Appendix A: Magic and Unique Items 99 Appendix A: Magic and Unique Items Bag of Ooze Food Type: Adventuring Gear Cost: 100 gp Weight: 5 lbs. The bag of ooze food has 5 charges. Using an action or a bonus action to expend a charge allows you to throw a handful of ooze food to a point within 20 feet. Each ooze within 30 feet must make a successful DC 20 Wisdom saving throw, or be compelled to take its full movement towards the food. Once there, it must spend its next turn eating the food. Carrion Crawler Mucus Type: Poison Cost: 200 gp Weight: -- This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Contact Poison. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Dagger of Sending Weapon (dagger), uncommon (requires attunement) The pommel of this simple dagger is capped with an amethyst that acts as a sending stone with one major difference: the message of the sending spell is spoken aloud by the amethyst. The paired magic amethyst is engraved with the symbol of the Cult of Chaos and is carried by Morlan the Savage. Using the amethyst does not require attunement. While attuned to the dagger and wielding it, you can use a bonus action to cause the blade to shed bright light in a 15-foot radius and dim light for an additional 15 feet. The blade remains glowing until you cease holding the dagger or dismiss the effect (which does not require an action). Egg Cup of Dracandros Wondrous item, rare This bejeweled egg cup has a hinged lid. It can expand, contract, or otherwise conform its shape to fit one egg of any size. While the egg cup is clasped shut, the egg contained within it is held in a magical stasis and can not spoil, hatch, crack, or break.
Appendix A: Magic and Unique Items 100 Lightbringer Weapons Weapon (any), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. This +1 weapon is usually reserved for devotees of Lathander, the god of dawn. It is made of solid brass and etched with a sunburst design on the handle. When the wielder speaks the command word, this weapon glows as bright as a torch. While glowing, the weapon deals an extra 3 (1d6) radiant damage to undead creatures. Proficiency with this weapon allows you to add your proficiency bonus to the attack roll for any attack you make with it. Phylactery of Gerg Wondrous item, rare (requires attunement) The phylactery of Gerg is an enchanted, black opal worth 1,000 gp that holds the demonic spyder-fiend, Gerg the Hunter. The opal is embedded in a plain leather bracer. The bracer holds the gem against the wearer’s skin. While in the opal, Gerg can telepathically communicate with anyone touching the gem. If a character attunes to the gem, Gerg can possess his body as described in its game statistics with Morlan the Savage. If its physical body is destroyed, Gerg returns to the safety of the gem. Additionally, the demon can cast charm person on the attuned character from within the gem (spell DC 15). This ability recharges with the dawn. The gem can only be destroyed by subjecting it to 20 radiant damage. If the gem is destroyed, Gerg is banished to the Abyss. Snapdragon Type: Simple Ranged Weapon Cost: 50 gp Weight: 3 lbs. As an action, you can light this firework to make a stunningly-colorful +5 ranged attack against a target. If the attack hits, it deals 10 (3d6) fire damage against the target. On a hit or miss, all within 30 feet of the target must succeed on a DC 12 Constitution saving throw, or take 3 (1d6) thunder damage and be stunned for 1 round. This also bathes the area in bright light for 2 rounds. Wand of Disintegration Wand, very rare (requires attunement by a spellcaster) This glass wand has 4 charges. While holding it, you can use an action to expend 1 of its charges to cast the disintegrate spell (save DC 15) from it. The wand regains 1d2 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
Appendix B: Monsters and NPCs 101 Appendix B: Monsters and NPCs Aarakocra Originally from the Plane of Air, the aarakocra serve the elemental Wind Dukes of Aaqa and constantly guard against malignant elemental danger on the Material Plane. These hawk-men understand the danger posed by the Wind Dukes’ ancient foe, Miska the Wolf-Spider. Aarakocra Shaman Medium humanoid (aarakocra), unaligned Armor Class 13 Hit Points 99 (18d8 + 18) Speed 20 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 11 (+0) 16 (+3) 11 (+0) Skills Perception +6 Senses Passive Perception 16 Languages Aarakocra, Auran, Common Challenge 5 (1,800 XP) Spellcasting. The shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following nature cleric spells prepared: Cantrips (at will): guidance, light, resistance, sacred flame, thorn whip 1st level (4 slots): cure wounds, guiding bolt, healing word, shield of faith 2nd level (3 slots): blindness/deafness, protection from poison, spiritual weapon 3rd level (3 slots): dispel magic, spike growth 4th level (2 slots): banishment, guardian of faith Actions Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 16 (3d8 + 3) lightning damage. Wind Slam. Ranged Spell Attack: +6 to hit, range 20/60 ft., one target. Hit: 30 (6d8 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone.
Appendix B: Monsters and NPCs 102 Aarakocra Skyhunter Medium humanoid (aarakocra), unaligned Armor Class 16 (studded leather) Hit Points 65 (10d8 + 20) Speed 20 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 11 (+1) Skills Perception +5, Survival +5 Senses Passive Perception 15 Languages Aarakocra, Auran, Common Challenge 3 (700 XP) Archer’s Eye (3/Day). As a bonus action, the skyhunter can add 1d10 to its next attack or damage roll with a javelin. Keen Sight. A skyhunter has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The skyhunter makes two javelin attacks. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Aarakocran Swarm Large swarm of Medium humanoid (aarakocra), unaligned Armor Class 12 Hit Points 99 (22d8) Speed 20 ft., fly 50 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 11 (+0) 12 (+1) 11 (+0) Skills Perception +5 Senses Passive Perception 15 Languages Aarakocra, Auran Challenge 2 (450 XP) Dive Attack. If the aarakocran swarm is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (1d8) damage to the target. Keen Sight. An aarakocran swarm has advantage on Wisdom (Perception) checks that rely on sight. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can’t regain hit points or gain temporary hit points. Actions Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage, or 9 (2d6 + 2) piercing damage if the swarm has half of its hit points or fewer. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 20 (4d8 + 2) piercing damage, or 15 (3d8 + 2) piercing damage if the swarm has half of its hit points or fewer.
Appendix B: Monsters and NPCs 103 Abjurer Medium humanoid (any race), any alignment Armor Class 12 (15 With Mage Armor) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0) Saving Throws INT +8, WIS +5 Skills Arcana +8, History +8 Senses Passive Perception 11 Languages any four languages Challenge 9 (5,000 XP) Spellcasting. The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared: Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost 1st level (4 slots): alarm,* mage armor,* magic missile, shield* 2nd level (3 slots): arcane lock,* invisibility 3rd level (3 slots): counterspell,* dispel magic,* fireball 4th level (3 slots): banishment,* stoneskin* 5th level (2 slots): cone of cold, wall of force 6th level (1 slot): flesh to stone, globe of invulnerability* 7th level (1 slot): symbol,* teleport *Abjuration spell of 1st level or higher Arcane Ward. The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Actions Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands. Ambush Drake Medium dragon, unaligned Armor Class 13 (natural armor) Hit Points 22 (4d6 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 14 (+2) 4 (−3) 11 (+0) 6 (−2) Skills Perception +4, Stealth +4 Damage Resistances Poison Senses Darkvision 60 ft., Passive Perception 14 Languages understands Draconic but can’t speak it Challenge 1/2 (100 XP) Pack Tactics. The drake has advantage on an attack roll against a creature if at least one of the drake’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Surprise Attack. If the drake surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Appendix B: Monsters and NPCs 104 Arthas Solyan Marliir Medium humanoid, chaotic evil Armor Class 16 (+1 studded leather) Hit Points 123 (19d8 + 38) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 14 (+2) 13 (+1) 11 (+0) 10 (+0) Skills Acrobatics +7, Deception +3, Perception +3, Stealth +7 Damage Immunities Poison Condition Immunities Poisoned Senses Blindsight 60 ft., Passive Perception 13 Languages Thieves’ Cant, Common, Draconic Challenge 8 (3,900 XP) Assassinate. In the first round of combat, Arthas has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit he scores against a surprised creature is a critical hit. Evasion. If Arthas is subjected to an effect that allows him to make a Dexterity saving throw to only take half damage, he takes no damage if he succeeds the saving throw and only half damage if he fails. Legendary Resistance (3/Day). If Arthas fails a saving throw, he can choose to succeed instead. Sneak Attack. Once per turn, Arthas deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of his that isn’t incapacitated and Arthas doesn’t have disadvantage on the attack roll. Actions Multiattack. Arthas makes two shortsword attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one. Legendary Actions Arthas can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn. Attack. Arthas makes a shortsword attack. Parry Stance. Arthas takes a stance which allows him to parry the next attack against him until the start of his next turn. The next creature who makes an attack that hits Arthas has it redirected to a creature within 5 ft. of Arthas and this stance ends. Flourishing Defense (Costs 3 Actions). Arthas uses the Dash, Disengage, and Dodge actions in any order of his choosing.
Appendix B: Monsters and NPCs 105 Bard Medium humanoid (any race), any alignment Armor Class 15 (Chain Shirt) Hit Points 44 (8d8 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Saving Throws DEX +4, WIS +3 Skills Acrobatics +4, Perception +5, Performance +6 Senses Passive Perception 15 Languages any two languages Challenge 2 (450 XP) Spellcasting. The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): friends, mage hand, vicious mockery 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave 2nd level (3 slots): invisibility, shatter Song of Rest. The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. Taunt (2/Day). The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn. Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Blackguard Medium humanoid (any race), any non-good alignment Armor Class 18 (Plate) Hit Points 153 (18d8 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2) Saving Throws WIS +5, CHA +5 Skills Athletics +7, Deception +5, Intimidation +5 Senses Passive Perception 12 Languages any one language (usually Common) Challenge 8 (3,900 XP) Spellcasting. The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared: 1st level (4 slots): command, protection from evil and good, thunderous smite 2nd level (3 slots): branding smite, find steed 3rd level (2 slots): blinding smite, dispel magic Actions Multiattack. The blackguard makes three attacks with its glaive or its shortbow. Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dreadful Aspect (Recharges after a Short or Long Rest). The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
Appendix B: Monsters and NPCs 106 Conjurer Medium humanoid (any race), any alignment Armor Class 12 (15 With Mage Armor) Hit Points 40 (9d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws INT +6, WIS +4 Skills Arcana +6, History +6 Senses Passive Perception 11 Languages any four languages Challenge 6 (2,300 XP) Spellcasting. The conjurer is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared: Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation 1st level (4 slots): mage armor, magic missile, unseen servant* 2nd level (3 slots): cloud of daggers,* misty step,* web* 3rd level (3 slots): fireball, stinking cloud* 4th level (3 slots): Evard’s black tentacles,* stoneskin 5th level (2 slots): cloudkill,* conjure elemental* *Conjuration spell of 1st level or higher Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher). As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places. Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Conner Conner is a physically imposing man in his mid-30’s with a shaved head. To offset his bald plate, he has a large, blonde beard. He is a trusted member of the Cult of Chaos and is often sent to recruit new members. He grew up on the streets of Zhentil Keep alongside the cult leader, Morlan. Conner Medium humanoid (human), chaotic evil Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 10 (+0) 11 (+0) 12 (+1) Skills Deception +3, Perception +2, Persuasion +3 Senses Passive Perception 12 Languages Abyssal, Common, Gnoll Challenge 2 (450 XP) Special Equipment. Conner wears a ring of mind shielding and a silver amulet engraved with the mark of Miska. The amulet allows him to command the undead servants of the Cult of Chaos. Conner only wears the amulet openly in the cult’s caves; otherwise, he hides the amulet in his codpiece. He also carries the dagger of sending (unless the characters possess it). Reckless. At the start of his turn, Conner can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Appendix B: Monsters and NPCs 107 Deathlock Medium undead , neutral evil Armor Class 12 (15 With Mage Armor) Hit Points 36 (8d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3) Saving Throws INT +4, CHA +5 Skills Arcana +4, History +4 Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Silvered Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 11 Languages the languages it knew in life Challenge 4 (1,100 XP) Innate Spellcasting. The deathlock’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: detect magic, disguise self, mage armor Spellcasting. The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch, eldritch blast, mage hand 1st–3rd level (2 3rd-level slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb Turn Resistance. The deathlock has advantage on saving throws against any effect that turns undead. Actions Deathly Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) necrotic damage. Draconian Dreadnought Large monstrosity , any alignment Armor Class 16 (Natural Armor) Hit Points 57 (6d10 + 24) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0) Saving Throws STR +6, WIS +2 Senses 60 ft., Passive Perception 10 Languages Common, Draconic Challenge 4 (1,100 XP) Death Throes. When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13 Dexterity saving throw or take 10 (3d6) fire damage. Actions Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack. Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Reactions Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can magically transform itself to look and feel like that creature while retaining its game statistics (other than its size). This transformation lasts until the draconian dies or uses an action to end it.
Appendix B: Monsters and NPCs 108 Draconian Foot Soldier Medium monstrosity , any alignment Armor Class 14 (Natural Armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 13 (+1) 8 (−1) 8 (−1) 10 (+0) Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Draconic Challenge 1/2 (100 XP) Controlled Fall. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage. Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust. Actions Multiattack. The draconian makes two Shortsword attacks. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Enchanter Medium humanoid (any race), any alignment Armor Class 12 (15 With Mage Armor) Hit Points 40 (9d8) Speed 30 ft. STR DEX CON INT WIS CHA 90 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws INT +6, WIS +4 Skills Arcana +6, History +6 Senses Passive Perception 11 Languages any four languages Challenge 5 (1,800 XP) Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared: Cantrips (at will): friends, mage hand, mending, message 1st level (4 slots): charm person,* mage armor, magic missile 2nd level (3 slots): hold person,* invisibility, suggestion* 3rd level (3 slots): fireball, haste, tongues 4th level (3 slots): dominate beast,* stoneskin 5th level (2 slots): hold monster* *Enchantment spell of 1st level or higher Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands. Reactions Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses. The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Appendix B: Monsters and NPCs 109 Evil Mage Medium humanoid (human), lawful evil Armor Class 12 Hit Points 22 (5d8) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Saving Throws Int +5, Wis +3 Skills Arcana +5, History +5 Senses Passive Perception 11 Languages Abyssal, Common, Draconic, Elvish Challenge 1 (200 XP) Special Equipment. The evil mage wears a silver amulet engraved with the mark of Miska. The amulet allows her to command the undead servants of the Cult of Chaos. Spellcasting. The mage is a 4th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13; +5 to hit with spell attacks). The mage knows the following spells from the wizard’s spell list: Cantrips (at will): light, mage hand, shocking grasp 1st level (4 slots): charm person, magic missile 2nd level (3 slots): hold person, misty step Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 3 (1d8 − 1) bludgeoning damage.
Appendix B: Monsters and NPCs 110 Fire Knife Executioner Medium humanoid, chaotic evil Armor Class 16 (Studded Leather + Shield) Hit Points 90 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 19 (+4) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Skills Athletics +7, Intimidation +5, Stealth +8 Senses Blindsight 120 ft., Passive Perception 11 Languages Common Challenge 5 (1,800 XP) Brave. The Fire Knife executioner has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of damage when the Fire Knife executioner hits with it (included in the attacks) Sneak Attack. Once per turn, the Fire Knife executioner deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Fire Knife executioner that isn’t incapacitated and the Fire Knife executioner doesn’t have disadvantage on the attack roll. Actions Multiattack. The Fire Knife executioner makes three melee attacks, or two ranged attacks. Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Trip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage. If the target is medium or smaller, it must succeed on a DC 15 Dexterity saving throw or be knocked prone. Reactions Riposte. The Fire Knife executioner makes a melee weapon attack against a creature within reach who targeted it with an attack. Fire Knife Murderer Medium humanoid, chaotic evil Armor Class 17 (splint) Hit Points 65 (10d8 + 20) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Athletics +5, Perception +2, Stealth +8 Senses Passive Perception 12 Languages Common Challenge 3 (700 XP) Sneak Attack. Once per turn, the Fire Knife murderer deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Fire Knife murderer that isn’t incapacitated and the Fire Knife murderer doesn’t have disadvantage on the attack roll. Actions Multiattack. The Fire Knife murderer makes two rapier attacks. If it has a shortsword drawn, it can also make a shortsword attack. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Appendix B: Monsters and NPCs 111 Gerg the Hunter The demon known as Gerg the Hunter is a spithriku spyder-fiend. Gerg is a bloodthristy embodiment of rage and enjoys inflicting pain. The demon is bound to a phylactery worn by the cult leader, Morlan. Destroying the phylactery banishes Gerg back to the Abyss. Gerg the Hunter Medium fiend (demon, spyder-fiend), chaotic evil Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 6 (−2) Skills Perception +4, Stealth +5 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 90 ft., Passive Perception 14 Languages Kakkuu, understands Abyssal but can’t speak it, Telepathy 120 ft. Challenge 5 (1,800 XP) Adhesive Silk Strand. Gerg can use its action to extend a sticky strand of demonic silk up to 30 feet, which adheres to anything that touches it. A creature adhered to the strand is grappled by Gerg (escape DC 14), and ability checks made to escape this grapple have disadvantage. The silk strand can be attacked (AC 13; 5 hit points; vulnerability to fire damage). Detect Invisible. The sensory hairs on Gerg’s pedipalps allow it to detect invisible creatures and objects within 30 feet as if they were visible. Phylactery. Upon being reduced to 0 hit points, Gerg flees back into the phylactery and leaves Morlan to die in its place. Gerg’s body morphs back into Morlan’s body. Spider Climb. Gerg can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, Gerg knows the exact location of any other creature in contact with the same web. Web Walker. Gerg ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Silk Globule. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Gerg is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Gerg’s Silk Globule for the next 24 hours. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 15 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 13, 5 hitpoints, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. Silk Strand. One creature grappled by the spithriku’s adhesive silk strand must make a DC 14 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of Gerg, and Gerg makes a bite attack against it as a bonus action. Until the grapple ends on the target, Gerg can’t extrude another silk strand or use its Silk Globule or Web attacks.
Appendix B: Monsters and NPCs 112 Giant Four- Armed Gargoyle Large elemental, chaotic evil Armor Class 17 (natural armor) Hit Points 147 (14d10 + 70) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 19 (+4) 11 (+0) 20 (+5) 6 (−2) 11 (+0) 9 (−1) Saving Throws Wis +4 Skills Perception +4 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine Damage Immunities Poison Condition Immunities Exhaustion, Petrified, Poisoned Senses Darkvision 60 ft., Passive Perception 14 Languages Terran Challenge 10 (5,900 XP) False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack. The gargoyle makes five attacks: one with its bite and four with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage. Gnoll Flesh Gnawer Medium humanoid (gnoll), chaotic evil Armor Class 14 (studded leather) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 12 (+1) 8 (−1) 10 (+0) 8 (−1) Saving Throws Dex +4 Senses Darkvision 60 ft., Passive Perception 10 Languages Gnoll Challenge 1 (200 XP) Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Actions Multiattack. The gnoll makes three attacks: one with its bite and two with its shortsword. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Sudden Rush. Until the end of the turn, the gnoll’s speed increases by 60 feet and it doesn’t provoke opportunity attacks.
Appendix B: Monsters and NPCs 113 Illusionist Medium humanoid (any race), any alignment Armor Class 12 (15 With Mage Armor) Hit Points 38 (7d8 + 7) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) Saving Throws INT +5, WIS +2 Skills Arcana +5, History +5 Senses Passive Perception 10 Languages any four languages Challenge 3 (700 XP) Spellcasting. The illusionist is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared: Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray 1st level (4 slots): color spray,* disguise self,* mage armor, magic missile 2nd level (3 slots): invisibility,* mirror image,* phantasmal force* 3rd level (3 slots): major image,* phantom steed* 4th level (1 slot): phantasmal killer* *Illusion spell of 1st level or higher Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher). As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0. Actions Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage if used with two hands.
Appendix B: Monsters and NPCs 114 Iron Idol of Miska This iron statue has a giant spider body with the head and neck of a wolf. It represents the demon lord, Miska the Spider, and is enchanted by the Queen of Chaos to kill intruders in the lair of the Cult of Chaos. Iron Idol of Miska Medium construct, neutral Armor Class 20 Hit Points 60 (8d8 + 24) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Skills Perception +4 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren’t Adamantine Damage Immunities Force, Necrotic, Poison Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Stunned Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14 Languages understands Common and Abyssal but can’t speak Challenge 4 (1,100 XP) Magic Resistance. The iron idol of Miska has advantage on saving throws against spells and other magical effects. Spell Immunity. The iron idol of Miska is immune to heat metal, lightning bolt, and shatter. Spider Climb. The iron idol of Miska can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The iron idol of Miska makes two bite attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Appendix B: Monsters and NPCs 115 Kakkuu The kakkuu are the lowest form of spyder-fiend demon. They are not as strong nor as intelligent as their demonic brethren. Each spyder-fiend has a filthy lupine head and neck growing from the body of a giant spider. The kakkuu are bloodthirsty animals intent on inflicting pain. They can be as patient as a spider, but once prey is within their grasp, they attack without hesitation. All spyder-fiends serve the ancient demon lord, the Queen of Chaos. Kakkuu Medium fiend (demon, spyder-fiend), chaotic evil Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 4 (−3) 12 (+1) 6 (−2) Skills Perception +3, Stealth +4 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Charmed, Poisoned Senses Darkvision 60 ft., Passive Perception 13 Languages Kakkuu Challenge 4 (1,100 XP) Adhesive Silk Strand. The kakkuu can use its action to extend a sticky strand of demonic silk up to 30 feet, and the silk adheres to anything that touches it. A creature adhered to the silk strand is grappled by the kakkuu (escape DC 14), and ability checks made to escape this grapple have disadvantage. The silk strand can be attacked (AC 13; 5 hit points; vulnerability to fire damage; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 14 Strength check to pull free. Destroying the silk strand deals no damage to the kakkuu, which can extrude a replacement strand on its next turn. Pack Tactics. The kakkuu has advantage on an attack roll against a creature if at least one of the kakkuu’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Spider Climb. The kakkuu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the kakkuu knows the exact location of any other creature in contact with the same web. Web Walker. The kakkuu ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Silk Strand. One creature grappled by the kakkuu’s adhesive silk strand must make a DC 14 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the kakkuu, and the kakkuu makes a bite attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the strand. Until the grapple ends on the target, the kakkuu can’t extrude another silk strand.
Appendix B: Monsters and NPCs 116 Master Thief Medium humanoid (any race), any alignment Armor Class 16 (Studded Leather) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) Saving Throws DEX +7, INT +3 Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7 Senses Passive Perception 13 Languages Thieves’ Cant plus any one language (usually Common) Challenge 5 (1,800 XP) Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide Action. Evasion. If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn’t incapacitated and the thief doesn’t have disadvantage on the attack roll. Actions Multiattack. The thief makes three attacks with its shortsword. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Reactions Uncanny Dodge. The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.
Appendix B: Monsters and NPCs 117 Morlan the Savage Morlan is the human leader of the Cult of Chaos. He is a physically-fit man in his mid30’s with dark hair. His right earlobe was cut off as a child by a street thug and he hides the wound with his long hair. He is proud of his physical power and wears loose clothing designed to display his well-toned body. His only apparent armor is a chain shirt and a dark brown leather bracier on his left arm. Morlan grew up as a powerless urchin on the streets of brutal Zhentil Keep. When offered power by the demon lord, the Queen of Chaos, he snatched the chance to enact revenge on those who had wronged him and never be forced to bow to others again. Connecting with others outcast and adrift in society, he builds a cult dedicated to power and strength. They work to free the imprisoned consort of the Queen, Miska the Wolf-Spider. With Miska’s return, a great war against Law and the society that failed the cultists will begin. Morlan wears a phylactery that keeps him in constant telepathic communication with Gerg the Hunter, a spyder-fiend demon that serves the Queen of Chaos. Under Gerg’s influence, Morlan is more savage and cruel than ever before. Morlan the Savage Medium humanoid (human), chaotic evil Armor Class 15 (chain shirt) Hit Points 143 (22d8 + 44) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 11 (+0) 17 (+3) 14 (+2) Skills Insight +6, Intimidation +5, Persuasion +5 Senses Passive Perception 13 Languages Abyssal, Common, Gnoll, Terran Challenge 5 (1,800 XP) Special Equipment. Morlan carries the paired amethyst of the dagger of sending in his belt pouch. He wears the phylactery of Gerg and a gold amulet engraved with the mark of Miska. The amulet allows him to command the undead servants of the Cult of Chaos. Bond Master. Every word Morlan speaks is a command to those with the Cult of Chaos magical bond. If he is killed, the magic is broken and the bond fades away. Demon Possession. After an attack which significantly disables or harms Morlan (such as reducing Morlan to 72 hit points or less), Gerg the Hunter claims Morlan’s physical form and forces him into its phylactery. Morlan’s armor, clothes, and weapon are cast aside as a black, sulfurous cloud forms and his body swiftly mutates into a spithriku spyder-fiend. Gerg’s hit points match the wounds already inflicted on Morlan: divide the damage inflicted on Morlan by 3 and apply the damage to Gerg. Spellcasting. Morlan is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14; +6 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): guidance, light, sacred flame, thaumaturgy 1st level (4 slots): command, divine favor, healing word 2nd level (3 slots): aid, hold person, spiritual weapon 3rd level (3 slots): animate dead, dispel magic, spirit guardians 4th level (3 slots): banishment, freedom of movement 5th level (1 slot): flame strike Actions Multiattack. Morlan makes three attacks with his halberd. Halberd. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Appendix B: Monsters and NPCs 118 Ogre Skeleton Large undead, chaotic evil Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2) Damage Vulnerabilities Bludgeoning Damage Immunities Poison Condition Immunities Exhaustion, Poisoned Senses Darkvision 60 ft., Passive Perception 8 Languages -- Challenge 2 (450 XP) Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Reduced-Threat Wyvern Large dragon, unaligned Armor Class 13 (natural armor) Hit Points 55 (13d10 − 16) Speed 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2) Skills Perception +4 Senses Darkvision 60 ft., Passive Perception 15 Languages -- Challenge 4 (1,100 XP) Reduced Threat. This creature has −2 penalty on all ability checks and saving throws. Actions Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 13 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Appendix B: Monsters and NPCs 119 Shadowflame Large dragon, chaotic evil Armor Class 16 (natural armor) Hit Points 95 (10d10 + 40) Speed 30 ft., fly 60 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 19 (+4) 10 (+0) 11 (+0) 13 (+1) Skills Perception +5 Stealth +7 Damage Resistances Necrotic Damage Immunities Acid Senses Blindsight 15 ft., Darkvision 90ft. Passive Perception 13 Languages Common, Draconic Challenge 5 (1,800 XP; Proficiency +3) Amphibious. Shadowflame can breathe air and water. Living Shadow. While in dim light or darkness, Shadowflame has resistance to damage that isn’t force, psychic, or radiant. Shadow Stealth. While in dim light or darkness, Shadowflame can take the Hide action as a bonus action. Sunlight Sensitivity. While in sunlight, Shadowflame has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight. Actions Multiattack. Shadowflame attacks with a claw and a bite attack. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 4 (1d8) necrotic damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Acid Breath (Recharge 5–6). Shadowflame exhales shadow acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after Shadowflame in the initiative count. The shadow is under the Shadowflame’s control.
Appendix B: Monsters and NPCs 120 Tyranthraxus, the Possessing Flame Large dragon (fiend), chaotic evil Armor Class 16 (natural armor) Hit Points 104 (11d10 + 44) Speed 30 ft., fly 70 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 19 (+4) 15 (+2) 19 (+4) 14 (+2) 18 (+4) Saving Throws DEX +7, CON +5, WIS +5, CHA +7 Skills Arcane +7, Religion +7, Persuasion +10, Stealth +10 Senses Darkvision 120 ft., Passive Perception 15 Languages Common, Abyssal, Infernal, Draconic Challenge 6 (2,300 XP; Proficiency +3) Amphibious. Tyranthraxus can breathe water and air. Legendary Resistance (2x/day). If Tyranthraxus fails a saving throw, he can succeed instead. Dread Flame (Optional). Tyranthraxus has the following additional traits: telepathy 120 ft., resistance to force and psychic damage, immunity to the frightened and prone conditions, and his flight has the hover quality. His starting hit points and maximum hit point total becomes 133. He gains one additional legendary resistance. Weakened (Optional). Tyranthraxus has the following additional traits: Immunity to acid damage. His starting hit points and maximum hit point total becomes 75. He loses one of his uses of legendary resistance. Actions Multiattack. Tyranthraxus makes two attacks: one with his bite and one with his claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 1d8 acid damage (or 1d8 force damage if Tyranthraxus has the Dread Flame feature) Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Breath Weapon (normal or weakened only; recharge 5–6). Tyranthraxus exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one. Breath Weapon (dread flame only; recharge 5–6). Tyranthraxus creates a shining bead of gravitational force in his mouth, then releases the energy in a 30-foot cone. Each creature in that area must make a DC 13 Strength saving throw. On a failed save, the creature takes 36 (8d8) force damage, and its speed becomes 0 until the start of the dragon’s next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. Psionics (dread flame only). Tyranthraxus casts one of the following spells, requiring no spell components and using Intelligence as his spellcasting ability (spell save DC 15): 1/day each: blink, dispel magic, protection from evil and good, sending Rapid Growth If Tyranthraxus’s ritual was successful, his draconic body grows quickly. Almost immediately his Amethyst dragon form becomes large. Within the hour, he has identical stats to an adult amethyst dragon. Within 24 hours, he has identical stats to an amethyst greatwyrm.
Appendix B: Monsters and NPCs 121 Viperaz Medium aberration (beholder), neutral evil Armor Class 15 (Natural Armor) Hit Points 105 (14d8 + 42) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 16 (+3) 18 (+4) 16 (+3) 17 (+3) Saving Throws DEX +6, INT +7, CHA +6 Skills Perception +13 Condition Immunities Prone, Blinded Senses Blindsight 100 ft., Passive Perception 23 Languages Common, Deep Speech, Undercommon Challenge 6 (2,300 XP) Sightless Viperaz: Blindness Cone. Viperaz’s blind central eye creates an area of darkness, as in a darkness spell, in a 30-foot cone. At the start of each of her turns, Viperaz decides which way the cone faces and whether the cone is active. Seeing Viperaz: Disintegration Cone. Viperaz’s central eye is empowered by the magic of the Nethereze. At the start of each of her turns, Viperaz creates a 50-foot disintegration cone, and decides which way the cone faces. Any creature that ends their turn in the disintegration cone must succeed a DC 14 Constitution saving throw, or take 10 (4d4) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. Eye Rays. The beholder shoots two of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: 1. Telekinetic Ray. If the target is a creature, it must succeed on a DC 14 Strength saving throw or Viperaz moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Viperaz’s next turn or until she is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Viperaz can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. 2. Blinding Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw or be blinded for 3 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 3 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 4. Death Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or take 22 (4d10) necrotic damage. 5. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 3 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 6. Charm Ray. The targeted creature must succeed on a DC 14 Charisma saving throw or be charmed by Viperaz for 3 turns, or until Viperaz harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (3d6) piercing damage. Legendary Actions Viperaz can take 3 legendary actions, using the options below. She can take only one legendary action at a time and only at the end of another creature’s turn. Viperaz regains spent legendary actions at the start of her turn. Eye Ray. Viperaz uses one random eye ray. Bite. Viperaz makes a venomous bite attack. Command Allies. Viperaz chooses up to two creatures she can see within 30 feet of her. If a chosen creature can see or hear Viperaz, it can immediately use its reaction to make one weapon attack.
Appendix B: Monsters and NPCs 122 War Priest Medium humanoid (any race), any alignment Armor Class 18 (Plate) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 11 (+0) 17 (+3) 13 (+1) Saving Throws CON +6, WIS +7 Skills Intimidation +5, Religion +4 Senses Passive Perception 13 Languages any two languages Challenge 9 (5,000 XP) Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, spare the dying 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon 3rd level (3 slots): beacon of hope, crusader’s mantle, dispel magic, revivify, spirit guardians, water walk 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin 5th level (1 slot): flame strike, mass cure wounds, hold monster Actions Multiattack. The priest makes two melee attacks. Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Reactions Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.
Appendix C: Magic Spells 123 Appendix C: Magic Spells Conjure Dragons 5th-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S, M (one or more viable dragon eggs of the dragon species you wish to summon, which is consumed by this casting) Duration: Concentration, up to 4 hours Classes: Sorcerer, Warlock, Wizard As you cast this spell, the dragon egg or eggs used as the material component for the casting of this spell evaporates into a shimmering magical energy, which coalesces into one or more dragons of the same species as the egg(s). You can summon any number of dragons with a combined Challenge Rating of up to 10. The dragons disappear when they drop to 0 hit points or the spell ends. Summoned dragons must succeed on a Wisdom saving throw or be charmed by you until the spell ends. On a success, the dragon becomes hostile toward you. While a dragon is charmed, you have a telepathic link with it while you are on the same plane of existence. You can use this telepathic link to issue commands to one or more dragons while you are conscious (no action required), which they do their best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the dragon completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The DM has the dragons’ statistics. You can use your action to take total and precise control of the dragon. Until the end of your next turn, the dragon takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the dragon to use a reaction, but this requires you to use your own reaction as well. Each time the dragon takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the dragon becomes hostile toward you. At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you can summon one or more dragons with a combined Challenge Rating of 2 × the slot level used.
124 The Bonds Are Back The party wakes up from a deep sleep to find themselves marked with strange blue tattoos. These are no ordinary tattoos, as the azure ink shimmers with a deep magic. Five distinct symbols, aligned on the sword arm of each character. The group has no recollection of how they got there, but feels a deep sense that these marks serve an insidious purpose. Who put them there and why? How can they be removed? These answers await as the group embarks on the adventure Return of the Azure Bonds. This adventure is a spiritual successor to Curse of the Azure Bonds, the adventure, novel, and computer game from earlier editions. Characters wake up with no recollection how mysterious tattoos appeared on their bodies and must unravel the mystery while resisting the effects of the bonds. New and familiar faces await as they traverse the Kingdom of Cormyr looking for answers. A Dungeons & Dragons adventure for characters of levels 6–8. WizardSleeveStudios.net