often feel comfort having a commander making decisions. The ogre mage will often inscribe magic tattoos on these guardians. The tattoo glyphs give the ogre esurent arcane protections. The simplistic arcane patterns give the ogre esurients greater speed, armor class, saving throws, and magic resistance, as well as an increased sense of confidence. 181


Ogre Esurient Huge Giant, Chaotic Evil Armor Class 16 (natural armor) Hit Points 112 (9d12 + 54) Speed 25 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 22 (+6) 5 (-3) 10 (+0) 5 (-3) Damage Resistances piercing and slashing from nonmagical weapons Damage Immunity bludgeoning from nonmagical weapons Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Challenge 4 (1,100 XP) aaaaaaaaaaa Proficiency Bonus +2 Actions Multiattack. The ogre esurient makes two Claw attacks. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Maw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the ogre esurient can't bite another target. Swallow. The ogre esurient makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ogre esurient, and it takes 10 (3d6) acid damage at the start of each of the ogre esurient's turns. The ogre esurient can have only two targets swallowed at a time. If the ogre esurient dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Ogre Esurient, Tattooed Huge Giant, Chaotic Evil Armor Class 19 (natural armor) Hit Points 112 (9d12 + 54) Speed 30 ft. STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 22 (+6) 5 (-3) 15 (+2) 5 (-3) Saving Throws Con +9, Str +8, Wis +5 Damage Resistances piercing and slashing from nonmagical weapons Damage Immunity bludgeoning from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 5 (1,800 XP) aaaaaaaaaaa Proficiency Bonus +3 Magic Resistance. The ogre esurient has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ogre esurient makes two claw attacks. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage. Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the ogre esurient can't bite another target. Swallow. The ogre esurient makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the ogre esurient, and it takes 10 (3d6) acid damage at the start of each of the ogre esurient's turns. The ogre esurient can have only two targets swallowed at a time. If the ogre esurient dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 182


Phane Chaotic and destructive immortal creatures that travel through various planes of existence, phanes are incredibly unpredictable hunters with the ability to manipulate time itself. These beings resemble a black mist in their natural form, though when hunting they will coalesce into a rippling, vaguely feline predatory form that resembles a massive wild cat. Their shapes are constantly changing, swirling black mists making these highly agile and intelligent beings difficult to see, let alone combat. Inherently chaotic in nature, phanes delight in causing mayhem as they ride the ebbs and flows of time seeking prey. Simply being in close proximity to one of these enigmatic creatures causes a ripple in time for other beings not adapted to the rigors of planar travel. Extraplanar Predators. Phanes are solitary hunters, preferring to ambush from darkness, much like the predators they resemble. Should their presence be detected, they possess an unnatural series of abilities that allow them to stop their enemies in their tracks before they leech their vitality away and rip them asunder. Even if an opponent lands a blow, the phane's incorporeal form rapidly closes wounds before the creature continues to toy with its prey. Lesser Phane. The mysterious timeshifting abilities of the phane can sometimes result in anomalies within space and time itself. When a phane utilizies its powers to travel back through time, even for a mere few instants, there is an infinitesimally small but very real probability that it will create a lesser clone of itself in the process. This echo, sometimes known as a lesser phane, lacks the intelligence and cunning of its progenitor but is just as chaotic and destructive. Lesser phanes are trapped within the region of space and time in which they were created, and as such remain bound to whatever task the original phane was conducting when it used its abilities - a lesser phane created as the result of a phane engaging in combat, for example, is inherently violent and lashes out indiscriminantly, whereas a phane merely traveling on the ebbs and flows between the planes may be docile in nature. 183


Phane Large Elemental, Chaotic Evil Armor Class 18 (natural armor) Hit Points 241 (23d10 + 115) Speed 60 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 21 (+5) 20 (+5) 19 (+4) 17 (+3) Saving Throws Dex +10, Con +10, Wis +9 Skills Arcana +10, Deception +8, History +10, Perception +9, Stealth +10 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 120 ft., passive Perception 19 Languages All, telepathy 120 ft. Challenge 15 (13,000 XP) aaaaaaaaaaa Proficiency Bonus +5 Incorporeal Movement. The phane can move through other creatures and objects as if they were difficult terrain. It takes 11 (2d10) force damage if it ends its turn inside an object. Vitality Leech. Any creature that ends its turn within 10 feet of the phane must make a successful DC 13 Constitution saving throw or suffer a -1 penalty to its Constitution ability score until it completes a long or short rest. If the creature fails its saving throw by 5 or more its Constitution ability score is permanently reduced. Regeneration. The phane regains 20 hit points at the start of its turn if it has at least 1 hit point. If the phane takes radiant damage, this trait doesn't function at the start of its next turn. Null Time Aura. Each creature within 30 feet of the phane must make a successful DC 15 Wisdom saving throw at the start of its turn. On a failed save, the creature's movement speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and can't use reactions. On its turn, it can either use an action or a bonus action, but not both. The creature can't make more than one melee or ranged attack during its turn. The phane has advantage on attack rolls made against creatures affected by this aura. Actions Multiattack. The phane makes two Chronal Blast or Stasis Touch attacks. Chronal Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 38 (10d6 + 3) force damage. Stasis Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) force damage. The target must make a successful DC 15 Constitution saving throw or suffer a permanent -1 penalty to its Constitution ability score. Spellcasting. The phane casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks): At will: detect evil and good, detect magic, invisibility 3/day each: haste, slow, nondetection, telekinesis 1/day each: plane shift, teleportation circle (as and action), time stop Reactions Chronal Regression. When the phane is hit with an attack that deals critical damage, it can use its reaction to force its attacker to reroll its attack roll. The affected attack must use the new roll. The phane can then make a chronal blast or stasis touch attack and move up to its maximum movement speed without triggering opportunity attacks. 184


Phanestop Potion Potion, very rare This orb contains the suspended essence of a phane. As an action, you can crush this orb-shaped potion in your hand and briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This potion's effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the potion's effect ends if you move to a place more than 1,000 feet from the location where you cast it. Lesser Phane Medium Elemental, Chaotic Evil Armor Class 16 (natural armor) Hit Points 104 (11d8 + 55) Speed 60 ft., fly 60 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 21 (+5) 8 (-1) 6 (-2) 12 (+1) Saving Throws Dex +6, Con +8, Wis +1 Skills Arcana +2, Perception +1, Stealth +6 Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses blindsight 120 ft., passive Perception 11 Languages All, telepathy 120 ft. Challenge 7 (2,900 XP) aaaaaaaaaaaaaaaa Proficiency Bonus +3 Incorporeal Movement. The lesser phane can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Vitality Leech. Any creature that ends its turn within 10 feet of the lesser phane must make a successful DC 13 Constitution saving throw or suffer a -1 penalty to its Constitution ability score until it completes a long or short rest. Regeneration. The lesser phane regains 10 hit points at the start of its turn if it has at least 1 hit point. If the phane takes radiant damage, this trait doesn't function at the start of its next turn. Null Time Aura. Each creature within 30 feet of the phane must make a successful DC 15 Wisdom saving throw at the start of its turn. On a failed save, the creature's movement speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and can't use reactions. On its turn, it can either use an action or a bonus action, but not both. The creature can't make more than one melee or ranged attack during its turn. The phane has advantage on attack rolls made against creatures affected by this aura. Actions Multiattack. The phane makes two Chronal Blast or Stasis Touch attacks. Chronal Blast. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 22 (6d6 + 1) force damage. Stasis Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 1) force damage. The target must make a successful DC 15 Constitution saving throw or suffer a -1 penalty to its Constitution ability score until it completes a long or short rest. Spellcasting. The phane casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 11, +1 to hit with spell attacks): At will: detect evil and good, detect magic, invisibility 3/day each: haste, slow, nondetection, telekinesis Reactions Chronal Regression. When the lesser phane is hit with an attack that deals critical damage, it can use its reaction to force its attacker to reroll its attack roll. The affected attack must use the new roll. The phane can then make a chronal blast or stasis touch attack and move up to its maximum movement speed without triggering opportunity attacks. 185


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Phitra & LITEBRAND Born in the city of Secomber in the Western Heartlands, Phitra Lightbrand was a savant when it came to tinkering and building. By the age of four, she was building the other gnome children magical toys--animated dolls, steam train sets, and all sorts of fantastical magic toys that even fullgrown tinker’s guild journeymen would look at in wonder. But as Phitra became old enough to join the guild, she was constantly dismayed by how the rules and requirements of gaining ranks in the guild held her back from true innovation and discovery. At the age of twenty, the guild turned down her request to advance to the rank of master journeyman simply because she was still too young, even though she met all the other requirements. Phitra appealed the guild’s decision to the Lord of Secomber, as only he could force the guild to remove the guild’s archaic age restrictions. To her dismay, the Lord did not grant her appeal. Disappointed and angry, Phitra left her home and joined an adventuring company to explore and learn more outside the small town of Secomber. After nearly a decade of travel across the Western Heartlands and Sword Coast, Phitra joined a group traveling into the Underdark. Her party met a disastrous end and only Phitra survived. She was accepted in Blingdenstone, a city of deep gnomes, known as svirfneblin. There she was not limited in her creations and the artificers in Blingdenstone immediately granted her the title of lieutenant guildmaster in their own guild. This title gave her all the rights and privileges of the guildmaster, but none of the responsibilities. After a dozen years of secret development, Phitra unveiled her life’s work: LITEBRAND. LITEBRAND is a magical mech battle suit that Phitra pilots from within the huge armored and magically-powered suit. The deep gnomes of Blingdenstone were absolutely stunned and many were utterly frightened by the huge powerful machine. However, after living among them for a dozen years, they did not let their fear guide them. Phitra was smart to unveil LITEBRAND only when an opportunity arose for her to show off the benefits of the mech. At the time, a large war party of drow from Menzoberanzan laid siege to the eastern tunnels outside Blingdenstone. Alone in LITEBRAND, Phitra was able to battle and destroy the large drow war party. After seeing what benefit having Phitra and LITEBRAND remain in Blingdenstone could mean, the svirfneblin were wary, but still willing to allow Phitra and her mech to remain. Chosen of Flandal. Unbeknownst to Phitra, the gnome god of metalwork, Flandal Steelskin, has had his eye on her since birth. Much of her magical wonderment comes from his blessings. The gnome god was especially displeased by his own followers when they would not promote Phitra to the rank she deserved simply because of archaic views of age. It was his hand that guided Phitra to start adventuring. He is pleased to see her amongst his followers in the Underdark. LITEBRAND. This magical artifact is bonded to Phitra and is quite complex to pilot. But while inside the mech, Phitra is a powerful adversary. LITEBRAND has vast magical reserves and draws its power directly from the faerzress of the Underdark. The mech dramatically increases the defensive and offensive capabilities of Phitra, in addition to giving her the power of flight. Artificer. Phitra is a master artificer and inventor. Over the years she has created thousands of magical items, many of which have been unique. While LITEBRAND is an artifact and the culmination of her life's work, here are a few examples of Phitra's other works: Wand of Emotional Randomness Wonderous item, very rare This short wand is made of a dark smooth wood and has a silver bell embedded into the end so that waving the wand creates a clear ringing sound. This wand has 5 charges. While holding it, you can use an action to expend one charge to activate it. When you activate the wand, every humanoid in a 20-foot-radius sphere centered on you and including you must make a DC 15 Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, roll on the following table to determine what effect occurs. The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes into confetti and is destroyed. Emotional Randomness 1d6 Effect 1 The target is Charmed for 1 minute and treats everyone within the effects of the wand as the charmer. 2 The target is Frightened for 1 minute and treats everyone within the effects of the wand as the source of their fear. 3 The target is Stunned for 1 minute. They can repeat the saving throw at the end of each round to end the effect. 4 The target is deeply saddened for 1 minute, falling prone and becoming incapacitated with sobbing. At the end of each of its turns, the target can repeat the saving throw to end the effect. 5 The target is calmed to a point of apathy. 6 The target flies into a rage for 1 minute and treats everyone within the effects of the wand as an enemy. Beholderplate Armor (breastplate), very rare (requires attunement) This magical breastplate has eight metalic eyestalks stretching up from the shoulders resembling the eyestalks of a beholder. You have a +1 bonus to AC while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer. Additionally, as an action, the wearer can use an action and shoot one eye ray at random, choosing one to three targets it can see within 60 feet of it. Roll 1d8 and use the first eight eye rays found on the beholder NPC found in the 5th Edition D&D Monster Manual. The armor does not have the Disintegration Ray or Death Ray. 187


Phitra & LITEBRAND Huge Construct, True Neutral Armor Class 16 (natural armor) Hit Points 575 (50d12 + 250) Speed 60 ft., fly 40 ft., climb 30 ft., burrow 20 ft. STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 20 (+5) 13 (+1) 11 (+0) Saving Throws Str +12, Dex +10, Con +19, Int +19, Wis +8, Cha +7 Skills Perception +8, Sleight of Hand +10 Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Senses darkvision 120 ft., passive Perception 18 Languages Common, Dwarvish, Gnomish, Undercommon Challenge 22 (41,000 XP) aaaaaaaaaaa Proficiency Bonus +7 Soul of Artifice. Phitra is a master artificer and can add her proficiency bonus to all saving throws, including those she already has proficiency in (included above). Magic Resistance. Phitra has advantage on saving throws against spells and other magical effects. Magic Weapons. Phitra and LITEBRAND's weapon attacks are magical. Electrified Body. At the start of each of LITEBRAND's turns, each creature within 5 feet of it takes 10 (3d6) lightning damage. A creature that touches LITEBRAND or hits it with a melee attack while within 5 feet of it takes 10 (3d6) lightning damage. Death Throes. When LITEBRAND is reduced to 0 hit points it is destroyed and it explodes, and each creature within 30 feet of it (including Phitra) must make a DC 21 Dexterity saving throw, taking 70 (20d6) lightning damage on a failed save, or half as much damage on a successful one. Creatures who fail the save are also stunned for 1 round. Legendary Resistance (3/day). If Phitra fails a saving throw, she can choose to succeed instead. Actions Multiattack. Phitra and LITEBRAND make three Hand Cannon attacks and one Slam attack. Hand Cannon. Ranged Weapon Attack: +10 to hit, range 150/300 ft., one target. Hit: 225 (3d12 + 3) lightning, magic damage. Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning, magic damage. Spellcasting. Phitra casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21, +12 to hit with spell attacks): At will: detect magic, fire bolt, mage hand 3/day: blink, blur, cure wounds, dispel magic, invisibility 2/day: fly, haste, revivify, stoneskin, summon construct 1/day: bigby's hand, greater restoration Reactions Infusion of Life (1/day). When Phitra is reduced to 0 hit points, but not killed outright, she can instead drop to 1 hit point instead. Phitra Lightbrand Small Humanoid (Gnome), True Neutral Armor Class 16 (+2 studded leather) Hit Points 137 (25d6 + 50) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 20 (+5) 13 (+1) 11 (+0) Saving Throws Str +4, Dex +6, Con +10, Int +13, Wis +5, Cha +4 Skills Perception +5, Sleight of Hand +7 Senses darkvision 60 ft., passive Perception 15 Languages Common, Dwarvish, Gnomish, Undercommon Challenge 9 (5,000 XP) aaaaaaaaaaa Proficiency Bonus +4 Soul of Artifice. Phitra is a master artificer and can add her proficiency bonus to all saving throws, including those she already has proficiency in (included above). Magic Resistance. Phitra has advantage on saving throws against spells and other magical effects. Magic Weapons. Phitra's weapon attacks are magical. Legendary Resistance (3/day). If Phitra fails a saving throw, she can choose to succeed instead. Actions Spellcasting. Phitra casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks): At will: detect magic, fire bolt, mage hand 3/day: blink, blur, cure wounds, dispell magic, invisibility 2/day: fly, haste, revivify, stoneskin, summon construct 1/day: bigby's hand, greater restoration Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing, magic damage. Reactions Infusion of Life (1/day). When Phitra is reduced to 0 hit points, but not killed outright, she can instead drop to 1 hit point instead. 188


Pit Drowner Of the many regular threats to the denizens of the Underdark, few are so cursed by its myriad populace as pit drowners. This aquatic beast has formed a mutualistic relationship with the roper, a particularly foul monstrosity known to replicate stalagmites and stalactites and other natural cave formations. Pit drowners inhabit small pits within the same caves as ropers. They wait until a roper has a prey creature in its arms and then strike aiding the roper in slaying potentially hardier or dangerous creatures. In return for its aid, ropers share an amount of the kill with the pit drowner. Ambush Predator. Pit drowners launch attacks from advantageous positions favoring prey already grappled or occupied by a roper. When forced to deal with threats, a pit drowner relies on its aquatic residence to aid it in dealing with foes, dragging them through the narrow opening into the aquifer that exists beneath, relying on the darkness and coldness of the water to do its work for it. Delicacy Meat. Pit drowners contain a potent acid within their stomachs which can melt through adamantine so caustic is it's strength, additionally its flesh (if removed without opening the stomach) is known to be a delicacy of several of the races within the Underdark. Pit drowners are unable to be farmed effectively because of their relationship with ropers allowing them to grow to meaningful sizes, but many adventurers have been sent out to capture one of these beasts at the behest of an alchemist, smith, or chef. Death for New Life. Adult drowners use their semiamphibious adaptations to travel distances over land into new caves and burrows. When they die, adult drowners release the potent toxin within their stomachs and melt deep pits into the stonework. As the acid neutralizes, it provides the perfect growth medium for the eggs that an adult drowner releases shortly after its death from an encased organ. Pit Drowner Medium Beast, Unaligned Armor Class 13 Hit Points 136 (16d8 + 64) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 5 (-3) Skills Athletics +5, Stealth +4 Damage Vulnerabilities lightning Damage Immunities cold, acid Condition Immunities grappled, restrained Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 9 Languages — Challenge 3 (700 XP) aaaaaaaaaaaaaa Proficiency Bonus +2 Drowners' Larder. While within water, a pit drowner can move at full speed while grappling or restraining a creature, it also has advantage on Strength (Athletics) checks to maintain or grapple a creature. A creature that is below half its maximum hit points has disadvantage on escape checks against a pit drowner's grapple. Potent Stomach Acids. When a pit drowner dies it releases a potent acid that splashes over any creature nearby. When slain, each creature within 5 feet of the pit drowner must make a DC 13 Dexterity saving throw or take 11 (2d10) acid damage, additionally any nonmagical armor worn is destroyed. Actions Multiattack. The pit drowner makes two Slash attacks and one Latching Maw attack or one Latching Maw attack and one Lashing Tail attack. Slash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Latching Maw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. On a successful hit the pit drowner latches on to the target which is grappled and restrained (escape DC 13). Lashing Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target not restrained by the pit drowner. Hit: 6 (1d8 + 2) slashing damage. The pit drowner can also move up to 15 feet without triggering attacks of opportunity. 189


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Prophets of the Black Sun Only twenty-seven years after Cyric ascended to godhood, his lust for Midnight, (who became the new Mystra) which was twisted by the evil within him, and led Cyric to assassinate the new Mystra, which triggered the Spellplague. In the aftermath, as word of the goings-on of the gods spread throughout the peoples of Faerûn, hate for Cyric and his worshippers was nearly universal. In fact, several powerful gods banded together and imprisoned the Prince of Lies in his own plane for the next 1000 years as punishment for his murder of Mystra. Cyric languishes in the Supreme Realm, trapped in his Shattered Keep. However, seven black iron keys were forged to lock him in his realm by Lathander, Tyr, and Sune. These keys were separated and hidden away. Worship of Cyric dwindled and withered for nearly a century after Mystra's murder. But when Mystra was resurrected and returned by her Chosen, the famous Elminster of Shadowdale, knowledge of the existence of the black iron keys became known among Cyric's remaining followers. In secret, hundreds of Cyric's clerics began searching for the black iron keys, hoping to free him from his prison centuries before his god-imposed sentence was up. These prophets of the Prince of Lies have spread throughout the realms in search for clues to the locations of the black iron keys. Priests of Cyric. Despite being locked away in his Shattered Keep, Cyric can still answer his priests, clerics, and paladins who pray to him for spells each night. Indeed, Cyric secretly gathers all information about the possible locations of the black iron keys and even sends these prophets out with new clues and missions. Underdark Sanctuaries. After months of searching, Cyric's followers believe they have found a promising lead. Hundreds of these dark war clerics have begun exploring the Underdark in search of one of the black iron keys, rumored to have been hidden there by Sune herself. As they travel the dangerous dark caverns, they occasionally create small secluded chapels to Cyric in small caverns and cast word of recall before praying for their nightly prayers, so they can use the spell to return to the new haven they created when in dire need. Talisman of Cyric Wondrous item, very rare (requires attunement by a spellcaster) This ornamental metal skull is created by the most powerful priests of Cyric and given to the prophets who seek the black iron keys that will free Cyric. While attuned to this talisman, your thoughts, feelings, and intentions are an open book to the god Cyric, Prince of Lies. He uses these talismans to remain in constant contact with his agents who attempt to further his plans to escape his planar prison. Additionally, the talisman has 3 charges and regains 1d3 charges nightly at sunset. As an action, you can expend a charge and cast flame strike using your spell save DC. Prophet of the Black Sun Medium Humanoid (Any), Chaotic Evil Armor Class 17 (half plate and shield) Hit Points 187 (25d8 + 75) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 12 (+1) 21 (+5) 15 (+2) Saving Throws Con +7, Wis +9 Skills Investigation +5, Perception +9, Religion +5 Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 19 Languages Common, Undercommon, and one other Challenge 9 (8,400 XP) aaaaaaaaaaaa Proficiency Bonus +4 Aversion to the Holy. The prophet has an aversion to holy items such as holy water and can’t willingly enter hallowed ground by nonmagical means. Weapons dipped in holy water bypass the prophet's damage resistances. Actions Multiattack. The prophet makes two Longsword attacks, and cast one At will Spell or use Inflict Wounds. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. Inflict Wounds. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage. Spellcasting. The prophet casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17): At will: guidance, thaumaturgy, toll the dead 3/day: bane, banishment, command, flame strike 2/day: meld into stone, stone shape 1/day: word of recall Bonus Actions Spectral Weapon (Recharge 4–6). Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) force damage. 191


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Psiblade Outside of the githyanki and githzerai, there are few humanoids who manage to cultivate their psionic potential. Without access to formalized teaching or training, these psions have to work out how to hone and shape their powers. The psiblade initially focused their skills on the tangible and material, augmenting their body and weapons with additional might. The invisible extension of their mind developed afterwards, as a ghostly purple flame they could wield as a weapon, or the ability to see beyond what vision their eyes granted them. Material Grounding. Psionic powers are so rare that they appear alien in a world used to magic and monsters. Even those born with latent psychic potential find themselves confused or afraid. Those that willfully choose to develop their abilities focus upon visual, measurable results. The glow of a psiblade's silver dagger is a result of their need for confirmation that their powers work, rather than as a side effect of the psychic energy running through the blade. Astral Flotsam. Visitors from the Astral Plane have travelled to the Material Plane for centuries, and some elements of their esoteric teachings have been left behind. Some psiblades seek out this knowledge, either in the dark places of the earth or in the grand libraries of the world. Psionic education comes slowly, as transcriptions and translations of the scrolls and tablets are few and far between. Those that persevere are rewarded with a command of powers hitherto unseen. Psilver Dagger Weapon (dagger), rare These signature weapons of the psiblades are silver daggers infused with psionic energy. You deal an additional 1d8 psychic damage when striking with these silvered daggers. Additionally, the superb construction of these daggers makes them lighter and therefore easier to be thrown. These daggers have a normal range of 30 ft. and a long range of 60 ft. Psiblade Medium Humanoid (Any), Any Alignment Armor Class 16 Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 16 (+3) 19 (+4) 17 (+3) Saving Throws Wis +6 Skills Acrobatics +4, Arcana +5, Insight +6, Perception +8 Damage Resistances psychic Condition Immunities frightened Senses blindsight 30 ft., passive Perception 18 Languages Common, Gith, telepathy 60 ft. Challenge 4 (1,100 XP) aaaaaaaaaaa Proficiency Bonus +2 Psychic Defense. While the psiblade is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. Actions Multiattack. The psiblade makes two Ephemeral Blast or Silver Dagger attacks. Ephemeral Blast. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 13 (2d8 + 4) force damage and the target is pushed 5 feet away from the psiblade. Silver Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing, magic damage plus 8 (1d8 + 4) psychic damage or Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 5 (1d6 + 2) piercing, magic damage plus 8 (1d8 + 4) psychic damage. Spellcasting. The psiblade casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14): At will: mage hand 3/day: blur, see invisibility Bonus Actions Telekinetic Flight (3/Day). The psiblade gains a flying speed of 40 ft. until the end of its turn. Reactions Mental Focus (Recharge 5-6). When the psiblade fails a saving throw, it can roll a d10 and add that number to the result. 193


Red Death Spider Sometimes the deadliest creatures look the most unsuspecting, but that is not the case when it comes to this giant spider. Known as the Red Death by the races of the Underdark, this spider’s venom cause the blood to boil and sap the strength of its victims. Web Hunter. Weaving giant webs across tunnels of the Underdark these subterranean spiders use them to trap prey before descending on the victims. Burning Poison. The burning poison of the Red Death eats away at the muscles leaving the prey weak and helpless. Just a single bite is usually enough to be a death sentence for a creature with the last few minutes of life spent in burning agony. Web Shooters Wondrous item, rare These magical bracers have silver inlaid spiders on the cuffs that glow when the bracers are used. You have a +1 bonus to AC while wearing these bracers, have a climb speed equal to your walking speed, and ignore movement restrictions caused by webbing. Additionally, as part of an attack action, the wearer can shoot a string of web at a target. These bracers grant a +1 magical bonus to this ranged attack in addition to their proficiency bonus and Dexterity modifier. The webs have a maximum range of 60 ft. and on hit, the target is restrained by sticky spider webbing. As an action, the target can make a DC 12 Strength check, bursting the webbing on success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Red Death Spider Large Beast, Unaligned Armor Class 14 (natural armor) Hit Points 78 (12d10 + 12) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 2 (450 XP) aaaaaaaaaaaaaaa Proficiency Bonus +2 Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. The targets maximum hit points is reduced by an amount equal to the poison damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). 194


Reflective Guardians Mages and other powerful magical creatures often create or summon constructs to act as servants or guardians, but even the mightiest iron golem can be felled by sufficient application of brute force. Some of those who are especially cunning or determined have found access into a mysterious realm called the Plane of Mirrors. This is an incredibly dangerous and complex process, and many fail in their attempt, vanishing from the material realm entirely. Most are never seen again, but there are reports of some being glimpsed in reflective surfaces, beating silently on the transparent borders of their prison. Those who succeed in drawing forth a spirit from the mirror realm can shape it to a mirror golem or doppelgolem as they require. Although they are adaptable in different ways, both constructs are extremely difficult to defeat in combat, and clever strategies are required to defeat them. Using Mirror &olems and #oppelgolems in $nAounters As both constructs are practically impossible to defeat by just dealing damage, care should be taken when using them in encounters. If an adventuring party is having difficulty thinking up useful tactics, consider dropping hints to characters. It is important to provide indirect ways for adventurers to deal damage to mirror golems if they do not have easy access to spells such as flaming sphere. A mirror golem might be covered in oil then set alight, or pushed off something high up so it takes damage from falling. Doppelgolems are more straightforward to deal with, but great care should be taken if an adventurer would have to face one in single combat, as the doppelgolem will likely always win a duel. If the intent is the classic ¯fight your evil reflections° encounter, consider halving the hit points of the doppelgolem and making it unable to use its Perfect Reflection ability more than once in the combat. 195


Mirror Golem Medium Construct, Unaligned Armor Class 13 (natural armor) Hit Points 26 (4d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 14 (+2) 14 (+2) 6 (-2) Senses passive Perception 12 Languages All languages, but speaks each word in reverse Challenge 5 (1,800 XP) aaaaaaaaaaaa Proficiency Bonus +3 Mirrored Speech. A creature attempting to communicate with a mirror golem must make a DC 10 Intelligence check. On a success, the creature understands the mirror golem’s reversed speech and the speech of all similar creatures, as long as the creature understands the language being spoken. On a failure, a creature must spend at least 1 minute puzzling out what it has heard until it can repeat the check. Reflective Armor. When a creature makes an attack against the mirror golem or targets it with a harmful magical effect, the creature becomes the target of the attack or magical effect as though it were standing in the mirror golem’s space. Additionally, the mirror golem is subjected to any effects the attack or magical effect would have been caused on the creature. This ability works on effects that affect an area that are instantaneous (such as fireball), but not those that have an ongoing effect (such as flaming sphere, or web). Actions Multiattack. The mirror golem makes two attacks with its Crystal Blade. Crystal Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Doppelgolem Medium Construct, Unaligned Armor Class 13 (natural armor) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 8 (-1) 14 (+2) 1 (-5) Senses passive Perception 12 Languages All languages, but speaks each word in reverse Challenge 4 (1,100 XP) aaaaaaaaaaaa Proficiency Bonus +2 Mirrored Speech. A creature attempting to communicate with a doppelgolem must make a DC 10 Intelligence check. On a success, the creature understands the doppelgolem’s reversed speech and the speech of all similar creatures, as long as the creature understands the language being spoken. On a failure, a creature must spend at least 1 minute puzzling out what it has heard until it can repeat the check. Instantaneous Reflection. If the mirror golem rolls initiative without having duplicated a creature, it can immediately use its Perfect Reflection action. Actions Multiattack. The doppelgolem makes two attacks with its Crystal Blade. Crystal Blade. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Perfect Reflection. The mirror golem magically polymorphs into a perfectly reflected copy of a humanoid creature it can see. The mirror golem retains its personality but all other statistics and equipment are replaced by those of the creature it has duplicated. The duplication lasts until the mirror golem’s duplication is reduced to 0 hit points, or if it ends its turn unable to see the creature it has duplicated. If the duplication ends as a result of being reduced to 0 hit points, any excess damage is not carried over to the doppelgolem’s true form. When the duplication ends, any equipment created by the duplication shatters harmlessly and the shards disintegrate. 196


Rivanel Deep in the Underdark, where the shadows darken and all passages crumble as swiftly as they appear, lies the broken heart of a once-powerful holy order: the Shattered Cathedral. Within lies an ancient secret of incredible power. Rumors abound as to its true nature—is it a long-lost treasure? An imprisoned demigod? A book of terrible knowledge? One thing all the stories agree on, though, is that reaching this secret is nearly impossible, as it is guarded by the last surviving member of that holy order: Rivanel. Noble Traitor. In their heyday, the Order of the Umbral Radiance was a powerful holy order, dedicated to bringing light to the lowest depths of the Underdark and the furthest reaches of Shadowfell. While a pleasant sentiment, in practice the Order were fanatical zealots, caring little for the existing systems and cultures of the places they visited and letting their “light” burn away anything and anyone they didn’t care for. Rivanel was, at one time, one of their most powerful and loyal warriors—until she led a mission to a Darkling city in Shadowfell. The light the Order brought was poison to those cursed fey, and nearly all the residents of the city were killed by the uncaring missionaries. It opened Rivanel’s eyes, and on that day, she turned against her order, slaughtering the other members of her team. Not stopping there, she then set her sights on the Order’s other missions, before making her way back to the Cathedral. Accursed Guardian. Rivanel was the Order’s strongest warrior, and none could stand against her. A lifetime of loyalty had been shattered into bitter disillusionment, and she meant not just to destroy the entirety of her holy order, but to die in the process. Her final battle brought the Cathedral down around her head, cracked the very tunnels around it ... but Rivanel did not die. In her last fight, she discovered the unknown secret hidden under the Cathedral. Whatever it is, the secret kept her alive, and has kept her from aging in the centuries since—binding her in the ruins as its eternal guardian. Enemies Abound. Treasure hunters seeking the secrets of the cathedral, descendants and family of the slaughtered of the holy order, victims of that same order looking to bring its last member to justice; all have made their way to the Shattered Citadel, looking to bypass or kill Rivanel. None have yet succeeded. Rivanel’s Lair Rivanel is bound to the Shattered Cathedral, and cannot leave by any means. Fallen rocks and columns provide ample cover and areas of difficult terrain, making traversing the lair difficult for anyone not familiar with it. Encountered in her lair, Rivanel has an effective CR of 24. Lair Actions On initiative count 20 (losing initiative ties), Rivanel takes a lair action to cause one of the following effects: Rivanel teleports to a point she can see within the lair. Rocks fall in a 60-foot-high, 20 foot radius cylinder, centered on a point within the lair. Each creature in the area must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. Cursed darkness swirls around one creature of Rivanel’s choice within 120 feet of her. The creature must succeed on a DC 16 Charisma saving throw or be blinded until initiative count 20 of the following round. 197


Rivanel Medium Humanoid (Any), Lawful Evil Armor Class 18 (plate) Hit Points 228 (24d8 + 120) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 11 (+0) 20 (+5) 13 (+1) 16 (+3) 24 (+7) Saving Throws Str +13, Dex +7, Con +12, Int +8, Wis +10, Cha +13 Skills Arcana +8, Athletics +13, Perception +10, Persuasion +14 Damage Immunities necrotic, radiant Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 20 Languages Common, Sylvan, Undercommon Challenge 23 (50,000 XP) aaaaaaaaa Proficiency Bonus +7 Duality. Whenever Rivanel would deal either radiant or necrotic damage, she can choose to deal the other damage type instead. Legendary Resistance (3/day). If Rivanel fails a saving throw, she can choose to succeed instead. Magic Weapons. Rivanel’s weapon attacks are magical. Regeneration. As long as she has at least 1 hit point, Rivanel regains 20 hit points at the start of each of her turns. Actions Multiattack. Rivanel makes three Greatsword attacks. Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage. Spellcasting. Rivanel casts one of the following spells, using Charisma as her spellcasting ability (spell save DC 22, +14 to hit with spell attacks): At Will: command, cure wounds, guiding bolt, lesser restoration 3/day: banishment, bestow curse, dispel magic 2/day: death ward, destructive wave, greater restoration 1/day: blade barrier, harm, plane shift Accursed Champion (1/day). For 1 minute, Rivanel gains resistance to all damage and deals an additional 9 (2d8) psychic damage with her weapon attacks. A creature that takes this psychic damage must succeed on a DC 21 Wisdom saving throw or be frightened of Rivanel until the end of its next turn. Bonus Actions Holy Smite. When Rivanel deals damage with a weapon attack, she can cause the attack to deal an additional 23 (5d8) radiant damage. Severing Smite. When Rivanel deals damage with a weapon attack, she can cause the attack to deal an additional 14 (4d6) necrotic damage. A creature damaged by this smite also has its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Reactions Parry. Rivanel adds 7 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon. Legendary Actions: Rivanel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Rivanel regains spent legendary actions at the start of her turn. Move. Rivanel moves up to her speed. Attack. Rivanel makes one greatsword attack. Lesser Spell. Rivanel casts one of her At Will spells. 198


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Rotclaw, the Decaying Dragon Legends speak of Rotc l aw, an ancient dragon suffering from a self-inflicted curse. Simultaneously s wollen and shrunken, his wings decomposed centuries ag o, leaving him to roam the shado wy corners of the world on foot. Those that encounter him frequently mistake him for some sort of undead —for how could a creature that seems to be constantly losing and then de vouring parts of its own body be truly ali v e? O b s e s sion Gon e A wry. Long ag o, Rotc l aw was a brutal tyrant of a dragon — one that conquered a kingdom and ruled it for hundreds of years. As he grew old enough that his body started to slow down, he began to fear that someone younger, stronger, and more po werful might bring his reign to an abrupt end. This fear grew into an obsession with finding a w ay to re verse and control the aging process, so that he could li ve eternal in a body in its physical prime. He poured e ver y resource his conquered kingdom had into this project, testing ritual and potion on unwilling subjects. After o ver a decade of work, he became convinced he had succeeded. He was wrong. Instead of reversing the aging process, Rotclaw’s ritual sent it spiraling off in an entirely different direction. His body aged in re verse, yes… but at the same time, the natural process of his body accelerated. By the time the magic stabilized into the curse he now has, Rotc l aw was left with the body of a younger dragon, stuck in a perpetual state of stinking decomposition. Vicious Isolation. A sadistic being of unrelenting foulness, Rotclaw lives a solitary existence in narrow tunnels of the Underdark, where his lack of wings won’t hamper him. Most creatures he attacks on sight, as nothing brings him more jo y than inflicting his curse on others, watching them suffer, and de vouring them once their flesh is sufficiently dec ayed. The one e xception to this is other dragons, with whom Rotc l aw attempts to ingratiate himself. These attempts are rarely      successful, as e ven the most wic ked of his kind find his         current state off-putting.          Moreo ver, most have some awareness of his true            goal —to release his spirit from his body and take o ver           the body of another dragon. His e very attempt to do so           has ended in failure, and as a result, he has grown only           angrier with time. If he were e ver to succeed in his          quest to possess other dragons, the results would likely        be de vastating. 200


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