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The Adventurer's Guide to the Bible for 5E

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Published by goroiamanuci, 2023-01-05 09:32:31

The Adventurer's Guide to the Bible for 5E

The Adventurer's Guide to the Bible for 5E

Goat Demon Goat Demon AC: 12
“It shall become a haunt for jackals, where goat- HP: 34
demons cry out to each other.” Medium Fiend (demon), chaotic evil Speed: 30 ft.
-Isaiah 34:13
STR DEX CON INT WIS CHA
Mischief and Mayhem. The goat demon is a being of
pure chaos. These demons are known to roam the wilds of +1 +2 +0 -1 +1 -1
the desert on the outskirts of civilization where their cries
can be heard echoing across the canyons throughout the Senses: Darkvision 60 ft., Passive Perception 11
night. Known to most local guides by their Hebrew name Languages: Infernal
“Se’irim,” the goat demon is a truly malevolent force of Challenge 1/2 (200 XP)
wickedness in the world. Where some demons focus on
manipulation or complex plots to bring about the corruption ACTIONS
of humanity, the goat demon resorts to pure chaos. Lacking
the intelligence and focus of their fellow fiends, the goat Horns: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
demon will steal, murder, and kidnap seemingly at random,
following the urge of the moment. 8 (2d6+1) piercing damage.

Scream (1/Day): The goat demon lets out a terrible cry. Each

creature within 30 feet of the goat demon must succeed on a DC 10
Wisdom saving throw or be frightened for 1 minute. If the creature’s
save is successful or the effect ends for it, it is immune to a goat
demon’s scream for the next 24 hours.

Golden Calf
“So the people took off their golden earrings, and
fashioned them into a molten calf .”
-Exodus 32:3

Forged in Faithlessness. The origin of the golden calf

is steeped in human sin. Over 1000 years before Rome
came to power, the Israelite people were finally escaping
slavery in Egypt, where the influence of the archdemon
Mammon was coercing the pharaohs to build greater and
greater monuments to wealth. However, led by Moses into
the Wilderness of Zin, the people soon started to doubt

the providence of God, and began to grow nostalgic for
the ways of the Egyptians. Remembering the golden idols
that Mammon convinced the Egyptians to build in her
honor, the people of Israel collected all of the gold in their
possession and forged a creature of pure sin: a symbol of

their loss of faith.

“Taking the calf they had made, Moses burned it in
the fire and then ground it down to powder.”
-Exodus 32:20

A Dormant Evil. When Moses return from Mt. Sinai, he

destroyed the idol and threw the pieces into a nearby river.

This would have been the end of the story, but the shards

of this golden idol pulse with the magic of sin, and it was

not long before the pieces eventually found their way back
to Mammon, the true mistress of Greed. Over the next 200
years, adventurers and treasure-seekers would find pieces
of gold fragments in the desert and feel led - as though
through a voice in their mind - to travel to Egypt. The
fate of these unfortunate souls is unknown, but Mammon

eventually accrued enough of the original fragments to
work her dark magic. Resentful of the Israelites who had
escaped her grasp, Mammon traveled in disguise to the

294

Golden Calf AC: 18 Otherworldly Perception: The golden calf can sense the
HP: 125
Large Construct, Lawful Evil Speed: 40 ft. presence of any creature within 30 feet of it that is invisible or on the
ethereal plane. It can pinpoint such a creature that is moving.
STR DEX CON INT WIS CHA
ACTIONS
+4 +0 +5 -5 +2 +0 Gore: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18

Skills: Athletics +7, Religion +2 (3d8 + 4) piercing damage.
Damage Immunities: Poison
Senses: Darkvision 60 ft., Passive Perception 12 Compel Worship (Recharge 5-6): The golden calf rears onto
Languages: Telepathy 120 ft. (emotions and desires only)
Challenge 5 (1,800 XP) its hind legs as dazzling light radiates out in a 20-foot-radius sphere,
centered on itself. Each creature in that area must succeed on a DC
FEATURES 14 Wisdom saving throw or it drops to its knees and begins muttering
words of praise to the golden calf. A target affected in this way is Re-
Reflective Armor: If the golden calf is targeted by a spell of 1st strained. The Restrained target may repeat the saving throw at the end
of its next turn, ending the effect on itself with a success. At the start
level or lower that is a line spell, Magic Missile, or requires an attack of each of the golden calf’s turns, it regains 1d6 hit points for each
roll, the effect is reflected back at the caster as though it originated creature currently worshiping it.
from the golden calf, turning the caster into the target and using the
Israelite people was enough to complete Mammon’s ritual.
same attack roll. Charged with the magic of human sin, the golden calves
sprang to life - becoming mindless constructs that serve the
Promised Land, where she sought an audience with King will of Mammon alone. In the ensuing chaos of Babylon’s
Jeroboam in the Northern Kingdom of Israel. invasion, Mammon escaped with her new servants and
returned to her lair in Egypt. Because these constructs
The King made two golden calves and said: are not truly alive, they have no need to eat or drink, and
“Here are your gods.” according to legend, they now reside in the deep recesses of
-1 Kings 12:28 Mammon’s subterranean lair. Whether or not these stories
are true, no one has yet lived to tell of what lies beneath the
Guardians of Greed. Mammon was able to persuade sands of Egypt.
the King in the North to forge two new golden calves,
made from pieces of the original. The King ordered that 295
the Israelite people worship these new idols as their gods.
Even though Israel was conquered by invading Babylonian
forces shortly after this, the combined worship of the

Golems home, since this was not part of its instructions. Thus, many
“You saw that I was unformed, as a golem” mages consider Golems to be more trouble than they are
-Psalm 139:16 worth as practical servants.

Created from Raw Materials. The Hebrew word General Features. A Golem cannot speak, and would
“golem” in Hebrew refers to a rough humanoid form made have nothing to say if could. Most Golems are extremely
from clay, rock, or other raw material. When Adam is unformed in appearance, lacking any discernible decor,
created by God in the Genesis story, he is first created as personality, or even facial features. Because the ritual to
a golem (when God forms his body from dust), and then create a Golem must be repeated every 24 hours to sustain
brought to his full human by the breath of divine creation. its existence, few mages take the time to make them look
The power to create a life is one that resides with God particularly comely. The one feature that all Golems share
alone, but this has not stopped many clerics and mages is the “‫ ”א‬carved into their forehead. This is the most
from trying over the years. crucial part of the ritual to create a Golem, and it is in this
symbol that a Golem’s spark of life resides. If this symbol
Animated Constructs. There is no record of when the is crossed out, smudged, or otherwise destroyed, a Golem is
ritual was discovered, or who discovered it, but legend instantly reduced to 0 hit points, collapsing to the floor as a
tells that certain mages and artificers developed a way to shapeless pile of raw material. Hiding, covering, or altering
animate mounts of clay, giving them a spark of life that the symbol with illusory magic has no physical effect on
allowed them to perform simple tasks. These animated the Golem, which continues to function as normal.
constructs were named “Golems,” and the ritual of their
creation is jealously guarded by those who have knowledge Death Golem AC: 14
of it. HP: 65
Medium Construct, Lawful Neutral Speed: 35 ft.
The ritual takes a full hour to perform, during which
time the mage shapes clay, dirt, rock, or other raw material STR DEX CON INT WIS CHA
into the rough form of a massive humanoid. The ritual
is completed when the mage etches the Hebrew letter +3 +3 +4 -5 +0 -1
aleph “‫ ”א‬into the forehead of the golem, imbuing it
with a semblance of life force. Because the letter aleph Skills: Athletics +6, Stealth +6
is pronounced by exhaling, the letter is itself a reflection Damage Immunities: Poison, Psychic
of the action God took in breathing life into the world. Condition Immunities: Charmed, Exhaustion, Frightened,
Furthermore, the aleph is one of the letters used in the name
that God revealed to Moses in the burning bush, so this Poisoned
letter has important spiritual and even magical significance.
However, because this ritual is worked by human hands Senses: Darkvision 60 ft., Passive Perception 13
and not by God’s, a Golem is not truly alive. Golems are Languages: Understands the language of its creator, but cannot
constructs that are knit together and animated by the magic
of the spellcaster that created them, and have no will or speak.
mind of their own.
Challenge 4 (1,100 XP)
Mindless Servants. A Golem is neither good nor evil, as
it serves as a tool of its creator. Whether this tool is used to FEATURES
help or hurt people is left to the will of the creator. A Golem
is usually designed for one specific purpose, and it serves in Shem: If the symbol on the Golem’s forehead is crossed out, dam-
this purpose to the best of its ability. It obeys all commands
given to it by its creator without question, and does not aged, or destroyed, the Golem is immediately reduced to 0 hit points.
stop until its instructions have been completed. However,
without a mind of its own, a Golem follows commands to Innate Spellcasting: The Golem can innately cast the following
the letter, and is incapable of interpreting the intentions
of its creator. For example, a Golem ordered not to allow spells, requiring no material components.
“anyone” to enter a wizard’s laboratory will block entry
to even the wizard himself. A Golem ordered to “pick up 1/Day Each: Locate Creature, Walk in Shadow
supplies from the market” may travel to the market and lift
the requested supplies into the air, but is unlikely to return Assassinate: Any hit the Golem scores against a Surprised crea-

ture is a critical hit.

ACTIONS

Multiattack: The Golem makes two Fist attacks. If both attacks

score a hit against the same target, the Golem may also make a Rend
attack against that target.

Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10

(2d6+3) bludgeoning damage and the target is grappled (escpe DC
14). Until the grapple ends, the target is restrained. The Golem has

two hands, each of which can grapple one target.

Rend: Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled

target. Hit: 11 (3d6) bludgeoning damage.

296

Sentry Golem AC: 14
HP: 85
Large Construct, Lawful Neutral Speed: 30 ft.

STR DEX CON INT WIS CHA Helper Golem AC: 12
HP: 105
+4 +2 +4 -5 +0 -1 Large Construct, Lawful Neutral Speed: 25 ft.

Skills: Perception +6 STR DEX CON INT WIS CHA
Damage Immunities: Poison, Psychic
Condition Immunities: Charmed, Exhaustion, Frightened, +5 +0 +5 -5 +0 -1

Poisoned Skills: Athletics +8
Damage Immunities: Poison, Psychic
Senses: Darkvision 60 ft., Passive Perception 13 Condition Immunities: Charmed, Exhaustion, Frightened,
Languages: Understands the language of its creator, but cannot
Poisoned
speak.
Senses: Darkvision 60 ft., Passive Perception 13
Challenge 4 (1,100 XP) Languages: Understands the language of its creator, but cannot

FEATURES speak.

Shem: If the symbol on the Golem’s forehead is crossed out, dam- Challenge 4 (1,100 XP)

aged, or destroyed, the Golem is immediately reduced to 0 hit points.

Watchful Eye: The Golem has Expertise in Perception, and FEATURES

advantage on Perception checks that rely on sight. Shem: If the symbol on the Golem’s forehead is crossed out, dam-

ACTIONS aged, or destroyed, the Golem is immediately reduced to 0 hit points.
Multiattack: The Golem makes two fist attacks. It can substitute
Powerful Build: The Golem counts as one size larger when de-
one or both Fist attacks for a Fling attack.
termining its carrying capacity and the weight it can push, pull, or lift
Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13
Innate Spellcasting: The Golem can innately cast the following
(2d8 + 4) bludgeoning damage and the target is grappled (escape DC
15). Until the grapple ends, the target is restrained. The Golem has spells, requiring no material components.

two hands, each of which can grapple one target. 1/Day Each: Floating Disk, Spider Climb (Self Only)

Fling: One Medium or smaller object held or creature grappled by ACTIONS

the Golem is thrown up to 30 feet and knocked prone. If a thrown Fist: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
target strikes a solid surface, the target takes 4 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target is thrown at 16 (2d10 + 5) bludgeoning damage and the target is grappled (escape
another creature, that creature must succeed on a DC 15 Dexterity DC 16). Until the grapple ends, the target is restrained. The Golem

saving throw or take the same damage and be knocked prone. has two hands, each of which can grapple one target.

297

Guard Guard AC: 16
“Guards stood in front of the door, HP: 11
keeping watch.” Medium Humanoid, any alignment Speed: 30 ft.
-Acts 12:6
Protectors of Law and Order. Guards include members STR DEX CON INT WIS CHA

of the Temple Guard in Jerusalem, the Arizanti in Teredon, +1 +1 +1 +0 +0 +0
the Order of Blades in Babylon, and even members
Skills: Perception +2
of town’s city watch or militia in some of the smaller Senses: Passive Perception 12
territories. Regardless of where you find them, Guards Languages: Any one language (usually Common)
are trained fighters who know how to keep an eye out for Challenge 1/8 (25 XP)
danger, and respond quickly to protect those in their charge.
ACTIONS
Guards may even be encountered along the Silk Road, as
Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
merchants and other travelers may hire protection against
range 20/60 ft., one target. Hit: 4 (1d6+1) piercing damage, or 5
Bandits and other dangers in the wild.
(1d8+1) piercing damage if used as a melee attack with two hands.
Hoopoe
This monster is derived from the “Guard” in the SRD 5.1 and reproduced under the OGL.

Colorful Wanderers. Considered sacred by ancient
Egypt and viewed as a symbol of virtue in Parthia, the
hoopoe can be spotted across the map. Because their diet

consists primarily of insects that humans consider to be

pests, many farmers construct alcoves near their crops to

encourage hoopoes to nest nearby. Sometimes called the
“king of birds” because of its distinctive crown, the hoopoe
will usually be found cruising the skies wherever insects
congregate, or taking “sand baths” in the desert dunes.

Hoopoe AC: 13
HP: 1
Tiny Beast, unaligned Speed: Fly 50 ft.

STR DEX CON INT WIS CHA

-6 +4 -1 -4 +1 -2

Skills: Perception +3
Senses: Passive Perception 13
Challenge 0 (10 XP)

ACTIONS

Beak: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1

piercing damage.

Hyrax Hyrax AC: 11
HP: 2
“Hyrax are creatures of little power, Tiny Beast, unaligned Speed: 30 ft., Burrow 5 ft.
yet they make their home in the crags.”
STR DEX CON INT WIS CHA
-Proverbs 30:26

Desert Foragers. With a highly -4 +1 +1 -4 +1 -4

adapted digestive system that allows Skills: Perception +3, Stealth +3

their multi-chambered stomachs to break Senses: Darkvision 30 ft., Passive Perception 13
Challenge 0 (10 XP)
down the tough plants found in the

desert, these small foragers can make ACTIONS

their homes in the arid climates that Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1

other animals would deem inhospitable. piercing damage.

298

Itinerant Baptist this brash approach often earns
them powerful enemies.
“John the baptizer appeared in the wilderness, clothed
with camel’s hair, with a leather belt.” In particular, John the
-Mark 1:4 Baptist has a prolific
ability to make enemies,
Mysterious and Wild. The enigmatic and eccentric and there are several
preachers known as “baptists” were possibly related to politicians in the
the Essene faction in the region of Judea. Some saw these cities of Damascus
mysterious wanderers as simply lunatics who have spent and Jerusalem that
too much time in the desert, while others saw the baptists would love to see his
as the last remnant of the age of Prophets who heralded the severed head on a
coming of the Messiah. The most famous of these itinerant platter.
Baptists was named John, and his ministry has been
recorded in the Bible. John the Baptist

Baptism of Water. Baptists encouraged many people to Quirk. I don’t mince words and I always say what I
submerge themselves in water as a sign of their repentance mean. If people get offended that’s their problem.
in a ritual called “baptism.” This baptism was an outward
sign of the person’s turning away from sin and commitment Bond. I whole-heartedly believe in my cousin, Jesus of
to improve themselves. It is important to note the Nazareth. I would die for him.
distinction between this baptism and the modern Christian
ritual of the same name. The baptism performed by these Ideal. It doesn’t matter who you are or what mistakes
itinerant baptists is simply a symbolic turning away from you’ve made; everyone can have a fresh start.
sin that all people are called to.
Flaw. I never think before I speak. I am bad at keeping
Condemnation of Corruption. Their simple way of secrets, and sometimes my mouth gets me into trouble.
life living in communion with God’s creation in the desert
causes baptists to become confused by the norms of society,
especially as it relates to politics. Baptists never hesitate to
speak out against political corruption when they see it, but

Itinerant Baptist AC: 10 CHA At will: Druidcraft, Guidance
HP: 150 1st level (4 slots):
Medium Humanoid, Chaotic Good Speed: 30 ft. +4
Cure Wounds (1d8 + 4 HP)
STR DEX CON INT WIS Rain
2nd level (3 slots):
+0 +0 +2 +0 +4 Animal Messenger
Zone of Truth (Wis 15)
Saving Throws: Con +5, Wis +7, Cha +7 3rd level (3 slots):
Skills: Nature +3, Persuasion +7, Religion +3, Survival +7 Torrent of Water (Str 15)(2d10 Bludgeoning)
Languages: Common, Aramaic Deluge (Dex 15)(5d8 Bludgeoning)
Senses: Passive Perception 10 4th level (1 slots):
Challenge 8 (3,900 XP) Bind With Water (Str 15)
Control Water
FEATURES
ACTIONS
Baptism in the Jordan: If a repentant and willing creature
Condemn Corruption (1/Day): The Baptist points at a
desires it, the baptist can perform a baptism ritual. The baptism takes
10 minutes to perform, and at the conclusion of the ritual, a baptized creature it can see within range. If that creature’s alignment is Evil,
creature gains benefits depending on the body of water use the in ritual all attack rolls made against it have advantage until the start of the
(see the chart on page 40). These effects are permanent. Baptist’s next turn.

Wade in the Water: When the Baptist casts a spell that uses wa- Conjure Elemental (1/Day): The Baptist calls forth a Wa-

ter to cause damage or negative effects, it can choose up to 4 creatures ter Elemental from a water source of any size within 30 feet. The
who automatically succeed on their saving throws against the spell. Elemental rolls its own initiative, and obeys all commands given to it
The chosen creatures also take no damage from the spell. telepathically by The Baptist. It remains for 1 hour, or until reduced to
0 hit points.
Spellcasting: The Baptist is a 7th-level spellcaster. Its spellcasting
Prepare the Way: The Baptist foretells the coming of the Messi-
ability is Wisdom (spell save DC 15, +7 to hit). It has the following
ah, giving itself advantage on its next Persuasion check.
spells prepared.

299

The Leviathan hand of God, but will one day awaken. Legend says that, at
the time of new beginnings when it is accorded that the old
“Its scales are like rows of shields, and world should pass away, the Leviathan and the Behemoth
out of its mouth leap forth sparks of fire.” will do battle, and that their battle will crumble the cities
of the earth to dust. Only when the battle is ended and both
-Job 41:1-30 creatures are dead will the new earth be realized, out of the
dust of the old.
The Leviathan is one of two mythic beasts who are
prophesied to bookend the existence of creation itself. Despite its reputation as an unstoppable force of
Neither the Behemoth nor the Leviathan are part of the destruction and chaos, the Leviathan currently lies dormant
created world, but instead exist as sleeping symbols of the below the waves of the great sea. During the creation of the
world, God stilled the Leviathan and the Behemoth, and
destruction and chaos of a universe before God intervened. they both now lie dormant, awaiting the day when they will
be called upon again to destroy the world so that God can
As creatures of another reality, they are neither male nor make all things new.
female; they are neither aligned to good nor to evil. They
merely exist as forces of balance, destruction, and chaos.

These mythic beasts were stilled during creation by the

The Leviathan AC: 20 Claw: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit:
HP: 368
Gargantuan Monstrosity, unaligned Speed: 50 ft., Swim 90 ft. 35 (4d12+9) slashing damage.

STR DEX CON INT WIS CHA Swallow: The Leviathan makes a Bite attack against a Huge or

+9 +5 +8 -3 +3 +0 smaller creature it is grappling. If the attack hits, the creature is
swallowed, ending the grapple on it. While swallowed, the creature
Saving Throws: DEX +14, CHA +9 is blinded and restrained, it has total cover against attacks and other
Damage Resistances: Thunder effects outside the Leviathan, and it takes 28 (8d6) acid damage at the
Damage Immunities: Fire, Necrotic; bludgeoning, piercing, and start of each of the Leviathan’s turns.

slashing from nonmagical attacks If the Leviathan takes 50 damage or more on a single turn from a
creature inside it, the Leviathan must succeed on a DC 21 Constitu-
Condition Immunities: Charmed, Frightened, Paralyzed, Poi- tion saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of the Leviathan.
soned If the Leviathan dies, a swallowed creature is no longer restrained by it
and can escape from the corpse by using 30 feet of movement, exiting
Senses: Truesight 60 ft., Passive Perception 13 prone.
Challenge 27 (105,000 XP)
Frightful Presence: Each creature within 120 feet of the Levia-
FEATURES
than must succeed on a DC 20 Wisdom saving throw or become fright-
Legendary Resistance (5/Day): If the Leviathan ened for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a creature’s
fails a saving throw, it can choose to succeed instead. saving throw is successful or the effect ends for it, the creature is im-
mune to the Leviathan’s Frightful Presence for the next 24 hours.
Magic Resistance: The Behemoth has advantage on saving
Breath Weapon (Recharge 5-6): The Leviathan exhales fire
throws against spells and other magical effects.
in a 120-foot cone. Each creature in that area must make a DC 25
Amphibious: The Leviathan can breathe air and water Dexterity saving throw, taking 84 (24d6) fire damage on a failed save,
or half as much damage on a successful one.
Freedom of Movement: The Leviathan ignores difficult terrain,
LEGENDARY ACTIONS
and magical effects cannot reduce its speed or cause it to become
restrained. It can spend 5 feet of movement to escape from nonmagical The Leviathan can take 3 Legendary Actions, choosing from the
options below. Only one Legendary Action can be used at a time, and
restraints or being grappled. only at the end of another creature’s turn. The Leviathan regains spent
Legendary Actions at the start of its turn.
Apocalypse Monster: The Leviathan deals double damage to the
Move: The Leviathan moves up to its speed without provoking
natural world (Mountains, trees, rivers), and triple damage to objects
opportunity attacks.
not being worn or carried and structures.
Lightning Storm (Costs 2 Actions): Dark clouds form in the
ACTIONS
sky and three bolts of lightning strike from above. Each bolt strikes a
Multiattack: The Leviathan can use its Frightful Presence. It then target the Leviathan can see within 120 feet A target must make a DC
21 Dexterity saving throw, taking 22 (4d10) lightning damage on a
makes 4 attacks: one with its Bite, two with its claws and one with its failed save, or half as much damage on a successful one.

Tail. It can use a Swallow attack instead of its bite attack.

Bite: Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit:

54 (10d8+9) piercing damage. If the target is a creature, it is grappled
(escape DC 19). Until the grapple ends, the target is restrained and the

Leviathan cannot bite another target.

300

“It makes the Deep boil like a pot,
and when it rises, even the gods are afraid.”

-Job 41:1-30

Using the Leviathan

Neither the Behemoth nor the Leviathan play a role
in the adventure included in this module, but their stat
blocks have been included because they are part of the
campaign setting. Feel free to include these monsters in
your future games. For instance, it could be fun to run a
game where the party must work to stop an ancient cult
that is trying to awaken the Leviathan before its accorded
time for their own purposes! How you include these
monsters is up to you, just remember that the Leviathan
has stats that reflect its legendary reputation, so do not
roll initiative until you are ready for the end of the world!

301

Mage

“Pharaoh summoned the wise men and the sorcerers;
the magicians of Egypt did the same by their secret

arts.”
-Exodus 7:11

Practitioners of Magic. There is no shortage of magic

users in the Bible, although the source of their magic is not

always clear. While some work wonders given to them by

the power of God, others instead study the arcane arts in an

attempt to wield power by virtue of their own intellect. Still

others may seek out power by making deals with demons of

great influence. Whatever the source of their power, these

magic users are collective referred to as “Mages.”

Advisors to the Throne. It is common practice in

most small kingdoms for the King to be advised by a

mage. Whether or not a Mage comes by their power

honestly, many rulers consider the ability to wield magic

synonymous with great discipline and wisdom, and

therefore Mages can be found in influential positions in

many kingdoms, including Cyprus, Babylon, and Thebes,

to name a few.

Mage AC: 15 (Mage Armor) Magi
HP: 40
Medium humanoid, any alignment Speed: 30 ft. Seekers of Knowledge. Although some translations
of the Bible record them as “kings” or “wise men,” the
STR DEX CON INT WIS CHA original word used in the Greek language is Magi, a word
borrowed from Akkadian that referred to an order of priests
-1 +2 +0 +3 +1 +0 and mystics of the Zoroastrian religion in ancient Media.
As the Medes fell from prominence in the Parthian empire,
Saving Throws: INT +6, WIS + 4 the term Magi eventually became more generally applied to
Skills: Arcana +6, History +6 magic practitioners who sought esoteric knowledge though
Senses: Passive Perception 11 the study of astronomy, alchemy, and ancient practices from
Languages: Any 4 languages other ancient civilizations.
Challenge 6 (2,300 XP)
Magi from the east came to Jerusalem, asking,
FEATURES “Where is the child who has been born?”
-Luke 2:1
Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting
Seekers of Wisdom. The main characteristic that sets
ability is Intelligence (spell save DC 14, +6 to hit). It has the follow- Magi apart from other Mages is their search for meaning
in the universe. Many wizards or sorcerers are interested
ing spells prepared. in power for power’s sake, but the Magi seek the meaning
behind it all. For the Magi, the acquisition of secrets and
At will: Mage Hand, Light, Prestidigitation greater power is merely one step in the pursuit of meaning
1st level (4 slots): in the universe. In this way, the Magi are philosophers and
theologians as much as they are practitioners of magic. The
Detect Magic following stat blocks outline 3 general types of Magi that
are likely to be encountered in the world, but because each
Magic Missile (3 targets)(1d4 + 1 Force) Magi seeks truth in their own way, no two Magi are exactly
alike.
Shield (AC 20)
2nd level (3 slots):

Misty Step

Suggestion (Wis 14)

3rd level (3 slots):
Counterspell

Fireball (Dex 14)(8d6 Fire)
4th level (3 slots):

Greater Invisibility

Ice Storm (Dex 14)(2d8 Bludgeoning + 4d6 Cold)
5th level (1 slot):

Cone of Cold (Con 14)(8d8 Cold)

This monster is derived from the “Mage” in the SRD 5.1 and reproduced under the OGL.

302

Magi (Researcher) AC: 11 CHA Spellcasting: The Magi is a 9th-level spellcaster. Its spellcasting
HP: 60
Medium Humanoid, any alignment Speed: 30 ft. +0 ability is Intelligence (spell save DC 14, +6 to hit). He has the follow-
ing spells prepared.
STR DEX CON INT WIS
At will: Light, Mage Hand, Mending
-1 +1 +0 +2 +2 1st level (4 slots):

Saving Throws: INT +6, WIS +6 Mage Armor
Skills: Arcana +6, History +6, Religion +6
Languages: Common, Akkadian, Hebrew, Sign Language, Sabaic Magic Missile (3 targets)(1d4 + 1 Force)
Senses: Passive Perception 11 2nd level (3 slots):
Challenge 4 (700 XP)
Misty Step
FEATURES Scorching Ray (3 targets)(+6 to hit)(2d6 Fire)
3rd level (3 slots):
Magic Resistance: The magi has advantage on saving throws Fly

against spells and other magical effects. Haste
4th level (3 slots):
Namburbu (3/Day): The Magi can ask the GM a yes/no
Arcane Eye
question, to which it receives a truthful reply.
Private Sanctum
5th level (1 slot):

Animate Objects

Legend Lore (No material components required)

Magi (Seeker) AC: 11 CHA Spellcasting: The Magi is a 9th-level spellcaster. Its spellcasting
HP: 60
Medium Humanoid, any alignment Speed: 30 ft. +0 ability is Intelligence (spell save DC 14, +6 to hit). He has the follow-
ing spells prepared.
STR DEX CON INT WIS
At will: Light, Mage Hand, Mending
-1 +1 +0 +2 +2 1st level (4 slots):

Saving Throws: INT +6, WIS +6 Detect Magic
Skills: Arcana +6, History +6, Religion +6 Magic Missile (3 targets)(1d4 + 1 Force)
Languages: Common, Aramaic, Latin, Old Egyptian 2nd level (3 slots):
Senses: Passive Perception 11 Knock
Challenge 2 (700 XP) Locate Object
3rd level (3 slots):
FEATURES Dispel Magic
Lightning Bolt (Dex 14)(8d6 Lightning)
Magic Resistance: The magi has advantage on saving throws 4th level (3 slots):
Greater Invisibility
against spells and other magical effects. Dimension Door
5th level (1 slot):
Namburbu (3/Day): The Magi names a creature or loca- Telekinesis
Teleportation Circle
tion. A star appears in the horizon, hovering over the creature or thing
Spellcasting: The Magi is a 9th-level spellcaster. Its spellcasting
named. The star lasts for 24 hours.
ability is Intelligence (spell save DC 14, +6 to hit). He has the follow-
Magi (Tactician) AC: 11 ing spells prepared.
HP: 60
Medium Humanoid, any alignment Speed: 30 ft. At will: Light, Mage Hand, Mending
1st level (4 slots):
STR DEX CON INT WIS CHA
Magic Missile (3 targets)(1d4 + 1 Force)
-1 +1 +0 +2 +2 +0 Shield (AC 16)
2nd level (3 slots):
Saving Throws: INT +6, WIS +6 Hold Person (Wis 14)
Skills: Arcana +6, History +6, Religion +6 Spider Climb
Languages: Common, Aramaic, Sabaic 3rd level (3 slots):
Senses: Passive Perception 11 Fireball
Challenge 6 (700 XP) Counterspell
4th level (3 slots):
FEATURES Banishment (Cha 14)
Wall of Fire (Wis 14)(5d8 Fire)
Magic Resistance: The magi has advantage on saving throws 5th level (1 slot):
Hold Monster (Wis 14)
against spells and other magical effects. Conjure Elemental

Namburbu (3/Day): When an enemy the Magi can see 303

within 60 feet makes a saving throw, the Magi can roll a d6 and sub-

tract it from the enemy’s roll.

Murex Murex AC: 14
Opportunistic Ambushers. These large, predatory snails HP: 24
are often found in rocky crags and flooded caverns where Medium monstrosity, unaligned Speed: 15 ft.
the sea meets the land in tropical climates. The bright
purple color of the Murex comes from a special gland that STR DEX CON INT WIS CHA
produces mucus that the snail uses as venom in hunting
its prey. Naturally slow-moving, Murex mostly hunt other +2 -3 +4 -5 +0 -3
snails (including other Murex), but will attack anything
that comes withing striking distance. The bite of a Murex is Damage Immunities: Poison
strong enough to pierce even the shells of other snails, and Condition Immunities: Prone
delivers a dose of purple venom that paralyzes its prey so Senses: Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
that the murex can devour it slowly at its leisure. Challenge 1 (200 XP)

Murex in the Bible FEATURES

Although the size of this creature has been exaggerated Amphibious: The murex can breathe air and water.
for the purposes of this adventure, the Murex was well-
known to people in the time of the Bible. The mucus gland Spider Climb: The murex can climb difficult surfaces, including
of the Murex was the only known substance that could
produce a color known at the time as “Royal Purple.” upside down on ceilings, without needing to make an ability check.
During ceremonies in the Temple in Jerusalem, the High
Priest traditionally wore robes of royal purple. This color ACTIONS
is not only beautiful, but was extremely hard to come by.
Textile merchants would pay a great deal to adventurers Sting: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:

willing to obtain these mucus glands. 5 (1d4+2) piercing damage, and the target must succeed on a DC
13 Constitution saving throw, or be poisoned for 1 minute. While
304 poisoned in this way, the target is paralyzed. The target may repeat

the saving throw at the end of each of its turns, ending the poisoned

paralysis on a success.

Devour: Melee Weapon Attack: +3 to hit, reach 5 ft., one paralyzed

creature. Hit: 14 (4d6) piercing damage.

Shell Defense: The murex withdraws into its shell, gaining a +4

bonus to AC until it emerges. It can emerge as a bonus action on its

turn.

Mušhuššu (Splendor Dragon)

“There was a great dragon
which the Babylonians revered.”

-Daniel 14:23

Terrestrial Hoarders. The only thing a mušhuššu loves
more than collecting treasure is the praise and admiration
of the mortals from whom the treasure is taken. Mušhuššu
(Akkadian for “splendor dragon”) have massive egos, and
thus tend to live in close proximity to human civilizations,
if not in their midst. Thus, a mušhuššu lair can usually be
found in the ruins of abandoned cities, or sometimes in
the active temple of a city where the splendor dragon has
organized a cult of people who worship it.

Symbols of Marduk. The Babylonian people revered
dragons as the symbol Marduk, one of the supreme gods of
their pantheon. Just as demons sometimes use false gods
as a means to corrupt humanity, the highly intelligent and
manipulative splendor dragon will attempt to convince
mortals to bring it treasure and food as a representative
of whatever god the people already worship. For this
reason, splendor dragons often find themselves at odds
with demons, not out of altruism, but because they are in
competition for the worship and admiration of mortals.

Bel and the Dragon. The apocryphal expansion to the

book of Daniel, entitled “Bel and the Dragon” details the

prophet Daniel’s run-in with one such splendor dragon cult.

Daniel outsmarted the dragon and destroyed the cult, but

the temple erected for this dragon can still be visited by

travelers in the city of Babylon to this day.

Mušhuššu AC: 16 1/Day Each:
HP: 146 Animate Objects
Huge Dragon, Lawful Neutral Speed: 50 ft. Hover: 50 ft. Mass Suggestion
Mislead
STR DEX CON INT WIS CHA
ACTIONS
+3 +4 +2 +3 +1 +4 Multiattack: The drake makes three attacks: one with its bite and

Saving Throws: Wis +4, Cha +7 two with its claws.
Skills: Deception +7, Investigation +6, Persuasion +7
Condition Immunities: Charmed, Paralyzed, Poisoned Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
Senses: Darkvision 60 ft., Passive Perception 11
Languages: Common, Infernal, Akkadian (2d8 + 3) piercing damage
Challenge 8 (3,900 XP)
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17
FEATURES
(4d6 + 3) slashing damage
Regeneration: The dragon regains 15 hit points at the start of its
Breath Weapon (Recharge 5-6): The dragon exhales a blast
turn. If the dragon takes acid or fire damage, this trait does not function
at the start of its next turn. The dragon dies only if it starts its turn with of wind in a 30-foot cone. Each creature in this area must succeed on a
0 hit points and does not regenerate. DC 16 Strength saving throw or it takes 28 (5d10) bludgeoning dam-
age, is pushed 20 feet away from the dragon, and is knocked prone.
Innate Spellcasting: The dragon’s spellcasting modifier is Cha- A creature that succeeds on the save takes half as much damage, is
pushed 10 feet, and is not knocked prone. All unprotected flames in the
risma, and can innately cast the following spells, requiring no material cone are extinguished.
components:
Shape Change: The dragon magically polymorphs into a human-
At will: Minor Illusion, Prestidigitation
oid or beast with a challenge rating no higher than its own, or back to
its true form. It reverts to its true form if it dies.

305

Night Spirit AC: 12
HP: 1
Small Fiend, chaotic evil Speed: Hover 40 ft.

Night Spirits STR DEX CON INT WIS CHA

Manipulators of Emotion. Night Spirits are pure +0 +2 +0 +0 +1 +0
manifestations of evil in the world. Their greatest joy
comes from inflicting pain and suffering on others, and in Skills: Perception +3, Stealth +6
this pursuit they are masters of their craft. Although their Condition Immunities: Prone
magical skill is limited, they have an uncanny ability to Senses: Darkvision 60 ft., Passive Perception 13
probe into the recesses of their target’s mind, gleaning Challenge 0 (10 XP)
secret fears and hidden desires of its heart. This allows the
Night Spirit to twist and manipulate these thoughts with FEATURES
whispering voices or fleeting images in dark rooms. Many
mortals have been driven insane by the constant persecution Innate Spellcasting: The night spirit can innately cast the Minor
of a night spirit.
Illusion spell, requiring no material components.
“The spirit of the Lord had departed from Saul, and
he was tormented by an evil spirit.” ACTIONS
-1 Samuel 16:14
Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3
Unseen Spies. Night Spirits will do all that they can to
avoid combat, preferring to stick to the shadows and remain (1d4) slashing damage.
invisible. Many night spirits serve demons of greater power
by spying on persons of interest from hiding, collecting Invisibility: The night spirit magically turns invisible until it
useful information about them, and then traveling with all
speed to report its findings to its master. This tactic allows attacks or until its concentration ends (as if concentrating on a spell).
Shedim or even more powerful demonic forces to learn all
they need to know about their enemies without ever leaving Any equipment the Night Spirit is wearing or carrying is invisible
their lairs. Some mages of great experience and magical
power have even learned to bind Night spirits into their with it.
service. Night Spirits are resentful of being coerced into
servitude, but will gladly contribute to a mage whose goals Dark Insight: The night spirit targets one creature it can see with-
align with its own.
in 30 feet of it. The target must succeed on a DC 14 Charisma saving
Nile Crocodile throw. On a failure, the night spirit learns one of the following things

Apex Predators. The Nile crocodile is an extremely about the target: a deep fear, a guilty desire, or a well-kept secret. The
aggressive and dangerous reptile that found primarily in
Africa, including, as the name suggests, in the Nile river. target automatically succeeds on this saving throw if it is immune to
Nile crocodiles are ambush predators, waiting for their being Charmed.
prey below the surface of bodies of fresh water, and will
attack anything that approaches the water in their hunting Nile Crocodile AC: 14
grounds, regardless of its size. Communities who live near HP: 88
such bodies of water are well aware of this threat, and take Huge Beast, unaligned Speed: 30 ft., Swim 50 ft.
precautions when traveling near, or on, the water.
STR DEX CON INT WIS CHA
306
+4 +0 +3 -5 +0 -2

Skills: Stealth +6
Senses: Blindsight 10 ft., Passive Perception 10
Challenge 4 (1,100 XP)

FEATURES

Hold Breath: The Nile Crocodile can hold its breath for two

hours.

Ambusher: The Nile Crocodile has advantage on attack rolls

against any creature it has surprised.

ACTIONS

Multiattack: The crocodile makes two attacks: one with its bite

and one with its tail.

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:

13 (2d8+4) piercing damage and the target is grappled (escape DC
15). Until this grapple ends, the target is restrained, and the crocodile

cannot bite another target.

Tail: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:

11 (2d6+4) bludgeoning damage.

Noble Noble AC: 15
Authority and Influence. Nobles are members of the HP: 9
Medium humanoid, any alignment Speed: 30 ft.
upper class, often possessing wealth and connections to

positions of political power. NPCs who use this stat block STR DEX CON INT WIS CHA

range from Emperors to Kings to successful merchants to +0 +1 +0 +1 +2 +3

local governors. The power wielded by a noble is not in Skills: Deception +5, Insight +4, Persuasion +6
Languages: Any two languages
their armor or weaponry, but in the influence they hold over Senses: Passive Perception 12
Challenge 1/8 (25 XP)
those loyal to them. Nobles usually travel in the company
ACTIONS
of guards and servants, and the greater political power they

hold, the more heavily guarded they will be.

Priest “Melchizedek brought out bread and wine; Hidden Dagger: Melee Weapon Attack: +3 to hit, reach 5 ft., one
he was a priest of God Most High.”
-Genesis 14:18 target. Hit: 4 (1d4+1) piercing damage plus 3 (1d4) poison damage.

REACTIONS

Representatives of God. The priest serves as an Parry: The noble adds 2 to its AC against one melee attack that

intermediary between God and mortals. Priests can be would hit it.

found in all major cities serving in temples and synagogues This monster is derived from the “Noble” in the SRD 5.1 and reproduced under the OGL.

on behalf of the people. In the time of the Bible, rituals

were highly important pieces of worship, and it was the job

of the Priest to ensure that these rituals were performed in

the correct manner and in the correct place.

Priest AC: 13
HP: 27
Medium humanoid, any alignment Speed: 30 ft.

STR DEX CON INT WIS CHA

+0 +0 +1 +1 +3 +1

Skills: Medicine +7, Persuasion +6, Religion +5
Languages: Any two languages
Senses: Passive Perception 13
Challenge 2 (450 XP)

FEATURES

Representative of the Divine: A priest makes Deception

and Persuasion checks with advantage if speaking to adherents of its

religion.

ACTIONS

Spellcasting: The priest is a 5th-level spellcaster. Its spellcasting

ability is Wisdom (spell save DC 13, +5 to hit). It has the following

spells prepared.

At will: Guidance, Light
1st level (4 slots):

Cure Wounds (1d8+3 HP)
Guiding Bolt (+5 to hit)(4d6 Radiant)
Sanctuary

2nd level (3 slots):
Lesser Restoration

Spiritual Weapon (+5 to hit)(1d8+3 Radiant)
3rd level (3 slots):

Dispel Magic

Spirit Guardians (Wis 13)(3d8 Radiant)

This monster is derived from the “Priest” in the SRD 5.1 and reproduced under the OGL.

307

Parthian Military Spahbed AC: 16
HP: 48
At the height of her power, Parthia controlled all lands Medium humanoid, any alignment Speed: 30 ft.,
between the Euphrates river and China’s western border. In
contrast to empires of ages past, Parthia allows its vassal STR DEX CON INT WIS CHA
kingdoms to continue to function as they always have with little
to no oversight. These vassal monarchs even maintain their +2 +2 +2 +1 +0 +1
titles. Thus, rulers like King Mithridates of Babylon and King
Meherdates of Nineveh continue to sit on the throne so long as Skills: Intimidation +3
they pledge fealty to Parthia. This policy has led to some political Senses: Passive Perception 12
trouble, as Nimrud is currently held by a group of mercenaries Languages: Common, Akkadian, Sanskrit
pretending to be politicians, and the throne of Teredon has been Challenge 3 (700 XP)
empty for decades. Because of Parthia’s hands-off approach,
many of these kingdoms are left wondering who is really in ACTIONS
control.
Multiattack: The spahbed makes two melee attacks or one Short-
Because of her relationship with her vassal kingdoms, the
empire of Parthia is ruled by a monarch who calls himself the bow attack.
“King of Kings.” The current king of kings is Artabanus II (N
Noble), who rules from a majestic palace along the Silk road far Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
to the east of Nimrud. Although the throne of the king of kings
is distant, the presence of the Parthian empire is felt in most Hit: 8 (1d8 + 3) slashing damage.
vassal kingdoms. The impressive armored cavalrymen known as
cataphracts are known to patrol in great numbers in major cities Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
east of the Euphrates.
target. Hit: 6 (1d6 + 2) piercing damage.
Parthia is currently locked in a bitter standoff with another
distant empire to the west: Rome. With both Rome and Parthia BONUS ACTION
desiring full control of the Middle Kingdoms, the question is not
if the conflict will escalate to full frontal warfare, but when. Parry: The Spahbed adds 2 to its AC against one melee attack that

Parthian Spahbed would hit it.

Army Chief. While King of Kings Artabanus II may be
the emperor of all of Parthia, his Spahbeds are in charge on
the battlefields. These highly trained fighters have earned
their rank through years of service in the Parthian military,
and have a thorough understanding of warfare. Although
skilled combatants themselves, a Spahbed will rarely join
in the violence, preferring to command detachments of
Cataphracts from a distance.

Parthian Cataphract

Swift and deadly. These mounted combatants are both
accomplished riders as well as deadly accurate archers.
Riding their heavily armored Arabian Horses into battle,
the Parthian cavalrymen had no trouble flanking and
outmaneuvering the marching tides of Roman Legionaries.
While the cataphracts did not have the same organization
and discipline as the Roman legion, they made up for it by
staying out of range of Roman spears, and firing arrows
while traveling back and forth on the battlefield at high
speeds.

308

Cataphract AC: 16
HP: 10
Medium humanoid on a Large Mount Speed: 30 ft., Ride 60 ft.

STR DEX CON INT WIS CHA Armored Horse AC: 18
HP: 12
+0 +2 +0 +0 +0 +0

Saving Throws: Dex +4 Medium humanoid on a Large Mount Speed: 60 ft.
Senses: Passive Perception 10
Languages: Common, Akkadian STR DEX CON INT WIS CHA
Challenge 1/2 (100 XP)
+2 +1 +1 -4 +0 -2

FEATURES Senses: Passive Perception 10
Challenge 1/4 (50 XP)
Mounted Combatant: While mounted, the cataphract uses its

ride speed rather than its walk speed, and it has advantage on attack
rolls against Medium or smaller creatures.

Parthian Shot: If the cataphract moves at least 20 feet away from Did You Know?

a target, the cataphract may make an extra shortbow attack as a bonus The Cataphract’s ability to turn and fire backwards in the saddle
while galloping away became famously known as the “Parthian
action, turning to fire backwards in the saddle. shot” in ancient times. The pronunciation and meaning of this phrase
changed over time, and has today become “parting shot:” a hurtful and
ACTIONS
pointed comment that someone makes before they walk away.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one

target. Hit: 6 (1d6 + 2) piercing damage.

309

Queen of Sheba Makeda in this story

Beautiful and Mysterious. Queen Makeda is a symbol The story of the Queen of Sheba’s visit to King Solomon (1 Kgs.
of Sheba itself: beautiful, enigmatic, and deadly. Her 10) occurs around 900 years before the events of this adventure. There
primary concern is for the well-being of her people, are two ways to justify this character showing up in the narrative of
and is ruthless in this pursuit. She regards all visitors to this module, and you may choose which suits your game and story the
Sheba with suspicion, as there have been many attempts best. Both of these options are valid interpretations of her motivations,
made against her life from the foreign powers of Rome and have no other impact on the plot.
and Parthia alike. Makeda is pragmatic to a fault, always
making decisions swiftly with what information is available The first option assumes that this is indeed the original Makeda,
to her, and rarely allowing the theories of her advisors or Queen of Sheba, and that she is a Nephilim, and therefore immortal.
even her own emotions to sway her sound judgment of a Because of her affair with King Solomon (who is the true father of her
situation. She is always accompanied by her bodyguards: son, Menilek), Makeda has chosen not to undergo the Diluvium of
twin Arabian Tigers named Nebiri and Desta. These loyal the Nephilim, and retains all of her memories from the past thousand
companions travel everywhere with Makeda, and follow years. Because of a promise made to Solomon when they were lovers,
her commands without question. If Nebiri and Desta enter Makeda awaits the day when her oath to his memory can be fulfilled,
combat alongside Makeda, she has a challenge rating of 6 even 1,000 years after his death.
(2,300 XP).
The second option instead views Makeda as the descendant
“I do not believe until my own eyes have seen it.” of the Queen of Sheba from the Bible. Although mortal, she has
-The Queen of Sheba nevertheless been passed down the obligation to come to the aid of
Jerusalem, should such a need arise. This version of Makeda assumes
Keeper of Promises. No one is sure of Makeda’s that her allegiance to the Jews comes from respect for the memory and
lineage, how she came to be in power, or, in fact, how promises of her ancestors, rather than from her personal connection to
long she has reigned as queen. Visitors may rightly ask
questions about her mysterious past, but native Sabeans King Solomon.
do not question their queen or even think too long about
these questions. Makeda is a fair and efficient ruler, and Queen of Sheba AC: 13
this is all that matters to the common folk of Sheba. Her HP: 100
only other living relative is Prince Menilek, who serves as Medium humanoid, Lawful Neutral Speed: 30 ft.
the captain of the Zin’tori at the military barracks of Fort
Tebaki. Makeda has also shown to have an age-old alliance STR DEX CON INT WIS CHA
with the people of Judea, although no one is sure why.
Legend holds that this alliance goes back almost 1000 years +1 +1 +3 +2 +3 +3
to the reign of King Solomon, but the truth behind how this
alliance was established and why Makeda maintains her Saving Throws: STR +3, WIS +5, CHA +5
alliance with Jerusalem to this day remains a mystery. For Skills: Arcana +4, History +4, Insight +5, Persuasion +5
more information on Makeda’s identity and how you might Languages: Common, Sabaic, Hebrew, Aramaic, Sanskrit
want to play her character in the game, see the sidebar on Senses: Passive Perception 15
the right. Challenge 3 (700 XP)

“Never again were seen precious stones of such FEATURES
value, or spices of such quality, as were brought by
Spellcasting: The Queen of Sheba is a 5th-level spellcaster. Her
the Queen of Sheba.”
-1 Kings 10:10 spellcasting ability is Charisma (spell save DC 13, +5 to hit). She has

Queen of Commerce. No monarch in the world has as the following spells prepared.
much sway over the commerce in the Middle Kingdoms
as Makeda. The Sabean navy controls all ocean access At will: Light, Fire Bolt (+5 to hit)(2d10 Fire)
along the coast of Africa and Arabia, and the Zin’tori both 1st level (4 slots):
protect and restrict access to travel along the Spice road.
Whether they like it or not, Rome, China, and India must Cure Wounds (1d8+3 HP)
occasionally do business with Sheba when conducting Shield (18 AC)
trade. Sheba is also the world’s leading producer of Myrrh 2nd level (3 slots):
and Frankincense. Levitate

310 Shatter (Con 13)(3d8 Thunder)
3rd level (2 slots):

Protection from Energy

Fireball (Dex 13)(8d6 Fire)

ACTIONS

Command: The Queen of Sheba targets a friendly creature within

60 feet. If the target can hear her, the target may use its reaction to

make one weapon attack.

Leadership (1/Day): The Queen of Sheba shouts a special com-

mand or warning, granting benefits to all non hostile creatures within
30 feet that can hear her. For the next minute, all affected creatures

may add 1d4 to attack rolls and saving throws.

311

Roman Military Roman Centurion AC: 16
HP: 48
The capital of the Roman empire may be thousands Medium humanoid, any alignment Speed: 30 ft.,
of miles away, on the other side of the Great Sea, but the
great empire’s strength is felt around the world. Roman STR DEX CON INT WIS CHA
controlled highways and trade routes make passage safer
and faster than ever, so long as smaller nations pledge +2 +2 +2 +1 +0 +1
fealty to Tiberius Caesar Augustus (LN Noble), the
emperor over the sea. Skills: Intimidation +3
Senses: Passive Perception 12
Rome is known for its swift and vicious punishments Languages: Latin, Common
for crimes, and Roman roads like the Via Maris are littered Challenge 3 (700 XP)
with the crucified bodies of criminals, left as a message to
those considering breaking the law. This approach to law FEATURES
and order is apparently effective, as the Roman empire has
the lowest crime rate in the world. Pack Tactics: A centurion has advantage on an attack roll against

Rome takes a much more hands-on approach to politics a creature if at least one of its allies is within 5 feet of the creature
than Parthia. While some “kings” are allowed to keep their
thrones, the real power in a Roman-occupied city lies with and the ally is not incapacitated.
the “proconsul,” who represents the emperor’s interests
in the kingdom. Cities in the west teem with Roman ACTIONS
Legionaries, and travelers who frequent the region know
better than to step out of line in their presence. Multiattack: The centurion makes two melee attacks. It can

Soldiers who serve in the Roman military are promised replace one or both of these attacks with its Command action.
a parcel of land upon their retirement, where they live
a simple life of peace. Soldiers look forward to this Gladius of the Centurion: Melee Weapon Attack: +5 to hit,
retirement, especially in the less desirable outposts on the
fringes of the empire where life is much less comfortable reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
and more unpredictable. Outposts in Judea, for example,
see regular uprisings led by the Zealots or the Sicarii, Command: The centurion targets a friendly creature within 60
and territories to the east of Damascus and the League of
Ten Cities are constantly on the alert for incursions from feet. If the target can hear it, the target may use its reaction to make
Parthian forces.
one weapon attack.
Roman Centurion

The Roman proconsul is the political authority and
intermediary to the emperor in most Roman-occupied
territories, but the day-to-day operations of law and order
usually falls to a Centurion. Centurions are officers in the
army who oversee a detachment of around 80 Roman
Legionaries under their command, although some
Centurions in remote locations may have up to 1,000
Legionaries at their disposal. Centurions are known to
be ruthless in their protection of law and order, severely
punishing criminals in accordance with Roman law.
Centurions are not necessarily evil or cruel by nature, but
they value order and tend toward a Lawful alignment.
Centurions are also usually whole-heartedly committed to
the will of the Roman Empire, and will struggle to see the
value of anything beyond this allegiance.

312

Roman Legionary offered all the amenities of Roman life. On the other hand,
outposts in the east posed a constant threat of violence, and
The Roman Legionary is the heavy infantryman of encampments in the north were cold and unforgiving. To be
the Roman army, heralded by many as the most efficient a legionary is to be prepared for anything.
combat soldier in the world. The legionaries are usually the
first line of defense against foreign invasions and the first Legionaries are drafted primarily from citizens within
wave of troops sent into battle. Legionaries were highly the heart of the Roman empire whose allegiance lies
trained and outfitted with the latest technology in weapons unwaveringly with Rome. They enlist in the legion for a
and armor. Their body armor, called the Lorica Segmentata term of 25 years, after which they receive their retirement
was made of forged iron strips plated with steel, and their and promised parcel of land. Although legionaries may
shields were rectangular and much larger than the round complain about their outposts and express a desire to return
shields used in the Greek phalanx. In short, Legionaries to their “home” in Rome, many legionaries end up asking
were not to be underestimated in combat scenarios and for their parcel of land not far from the location they spent
used both their advanced tactics and superior weaponry to their years of service, having grown accustomed to the way
their advantage whenever possible. of life in these once foreign lands.

As the Roman empire continues to expand in all
directions, legionaries expand and move with it. These
unstoppable infantry units are responsible not only for
conquering foreign territories, but for holding them
and keeping the peace long after the front lines of the
empire continue their expansion. Once a kingdom has
been occupied by Rome, Legionaries serve as the local
law enforcement, suppressing any potential uprisings,
punishing criminal offenses under the guidance of the
Centurion, and generally keeping the peace. Legionaries
would often also take part in building projects as Rome
sought to spread its culture to new kingdoms, often
building a circus arena or aqueduct in the larger cities.
For some, these assignments were very comfortable and

Roman Legionary AC: 18
HP: 10
Medium humanoid, any alignment Speed: 30 ft.,

STR DEX CON INT WIS CHA

+1 +1 +2 +0 +0 +0

Skills: Intimidation +2
Senses: Passive Perception 10
Languages: Latin
Challenge 1/2 (100 XP)

FEATURES

Pack Tactics: A Legionary has advantage on an attack roll against

a creature if at least one of its allies is within 5 feet of the creature
and the ally is not incapacitated.

ACTIONS

Multiattack: The Legionary makes two melee attacks or one

ranged attack

Pilum (Spear): Melee Weapon Attack: +3 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 1) piercing damage.

Pilum (Spear): Ranged Weapon Attack: +3 to hit, range 20/60 ft.,

one target. Hit: 5 (1d6 + 1) piercing damage.

313

Saraph Serpent

Legends of the deadly
creature known as the “Saraph”
exist in almost every culture

throughout the middle kingdoms.
Known to Egyptian guides as the
“Flaming Ones,” to the Zin’tori
of Sheba as the “Striking Death,”
and to the Hebrew people simply
as “Fiery Serpents,” the Saraph is
known by many names, but universally feared. Its bite
carries a lethal dose of venom that seems to burn its

victim from the inside, reducing its body to ash

if left untreated. Some cures are known to exist, but

most guides in the region of Zin prefer to keep well

away from the rocky crags known colloquially as the
“Den of Serpents.”

“Do not forget that the Lord, your God, led you
through the wilderness of Saraphs, those fiery

serpents.”
-Deuteronomy 8:14

Saraph Serpent AC: 13
HP: 25
Medium Monstrosity, unaligned Speed: 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA Ruthless Predators. The Saraph serpent is unusually
large and aggressive, and has been known to attack and kill
+0 + 2 +1 - 4 +1 -3 creatures three times its own considerable size. Where most
venomous snakes prefer to hide and wait for an opportunity
Skills: Perception +3 to strike, the Saraph seeks out its prey and attacks
Damage Resistances: Fire recklessly, as though driven by the fury of its own internal
Condition Immunities: Frightened fire. Once a Saraph becomes aware of its prey, it will attack
Senses: Blindsight 10 ft., Passive Perception 13 without concern for its own safety, lunging ferociously into
Challenge 1/2 (100 XP) battle. It is this behavior that makes even young Saraphs
formidable foes in combat.
FEATURES
Den of Serpents. For some unknown reason, Saraph
Aggressive: As a bonus action, the Saraph can move up to its serpents seem to command the respect of other breeds of
snakes, which tend to congregate around Saraph serpent
speed toward an enemy that it can see or hear. broods. It is not clear what these other serpents gain from
their relationship with Saraphs, but it is well-known to
ACTIONS guides in the region to steer clear of any rocky outcroppings
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: where a variety of snakes are seen cohabitation.

5 (1d4+2) piercing damage, and the target must succeed on a DC 12 Fiendish Affinity. Although no clear link exists between
Constitution saving throw or it takes 7 (2d6) Poison damage and is Saraphs and demonic entities, certain types of demons,
Poisoned. While Poisoned in this way, the target’s skin begins to turn including the Shedim, seem to hold sway over Saraph
to ash and burn away, starting from the location of the bite. Each day serpents. Lairs of Shedim and some other powerful demons
at dawn while the target remains poisoned, its hit point maximum are often guarded by Saraph serpents who obey their
is reduced by 1d6 and the condition spreads. If the target’s hit point commands without question.
maximum is reduced to 0 in this way, the target dies as its body burns

form the inside and crumbles to ash. The Poisoned condition lasts

until it is ended by Lesser Restoration or similar magic. A target’s hit

point maximum returns to normal 1d4 days after the Poison condition

ends for it.

314

Shadow of the Beast Shadow Champion AC: 18
They worshiped the Beast, saying, “Who can HP: 115
compare with the beast, and who can fight against it?.” Speed: 30 ft.
-Revelation 13:4 Medium Humanoid, lawful evil

Servants of Evil. Some see evil in the world and fight STR DEX CON INT WIS CHA
against it; some see evil in the world and join it. Some
mortals have become aware of the great power wielded by +4 + 0 +4 +0 +1 +0

the ancient demons, and have become seduced by it. The Saving Throws: STR +7, WIS +4, CHA +3
Skills: Intimidation +3
7 ancient demons who seek the corruption of the world Condition Immunities: Charmed, Frightened
Senses: Passive Perception 11
through sin call themselves the Fellowship of the Beast, Languages: Common, Infernal
Challenge 7 (2,900 XP)
and there are some mortals who follow in their shadow.
FEATURES
This cult of power-obsessed mortals call themselves the
“Shadow of the Beast. Limited Magic Immunity: The Shadow Champion cannot be

Covert Operatives. Demons such as Lilith, Legion, damaged, affected, or detected by spells of 2nd level or lower.
or Beelzebub, are glad to grant small favors and magical
Relentless (Recharge 5-6): If the Shadow Champion takes
powers to mortals who seek to serve them, because in
damage that would reduce it to 0 hit points, it is reduced to 1 hit point
exchange they gain mortals who can move anonymously
instead.
through the world to carry out their bidding. Shadow of the
Beast Cultists usually obey any instructions given to them ACTIONS
by their dark masters, from simple tasks like delivering
messages, to high-profile assassinations. Multiattack: The Shadow Champion makes two attacks with its

Many Paths to the Evil One. Many mortals join the Infernal Longsword.

ranks of the Shadow of the Beast by becoming involved Infernal Longsword: Melee Weapon Attack: +7 to hit, reach
in cults lead by Shedim. These cults often masquerade as
legitimate religions to the old gods of Babylon or Egypt. 5 ft., one target. Hit: 11 (2d6+4) slashing damage and 7 (2d6) Fire
It is only after years of service to one of these cults that a
mortal may learn the true identity of their religious leader damage.

is a Shedim... and by then they have gotten a taste of the
power that is being offered. Most mortals never even meet
one of the ancient demons of the Fellowship of the Beast,

but instead blindly follow the instructions given to them

by a Shedim, who serves as the intermediary between an
ancient demon and the mortal cultist. Each mortal cultist
brings a different skill to the table when they join the
Shadow, and the Fellowship is happy to put these different
skills to use.

Shadow Champion

Warriors of Sin. Some mortals were born for the
battlefield, and combat is all they know. Some of these
fighters may stumble upon a Shedim cult looking for
healing from their injuries, and others may seek out demons

directly to ask for more power. Only the most skilled
warriors are promoted to the ranks of Shadow Champion
and blessed with the wrathful hellfire of Abaddon himself.
With the combined power of a lifetime talent and a dark
blessing from an ancient archdemon, Shadow Champions
are nearly invincible combatants driven by the purity of the

sin to which they pledge themselves.

315

Shadow Cultist AC: 12
HP: 25
Medium Humanoid, neutral evil Speed: 30 ft.

STR DEX CON INT WIS CHA

+0 +1 +0 +0 +0 +1

Skills: Deception +4, Religion +2, Stealth +4
Senses: Passive Perception 10
Languages: Common
Challenge 1/2 (100 XP)

FEATURES

Dark Devotion: The cultist has advantage on saving throws

against being Charmed or Frightened.

ACTIONS

Shadow Cultist Poisoned Dagger: Melee Weapon Attack: +3 to hit, reach 5
“The beast deceives the inhabitants of earth.”
-Revelation 13:14 ft., one target. Hit: 4 (1d4+2) piercing damage and the target must
succeed on a DC 12 Constitution saving throw or become poisoned.
Devoted Followers. Not all of those tempted by the While poisoned in this way, the target takes 7 (2d6) poison damage at
demons are talented in combat or magic, and most end up
serving as simple cultists. Cultists can be found in any city the start of each of its turns. The target can repeat the saving throw at
and in every profession where they quietly and secretly
carry out the orders of the Fellowship. Some Cultists take the end of each of its turns, ending the effect on itself with a success.
their devotion to the extreme, marking their bodies with
scars or tattoos in order to impress their archdemon patrons. Shadow Mage AC: 13
Other cultists are indistinguishable from commoners, HP: 33
traveling through the world with anonymity. Medium Humanoid, chaotic evil Speed: 30 ft.

Deceived Victims. It is important to remember that the STR DEX CON INT WIS CHA
demons are the true enemy. In many ways, the cultists are
victims of dark influence as much as those who the cultists +0 +1 +0 +2 +1 +2
are ordered to kill. Demons are the architects of lies and
false promises, and have no compassion for the cultists Saving Throws: INT +4, WIS +3
who have devoted their lives to the cause of evil. Thus, it Skills: Deception +4, Religion +4
may still be possible to save a cultist from their chosen path Senses: Passive Perception 11
through Persuasion checks or by providing proof that the Languages: Common, Infernal
demons do not care about them. Challenge 2 (450 XP)

Shadow Mage FEATURES

Talented Magic-users. Mortals join the Shadow of the Spellcasting: The Shadow Mage is a 5th-level spellcaster. Its
Beast for many reasons, but for some it is the promise
of dark magic that is most tempting. Most wizards learn spellcasting ability is intelligence (spell save DC 12, +4 to hit). It has
the arcane arts by a lifetime of study, but others find that the following spells prepared.
the faster path to power is to be gifted talent by a demon.
These members of the Shadow of the Beast possess and At will: Mage Hand, Poison Spray (Con 12)(1d12 Poison)
not-inconsiderable amount of power, and wield it with the 1st level (4 slots):
blind devotion of a cultist. Shadow Mages, more so than
other cultists, can be found lurking near the lairs and occult Magic Missile (3 targets)(1d4 + 1 Force)
temples of the Shedim. Shield (AC 18)
Witch Bolt (+4 to hit)(1d12 Lightning)
316 2nd level (3 slots):
Misty Step

Invisibility
3rd level (2 slots):

Counterspell

Fly

ACTIONS

Hellfire Eruption (Recharge 5-6): The Shadow Mage

extends its hand, causing hellfire to erupt from the ground in a
20-foot-radius sphere centered on a point it can seen within 60 feet.
Each creature in this area must make a DC 12 Dexterity saving throw,
taking 21 (6d6) Fire damage on a failed save, or half as much on a

successful one.

Shedim

Born of Malice. Shedim are not fallen angels like many of their
demonic counterparts. Instead, these demons are spawned from the
malice of the archdemon Lilith, whom they view as their mother.
As beings of pure evil in bodily form, Shedim are neither male nor
female, yet often choose to use “she” and “her” as their pronouns,
as a way to glorify Lilith, who gave them form. Although the word
“Shedim” appears in many places throughout the Bible, early
Christians did not see the point of differentiating between different
types of demons, and so most instances of the word in modern
translations appears simply as “demon.”

“They worshiped their idols, which became a snare to them.
They sacrificed their sons and their daughters to the Shedim..”

-Psalm 106:36

Deceivers and Cult Leaders. The Shedim of ancient stories
are almost all associated with occult practices. Taking after the
activities of their mother, the specialty of the Shedim is tempting
mortals into the worship of false gods. It is not important to the
Shedim which gods or idols a mortal worships, as long as attention
is diverted away from the one, true God. Usually, a Shedim will use
ancient religions or idols that have roots in a particular culture in
order to appeal to a local population (such
as creating a cult of Marduk in order to
appeal to a Babylonian audience). The
Shedim will use its “Shape Change”
ability, often spending decades or
lifetimes in the form of a human
“priest” in order to convert
followers to its cult. With time
and patience, a Shedim can
entice many of its followers
deeper into temptation, eventually
inducting them fully into the
Shadow of the Beast cult.

Shedim AC: 13 spell (DC 12) at will, requiring no material components.
HP: 50
Medium Fiend, Neutral Evil Speed: 40 ft. ACTIONS
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
STR DEX CON INT WIS CHA
7 (2d4+2) piercing damage and 5 (2d4) Necrotic damage. The target
+2 +2 +0 +0 +1 +2 must succeed on a DC 12 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the Necrotic damage
Saving Throws: CON +7, WIS +4, CHA +5 taken. This reduction lasts until the target finishes a long rest. The
Skills: Deception +4, Persuasion +4, Religion +3, Stealth +4 target dies if this effect reduces its hit point maximum to 0.
Damage Resistances: Necrotic; bludgeoning, piercing, and
Hellfire Blast: The Shedim conjures hellfire to blast from its hands
slashing, from nonmagical attacks
in a 15-foot-cone. Each creature in this area must succeed on a DC 12
Condition Immunity: Prone Dexterity saving throw, taking 11 (3d6) Fire damage on a failed save
Senses: Darkvision 60 ft., Passive Perception 11 or half as much on a successful one.
Languages: Common, Infernal, Akkadian, Old Egyptian, Hebrew
Challenge 3 (700 XP) Change Shape: The Shedim magically polymorphs into a

FEATURES humanoid (usually assuming the role of an influential religious leader),
or back to its true form. Any equipment it is wearing or carrying is
Innate Spellcasting: The Shedim can innately cast the Suggestion
borne by the new form. The shedim reverts to its true form if it dies.

317

Sicarii Spartan Mercenary
Extremists and Assassins. The Sicarii are a violent
extremist group that splintered from the Zealots for their Masters of Combat. Spartans are unrivaled in their
unwillingness to kill innocents. While both groups condone prowess on the battlefield. Many heroic legends exist about
violence against Rome and Parthia, Zealots draw the line these enigmatic people from across the sea, but recent
at harming civilians and their own people. To the Sicarii, times find Spartans fading from the public spotlight. When
if you are not actively fighting for freedom, you deserve to Greece fell to Roman control, the Greek city-states each
die along with the tyrants. Their campaigns of intimidation
and assassination target not only Rome’s politicians and pledged allegiance to Rome and subsequently ceded power
families, but anyone they deem as a “Roman Sympathizer.”
to a Roman proconsul. Although Sparta remained a free
Sicarius AC: 12
HP: 32 city in the Roman empire, Spartans nonetheless faced an
Medium Humanoid, neutral evil Speed: 35 ft.
identity crisis. An entire kingdom of Spartan boys and girls
STR DEX CON INT WIS CHA
had been training their whole lives to achieve glory on the
+0 +2 +0 +0 +2 +2 battlefield, but suddenly found themselves without a war
to fight. Many Spartans subsequently became adventurers,
Skills: Deception +5, Sleight of Hand +8, Stealth +8 traveling the world in search of thrills worthy of their skill.
Senses: Passive Perception 12
Languages: Common and Aramaic Some became guards for merchants willing to pay top
Challenge 3 (700 XP) dollar; others found glory in the fighting pits of Parthia or
the Circus in Rome. Spartans are characterized by their
FEATURES eagerness for action and their unusual way of speaking:
Sneak Attack: Once per turn, the Sicarius deals an extra 7 (2d6)
rarely using more than three words at a time, and only
damage when it has advantage on the attack roll and hits its target.
when words are necessary.

Spartan Mercenary AC: 16
HP: 105
Speed: 30 ft.
Assassinate: During its first turn in combat, the Sicarius has Medium Humanoid, any alignment

advantage on attack rolls against any creature that has not yet taken a STR DEX CON INT WIS CHA
turn. Any hit scored against a Surprised creature is a critical hit.
+4 +1 +3 -1 +0 -1
ACTIONS
Sica: Melee or ranged Weapon Attack: +5 to hit, reach 5 ft. or range Saving Throws: STR +7, DEX +4, CON +6
Skills: Athletics +7
20/60 ft., one target. Hit: 6 (1d4+3) piercing damage. Senses: Passive Perception 10
Languages: Common
BONUS ACTIONS Challenge 5 (1,800 XP)
Cunning Action: The sicarius can take the Dash, Disengage, or
FEATURES
Hide action as a bonus action on each of its turns.

Shield Combatant: The Spartan mercenary can add a +2 bonus

to the AC of an ally within 5 feet of it.

ACTIONS

Multiattack: The Spartan makes three attacks: two with its Spear

and one with its Shield Bash

Spear: Melee or ranged Weapon Attack: +7 to hit, reach 5 ft. or

range 20/60 ft., one target. Hit: 11 (2d6+4) piercing damage.

Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-

get. Hit: 7 (1d4+4) bludgeoning damage, and the target must succeed
on a DC 15 Strength saving throw or be Shoved 5 feet in a direction
chosen by the Spartan.

318

Sunwing Sunwing AC: 13
HP: 50
“They who wait for the Lord shall renew their strength; Huge Beast, lawful good Speed: 10 ft., Fly 80 ft.
They shall mount up on the wings of eagles.”
-Isaiah 40:31 STR DEX CON INT WIS CHA

Sentries in the Sky. Sunwings share a close bond +3 +3 +1 -1 +3 +0
with the Nabateans of Petra. Those who can make the
treacherous climb to a Sunwing’s perch in the rocky cliff Skills: Insight +5, Perception +5
face stand a chance of earning a Sunwing’s trust; a bond Senses: Passive Perception 15
which, once established, can never be broken. Languages: Understands Aramaic and Sabaic but cannot speak
Challenge 1 (200 XP)
“The eagle touched the corpse, and it revived.”
-Apocrypha of Fourth Baruch FEATURES

Loyal Mounts. A Sunwing will only bond with one Keen Sight: The Sunwing has advantage on Perception checks
human in its lifetime. These majestic birds and their riders
can be seen patrolling the skies over Sinai and other that rely on sight.
nomadic regions in Zin.
Loyal Mount: The Sunwing will never willingly attack the rider
Sunwings in the Bible?
to whom it has bonded, and if forced or magically compelled to do
The Sunwing is inspired by stories of large, magical eagles from
multiple cultures during this time period, and in particular the book of so, it makes all attack rolls with disadvantage.
Fourth Baruch. Although the stories in Fourth Baruch are fascinating,
they are not considered part of the Bible by any branch of Christianity ACTIONS
other than the Ethiopian Orthodox Church. Despite the fact that this
creature does not appear in any other version of the Bible, it has been Multiattack: The Sunwing makes two attacks: one with its beak
included in this adventure because of its close association with ancient
Christian folklore. and one with its talons.

Beak: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7

(1d6 + 3) piercing damage.

Talons: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:

10 (2d6 + 3) slashing damage.

Revivify (1/Day): The Sunwing touches a creature that has died

in the last minute. That creature returns to life with 1 hit point. Once

it has used this feature, it cannot do so again until after completing a

long rest. This feature does not restore missing body parts.

319

T’ifiri AC: 15 T’ifiri
HP: 47
Large monstrosity, unaligned Speed: 50 ft., Burrow 30 ft. Scourge of the Desert. The Zin’tori of Sheba refer to
these massive scorpions as the “claw of the desert.” Lying
STR DEX CON INT WIS CHA motionless below the desert sand for hours at a time,
the t’ifiri uses its tremorsense to detect the movement of
+2 +1 +2 -5 -1 -4 potential prey across the ground above. Feeding mainly
on desert-dwelling mammals such as the Hyrax or Addax,
Senses: Blindsight 60 ft., Tremorsense 30 ft., Passive Perception 9 the t’ifiri strikes quickly, attempting to grapple its prey
Challenge 3 (700 XP) and deliver a lethal does of venom through its stinger
before dragging its victim back below the desert sand to
FEATURES be devoured. Merchants who frequent the Spice roads
Sand Glide: The t’ifiri can burrow through nonmagical, unworked through Zin are far too familiar with the hunting patterns
of the t’ifiri, and have lost more than one camel to these
desert sand. While doing so, it does not disturb the sand or leave apex desert predators. It is due to the t’ifiri’s burrowing
habits that the outer walls of Sheba reach as deep below the
behind a tunnel as it moves. sand as they tower above it. Only the bedrock presents an
obstacle to these prodigious subterranean invaders.
ACTIONS
T’ifiri in the Bible?
Multiattack: The t’ifiri makes three attacks: two with its claws
The t’ifiri is based on numerous old stories and legends from the
and one with its sting. ancient middle east of giant scorpions that attacked from the desert
sands in the Arabian peninsula. There is no scientific evidence that
Claw: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: these creatures ever existed, and their presence in this adventure is a
purely fictional element that fits the theme of the narrative.
6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape
DC 13). The t’ifiri has two claws, each of which can grapple only one

target at a time.

Sting: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:

9 (2d6 + 2) piercing damage, and the target must make a DC 12
Constitution saving throw, taking 18 (5d6) poison damage on a failed

save, or half as much on a successful one.

320

Tannin
“So God created the mighty Tannin, and every kind
of creature with which the waters swarm.”
-Genesis 1:21

Sea Serpents of Old. On the fifth day of creation, God
brought forth creatures of the water and the sky, including
a sea monster of mythic proportions. No one is sure how
many Tannin there are, how long they live, or if they even
die at all. Some legends speculate that the Tannin are the
offspring of the Leviathan, while other stories suggest
that these massive serpents were once regular snakes that
have continued to grow larger and larger since the days
of creation. What is known for certain, however, is that
the Tannin are to be avoided at all costs. When a Tannin
attacks, nothing survives. Because such attacks
usually happen on the open water, many
trade routes by sea take longer journeys
than necessary in order to stick close to
the shore or other known shallows.

Did You Know?

The Hebrew monster called the tannin is nearly identical to the
Hebrew word tannim, which means “jackals.” Due to the similarities
in these words, there has been a long history of confusion and debate
among translators about which word belongs where. For example,
the original Hebrew text of Lamentations 4:3 depicts a Tannin
nursing its young with its breasts. This verse is likely meant to
refer to jackals (since sea serpents do not have breasts), and almost
certainly exists as a spelling error from ancient scribes who made a
mistake when copying from the original versions of the Hebrew text.

Tannin AC: 18 ACTIONS
HP: 205 Multiattack: The Tannin makes two attacks: one with its Bite and
Gargantuan monstrosity, unaligned Speed: Swim 90 ft.
one with its Tail.
STR DEX CON INT WIS CHA
Bite: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
+9 +2 +8 -2 +4 +0
28 (4d8 + 9) piercing damage and the target is grappled (escape DC
Saving Throws: STR +13, CON +12 20).
Skills: Athletics +13
Condition Immunity: Prone Tail: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit:
Senses: Darkvision 120 ft., Passive Perception 14
Challenge 12 (8,400 XP) 32 (5d8 + 9) bludgeoning damage.

FEATURES Undertow: The Tannin dives below the surface of the water,

Amphibious: The Tannin can breathe air and water. creating a devastating rip current in its wake. The Tannin moves
at least 30 feet straight down into the water, causing each target
Depth Immunity: The Tannin is immune to all negative effects, (including ships and objects) within 20 feet of the point it left to make
a DC 18 Strength saving throw. A target takes 30 (10d10) bludgeoning
including damage, caused by the crushing depths of the ocean. damage and is pulled 10 feet under the water on a failed save. On a
successful save, a target takes half as much damage and is not pulled.
Magic Resistance: The Tannin has advantage on saving throws
Steam Breath (Recharge 5-6): The Shedim exhales a cloud of
against spells and other magical effects.
scalding steam in a 60-foot-cone. Each target in this cone must make
a DC 18 Dexterity saving throw, taking 55 (10d10) Fire damage on a
failed save, or half as much on a successful one.

321

Unicorn

Creatures of Myth and Virtue. There are few creatures
so universally recognized as the unicorn. These majestic
creatures are rarely seen by mortal eyes, and prefer to make
their homes in ancient ruins overgrown with vines, scenic
mountaintop vistas, or in the hidden vales of Mesopotamia.
While some of God’s creations flourished after the Great
Flood, the unicorn population never again regained its
foothold as a species. As creatures of innate magic, the
unicorn’s biology is intrinsically tied to the virtue of its
surroundings. In the days of Eden, when the earth was new
and innocence abounded, unicorns could be found in great
numbers, roaming the plains with the Addax. However,
in the times leading up to and after the Great Flood, the
unicorn population began to decline. Saddened by the evil
of the world in which it finds itself, the unicorn has lost its
vigor for life, and unicorns in modern times are few and far
between.

Unicorn in the Bible?

The unicorn appears in only some translations of the Bible (most

notably the KJV), as a mistranslation of the word for Aurochs,
which confused the translators at the time.

Unicorn AC: 12 Hooves: Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
HP: 67
Large Celestial, unaligned Speed: 50 ft. Hit: 11 (2d6 + 4) bludgeoning damage.

STR DEX CON INT WIS CHA Horn: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8

+4 +2 +2 +0 +3 +3 (1d8 + 4) Piercing damage.

Damage Immunity: Poison Healing Touch (3/Day): The unicorn touches another creature
Condition Immunity: Charmed, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 13 with its horn. The target magically regains 11 (2d8 + 2) hit points. In
Languages: Common, Telepathy 60 ft. addition, the touch removes all diseases and neutralizes all poisons
Challenge 5 (1,800 XP) afflicting the target.

FEATURES Teleport (1/Day): The unicorn magically teleports itself and up

Charge: If the unicorn moves at least 20 feet straight toward a target to three willing creatures it can see within 5 feet of its, along with any
equipment they are wearing or carrying, to a location the unicorn is
and then hits with a horn attack on the same turn, the target takes familiar with, up to 1 mile away.

an extra 9 (2d8) piercing damage. If the target is a creature, it must LEGENDARY ACTIONS
succeed on a DC 15 Strength saving throw or be knocked prone.
The unicorn can take 3 legendary actions, choosing from the options
Innate Spellcasting: The unicorn’s innate spellcasting ability below. Only one Legendary Action may be used at a time, and only at
the end of another creature’s turn. The unicorn regains spent legendary
is Charisma (spell save DC 14). The unicorn can innately cast the actions at the start of its turn.

following spells, requiring no material components: Hooves: The unicorn makes one attack with its hooves.

At will: Detect Evil and Good, Druidcraft, Pass Without Trace Shimmering Shield (Costs 2 Actions): The unicorn creates
1/Day each: Calm Emotions, Dispel Evil and Good, Entangle
a shimmering, magical field around itself or another creature it can see
Magic Resistance: The unicorn has advantage on saving throws within 60 feet of it. The target gains a +2 bonus to AC until the end of
the unicorn’s next turn.
against spells and other magical effects.
Heal Self (Costs 3 Actions): The unicorn magically regains 11
Magic Weapons: The unicorn’s weapon attacks are magical.
(2d8 + 2) hit points.
ACTIONS
This monster is derived from the “Unicorn” in the SRD 5.1 and reproduced under the OGL.
Multiattack: The unicorn makes two attacks: one with its Hooves

and one with its Horn.

322

Water Elemental

In the Beginning there was Water. In the book of

Genesis, when God creates the world, this new world is
not created from nothing. In the cosmology of the ancient
world, there was already water. The second day of creation
describes not the creation of rivers and seas, but the taming
of the roiling waters of chaos into the order of the created
world. God does not invent the elements, but rather exerts
power over them, molding the realm of elemental chaos
into what would become the world as we know it.

Agents of Chaos. These entities of pure energy, called
“elementals” are avatars of the “Tehom,” an infinite ocean
of chaos that occupied all of the cosmos before the dawn
of creation. On rare occasions, usually due to spontaneous
portals or other magical anomalies (such as the casting
of a powerful spell), an elemental spirit of chaos
enters the world. These elementals are comprised
entirely of one of the four primordial elements: earth,
wind, fire, and water. An elemental is neither good nor evil,
and merely serves as a reminder of the chaotic forces of the
cosmos as it exists apart from God’s authority.

Mindless Entities. Elementals make very few conscious
choices. If an elemental has been summoned by a Mage,
it may follow the commands given to it by its summoner.
Otherwise, an elemental will act on the whims of the
moment, obeying the ebb and flow of the tides of chaos.
This makes the behavior of elementals appear very strange
to humans, who tend to look for patterns and logic in their
dealings with other creatures

Water Elemental AC: 14 ACTIONS
HP: 114 Multiattack: The elemental makes two slam attacks.
Speed: 30 ft., Swim 90 Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13
Large Elemental, neutral
(2d8 + 4) bludgeoning damage.
STR DEX CON INT WIS CHA
Whelm (Recharge 4-6): Each creature in the elemental’s space
+4 +2 +4 -3 +0 -1
must make a DC 15 Strength saving throw. On a failure, a target
Damage Resistances: Acid; Bludgeoning, Piercing, and Slashing takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it
is also grappled (escape DC 14). Until this grapple ends, the target
from Nonmagical Attacks is restrained and unable to breathe unless it can breathe water. If the
saving throw is successful, the target is pushed out of the elemental’s
Damage Immunity: Poison space.
Condition Immunity: Exhaustion, Grappled, Paralyzed,
The elemental can grapple one Large creature or up to two Medium
Petrified, Poisoned, Prone, Restrained, Unconscious or smaller creatures at one time. At the start of each of the elemental’s
turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning
Senses: Darkvision 60 ft., Passive Perception 10 damage. A creature within 5 feet of the elemental can pull a creature
Challenge 5 (1,800 XP) or object out of it by taking an action to make a DC 14 Strength check
and succeeding.
FEATURES
This monster is derived from the “Water Elemental” in the SRD 5.1 and reproduced under the OGL.
Water Form: The elemental can enter a hostile creature’s space
323
and stop there. It can move through a space as narrow as 1 inch wide
without squeezing.

Freeze: If the elemental takes cold damage, it partially freezes; its

speed is reduced by 20 feet until the end of its next turn.

Witch of Endor AC: 17 Witch of Endor
HP: 112
Medium Humanoid, neutral Speed: 30 ft. The Witch of Endor is the unnamed and enigmatic
patron of wayward souls. While few know exactly where
STR DEX CON INT WIS CHA to find her, her modest little cottage always seems to reveal
itself to those searching for answers... or to make a deal.
-1 +2 +3 +3 +2 +3
Forbidden Magic. The Witch of endor is an ancient and
Saving Throws: CHA +7, INT +7, WIS +6 seemingly ageless mage with a gift for divination magic.
Skills: Arcana +7, Insight +6, Perception +6, Religion +7 She was cast out of Israel during the reign of King Saul for
Languages: Common, Aramaic, Old Egyptian, Hebrew this very reason, but her exile to the remote ruins of Endor
Senses: Passive Perception 16 in Galilee did not prevent lost souls from seeking her out.
Challenge 7 (2,900 XP) The Witch pursues power and knowledge for its own sake;
she is neither inherently good or evil. Through ancient
FEATURES practices known only to the most powerful mages of
ancient Egypt, the Witch has even learned to bind a Night
Magic Resistance: The witch of endor has advantage on saving Spirit into her service as a familiar. This familiar, whom
she calls “Drezry” roams the countryside throughout Judea
throws against spells and other magical effects. and beyond keeping the Witch informed of the goings on in

Spellcasting: The witch of endor is a 10th-level spellcaster. Her 5th level (2 slots):
Contact Other Plane (self save: Int 15)
spellcasting ability is Intelligence (spell save DC 15, +7 to hit). She Scrying (Wis 15)

has the following spells prepared. ACTIONS

At will: Light, Mage Hand, Mending, Message Bolt: Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 26
1st level (4 slots):
(4d12) damage of one of the following types (chosen by the witch):
Find Familiar (Night Spirit only) cold, fire, force, lightning, necrotic.
Identify
Reveal Soul: The witch targets a creature she can see within 60
Witch Bolt (+7 to hit)(1d12 Lightning)
2nd level (3 slots): feet, forcing it to make a DC 15 Constitution saving throw. On a failed
save, the appearance of the target is changed to reflect the corruption
Locate Object of its soul, and its various sins and vices take physical form as disfig-
urements of its body. A creature that is living in accordance with moral
3rd level (3 slots): values is immune to this effect. These changes last forever, or until the
Counterspell creature genuinely repents of its actions, at which time the disfig-
urements recede after 1d4 days. Each time a creature affected in this
4th level (3 slots): way sees its reflection or is otherwise reminded of the transformation,
Phantasmal Killer (Wis 14)(4d10 Psychic) it takes 3d6 psychic damage. A creature that succeeds on the saving
throw is immune to this effect for 24 hours.
Polymorph (Wis 14)
LEGENDARY ACTIONS

The witch can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only at
the end of another creature’s turn. The witch regains spent legendary
actions at the start of her turn.

Detect: The witch makes a Wisdom (Perception) check.

Teleport: The witch magically teleports to an unoccupied space she

can see within 120 feet.

Spell (Costs 3 Actions): The witch casts a spell.

324

the outside world. Opportunistic Meddler. If the party has demonstrated
Holder of Grudges. The Witch of Endor has a complex that they are capable in combat, or expressed a desire to

relationship with God. Thousands of years of studying destroy demons, the Witch will certainly capitalize on the
the arcane arts have left her with little doubt of God’s
existence, yet she abhors the idea of living under the opportunity to point them in the direction of her most hated
constraints of a moral code that might inhibit her ability to enemies. Below are some examples of “payment” she may
acquire greater power or knowledge. She regards God as an ask for in exchange for her services. Depending on where
old friend with whom she often bickers, yet toward whom the party encounters the Witch, some of these bargains
she holds no ill will.
make more logical sense than others.
Her relationship with demons is a different story. When
she was young an naive, she saw demons as potential Witch’s Bargain True Motive
sources of knowledge and power. She even counted herself
as a follower of Lilith for some time. However, it was not “Tomorrow is the anniversary Visiting the crypts in Nazareth
long before she saw demons for what they are: purveyors of a young girl’s untimely death. will likely result in direct
of lies and manipulation. Since the day she narrowly confrontation with the demon
escaped with her life, the Witch of Endor has harbored a Please deliver these flowers to her
burning hatred for demons. Because she values knowledge tomb in Nazareth.” Legion.
above all else, the Witch of Endor views deception and
the spreading of misinformation as the highest crime. Her “Bring me a sprig of Nightshade Nightshade only grows in the
vendetta against the demons often creeps into her dealings
with mortals, whom she uses as pawns in her schemes. She from the city Babylon.” top tier of the Hanging Gardens:
is well aware that she lacks the power to defeat an ancient
demon in direct combat, but she will never hesitate to step Beelzebub’s Lair.
on the toes of their plans at any opportunity.
“After arriving in Cyrpus, knock Causing a disturbance in Cyprus
Maker of Bargains. Although King Saul had exiled her on the first door you pass.” will cause the party to confront
from the kingdom, when he desired to speak to the departed an old rival of the Witch’s,
soul of his friend, Samuel, he sought her out himself... to
his own demise. Over one thousand years later, the Witch is named Simon the Sorcerer.
still eager to make bargains with those seeking information
or aid. In particular, mortals usually seek her out as a “Travel east until you find a city The Witch has an agreement
source of information, or to speak to a departed relative. In with gates of white. Give 1 copper with a sorceress named Ara in
exchange for these services, the Witch of Endor does not piece to the first beggar you pass.” Ecbatana. Ara has agreed to trade
ask for money or gifts. Instead she will ask for a simple a rare magic item in exchange for
favor. These favors are almost always simple, but always a capable team of mercenaries.
carry more importance than they seem. Mortals who agree
to these bargains almost always become the unknowing “Find the best party in Tarsus, and The Witch is fully aware that the
participant in a much larger scheme that may be years or sneak in without an invitation.” only party in Tarsus this week is
decades in the making. Delivering a note to a mysterious the Laimargia pleasure cruise.
address at exactly noon on the Sabbath may result in an
ancient spellbook being shipped to the Witch’s cottage “Write an anonymous love letter The address is the home of a
rather than to the archives in Alexandria. Giving a cup of and deliver it to this address in prostitute contemplating suicide
water to a legionary in the town square may uncover the because of the manipulations of
scandal of a local politician. For the Witch of Endor, there Thebes.”
are no coincidences, only well-laid plans. Naamah.

The Witch of Endor only meets those with whom “Travel to Thonis and throw a The Witch has been watching
she is intimately familiar. By the time an adventurer stone out into the sea as far as you Selene for some time, and knows
“coincidentally” stumbles upon her cottage, she has likely that a serendipitous meeting in
been watching them for weeks, and Drezry has likely can.” Thonis will set beneficial events
already collected their deepest fears, desires, and regrets.
The Witch will use all of this information to set events into in motion.
motion to either increase her own power, or sow discord
into the ranks of her enemies. Lair Actions. If the Witch is encountered in the

region of Endor in Galilee, she has a challenge rating of 10
(5,900 XP). On initiative count 20 (losing initiative ties),
the Witch takes a lair action to cause one of the following
effects. She can only use lair actions when in Endor, and
cannot use the same action two turns in a row.

• The Witch regains a spell slot of any level.
• Until initiative count 20 of the following round, the

Witch is immune to all effects (including damage)
from spells of level 5 or lower.
• A Golem (Death) emerges from the shadows and
joins combat in defense of the Witch. The golem

remains until it is reduced to 0 hit points.
• The Witch turns invisible and teleports up to 60 feet

away. She remains invisible until she moves or takes

an action.

325

Zin’tori Zin’tori Scout AC: 14
HP: 25
Elite Warriors. The zin’tori are the elite guard of Queen Medium humanoid, any alignment Speed: 30 ft.,
Makeda, and the standing military force of the kingdom
of Sheba. The Sabean military is small, but the advanced STR DEX CON INT WIS CHA
training of zin’tori in the harsh climates of the desert more
than makes up for what they lack in numbers. For young +0 +2 +1 +0 +1 +1
Sabean men and women who join their ranks, becoming
zin’tori is a way of way, rather than a temporary career. Skills: Perception +3, Survival +3, Stealth +6
Senses: Passive Perception 13
Stealth and Sabotage. Because Sheba cannot stand up Languages: Sabaic, Aramaic
to the might of Rome or Parthia in a full frontal attack, the Challenge 1 (200 XP)
zin’tori resort to covert tactics. If imperial forces set out on
the long desert journey toward Sheba, the zin’tori will carry FEATURES
out nightime raids on their camps: stealing water, loosing
camels, and assassinating officers. The morale of invading Evasion: If the zin’tori is subjected to an effect that allows it to
legions is broken long before they reach the gates of Sheba.
make a Dexterity saving throw to take only half damage, it instead
takes no damage if it succeeds, and only half damage if it fails.

ACTIONS

Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Hit: 7 (1d8 + 2) slashing damage.

Dagger: Ranged Weapon Attack: +4 to hit, range 20/60 ft., one

target. Hit: 5 (1d4 + 2) piercing damage.

Zin’tori Veteran AC: 15
HP: 88
Medium humanoid, any alignment Speed: 30 ft.,

STR DEX CON INT WIS CHA

+1 +3 +2 +1 +2 +1

Saving Throws: DEX +7, WIS +5
Skills: Perception +5, Survival +5, Stealth +10
Senses: Passive Perception 15
Languages: Sabaic, Aramaic, Common
Challenge 5 (700 XP)

FEATURES

Evasion: If the zin’tori is subjected to an effect that allows it to

make a Dexterity saving throw to take only half damage, it instead

takes no damage if it succeeds, and only half damage if it fails.

ACTIONS

Multiattack: The zin’tori veteran makes three melee attacks or

two ranged attacks.

Scimitar of Speed: Melee Weapon Attack: +8 to hit, reach 5 ft.,

one target. Hit: 10 (1d8 + 5) slashing damage.

Dagger: Ranged Weapon Attack: +6 to hit, range 20/60 ft., one

target. Hit: 6 (1d4 + 3) piercing damage.

REACTIONS

Parry: The zin’tori adds 2 to its AC against one melee attack that

would hit it.

326

Zenido (Desert Drake) Zenido AC: 16
HP: 127
“Behold, two great dragons came forward, both Huge Dragon, neutral evil Speed: 30 ft., fly 80 ft.
ready to fight... and at their roaring, every nation
STR DEX CON INT WIS CHA
prepared for war.”
-Esther 11:6 +4 +3 +4 -3 +1 +0

Bringers of Destruction. These dragons are usually Saving Throws: Con +7
spotted hunting in the arid climates on the outskirts of Skills: Perception +4, Stealth +6, Survival +4
human civilizations. Desert drakes are solitary hunters, Damage Resistances: Fire
Feeding primarily on addax, camels, and other large desert- Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
dwelling beasts. Merchant caravans that travel through Challenge 8 (3,900 XP)
either the Assur Wastes or the Wilderness of Zin often hire
guards more out of fear of the desert drake than of bandits. FEATURES
Desert Camouflage: The desert drake has advantage on Dexter-
Creatures of Instinct. Unlike other dragons, desert
drakes are driven by the instinct to hunt, kill, and eat. They ity (Stealth) checks made to hide in sandy or rocky terrain.
have no interest in accruing treasure, plotting revenge, or
any other activities traditionally associated with dragons. Flyby: The desert drake does not provoke Opportunity Attacks

Dragons in the Bible when it flies out of an enemy’s reach.

When dragons appear in the Bible, it is usually to ACTIONS
herald the coming of destruction or unrest. Although Multiattack: The drake makes three attacks: one with its bite and
this setting contains no “True Dragons” as defined by
traditional fantasy settings, the Bible does certainly two with its claws.
contain references to creatures of the “dragon” type.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15

(3d6 + 4) piercing damage

Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:

22 (4d8 + 4) slashing damage

Breath Weapon (Recharge 5-6): The drake breathes fire in a

20-foot cone. Each creature in this area must make a DC 16 Dexterity
saving throw, taking (14d6) Fire damage on a failed save, or half as
much on a successful one.

327

Fellowship of the Beast

Ancient Manipulators. The fall of the hosts of “Simulacrum.” A simulacrum created by
a demon appears to be a regular human
heaven began with a single dissenting voice. A Seraphim in every way, but lacks a soul or
intellect of its own. The demon is able
named Lucifer refused to share his status in heaven with to enter and control a simulacrum as a
puppet, allowing it to move about the world
the newly created mortals, whom he saw as beneath him freely. Because a simulacrum is made up of the
coalesced power of human sin, it is technically a
in every way. This perspective divided heaven into two “construct” native to the material world and thus cannot be
permanently banished from this plane of existence. There
factions, those loyal to God, led by the lowly Archangel are, however, certain weaknesses that can be employed to
destroy them. If a demon’s simulacrum is destroyed, the
named Michael, and those who clung to their own pride demon immediately reverts to its true form. If a demon is
destroyed while in its true form, it is banished from the
and status, led by Lucifer. After the civil war ended and the material plane and returns to hell. This banishment is only
temporary, and the demon can reform its simulacrum and
followers of Lucifer were cast out, they set to work trying return to the physical world after 3d10 days. Only if sin
to thwart God’s plans on earth. It was then that Lucifer took is permanently destroyed will a demon be permanently
on a new name for himself. As his new eternal mission was banished from the Material plane.

to become the enemy of whatever God intended to do, he The Hunt for the “Messiah.” From an
decided to call himself by the Hebrew name for “enemy” -
Satan. outside perspective, demons appear incredibly chaotic in
their motives; but this chaos belies their most dangerous
Not knowing the specifics of how God planned to attribute. Demons are single-minded in their pursuit of
redeem humanity, Satan’s work was difficult, but one can humanity’s damnation. Chaos is simply their best tool for
always rely on the failings of humankind. Satan and his confusing and tempting the weak-minded mortals.

followers watched and waited for opportunities to nudge However, in the last few hundred years, the Fellowship
the weak mortals toward sin, and their efforts were wildly has become unusually focused and coordinated. A series
successful. of prophecies have referenced one called the “anointed”
or messiah, who will supposedly redeem the world and
The first of these tempters was an Archangel named destroy sin once and for all. The Fellowship is not aware of
Lilith. As one of Lucifer’s oldest compatriots, Lilith was who this Messiah is or even when this even will take place,
but they are well aware of the threat that this poses to them.
ideally suited for a vital mission. Since she originally If sin were to be destroyed, their connection to the Material
served as a guardian of the Garden of Eden, Lilith had the plane would be severed.
trust of Adam and Eve, the two humans who lived there.
Using the cunning that she had built over a lifetime of Lilith has been working in coordination with the other
observing them, Lilith successfully convinced Adam and Archdemons to root out the identity of the messiah as
Eve to break a promise they made to God, allowing evil quickly as possible. Once identified, they plan to use
to enter the world for the first time. With this original sin, Legion’s control over politics in Jerusalem to arrange a
Adam and Eve were cast out from the garden of Eden, and mock trial, and have
the plans of the demons were established. the messiah executed
as a common criminal.
The Fellowship of the Beast. With sin, a new
For now, the
kind of magic was born. Using this new magic of sin, demons watch and
Satan and Lilith constructed a series of rituals that would wait for signs that the
messiah has been born.
allow a select few demons to enter the Material plane, and

remain in disguise while moving among the mortals. Seven

Archdemons were chosen, each tethering itself to one of

the Seven deadly sins. As humans continue to commit

sin, these demons grow stronger, and gain even greater
influence over the humans in their territory, and the cycle
continues. These seven archdemons call themselves the
“Fellowship of the Beast.”

Human Simulacra. Using dark rituals known

only to Satan and Lilith, several members of the Fellowship

have used the magic of sin to form a human body called a

328

Naamah Aura of Temptation. Naamah has created an

Obsessed with the power lust holds on the human heart, Aura of Temptation that stretches in a 1 mile radius,

Naamah seeks to corrupt all in her path. Nothing is more centered on her lair in Thebes. The territory and citizens
within the 1 mile radius suffer from the following effects:
disgusting to her than true, self-giving love, and she cannot
help herself when she sees it. Naamah finds pleasure and • Any creature that enters this radius for the first time
power in corrupting the pure of heart through manipulation must succeed on a DC 14 Wisdom saving throw
or have its mind filled with lustful thoughts. This
and temptation. Naamah’s greatest joy is found in bringing effect lasts until the creature is targeted by a Greater
Restoration spell, or until it leaves the radius. While
despair and suicide to those who began as hopeful and the effect lasts, the creature makes all Wisdom saving
throws with disadvantage.
loving.
• Posters and fliers advertising Aphrodite’s Touch
Seraphine. Naamah has used the sin of Lust to magically manifest themselves in random places, as
though through the use of a Minor Illusion spell. If
create a Simulacrum of a beautiful woman who goes by these documents are destroyed, they disappear, but
the name “Seraphine.” Just as Naamah finds it disgusting
when two people make love as an expression of consent will magically reappear in 1d4 minutes.

and self-giving, she relishes it when humans use sex as an • People who live inside the radius seem unusually

escape or an act of abuse. Thus she has used her human depressed. Marriages and other loving relationships

simulacrum, Seraphine, to open a brothel in the city of seem strained, although the marriage partners are
Thebes, Egypt, where she can exploit the act of love
and pervert it into something selfish. Seraphine runs an unable to identify the cause of the strain on their
incredibly lucrative business here. Using her powers of
manipulation, she prevents the prostitutes under her control relationship.

from forming any meaningful relationships, and provides The Aura of Temptation ends if Naamah’s true form is

discounts to customers whom she perceives as desperate or destroyed or banished from the material plane. Once the
lost. Seraphine’s brothel, called “Aphrodite’s Touch,” has Aura of Temptation ends, all of the associated effects end,
created an perfect environment for Naamah, who is now as does its influence on creatures within the radius.

surrounded by that which gives her power: sex devoid of Lair Actions. On initiative count 20 (losing

love. initiative ties), Naamah takes a lair action to cause one of
the following effects. Naamah can only use lair actions
Vile and Violent. In combat, Naamah prefers when in her True Form while in Aphrodite’s Touch, and

manipulation over outright violence. She will attempt cannot use the same action two turns in a row.
• A group of prostitutes (Commoner stats) wander
to charm members of the party that she sees as useful or lazily out of a side chamber, each approaching a
different PC, and begin flirting with them, seemingly
weak to her powers of seduction. Once she has charmed a unaware of danger. Each character must spend
its action or reaction to push the prostitute out of
member of the party, she will attempt to hide or otherwise
avoid combat and command those under her influence to combat, or make all rolls with disadvantage as the
attack their own friends. If Seraphine is destroyed, the prostitute flirts with and caresses them.
hideous true form of Naamah is revealed. Her features are • Naamah’s hideous form suddenly flashes and is
half goat, and half nightmare born in the darkness of the replaced by the beautiful and shapely vision of

abyss. Once she is revealed, Naamah will not hold back, Seraphine, who stands naked before them, beckoning
to them seductively. Until the next initiative count
attacking with reckless hatred. Few have seen Naamah’s 20, any creature that targets Naamah with a weapon
or spell attack roll must first make a Wisdom saving
true form, and none have lived to speak of it. throw. On a failed save, the creature must choose a

Naamah’s Lair new target or lose the attack or spell.
• Each creature within 60 feet of Naamah is racked by
Aphrodite’s Touch. Naamah has refurbished an
feelings of remorse and despair as it calls to mind
ancient Egyptian palace adjacent to the ruins of the Luxor memories of failed relationships. Each creature
temple in Thebes. This beautifully furnished and enticing must make a DC 16 Wisdom saving, taking 9 (2d8)
Psychic damage on a failed save, or half as much on
establishment, called Aphrodite’s Touch, doubles as both a
brothel and Naamah’s lair. If Naamah is encountered inside a success.
of Aphrodite’s Touch, she has a challenge rating of 7 (2,900
XP).

329

Seraphine AC: 16
HP: 87
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.

STR DEX CON INT WIS CHA

-1 +2 +1 +2 +1 +4

Skills: Deception +9, Insight +5, Perception, +5, Persuasion +9
Damage Resistances: necrotic
Languages: Infernal, Common, Coptic, Old Egyptian
Senses: Darkvision 60 ft., Passive Perception 15
Challenge 5 (1,800 XP)

FEATURES

Atonement Vulnerability: Seraphine is a simulacrum con-

structed of the magic of pure sin. If she is subjected to an effect that

destroys or atones for the sin of lust such as the Lesser Atonement

spell, she takes 27 (6d8) Force damage at the start of each of her
turns while she is in its area of effect.

Telepathic Bond: Once Seraphine has Charmed a creature, she

can communicate with it over any distance as long as it is on the

same plane of existence.

Revealing Demise: If Seraphine is reduced to 0 Hit Points, her

form instantly dissolves into purple smoke. At the start of her next

turn, the hideous form of Naamah (next page) appears in the space
where Seraphine fell.

ACTIONS

Charm: One humanoid Seraphine can see within 30 feet of her

must succeed on a DC 16 Wisdom saving throw or be magically
Charmed for the next 24 hours. The Charmed target is overwhelmed
with feelings of affection for Seraphine, and obeys her verbal or tele-
pathic commands without question. If the target suffers any harm or
receives a suicidal command, it can repeat the saving throw, ending

the effect on a success. If the target successfully saves against the
effect, or if the effect on it ends, the target is immune to Seraphine’s
Charm for the next 24 hours. Seraphine can have only one target
Charmed at a time. If she Charms another, the effect on the previous
target ends.

Wink: Seraphine winks at a creature that she can see within 30 feet.

If the creature can see her, it must make a DC 16 Wisdom saving
throw, taking 5 (1d4 + 2) psychic damage on a failure, and half as
much on a success. Either way, Seraphine may immediately use a
bonus action to attempt to Hide, adding +6 to her Stealth roll.

Perfume Cloud (Recharge 5-6): Seraphine wafts perfume in

a 20-foot cone. Each creature in this area must succeed on a DC 16
Wisdom saving throw or take 18 (4d8) Psychic damage and make its

next roll with disadvantage. A creature that succeeds on the saving

throw takes half as much damage and its next roll is not affected.

REACTIONS

Misty Escape: After taking damage, Seraphine can use her

reaction to turn invisible and teleport up to 30 feet away. She remains
invisible until the start of her next turn or until she takes any actions.

330

Naamah (True Form) AC: 14 FEATURES
HP: 70
Speed: 30 ft., Hover 30 ft. Magic Resistance: Naamah has advantage on saving throws
Large Fiend, Chaotic Evil
against spells and other magical effects.
STR DEX CON INT WIS CHA
Innate Spellcasting: Naamah can innately cast the following
+2 +2 +1 +2 +1 +4
spells, requiring no material components.
Skills: Insight +6, Perception +6, Religion +6 1/Day:
Damage Resistances: Fire, Necrotic Induce Lust (Wis 16)
Condition Immunities: Charmed Word of Recall (lair: Aphrodite’s Touch)
Languages: Common, Infernal, Old Egyptian, Akkadian
Senses: Passive Perception 16 ACTIONS
Challenge 6 (2,300 XP)
Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:

11 (2d8 + 2) slashing damage plus 7 (2d6) necrotic damage, and the
target must succeed on a DC 16 Constitution saving throw or have
its hit point maximum reduced by an amount equal to the Necrotic
damage taken. If this effect reduces a creature’s hit point maximum to
0, the creature dies. This reduction to a creature’s hit point maximum
lasts until it finishes a long rest, or until it is affected by a Greater
Restoration spell or similar.

REACTIONS

Unsettling Scream: When a creature makes an attack roll

against Naamah, she can use her reaction to scream, imposing disad-
vantage on the roll.

LEGENDARY ACTIONS

Naamah can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only
at the end of another creature’s turn. Naamah regains spent legendary
actions at the start of her turn.

Invisibility: Naamah turns invisible until the start of her next turn.

Seductive Gaze: Naamah locks eyes with a creature she can

see within 30 feet. The creature must succeed on a DC 12 Wisdom
saving throw or its mind becomes filled with lustful thoughts and
images. The creature is unable to move or take actions for the next 5
minutes, or until the effect ends. The effect ends if the creature takes
any damage, or if another creature uses its action to slap it. If the
creature’s save is successful, or if the effect ends for it, it is immune
to this effect for the next 24 hours.

Hoof (Costs 2 Actions): Melee Weapon Attack: +6 to hit, reach

5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

331

Beelzebub all information telepathically communicated to him by his
Abyssal Flies. If Beelzebub’s true form is encountered in
“Have you come to consult Beelzebub? ...You will the Hanging Gardens, he has a challenge rating of 9 (5,000
not leave the bed you are lying on.” XP)
-2 Kings 1:6
Aura of Temptation. Beelzebub has created
The Lord of the Flies is amused by humanity’s capacity
for laziness. Their lives are so short, a mere blink compared an Aura of Temptation that stretches in a 1 mile radius,
to the infinite lifespan of celestials, and yet they are content centered on the Hanging Gardens of Babylon. The territory
to spend hours of their day relaxing and watching the world and citizens within the 1 mile radius suffer from the
pass by. Beelzebub enjoys the way humans procrastinate following effects:
and put off important tasks out of laziness. In an attempt
to root out the Messiah, Beelzebub has settled in the most • Any creature that travels within this radius must
peaceful and relaxing place he could find, and has begun succeed on a DC 15 Constitution saving throw or
enticing people who pass by to come and rest a while. gain one level of exhaustion as they are overcome

The Hanging Gardens. Beelzebub has created a with a desire to relax and have trouble focusing on
their goals. The save must be repeated for every 24
lair for himself in the highest tier of the Hanging Gardens hours spent inside the radius.
of Babylon. From this vantage point he watches and waits
for a sign that the Messiah may be nearby. Amassing • People who live inside the radius seem unusually
strength from the rampant sin of sloth, Beelzebub has
created a simulacrum he calls simply, “The Gardener.” The sleepy and laid-back. No one seems to be in a
Gardener spends his days tending to the Hanging Gardens,
keeping them pristine and inviting. The gardens are so hurry to do much of anything, and even having
beautiful, in fact, that many Babylonian citizens are drawn
to taking long walks in the garden. Some citizens enjoy conversations does not seem to interest them.
resting in the garden so much that they lay down to take • People who enter the radius gain an unusual fixation
naps. And sometimes... these naps last forever.
on the Gardens. Taking a walk, having picnic, or
A Sleeping Giant. The Gardener can be found
even just a quick visit to the gardens is constantly on
quietly moving about the upper tiers of the Hanging
Gardens. Silently tending to the plants, he will not engage people’s minds.
passersby with conversation or even appear to take notice
of anyone passing through. If engaged in combat, the The Aura of Temptation ends if Beelzebub’s true form
Gardener will use all tools and magic at his disposal to
defend his lair, but this simulacrum is only the beginning. is destroyed or banished from the material plane. Once the
If the Gardener is destroyed, the gardens come to life as the Aura of Temptation ends, all of the associated effects end,
huge form of the slumbering demon rises from the fertile as does its influence on creatures within the radius.
soil. Beelzebub’s true form is a towering creature covered
in moss, roots, and stone from decades of sleeping below Lair Actions. On initiative count 20 (losing
the fertile soil of the Hanging Gardens. Beelzebub wields
the ancient greatsword that once belonged to the legendary initiative ties), Beelzebub takes a lair action to cause one of
villain Goliath, and will make good use of it if he can. the following effects. Beelzebub can only use lair actions
Once awakened, Beelzebub’s true form is not to be trifled when in his True Form while in the Hanging Gardens, and
with, attacking with powerful swings of his greatsword and cannot use the same action two turns in a row.
calling for aid from his loyal servants, the Abyssal Flies.
• Beelzebub calls on his loyal servants. Two
Beelzebub’s Lair Abyssal Flies buzz lazily up from the lower tiers
of the gardens to aid in the combat. They act on
The Gardens. Beelzebub slumbers below the
Beelzebub’s turn.
topsoil of the flower garden at the peak of the Hanging
Gardens. Even so, his consciousness is passively aware of • Beelzebub touches the ground, causing it to churn

with necrotic energy. Vines burst from the ground
beneath a creature Beelzebub can see within 20 feet.
The creature must succeed on a DC 14 Strength
saving throw or be restrained by the vines which

wrap themselves around the creature. A creature

restrained by the vines may use its action to make a
Strength check (DC 14) to escape.
• Each creature within 20 feet of Beelzebub must
succeed on a DC 14 Constitution Saving throw or be
overcome with a feeling of weariness. Any creature
affected in this way deals half damage from their
next Strength-based weapon attack.

332

The Gardener AC: 16
HP: 85
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.

STR DEX CON INT WIS CHA

+4 +2 +3 +2 +1 +2

Saving Throws: CON +7, WIS +5, CHA +6
Damage Resistances: bludgeoning, piercing, and slashing from

nonmagical attacks

Languages: Infernal, Common, Akkadian
Senses: Blindsight 30 ft., Passive Perception 11
Challenge 8 (3,900 XP)

FEATURES

Atonement Vulnerability: The gardener is a simulacrum

constructed of pure sin. If he is subjected to an effect that destroys

or atones for the sin of sloth such as the Lesser Atonement spell, he

takes 27 (6d8) Force damage at the start of each of his turns while he
is in its area of effect.

Magic Resistance: The Gardener has advantage on saving

throws against spells and other magical effects.

Revealing Demise: If the gardener is reduced to 0 Hit Points,

his form instantly ages rapidly in the blink of an eye, dissolving into

a pile of topsoil on the ground. At the start of his next turn, the earth
erupts, revealing the true form of Beelzebub (next page), which
emerges in the space where the gardener fell.

ACTIONS
Multiattack: The Gardener makes two attacks with his scythe.

Scythe: Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Hit: 11 (2d6 + 4) slashing damage.

Garden Gnomes (1/Day): The Gardener calls upon dark ener-

gy to animate up to four decorative garden statues in the area. Each
statue has an AC of 20, 10 hit points, and acts on the Gardener’s turn.
Each statue can make one melee weapon attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d6 + 1) bludgeoning damage. Once animated, the
statues will continue to fight until they are reduced to 0 hit points.

REACTIONS

Drowsy Inclinations: When a creature starts its turn within 30

feet of the gardener, the gardener can use his reaction to force the
creature to make a DC 14 Constitution saving throw. On a failed
save, the creature must use its movement and action to lie down
prone and contemplate taking a nap until the end of its next turn.

333

Beelzebub (True Form) AC: 12 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. This magical
HP: 80 weapon ignores resistance to slashing damage, deals an extra 4d8
Speed: 25 ft., slashing damage if Beelzebub rolls a 20 on an attack roll.
Huge Fiend, Chaotic Evil
LEGENDARY ACTIONS
STR DEX CON INT WIS CHA
Beelzebub can take 3 legendary actions, choosing from the options
+5 -1 +3 +2 +1 +2 below. Only one Legendary Action may be used at a time, and only at
the end of another creature’s turn. Beelzebub regains spent legendary
Skills: Athletics +9, Stealth +3 actions at the start of his turn.
Damage Resistances: bludgeoning, piercing, and slashing from
Attack: Beelzebub makes one greatsword attack.
nonmagical attacks
Drowsy Inclinations (costs 2 Actions): Beelzebub points
Damage Immunity: Lightning, Poison
Condition Immunities: Charmed, Blinded, Exhaustion at a creature he can see within 30 feet, forcing it to make a DC 14
Languages: Common, Infernal, Akkadian Constitution saving throw. On a failed save, the creature must use its
Senses: Blindsight 60 ft., Passive Perception 16 movement and action to lie down prone and contemplate taking a nap
Challenge 8 (3,900 XP) until the end of its next turn.

FEATURES Hurl (Costs 3 Actions): Melee Weapon Attack: +9 to hit, reach

Legendary Resistance (3/Day): If Beelzebub fails a 5 ft., one target. Hit: The target is thrown 40 feet, landing prone.
If a thrown target strikes a solid surface, the target takes 4 (1d6)
saving throw, he can choose to succeed instead. bludgeoning damage for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must succeed on a DC 15
ACTIONS Dexterity saving throw or take the same damage and be knocked
prone.
Multiattack: Beelzebub makes two greatsword attacks.

Goliath’s Greatsword: Melee Weapon Attack: +11 to hit, reach

334

Mammon must make DC 15 a Wisdom Saving throw. A creature
“No one can serve two masters. that fails the saving throw suddenly feels like their
You cannot serve God and Mammon.” inventory is substantially lighter, and knows that
-Matthew 6:24 something has been stolen, even though they cannot put
their finger on what the stolen item is. Unless another
Perhaps the most successful of all the demons in her culprit is available, the creature will assume the thief
efforts is Mammon. Entertained by the petty human must be one of its companions.
squabbling over physical possessions, Mammon helps • People who live on the western edge of Memphis
along the mortal inclination toward Greed. Mammon began are obsessed with money. Business transactions are
her manipulation thousands of years ago by slowly stealing conducted suspiciously, and people clutch their coin
money from merchants and tourists in Egypt in order to purses close to their body as they travel.
feed their obsession with wealth. This plan worked, of • Many people within this radius obsessively hoard
course, but had the unintended consequence of causing and little trinkets, whether or not they have value.
Mammon herself to become strangely obsessed with Some people even ask to be buried with these trinkets,
possessions. Over time, Mammon successfully convinced refusing to let go of their treasures even in the face of
the Egyptian Pharaohs that she was an incarnation of death.
the Egyptian goddess Selket, who was responsible for • Despite the obvious wealth of the citizens of Memphis,
protecting the repose of the dead. In order to ensure safe no one seems content, and there is an undeniable sense
passage into the underworld for his people, the pharaoh of longing that is palpable throughout the region.
Khufu constructed a massive underground palace for
Mammon, buried deep beneath his own tomb in the Great The Aura of Temptation ends if Mammon’s true form
Pyramid of Giza. This sprawling subterranean dungeon is destroyed or banished from the material plane. Once the
eventually became known as the “Tomb of the Buried Aura of Temptation ends, all of the associated effects end,
Queen,” in honor of the name Mammon chose for herself. as does its influence on creatures within the radius.

Tomb of the Buried Queen. Mammon has Lair Actions. On initiative count 20 (losing

become so obsessed with her new wealth that she rarely initiative ties), Mammon takes a lair action to cause one of
leaves her lair in the hidden passageways below the Great the following effects. Mammon can only use lair actions
Pyramid. Mammon now spends her days wandering when in her True Form while in The Great Pyramid, and
the Pyramid’s subterranean chambers in the form of cannot use the same action two turns in a row.
her simulacrum, the Buried Queen. The Buried Queen
wanders throughout the pyramid obsessively counting • Mammon causes an explosion that sends coins and
and recounting her wealth, which she has spent millennia precious gems flying through the air in 30-foot-radius
collecting. Mammon has all but forgotten Lilith’s plan to centered on a pile of treasure she can see within 60
find the Messiah, and is content to revel in her own Greed feet. Each creature in this area must make a DC 16
for all eternity. Dexterity saving throw, taking 14 (4d6) Slashing
damage on a failed save, or half as much on a
Mammon’s Lair successful one.

Ancient Labyrinth. The underground dungeon • A creature of Mammon’s choice that she can see
within 60 feet is overcome with regret, calling
constructed by pharaoh Khufu is a winding deathtrap of to mind opportunities that have passed it by. The
secret passageways, traps, and other dangers, ending in creature must make a DC 16 Wisdom saving throw,
Mammon’s treasure hoard. If Mammon is encountered in taking 14 (3d8) Psychic damage on a failed save, or
her lair, she has a challenge rating of 9 (5,000 XP). half as much on a successful one.

Aura of Temptation. Mammon has created • Mammon extends her hand and calls upon the magic
of wealth. Any creature that is currently wearing
an Aura of Temptation that stretches in a 1 mile radius, or carrying an object made of gold (including gold
centered on the Great Pyramid to the west of Memphis. The coins), must succeed on a DC 16 Strength saving
territory and citizens within the 1 mile radius suffer from throw or it is pulled 10 feet toward Mammon and
the following effects: knocked prone. A creature that succeeds on the
saving throw is pulled 5 feet and is not knocked
• Any creature that travels within 1 mile of the Pyramids prone. A creature that is able to drop the object and
does so automatically succeeds on the saving throw.

335

The Buried Queen AC: 16
HP: 105
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.

STR DEX CON INT WIS CHA

-1 +3 +1 +3 +4 +4

Saving Throws: WIS +8, CHA +8
Damage Resistances: Poison, Necrotic
Languages: Infernal, Common, Old Egyptian
Senses: Darkvision 120 ft., Passive Perception 18
Challenge 7 (2,900 XP)

FEATURES

Atonement Vulnerability: The Buried Queen is a simulacrum

constructed of pure sin. If she is subjected to an effect that destroys
or atones for the sin of greed, such as the Lesser Atonement spell, she
takes 27 (6d8) Force damage at the start of each of her turns while
she is in its area of effect.

Magic Resistance: The Buried Queen has advantage on saving

throws against spells and other magical effects.

Revealing Demise: If the Buried Queen is reduced to 0 Hit

Points, she dissolves into molten gold and oozes onto the floor. At the
start of her next turn, the true form of Mammon (next page) emerges

in the space where the Buried Queen fell.

Spider Climb: The Buried Queen can move up, down, and across

vertical surfaces and upside down along ceilings, while leaving her

hands free.

Innate Spellcasting: The Buried Queen can innately cast the

following spells, requiring no material components.

At Will:
Detect Thoughts, Invisibility, Misty Step

3/Day:
Induce Greed (Wis 16)

ACTIONS

Ritual Dagger: Melee Weapon Attack: +7 to hit, reach 5 ft., one

target. Hit: 7 (1d6 + 3) piercing damage and the target must make a
DC 14 Constitution saving throw, taking 22 (4d10) Necrotic damage
on a failed save, or half as much on a successful one.

Telepathic Assault (Recharge 5-6): The Buried Queen lets

out a blast of mental imagery in a telepathic assault. Each creature
within 60 feet of the Buried Queen has its mind filled with thoughts
of missed opportunities and objects of its desire. Each creature must
make a DC 15 Wisdom saving throw, taking 31 (9d6) Psychic dam-
age on a failed save, and half as much on a successful one.

336

Mammon (True Form) AC: 14 3/Day:
HP: 96 Flesh to Stone (Con 16) (Mammon’s version of this
Speed: 45 ft.,
Huge Fiend, Chaotic Evil spell turns the target into gold, rather than stone)

STR DEX CON INT WIS CHA ACTIONS

+4 +3 +1 +3 +4 +4 Sting: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7

Saving Throws: DEX +7, WIS +8, CHA +8 (1d6 + 3) piercing damage and the target must make a DC 16 Constitu-
Damage Immunity: Poison tion saving throw, taking 31 (7d8) Poison damage on a failed save, of
Languages: Common, Infernal, Old Egyptian half as much on a successful one.
Senses: Darkvision 120 ft., Passive Perception 18
Challenge 8 (3,900 XP) LEGENDARY ACTIONS

FEATURES Mammon can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only at
Legendary Resistance (3/Day): If Mammon fails a the end of another creature’s turn. Mammon regains spent legendary
actions at the start of her turn.
saving throw, she can choose to succeed instead.
Induce Greed: Mammon forces a creature she can see within 60
Magic Resistance: Mammon has advantage on saving throws
feet to succeed on a DC 16 Wisdom saving throw or become entranced
against spells and other magical effects. by a piece of treasure in her hoard, as though by the Induce Greed
spell.
Spider Climb: Mammon can move up, down, and across vertical
Glister Step: Mammon steps into a pile of treasure within 5 feet,
surfaces and upside down along ceilings, while leaving her hands free.
and magically teleports up to 120 feet, emerging from another pile of
Innate Spellcasting: Mammon can innately cast the following treasure. Mammon must be familiar with her destination, but does not
need to see it to use this ability.
spells, requiring no material components.
Spell (Costs 3 Actions): Mammon casts a spell
At Will:
Detect Thoughts, Invisibility, Misty Step

337

Moloch Moloch’s Lair

“You took up the company of Moloch, and so I shall Aura of Temptation. Moloch has created an Aura
take you into exile beyond Babylon.”
-Acts 7:43 of Temptation that stretches in a 1 mile radius, centered
on the Laimargia. When the ship is docked in Tarsus, the
Beneath the calm and collected veneer of Captain Gula following effects take hold within 1 mile of the city docks:
lies a truly despicable and repulsive creature. Moloch was
• Any creature inside the radius feels hungry
immediately attracted to Roman culture because of their constantly, even if they have recently eaten. This
effect is not considered unusual by the upper class
love of throwing lavish parties. After years of searching Roman citizens of Tarsus, who see it as helpful
considering the frequency with which they attend
for the Messiah in Rome’s capital city, Moloch decided to banquets.

move his search east, eventually settling in Tarsus. Buying • Posters and fliers advertising the Laimargia Pleasure
and refurbishing an elegant Egyptian ship that he named Cruise magically manifest themselves in random
“the Laimargia,” Moloch established a monthly pleasure places, as though through the use of a Minor
cruise led by his simulacrum, Captain Gula. Illusion spell. If these documents are destroyed,
they disappear, but will magically reappear in 1d4
The Laimargia. The Laimargia is a large and minutes.

luxurious vessel modeled after the “Syracusia” designed • In the days leading up to the Laimargia’s departure
and built by Archimedes several centuries earlier. The from dock, there is a noticeable increase in the
number of people discussing food, painting portraits
Laimargia is designed for one purpose: pleasure. Featuring of food, and talking about how nice it would be to go
on a cruise.
enchanted banquet tables that constantly replenish
The Aura of Temptation ends if Moloch’s true form is
themselves, indoor heated baths, a gambling hall, and a destroyed or banished from the material plane. Once the
Aura of Temptation ends, all of the associated effects end,
private opium lounge, the Laimargia is unsurpassed in as does its influence on creatures within the radius.

luxury amenities. Lair Actions. On initiative count 20 (losing
Along with Rome’s most discerning clientele, Captain
initiative ties), Moloch takes a lair action to cause one of
Gula sets sail once each month for a pleasure cruise around the following effects. Moloch can only use lair actions
the Great Sea. During the voyage his passengers are treated when in his True Form while on board the Laimargia, and
to all-you-can-eat buffets, games of chance, comfortable cannot use the same action two turns in a row.
bedrooms, and endless decanters of wine. Oh, and also
• Other passengers aboard the Laimargia (use Noble
sometimes the passengers mysteriously vanish. stats) are overcome with hunger and rush toward the
nearest buffet table. Each creature within 20 feet of
The Devourer. Captain Gula’s method is to use any buffet table must spend their reaction to sidestep
the reckless passengers, or else be pushed 10 feet
magic to convince his passengers to gorge themselves toward the table and be knocked prone.

on the sumptuous banquet aboard his vessel. Once the • The waters around the Laimargia begin to swirl and
the dorsal fins of Deepmaws are visible above the
passengers are at ease and begin to wander about the ship, waves. The Deepmaws begin to circle closer and
Captain Gula will begin the hunt, cornering and devouring closer to the Laimargia in search of food.
any passengers who wander off by themselves. Since all
of his passengers are asked to wear masks before boarding • The sky darkens and the waters begin to churn as
flashes of lightning appear on the horizon. Each
the ship in the harbor, no one can be sure of who was on creature standing on or otherwise touching the
Laimargia must succeed on a DC 14 Strength saving
board the ship to begin with, and thus the disappearances throw or be knocked prone.
are never traced back to the Laimargia. If Captain Gula is
destroyed, Moloch’s true form, a hideous toad-like demon
sheds its human flesh-puppet and attacks directly, hoping to
overwhelm his prey with his superior strength.

338

Captain Gula AC: 12
HP: 110
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.

STR DEX CON INT WIS CHA

+4 +0 +2 +2 +2 +3

Skills: Deception +7, Insight +6, Perception +6
Damage Resistances: Bludgeoning, Acid
Languages: Infernal, Common, Latin
Senses: Passive Perception 16
Challenge 7 (2,900 XP)

FEATURES

Atonement Vulnerability: Captain Gula is a simulacrum

constructed of pure sin. If he is subjected to an effect that destroys
or atones for the sin of greed, such as the Lesser Atonement spell, he
takes 27 (6d8) Force damage at the start of each of his turns while he
is in its area of effect.

Magic Resistance: Captain Gula has advantage on saving

throws against spells and other magical effects.

Revealing Demise: If Captain Gula is reduced to 0 Hit Points,

the human form sloughs off into a pile of foul-smelling viscera and

bile. At the start of his next turn, Moloch (next page) emerges in the
space where Captain Gula fell.

Innate Spellcasting: Captain Gula can innately cast the follow-

ing spells, requiring no material components.

At Will: Disguise Self
3/Day Each:

Gaseous Form

Induce Gluttony (Wis 16)
1/Day Each:

Mislead

Cloudkill (Dex 16)(5d8 Poison)

ACTIONS

Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:

15 (2d10 + 4) bludgeoning damage.

Consume Corpse: Captain Gula devours the corpse of one

enemy within 5 feet that died in the past minute, distending his jaw
to swallow it whole. Any creature within 60 feet of Captain Gula
that can see him must succeed on a DC 16 Wisdom saving throw or

be Frightened of him for 1 minute. A creature can repeat the saving

throw at the end of each of its turns, ending the effect on itself with a

success.

REACTIONS

Gorge: If Captain Gula passes within 5 feet of a platter of food, he

may use his reaction to devour all of the food in sight, regaining 11
(3d6) hit points.

339

Moloch (True Form) AC: 12 LEGENDARY ACTIONS
HP: 128
Large Fiend, Chaotic Evil Speed: 30 ft., Moloch can take 3 legendary actions, choosing from the options
below. Only one Legendary Action may be used at a time, and only
STR DEX CON INT WIS CHA at the end of another creature’s turn. Moloch regains spent legendary
actions at the start of his turn.
+4 +0 +2 +2 +2 +3
Salivate: Saliva and bile drips from Moloch’s open jaws, coating the
Skills: Athletics +8, Deception +7, Insight +6, Perception +6
Saving Throws: STR +8, CON +2 floor in slippery, viscous slime. The ground within 10 feet of Moloch
Languages: Infernal, Common, Latin gains the effects of the Grease spell until the stat of Moloch’s next
Senses: Passive Perception 16 turn.
Challenge 8 (3,900 XP)
Swallow: Moloch makes one Bite attack against a medium or
FEATURES
smaller target he is grappling. If the attack hits, the target is swallowed
Legendary Resistance (3/Day): If Moloch fails a and the grapple ends. The swallowed target is blinded and restrained, it
has total cover against attacks and other effects outside of Moloch, and
saving throw, he can choose to succeed instead. it takes 10 (3d6) acid damage at the start of each of its turns. Moloch
can can have up to two medium creatures or three small creatures
Spider Climb: Moloch can move up, down, and across vertical swallowed at one time. If Moloch takes 20 damage or more on a
single turn from a creature that is swallowed, he must succeed on a
surfaces and upside down along ceilings, while leaving his hands free. DC 16 Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 feet of
Sure-footed: Moloch has advantage on Strength and Dexterity Moloch.

saving throws made against effects that would knock him prone. Gluttonous Urge (Costs 2 Actions): An aura of gluttony

ACTIONS washes out from Moloch in a 30-foot-radius. All creatures in this area
must succeed on a DC 16 Constitution saving throw, or use their next
Bite: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 turn (movement and action) to move up to their speed toward the
nearest buffet table and fill a plate with food.
(2d8 + 4) piercing damage and the target is grappled (escape DC 14).
Until this grapple ends, the target is restrained and Moloch cannot bite Reckless Gorge (Costs 2 Actions): Moloch grabs any

another target. nearby objects (edible or otherwise) and shoves them into his mouth,
regaining 21 (6d6) hit points as his body swells in size. Moloch can
Belch (Recharge 5-6): Moloch belches a cloud of foul-smell- take this action even if he is currently grappling a target. If this is the
second time Moloch has used this ability, his size becomes Huge.
ing gas in a 30-foot cone. Each creature in that area must make a DC
Constitution saving throw, taking 35 (10d6) Poison damage on a failed

save, or half as much on a successful one.

340

Legion in soft whispers, sometimes in deep, rasping tones, and

Legion is my name. sometimes in a high pitch shriek. Legion’s mannerisms
We are many.
-Mark 5:9 and volume will change as frequently and suddenly as he

Perhaps the most important part of the Fellowship of changes the topic. As his mind can concentrate on multiple
the Beast’s plan to root out the Messiah is Legion. Legion
is a demon of enormous magical talent with a gift of things at once, he has trouble staying on topic when
manipulating politicians. Over the last 20 years, Legion has
been possessing and manipulating politicians in the city of speaking.
Jerusalem, building a powerful institutionalized network
of spies and enforcers. Hidden deep in the caves beneath Legion’s Lair
the dead sea, Legion uses his powers of persuasion (and a
collection of Cursed Silver Pieces) to relentlessly search Cursed Silver Pieces. Legion has been using his
for the one called the Messiah.
lair as a magical workshop to create Cursed Silver Pieces.
We Are Many. Millennia ago, Legion discovered He then entrusts members of the Shadow of the Beast to
distribute them about the city of Jerusalem. See the sidebar
a way to fracture his mind into pieces so that he could in the “Welcome to Jerusalem” encounter and the stat block
concentrate on multiple spells at once. Because celestials for Cursed Silver Pieces to read more.
and demons are creatures or intellect, as Legion fractured
his mind, his physical form also began to split and Lair Actions. If Legion is encountered in his lair,
multiply. Legion’s true form now resides in the form of
hundreds of demonic swine, each possessing a piece of he has a challenge rating of 12 (8,400 XP). On initiative
Legion’s collective mind. This herd of demonic swine count 20 (losing initiative ties), Legion takes a lair action to
have channeled their collective consciousnesses into a cause one of the following effects. Legion can only use lair
simulacrum body that they call “The Collector.” While actions when in his True Form while in the salt caverns of
they inhabit this form, Legion is able to maintain some Judea, and cannot use the same action two turns in a row.
semblance of rational thought, but if the Collector is
destroyed, Legion returns to his true form, with each piece • Shadows grow longer and darkness creeps in. Light
of his mind scattering into the insanity of a squealing,
stampeding, mass. sources that shed bright light now only shed dim light,

A Fractured Mind. Legion and Lilith have and sources that shed dim light are extinguished.

developed a plan to root out the Messiah, whom Legion • Squeals echo through the caverns as more swine run
believes to be somewhere in Judea. Through complicated
dark rituals, Legion has developed a way to create in to join the swarm. Legion’s true form regains 10 hit
Cursed Silver Pieces, which his loyal cultists have
dispersed throughout the region. However, creating points.
these coins comes with a cost. With each new silver • Legion disrupts the flow of magic in his lair. Until
pieces that he creates, Legion must fracture his mind into
smaller and smaller pieces, with each fragment of his initiative count 20 of the following round, a creature
consciousness maintaining concentration on a different coin that targets an ally with a beneficial spell (such as
simultaneously. Although this process has been effective, one that restores hit points or grants other bonuses),
it is driving Legion closer and closer to complete insanity, must first make an DC 16 Intelligence saving throw.
and many of his followers have abandoned him. The only On a failed save, the creature must choose a new
cultists who still live and work in the underground salt
caves with him are those that share this insanity. target or lose the spell. Any creature that is already
concentrating on a beneficial spell must also make the
Roleplaying Legion. The first thing the party may saving throw or lose concentration. Spells that create
notice in the underground salt caverns is the voice that an area of effect (such as Mass Cure Wounds) are not
echoes through the tunnels of his lair as he talks to himself. affected by this lair action.
When he speaks his voice falters, sometimes speaking • The echoes in this chamber seem to intensify the
sounds of the blasphemous squeals. Each creature that
can hear Legion must make a DC Constitution saving
throw, taking 11 (3d6) Psychic damage on a failed
save, or half as much on a successful one.

341

The Collector AC: 12
HP: 70
Medium construct (simulacrum), Chaotic Evil Speed: 30 ft.

STR DEX CON INT WIS CHA

+0 +0 +1 +5 +8 +2

Saving Throws: INT +9, WIS +12, CHA +6
Skills: Arcana +9, Deception +6, Insight +12
Languages: All spoken languages
Senses: Passive Perception 18
Challenge 8 (3,900 XP)

FEATURES

Atonement Vulnerability: The Collector is a simulacrum

constructed of pure sin. If he is subjected to an effect that destroys

or atones for the sin of envy, such as the Lesser Atonement spell, he

takes 27 (6d8) Force damage at the start of each of his turns while he
is in its area of effect.

Magic Resistance: The Collector has advantage on saving

throws against spells and other magical effects.

Revealing Demise: If the Collector is reduced to 0 Hit Points,

his form scatters into a pile of silver coins. At the start of his next

turn, the true form of Legion (next page) is unleashed.

Circlet of Solomon’s Wisdom: This legendary magic item

allows Solomon to maintain concentration on two spells at once.

Spellcasting: The Collector is a 10th-level spellcaster. His spell-

casting ability is intelligence (spell save DC 16, +8 to hit). He has the

following spells prepared.

At will: Mage Hand, Message, Fire Bolt (+8 to hit)(1d10 Fire)
1st level (4 slots):

Shield (AC 17)
Detect Magic

Magic Missile (3 targets)(1d4 + 1 Force)
2nd level (3 slots):

Blur
Ray of Enfeeblement (Con 16)
3rd level (3 slots):
Glyph of Warding
Lightning Bolt (Wis 16)(8d6 Lightning)
4th level (3 slots):
Confusion (Wis 16)
Wall of Fire (Dex 16)(5d8 Fire)
5th level (2 slots):
Dominate Person (Wis 16)
Telekinesis (Str 16)

BONUS ACTION

We Are Legion: As a Bonus Action, the Collector can magically

trade places with a creature. Legion targets a creature he can see
within 60 feet, forcing it to make a DC 16 Strength saving throw. On
a failed save, the target appears in Legion’s space, and vice versa. On

a successful saving throw, both Legion and the target remain in their

spaces.

342

Legion (True Form) AC: 10 Bite: Melee Weapon Attack: +6 to hit, reach 0 ft., one target sharing
HP: 103
Gargantuan Swarm of small Fiends Speed: 30 ft. a space with the swarm. Hit: 8 (1d6 + 4) piercing damage.

STR DEX CON INT WIS CHA LEGENDARY ACTIONS

+4 +1 +4 -3 +1 +0 Legion can take 3 legendary actions, choosing from the options below.
Only one Legendary Action may be used at a time, and only at the end
Saving Throws: INT +9, WIS +5, CHA +4 of another creature’s turn. Legion regains spent legendary actions at
Senses: Darkvision 120 ft., Passive Perception 11 the start of his turn.
Languages: All spoken languages
Challenge 10 (5,900 XP) Bite: Legion makes one Bite attack.

FEATURES Possession: Legion’s swarm takes 7 (2d6) Necrotic damage and

Legendary Resistance (3/Day): If Legion fails a sav- one of the demonic swine drops dead. In a flash of dark energy, the
spirit of the dead swine attempts to overwhelm one creature sharing
ing throw, he can choose to succeed instead. the same space as the swarm. The creature must succeed on a DC 16
Wisdom saving throw or become possessed by the Legion, as though
Fiendish Swarm: Legion’s Swarm of demonic swine can occupy by the Dominate Person spell. Legion can only possess one creature
at a time with this feature. A creature possessed in this way may repeat
another creature’s space and vice versa. The swarm can also fit through the saving throw at the end of each of its turns, ending the possession
on a success.
any opening large enough for a small creature without squeezing.
Dissonant Squeals (Costs 2 Actions): Each swine in the
ACTIONS
swarm begins uttering blasphemous curses against God, each in a
Multiattack: Legion makes a number of Bite attacks related to the different language. Any creature that can hear Legion within 60 feet
must succeed on a DC 16 Wisdom saving throw or it takes 7 (2d6)
swarm’s current hit points. Psychic damage and is knocked prone.

79+ HP 5 Attacks Stampede (Costs 2 Actions): Each creature sharing a space
55-78 HP 4 Attacks
31-54 HP 3 Attacks with Legion must succeed on a DC 14 Strength saving throw or it
1-30 HP 2 Attacks takes 11 (3d6) Bludgeoning damage and is knocked prone.

343


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