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Published by archangel777, 2022-09-10 15:09:11

819008-RiseOfVecnaDFRv2

819008-RiseOfVecnaDFRv2

Giant, Mountain Giant, Rain

With the recent upheaval amidst the Realms, Annam’s Ord- With the recent upheaval amidst the Realms, Annam’s Ord-
ning has been reshuffled. The once lowly hill giants have ning has been reshuffled. With the death of their leader, King
been promoted, less through any accomplishment of their Hekaton, the once proud storm giants fell to the Ordning’s
own but rather the failures of those above them, particu- lowest rung. Both physically and figuratively their stature
larly the storm giants. All of the hill giants’ attributes have has been greatly diminished and because of this they have
now been amplified. They are stronger, dumber, crueler, and been renamed as rain giants. Blaming their pride for their
more gluttonous than ever before. To reflect this new-found downfall, the few remaining rain giants now live in humble
strength and prominence, these giants are now referred to seclusion as shepherds, farmers, and lighthouse keepers.
as mountain giants.

Mountain Giant Rain Giant

Huge Giant, Typically Chaotic Evil Huge Giant, Typically Chaotic Good

Armor Class 13 (natural armor) Armor Class 16 (natural armor)
Hit Points 162 (13d12 + 78) Hit Points 126 (11d12 + 55)
Speed 40 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 8 (−1) 23 (+6) 7 (−2) 9 (−1) 6 (−2) 23 (+6) 15 (+2) 20 (+5) 14 (+2) 16 (+3) 14 (+2)

Saving Throws Str +9, Wis +6, Cha +5

Saving Throws Str +10, Con +9 Skills Arcana +5, Athletics +9, History +5, Perception +6
Skills Perception +2
Senses passive Perception 12 Damage Resistances lightning, thunder
Languages Giant
Challenge 8 (3,900 XP) Senses passive Perception 16

Languages Common, Giant

Proficiency Bonus +3 Challenge 7 (2,900 XP) Proficiency Bonus +3

Actions Amphibious. The giant can breathe air and water.

Multiattack. The giant makes two Greatclub attacks. Actions
Greatclub. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 28 (6d6 + 7) bludgeoning damage. Multiattack. The giant makes two Greatsword attacks.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., Greatsword. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 29 (4d10 + 7) bludgeoning damage. one target. Hit: 27 (6d6 + 6) slashing damage.
Squash. Melee Weapon Attack: +10 to hit, reach 10 ft., one Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
Medium or smaller creature. Hit: 35 (8d6 + 7) bludgeoning target. Hit: 28 (4d8 + 6) bludgeoning damage.
damage, the giant lands prone in the target’s space, and Spellcasting. The giant casts one of the following spells
the target is grappled (escape DC 18). Until this grapple without expending material components, using Charisma
ends, the target is prone. The grapple ends early if the giant as its spellcasting ability.
stands up. 3/day: create or destroy water
1/day: control weather

Appendix B Monsters and NPCs 101

Hydroloth

Medium Fiend (Yugoloth), Typically Neutral Evil

Armor Class 15
Hit Points 135 (18d8 + 54)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 21 (+5) 16 (+3) 19 (+4) 10 (+0) 14 (+2)

Giant Severed Hand Skills Insight +4, Perception +4

Shortly after the Battle of the Fallen Harpers, these undead Damage Vulnerabilities fire
abominations became the favored steed of Vecnan cavalry.
They are typically made from the severed appendage of a Damage Resistances cold, lightning; bludgeoning, piercing,
mountain giant, although the famed lich king, Lord Vornath, and slashing from nonmagical attacks
was rumored to ride one made from the scuttling claw of
the tarrasque. Damage Immunities acid, poison

Hydroloth Condition Immunities poisoned

MORDENKAINEN’S TOME OF FOES Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 14
Like the thought-stealing waters of the River Styx they in-
habit, hydroloths filch the memories of creatures they at- Languages Abyssal, Infernal, telepathy 60 ft.
tack, stealing away their thoughts for delivery to whatever
master they happen to serve. Hydroloths are skilled at find- Challenge 9 (5,000 XP) Proficiency Bonus +4
ing lost things, especially those that have been swallowed
up in the deeps. Amphibious. The hydroloth can breathe air and water.
Magic Resistance. The hydroloth has advantage on saving
Giant Severed Hand throws against spells and other magical effects.
Magic Weapons. The hydroloth’s weapon attacks are magi-
Medium Undead, Typically Neutral Evil cal.
Secure Memory. The hydroloth is immune to the waters of
Armor Class 10 the River Styx as well as any effect that would steal or modi-
Hit Points 25 (3d8 + 12) fy its memories or detect or read its thoughts.
Speed 40 ft. Watery Advantage. While submerged in liquid, the hydro-
loth has advantage on attack rolls.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 18 (+4) 5 (−3) 10 (+0) 4 (−3) Actions

Damage Immunities poison Multiattack. The hydroloth makes two melee attacks. In
place of one of these attacks, it can cast one spell that takes
Condition Immunities charmed, exhaustion, poisoned 1 action to cast.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one tar-
Senses blindsight 30 ft. (blind beyond this radius), passive get. Hit: 14 (2d8 + 5) slashing damage.
Perception 10 Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Languages Understands Common and Giant but can’t Steal Memory (1/Day). The hydroloth targets one creature
speak it can see within 60 feet of it. The target takes 4d6 psychic
damage, and it must make a DC 16 Intelligence saving
Challenge 1/2 (100 XP) Proficiency Bonus +2 throw. On a successful save, the target becomes immune
to this hydroloth’s Steal Memory for 24 hours. On a failed
Beast of Burden. The severed hand is considered to be a save, the target loses all proficiencies, it can’t cast spells,
Large creature for the purpose of determining its carrying it can’t understand language, and if its Intelligence and
capacity. Charisma scores are higher than 5, they become 5. Each
Sure-Fingered. The severed hand has advantage on Strength time the target finishes a long rest, it can repeat the saving
and Dexterity saving throws made against effects that would throw, ending the effect on itself on a success. A greater
knock it prone. restoration or remove curse spell cast on the target ends this
Unusual Nature. The severed hand doesn’t require air, food, effect early.
drink, or sleep. Teleport. The hydroloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet to an
Actions unoccupied space it can see.
Spellcasting. The hydroloth casts one of the following spells
Flick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. without expending material components, using Charisma
Hit: 10 (1d6 + 7) bludgeoning damage. as its spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, invisibility (self
only), water walk
3/day each: control water, crown of madness, fear, phantasmal
killer, suggestion

102 Appendix B Monsters and NPCs

Igneous Knight

When a knight is corrupted by undeath it rises as a death
knight. When, instead, such a knight is corrupted by infer-
nal bargains it rises as an igneous knight. A green, devilish
fire burns bright within their charred, battered armor. Al-
though such knights retain their military prowess, they have
had any semblance of personality or passion burned from
their souls.

Igneous Knight

Medium Undead, Typically Chaotic Evil

Armor Class 20 (plate, shield)
Hit Points 147 (14d8 + 70)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Wis +7, Cha +8

Ice Wyrm Damage Immunities fire, necrotic, poison

These arctic beasts most closely resemble a massive, Condition Immunities exhaustion, frightened, poisoned
15-foot-long eel. However, their long, sinuous body is cov-
ered in gleaming scales of thick, translucent ice. Senses darkvision 120 ft., passive Perception 13

Languages Abyssal, Common

Challenge 10 (5,900 XP) Proficiency Bonus +4

Ice Wyrm Magic Resistance. The igneous knight has advantage on
saving throws against spells and other magical effects.
Large Monstrosity, Unaligned Marshal Undead. Unless the igneous knight is incapacitat-
ed, it and undead creatures of its choice within 60 feet of it
Armor Class 18 (natural armor) have advantage on saving throws against effects that turn
Hit Points 85 (10d10 + 30) undead.
Speed 5 ft., swim 30 ft. Unusual Nature. The igneous knight doesn’t require air,
food, drink, or sleep.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 2 (−4) 12 (+1) 3 (−4) Actions

Damage Immunities Cold Multiattack. The igneous knight makes two attacks with its
Longsword.
Senses blindsight 60 ft., passive Perception 11 Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5)
Languages — slashing damage if used with two hands, plus 18 (4d8) fire
damage.
Challenge 5 (2,300 XP) Proficiency Bonus +3 Release Hellfire (Recharge 5–6). Each creature in a 30-foot
cube originating from the igneous knight must make a DC
Water Breathing. The ice wyrm can breathe only underwa- 16 Dexterity saving throw, taking 28 (8d6) fire damage and
ter. 28 (8d6) necrotic damage on a failed save, or half as much
on a successful save.
Actions
Reeactions
Multiattack. The ice wyrm makes two Bite attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hellfire Parry. The igneous knight adds 4 to its AC against
Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) cold damage. one melee attack that would hit it. The attacker must make
Icy Blast (Recharge 6). The ice wyrm radiates a blast of a DC 16 Dexterity saving throw, taking 7 (2d6) fire damage
freezing energy. This blast has the effect of a wall of ice spell and 7 (2d6) necrotic damage on a failed save, or half as
cast with a range of 5 ft. much damage on a successful one. To do so, the igneous
knight must see the attacker and be wielding a melee weap-
on.

Appendix B Monsters and NPCs 103

Kamadan

TOMB OF ANNIHILATION

Iron Cobra A kamadan is a feline predator that resembles a leopard
with six snakes sprouting from its shoulders. Kamadans
MORDENKAINEN’S TOME OF FOES typically hunt alone or in mated pairs. They can exhale
clouds of sleep gas, which they typically do before entering
These constructs tirelessly guard the Clockwork King’s melee combat. If a kamadan has both conscious and uncon-
junkyard palace. Although cobbled together with a mis- scious enemies within striking range, it tries to kill the con-
matched ensemble of cast-off debris, these cobras are no scious enemies first before finishing off any sleeping foes.
less effective than their more elegant kin. Their scales are
made from warped tin and burnished silver reinforced by Kamadan
the occasional mithral plate. Steam valves allow them to
emit their telltale hiss, warning off any would-be intruders. Large Monstrosity, Unaligned

Iron Cobra Armor Class 13
Hit Points 67 (9d10 + 18)
Medium Construct, Unaligned Speed 30 ft.

Armor Class 13 STR DEX CON INT WIS CHA
Hit Points 45 (7d8 + 14) 16 (+3) 16 (+3) 14 (+2) 3 (−4) 14 (+2) 10 (+0)
Speed 30 ft.

STR DEX CON INT WIS CHA Skills Perception +4, Stealth +7
12 (+1) 16 (+3) 14 (+2) 3 (−4) 10 (+0) 1 (−5) Senses passive Perception 14
Languages —
Skills Stealth +7 Challenge 4 (1,100 XP) Proficiency Bonus +2

Damage Immunities poison; bludgeoning, piercing, and Keen Smell. The kamadan has advantage on Wisdom (Per-
slashing from nonmagical attacks that aren’t adamantine ception) checks that rely on smell.
Pounce. If the kamadan moves at least 20 feet straight
Condition Immunities charmed, exhaustion, frightened, toward a creature and then hits it with a Claw attack on the
paralyzed, petrified, poisoned same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is knocked
Senses darkvision 60 ft., passive Perception 10 prone, the kamadan can make two attacks — one with its
Bite and one with its Snakes — against it as a bonus action.
Languages understands one language of its creator but
can’t speak Actions

Challenge 4 (1,100 XP) Proficiency Bonus +2 Multiattack. The kamadan makes two attacks: one with its
Bite or Claw and one with its Snakes.
Magical Resistance. The iron cobra has advantage on saving Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
throws against spells and other magical effects. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Hit: 6 (1d6 + 3) slashing damage.
Snakes. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. get. Hit: 6 (1d6 + 3) piercing damage, and the target must
Hit: 6 (1d6 + 3) piercing damage. If the target is a creature, make a DC 12 Constitution saving throw, taking 21 (6d6)
it must succeed on a DC 13 Constitution saving throw or poison damage on a failed save, or half as much damage on
suffer one random poison effect: a successful one.
Sleeping Breath (Recharges after a Short or Long Rest). The
Poison Damage. The target takes 13 (3d8) poison damage. kamadan exhales sleep gas in a 30-foot cone. Each creature
Confusion. On its next turn, the target must use its action in that area must succeed on a DC 12 Constitution saving
to make one weapon attack against a random creature throw or fall unconscious for 10 minutes. This effect ends
it can see within 30 feet of it, using whatever weapon it for a creature if it takes damage or someone uses an action
has in hand and moving beforehand if necessary to get to wake it.
in range. If it’s holding no weapon, it makes an unarmed
strike. If no creature is visible within 30 feet, it takes the
Dash action, moving toward the nearest creature.
Paralysis. The target is paralyzed until the end of its next
turn.

104 Appendix B Monsters and NPCs

Krakolich a target succeeds on the saving throw or if the effect
ends for it, the target is immune to the Krakolich’s
The Krakolich is an aboleth who dedicated its life to the phantasmal force lair action for the next 24 hours,
study of arcana. It is one of Vecna’s most loyal servants and, although such a creature can choose to be affected.
as a reward for its service, was gifted with undeath. It now
lairs within the Maelstrom, guarding the shroudstone and J Pools of water within 90 feet of the Krakolichh surge
perfecting its spellcraft.
outward in a grasping tide. Any creature on the ground
Lair Actions within 20 feet of such a pool must succeed on a DC 14
Strength saving throw or be pulled up to 20 feet into
When fighting inside the Maelstrom, the Krakolich can in- the water and knocked prone. The Krakolich can’t use
voke the ambient magic to take lair actions. On initiative this lair action again until it has used a different one.
count 20 (losing initiative ties), the Krakolich takes a lair
action to cause one of the following effects: J Water in the Krakolich’s lair magically becomes a

J The Krakolich casts phantasmal force (no components conduit for the creature’s rage. The Krakolich can
target any number of creatures it can see in such water
required) on any number of creatures it can see within within 90 feet of it. A target must succeed on a DC 14
60 feet of it. While maintaining concentration on this Wisdom saving throw or take 7 (2d6) psychic damage.
effect, the Krakolich can’t take other lair actions. If The Krakolich can’t use this lair action again until it
has used a different one.

Krakolich of existence from the target. The charmed target is under the
Krakolich’s control and can’t take reactions, and the Krakol-
Large Undead, Lawful Evil ich and the target can communicate telepathically with each
other over any distance.
Armor Class 17 (natural armor) Whenever the charmed target takes damage, the target can
Hit Points 135 (18d10 + 36) repeat the saving throw. On a success, the effect ends. No
Speed 10 ft., swim 40 ft. more than once every 24 hours, the target can also repeat the
saving throw when it is at least 1 mile away from the Krakol-
STR DEX CON INT WIS CHA ich.
21 (+5) 9 (−1) 15 (+2) 20 (+5) 15 (+2) 18 (+4) Necrotic Ray. Ranged Spell Attack: +9 to hit, range 60 ft., one
creature. Hit: the target is affected by either the Enfeeblement
Saving Throws Con +6, Int +9, Wis +6 or Sickness option (Krakolich’s choice).

Skills Arcana +9, History +13, Perception +10 Enfeeblement. The target deals only half damage with weap-
on attacks that use Strength for as long as the Krakolich
Damage Resistances necrotic maintains concentration. At the end of each of the target’s
turns, it can make a DC 17 Constitution saving throw
Damage Immunities poison against the spell. On a success, the spell ends.
Sickness. The target takes 9 (2d8) poison damage and must
Condition Immunities charmed, exhaustion, frightened, make a DC 17 Constitution saving throw. On a failed save,
poisoned it is also poisoned until the end of the Krakolich's next
turn.
Senses darkvision 120 ft., passive Perception 20 Spellcasting. The Krakolich casts one of the following spells,
using Intelligence as its spellcasting ability (spell save DC 17,
Languages Common, Deep Speech, telepathy 120 ft. +9 to hit with spell attacks).
At will: chill touch, dancing lights, false life, mage hand, magic
Challenge 11 (7,200 XP) Proficiency Bonus +4 missile, mending
1/day each: animate dead, bestow curse, Bigby's hand, blight,
Invasive Telepathy. If a creature communicates telepathically blindness/deafness, dimension door, stoneskin, web
with the Krakolich, the Krakolich gains access to the crea-
ture’s thoughts and memories. Legendary Actions
Unusual Nature. The Krakolich doesn’t require air, food,
drink, or sleep. The Krakolich can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
Actions used at a time and only at the end of another creature's turn.
The Krakolich regains spent legendary actions at the start of
Multiattack. The Krakolich makes three Tentacle attacks. its turn.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one Cast At-Will Spell. The Krakolich casts a spell it can cast at
target. Hit: 12 (2d6 + 5) bludgeoning damage. will.
Paralyzing Tail. Melee Weapon Attack: +9 to hit, reach 10 Detect. The Krakolich makes a Wisdom (Perception) check.
ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage and Necrotic Ray. The Krakolich uses its Necrotic Ray action.
10 (3d6) cold damage. The target must succeed on a DC 14 Psychic Drain (Costs 2 Actions). One creature charmed by the
Constitution saving throw or be paralyzed for 1 minute. The Krakolich takes 10 (3d6) psychic damage, and the Krakolich
target can repeat the saving throw at the end of each of its regains hit points equal to the damage the creature takes.
turns, ending the effect on itself on a success. Tail Swipe. The Krakolich makes one tail attack.
Enslave (3/Day). The Krakolich targets one creature it can
see within 30 feet of it. The target must succeed on a DC 14
Wisdom saving throw or be magically charmed by the Krako-
lich until the Krakolich dies or until it is on a different plane

Appendix B Monsters and NPCs 105

Living Spells
VARIOUS SOURCES

Areas of wild magic and sites that have been ravaged by
powerful eldritch forces can give rise to spell effects that
become living beings. These so-called living spells haunt
the places where they were created, subsisting on ambient
magical energy.

Living Bigby’s Hand

A living Bigby’s hand is a Large, hovering hand of shimmer-
ing, translucent force. It often serves as a guardian, attack-
ing creatures that cross its path while remaining loyal to its
orders.

Living Blade of Disaster

A living blade of disaster has a wicked will of its own. It
looks like a floating, black planar rift in the shape of a sword.
Like a demon, it craves destruction.

Living Bigby’s Hand Living Blade of Disaster

Large Construct, Unaligned Small Construct, Unaligned

Armor Class 20 (natural armor) Armor Class 14 (natural armor)
Hit Points 52 (5d10 + 25) Hit Points 67 (9d6 + 36)
Speed 0 ft., fly 60 ft. (hover) Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 20 (+5) 1 (−5) 10 (+0) 1 (−5) 10 (+0) 16 (+3) 19 (+4) 6 (−2) 10 (+0) 3 (−4)

Saving Throws Dex +2, Wis +2 Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Skills Perception +2, Stealth +2
Condition Immunities blinded, charmed, deafened,
Damage Immunities poison exhaustion, frightened, paralyzed, petrified, poisoned,
unconscious
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned, Senses darkvision 60 ft., passive Perception 10
unconscious
Languages —
Senses darkvision 60 ft., passive Perception 12
Challenge 8 (3,900 XP) Proficiency Bonus +2
Languages —

Challenge 4 (1,100 XP) Proficiency Bonus +2 Magic Resistance. The living spell has advantage on saving
throws against spells and other magical effects.
Magic Resistance. The living spell has advantage on saving Unfettered. The living spell can move through any barrier,
throws against spells and other magical effects. even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, Unusual Nature. The living spell doesn’t require air, food,
drink, or sleep. drink, or sleep.

Actions Actions

Force Fist. Melee Spell Attack: +10 to hit, reach 5 ft., one tar- Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one
get. Hit: 26 (4d8 + 8) force damage. If the target is a Large target. Hit: 26 (4d12) force damage, unless the living spell
or smaller creature, the living spell can move it up to 5 feet rolled an 18 or higher on the d20 for the attack, in which
and move with it, without provoking opportunity attacks. case the attack is a critical hit that deals 78 (12d12) force
Grasping Hand. The living spell attempts to grab a Huge or damage instead.
smaller creature within 5 feet of it. The target must succeed
on a DC 15 Dexterity saving throw or be grappled (escape Reactions
DC 15). Until the grapple ends, the target takes 15 (2d6 + 8)
bludgeoning damage at the start of each of its turns. The Preemptive Strike. The living spell makes a melee attack
living spell can grapple only one creature at a time and can’t against a creature that starts its turn within 5 feet of the
use Force Fist until the grapple ends. living spell.

106 Appendix B Monsters and NPCs

Living Burning Hands Living Demiplane

A living burning hands is a spell that takes sadistic satis- Medium Construct, Unaligned
faction in setting things aflame. As a fan of flame it floats
through the winds like a fiery kite, looking for anything that Armor Class 10
it might use as kindling. Hit Points 31 (7d8)
Speed 30 ft., climb 30 ft.
Living Demiplane
STR DEX CON INT WIS CHA
A living demiplane is a spell that has become vaguely self- 1 (−5) 10 (+0) 10 (+0) 1 (−5) 10 (+0) 1 (−5)
aware. It is a shadowy rectangle, 5 feet wide and 10 feet
high, which creeps along flat, solid surfaces and groans Damage Immunities poison
softly when it moves. When a living demiplane encounters
a creature small enough to fit through its doorway, it tries to Condition Immunities blinded, charmed, deafened,
pull that creature into itself, then deposits the victim in an exhaustion, frightened, grappled, paralyzed, petrified,
extradimensional chamber. poisoned, prone, restrained, stunned, unconscious

Senses darkvision 60 ft., passive Perception 10

Languages —

Challenge 0 (10 XP) Proficiency Bonus +2

Living Burning Hands Dimensional Form. The living spell can enter another
creature’s space and vice versa, and it can move through
Medium Construct, Unaligned a space as narrow as 1 inch wide without squeezing. The
living spell can’t detach from a solid surface, such as a wall,
Armor Class 15 (natural armor) ceiling, or floor. If it has no surface to attach to, the living
Hit Points 15 (2d8 + 6) spell is destroyed (see “Planar Destruction” below).
Speed 25 ft., fly 25 ft. Extradimensional Chamber. When the living spell enters an-
other creature’s space (or vice versa) for the first time on a
STR DEX CON INT WIS CHA turn, the other creature must succeed on a DC 10 Dexterity
10 (+0) 12 (+1) 16 (+3) 3 (−4) 6 (−2) 6 (−2) saving throw or be pulled into the living spell’s extradimen-
sional space, an unfurnished stone chamber 30 feet in every
Damage Resistances bludgeoning, piercing, and slashing dimension. A creature too big to fit in this space succeeds
from nonmagical attacks on the saving throw automatically. Creatures in the cham-
ber never run out of breathable air. Magic that enables
Damage Immunities fire transit between planes, such as plane shift, can be used to
escape the chamber, which has no exits otherwise. Crea-
Condition Immunities blinded, charmed, deafened, tures trapped inside the extradimensional chamber can’t
exhaustion, frightened, grappled, poisoned, prone see, target, or deal damage to the living spell; however, they
can damage the room around them. Each 5-foot-square
Senses darkvision 60 ft., passive Perception 8 section of ceiling, wall, and floor in the chamber has AC 17,
50 hit points, immunity to poison and psychic damage, and
Languages — immunity to bludgeoning, piercing, and slashing damage
that is nonmagical. If any section is reduced to 0 hit points,
Challenge 1 (200 XP) Proficiency Bonus +2 the living spell and its chamber are destroyed (see “Planar
Destruction” below).
Amorphous. The living spell can move through a space as Magic Resistance. The living spell has advantage on saving
narrow as 1 inch wide without squeezing. throws against spells and other magical effects.
Magic Resistance. The living spell has advantage on saving Planar Destruction. The living spell is destroyed when it
throws against spells and other magical effects. or a 5-foot-square section of its extradimensional chamber
Unusual Nature. The living spell doesn’t require air, food, is reduced to 0 hit points, or when the living spell has no
drink, or sleep. surface to attach to. When the living spell is destroyed,
the contents of its extradimensional chamber are expelled,
Actions appearing as close to the living spell’s previous location
as possible. Each expelled creature appears in a randomly
Magical Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one determined unoccupied space, along with whatever it is
target. Hit: 6 (1d6 + 3) fire damage. wearing or carrying.
Spell Mimicry (Recharge 5–6). The living spell unleashes a Unusual Nature. The living spell doesn’t require air, food,
thin sheet of flames in a 15-foot cone. Each creature in that drink, or sleep.
area must make a DC 13 Dexterity saving throw, taking 10
(3d6) fire damage on a failed save, or half as much damage
on a successful one.

Appendix B Monsters and NPCs 107

Nilbog

ADAPTED FROM VOLO’S GUIDE TO MONSTERS

An invisible trickster spirit that turns a goblin into a
wise-cracking, impish creature through possession, the
nilbog has the power to drive others to do the opposite of
what they desire. Attacking a goblin possessed by a nilbog
is foolhardy, and killing the creature just prompts the spirit
to possess another goblin before enacting revenge.

Nilbog Purple Wormling
STORM KING’S THUNDER
Small Humanoid (Goblinoid), Typically Chaotic Evil
A purple wormling is a baby purple worm no more than
Armor Class 13 (leather armor) six weeks old. Its rubbery body is 9 feet long and weighs
Hit Points 7 (2d6) 1,500 pounds. Its mouth and musculature aren’t yet strong
Speed 30 ft. enough to allow the wormling to burrow through rock. Nev-
ertheless, the wormling is a voracious feeder and attacks
STR DEX CON INT WIS CHA just about anything it can wrap its mouth around.
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 15 (+2)

Skills Stealth +6 Purple Wormling

Senses Darkvision 60 ft., passive Perception 9 Large Monstrosity, Unaligned

Languages Common, Goblin Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Challenge 1 (200 XP) Proficiency Bonus +2 Speed 20 ft.

Nilbogism. Any creature that attempts to damage the nilbog STR DEX CON INT WIS CHA
must first succeed on a DC 12 Charisma saving throw or be 16 (+3) 7 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4)
charmed until the end of the creature’s next turn. A creature
charmed in this way must use its action praising the nilbog. Senses blindsight 30 ft., tremorsense 30 ft., passive Percep-
The nilbog can’t regain hit points, including through mag- tion 8
ical healing, except through its Reversal of Fortune reaction.
Languages —
Actions
Challenge 2 (450 XP) Proficiency Bonus +2
Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage. Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage. Multiattack. The wormling makes two attacks: one with its
Nilbog Joke (Concentration). The nilbog targets a creature Bite and one with its Tail Stinger.
it can see within 30 feet with laughter-inducing magic. The Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
target must succeed on a DC 12 Wisdom saving throw or Hit: 7 (1d8 + 3) piercing damage, and if the target is a Small
fall prone, becoming incapacitated and unable to stand up or smaller creature, it must succeed on a DC 13 Dexterity
for the duration, as it laughs uncontrollably. A creature with saving throw or be swallowed by the wormling. A swallowed
an Intelligence score of 4 or less isn’t affected. creature is blinded and restrained, it has total cover against
At the end of each of its turns, and each time it takes all attacks and other effects outside the wormling, and it
damage, the target can make another Wisdom saving throw. takes 3 (1d6) acid damage at the start of each of the worm-
The target has advantage on the saving throw if it’s trig- ling’s turns.
gered by damage. On a success, the spell ends. If the wormling takes 10 damage or more on a single turn
Spellcasting. The nilbog casts one of the following spells from a creature inside of it, the wormling must succeed on
without needing material components, using Charisma as a DC 21 Constitution saving throw at the end of that turn
its spellcasting ability (spell save DC 12). or regurgitate all swallowed creatures, which fall prone in a
At will: mage hand, vicious mockery space within 10 feet of the wormling. If the wormling dies, a
1/day: confusion swallowed creature is no longer restrained by it and can es-
cape from the corpse by using 5 feet of movement, exiting
Bonus Actions prone.
Tail Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Nimble Escape. The nilbog takes the Disengage or Hide target. Hit: 5 (1d4 + 3) piercing damage, and the target must
action. make a DC 13 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much damage on
Reactions a successful one.

Reversal of Fortune. In response to another creature dealing
damage to the nilbog, the nilbog reduces the damage to 0
and regains 1d6 hit points.

108 Appendix B Monsters and NPCs

Skum

GHOSTS OF SALTMARSH

Skum are humanoids that have irredeemably succumbed to
an aboleth’s magic. They barely resemble their past forms,
their skin turning slimy and translucent while their limbs
warp to resemble deep-sea oddities.

Sea Elf Skum

STORM KING’S THUNDER Medium Aberration, Typically Lawful Evil

Sea elves are a form of aquatic elves that live throughout Armor Class 14 (natural armor)
the Sea of Swords. Allies of the storm giants, sea elves were Hit Points 93 (11d8 + 44)
seen as the protectors of the sea. During Vecna’s reign, how- Speed 20 ft., swim 40 ft.
ever, the evil creatures of the deep banded together, nearly
eradicating the elves. The few sea elves who still live are STR DEX CON INT WIS CHA
either rebels or slaves. 19 (+4) 11 (+0) 18 (+4) 7 (−2) 12 (+1) 9 (−1)

Sea Elf Skills Perception +4

Medium Humanoid (Elf ), Typically Chaotic Good Damage Resistances psychic

Armor Class 11 Senses darkvision 120 ft., passive Perception 14
Hit Points 11 (2d8 + 2)
Speed 10 ft., swim 40 ft. Languages Common, Deep Speech, telepathy 60 ft.

Challenge 5 (1,800 XP) Proficiency Bonus +3

STR DEX CON INT WIS CHA Abolethic Vassal. The skum is permanently charmed by its
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1) aboleth master.
Amphibious. The skum can breathe air and water.
Skills Perception +2 Psychic Conditioning. The skum is immune to the fright-
ened and charmed conditions unless they are from effects
Senses darkvision 60 ft., passive Perception 12 created by an aboleth.
Water Dependency. The skum takes 6 (1d12) acid damage
Languages Common, Elvish every 10 minutes it goes without exposure to water.

Challenge 1/8 (25 XP) Proficiency Bonus +2

Amphibious. The sea elf can breathe air and water. Actions
Fey Ancestry. The sea elf has advantage on saving throws
against being charmed, and magic can’t put it to sleep. Multiattack. The skum makes three attacks: two with its
Trident and one with its Mind-Breaking Touch.
Actions Trident. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. Mind-Breaking Touch. Melee Weapon Attack: +7 to hit, reach
or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, 5 ft., one target. Hit: 18 (4d8) psychic damage, and the
or 4 (1d8) piercing damage if used with two hands to make target has disadvantage on Wisdom saving throws until the
a melee attack. end of the skum’s next turn.

Appendix B Monsters and NPCs 109

The Forgotten

Medium Undead, Chaotic Evil

Armor Class 15 (leather armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 9 (−1) 9 (−1) 16 (+1)

Saving Throws Dex +7, Con +6

Skills Intimidation +7, Stealth +7

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands Common but can’t speak

Teeth of the Maelstrom Challenge 5 (1,800 XP) Proficiency Bonus +3

The Teeth of the Maelstrom are the enforcers of the Krako- Bottom Treader. The Forgotten cannot swim, and it sinks
lich’s will. The Teeth consist of a drowned assassin referred to the bottom of any body of water. It takes no penalties to
to as the Forgotten, a sahuagin priestess known as She its movement or attacks underwater. It is immune to the
Who Feeds, and a merrow barbarian called Whalebane. effects of being underwater at a depth greater than 100 feet.
Undead Fortitude. If damage reduces the Forgotten to 0 hit
The Forgotten points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
The Forgotten is a drowned assassin who stalks and kills in from a critical hit. On a success, the Forgotten drops to 1 hit
grim pantomime of its former occupation. Its weapons are point instead.
encrusted with barnacles but wielded with deadly precision. Unusual Nature. The Forgotten doesn’t require air, food,
Hidden behind a simple driftwood mask, this creature’s drink, or sleep.
face, when exposed, causes terror in mortal hearts.
Actions
She Who Feeds
Multiattack. The Forgotten makes two Hand Crossbow
As the mouthpiece of her god, Sekolah, She Who Feeds attacks or two Dagger attacks. It can then take the Dash,
both speaks and eats for her voracious, blood-thirsty pa- Disengage, or Hide action.
tron. It was known that the sahuagin was touched by her Hand Crossbow. Ranged Weapon Attack: +7 to hit, range
god when, as an infant, she cannibalized her entire nursery. 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and
As she aged her hide has gradually taken on a reddish hue the target must make a DC 13 Constitution saving throw,
that fades when she is hungry and darkens whenever she taking 14 (4d6) poison damage on a failed save, or half as
feeds. much damage on a successful one.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Whalebane target. Hit: 6 (1d4 + 4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 21 (6d6)
As a juvenile, Whalebane made a name for himself by killing poison damage on a failed save, or half as much damage on
Angajuk, an awakened sperm whale, with his bare hands. a successful one.
Whalebane then went on to distinguish himself as a merce- Reveal (1/Day). The Forgotten removes its mask, revealing
nary in the Wars of the Thirteenth Trench, playing a key role its rotted face. Each creature of the Forgotten’s choice with-
in the mass extermination of the locathahs. Most recently, in 50 feet of it that can see the Forgotten must succeed on
Whalebane was selected to serve directly under the undead a DC 13 Wisdom saving throw or be frightened until the end
aboleth known as the Krakolich. of its next turn.

110 Appendix B Monsters and NPCs

She Who Feeds

Medium Humanoid (Sahuagin), Lawful Evil

Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 18 (+4) 10 (+0)

Saving Throws Wis +7

Skills Insight +7, Perception +7

Senses darkvision 120 ft., passive Perception 17

Languages Common, Sahuagin

Challenge 5 (1,800 XP) Proficiency Bonus +3

Blood Frenzy. She Who Feeds has advantage on melee Whalebane
attack rolls against any creature that doesn’t have all its hit
points. Large Monstrosity (Merrow), Chaotic Evil
Limited Amphibiousness. She Who Feeds can breathe air
and water, but she needs to be submerged at least once Armor Class 13 (natural armor)
every 4 hours to avoid suffocating. Hit Points 102 (12d10 + 36)
Shark Telepathy. She Who Feeds can magically command Speed 10 ft., swim 40 ft.
any shark within 120 feet of her, using a limited telepathy.
Sekolah’s Blessing (2/Day). When She Who Feeds makes an STR DEX CON INT WIS CHA
attack roll she can gain a +10 bonus to the roll. 20 (+5) 10 (+0) 17 (+3) 8 (−1) 10 (+0) 9 (−1)

Actions Saving Throws Str +8, Con +6 Proficiency Bonus +3
Skills Athletics +8, Intimidation +2
Multiattack. She Who Feeds makes two attacks with her Languages Abyssal, Aquan
Toothsome Staff, or one attack with her Bite and two with Challenge 5 (1,800 XP)
her Claws.
Toothsome Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., Amphibious. Whalebane can breathe air and water.
one target. Hit: 16 (3d8 + 3) piercing damage. Reckless. At the start of his turn, Whalebane can gain advan-
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. tage on all melee weapon attack rolls during that turn, but
Hit: 5 (1d4 + 3) piercing damage. attack rolls against him have advantage until the start of his
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar- next turn.
get. Hit: 5 (1d4 + 3) slashing damage.
Guiding Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., Actions
one creature. Hit: 14 (4d6 + 3) radiant damage, and the next
attack roll made against this target before the end of She Multiattack. Whalebane makes two attacks with his Har-
Who Feed’s next turn has advantage, thanks to the mystical poon or one with his Bite and one with his Claws.
dim light glittering on the target until then. Harpoon. Melee or Ranged Weapon Attack: +8 to hit, reach
Spellcasting. She Who Feeds casts one of the following 10 ft. or range 40/80 ft., one target. Hit: 15 (3d6 + 5) piercing
spells, using Wisdom as her spellcasting ability (spell save damage. If the target is a Huge or smaller creature, it must
DC 15, +7 to hit with spell attacks). succeed on a Strength contest against Whalebane or be
At will: guidance, mending, resistance, thaumaturgy pulled up to 40 feet toward Whalebane.
1/day each: banishment, bestow curse, bless, detect magic, fear, Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
flamestrike, freedom of movement, stoneskin Hit: 9 (1d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
Bonus Actions get. Hit: 10 (2d4 + 5) slashing damage.

Spiritual Weapon (Trident). She Who Feeds casts a spell to
conjure a floating, spectral trident within 60 feet of her that
lasts for 1 minute or until she creates a new trident. When
the trident is first conjured, she can make an attack with
it as part of the same bonus action. On subsequent turns,
She Who Feeds can take a bonus action to move the trident
up to 20 feet and make an attack with it.

Trident Attack. Melee Spell Attack: +7 to hit, reach 5 ft., one
creature. Hit: 8 (1d8 + 4) force damage.

Appendix B Monsters and NPCs 111

Tooth of Vecna

The Teeth of Vecna are specialist wizards, feared for their Tyrannosaurus Zombie
magical bite. TOMB OF ANNIHILATION

Tooth of Vecna Tyrannosaurus zombies originally hailed from the jungles of
Chult. They are favored pets of the powerful lich Acererak
Medium Humanoid, Typically Lawful Evil and over the years he has transported them across the seas
to the Sword Coast. These frightening creatures have a gul-
Armor Class 12 (15 with mage armor) let full of smaller zombies, which they can disgorge. These
Hit Points 38 (7d8 + 7) zombies aren’t under the tyrannosaurus zombie’s control.
Speed 30 ft.
Tyrannosaurus Zombie
STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) Huge Undead, Unaligned

Saving Throws Int +5, Wis +2 Proficiency Bonus +2 Armor Class 11 (natural armor
Skills Arcana +5, History +5 Hit Points 136 (13d12 + 52)
Senses passive Perception 10 Speed 40 ft.
Languages any four languages
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
25 (+7) 6 (−2) 19 (+4) 1 (−5) 3 (−4) 5 (−3)
Army Arcana. When the Tooth casts a spell that causes
damage or that forces other creatures to make a saving Damage Immunities poison
throw, it can choose itself and any number of allies to be
immune to the damage caused by the spell and to succeed Condition Immunities poisoned
on the required saving throw.
Senses darkvision 60 ft., passive Perception 6
Actions
Languages —
Fire Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one
creature. Hit: 11 (2d10) fire damage. Challenge 8 (3,900 XP) Proficiency Bonus +3
Burning Hands (Recharge 4–6). Each creature in a 15-foot
cube originating from the Tooth must make a DC 13 Consti- Undead Fortitude. If damage reduces the tyrannosaurus
tution saving throw, taking 3d6 fire damage on a failed save, zombie to 0 hit points, it must make a Constitution sav-
or half as much damage on a successful one. ing throw with a DC of 5 + the damage taken, unless the
The fire ignites any flammable objects in the area that damage is radiant or from a critical hit. On a success, the
aren’t being worn or carried. zombie drops to 1 hit point instead.
Fireball (Recharge 6). The Tooth targets a point it can see Unusual Nature. The tyrannosaurus zombie doesn’t require
within 150 feet of it. Each creature in a 20-foot-radius sphere air, food, drink, or sleep.
centered on that point must make a DC 13 Dexterity saving
throw, taking 28 (8d6) fire damage on a failed save, or half Actions
as much damage on a successful one.
The fire spreads around corners. It ignites flammable Multiattack. The tyrannosaurus zombie makes two attacks:
objects in the area that aren't being worn or carried. one with its Bite and one with its Tail. It can’t make both
Spellcasting. The Tooth casts one of the following spells, us- attacks against the same target.
ing Intelligence as its spellcasting ability (spell save DC 13). Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
At will: disguise self, mage armor, prestidigitation, target. Hit: 33 (4d12 + 7) piercing damage. If the target is
1/day each: mirror image, shatter a Medium or smaller creature, it is grappled (escape DC
17). Until this grapple ends, the target is restrained and the
Bonus Actions tyrannosaurus zombie can’t bite another target or disgorge
zombies.
Secret Step (Recharge 4–6). The Tooth of Vecna disappears Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
in a necrotic mist, teleporting up to 30 feet to an unoccu- Hit: 20 (3d8 + 7) bludgeoning damage.
pied space that it can see.
Bonus Actions
Reactions
Disgorge Zombie. The tyrannosaurus zombie disgorges
Counterspell (Recharge 6). The Tooth attempts to interrupt a normal zombie, which appears in an unoccupied space
a creature in the process of casting a spell. If the creature is within 10 feet of it. The disgorged zombie acts on its own
casting a spell of 3rd level or lower, its spell fails and has no initiative count. After a zombie is disgorged, roll a d6. On a
effect. If it is casting a spell of 4th level or higher, the Tooth roll of 1, the tyrannosaurus zombie runs out of zombies to
must make an Intelligence check. The DC equals 10 + the disgorge and loses this action. If the tyrannosaurus zombie
spell’s level. On a success, the creature’s spell fails and has still has this action when it dies, 1d4 normal zombies erupt
no effect. from its corpse at the start of its next turn. These zombies
act on their own initiative count.

112 Appendix B Monsters and NPCs

Weevil

The Weevil is a murderous brigand who has risen through
the ranks of the Zhentarim and now serves as the lord of
Xantharl’s Keep. In the grips of madness, his everyday arro-
gance has evolved into delusions of grandeur. He now sees
himself as the godly center of the universe.

Weevil Xanathar

Gargantuan Humanoid (Dwarf ), Neutral Evil Xanathar was the latest in a long line of beholder crime
lords who ruled the seedy underbelly of Waterdeep. It, like
Armor Class 15 (studded leather) its forerunners, was an eye tyrant—a type of beholder that
Hit Points 165 (10d20 + 60) willingly chooses to live with and interact with other crea-
Speed 25 ft. tures. To do this effectively, an eye tyrant is required to rein
in the otherwise rampant paranoia that characterizes be-
STR DEX CON INT WIS CHA holders.
25 (+7) 16 (+3) 23 (+6) 14 (+2) 11 (+0) 14 (+2)
Before Vecna revealed himself he took note of adversar-
Saving Throws Str +12, Dex +8, Wis +5 ies that might prove troublesome. Chief amongst these was
Xanathar. More than raw power, Vecna feared knowledge.
Skills Athletics +12, Deception +7 And Xanathar had such knowledge in abundance. This was
something Vecna could not abide.
Damage Resistances poison
As always, Vecna defeated Xanathar by using its secrets
Senses darkvision 60 ft., passive Perception 10 against it. Vecnan agents infiltrated the Xanathar Guild, a
haven of thieves and slavers led by Xanathar. These agents
Languages Common, Draconic, Dwarvish kidnapped Xanathar’s beloved pet goldfish, Sylgar. With the
loss of its fish, Xanathar’s paranoia became untethered. It
Challenge 9 (5,000 XP) Proficiency Bonus +5 tore apart its own organization, accusing everyone close to
it of duplicity. Unable to trust anyone, Xanathar lived in se-
Dwarven Resilience. The Weevil has advantage on saving clusion within the Underdark before eventually settling into
throws against poison. its lair beneath Thornhold.
Thunderous Stride. If the Weevil passes within 20 feet of any
character while using his Move action, then that creature Sylgar was magically preserved within an adamantine
must make a DC 15 Dexterity (Acrobatics) saving throw or sphere, kept alive in the eventuality that Vecna might need
be knocked prone. leverage over Xanathar. The sphere was taken south where
it was entrusted to a pit fiend indebted to Vecna. Sylgar has
Actions traded hands over the years and was most recently in the
possession of the Hellrider, Lord Maximus.
Multiattack. The Weevil makes three Handaxe attacks.
Handaxe. Melee Weapon Attack: +12 to hit, reach 15 ft., one Game Statistics
target. Hit: 14 (2d6 + 7) slashing damage.
Celestial Doppelgangers (Recharge 6). If the surrounding Xanathar is a beholder that wears magic rings on three of
area is starlit darkness, then the Weevil can twist the stars its eyestalks. It is attuned to all three rings, which don’t alter
to his will, forming them into constellations of himself. He the beholder’s challenge rating. It wears a ring of invisibility
can make two such constellations. These doppelgangers on its fear ray eyestalk, a ring of mind shielding on its sleep
have the statistics of ogres that deal lightning damage ray eyestalk, and a ring of resistance (force) on its slowing
instead of bludgeoning or piercing. ray eyestalk.
Solar Eclipse. The Weevil plucks the sun from the sky and
hurls it toward a creature, effectively casting a fireball spell.
The surrounding area is now starlit darkness.

Appendix B Monsters and NPCs 113

Appendix C

Handouts

From Volo's Guide to Vecna

HANDOUT C1

In the beginning, there was learning, thought turned to Kas—Vecna’s most
and Vecna was a paragon among the trusted ally—who willingly answered
learned. A student of magic, Vecna the inquisitors’ questions. He sur-
was a benevolent teacher who gave rendered the secrets of Vecna to the
his time and his knowledge to his stu- enemy, betraying our Lord and all his
dents. Working with Kas, his appren- friends.
tice, Vecna ministered to the needs
of commoners and scholars alike. Vecna survived eleven years with-
And yet the people asked for more. out food and water, kept alive by his
They cried out for a leader, a visionary passion and mental clarity. No, I do
presence who would help lead them not lie! His flesh stretched taut to the
against their tyrannical leaders and bone, growing sallow and sunken.
draconian gods. Out of humility, Vec- When the torturers grew angry at
na initially refused. In time, though, his determination they maimed him,
he came to understand their suffering severing his hand and cutting out his
and could no longer stand idly by. eye.

Vecna taught the people to stand up Yet Vecna lived on for us! His soul
against tyranny. He advised them to remained rooted to his dying body
march in peaceful displays—nonvio- out of the hope of salvation. But this
lent protests that showed the rulers of was not to be. When starvation and
the land that their oppression would inhumanity did not kill our Lord, the
be resisted. However, the rulers defilers decided that his time was at
quelled the protests, arresting and an end.
torturing the followers, and impris-
oning Vecna. Those who supported They cut Vecna limb from limb
Vecna were rounded up and made and scattered the parts of his body
into examples, their heads staked throughout the world. We did not
upon rusted pikes along the roads. abide this desecration. Time and
again, we attempted to assemble his
Vecna’s enemies tried to pry his parts, but the powers of darkness
secrets from him; they sought the thwarted our every attempt, and it
names of his allies. They starved was only through the purest magic
Vecna and imprisoned him alone that we finally succeeded.
in a filthy cell, but Vecna remained
resolute. He never gave up hope Vecna rose up and smote ruin upon
that justice, reason, and compassion the usurpers and the pretenders.
would triumph. And yet these hopes They squealed in cowardice before
were slowly eroded by the passing of us. Yet Vecna has mercy even for cow-
time. Then, in an attempt to acquire ards and tyrants. Under Vecna’s rule,
Vecna’s secrets and learn the name the transgressors were banished and
of his allies, these enemies of free peace has settled over the land.

114 Appendix C Handouts

Map of the Sword Coast

HANDOUT C2

Appendix C Handouts 115

Rorschach Inkblot

HANDOUT C3

116 Appendix C Handouts

Appendix D cauldron and cover the corpse with 200 pounds of
salt (which costs 10 gp) for at least 8 hours, the salt
Magic Items is consumed and the creature returns to life as if by
raise dead at the next dawn. Once used, this property
Arcane Grimoire can’t be used again for 7 days.

Wondrous item, uncommon Clockwork Amulet

While you are holding this leather-bound book, you Wondrous item, common
can use it as a spellcasting focus for your wizard
spells, and you gain a bonus of +1 to spell attack rolls This copper amulet contains tiny interlocking gears
and to the saving throw DCs of your wizard spells. and is powered by magic from Mechanus, a plane
of clockwork predictability. A creature that puts an
You can use this book as a spellbook. In addition, ear to the amulet can hear faint ticking and whirring
when you use your Arcane Recovery feature, you can noises coming from within.
increase the number of spell slot levels you regain by
1. When you make an attack roll while wearing the
amulet, you can forgo rolling the d20 to get a 10 on
Bugsmasher the die. Once used, this property can’t be used again
until the next dawn.
Weapon (greatclub), rare
Conch of Teleportation
This massive club is permanently stained with the
splattered corpses of thousands upon thousands of Wondrous item, very rare (requires attunement by a giant)
insects. You gain a +1 bonus to attack and damage
rolls made with this magic weapon. When you hit a This item is an ordinary, albeit rather large, conch
swarm with this weapon, the swarm takes an extra shell that has been inscribed with the uvar rune. The
3d6 bludgeoning damage. conch measures 2½ feet long and weighs 20 pounds.

Bugsmasher has 3 charges and regains 1d3 ex- As an action, you can cast the teleport spell by blow-
pended charges daily at dawn. While holding it, you ing into the shell. The destination is fixed, and there
can use an action and expend 1 charge to release is no chance of either a mishap or the spell being off
a wave of terror. Each creature of your choice in a target. Anyone teleported by the conch appears in a
30-foot radius extending from you must succeed on specific location designated by the item’s creator at
a DC 15 Wisdom saving throw or become frightened the time the uvar rune is inscribed on the conch. It
of you for 1 minute. While it is frightened in this way, doesn’t allow teleportation to any other destination.
a creature must spend its turns trying to move as far Once its spell is cast, the conch can’t be used again
away from you as it can, and it can’t willingly move to until the next dawn.
a space within 30 feet of you. It also can’t take reac-
tions. For its action, it can use only the Dash action Depetrification Salve
or try to escape from an effect that prevents it from
moving. If it has nowhere it can move, the creature Wondrous item, uncommon
can use the Dodge action. At the end of each of its
turns, a creature can repeat the saving throw, ending This exotic paste has the color and consistency of
the effect on itself on a success. mud. A typical jar contains 1d4 + 1 applications.

Cauldron of Rebirth As an action, one application can be used on a pet-
rified creature that is Medium or smaller, removing
Wondrous Item, very rare (requires attunement by a druid or warlock) the petrified condition. A Large creature can have its
petrified condition removed with the use of two appli-
This Tiny pot bears relief scenes of heroes on its cast cations. No amount of salve can depetrify a creature
iron sides. You can use the cauldron as a spellcast- that is Huge or larger.
ing focus for your druid spells, and it functions as a
suitable component for the scrying spell. When you Infernal Gem
finish a long rest, you can use the cauldron to create
a potion of greater healing. The potion lasts for 24 Wondrous Item, uncommon
hours, then loses its magic if not consumed.
This gem contains a mote of infernal flame. When
As an action, you can cause the cauldron to grow you use an action to break the gem, a barbed devil
large enough for a Medium creature to crouch with- is summoned for 1 hour, and the gem’s magic is lost.
in. You can revert the cauldron to its normal size as The devil is friendly to you and your companions.
an action, harmlessly shunting anything that can’t fit Roll initiative for the devil, which has its own turns.
inside to the nearest unoccupied space. It obeys any verbal commands that you issue to it
(no action required by you). If you don’t issue any
If you place the corpse of a humanoid into the commands to the devil, it defends itself from hostile

Appendix D Magic Items 117

creatures but otherwise takes no actions. it will be at the chosen amount of time in the future.
The effect shows just one possible outcome and
Commanding the devil requires concentration. If doesn’t take into account any possible circumstanc-
your concentration is broken, the devil doesn’t disap- es that might change that outcome.
pear. Instead, you lose control of the devil, it becomes Whether you look into the past or the future, time
hostile toward you and your companions, and it might stands still in the reflection.
attack. An uncontrolled devil can’t be dismissed by
you, and it disappears 1 hour after you summoned it. Mind-Sharpened Armor

Looking Glass Armor (any), uncommon

Wondrous Item, artifact (requires attunement) The armor can send a jolt to the wearer to refocus
their mind. The armor has 4 charges. When the
The looking glass is an ivory-handled, dual-sided wearer fails a Constitution saving throw to maintain
handheld mirror with perfectly polished glass. Both concentration on a spell, the wearer can use its re-
sides of the mirror have an hourglass symbol en- action to expend 1 of the armor’s charges to succeed
graved; one full at the top, the other full at the bot- instead. The armor regains 1d4 expended charges
tom. The mirror can be used as a spellcasting focus. daily at dawn.

The mirror has 3 charges, and it regains 1d3 Scroll of Glamour
expended charges daily at dawn. If you expend the
mirror’s last charge, roll a d20. On a 1, the mirror Scroll, rare
seemingly shatters as it disappears through time.
While attuned to and holding the mirror, you can use A scroll of glamour bears shifting runes scrawled
the charges in the following ways: atop an ever-changing type of parchment. If you use
an action to invoke the runes, you can make yourself
• As a bonus action, you can expend 1 charge to and up to five other willing creatures within sight
make the mirror reflect the unseen 1 minute. If you look different until the effect ends or until you use
do so, you and creatures within 5 feet of you can see your action to dismiss it. The effect lasts for 24 hours.
invisible creatures and objects for the duration. The Up to four targets can take the appearance of any
effect ends early if you let go of the mirror. creature that is Huge or smaller. Any remaining tar-
gets can only take the appearance of a creature that
• As a bonus action, you can expend 1 charge to is Medium or smaller. Once the glamour has been
make the mirror reflect writing in a manner you can cast, the runes on the scroll fade, and it crumbles to
understand for 10 minutes. If you do so, you and dust.
creatures within 5 feet of you can read all nonmagi-
cal writing for the duration, regardless of the lan- The changes wrought by this scroll fail to hold up
guage it is written in. The effect ends early if you let to physical inspection. For example, if you use this
go of the mirror. scroll to add a hat to your outfit, objects pass through
the hat, and anyone who touches it would feel noth-
• As a bonus action, you can expend 2 charges to ing or would feel your head and hair.
absorb the mirror’s magic into yourself for 1 minute.
For the duration, you can see around corners, and To discern that you are glamoured, a creature can
you ignore half and three-quarters cover. use its action to inspect your appearance and must
make a successful DC 15 Intelligence (Investigation)
• As an action, you can expend 1 charge to cast check.
augury.
Shatterskull
• As an action, you can expend 3 charges to cast leg-
end lore, describing a person, place, or object that is Wondrous item, uncommon
reflected in the mirror.
This is an ordinary humanoid skull infused with
• By spending 10 minutes in deep concentration, you necrotic energy. You can use an action to throw the
can expend 3 charges to make the mirror’s reflec- skull up to 60 feet. The skull explodes on impact and
tion become timeless for 1 minute. When you do is destroyed. Each creature within a 10-foot radius
so, choose either past or future, as well as a precise of where the skull landed must succeed on a DC 15
amount of time, up to 1,000 years. Dexterity saving throw or take 6d6 necrotic damage.
Past. While looking into the mirror’s side with the
hourglass symbol that is full at the top, everything Shroudstone of the Ancients
that is reflected in the mirror is reflected as it was at
the chosen amount of time in the past. Wondrous item, artifact
Future. While looking into the mirror’s side with
the hourglass symbol that is full at the bottom, ev- The seven shroudstones are egg-sized gemstones,
erything that is reflected in the mirror is reflected as each corresponding to one of the colors of the spec-
trum: a ruby, a jacinth, a topaz, an emerald, a sap-
phire, an amethyst, and a fire opal, which serves as
the keystone. While their origins have been lost to
history, it is still obvious that these magnificent gems
are infused with an immense amount of primordial

118 Appendix D Magic Items

magic. Some speculate that they were crafted by the Viscous Potion of Vitality
aboleths during their ancient battle with the gods.
Others have suggested that the stones were crafted Potion, varies
using the same magic that protects portions of the
planes from divine intrusion. When you drink this potion, it removes any exhaus-
tion you are suffering and cures any disease or poison
If each of the seven shroudstones is placed in a affecting you at the start of your next turn. Then, for
precise location of power, then they emanate a web of the next 24 hours, you regain the maximum number
energy that hides the mortal world from the heavens. of hit points for any Hit Die you spend. The potion’s
Gods can no longer materialize as avatars. Except in crimson liquid is thick and syrupy, taking longer to
rare circumstances, clerics and paladins lose access consume than other potions.
to their spells and features.
Watchful Helm
Thermal Bucket
Wondrous Item, very rare (requires attunement)
Wondrous Item, uncommon
While you wear this helm, you gain a +1 bonus to AC
The thermal bucket is made of iron and is cold to and remain aware of your surroundings even while
the touch. However, whenever any nonmagical liquid you’re asleep, and you have advantage on Wisdom
is poured into the bucket, the liquid is magically (Perception) checks that rely on sight.
warmed to 65 degrees Celsius and receives the bene-
fit of the purify food and drink spell. As a bonus action, you can cast the see invisibility
spell from the helm. Once this property of the helm is
Viscous Potion of Healing used, it can’t be used again until the next dawn.

Potion, varies Wyrmskull Throne

You regain hit points at the start of your next turn Wondrous item, artifact
when you drink this potion. The number of hit points
depends on the potion’s rarity, as shown in the Vis- The throne hovers a foot off the ground and is a mas-
cous Potions of Healing table. Whatever its potency, sive thing made of polished obsidian with oversized
a viscous potion is thick and syrupy, taking longer to feet—the impaled skulls of four ancient blue dragons.
consume than other potions. Runes glisten in the carved obsidian, winking to life
with blue energy when the throne’s powers are acti-
Viscous Potions of Healing vated.

Viscous Potion of... Rarity HP Regained Only a creature attuned to a Ruling Scepter and in
possession of it can harness the powers of the Wyrm-
Healing Common 2d4 + 2 skull Throne. Any creature not attuned to a Ruling
Scepter who sits on the throne is paralyzed and
Greater healing Uncommon 4d4 + 4 encased in a magical force field. While encased, the
creature can’t be touched or moved from the throne.
Superior healing Rare 8d4 + 8 Touching a Ruling Scepter to the force field dispels
the field, though the creature remains paralyzed until
Supreme healing Very rare 10d4 + 20 it is separated from the throne.

Viscous Potion of Resistance Properties of the Throne. The throne has 9
charges and regains all expended charges daily
Potion, varies at dawn. A creature that sits on the throne while
attuned to a Ruling Scepter in its possession can
When you drink this potion, you gain resistance harness the throne’s properties, which are as follows:
to one type of damage for 1 hour, beginning at the
start of your next turn. A viscous potion is thick and • The throne gains a flying speed of 30 feet and can
syrupy, taking longer to consume than other potions. hover and flies where the creature wills. This prop-
The DM chooses the type or determines it randomly erty doesn’t expend any charges.
from the options below.
• Both the throne and the creature sitting on it can
Viscous Potions of Resistance move through earth and stone without disturbing
the material they move through. This property
d10 Damage Type doesn’t expend any charges.

1 Acid • As an action, the creature can expend 1 charge
to cast lightning bolt (spell save DC 19) from the
2 Cold throne. The spell is cast as though using a 9th-level
spell slot and deals 49 (14d6) lightning damage.
3 Fire The bolt discharges from the mouth of one of the
throne’s blue dragon skulls.
4 Force

5 Lightning

6 Necrotic

7 Poison

8 Psychic

9 Radiant

10 Thunder

Appendix D Magic Items 119

• As an action, the creature can expend 2 charges you already are proficient in smith’s tools, then your
to cast the globe of invulnerability spell from the proficiency bonus is doubled for any check you make
throne. The globe encloses both the creature and while using them.
the throne.
Sentience. Zespara’s perfect blade is a sentient
• As an action, the creature can expend 3 charges to Lawful Good weapon with an Intelligence of 15, a
create a spectral image of an ancient blue dragon Wisdom of 10, and a Charisma of 8. It has hearing
that surrounds both it and the throne. The spectral and darkvision out to a range of 60 feet.
dragon lasts for 1 minute. At the end of each of the
creature’s turns, the spectral dragon makes one The weapon can speak, read, and understand Com-
bite attack and two claw attacks against targets of mon and Dwarvish, and can communicate with its
the creature’s choice. These attacks have the same wielder telepathically.
attack bonus, reach, and damage as an ancient blue
dragon’s bite and claw attacks. Personality. Zespara was a gruff, plain-spoken
woman who prized functionality over fluff. Despite
• As an action, the creature can expend 9 charges to being one of the best blacksmiths on the Sword
create a spectral image of four ancient blue dragons. Coast, she was forced to unfairly fight for recognition
Collectively, these dragons can be ordered to destroy in a male-dominated profession. Because of this,
any object including, at the DM’s discretion, an arti- Zespara’s perfect blade prefers being wielded by a
fact. Using this power to destroy an artifact uses all female character.
of the energy within the Wyrmskull Throne, leaving
behind a permanently disenchanted husk. Smithing is still her passion, and she is prone to
telepathically critiquing the craftsmanship of other
Xantharl’s Bow weapons during combat. She will push her wielder to
seek out a ring of telekinesis, which Zespara believes
Weapon (longbow), very rare (requires attunement) can then be forged into her blade, allowing her to
once again experience the joys of smithing.
This longbow was crafted from sacred wood harvest-
ed from the Feywild. Its bow string is made from a
single strand of enchanted spider silk.

You gain a +2 bonus to attack and damage rolls
made with this magic weapon. Any creature hit by an
arrow from this bow must make a DC 13 Strength
saving throw. If they fail this saving throw, they are
entangled by gossamer webs, reducing their move-
ment by 10 feet until the end of their next turn.

Zespara’s Perfect Blade

Weapon (blade), rare (requires attunement)

Zespara Alather was once the finest swordsmith in
Mirabar. Her establishment, the House of the Bright
Blade, was renowned for crafting personalized
blades. After Mirabar’s conquest, Zespara feared that
she would be conscripted to craft blades for the Vec-
nan army. Rather than see her artistry turned to evil,
she arranged to have her essence embedded within
one of her blades. Although Zespara made arrange-
ments to be smuggled out of Mirabar, these plans
never came to fruition. Zespara has been collecting
soot in her smithy ever since.

Zespara’s perfect blade is rather plain to the eye.
Its preferred form is that of a longsword. However,
during the attunement process, it can alter its shape
to your preference, taking the form of either a dagger,
shortsword, longsword, or greatsword. At this point,
the blade feels as if it was customized for you, perfect
in weight and reach.

You gain a +1 bonus to attack and damage rolls
made with this magic weapon. You also gain profi-
ciency with smith’s tools while attuned to the blade. If

120 Appendix D Magic Items

Appendix E

Infernal War Machines

nfernal war machines are vehicles built Speed
in the Nine Hells and typically fueled
by the souls of the damned. Smaller A vehicle’s speed represents the distance it can travel
war machines carry raiding parties or in 1 round. How much of that speed it travels each
scouts. Larger, more menacing war round is determined by its driver.
machines can crush entire hordes of
demons. Opportunity Attacks

Rules War machines are subject to the rule on opportunity
attacks outlined in chapter 9 of the Player’s Hand-
Infernal war machines have their own stat blocks book. When a war machine provokes an opportunity
similar to those for creatures but with the following attack, the attacker can target the vehicle or any crea-
considerations. ture riding on or inside it that doesn’t have total cover
and is within reach.
Creature and Cargo Capacity
Ability Scores
Creature capacity describes how many creatures
can ride the infernal war machine comfortably. More A war machine has the six ability scores and corre-
creatures can fit by squeezing or by clinging to the sponding modifiers. Its size and weight determines
outside of the vehicle. its Strength. Dexterity represents its handling and
maneuverability. A vehicle’s Constitution reflects its
Armor Class durability and quality of construction. Infernal war
machines usually have a score of 0 in Intelligence,
Infernal war machines are made of infernal iron and Wisdom, and Charisma.
bristle with spikes, blades, chains, and siege weap-
ons. An infernal war machine typically has an Armor If an infernal war machine has a 0 in a score, it au-
Class of 19 + its Dexterity modifier. While the vehi- tomatically fails any ability check or saving throw that
cle is not moving, attack rolls made against it have uses that score.
advantage.
Soul Fuel
While the vehicle is not moving, attack rolls made
against it have advantage. The engine at the heart of every infernal war machine
has a furnace fueled by soul coins. A soul coin is a
Hit Points large coin minted from infernal iron that carries a
bound soul within it.
An infernal war machine’s hit points can be restored
by making repairs to the vehicle. To repair a vehicle, Demon Ichor Boost
the vehicle must be stationary, and the creature doing
the repairs must have the necessary spare parts. Pouring a flask of demon ichor into an infernal war
After 1 hour of repair work, the creature makes a machine’s furnace increases the vehicle’s speed by 30
DC 15 Dexterity check, adding its proficiency bonus feet for 1 minute.
to the check if it is proficient with the tools used to
make repairs. If the check succeeds, the vehicle re- Actions Stations and Crew
gains 2d4 + 2 hit points.
An infernal war machine doesn’t have actions of its
When an infernal war machine drops to 0 hit own. It relies on crew to occupy stations and use
points, it ceases to function and is damaged beyond their actions to operate the vehicle’s various func-
repair. tions.

Damage Threshold A creature can use an action of the station it’s
occupying. Once a creature uses a station’s action,
A vehicle with a damage threshold has immunity that action can’t be used again until the start of that
to all damage unless it takes an amount of damage creature’s next turn. Only one creature can occupy
equal to or greater than its damage threshold value, each station.
in which case it takes damage as normal.
A creature not occupying an action station is either
in a passenger seat or clinging to the outside of the
vehicle. It can take actions as normal.

Appendix E Infernal War Machines 121

Helm Redeemer

The helm of an infernal war machine is a chair with The Redeemer is a bulky, armored coach that rum-
a wheel, levers, pedals, and other controls. The helm bles loudly as it crushes obstacles and enemies in its
requires a driver to operate. An infernal war machine path with the help of a swinging wrecking ball. Iron
with no driver automatically fails Dexterity saving jaws are mounted on the front of the vehicle, which
throws. handles like a garbage truck.

A driver proficient with land vehicles can add their Redeemer
proficiency bonus to ability checks and saving throws
made using the infernal war machine’s ability scores. Gargantuan Vehicle (12,000 lb.)

Drive. While the infernal war machine’s engine is Creature Capacity 8 Medium creatures
on, the driver can use an action to propel the vehicle Cargo Capacity 1 ton
up to its speed or bring the vehicle to a dead stop. Armor Class 19
While the vehicle is moving, the driver can steer it Hit Points 200 (damage threshold 10)
along any course. Speed 50 ft.

If the driver incapacitated, leaves the helm, or does STR DEX CON INT WIS CHA
nothing to alter the infernal war machine’s course 18 (+4) 10 (+0) 18 (+4) 0 (−5) 0 (−5) 0 (−5)
and speed, the vehicle moves in the same direction
and at the same speed as it did during the driver’s Damage Immunities fire, poison, psychic
last turn until it hits an obstacle big enough to stop it. Condition Immunities blinded, charmed, deafened, fright-
ened, paralyzed, petrified, poisoned, stunned, unconscious
Bonus Actions. As a bonus action, the driver can Crushing Wheels. The Redeemer can move through the
do one of the following: space of any Large or smaller creature. When it does, the
creature must succeed on a DC 11 Dexterity saving throw or
• Start the infernal war machine’s engine or shut it take 22 (4d10) bludgeoning damage and be knocked prone.
off. If the creature was already prone, it takes an extra 22 (4d10)
bludgeoning damage. This trait can’t be used against a
• Cause the infernal war machine to take the Dash particular creature more than once each turn.
or Disengage action while the vehicle’s engine is Flames of Redemption. When a soul coin is fed into the
running. Redeemer’s furnace, the soul is purified. This purification
process provides enough fuel for the Redeemer to operate
• Insert a soul coin or pour a flask of demon ichor for one tenday.
into the engine’s furnace. Magic Weapons. The Redeemer’s weapon attacks are mag-
ical.

Action Stations

Chomper (Requires 1 Crew and Grants Half Cover). Melee
Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6
+ 4) piercing damage. A target reduced to 0 hit points by
this damage is ground to bits and spit out through pipes
on both sides of the Redeemer. Any nonmagical items the
target was holding or carrying are destroyed as well.
Wrecking Ball (Requires 1 Crew and Grants Half Cover).
Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:
40 (8d8 + 4) bludgeoning damage. Double the damage if
the target is an object or a structure.
Harpoon Flinger, Front (Requires 1 Crew and Grants Half
Cover). Ammunition: 10 harpoons. Ranged Weapon Attack:
+5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing
damage.
Harpoon Flinger, Hind (Requires 1 Crew and Grants Half
Cover). Ammunition: 10 harpoons. Ranged Weapon Attack:
+5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing
damage.

Thank you for your support

Tiamat has been successfully
summoned to the Forgotten Realms.
Demon Lords prowl the Underdark.
The Ordning is shattered. Baldur’s
Gate has been swallowed up by
Avernus.
And amidst the chaos presides the
Maimed Lord Vecna.
Rise Of Vecna imagines a world
where all the various catastrophes
threatened in a Wizards of the Coast
hardcover adventure have come to
pass. The Realms are in ruin and
it falls to your players to pick up
the pieces. While doing so they will
travel across the Sword Coast —
from the Greater Mines of Mirabar
to the undersea fortress known as
the Maelstrom. Along the way they
will advance from 3rd to 10th level,
possibly putting an end to Vecna’s
dire machinations.


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