T><E DOOM R1110£RS (L£1'T TO RIGHT) : OllVIL STllRSONG, !STRID HORN, T11SHLYN Y11FEr:RA: SMEEMO WEtROBOTTLE, ANO Z1RA.J THE 11UNTER
S KEEMO WEIRDBOTTLE . TASHLYN YAFEERA
Small humanoid (gnome), neulral evil • Medium humanoid (human). neutral
Armor Class 12 (15 with mage armor) .J ... CHA Armor Class 18 (plate)
Hit Points 72 (16d6 + 16) 15 (+2) Hit Points 149 (23d8 + 46)
Speed 25 ft. ' Speed 30 ft.
STR DEX CON INT WIS STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 {+l) 18 (+4) 15 (+2) 14 {+2) 10 (+O) 14 (+2) 12 (+1)
Saving Throws Int +6, Wis +4 Saving Throws Str +8, Con +6
Skills Arcana +6, History+6, Perception +4, Performance +S Skills Athletics +8, Intimidation +5, Perception +6
Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 16
Languages Abyssal, Common, Gnomish, Undercommon Languages Common
Challenge 6 (2,300 XP) Challenge 9 (S,000 XP)
Gnome Cunning. Skeemo has advantage on Intelligence, Wis· Indomitable (2/Day). Tashlyn can reroll a saving throw that she
dom, and Charisma saving throws against magic. fa ils. She must use the new roll.
Spe//casting. Skeemo is a 9th-level spellcaster. His spellcasting Second Wind (Recharges after a Short or Long Rest). As a bo-
ability is Intelligence (spell save DC 14, +6 to hit with spell at- nus action, Tashlyn can regain 20 hit points.
tacks). He has the following wizard spells prepared:
A CTIONS
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Multiattack. Tashlyn makes three attacks with her greatsword
1st level (4 slots): detect magic, mage armor, magic mis- or her shortbow.
sile, shield Creatsword. Melee Weapon Attack: +8 to hit, reach S ft., one
2nd level (3 slots): misty step, suggestion target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) slashing
3rd level (3 slots): counlerspe/l,fireba/l,fly damage ifTashlyn has more than half her hit points remaining.
4th level (3 slots): greater invisibility, ice storm
Sth level (1 slot): cone ofcold Shartbow. Ranged Weapon Attack: +6 to hit, range 80/320
ft., one target. Hit : 5 (ld6 + 2) piercing damage, plus 7 (2d6)
ACTION S piercing damage ifTashlyn has more than half he r hit points
rema ining.
Dagger. Melee or Ranged Weapon Attack: +S to hit, reach S ft. or
ra nge 20/ 60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
'200 ,\PPENDIX 0 I MONSTERS ANO NPCS
ZIRAJ THE HUNTER DROW GUNSLINGER
Ziraj is a half-ore hunter who wields an oversized bow Firearms aren't widely available in the North, but some
Lhat shoots correspondingly large arrows. He is the members of Bregan O'aerthe are equipped with Lan-
Master of Assassination for the Black Network. If Ziraj tanese pistols, bullets, and packets ofsmokepowder.
sets out to kill someone, it's because one of his friends These drow gunslingers are expert pistoleers, as s killed
(Oavil, Istrid. Skeemo, or Tashlyn) asked him to. The with their guns as the best archers are with their bows.
characters might become Ziraj's prey, or Ziraj might
come to their aid to eliminate a common enemy. He's fEL'REKT L AFEEN
the strong, silent type.
Fel'rekt is a male drow who was born female. Unhappy
The City Watch has received reports of a figure who with the treatment of males in his society, he petitioned
haunts the rooftops of Waterdeep- a hulking shadow to join Bregan D'aerthe. jarlaxle took a shine to Fel'rekt
that glares from its perch, rains down death in the form almost immediately, and the young drow has since be-
of long black arrows, and slinks offwithout so much as a come one ofjarlaxle"s most loyal lieutenants. Eager to
whisper. Where he comes from if he even has a home- prove himself, Fel'rekt is quick to volunteer for tasks and
remains a mystery, as does the question of where he hurls himself into combat with verve.
might show up next.
Fel'rekt and Krebbyg Masq'il'yr are close friends
Treasure. Ziraj wears +2 leather armor and carries and work as a team, trading banter and jokes at their
an oversized longbow. This unique weapon can be used enemies' expense. Fel'rekt lacks the cruelty common to
only by a Medium or larger creature that has a Strength most drow, and he won't kill an adversary unless he is
of 18 or higher. The bow shoots oversized arrows that left with no other choice.
deal piercing damage equal to 2d6 +the wielder's
Strength modifier. Its range is the same as an ordi- DROW GUNSLINGER
nary longbow.
Medium humanoid (elf), any alignment
Z IRAJ THE HUNTER
Armor Class 18 (studded leather, shield)
Medium humanoid (half-ore), neutral evil
Hit Points 84 (13d8 + 26)
Armor Class 17 (+2 leather armor)
Hit Points 153 (l 8d8 + 72) Speed 30 ft. •
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 11 (+O) 13 (+l ) 14 (+2)
18 (+4) 18 (+4) 18 (+4) 11 (+O) 14 (+2) 15 (+2)
Saving Throws Dex +6, Con +4, Wis +3
Saving Throws Wis +S, Cha +5 Skills Perception +3, Stealth +8
Skills Athletics +7, Intimidation +5, Stealth +7, Survival +S Senses darkvision 120 ft., passive Perception 13
Senses darkvision 60 ft., passive Perception 12 Languages Elvish, Undercommon
Languages Common, Ore Challenge 4 (1 ,100 XP)
Challenge 8 (3,900 XP)
Fey Ancestry. The drow has advantage on saving throws against
Spellcasting. Ziraj is a lOth·level spellcaster. His spellcasting being charmed, and magic can't put the drow to sleep.
ability is Charisma (spell save DC 13, +5 to hit wit h spell at·
tacks). He has the following paladin spells prepared: Gunslinger. Being within 5 feet of a hostile creature or attack·
ing at long range doesn't impose disadvantage on the drow's
lst level (4 slots): command, protectionfrom evil and good, thun· ranged attack rolls with a pistol. In addition, the drow ignores
derous smite half cover and three·quarters cover when ma king ra nged at·
tacks with a pistol.
2nd level (3 slots): branding smite, find steed
3rd level (2 slots): blinding smite, dispel magic Innate Spel/casting. The drow's spellcasting ability is Charisma
(spell save DC 12). It can innately cast the following spells, re·
A CTION S quiring no material components:
Multiattack. Ziraj makes three attacks with his glaive or with At will: dancing lights
his oversized longbow. 1/day each: darkness.faerie fire, levitate (self only)
C/aive. Melee Weapon Attack: +7 to hit, reach S ft., one ta rget. Sunlight Sensitivity. While in sunlight, the drew has disadva n·
Hit: 9 (ldl O+ 4) slashing damage. tage o n attack rolls, as well as on Wisdom (Perception) checks
that rely on sight.
Oversized Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage. A CTION S
Dreadful Aspect (Recharges after a Short or Long Rest). Ziraj Multiattack. The drow makes two shortsword attacks.
exudes magical menace. Each enemy within 30 feet of him
must succeed on a DC 13 Wisdom saving throw or be fright· Shortsword. Melee Weapon Attack: +6 to hit, reach S ft., one
ened ofZiraj for l minute. Ifa frightened enemy ends its turn target. Hit: 7 (ld6 + 4) piercing damage.
more than 30 feet away from Ziraj, the enemy can repeat the
saving throw, ending the effect on itself on a success. Poisonous Pistol. Ranged Weapon Attack: +6 to hit, range 30/90
ft., one target. Hit: 9 (ldlO + 4) piercing damage plus 11 (2dl 0)
poison damage.
APPENDI X B I MONSTERS AN O N P OS 201
DROW GUN SLIN GER as opportunity permits. When not engaged in a Bregan
D'aerthe operation, Soluun spends his nights haunting
• Game Statistics. Fel'rekl Lafeen is a neutral good the da rkened streets and alleys of Wate rdeep, looking
02 draw gunslinger. In addition to his weapons, he carries for solitary elves or half-elves to pick off. He conceals
four packets of smokepowder(see appendix A) and a his nighttime escapades as well as he can, butJarlaxle,
pouch containing twenty pistol bullets. Fel'rekt, and Krebbyg know what he's up to.
KREBBYG MASQ.1IL'YR Game Statistics. Soluun Xibrindas is a neutral evil
drow gunslinger, with these changes:
Krebbyg's house was destroyed long ago. leaving him
with no connection to his old life in the Underdark. He is Soluun wields a scimitar instead of a shor tsword (it
young a nd rash. deals slashing damage instead of piercing damage).
He wears a pair of drow-made boots ofelvenkind.
Krebbyg works closely with Fel'rekt Lafeen, and the • In addition to his weapons, he carries fou r packets of
two collaborate well despite their disparate alignments. smokepowder (see appendix A) and a pouch conta in-
Krebbyg prefers to follow Fel'rekt's lead, letting him do ing twenty pistol bullets.
most of the thinking and talking.
D URNAN
Game Statistics. Krebbyg Masq'il'yr is a chaotic neu-
tral drow gunslinger. In addition to his weapons, he Durnan is the owner and proprietor of the Yawning
carries four packets of smokepowder (see appendix A) Portal. Although he looks like a middle-aged man whose
and a pouch containing twenty pistol bullets. best days are behind him, Durnan has a sharp mind
and can still swing a sword when he must. He doesn't
SoLU-UN XrnRINDAS like talking about his past, and he won't reveal anything
about his time as an adventurer.
Soluun is a sadistic, fanatical bully who is fiercely loyal
to Bregan D'aerthe, and to Jarlaxle in particular. His If Durnan has any living family members, he doesn't
younger brother. Nar'I, has infiltrated the Xanathar speak of them. He rarely says two words when one will
Guild. Soluun considers Nar'I a weakling who turned to do. He has a dark sense of humor and spares no pity on
arcane magic by way of compensation, and he has never those who take the risk of entering Undermountain.
had much faith in his brother or his abilities.
He keeps Grimvault, his magic greatsword, within
Soluun has a burning hatred of surface elves and half- reach under the bar, and can chop tables in half with it if
elves. having been taught from a young age to kill them he so desires. He also can pull out a double crossbow (a
heavy crossbow with reduced range that fires two bolts
APPENDIX BI MONSTERS AND NPCS at the same target). Still, if he gets involved in a brawl,
he prefers fighting with fists or a well-flung tankard.
Durnan doesn't often venture fa r from the Yawning
Portal, using his employees to run errands for him
as needed. If he's feeling charitable, he might gently
discourage likable "nobodies" from venturing into Un-
dermountain, if he thinks they wouldn't survive. He can
also direct adventurers toward tavern regulars who
might be able to help them or offer useful information.
FLOON BLAGMAAR
F loan, a native Waterdavian in his early thirties, is a
handsome fellow but not very bright. He used to work
as an escort in festhalls but is currently unemployed.
Several months ago, he came upon a married noble en-
gaging in some indiscreet behavior, and now lives off the
generous bribe he is being paid to keep silent.
With friends all over the city, Floon spends most of
his time drinking and carousing. He gets by on his
looks and doesn't know what to do with his life, and has
shown little interest in working for a living.
GAME STATISTICS
Floon is a chaotic good Illus kan human commoner with
an Intelligence of 7 (-2) and a Charisma of 13 (+l). He
speaks Common.
GAZER GAZER
A gazer is a tiny manifestation of a beholder's dreams. Tiny aberration, neutral evil
It resembles the beholder who dreamed it into exis-
tence, but its body is only 8 inches wide, and it has Armor Class 13
only four eyestalks. The beholder can see through the Hit Points 13 (3d4 + 6)
gazer's eyes and uses it to spy on enemies as well as its Speed 0 ft., fly 30 ft. (hover)
other minions.
A gazer can't speak any languages but can approxi-
mate mimicking words and sentences in a high-pitched,
mocking manner. A lone gazer avoids picking fights with
creatures that are Medium or larger, but a pack of them
might take on larger prey. A gazer might follow human-
oids in its territory, noisily mimicking their speech and
generally being a nuisance, until they leave the area, bul
it flees if confronted by something it can't kill.
DURNAN STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 3 (-4) 10 (+O) 7 (-2)
Medium humanoid (human), neutral 3 (-4)
Armor Class 16 (elven chain) Saving Throws Wis +2
Hit Points 144 (17d8 + 68) Skills Perception +4, Stealth +5
Speed 30 ft . Condition Immunities prone
Senses darkvision 60 ft., passive Perception 14
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 13 (+l ) 12 (+l) 10 (+O) languages -
Challenge 1/ 2 (100 XP)
Saving Throws Str +8, Con +8 .. Aggressive. As a bonus action, the gazer can move up to its
Skills Ath letics +8, Perception +5 speed toward a hostile creature that it can see.
Senses passive Perception 15
languages Common, Dwarvish Mimicry. The gazer can mimic simple sounds of speech it has
Challenge 9 (5,000 XP) heard, in any language. A creature that hears the sounds can
tell they are imitations with a successful DC 10 Wisdom (In·
sight) check.
Special Equipment. Durnan wields a sword ofsharpness (great· A CTIONS
sword) called Grimvault. He wears boots ofstriding ond spring·
ing, elven chain, and a ring ofspell turning. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Indomitable (Recharges after a Long Rest). Durnan can reroll a
saving throw that he fails. He must use the new roll. Eye Rays. The gazer shoots two of the following magical eye
rays at random (reroll duplicates), choosing one or two targets
Spell Turning. While wearing his ring ofspell turning, Durnan it can see within 60 feet of it:
has advantage on saving throws against any spell that targets
only him (not in an area ofeffect). If Durnan rolls a 20 for the 1. Dazing Ray. The targeted creature must succeed on a DC
save and the spell is 7th level or lower, the spell has no effect 12 Wisdom saving throw or be charmed until the start of the
on him and instead targets the caster, using the slot level, spell gaze r's next turn. Whi le th e target is charmed in this way, its
save DC, attack bonus, an d spell casting ability of the caster. speed is ha lved, and it has disadvantage on attack rolls.
A CTIONS 2. Fear Ray. The targeted creature must succeed on a DC 12
Wisdom saving throw or be frightened until the start ofthe gaz.
Multiattack. Durnan makes four melee weapon attacks. er's next turn.
Crimvault. Melee Weapon Attack: +8 to hit, reach 5 ft. , one 3. Frost Ray. The targeted creature must succeed on a DC 12
target. Hit: 11 (2d6 + 4) slashing damage. If the target is an Dexterity saving throw or take 10 (3d6) cold damage.
object, the hit instead deals 16 slashing damage. If the target
is a creature and Durnan rolls a 20 on the d20 for the attack 4. Telekinetic Ray. If the target is a creature that is Medium or
roll, the target takes an extra 14 slashing damage, and Durnan smaller, it must succeed o n a DC 12 Strength saving throw or
rolls another d20. On a roll of 20, he lops offone of the target's be moved up to 30 feet directly away from the gazer.
limbs, or some other part of its body if it is limbless.
If the target is an object weighing 10 pounds or less that
Double Crossbow. Ranged Weapon Attack: +6 to hit, range isn't being worn or carried, the gazer moves it up to 30 feet in
60/240 ft., one target. Hit: 13 (2dl0 + 2) piercing damage.
any direction. The gazer can also exert fine control on objects
with this ray, such as manipulating a simple tool or opening a
container.
APPENDIX B I MONSTERS AND NPCS
HLAM
This venerable human monk lives in a cave halfway up
the side of Mount Waterdeep. Hlam is the grand mas-
ter of the Order of the Even-Handed, a small monastic
group devoted to Tyr. Would-be students periodically
visit him to learn the Way of the Sacred Fists, which
combines cleric magic and monk training. They usually
return to the city confused, bruised, and not inclined to
visit again.
In times of great peril, Hlam can be called on to help.
Sometimes he offers pearls of wisdom, and sometimes
he descends from his cave to set things right with fist-
icuffs. He can show up at any point in the story as a
helpful figure, and the characters can visit him in his
cave if they need guidance or training. The Order of the
Gauntlet considers him a staunch ally.
Hlam is immune to disease and doesn't require food
or water. Although he ages, he suffers none of the frailty
of old age.
H LAM .. target is a creature, Hlam can choose one ofthe following addi-
tional e ffects:
Medium humanoid (l]uman), fawful good
• The target must succeed on a DC 18 Strength saving throw or
Armor Class 22 (Unarmored Defense) drop one item it is holding (H lam's choice).
Hit Points 137 (25d8 + 25)
Speed 60 ft. • The target must succeed on a DC 18 Dexterity saving throw
or be knocked prone.
STR DEX CON INT WIS CHA
11 (+O) 24 (+7} 13 (.+-1} 14 (+2) 21 (+5) 14 (+2) • The target must succeed on a DC 18 Constitution saving
throw or be stunned until the end of Hlam's next turn.
Saving Throws Str +5, Dex +12
Dart. Ranged Weapon Attack: +12 to hit, range 20/60 ft., one
Skills Athletics +5, Religion +7 target. Hit: 9 (ld4 + 7) piercing damage.
Damage Immunities poison Quivering Palm (Recharge 6). Melee Weapon Attack: +12 to hit,
reach 5 ft., one creature. Hit: The target must make a DC 18
Condition Immunities charmed, frightened , poisoned Constitution saving throw. On a failed save, the target is re-
duced to 0 hit points. On a successful save, the target takes 55
Senses passive Perception 15 (lOdlO) necrotic damage.
Languages all spoken languages ' Wholeness ofBody (Recharges after a Long Rest). Hlam regains
Challenge 16 (15,000 XP) 60 hit points.
Spel/casting. J-i lam is a 5th-level spellcaster. His spellcasting REACTIONS
abi lity is Wisdom (spell save DC 18, +10 to hit with spell at-
tacks). He has the following cleric spells prepared: Deflect Missile. In response to being hit by a ranged weapon
attack, Hlam deflects the missile. The damage he takes from
Cantrips (at will): guidance, light, sacredflame, spare the dying the attack is reduced by ldlO + 27. If the damage is reduced to
1st level (4 slots): detect evil and good, healing word, sanctuary, 0, Hlam catches the missile if it's small enough to hold in one
hand and he has a hand free.
shield offaith
2nd level (3 slots): calm emotions, prayer ofhealing, silence Slow Fall. Hlam reduces the bludgeoning damage he takes
3rd level (2 slots): protection from energy. remove curse, sending from a fall by 100.
Evasion. If Hlam is subjected to an effect that allows him to LEGENDA RY A CTIONS
make a Dexterity saving throw to take only halfdamage, he
instead takes no damage ifhe succeeds on the saving throw, Hlam can take 3 legendary actions, choosing from the options
and only half damage if he fails. He can't use this tra it if he's below. Only one legendary action option can be used at a time
incapacitated. and only at the end ofanother creature's turn. Hlam regains
spent legendary actions at the start ofhis turn.
Magic Unarmed Strikes. Hlam's unarmed strikes are magical.
Quick Step. Hlam moves up to his speed without provoking
Unarmored Defense. While Hlam is wea ring no armor and opportunity attacks.
wielding no shield, his AC includes his Wisdom modifier.
Unarmed Strike (Costs 2 Actions). Hlam makes one un-
ACTIONS armed strike.
Multiattack. Hlam attacks three times using' his unarmed Invisibility (Costs 3 Actions). Hlam becomes invisible until
strike, darts, or both. the end of his next turn. The effect ends if Hlam attacks or
casts a spell.
Unarmed Strike. Melee Weapon Atiack: +12 to hit, reach 5
ft., one target. Hit: 12 (ldlO + 7) bludgeoning damage. If the
APPENDIX 8 I MONSTERS AND NPCS
HRABBAZ jALESTER S I LVERMANE
Hrabbaz is a muscle-bound half-ore with a cleft palate An earnest man in his mid-twenties,jalester hails from
who serves the lord and lady of House Gralhund as the distant land of Cormyr, where he earned his spurs
a bodyguard. He is well mannered and dresses im- working for a mercenary company called the Steel
peccably- a disarming appearance that belies a mur- Shadows. A few years ago,jaJester left the Dales and
derous heart. Though he has great respect for Lady traveled to Waterdeep with several other members of
Yalab Gralhund. he is less fond of her moody husband, the company, one of whom- Faerrel Dunblade-would
and wouldn't be sad to see Orond knocked down a become his best friend and lover.
peg or two.
The wizard Elminster befriended the two young men
and brought them to the attention of Laeral Silverhand,
who put them to work as deputies and spies.jalester
and Faerrel helped the Open Lord expose a plot to over-
throw the government, but Faerrel was killed while help-
ing bring the perpetrators co justice. jalester remained
in Waterdeep afterward, becoming one of Laeral"s field
operatives in the service of Waterdeep and the Lords'
Alliance. He has been romantically unattached ever
since Faerrel's death but longs again for love.
TREASURE
jalester carries a badge ofthe Watch (see appendix A). If
the badge is lost or taken from him, it returns to Laeral
Silverhand.
jALESTER S I LVERMANE
Medium humanoid (human), lawful good
HRABBAZ Armor Class 18 (chain mail, badge ofthe Watch)
Hit Points 71 (13d8 + 13)
Medium humanoid (halfore), neutral evil Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 13 (+l)
Armor Class 12 INT WIS CHA Saving Throws Str +4, Con +3
Hit Point.s 112 (15d8 45) 10 (+O) 14 (+2) 12 (+1) Skills Athletics +4, Survival +4
Speed 30 ft. Senses passive Perception 12
Languages Common, Elvish
STR DEX CON Challenge 4 (1,100 XP)
20 (+5) 15 (+2) 17 (+3)
Saving Throws Str +8, Con +6 Special Equipment. jalester carries a badge ofthe Watch.
Skills Athletics +8, Intimidation +4, Perception +5
Senses darkvision 60 ft., passive Perception 15 Second Wind (Recharges after a Short or Long Rest). As a bo-
Languages Common, Ore
nus action, jalester can regain 16 (ldlO + 11) hit points. .
Challenge 5 (1,800 XP)
ACTION S -... l '
Indomitable (2/Day). Hrabbaz can rerol l a saving throw that he Multiattack. jalester makes two weapon attacks.
fails. He must use the new roll.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
Relentless Endurance (Recharges after a Long Rest). When get. Hit: 6 (ld8 + 2) slashing damage. or 7 (ldlO + 2) slashing
Hrabbaz is reduced to 0 hit points but not killed outright, he
drops to 1 hit point instead. damage when used with two hands.
A CTIONS Dagger. Melee or Ra{lged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one ta rget. Hit: 4 (ld4 + 2) piercing damage.
Multiattack. Hrabbaz makes three attacks with his
morningstar. REAC T ION S
Morningstar. Melee Weapon Attack: +8 to hit, reach 5 ft., one Riposte. When a creature that jalester can see misses him
target. Hit: 9 (ld8 + 5) piercing damage, plus 3 (ld6) piercing with a melee attack, he can use his reaction to make a melee
damage if Hrabbaz has more than half his hit points remaining. weapon attack against that creature. On a hit, the target takes
an extra 4 damage from the weapon.
APPE!'DIX 8 I MONSTERS AND NPCS 20~
JARLAXLE B AENRE Tying Luskan's fortunes to those of Waterdeep would
increasejarlaxle's political and economic power on the
j a rlaxle is a flamboyant, swashbuckling drow icono- Sword Coast.
clast. He leads a renegade drow faction called Bregan
D'aerthc, made up of disenfranchised male drow, most Jarlaxle has come to Waterdeep in the guise of an
of them culled from destroyed or disgraced houses. llluskan human named Zardoz Zord. "Captain Zord"
Gifted with a sharp mind, a sense of humor, puissant is the master of the Sea Maidens Faire, a carnival that
s kill with a blade, and a wealth of useful magic items, travels up and down the Sword Coast in three ships:
Jarlaxle infiltrated the city of Luskan, brought a kind the Eyecatcher. the Heartbreaker, and the Hellraiser
of order to its lawlessness, and declared himself its (all words that describejarlaxle). He spends most of
secret lord. his time aboard the Eyecatcher, his personal ship. The
other two vessels carry members of the carnival and
Jarlaxle likes to weave a tangled web of schemes that their parade wagons.
leave his enemies baffled- the latest of which is a plan to
legitimize Luskan by making it a member of the Lords' jarlaxle has forged an alliance with Lantan (an island
Alliance. The city's unsavory reputation has thwarted to the south), and has armed his Bregan D"aerthe lieu-
all previous efforts, and the current leaders of the Lords' tenants with Lantanese firearms that rely on magical
Alliance have voiced their opposition to Luskan's ad- smokepowder to function. He has also acquired a Lan-
mittance. A few have flatly declared that the city will tanese submarine called the Scarlet Marpenoth. This
never be welcome in the alliance. Nonetheless,Jarlaxle underwater vessel is mounted below the Eyecatcher and
aims to persuade Laeral Silverhand, the Open Lord of kept out of sight. Jarlaxle plans on using the submarine
Waterdeep, to champion Luskan's cause even if that to flee Waterdeep if his scheme unravels.
means losing other alliance members in the process.
jarlaxle's loyalties are to himself first and foremost,
j A RLAXLE BAENRE and to Bregan D'aerthe secondarily.
Medium humanoid (elf), c~aotic neutral Legendary Resistance (1/ Day). IfJarlaxle fails a saving throw, he
can choose to succeed instead.
Armor Class 24 (+3 leather armor, Suave Defense)
Hit Points 123 (19d8 + 38) Master Attuner. )arlaxle can attune to up to five magic items,
Speed 30 ft. and he can attune to magic items that normally require attune-
ment by a sorcerer, wa rlock, or wizard.
STR DEX CON INT WIS CHA
12 (+l) 22 (+6) 14 (+2) 20 (+5) 16 (+3) 19 (+4) Sneak Attack (1/Turn). Jarlaxle deals an extra 24 (7d6) damage
when he hits a target with a weapon attack and has advantage
Saving Throws Dex+ll , Wis +8 on the attack roll, or when the target is within 5 feet ofan ally
Skills Acrobatics +11, Athletics +6, Deception +14, Perception of)arlaxle's that isn't incapacitated and )arlaxle doesn't have
disadvantage on the attack roll.
+8, Sleight of Hand +11, Stealth +16
Senses darkvision 120 ft., passive Perception 18 Suave Defense. While jarlaxle is wearing light or no armor and
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, wielding no shield, his AC includes his Charisma modifier.
Undercommon Sunlight Sensitivity. When not wearing his knave's eye patch,
Challenge 15 (13,000 XP) jarlaxle has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that relyon sight.
Special Equipment. jarlaxle wears +3 leather armor, a hat of
disguise, a bracer offlying daggers (see appendix A), a cloak ofin- A CTIONS
visibility, a knave's eye patch (see appendix A), and a ring oftruth
telling (see appendix A). He wields a +3 rapier and carries a por- Multiattack. jarlaxle makes three attacks with his +3 rapier or
table hole and a wand ofweb. His hat is adorned with a feather two attacks with daggers created by his bracer offlying daggers.
ofdiatryma summoning (see appendix A).
+3 Rapier. Melee Weapon Attack: +14 to hit, reach 5 ft., one tar-
Evasion. lfhe is subjected to an effect that allows him to make get. Hit: 13 (1d8 + 9) piercing damage.
a Dexterity saving throw to take only half damage, Jarlaxle
instead takes no damage ifhe succeeds on the saving throw, Flying Dagger. Ranged Weapon Attack: +11 to hit, range 20/60
and only half damage if he fails. He can't use this trait if he's ft., one target. Hit: 8 (ld4 + 6) piercing damage.
incapacitated.
LEGE NDARY ACTIONS
Fey Ancestry. jarlaxle has advantage on saving throws against
being charmed, and magic can't put him to sleep. )arlaxle can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
Innate Spellcasting. Jarlaxle's innate spellcasting ability is a time and only at the end of another creature's turn. jarlaxle
Charisma (spell save DC 17, +9 to hit with spell attacks). He regains spent legendary actions at the start of his turn.
can innately cast the following spells, requiring no material
components: Quick Step. jarlaxle moves up to his speed without provoking
opportunity attacks.
At will: dancing lights
1/day each: darkness, faerie fire, levitote (selfonly) Attack (Costs 2 Actions). )arlaxle makes one attack with his +3
rapier or two attacks with daggers created by his bracer of
flying daggers.
APPENDIX B) MONSTERS AND NPCS
L AERAL SILVERHAND formidable, clear-headed wizard with plenty of magic at
her disposal.
Anamanue Laeral Silverhand was born in the Year of
the Cowl (765 DR), the fifth of seven daughters of the A few years ago, Dagu lt Neverember was ousted as
goddess Mystra. Each of the Seven Sisters is a powerful Open Lord of Watcrdeep. Laeral reluctantly stepped
and ageless beauty with a penchant for arcane magic. into the vacancy at the request of the Masked Lords,
and has served as Waterdeep's Open Lord ever since.
Long ago. Laeral ruled a kingdom called Stornanter Initially overwhelmed by the demands of the nobles and
and held the title of Witch-Queen of the North. After guildmasters, she has settled nicely into her new role.
that, she led a band ofadventurers called the Nine. She She uses her magic sparingly and relics on trusted ad-
met and married Khelben Arunsun, who would later visors and deputies. As time allows, she likes to venture
become the Blackstaff, the Lord Mage of Waterdeep. outside the Palace ofWaterdeep in disguise, just to clear
After Khelben died, Laeral retired from public life. She her head or check up on old friends (and enemies).
resurfaced after the Spellplague and the Sundering,
weakened by Mystra's death, rebirth, and withdrawal Laeral's relationship with Vajra Safa hr, the current
from the world. Blackstaff. has its challenges. For one thing, Laeral
is much older, much wiser, and much more powerful
Laeral's magic isn't as great as it once was, though she than Vajra, whom she views as an insecure child. fn
does her utmost to bide this fact. Only Elminster, her addition, Vajra wields the Blackstaff. which has Khelben
trusted friend and advisor, knows the extent of her de- Arunsun's soul and the souls of all the other Blackstaffs
cline. Despite her diminished abilities, Laeral remains a bound inside it. Laeral covets the staff, because it con-
LAERAL SILVERHAND ACTIO NS
Medium humanoid (human). chaotic good M11ltiattack. Laeral makes three attacks with her silver hair and
flame tongue, in any combination. She can cast one of her can-
Armor Class 18 (robe ofthe archmagi) trips or l st-level spells before or after ma king these at tacks.
Hit Points 228 (24d8 + 120)
Speed 30 ft. Silver Hair. Me/ee Weapon Attack: +11 to hit , reach S ft ., one
target. Hit: 7 (2d6) force damage, and the ta rget must succeed
STR DEX CON INT WIS CHA on a DC 19 Constitution saving throw or be paralyzed for l
minute. The target can repeat the saving throw at the end of
13 (+1) 17 (+3) 20 (+S) 20 (+S) 20 (+S) 19 (+4) each of its turns, ending the effect on itselfon a success.
Saving Throws Int +11, Wis +11 Flame Tongue. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Skills Arcana +17, History +17, Insight +11, Perception +11, target. Hit: S (l d8 + 1) slashing damage plus 7 (2d6) fire dam-
age, o r 6 (1dl 0 + 1) slas hing damage plus 7 (2d6) fire damage
Persuasion +10 when used with two hands.
Damage Resistances fire
Damage Immuniti es poison Spe/ljire (Recharges after a Long Rest). Magical, heatless, silver
Condition Immunities poisoned fire harmlessly erupts from Laeral and surrounds her until she
Senses trues1ght 60 ft., passive Perception 21 is incapacitated or until she uses an action to quench it. She
languages Common, Draconic, Dwarvish, Elvish, Giant, gains one ofthe following benefits of her choice, which lasts
until the sil ver fire ends:
Infernal
Challenge 17 (18,000 XP) • She can breathe underwa ter.
• She can survive without food and water.
Special Eq11ipment. laeraIwears a white robe ofthe archmagi • She is immune to magic that would ascertain her thoughts,
(accounted for in her statistics). She wields a flame tongue
longsword. truthfulness, alignment, or creature type.
• She gains resistance to cold damage, and she is unharmed by
Magic Resistance. While wearing her robe ofthe archmagi,
laeral has advantage on saving throws against spells and other temperatures as low as -SO degrees Fahrenheit.
magical effects.
While the silver fire is present, she has the following additional
Spellcasting. Laeral is a 19th-level spellcaster. He r spellcasting action options:
abi lity is Intelligence (s pell save DC 21, +13 to hit with spell at·
tacks). Laeral has the following wizard spells prepared: • Cast the cure wounds spell. The target regains 1d8 + 5 hit
points. After Laeral takes this action, roll a d6. On a roll of l ,
Cantrips (at will): light, mage hand, minor illusion, prestidigita- the silver fire disappears.
tion, ray offrost
• Cast the revivify spell without material components. After
1st level (at will): detect magic, disguise self. magic missile, shield Laeral takes this action, roll a d6. On a roll of 1- 2, the silver
2nd level (at will): detect thoughts, invisibility, misty step fire disappears.
3rd level (3 slots): counterspell,fly, sending, tongues
4th level (3 slots): banishment, greater invisibility, Otiluke's resil- • Release a 60-foot line of silver fire that is 5 fee t wide or a 30-
foot co ne of silver fire. Objects in the area that aren't being
ient sphere worn or carried take 26 (4dl 2) fire damage. Each creature in
5th level (3 slots): cone ofcold, geas, Rory's telepathic bond the area must succeed on a DC 21 Dexterity saving throw,
6th level (2 slots): globe ofinv11lnerobility, mass s11ggestion taking 26 (4d12) fire damage on a failed save, or halfas much
7th level (1 slot): prismatic spray, teleport damage on a successful one. After laeral takes this action,
8th level (1 slot): feeblemind, power word st11n roll a d6. On a roll of 1-3, the silver fire disappea rs.
9th level (1 slot): time stop
APPENDIX B I MONSTERS AND NPCS
LAE RAL S ILYERHAND MANSHOON
tains all that's left of her husband. Not surprisingly, the Referred to in this adventure simply as "Manshoon," this
two mages avoid each other as much as possible. clone of the ancient archwizard infiltrated Waterdeep
years ago and has been hiding out in Kolat Towers ever
In times of great need, Laeral can command Vajra since, in the city's Southern Ward.
to unleash Force Grey. Until that order is given, Force
Grey isn't allowed to conduct operations in Waterdeep, The original Manshoon was one of the founders of the
though Laeral's spies tell her that Vajra has secretly Zhentarim. Evil to the core, he made enemies all across
activated members of the elite order and sent them on a Faertin, including other powerful spellcasters such as
number of unauthorized missions. Laeral is reluctant to Khelben Arunsun and Elminster. Fearing that he might
confront Vajra on the matter, and rationalizes her inac- be destroyed by his foes , Manshoon magically crafted
tion by framing it as a test ofVajra's competence. several clones-but a mishap caused all of them to be
awakened at once, whereupon they tried to destroy one
another in a series of conflicts that came to be known as
the Manshoon Wars.
Now the original Manshoon is dead, and it's widely be-
lieved that all his clones were destroyed as well. In fact,
at least three are still alive. The one presently in Water-
deep escaped death by hiding out in Undermountain,
where he eventually ran afoul ofHalaster Blackcloak.
After a brief spell duel, Halaster captured Manshoon
and amputated his left a rm at the elbow for reasons un-
known. Manshoon escaped imprisonment and fled Un-
dermountain, taking refuge in the city above. Attempts
to magically regenerate his severed limb failed, forcing
him to craft an artificial arm and hand for himself.
Manshoon took control of Kolat Towers, a crumbling
residence in the Southern Ward that was abandoned
years ago by the two wizards who built it. The edifice is
surrounded by a magical barrier that has the properties
of a wall offorce. Manshoon rarely leaves the towers
and uses a teleportation circle when he must do so, and
thus is never seen entering or leaving.
Manshoon aims to ru le Waterdeep and replace the
City Watch with Black Network mercenaries that are
loyal to him alone. By bribing and blackmailing the
Masked Lords, he hopes to oust Laeral Silverhand as
Open Lord and take her place, kill the Blackstaff, reduce
the Masked Lords to mere vassals, and declare himself
the Wizard-King ofWaterdeep. Once the city is firmly in
his clutches, Manshoon will then turn his attention to-
ward Undermountain, destroy Halaster once and for all,
and claim the dungeon's riches.
MANSHOON SIMULACRUM
Manshoon uses the simulacrum spell to create a magi-
cal duplicate of himself as needed. He has customized
the spell to increase his s imulacrum's bit points at the
expense of its spellcasting ability.
Manshoon can have only one simulacrum at any given
time, and he uses it as a subordinate to command his
Zhentarim minions in the field. If his simulacrum is de-
stroyed, Manshoon creates another. Each simulacrum
has the statistics of Manshoon, with these changes:
• The simulacrum has no special equipment. Conse-
quently, it has AC 12 and lacks the Magic Resistance
trait and the StaffofPower action option.
It loses all spell slots of 6th level and higher.
• It has a challenge rating of 8 (3,900 XP).
208 i\PP'ENDIX B I MONSTERS AND NPCS
A F1..v1 N G SNAKE OF
THE Z><E N TAR IM
Medium humanoid (human), lawful evil Martial arts adepts are disciplined monks who have ex-
tensive training in hand-to-hand combat. Some protect
Armor Class 19 (robe ofthe archmagi, staffofpower) monasteries; others travel the world seeking enlighten-
Hit Points 126 (23d8 + 23) ment or new forms of combat to master. A few become
Speed 30 ft. bodyguards, trading their combat prowess and loyalty
for food and lodging.
STR DEX CON INT WIS CHA
10 (+O) 14 (+2) 12 (+1) 23 (+6) 15 (+2) 16 (+3) MARTIAL ARTS ADEPT
Saving Throws Str +2, Dex +4, Con +3, Int +13, Wis +9, Cha +5 Medium humanoid (any race), any alignment
Skills Arcana +11. History +11
Senses darkvision 60 ft., passive Perception 12 Armor Class 16
Languages Common, Draconic, Goblin, Infernal, Ore, Hit Points 60 (11d8 + 11)
Speed 40 ft.
Undercommon
Challenge 13 (10,000 XP) STR DEX CON INT WIS CHA
11 (+O) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
Special Equipment. Manshoon wears a black robe ofthe arch·
magi and wields a staffofpower (both accounted for in his Skills Acrobatics +5, Insight +5, Stealth +5
statistics). Roll 2dl0 to determine how many charges the staff Senses passive Perception 13
has remaining. Languages any one language (usually Common)
Challenge 3 (700 XP)
Magic Resistance. While wearing his robe ofthe archmagi, Man-
shoon has advantage on saving throws against spells and other Unarmored Defense. While the adept is wearing no armor and
magical effects. wielding no shield, its AC includes its Wisdom modifier.
Spellcasting. Manshoon is an 18th-level spellcaster. His spell- A CTIONS
casting ability is Intelligence (spell save DC 21, +15 to hit with
spell attacks). He has the following wizard spells prepared: Multiattack. The adept makes th ree una rmed strikes or three
dart attacks.
Cantrips (at will):fire bolt, light, mage hand, prestidigitation,
shocking grasp Unarmed Strike. Melee Weapon Attack: +S to hit, reach S ft.,
one target. Hit: 7 (ld8 + 3) bludgeoning damage. Ifthe target
1st level (4 slots): detect magic, mage armor, magic mis- is a creature, the adept can choose one ofthe following addi-
sile, shield tional effects:
2nd level (3 slots): detect thoughts, mirror image, misty step • The target must succeed on a DC 13 Strength saving throw or
3rd level (3 slots): counterspell, lightning bolt, sending drop one item it is holding (adept's choice).
4th level (3 slots):fire shield, greater invisibility, polymorph
5th level (3 slots): Bigby's hand, scrying, wall offorce • The target must succeed on a DC 13 Dexterity saving throw
6th level (1 slot):jlesh to stone, globe ofinvulnerability or be knocked prone.
7th level (1 slot):jinger ofdeath, simulacrum
8th level (1 slot):feeblemind, mind blank • The target must succeed on a DC 13 Constitution saving
9th level (1 slot): imprisonment, power word kill throw or be stunned until the end of the adept's next turn.
A CTION S Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one tar-
get. Hit: S (ld4 + 3) piercing damage.
Metal Fist. Melee Weapon Attack: +6 to hit, reach S ft., one tar-
get. Hit: 4 (ld4 + 2) bludgeoning damage. REACT IONS
StaffofPower. Melee Weapon Attack: +7 to hit, reach 5 ft., one Deflect Missile. In response to being hit by a ranged weapon
target. Hit: S (1d6 + 2) bludgeoning damage. or 6 (ld8 + 2) attack, the adept deflects the missile. The damage it takes from
bludgeoning damage when used with two hands. Manshoon the attack is reduced by ldl 0 + 3. Ifthe damage is reduced to 0,
can expend 1 ofthe staff's charges to deal an extra 3 (ld6) the adept catches the missile if it's small enough to hold in one
fo rce damage on a hit. hand and the adept has a hand free.
APPENDIX 8 I MONSTERS ANO NPCS
MELOON WARDRAGON ADJUSTED GAME STATISTICS
If Meloon is killed and raised from the dead. his true
Meloon is a handsome, formidable warrior in his prime. self is restored and his statistics change as follows:
who serves the goddess Tymora and loves a good fight. Meloon is neutral good.
He loses his telepathy, and his ability to speak and un-
His friends- among them Renaer Neverember and derstand Deep Speech.
Vajra Safahr- describe him as honest. optimistic. and • He can attune to Azuredge (see appendix A).
extraordinarily lucky. Until recently. he was a member M IRT
of Force Grey and reported directly to the Blackstaff. ln Once known as Mirt the Merciless and the Old Wolf,
Mirt made a fortune and carved out a reputation as an
recent months, Meloon has spent mueb of his time at the adventurer and philanderer. Today, an older and wiser
Mirt serves as one of the Masked Lords, a Harper, and
Yawning Portal. a close advisor to Laeral Silverhand. The years have not
worn him down, and though he has grown soft in the
Three months ago, out of boredom. Meloon accompa- flesh, he remains deceptively strong, vigorous, and clear
of mind. Mi rt has survived the passing of centuries by
nied a fledgling band of adventurers on an expedition to means of magic, and of all the Masked Lords, he is the
least concerned with concealing his identity.
Undermountain. There, his luck ran out. While resting
Despite his prodigious girth, Mirt can move with good
in the dungeon, the adventuring party was attacked by speed when he must, and he hasn't let his adventuring
skills wither. His wife, Asper, passed away several years
monsters unleashed by Xanathar- including a number ago, and his rambling mansion has seen better days.
Mirt spends his days embroiled in politics and whiles
of intellect devourers. One of the creatures succeeded in away his nights in drink and debauchery.
magically devouring and replacing Meloon's brain, turn-
ing the champion of Tymora into a puppet. After finish-
ing off his unsuspecting companions, Meloon returned
to Waterdcep as a Xanathar Guild spy.
The intellect devourer that inhabi ts Meloon's skull was
bred by Nihiloor, a mind flayer in Xanathar's employ. It
knows everything Meloon knew, and Meloon behaves
much as he did before his descent into Undermountain.
He hangs out at the Yawning Portal. tries to bond with
adventurers, and offers a helping hand whenever doing
so feels appropriate. The intellect devourer 's primary
goals are to steer adventurers away from Undermoun-
tain and get them to undertake quests that further
the aims of Xanathar. Such quests usually involve the
eradication of Xanathar's enemies, and Meloon is all too
eager to fight alongside those who fall for his ruse. -
MELOON WARDRAGON
Medium humanoid (human), neutral evil
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+O) 14 (+2) 15 (+2)
Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 fl
Challenge 9 (5,000 XP)
Special Equipment. Meloon wields Azuredge (see appendix A)
but can't attune to it, and thus gains none of its benefits.
Indomitable (2/Day). Meloon can reroll a saving throw that he
fails. He must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bo-
nus action, Meloon can regain 20 hit points. -
ACTIONS
Multiattack. Meloon makes four attacks with Azuredge.
Azuredge. Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 11
(1dl2 + 5) slashing damage.
APPENDIX 8 I MONSTF.RS ANO NP CS
TREASURE NA R'L XIBRIN DAS
Mirt bas access to magic items of all kinds. but keeps Xanathar's advisor is a nervous and conniving male
only a few on his person. He can equip himself with drow named Nar'I Xibrindas. Nar'l's house was wiped
other magic items as the need arises. out long ago, but he and his elder brother Soluun sur-
vived and joined Bregan D'aerthe. A year ago, Nar'I was
In addition to his other magical gear, Mirt owns a given the difficult task of infiltrating the Xanathar Guild
Lord's ensemble (see appendix A). He dons the ensem- and getting as close to the beholder as possible. Not only
ble only when meeting with other Masked Lords in an did he succeed, but in the course of gaining Xanathar's
trust, he managed to convince the beholder to eliminate
official capacity. its other advisors. The beholder's paranoia will even-
tually cause Xanathar to question the drow's loyalty,
MIRT •• though, and Nar'I has become increasingly worried
about his future. If forced to decide between himself and
Medium humanoid (human), chaotic good Bregao D'aerthe, he'll choose the former and betray his
drow allies to save his own skin.
Armor Class 16 (bracers ofdefense)
Xanathar is aware that something is off with Nar'I,
Hit Points 153 (18d8 ± 72) and recently assigned him a grell bodyguard. The grell
has instructions to dispose of Nar'I at the first sign of
Speed 30 ft.
disloyalty.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 15 (+2) 12 (+1) 15 (+2) GAME STATISTICS
Saving Throws Dex +8, Wis +S Nar'I Xibrindas is a drow mage. He prepares and casts
Skills Acrobatics +8, Ath letics +8, Perception +S, Persuasion the sending spell whenever he needs to communicate
with his brother. [n addition to his other gear, Nar'I
+6, Stealth +8 carries a vial containing three doses of eyescratch, a
Senses passive Perception 15 contact poison. A creature that comes into contact with
Languages Common, Dwarvish the poison must succeed on a DC 14 Constitution saving
Challenge 9 (5,000 XP) throw or be poisoned for 1 hour and blinded while poi-
soned in this way. A lesser restoration spell or similar
Special Equipment. Mirt wears bracers ofdefense and a ring of magic ends the effect.
regeneration. He wields a +I longsword and a +1 dagger.
Brute. A m elee weapon deals o ne extra die of its damage when
Mirt hits with it (included in the attacks below).
Evasion. lfhe is subjected to an effect that allows him to
make a Dexterity saving throw to take only half damage, Mirt
instead takes no damage if he succeeds on the saving throw,
and only half damage if he fails. He can't use this trait if he's
incapacitated.
Sneak Attack (1/Turn). Mirt deals an extra 14 (4d6) damage
when he hits a target with a weapon attack and has advantage
on the attack roll. or when the target is within 5 feet of an ally of
Mirt's that isn't incapacitated and Mirt doesn't have disadvan-
tage on the attack roll.
ACTIONS
Multiattack. Mirt makes three attacks: two with his +7 long·
sword and one with his +7 dagger.
+1 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.. one
target. Hit: 14 C2d8 + 5) slashing damage, or 16 (2d10 + 5)
slashing damage when used with two hands.
+1 Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 10 (2d4 + 5) piercing
dam age when used as a melee weapon, or 7 (ld 4 + 5) piercing
damage when used as a ranged weapon.
REACT IONS
Parry. Mirt adds 2 to his AC against one melee attack that
would hit him. To do so, Mirt must see the attacker and be
wielding a melee weapon.
..PPl!NDO< BI MONSTERS ANO NPCS 21
NIHILOOR N IMBLEWRIGHT
The illithid Nihiloorworks for Xanathar, spending its
days creating intellect devourers and setting them loose A nimblewright is a magical construct created to serve
in the sewers ofWaterdeep. Each intellect devourer at- as a guard or assassin. Composed predominantly of
tacks the first humanoid it encounters, us ing its victim lightweight wood and powered by magic, it can pass for
as a puppet to spy on the city and relay information back humanoid while wearing clothing. Some nimblewrights
to Nihi loor. Occasionally, an intellect devourer is in- wear plain clothing, while others are clad in flashier
structed to seek out a particular kind of target, such as a attire. A nimblewright is emotionless, its face frozen in
member of the City Guard or the City Watch. Sometimes whatever expression was given to it by its creator.
its instructions will include orders to capture specific
Waterdavians and bring them to Skullport, where they Duelist. A nimblewright moves like a dancer and
can be enslaved or ransomed. fights like a swashbuckler, using dodges and parries to
avoid damage while deftly skewering its foes.
Nihiloor has an alien mind, and it considers itself
Xanathar's equal. It has no interest in supplanting the ConstructedNature. A nimblewright doesn't require
beholder, however, preferring to operate in the shadows air, food, drink, or sleep. Damage it takes can be re-
and pursue its own fell schemes. paired with mending spells, but a nimblewright reduced
GAME STATISTICS to 0 hit points is permanently destroyed.
Nihiloor is a mfad flayer.
NIMBLEWRIGHT
NtHhOOR
Medium construct, unaligned
Armor Class 18 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 60 ft.
STR DEX CON INT WIS CHA
12 (+l) 18 (+4) 17 (+3) 8 (-1) 10 (+O) 6 (-2)
Saving Throws Dex +6
Skills Acrobatics +8, Perception +2
Damage Resistances bludgeoning, piercing, and slashing from
nonrnagical attacks
Condition Immunities exhaustion, frightened, petrified,
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands one language known to its creator but
can't speak
Challenge 4 (l ,100 XP) • ,
Magic Resistance. The ni mblewright has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The nimblewright's weapon attacks
are magical.
Repairable. As long as it has at least l hit point remaining,
the nimblewright rega ins l hit point when a mending spell is
cast on it.
Sure-Footed. The nimblewright has advantage on Strength
and Dexterity saving throws made against effects that would
knock it prone.
ACTIO N S
Multiattac;k. The nim blewright ma kes three attacks: two with
its rapie r and one with its dagger.
Rapier. Melee Weapon Attack: +6 to hiti reach S ft., one target.
Hit: 8 (ld8 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack~ +6 to hit, reach S ft. or
range 20/ 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
REAC T IONS
Parry. The nimb lewright adds 2 to Its AC against one melee at-
tack that would hit it. To do so, the nimblewright must see the
attacker and be wielding-a melee weae,on.
12 APPENDIX B 1 MONSTERS AND NPCS
NIM&LE WR IG... T After she was passed over, Orond became insanely an-
gry, and he has remained that way ever since.
N O SKA UR'GRAY
Noska is a ruthless enforcer in the Xanathar Guild. A Less than a year ago, the Gralhunds were approached
green slime in Undermountain dissolved his left hand by agents of the Zhentarim loyal lo Manshoon, and the
and forearm, and the lost appendage has been replaced nobles formed an alliance with them. House Gralhund
with a heavy crossbow that attaches to the stump. gives the Zhents coin and allows them to use the fami-
ly's noble villa as a refuge. In exchange, the house reaps
GAME STATISTICS all the benefits that the Black Network offers, including
intelligence that its spies have gathered. So while the
Noska Ur'gray is a shield dwarf thug, with Zhents use House Gralhund as a shield, the Gralhunds
these changes: are using the Zhenls to ascertain the identities and
weaknesses of the Masked Lords.
Noska is neutral evil.
He has these racial traits: His walking speed is 25 Orond doesn't fully grasp how entwined the Black
feet. He has advantage on saving throws againsc poi- Network and his family have become it is now next to
son and resistance to poison damage. He has dark- impossible to separate one from the other. lfs no secret
vision out to a range of 60 feet. He speaks Common in Waterdeep that the Black Network has firmly rooted
and Dwarvish. itself in House Gralhund. But what's not generally
He has disadvantage on Strength checks made to known is thal the Zhents in House Gralhund are agents
climb, due to his disability. of Manshoon. Neither Orond nor any other member of
his family knows about the wizard's clone. As far as
0ROND GRALHUND Orond and his wife are concerned, the local leaders
The Gralhunds are nobles who trade in arms and of the Black Network (with Urstul Floxin chief among
mercenaries, and whose family motto is "We see both them) reside with them in the family villa.
s ides." Orond is the patriarch, but he's not a quick-think-
ing or cultured sort- and deep down, he knows it. He Orond is a short, stocky man who dresses well and is
leaves most of the plotting and socializing to his wife, easy on the eyes. When he opens his mouth, his boorish
Yalah, to whom he is devoted. nature, inflated sense of self-importance, fragile ego,
and despicable opinions about "the common rabble"
When several of the Masked Lords were assassinated come to the fore, and his charm quickly dissipates.
in quick succession some years ago. Lord Gralhund had When not in his wife's company, he is prone to excessive
expected his wife to fill one of the vacancies. That never boasting and temper tantrums. When he must speak
happened, though, despite many promises and bribes. to strangers, he keeps his half-ore bodyguard Hrabbaz
close by, for fear that others might attack and rob him at
21
.\PPENDIX 8 MONSTE RS A~D NPC S
OTT 5 TEELTOES OTT STEELTOES
any moment. While in Yalah's presence, Orond becomes The dwarf Ott Steeltoes has the nerve-wracking task of
an altogether different person: quiet, almost timid, and tending to Xanathar's pet fish, Sylgar. In his spare time,
happy to let his wife have the spotlight. he worships Zuggtmoy, the demon queen of fungi, and
cultivates mushrooms, spores, and molds. He wears a
Orond relies on Yalah to manage the Zhentarim. He leather skullcap stitched with fake beholder eyestalks.
spends his days watching mercenaries train, paying
bills, and ranting about the cost of doing business in the GAME STATISTICS
city. Although he is human, Orond was born with a tief- Ott is a shield dwarf cultist, with these changes:
ling's tail. The tail was amputated when he was a young
boy, but the scar on his backside remains. • Ott is chaotic evil.
GAME STATISTICS He has these racial traits: His walking speed is 25
Orond Gralhund is a Tethyrian human n oble , with feet. He has advantage on saving throws against poi-
these changes: son and resistance to poison damage. He has dark-
• Orond is neutral evil. vision out to a range of 60 feet. He speaks Common
• He has an Intelligence of 9 (-1). and Dwarvish.
• Never one to bother learning other languages, he He has an Intelligence of 6 (-2) and Religion +O.
speaks only Common. REMALLIA HAVENTREE
O SVALDO C ASSALANTER
Ammalia and Victoro Cassalanter traded the soul of Medium humanoid (elf), chaotic good
their eldest child for power. Stripped of his humanity,
' Osvaldo was chained up in Cassalanter Villa and slowly Armor Class 12 (15 with mage armor)
transformed into a devil (and an insane one at that). Hit Points 66 (12d8 + 12)
Now a creature of pure evil and hate, he has no hope of Speed 30 ft.
regaining what was taken from him.
GAME STATISTICS STR DEX CON INT WIS CHA
Osva ldo is a chain devil. 10 (+O) 14 (+2) 13 (+1) 18 (+4) 15 (+2) 17 (+3)
\PPENDIX B l MONSTERS AND NPCS
Saving Throws Int +8, Wis +6
Skills Arcana +8, Deception +7, History +8, Persuasion +7
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Dwarvish, Elvish, Halfling
Challenge 9 (S,000 XP)
Special Equipment. Remallia has a figurine ofwondrous power
(silver raven).
Fey Ancestry. Rema Ilia has advantage on saving throws against
being charmed, and magic can't put her to sleep.
Spellcasting. Remallia is a 13th-level spellcaster. Her spellcast-
ing ability is Intelligence (spell save DC 16, +8 to hit with spell
attacks). She has the following wizard spells prepared:
Cantrips (at will): dancing lights, mage hand, mending, message,
ray offrost
1st level (4 slots): alarm,* mage armor,* magic missile, shield*
2nd level (3 slots): arcane lock,* invisibility
3rd level (3 slots): counterspell,'~ dispel magic,* fireball
4th level (3 slots): banishment,* stoneskin*
Sth level (2 slots): cone ofcold, wall offorce
6th level (1 slot): flesh to stone, globe ofinvulnerability*
7th level (1 slot): symbol,* teleport
*Abjuration spell of 1st level or higher
Arcane Ward. Remallia has a magical ward that has 30 hit
points. Whenever she takes damage, the ward takes the dam-
age instead. If the ward is reduced to 0 hit points, Remallia
takes any remaining damage. When Remallia casts an abjura-
tion spell of 1st level or higher, the ward regains a number of
hit points equal to twice the level ofthe spell. ...
ACTIONS
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 4 (ld4 + 2) piercing damage.
REMALLIA HAVENTREE SAETH CROMLEY
Remallia (Remi to her friends) is the lady of House Saeth Cromley is a retired sergeant of the City Watch, a
Ulbrinter and a guiding light for the Harpers in Water- likable fellow with a sharp, sarcastic wit. He occasion-
deep. She became an active force for good in the city ally comes out of retirement at the request of Barnibus
after assassins killed her husband. Arthagast Ulbrinter, Blastwind, and he assists the mage in investigating
and destroyed his remains. A s un e lf, she has two adult unusual crimes in the city. Cromley helps Barnibus
children (a half-elf son named Arthius, who is studying relate to the common folk. and he is good at coaxing
music in Silverymoon, and a half-elf daughter named information out of them. Though Cromley was once a
Serenore, who lives on the Moonshae island of Alaron strict proponent of Watch regulations and dress codes,
with her husband and daughter). Lady Haventree retains he has grown a bit lax in both matters now that he's offi-
a handful of loyal servants and spies. cially retired.
Remi holds secret Harper meetings in her villa, which GAME STATISTICS
is wa rded by all manner of spells. She uses a silver
raven figurine ofwondrous power to deliver messages to Saeth Cromley is an Illuskan human veter an . with
Harper spies scattered throughout the city. these changes:
RENAER NEVEREMBER • Saeth is lawful good.
• He has a Charisma of 14 and Intimidation +4.
Renaer is the estranged son of Dagult Neverember, the
former Open Lord ofWaterdeep and the current Lord He speaks Common.
of Neverwinter. Father and son detest one another. and
Renaer is least happy when he finds himself forced to APP'ENIHX 8 I MONSTE RS A:-ID NPCS
deal with some mess his father left behind. Qualities
that both share include striking good looks, a love of
drink, and a flair for diplomacy. What Renaer lacks is
his father's belligerence. ill temper, and bad judgment.
Renaer lives off a sizable inheritance left to him by
his mother. Approaching middle age. he has given up
adventuring and settled down somewhat. As a Harper,
he spends a lot of time defending Waterdavians against
those who. like his father, would deprive them of their
coin and rights. He owns Neverember House. a four-
story residence in the Sea Ward. Renaer spends as little
time there as possible. however, since iCs constantly un-
der surveillance by spies loyal to his father. His friends
have an open invitation to use the house as they please.
while Renacr spends most of his free time in taverns
and festhalls.
Some believe that Renaer's estrangement from his
father is nothing but an act. and that anyone who bears
the Neverember name is an enemy of Waterdeep.
Renaer just shakes his head at such accusations and
gets on with his life. He has many powerful friends to
watch bis back.
GAME STATISTICS
Renaer Nevercmber is an Illuskan human who has
the statistics of a swashbu ckler (see page 216). with
these changes:
• Renaer is chaotic good.
• He speaks Common.
SWASHBUCKLER URSTUL FLOXIN
Swashbucklers are charming ne'er-do-wells who live Urstul Floxin works for Manshoon, and he is the high-
by their own codes of honor. They crave notoriety, often est-ranking member of the Zhentarim squad stationed
indulge in romantic trysts, and eke out livings as pirates at House Gralhund. Urstul is a glorified thug with all
and corsairs, rarely staying in one place for too Jong. the charm and breeding of a snake, but the Gralhunds
tolerate him because he feeds them useful information
TuORVIN TwINBEARD culled from his spies throughout the city. UrstuJ takes
his orders from Manshoon's current simulacrum, which
Thorvin serves as Xanathar's chief engineer and comes and goes from House Gralhund by way of a tele-
trapsmith. He also serves the Harpers as a paid infor- portation circle (connected to the circle in Kolat Towers).
mant, keeping that faction apprised of Xanathar's plans
as well as he can. Thorvin uses the ruse of maintenance Urstul is a large, heavyset man in his forties. He
inspections to cover up secret meetings he holds with storms about House Gralhund like he owns the place.
Harper spies in Sku IIport and elsewhere. He has a collection of black flying snakes that he uses
as couriers to deliver messages to underlings through-
Thorvin wears iron-rimmed spectacles and carries a out the city.
large, heavy wrench that doubles as a club. He also car-
ries mason's tools, smith's tools, and thieves' tools, and GAME STATISTICS
has proficiency with all three. Urstul F loxin is an Illuskan human assassin, with
these changes:
GAME STATISTICS
Thorvin is a shield dwarf comm on er, with Urstul is lawfuJ evil.
these cha nges: • He speaks Common and Ore and knows thieves' cant.
Thorvin is lawful neutral. VAJRA SAFAHR
• He has these racial traits: His walking speed is 25
Vajra is a capable wizard in her mid-thirties, the young-
feet. He has advantage on saving throws against poi- est person ever to hold the position of Blackstaff. As the
son and resistance to poison damage. He has dark- High Wizard of Waterdeep, she is charged with using all
vision out to a range of 60 feet. He speaks Common the magic and resources at her disposal to defend the
and Dwarvish. city against threats. She was handpicked for the job by
He has an Intelligence of 16 (+3). Khelben Arunsun, and wields the Blackstafffrom which
SWASHBUCKLER
Medium humanoid (any race), any non-lawful alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+O) 15 (+2)
Skills Acrobatics +8, Athletics +S, Persuasion +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Lightfooted. The swashbuckler can take the Dash or Disengage
action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light or
no armor and wielding no shield, its AC includes its Cha-
ris ma modifier.
ACT IONS
Mu/tiattack. The swashbuckler makes th ree attacks: one with a
dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach S ft. or
range 20/60 ft., o ne target. Hit: 6 (ld4 + 4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (ld8 + 4) piercing damage.
APPENDIX B I MONSTERS AND NPCS
216
Khelben derived his name and the title of the office. fill the ranks of Force Grey, and she is particularly inter-
Vajra isn't the city's most powerful wizard, but she can ested in those who can bring unique skills, abilities, or
hold her own. Despite her many gifts, she still ques- spells to the mix.
tions her ability to meet the demands of her role, and
she rarely makes a decision without first soliciting the Several of the older and more seasoned wizards in
advice of the Blackstaff, which contains Khelben Arun- Waterdeep consider Vajra an upstart, but they are smart
sun's spirit as well as the spirits of all the other Black- enough not to challenge her. Only the Open Lord, cur-
staffs who preceded her. She also gets intelligence from rently Laeral Silverhand. can strip Vajra of her title.
many other sources, both through her own network of
spies and from Harper agents. V11 J RA SllFllHR , Ti'< E BLAC.l(STAl'F
Vajra runs Blackstaff Academy, a school for mages,
out of Blackstaff Tower in the Castle Ward. She is also
in charge of Force Grey, an order of highly skilled adven-
turers who are called upon to defend the city in times
of need. Vajra is always looking for new adventurers to
VAJRA SAFAHR
Medium humanoid (human), lawful neutral
Armor Class 14 (Blockstoff; 17 with moge armor)
Hit Points 126 (23d8 + 23)
Speed 30 ft.
STR DEX CO N INT WIS CHA
10 (+O) 14 (+2) 12 (+l) 20 (+S) 11 (+O) 16 (+3)
Saving Throws Str +2, Dex +4, Con +3, Int +12, Wis +7, Cha +S
Skills Arcana +10, History +10
Senses passive Perception 10
Languages Common, Dwarvish, Elvish, Giant, Halfling,
Undercommon
Challenge 13 (10,000 XP)
Special Equipment. Vajra wields the Blackstaff(see appendix
A), accounted for in her statistics. Roll 2dl0 to dete rmine how
many charges the staffhas remaining.
Magic Resistance. Vajra has advantage on saving throws
against spells and other magical effects.
Spellcasting. Vajra is an 18th-l evel spellcaster. Her spellcasting
abi lity is Intelligence (spell save DC 18, +12 to hit with spell at·
tacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, message, pres·
tidigitotion
l st level (4 slots): detect magic, identify, mage armor,
thunderwave
2nd level (3 slots): invisibility, misty step, web
3rd level (3 slots): counterspell,jly, sending
4th level (3 slots): banishment, fire shield, stoneskin
5th level (3 slots): Bigby's hand, geas, telekinesis
6th level (1 slot): chain lightning, globe ofinvulnerability
7th level (1 slot):forcecage, prismatic spray
8th level (1 slot): antimagic field, power word stun
9th level (l slot): imprisonment
ACTIONS
Blacksta.ff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 5 (ld6 + 2) bludgeoning damage, or 6 (ld8 + 2)
bludgeoning damage when used with two hands. Vajra can
expend l of the staff's charges to deal an extra 3 (ld6) force
damage on a hit.
APPENDIX B I MONSTERS ANO :-IPCS
Vrcro Ro CASSALANTER Victoro is a priest of Asmodeus, though his devotion
to the Lord of the Nine Hells is a secret known only
The lord of House Cassalanter is a devilishly handsome to his wife and his closest friends. Most Waterdavians
half-elf who likes coin and power. He and his wife know him as a successful banker, philanthropist, and
gained both by cutting a deal with Asmodeus- wh ich in- worshiper of Lathander. Some of h is business profits go
volved trading away the souls of their three children. toward feeding and sheltering the poor. But behind !his
veneer of generosity, Victoro is a self-serving beast.
VICTORO CASSALANTER
The soul ofVictoro's eldest son, Osvaldo. is forever
Medium humanoid (halfelf), lawful evil lost and can't be saved. To allay his guilt. Victoro has
forged a plan to win back the souls of his young twins,
Armor Class 15 (glamoured studded leather, ring ofprotection) Terenzio and Elzerina. Under the terms of the contract.
Hit Points 97 (15d8 + 30) their souls will be forfeit on their ninth birthdays, and
Speed 30 ft. that day is fast approaching. But Victoro can buy his way
out of the obligation by providing, as the contract states,
STR DEX CON INT WIS CHA "'one shy of a million gold coins and the sacrifice of one
13 (+l) 13 (+l ) 14 (+2) 16 (+3) 17 (+3) 18 (+4) shy of a hundred unfortunate souls."
Saving Throws Con +6, Wis +7 Victoro is well schooled, suave, slow to anger, and
Skills History+7, Insight +7, Persuasion +8, Religion +7 blessed with good health, long life, and immunity to dis-
Damage Immunities poison ease. He dresses in the latest fashions and walks with a
Condition Immunities poisoned ruby-tipped cane, though not because he needs to. This
Senses da rkvision 60 ft., passive Perception 13 cane has the magical properties of a rod ofrulership.
Languages Common, Draconic, Elvish, Infernal
Challenge 10 (5,900 XP) VOLOTHAM P GEDDA R M
Special Equipment. Victoro wears a ring of protection and glam- The bombastic world traveler Volothamp Geddarm
oured studded leather disguised to look like fine clothing. He is enjoying some downtime in Waterdeep following a
carries a rod ofrulership shaped like a ruby-tipped cane. successful book tour promoting his latest work, Volo:S
Guide to Monsters. He spends most of his free time in
Fey Ancestry. Victoro has advantage o n saving throws agai nst the taproom of the Yawning Portal, reuniting with old
being charmed, and magic can't put him to sleep. friends and mulling over his next book project.
Spel/casting. Victo ro is a 15th-level spellcaster. His spellcasting Volo has an inflated opinion of himself and his impor-
ability is Wisdom (spell save DC 15, +7 to hi t with spell attacks) . tance in the world, but he's not without his charm. There
Victoro has the following cleric spells prepared: is nothing he won't do to help a friend in need.
Cantrips {at will): guidance, light, mending, spare the dying, VoLOTHAMP "VoLo" GEDDARM
thaumaturgy
Medium humanoid (human), chaotic good
lst level (4 slots): charm person, command, detect rragic, dis·
guise self, protectionfrom evil and good, sanctuary Armor Class 11
Hit Points 31 (7d8)
2nd level {3 slots): augury, lesser restoration, mirror image, pass
without trace, spiritual weapon Speed 30 ft.
3rd level (3 slots): blink, clairvoyance, dispel magic, magic circle, STR DEX CON INT WIS CHA
protectionfrom energy 9 (-1) 12 (+l) 10 (+O) 15 (+2) 11 (+0) 16 (+3)
4th level (3 slots): banishment, dimension door, divination, free- Saving Throws Con +2, WJs +2
dom ofmovement, polymorph Skills Animal Handling +4, Arcana +4, peception +5, History
5th level (2 slots): dominate person, flame strike, modify rnem· +4, Insight +2, Investigation +4, Perception +2, Performance
ory, insect plague +7, Persuasion +7, Sleight of Hand +3, Survival +2
Senses passive Perception 12
6th level (l slot): heal Languages Common, Dwarvish, Elvish
7th level {l slot): divine word Challenge 1{4 (SO XP)
8th level (l slot): earthquake
Spel/casting. Volo is a 1st-level spellcaster. His spellcasting
ACTIONS ability is Intelligence {spell save DC 12, +4 to hit with spell at-
tacks). He has the following wizard spells prepared:
Multiattack. Victo ro ma kes two attacks with his ra pier.
Cantrips (at will): friends , mending, prestidigitation
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1st level (2 slots): comprehend languages, detect magic,
Hit: 5 (l d8 + l ) piercing damage.
disguise self
Cloak ofShadows (2/Day). Victoro becomes invisible un til the
end of his next turn. He becomes visible early immediately after I 11 _,,.
he attacks or casts a spell.
A CTIONS
Summon Devil (Recharges after 9 Days). Victoro summons a
barbed devil. The devil appears in an unoccupied space within Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
30 feet of Victoro, acts as Victoro's ally, and can't summon
~ othe r devils. It remains for l minute, un til it or Victoro dies, or ra nge 20/60 ft., one ta rget. Hit: 3 (ld4 +l ) piercing damage.
~ c::::u=tni==I=Vi=c=to=ro==di=s=m=is=s=e=s=it=a=s=a=n=a=c=ti=on=.================:::::i
APPENDIX 1l I MONSTERS AND NPCS
218
WALKING STATUES OF WATERDEEP wielder of the Blackstaff(see appendix A) can animate
the other seven.
Scattered throughout Waterdeep are eight enormous
statues that can defend the city in times of great peril. Landmarks. Over the years, Waterdavians have built
Because they are so destructive, the walking statues structures around and on top of several of the statues,
a re used only to fend off armies and seemingly insur- believing them to be little more than landmarks at this
mountable foes. point. ln their inanimate state, the statues pose little
danger- but any structures attached to a walking statue
Each statue has a name and a unique appearance are destroyed the first time it animates.
(see "The Walking Statues," page 182), but in terms
of statistics they are similar. The statue known as the Constructed Nature. A walking statue doesn't require
Sword maiden is too broken to be animated, and only the air, food, drink, or s leep.
WALKING STATUE OF WAT ERDEEP Crumbling Colossus. When the statue drops to 0 hit poi nts, It
crumbles and is destroyed. Any creature on the ground within
Gargantuan construct, unaligned 30 feet of the crumbling statue must make a DC 22 Dexterity
saving throw, taking 22 (4dl0) bludgeoning damage on a failed
Armor Class 17 (natural armor) save, or half as much damage on a successful one.
Hit Points 314 (17d20 + 136)
Speed 60 ft. Immutable Form. The statue is immune to any spell or effect
that would alter its fo rm.
STR DEX CON INT WIS CHA
30 (+10) 8 (- 1) 27 (+8) 1 (-5) 10 (+O) 1 (- 5) Magic Resistance. The statue has advantage on saving throws
against spells and other magical effects.
Saving Throws Con +14
Damage Immun ities cold, fire, poison, psychic; bludgeoning, Siege Monster. The statue deals double damage to objects and
structures.
piercing, and slashing from nonmagical attacks not made
with adamantine weapons A CTIONS
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned, stunned Multiattack. The statue makes two me lee attacks.
Senses truesight 120 ft. , passive Perception 10
l anguages - Slam. Melee Weapon Attack: +16 to hit, reach 5 ft., one target.
Challenge 18 (20,000 XP) Hit: 29 (3d12 + 10) bludgeoning damage.
Hurled Stone. Ranged Weapon Aitack: +16 to hit, range 200/800
ft., one target. Hit: 43 (6d10 + 10) bludgeoning damage.
APPENDIX B I MONSTERS AND NPCS
XANATHA-R- - Yalah stays abreast of events in the city, keeps a tight
rein on her children, and uses her station and her fam-
Xana1har is the name given to the beholder crime lord ily's wealth to pry secrets from the lips of nobles, guild-
that lives in the dungeons under Waterdeep. It isn't the masters, and commoners alike. Though her previous
first beholder to claim this mantle, nor will it be the last. attempts to become a Masked Lord have been thwarted,
she believes it's only a matter of time until that honor
Like all beholders, Xanathar is a paranoid tyrant is bestowed on her. Once she knows the identities and
that charms and bullies its minions into servitude. The secrets of enough Masked Lords, Yalah is confident that
Xanathar Guild is made up of some of Waterdeep's she can bribe, blackmail, or extort her way into their
most disreputable folk, as well as monsters forced into ranks. From there, she plans to effect changes in the
subservience or drawn to the beholder by the promise government that will ensure Ilouse Gralhund's prosper-
of treasure, food , or power. Treachery within the ranks ity for generations to come.
of the guild is common as servants vie for the beholder·s
favor and affection. Such boons are fleeting, though, as Yalah shares the services of a half-ore bodyguard with
the beholder is quick to distrust those who finagle their her husband, although Hrabbaz (see ''ffrabbaz," page
way into its good graces. 205) is more loyal to her than to him. She aJso uses
the Zhentarim who are based in House Gralhund as
Xanathar lives in a dungeon under Skullport. a subter- her personal spy network, not realizing that the Zhents'
ranean settlement connected to Undermountain's third true master is Manshoon. Most of her dealings are with
level. The place resembles a ramshackle town, built the Zhcnt master assassin Urstul Floxin (see "Urstul
inside a giant cavern connected to an underground river. Floxin," page 216), whom she treats as an underling.
Members of the Xanathar Guild haunt Skullport's dilapi-
dated bui ldings, and flameskulls patrol its streets. CAME STATISTICS
The only creature Xanathar truly cares about aside Yalah Gralhund is a Tethyrian human noble , with
from itself is a fish, named Sylgar. that it keeps in a large these changes:
glass tank. Xanathar has minions that look after the fish
constantly, but even their ministracions can't keep such • Yalah is neutral evil.
a creature alive forever. Whenever the fish dies, panic • She has an InteJligence of 16 (+3).
spreads through the occupants of the lair as minions try • She speaks Common and Infernal.
to replace the fish before Xanathar realizes what has
happened. Luckily for them, the beholder can't tell one 'r'ALAM ANO ORONO
fish from another. GRA MUNO
Xanathar is extremely fond of gold. A few years ago,
its spies stole the Stone ofGolorr, which contained in-
formation that led to the discovery of a dwarven vault
under Waterdeep. Xanathar was able to open the vault,
but was forced out by the dragon inside the place. Re-
cently. someone stole the Stone ofGolorr from where it
was hidden inside its lair, and the beholder is convinced
that the Black Network is behind the theft.
The beholder is caught up in the unbreakable grip
of its own paranoia. It sees enemies everywhere. and
lashes out at anyone it suspects of being a Zhentarim
spy or assassin. Adventurers who attract its attention
by dealing with known or suspected Black Network
operatives are quickly branded as enemies that must be
destroyed.
GAME STATISTICS
Xanathar is a beholder that wears magic rings on three
of its eyestalks. It is attuned to all three rings, which
don't alter the beholder's challenge rating. It wears a
ring ofinvisibility on its fear ray eycstalk, a ring ofmind
shielding on its sleep ray eyestalk, and a ring ofresis-
tance (force) on its slowing ray eycstalk.
Xanathar's beloved fish, Sylgar, has the statistics of a
quipp er, except that it lacks the Blood Frenzy trait.
YALAH GRALHUND
The lady of House Gralhund is no fool. She has a keen
mind and the wisdom to discern friend from foe. She
also has a husband who worships her (see ..Orond Gral-
hund." page 213) and a house that has the resources of
the Black Network at its disposal.
220 ~Pl't"NDIX 8 J MONSTERS .-\CllD NPCS
APPENDIX C: HANDOUTS IDURNAN ~
YAWNING PORTAL FRIENDLY FACES Human proprietor
"I 'II give you a free Hagon
of ale if you don't talk to me
about the weather."
BONNIE 1
Human barmaid
"Many adventurers pass though
the Yawning Portal on their way to
greatness. All of them try the ale."
_,.I
"THREESTRINGS" ~I
Human bard
"Anyone can play The Three
, Flambinis on a lute, but try play-
ing it with just three strings!"
jALESTER SILVERMANE
Human patron
"Want to know what's going
on in our fine city? Grab a
stool. Stay a while."
MELOON WARDRAGON
Famous human adventurer
"Heroes. am I right? Maybe
one day you'll join Force
Grey. Can I buy you an ale?"
0BAYA UDAY YAGRA STONEFIST
Human cleric ofWaukeen Ilalf.orc mercenary
"Want to arm wrestle? Hope
..The wonders ofWaterdeep are some- you're stronger than you look."
thing to behold. I tell you, I've never seen
so much money in my life!" APPENDIX C I HANDOUTS
THE CODE LEGAL
Punishment for a crime can include one or more of the hnpriaonment in the dunseons of Castle Waterdeep (for a
followin~ based on the nature of the crime, who or what period of days or months dependins on the seriousneM of
the crime is committed asainst, and the criminal record of the crime)
the convicted:
Fine (payable to the city; inability to pay the tlne leads to
Death imprisonment and/or hard labor)
Exile (for a number of years or summers) Damases (payable to the injured party or victim's kin;
inability to pay damases leads to imprisonment and/or
Flo88in8 (a set number of strokes) hard labor)
Hard labor (for a period of days, months, or years de· Edict (forbiddins the convicted from doins somethins;
pendi~ on the seriousneM of the crime) violation of an edict can result in imprisonment, hard
labor, and/or a tlne)
I. Crimes against Lords, III. Crimes against the Gods
Oftlcials, and Nobles
Assaultins a priest or lay worshiper: imprisonment up to
Aaaaultins or impersonatins a Lord: death a tenday and damases up to 500 SP
Aaaaultins or impersonatins an official or noble: flossin~ Disorderly conduct within a temple: line up to 5 8P and
imprisonment up to a tenday, and tlne up to 500 SP edict).
Blacltmailina an official: flo88ins and exile up to 10 years Public blupherny aaainat a sod or church: edict
Bribery or attempted bribery of an official: exile up to 20 Theft of temple soods or offerinaa: imprisonment up to
years and tlne up to donble the bribe amount a tenday and damases up to double the cost of the stolen
items
Murder of a Lord, official, or noble: death
Tomb-robbins: imprisonment up to a tenday and damases
Usina masic to influence a Lord without consent: coverins the cost of repairs plus 500 SP
imprisonment up to a year, and tlne or damaaes up to
1,000 8P IV. Crimes against Citizens
Usina rnaaic to influence an official without consent: tlne Asaaultins a citizen: imprisonment up to a tenday,
or damaaes up to 1,000 8P and edict tlo88in~ and demaaes up to 1,000 SP
II. Crimes against the City Blackmailins or intimidatins a citizen: tlne or damases up
to 500 SP and edict
Arson: death or hard labor up to l year, with tlnes and/or
damasea coverins the cost of repairs plus 2,000 SP Bur8}ary: imprisonment up to 3 months and damases
equal to the value of the stolen aoods plus 500 SP
Brandishins weapons without due cause: imprisonment up
to a tenday and/or line up to 10 SP Damaains property or livestock: damases coverins the
cost of repairs or replacement plus up to 500 SP
E.apionase: death or permanent exile
Diaturbins the peace: tlne up to 25 SP and edict
Fencins stolen soods: tlne equal to the value of the stolen
aoods and edict Murderins a citizen without justification: death or hard
labor up to 10 years, and damaaes up to 1,000 SP paid to
Foraery of an official document: flo88in8 and exile for 10 the victim'a kin
summers
Murderins a citizen with justillcation: exile up to 5 years
Hamperins justice: 6.ne up to 200 SP and hard labor up to or hard labor up to 3 years or damaaes up to 1,000 SP
a tenday paid to the victim's kin
Litterins: tlne up to 2 8P and edict Robbery: hard labor up to l month and damaaes equal to
the value of the stolen soods plus 500 SP
Poisonins a city well: death
Slavery: flossins and hard labor up to 10 years
Theft: flo88ins followed by imprisonment up to a tenday,
hard labor up to l year, or tlne equal to the value of the Usina maaic to inlluence a citizen without consent line or
stolen aoods damaaes up to 1,000 SP and edict
Treason: death
Vandalism: imprisonment up to a tenday plus 6.ne and/or
damaAes coverins the coat of repairs plus up to 100 SP
Usina maaic to influence an official without consent tlne
or demeAes up to 1,000 SP and edict
APPENDIX CI HANDOUTS
TROLLSKULL MANOR AND TAVERN I Third Floor
Second Floor Bedroom Private
Bath
-----
- -.Common Room Library
and Study
I HaU I_._
I.
Bedroom Master Bedroom
) First Floor ~ Garrets .
00 :--.;; Turret Peak Attic Bedroom
oR0 ~ 0 ~A
Jo -.:::::::. ,.,,,I ...I\\I
0 .::=- ~
I oO I- I I
I l o0
Attic Storage
Qo Taprpom
0
0 00
0
·• ti ··ti G0 Hatch to
Basement
0
0 t
0 Ale Cellar
Kitchen I
l square =5 feet
Al' PENPIX C HAN DOU I
KEY TO THE YAWNING PORTAL
Here are the names of the numbered characters featured in the Yawning Portal illustration on pages 18- 19.
1. Victoro Cassalanter 23. Krydle 45. Reginald Roundshield 67. Fel'rekt Lafeen
2. Ammalia Cassalanter 24. Delina 46. Krebbyg Masq'il'yr 68. Soluun Xibrindas
3. Vajra Safahr 25. Vartan Hai Sylvar 47. Spider Parrafin 69.jarlaxle Baenre
4. Renaer everember 26. Priam Agrivar 48. Arkhan the Cruel 70. Danilo Thann
5. Laeral Silverhand 27. Ishi Barasume 49. Tyril Tallguy 71. Paultin Seppa
6. Mordenkainen 28. Minder 50. Dagny Halvor 72. Calliope
7. Qilue Veladorn 29. Foxilon Cardluck 51.Jamilah 73. Ziraj the Hunter
8. Alustriel Silverhand 30. Shandie 52. Hitch 74. Skeemo Weirdbottle
9. TheSimbul 75. Davi! Starsong
10. Elminstcr 31. Obaya Uday 53. Dragonbait 76. Tashlyn Yafeera
11. Harkle Harpel! 32. Manshoon 54. Brawlwin Chainminer 77. Istrid Horn
12. Storm Silverhand 33. Yoshimo 55. Durnan (proprietor) 78. Nihiloor
13. Sylune Silvcrhand 34 . The Nameless One 56. Skip Brickard 79. Noska Ur'gray
14. Dove Falcon hand 35. Valygar Corthala 57. Diath Woodrow 80. Nar'l Xibrindas
15. Florin Fa lconhand 36. Abdel Adria n 58. Evelyn Marthain 81. Ah maergo
16. Ill istyl Elvcntrcc 37. Hexxat 59. Strix 82. Thorvin Twinbeard
17.Jhessail Silventree 38. P ike! Boulders houlder 60. Alias 83. Ott Steeltoes
18. Merith Strongbow 39. Ivan Bouldershoulder 61. Akabar Bel Akash 84. Xanathar
19. Lanseril Snowmantle 40. Cadderly Bonaduce 62. Olive Rustkcttlc 85. Matthew Mercer
20. Artus Cimber 41. Hrolf 63. Mirt
21. Volothamp Gcddarm 42. Drizzt Do'Urden 64. The Black Viper
22. Minsc and Boo 43. Guenhwyvar 65. Artemis Entrcri
44. Ruqiah 66.joppa