Chapter 6 Intermediary Locales 51
but his heart is tied to Alaestra. He spends his days and queen of Citadel Felbarr. Ghelryn is entering
off exploring the local wilds for hidden treasure and his twilight years and lacks the stamina of his youth.
lost tombs. If he hears about the characters conduct- Because of this, he is less prolific in his smithing
ing any local adventures, then he begs to be included, although his craftsmanship remains undiminished.
hoping for a chance to perform a brave deed that
might impress Alaestra. If the characters humor If a character is carrying Zespara’s perfect blade,
these ambitions, then he gladly shares his stash of then Zespara asks them to let her spend a full day
five potions of greater healing with them. talking with Ghelryn. After this lengthy conversation,
Zespara tries to convince the character to spend any
D5. The Triboar Travelers remaining downtime apprenticing with Ghelryn.
Triboar Travelers provide personnel and protection D9. Apothecary
to caravans traveling as far north as Mirabar or as far
south as Waterdeep. All of this is organized by Urlam The apothecary is run by Blackfish Sprought (CG
Stockspool (N male human spy), a dapperly dressed male gnome druid), a dirt-covered gnome who loves
businessman who is also a high-ranking member of to spend most of his time in the garden. Assuming
the Zhentarim. If any of the characters belong to the that the characters can convince him that they are
Black Network, then Urlam promises to “take care not agents of Vecna, Blackfish is willing to cast any
of them.” This special treatment involves spreading druid spell of 4th level or lower for 25 gp per spell
the word that the characters are under his protec- level.
tion. Citizens of Triboar will now treat the characters
with fearful deference, providing them a 10 percent Blackfish has long harbored suspicions that some-
discount on any goods or service. thing sinister is going on in Gwaeron’s Slumber (area
D10) and encourages the characters to investigate.
D6. Northshield House If the characters find and defeat the oni who haunts
the forest, then Blackfish offers them 250 gp worth of
The Northshield House is a clean, quiet inn run by free spells as well as a periapt of wound closure.
Urgala Meltimer (LG female human veteran) and
her wife Arsala (NG female human mage). Both are D10. Gwaeron’s Slumber
retired adventurers. Urgala has a short fuse and
is quick to anger, whereas Arsala is prone to long Gwaeron’s Slumber is a mystical forest west of the
contemplations. Arsala enjoys chatting with fellow city that is trapped in a perpetual autumn. Reputed to
spell-casters and, assuming these chats go well, she be the home of Gwaeron Windstrom, god of tracking,
is willing to allow them to copy spells from her spell- rangers and druids from across the Realms make
book. Arsala’s spellbook contains the spells listed pilgrimages to this forest in hopes of receiving his
in the mage entry of the Monster Manual. Arsala blessing. The alleged deaths of the gods have only
charges 75 gp per spell level, although she supplies increased the allure of this locale. Occasionally a
the inks and components needed for the transcrip- visiting supplicant disappears, allegedly enlisted by
tion. Gwaeron to join his eternal hunt amidst the wilds of
the Beastlands.
D7. Boar’s Rest
The truth is less divine. An oni named Sukabenjā
Waist-high weeds surround this abandoned stone dwells in a hillside cave near the western edge of the
mansion. Boar’s Rest was once the home of an arro- forest. It dupes unsuspecting rangers by appearing
gant wizard, Hyuth Kolstaag. Shortly after Vecna’s before them as Gwaeron Windstrom. Once their
conquest, Hyuth challenged the authority of a passing guard is down, the oni then kills and eats them. The
lich. The wizard and his gargoyle bodyguards were oni is a wary hunter and will only approach char-
promptly disintegrated. Over time, six ettercaps have acters who appear to be alone. It is quick to flee if
settled into the mansion and now hide within its light- confronted in the forest, but fights to the death if
less halls. Much of Hyuth’s wealth has been lost over encountered in its cave.
the years, but characters brave enough to explore the
mansion can find six gems (worth 500 gp each), brac- Developments
ers of defense, and a +1 wand of the war mage.
If the characters spend more than a day in Triboar,
D8. Foehammer’s Forge then they are approached by Janele Karnveller. Janele
tells the characters that the mountain giants are
This weapon and armor shop is run by Ghelryn “bleeding them dry” with their demands for tribute.
Foehammer (LG male dwarf veteran) a renowned She mentions that a mountain giant band should be
blacksmith who was bestowed the honorary title of arriving “any day now” to take their bimonthly tribute
Royal Armorer many years ago by the former king and that she believes that the time has come for the
town to finally stand up to them. Janele urges the
52 Chapter 6 Intermediary Locales
Glumglum descends upon Triboar
characters to kill the giants, promising a 1,000 gp Glumglum has 1 level of exhaustion. The goblins
reward if they do so. She is willing to supply three of are placed into one of the wagons and the creatures
her personal guards (veterans) to assist the charac- begin their journey back to Grudd Haug.
ters.
Janele plans to attack the giants with or without
The rest of the city, including the Lord Protector, the characters’ aid. If the characters refuse to help
Daratha Shendrel, discourage the characters from her, Janele waits until the creatures are drunk and
doing this, although they do not actively stand in their then rallies enough support from the townsfolk to
way. Daratha indicates that the mountain giants will overpower and slay the goblinoids and ogre. The only
doubtlessly retaliate and that the town does not have way to deter Janele from attacking the giants is to
the resources to fend off this inevitable retribution. convince Daratha to double the compensation paid
She pleads with the characters to persuade Janele to for Janele’s lost horses. The town already pays Janele
stand her ground. Zephyrus echoes Daratha’s sen- a sizable sum, so Daratha is reluctant to increase it.
timents, refusing to participate in any aggressions Convincing Daratha to do so requires a successful
against the mountain giants. DC 20 Charisma (Persuasion) check.
Two days later, the mountain giant (see appendix Regardless of how it happens, if the giants are
B) Glumglum arrives with two ogres, four bugbears, slain, then the city celebrates. If the characters
and ten goblins, as well as two empty wagons. helped, then they are celebrated as heroes. However,
Glumglum demands “all the horsies,” as well as two months later a small army of ogres, bugbears,
“twenty-teen casks of ale.” If the characters do not and goblins led by twenty mountain giants returns
intervene, then the creatures camp out in the mar- to the city, destroying more than quarter of it before
ket square for the day, drinking ale and demanding departing with a dozen wagons loaded down with
food. By the end of the day, the goblins pass out, the plunder.
ogres and bugbears have 3 levels of exhaustion, and
Chapter 6 Intermediary Locales 53
Temple of Elemental Unity the portal if they have burrowing speed. If the yellow
Area E diamond is carried 30 feet beneath the surface, then
the diamond begins to glow brightly, signaling that it
The Temple of Elemental Unity is in the Dessarin has absorbed the energy of the portal. If a character
Hills, roughly 20 miles southeast of Triboar. The burrows another 30 feet into the earth, then they are
temple has been constructed entirely with elemen- transported to the Elemental Plane of Earth. Alterna-
tal magic. The cultists raised a hemisphere of raw, tively, if a character casts meld into stone and enters
jagged stone straight from the earth. They then the portal, then the yellow diamond also glows bright-
hardened the stone with flames before sculpting and ly, absorbing the energy of the portal. If the character
shaping it into the shape of a temple with blasts of air remains melded within the stone of the portal for
and geysers of water. The resulting temple is a large, more than one minute, then they are transported to
savage-looking building obviously not built to satisfy the Elemental Plane of Earth. The newly empowered,
any sense of civilized aesthetics. brightly glowing gemstone functions as an elemental
gem (yellow diamond).
Water-hewn steps lead into the western side of the
temple. The interior of the hemispherical building Portal of Fire
is spacious and houses four portals to the elemental
planes. A doorway of flame burns along the southern The fire portal opens into a long, flame-filled tunnel.
wall and a doorway of raw earth, scarcely distinguish- Whenever a character enters or begins their turn
able from its neighboring stone, is set into the north- within this tunnel they take 21 (6d6) fire damage. If
ern wall. In the center of the temple is a pool of water, the red corundum from Baba Harpell is carried 90
and a shaft is carved into the ceiling above it. When feet into the tunnel, then the gemstone begins to glow
the characters arrive, the temple is occupied by two brightly, signaling that it has absorbed the energy of
cult fanatics and a fusion elemental (appendix B). the portal. The flames begin to subside, now dealing
The cultists are friendly to the characters, encourag- only 7 (2d6) damage. If a character continues another
ing them to give worship to the Elemental Eye. How- 90 feet into the portal, then they are transported to
ever, the cultists attack any characters who appear the Elemental Plane of Fire. The newly empowered,
to be sabotaging the portals. For more details on the brightly glowing gemstone functions as an elemental
Cult of the Elemental Eye, including how characters gem (red corundum).
might join their faction, see Doomed Forgotten Realms:
Sword Coast Gazetteer. Fiery Craftsmanship. If the characters are carry-
ing Zespara’s perfect blade when this gem is trans-
Three hours after the characters arrive at the tem- formed into an elemental gem, then Zespara urges
ple, a patrol of four cult fanatics, two water elemen- them to take the gem to a blacksmith. Zespara hopes
tals, and a pack of five hell hounds arrives at the to use the blacksmith to break the gem and use the
temple. If they notice any dead bodies or sabotaged summoned fire elemental to improve the craftsman-
portals, they immediately attack the characters. ship of the perfect blade. If the characters complete
this task, then Zespara’s perfect blade gains the prop-
Portal of Air erties of a flame tongue.
The ceiling’s shaft is 10 feet in diameter and filled Portal of Water
with fierce, howling winds. It impossibly extends
hundreds of feet, despite the temple being only 50 The water-filled well descends indefinitely. Although
feet tall. The sheer walls of the shaft, coupled with the surface of the water is placid, the water itself is
clutching gusts of air, makes climbing by normal filled with grasping currents that seem to pull the
means impossible. If the blue sapphire is carried 90 characters ever deeper. Swimming upwards against
feet into the shaft, then the gemstone begins to glow these currents counts as difficult terrain. If the em-
brightly, signaling that it has absorbed the energy of erald is carried 900 feet into the well (the distance
the portal. The winds diminish in their intensity. If a that a character with a base walking speed of 30 feet
character continues another 90 feet into the shaft, can swim in 3 minutes), then the gemstone glows
then they are transported to the Elemental Plane of brightly, signaling that it has absorbed the energy of
Air. The newly empowered, brightly glowing gem- the portal. The currents subside, and characters can
stone functions as an elemental gem (blue sapphire). now freely swim upwards. If a character continues
another 900 feet into the well, then they are trans-
Portal of Earth ported to the Elemental Plane of Water. The newly
empowered, brightly glowing gemstone functions as
The dirt and stone within the earth portal extends an elemental gem (emerald).
for hundreds of feet. A character can move through
54 Chapter 6 Intermediary Locales
Helm’s Hold F1. Main Gate
Area F
To all appearances, Helm’s Hold now looks to be
Helm’s Hold is a fortified monastery roughly 20 abandoned. The gates of the monastery have been
miles southeast of Evernight. Within the monastery’s broken from their hinges and now rest amidst the
walls are dozens of abandoned buildings, as well as weed-choked cobblestone streets. Signs of animal life
a central district known as the Heartward. The most are in abundance, but other than empty building after
dominant building in Helm’s Hold is the Cathedral of empty building, no evidence of human life is present.
Helm, a towering and inspiring edifice of pale gray Helm’s Hold appears to be little more than a ghost
stone that is visible from miles away. A few notewor- town.
thy locations include:
Chapter 6 Intermediary Locales 55
F2. Flames of the Infernal Dexterity check using thieves’ tools. Within the bin
can be found the jacinth shroudstone of the Ancients
When Vecna’s legions besieged Helm’s Hold, one of (see appendix D) and a strange adamantine sphere
the lich generals demolished the northeastern wall (see the sidebar). In addition to the shroudstone and
with a gout of apocalyptic flame that temporarily sphere, the Redeemer carries a month’s worth of
opened a portal to the Nine Hells. Devils of all kinds water and rations, and enough spare parts for three
streamed forth, rapidly overwhelming the monas- repairs.
tery’s weary defenders.
Lord Tyranax
This wall of roasting fire burns to this day, a sober-
ing reminder of Helm Hold’s fall. The portal itself is The Adamantine Sphere
now closed but the crackling flames still occasionally The adamantine sphere is smooth and featureless. Any
cast strange, devilish shadows. Any creature that character who makes a successful DC 15 Wisdom (Percep-
passes through the flames takes 4d6 fire damage. If tion) check can hear liquid faintly sloshing around inside.
that creature is carrying one of Baba Harpell’s inert Nothing short of a disintegrate spell can break the sphere
gemstones, then the gemstone burns briefly with a open. The sphere contains a magically preserved, trout-
bright, green flame. The newly empowered gemstone sized goldfish called Sylgar, the wayward pet of Xanathar,
functions as an infernal gem (appendix D). The wall former beholder crime lord of Waterdeep. For more on
of flames only holds enough infernal energy to em- Xanathar, see appendix B.
power one gemstone.
F3. Cathedral of Helm
This great edifice of towering stone is one of the few
fully intact buildings within Helm’s Deep. The cathe-
dral now serves as a garrison for the igneous knight
(see appendix B) Lord Tyranax, and the four wights
that currently serve as his protégés.
Most of the cathedral’s treasures have been
plundered, although a watchful helm (appendix D)
rolled under the pews many years ago and has since
been gathering dust. Any character who worships
Helm finds themselves inexplicably drawn to the
watchful helm if they approach within 100 feet of the
cathedral.
F4. The Heartward
The Heartward is surrounded by dirty, desolate shop
fronts. Decrepit gallows, upon which roost hundreds
of ravens, sit ominously in the center of the square.
Other than the ravens’ guttural croaks, the only
sound to be heard is the creaking of rusty chains
from a sign blowing in the wind. The faded sign
reads, “Ol’ Dirty Dwarf.”
In the center of the square is a bulky, armored
coach made from infernal iron. The vehicle has iron
jaws mounted on its front and is covered in spikes.
The vehicle is known as the Redeemer and belongs
to Lord Maximus, who is currently being held captive
inside the Old Dirty Dwarf. For more details on the
Redeemer see appendix E.
Anyone who actively searches the Redeemer and
makes a successful DC 20 Intelligence (Investigation)
check finds a hidden cargo bin. The bin can be easily
opened when the vehicle is powered. Powering the
vehicle requires a soul coin (see appendix E). Other-
wise, opening the bin requires a successful DC 20
56 Chapter 6 Intermediary Locales
F5. The Old Dirty Dwarf process. If not silenced, there is a 20 percent chance
each round that 1d4 thugs join the fray.
There are three entrances to the Old Dirty Dwarf,
one in the front and two in the back. The interior is Maximus is currently at 20 hit points. His manacles
clean and smells faintly of aromatic incense. Tables can be opened by a character who makes a success-
and chairs that could seat close to a hundred patrons ful DC 10 Dexterity check using thieves’ tools. If
make the place seem even emptier than it truly is. freed during combat, Maximus aids the characters to
Three Bloods of Vecna (thugs) and a Tooth of Vecna the best of his ability. The key to the manacles is car-
(appendix A) are seated at a bar drinking ale (their ried by the Tooth of Vecna, as well as three cones of
positions are indicated by B and T on the map, re- incense (worth 20 gp each) used by the mage to mask
spectively). A Finger of Vecna (spy) is interrogating a the unpleasant odor of the wight.
scarred, bleeding human in tattered clothes (F and M
on the map, respectively). The injured human is Lord When combat has ended Maximus goes behind the
Maximus (LG male human knight) and he is mana- bar to retrieve his greatsword, heavy crossbow, a suit
cled to a large table. A wight (W on the map)stands of devil bone armor (same statistics as plate armor),
guard near the front entrance. and a sack that contains six soul coins and four flasks
of demon’s ichor (see appendix E for details). He then
These Vecnans are part of a large force that oc- urges the characters to board the Redeemer. After
cupied Helm’s Hold two days ago. They know that briefly instructing the characters on how to use any
Maximus has one of the shroudstones of the Ancients relevant action stations (see appendix E), Maximus
and are torturing him to learn its location. Thus far, uses a soul coin and a flask of demon ichor to start
Maximus has resisted their tortures. The Vecnans at- the vehicle. He then races for the entrance to Helm’s
tack any intruders, shouting for reinforcements in the Hold (F1).
Chapter 6 Intermediary Locales 57
The Chase The creature is Gigantus, a zombie purple worm.
Use the purple worm stat block with the following
It is one thousand feet from the Old Dirty Dwarf to changes:
the main gate. The Redeemer normally has a speed
of 50 feet. However, since Maximus poured a flask J The zombie purple worm is undead.
of demon ichor into the vehicle’s furnace, its speed
increases to 80 feet. Maximus uses his bonus action J It has immunity to poison damage and the poi-
each round to give the Redeemer the Dash action.
Consequently, the Redeemer moves 160 feet each soned condition.
round, reaching the main gate in 6 rounds.
J It has the Undead Fortitude trait. If damage
Round 1. While driving toward the main gate, Max-
imus yells at the characters to keep their heads down reduces the zombie to 0 hit points, it must make
and shoot anything that moves. a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or
Round 2. Two Fingers of Vecna (spies), each from a critical hit. On a success, the zombie drops
mounted atop a scuttling giant severed hand (see to 1 hit point instead.
appendix B) and armed with a shatterskull (see ap-
pendix D), emerge from an abandoned building and Gigantus fights to the death, directing its attacks
chase the Redeemer. The hands use the Dash action against the Redeemer. The purple worm must be
to keep pace with the characters, while the Fingers killed before the Redeemer can pass through the
throw their skulls on round 3 and then attack with main gate. Once the worm is slain, the Redeemer
their hand crossbows on any remaining rounds. plows through the beast’s corpse, bits of rotting
flesh spitting out through pipes on both sides of the
Round 3. Any character with a passive Perception vehicle. If it appears that they are about to be over-
of 15 or higher notices ten spies hiding atop the roof whelmed, Maximus pulls the Redeemer into reverse
of a nearby building that the Redeemer will drive past and heads for area F2, dramatically crashing through
on round 4. the wall of flame before escaping Helm’s Hold.
Round 4. Ten spies unleash a volley of crossbow Beyond Helm’s Hold
bolts upon whichever characters appear to be most
vulnerable and wounded. Once the Redeemer is safely a few miles from Helm’s
Hold, Maximus slows the vehicle down to introduce
Round 5. Three wights behind a hastily erected himself. He is a Hellrider, one of an elite order of
wall attempt to barricade the road. The Redeemer knights dedicated to protecting the Realms from Zari-
smashes through the wall easily, using its Crushing el’s infernal incursions (see Doomed Forgotten Realms:
Wheels property upon the wights. Maximus yells for Sword Coast Gazetteer for additional details regard-
any characters manning the Chomper or Wrecking ing Zariel). Months ago, Maximus was tasked with
Ball stations to also attack the wights. delivering the jacinth shroudstone of the Ancients to
a mysterious contact in Thornhold. Maximus only
Round 6. At the end of round 6, read or paraphrase knows that the shroudstone was retrieved from the
the following: ninth layer of Hell, costing the lives of hundreds of
Hellriders in the process, and that destroying it will
As you near the main gate, the earth begins to rum- hurt Vecna. Maximus knows that the contact lives
ble ominously. The ground undulates, spewing forth hidden beneath Thornhold, but does not know the
waves of broken cobblestone. Suddenly, a massive identity of the contact. He only knows that he is sup-
sinkhole opens up between the Redeemer and the posed to ask the contact to destroy the shroudstone,
main gate. Maximus curses loudly, jerking a lever while offering the adamantine sphere as payment.
slamming his foot into a pedal. There is the smell of
burning rubber as the Redeemer lurches, almost falling Along the way to Thornhold, Maximus learned of
over, as it skids to a sudden halt. Just then a rotting the recovery of the ruby shroudstone and bunkered
leviathan heaves itself from the sinkhole, blocking the within Helm’s Hold to await its delivery. While wait-
gate. This massive worm-like creature has mottled ing he was ambushed and captured by Vecnans.
purple flesh the color of bruised skin, and its gaping
tooth-lined maw looks large enough to swallow the Maximus is unwaveringly lawful good. He sees
Redeemer whole. the world in starkly opposed black and white. To
Maximus, compromise is the slippery slope to moral
damnation. He is a loner by nature, but his military
training has taught him to appreciate the tactical
necessity of allies.
58 Chapter 6 Intermediary Locales
Leilon ten jet gemstones (100 gp each), a black sapphire
Area G (5,000 gp), three gold-plated statues (2,000 gp each),
a large stained glass window (500 gp), a custom-craft-
Leilon is a small town near the High Road, nestled ed set of Cormyrian silverware (200 gp), a suit of
between mountains to the east and coastal mudflats elven chain, a dagger of venom, boots of striding and
to the west. South of Leilon is the Mere of Dead Men, springing, gloves of thievery, a sentinel shield, and a
a trackless swamp created almost a thousand years wand of fireballs.
ago by the lich Iniarv.
Unless the characters enter Leilon by stealth, they
The town is currently under the control of the Cult are confronted by two cult fanatics, ten cultists, and
of the Dragon. This particular cell serves the ancient twenty kobolds. The cult leaders politely insist that
black dragon twins, Voaraghamanthar and Waervaer- the characters pay a 50 gp tithe to the “draconic lords
endor. Few know of the existence of both dragons as of Leilon.” A successful DC 15 Charisma (Intimida-
they pretend to be a single dragon, Voaraghamanthar. tion or Persuasion) check reduces this fee to 25 gp.
Both of the dragons are currently away, doing the bid- If Maximus is with the characters, then he loudly
ding of Tiamat, and have left their offspring, Weslum announces that the Hellriders never accommodate
and Wulzour (young black dragons), to watch over terrorist demands. He then insists that the characters
Leilon. aid him in ridding Leilon of this “draconic plague.”
Over the last twenty years, Voaraghamanthar and If negotiations seem as if they are about to turn
Waervaerendor have grown fearful of death, search- violent, then the kobolds scramble through the city,
ing for ways to ensure their immortality. To these yipping to one another in Draconic. Word of possi-
ends they are searching the Mere of Dead Men for ble violence reaches Weslum and Wulzour within 5
the Twinned Crown of Uthtower, which they believe minutes. The dragons angrily arrive 2 minutes later,
will boost their powers by increasing their kindred demanding compensation of no less than 500 gp for
connection. The dragon twins have also been experi- their troubles. If the characters refuse to pay, then
menting with an abandoned yuan-ti cloning laborato- the dragons attack mercilessly, retreating to their
ry, found within a derelict manor in the Mere of Dead lair only if one of them is reduced to 45 or fewer hit
Men. In fact, their alleged offspring, Weslum and points.
Wulzour, are immature clones of the twins that they
are preparing to serve as vessels for potential reincar- Alternatively, if the characters pay their tithe and
nation. maintain peaceful relations, they might befriend
the Cult of the Dragon, although doing so makes
Fifty Cult of the Dragon members (forty-five Maximus unhappy. For more details on the Cult of
cultists, four cult fanatics, and one mage) are the Dragon, including the benefits of faction mem-
housed throughout Leilon. They are served by one bership, see Doomed Forgotten Realms: Sword Coast
hundred kobolds who are scattered about the town Gazetteer.
and mud flats. Weslum and Wulzour lair in a murky
pond half a mile west of Leilon. Their treasure, As the characters complete their journey to
scattered throughout the silt of their lair, consists of Thornhold, advance them to 7th level.
5,000 gp, one hundred obsidian gemstones (worth
10 gp each), twenty onyx gemstones (50 gp each),
Chapter 6 Intermediary Locales 59
Chapter 7 nearby Mere of Dead Men discovered this pool of
slime and began to worship it as a god. The bully-
Thornhold wugs are vicious creatures, despised by all factions,
as they indiscriminately capture and sacrifice any
After a long journey, the characters finally arrive at Thorn- who pass near Thornhold. Currently trapped in a
hold. They must then battle through slime-worshipping bul- delusional spiral of paranoia, Xanathar is oblivious to
lywugs and navigate a deadly, trap-riddled dungeon. Doing their recent settlement of Thornhold.
so, they discover Xanathar, the beholder that was formerly The interior of Thornhold’s courtyard is too mud-
a crime-lord of Waterdeep. After reuniting Xanathar with its dy for the Redeemer, so it must be entered on foot.
beloved goldfish, the characters are offered an opportunity Maximus insists on bringing the shroudstone of the
to ally with the grateful beholder. Ancients and adamantine sphere with him. He re-
minds the characters that his contact resides in a hid-
n the years since Vecna’s conquest, den lair beneath Thornhold. Maximus does not know
Thornhold has traded hands multiple much about the lair, only that it can be accessed from
times before falling into eventual disuse jail cells that are, in turn, accessed through the keep’s
and abandonment. The exiled Xana- throne room. Maximus also reminds the characters
thar, at the time living in the Underdark, eventually that the contact can supposedly help them figure out
created a hidden lair beneath the fortress. Years later, how to destroy the shroudstones.
a large pool of grotesque slime, lingering remnants
from the slain demon lord Juiblex, bubbled up from
the keep’s courtyard. A tribe of bullywugs from the
Influence of Juiblex Bullywug Traits
The influence of the Demon Lord of Ooze manifests in Bullywugs have the following traits:
several ways in Thornhold. Amphibious. The bullywug can breathe air and water.
Blessing of Juiblex. For the next 24 hours you are filled Speak with Frogs and Toads. The bullywug can communi-
with a terrible hunger. For every four hours you go without cate simple concepts to frogs and toads when it speaks in
eating, you gain one level of exhaustion. You also have Bullywug.
resistance to acid damage for the duration of this blessing. Swamp Camouflage. The bullywug has advantage on Dex-
Holy Ichor of Juiblex. This sticky, adhesive ichor corrodes terity (Stealth) checks made to hide in swampy terrain.
flesh. As an action, you can throw this flask up to 20 feet, Standing Leap. The bullywug’s long jump is up to 20 feet
shattering it on impact. Make a ranged attack against a and its high jump is up to 10 feet, with or without a run-
creature or object, treating the flask as an improvised ning start.
weapon. On a hit, the target takes 1d4 acid damage at the
start of each of its turns. A creature can end this damage by
using its action to make a DC 10 Dexterity check; on a suc-
cess, it can scrape off the acid. The ichor’s acidic properties
expire after five days.
60 Chapter 7 Thornhold
The Ruins of Thornhold H2. Frog Stables
Area H
The consistency of the ground within these stables
H1. Muddy Courtyard fluctuates between runny mud and viscous water,
depending upon the whims of the weather. There is a
This courtyard is a messy quagmire of grass and mud 20 percent chance that any 5-foot square within the
that counts as difficult terrain. Sacrificial pillars have stables is functionally equivalent to quicksand (see
been erected throughout the courtyard and decayed chapter 5 of the Dungeon Master’s Guide). Living
corpses of victims hang from them. At any given within the stables are twenty-five trained giant frogs.
time, ten bullywugs and five giant frogs are within
the courtyard, either on patrol or worshipping at the H3. Bullywug Dens
edge of a 30-foot pool of seething, putrid olive-colored
slime. Each bullywug carries a ceramic flask filled These dilapidated buildings, in the process of being
with the holy ichor of Juiblex. reclaimed by the wilderness, would no longer be con-
sidered inhabitable by any civilized standards. The
The pool of slime is blood from Juiblex that has sagging roofs are riddled with holes; the floorboards
seeped up from the Underdark. It oozes across the have rotted away, and small, twisted marsh plants
courtyard at an imperceptibly slow speed, its tracks bloom within the buildings. The bullywugs enjoy
swallowed up by the ever-hungry muck. Any creature resting within them, however, as they provide a small
that enters or begins their turn within the pool of amount of shelter from the midday sun. At any given
slime takes 27 (5d10) acid damage. Any character time, five bullywugs squat within each building.
who makes a successful DC 15 Intelligence (Arcana)
check discerns the pool’s abyssal nature and its H4. Gaollia Stables
connection to Juiblex. Any character who makes a
successful DC 13 Wisdom (Insight) check discerns a The interior of these chambers has long since rotted
dark, palpable hunger emanating from the pool. If a away. Each is currently occupied by two gaollia (see
character throws or shoves a living creature into the appendix B). Near each gaollia is an empty feeding
pool of slime and the pool subsequently reduces that trough and a leather harness. Any character who
creature to 0 hit points, then the character receives makes a successful DC 13 Intelligence (Nature)
the blessing of Juiblex. check recalls that gaollia are used by the various
If a bullywug detects a character it lets out a loud swamp races for the transport of treasure and pris-
croak of alarm, alerting its allies. All of the bullywugs oners. The character also knows that frightening
and giant frogs from the courtyard, as well as those or harming a gaollia reflexively triggers an influx of
from the bullywug dens (area H3), rush to the char- acid into the gaollia’s stomach, destroying any cargo
acters’ location. If the characters actively engage in therein. If a gaollia is fed the bullywug brew from
battle, then the bullywugs use their Speak with Frogs area H5D, then they vomit forth the contents of their
and Toads trait to rouse the giant frogs from area 2, stomachs. Similarly, any character who makes a suc-
inciting a giant frog stampede. The giant frog stam- cessful DC 15 Wisdom (Animal Handling) check can
pede occupies a 25-foot square and moves 60 feet a coax a gaollia into vomiting.
round. The giant frog stampede can enter the square
of another creature; if it does so, then that creature H4a. Western Goallia Stable
must make a successful DC 15 Dexterity saving
throw or take 14 (4d6) bludgeoning damage. Bully- The first gaollia holds 1,000 sp, and seven fist-sized
wugs and giant frogs automatically succeed on this orbs of polished petrified wood (worth 100 gp each)
saving throw, as does any character grappling one of within its stomach. The second gaollia holds a staff
them. Once the stampede has run past the charac- of the python and a waterproof bladder that holds a
ters, it then disperses, the giant frogs fleeing to hide packet of dust of dryness within its stomach.
amidst the muck of the courtyard.
H4b. Eastern Goallia Stable
Any character who makes a successful DC 10 Wis-
dom (Perception) hears what sounds like muffled
cries for help from inside one of the gaollia. Emerson
(NG male elf commoner), a kidnapped villager from
Leilon, is trapped within this gaollia. If freed, Em-
erson complains that he has been a prisoner of the
bullywugs for more than a month. For much of this
time he was trapped within one of the jail cells (area
H6B) but after he discovered a secret door within his
cell the bullywugs moved him into the gaollia. The
door was locked, so Emerson never discovered what
lay beyond it.
Chapter 7 Thornhold 61
62 Chapter 7 Thornhold
H5. Thornhold Keep (+5 to hit). His trident deals 7 (1d8 + 3) piercing
damage.
Like its surrounding environs, Thornhold Keep is
overgrown with muck and lichen. Its stone walls are In battle, the Grand Googleglumpglump rides Big
crumbling as they are pried apart by burrowing vines. Belly, a monstrous frog that has the same statistics as
Large globs of slime drip onto floors that are slick a giant frog with the following changes:
with moss, and the interior is insufferably humid.
The front doors to the keep are always open; all other J Big Belly is Large.
doors are closed but unlocked. A large hole in the
keep’s southern wall leads to area H5B from the out- J It has 30 (4d10 + 8) hit points.
side. The following is a brief summary of its interior:
J It has a Strength of 16 (+3) and a Constitution of
H5a. Foyer
14 (+2).
Three slime-touched bullywugs (see appendix B)
crouch in the corners of this room, standing guard. J Its Bite action has a +5 to hit and deals 6 (1d6 +3)
H5b. Dining Room piercing damage. If the target is grappled, then it
has escape DC 13.
A black pudding lurks on the ceiling of this room. It
attempts to devour any creature that enters, including J Its Swallow action can be used against a Medium
bullywugs and giant frogs.
or smaller target.
H5c. Pantry
Also residing in this room is the bullywug shaman,
Two slime-touched bullywugs are in this room, Pharblex Spattergoo. He has the same statistics as a
weaving tapestries and baskets from muddy reeds. mage with the following changes:
H5d. Kitchen J Pharblex has a swim speed of 40 feet.
This room is the bullywug equivalent of a kitchen. A J He has the Amphibious, Speak with Frogs and
cauldron of inedible stew congeals in the corner of
the room. Three barrels and twenty ceramic flasks Toads, Swamp Camouflage, and Standing Leap
are filled with bullywug brew, a fermented mix of traits (see the Bullywug Traits sidebar).
abyssal slime, rotted flesh, and damp lichen. Any
character who smells the brew must make a success- J He has immunity to acid damage.
ful DC 10 Constitution saving throw or spend their
action vomiting. Any character who consumes the J He has immunity to the restrained condition, if the
brew must make a successful DC 15 Constitution
saving throw or become afflicted with the poisoned condition is applied by an ooze.
condition until they next finish a short or long rest.
J He can breathe ooze.
H5e. Barracks
J If he casts a spell that inflicts damage, then the
Five slime-touched bullywugs sleep within the
room’s foot-deep mud. They can be spotted with a spell inflicts acid damage instead of its usual
successful DC 15 Wisdom (Perception) check. damage.
H5f. Bar In battle, Pharblex uses his immunity to acid damage
to fight from inside a gelatinous cube that follows
This muddy, overgrown room once served as a bar. It Pharblex’s commands. While inside the gelatinous
is currently unoccupied, but in the corner of the room cube, Pharblex has three-quarters cover.
is an intact keg of dwarven ale worth 100 gp.
The doors to areas H5H and H5I are hidden behind
H5g. Great Hall a tangle of vines. The door to area H5H is poorly con-
cealed and easily found by anyone who searches the
This is the throne room of the Grand Googleglump- chamber. The door to area H5I can be detected by a
glump of the Thunderous Croaks and Unrivaled character who makes a successful DC 10 Wisdom
Ribbits, the Breaker of Frogs and Slayer of Lizards. (Perception) check.
He has the same statistics as a veteran with the fol-
lowing changes: H5h. Western Staircase
J The Grand Googleglumpglump has a swim speed This stone chamber remains untouched by the
swamp that has otherwise overtaken the keep. A
of 40 feet. spiral staircase descends to area H6.
J He has the Amphibious, Speak with Frogs and H5i. Eastern Staircase
Toads, Swamp Camouflage, and Standing Leap The vine-covered door leading to area 5G is visible
traits (see the Bullywug Traits sidebar). from this chamber. A spiral staircase leads to the
upper levels of the keep. These levels have long since
J Instead of a longsword, shortsword, and heavy been looted and are avoided by the bullywugs, who
prefer living on the keep’s ground level. As such, they
crossbow, he wields a trident of fish command remain unmapped.
Chapter 7 Thornhold 63
Xanathar’s Lair of necrotic energy at them. The ray has a +8 attack
Area H (COntinued) bonus to hit. Any character who is hit by the ray must
make a DC 16 Constitution saving throw, taking 36
Xanathar hides beneath the vine-strewn ruins of (8d8) necrotic damage on a failed save, or half as
Thornhold. Since its exile from Waterdeep, its para- much damage on a successful one. The locks can be
noia has become so inflamed that it can longer effec- picked by a character who makes a successful DC 20
tively function. Unable to trust any sentient creature, Dexterity check using thieves’ tools. The doors can
Xanathar lives in complete isolation. Once there was also be forced open with a successful DC 20 Strength
no secret, no matter how small, that escaped its no- check.
tice. Now, the beholder is so wrapped up in trying to
hide from imaginary opponents that it remains obliv- If the word, “Vecna” is spoken aloud, then the door
ious to the world around it. Xanathar currently hides in the floor unlocks and opens, revealing a staircase
in the heart of a trap-filled catacomb that it never that leads to area H8. If the words “Xanathar” or
leaves. Because its greatest fear is being discovered “beholder” are spoken aloud, then the eastern door
by Vecna, the traps of its lair are specially designed to unlocks and opens. After the eastern door opens, a
deal with undead intruders. disembodied mouth filled with brutally sharp teeth
shrilly announces, “The Master awaits you in the
H6. Basement next room, but please do not disturb his meditations,”
before fading into nothingness.
These plain chambers of finished stone are coated in
a thin layer of slime. The ochre slime is revolting but H8. Antir’s Tomb
harmless.
This small tomb is empty except for a plain stone
H6a. Dungeon sarcophagus that rests upon the floor. Written atop
the lid of the sarcophagus is the following:
The area contains six empty, unlocked jail cells. The
keys to the cells are discarded on the floor of the HEREIN LIES ANTIR,
room. A secret door hidden in one of the cells can be THE GREAT DEATH,
discovered by any character who searches for it. The FATHER OF THE SEVEN ABORTIONS,
secret door is locked, but can be opened by one of the AND LOYAL SERVANT
discarded keys, or forced open with a successful DC TO THE MAIMED LORD VECNA
15 Strength (Athletics) check. Alternatively, the lock
can be picked by a character who makes a successful A character who makes a successful DC 15 In-
DC 15 Dexterity check using thieves’ tools. telligence (History) check remembers that Antir
was a powerful lich who served Vecna during his
H6b. Workshop conquest of the Sword Coast. However, the character
also knows that Antir has no notable connection to
This area was used by Pharblex to craft ceramic Thornhold.
vials. Within is a set of potter’s tools, two casks of
bullywug brew, and three ceramic flasks filled with Xanathar created this fake tomb as a red herring
the holy ichor of Juiblex. for any tomb robbers, particularly those loyal to
Vecna. Xanathar’s hope was that it might be able to
H7. Trial of the Zealot placate such robbers with a token amount of trea-
sure, making it less likely that they would persist in
This is a rocky, cavernous room with no apparent their explorations.
exits. A large eye, more than a foot in diameter, is
carved into the western wall. Ten smaller eyes are The lid to the sarcophagus is heavy but opens with
arranged in a circle around the larger eye. The words, effort. Inside is a gaunt, skeletal corpse with withered
“WHO IS THE ONE-EYED LORD OF SECRETS?” flesh stretched tight across its bones. A successful
are carved into the northern wall in Common. Any DC 15 Intelligence (Arcana) check reveals it to be a
character who makes a successful DC 10 Intelligence normal corpse and not a lich. An aquamarine (worth
(Arcana) check recognizes the pattern of eyes as that 1,000 gp) rests within the socket of the corpse’s left
of a beholder. eye. Clutched in its left hand is a wand of magic
missiles. The wand is cursed so that if used against a
Two secret doors are here, one in the center of the beholder, it explodes, dealing 35 (10d6) force damage
floor and the other in the eastern wall. Both doors to all creatures within 5 feet of it.
are well-hidden and can only be found by a character
who makes a successful DC 25 Wisdom (Perception)
check. These doors are also locked and trapped. If a
character attempts to pick the lock on either door or
to force them open, the fifth small eye shoots a ray
64 Chapter 7 Thornhold
H9. Meditation Chamber must make a DC 15 Charisma saving throw, taking
21 (6d6) radiant damage on a failed save, or half as
This large, spacious cavern is filled with patches much damage on a successful one.
of mushrooms, some of which grow as high as a
human is tall. Twenty feet from the room’s entrance The mushrooms in this cavern are edible fungi
is a luminescent circle of lichen. A spherical creature known as trillimac. A small pool in the northeast cor-
with numerous stalks protruding from it floats within ner of the room contains fresh, drinkable water. Near
the circle. The creature looks to be facing the floor, as the pool, a 10-foot diameter shaft pierces the ceiling.
if sleeping or in meditation. The spherical creature is The shaft winds upwards for 80 feet before ending in
likely to be mistaken for a beholder, but a successful a stone wall that is 5 feet beneath area H17. Halfway
DC 15 Intelligence (Nature) check reveals that it is up the shaft is a cobweb of gossamer strings that can
a gas spore. This gas spore has been modified by be detected by a character who makes a successful
Xanathar so that its Death Burst has a radius of 40 DC 15 Wisdom (Perception) check. If a character
feet. Any creature within range of the death burst enters their space, the strings break, dropping a large
Chapter 7 Thornhold 65
Trillimac character must then make a DC 15 Dexterity saving
A trillimac is a mushroom that grows to a height of four to throw, taking 14 (4d6) bludgeoning damage on a
five feet, and has a broad gray-green cap and a light gray failed save, or half as much on a successful one. The
stalk. The cap’s leathery surface can be cut and cleaned for petrified humanoids shatter upon hitting the floor.
use in making maps, hats, and scrolls (its surface takes
dyes and inks well). The stalk makes a palatable food akin The pressure plates can be detected by making
to bread if it is cleaned, soaked in water for an hour, then a successful DC 20 Wisdom (Perception) check. A
dried. Each trillimac stalk provides 1d6 + 4 pounds of food. character who makes a successful DC 20 Dexterity
check using thieves’ tools can disable it, but a roll of 5
boulder suspended at the top of the shaft. As soon as or lower triggers the trap.
this happens the character hears a rumbling sound
from above. If the character immediately retreats A successful DC 20 Wisdom (Perception) check
from the shaft, then they successfully escape the fall- reveals the secret door in the northern wall. It opens
ing boulder; otherwise, it crashes into the character. if pushed with sufficient force, leading to area H15.
Any character hit by the boulder must make a DC 15
Dexterity saving throw, taking 21 (6d6) bludgeoning H12. Pits
damage on a failed save, or half as much on a suc-
cessful one. Two pits are in this hallway, each of which is marked
with an X on the map. The westernmost pit is a sim-
No doors connect this room to area H19 and the ple pit trap, covered by a large cloth and camouflaged
wall separating these rooms can only be breached by with dirt and debris. The pit is 30 feet deep, 5 feet
disintegration or similar magic. A successful DC 18 across, and spans the width of the hallway. It can be
Wisdom (Perception) check determines that the wall spotted by a character who makes a successful DC
is not part of the natural cavern. 10 Wisdom (Perception) check. Anyone stepping on
the cloth falls through and pulls the cloth down into
The following words, written in Common, are the pit, taking 10 (3d6) bludgeoning damage.
etched into the stone floor near the tunnel to the
southeast: The easternmost pit is adjacent to the other pit. It
is covered by a hidden trapdoor that requires a DC
IF YOU ARE A VAMPIRE, 20 Wisdom (Perception) check to spot. This pit is 40
THEN YOU ARE NOT feet deep, 5 feet across, and spans the width of the
INVITED ANY FURTHER hallway. When a character steps on the trapdoor, it
swings open, causing the character to spill into the
H10. Trapped Hallway pit, taking 14 (4d6) bludgeoning damage. The trap-
door closes after a character falls through it. Once de-
Halfway down this hallway is a tripwire. A character tected, an iron spike or similar object can be wedged
in the lead who is searching for traps spots the trip- between the trapdoor and surrounding floor in such a
wire with a successful DC 12 Wisdom (Perception) way to prevent it from opening. The trapdoor can also
check. Once spotted, it can easily be avoided or dis- be magically held shut using the arcane lock spell or
armed. If the wire is tripped, then a volley of twelve similar magic.
stakes shoots from hidden holes in the northern wall.
The volley has a +8 attack bonus and deals 16 (3d10) H13. Vampire Kill Chamber
piercing damage on a hit. If investigated, the wooden
stakes smell strongly of garlic. The walls of this room are filled with carvings of
hundreds upon hundreds of eyes. Five seconds after
H11. Chamber of Falling Statues the first character enters the room, stone walls slam
down from the ceiling at the places denoted by dotted
There is a pressure plate at each place marked with lines on the map. Running water begins to gush from
an X on the map. Xanathar has disintegrated a hole hundreds of the eyes. Bright illumination, equivalent
in the ceiling above each plate. A petrified humanoid to sunlight, shines from the remaining eyes.
(two humans, an elf, and a dwarf) is suspended with-
in each hole and hidden behind an illusion. If a char- The stone walls have AC 15 and 150 hit points.
acter steps on the pressure plate, then the petrified Reducing a wall to 0 hit points destroys it, allowing
humanoid is released, falling onto the character. The exit from the room. The water level rises 3 inches per
round for a total of 10 rounds. At this point the eyes
stop gushing water and the hundreds of glowing eyes
turn dark. The water level drains from the chamber
over the course of 3 rounds, after which the stone
walls rise back into place, allowing exit from the
chamber.
66 Chapter 7 Thornhold
H14. Lich Kill Chamber H15. Fungal Fool’s Gold
This cavernous room is furnished with a rickety desk A mound of golden coins appears to fill this room. A
and a moldy bed. Between them, a suit of empty plate character who makes a successful DC 18 Wisdom
armor stands at attention. The floor is covered by a (Perception) check notices that the coloration of
thick, tattered green carpet. the coins seems off. The trove is a pile of 200,000
copper coins, coated in yellow mold (see chapter 5
The carpet is non-magical but is enchanted with in the Dungeon Master’s Guide). The pile is large
Nystul’s magic aura so that it radiates transmutation enough that it is impossible to cross the room with-
magic. The desk is covered in yellowed papers that out disturbing the coins. If disturbed, the yellow mold
look to be at least five years old. The papers are ejects a cloud of spores that fills a 10-foot cube. Any
old cargo manifests mixed with detailed maps of creature in the area must succeed on a DC 15 Consti-
Waterdeep’s sewers. Other than dust and mold, there tution saving throw or take 11 (2d10) poison damage
is nothing of note within the bed. The suit of armor and become poisoned for 1 minute. While poisoned
is a helmed horror that attacks if disturbed. The in this way, the creature takes 5 (1d10) poison dam-
helmed horror is immune to the disintegrate, finger age at the start of each of its turns. The creature can
of death, and power word kill spells. repeat the saving throw at the end of its turns, ending
the effect on itself on a successful save.
If a character walks around the rug, then they step
upon a hidden pressure plate, which can be detected Sunlight, or any amount of fire damage, instantly
only by making a successful DC 20 Wisdom (Per- destroys the yellow mold. If a character with the
ception) check. It can be disabled by a character who blessing of Juiblex destroys the mold, then they gain
makes a successful DC 20 Dexterity check using permanent resistance to acid damage.
thieves’ tools, but if the roll is 5 or lower, the trap is
triggered. When the plate is stepped on or triggered, The secret doors leading to areas H11 and H14 are
the stone wall leading into area H12 slams shut. The obvious from this room.
entire room, from the door leading to area H15 to the
stone wall, is affected as per the silence spell. The H16. Lair of Xanathar the Lesser
helmed horror then moves to attack, focusing its at-
tacks on any obvious spell-casters. After 10 minutes, This chamber is a mess of torn carpets and wooden
the silence effect dissipates, and the stone wall rises debris. A spherical creature with a great bulging
back into place. eye, a wide, toothy maw, and four waving eyestalks
floats in the center of the room. This creature is a
The secret door leading to area H14 can be locat- spectator who greets any characters that it can see,
ed with a successful DC 20 Wisdom (Perception) introducing itself, with a stifled giggle, as Xanathar. A
check. The door leading to area H15 is made of successful DC 15 Intelligence (Arcana) check reveals
sturdy wood and is locked. The lock can be picked the true nature of the spectator. Despite any evidence
by making a successful DC 20 Dexterity check made to the contrary, the spectator repeatedly insists that it
using thieves’ tools, but if a character fails this check, is Xanathar, although it giggles any time that it makes
then a needle shoots from the lock, pricking their this claim. It says that it must “give great thought”
finger. The character takes 1 piercing damage, 11 to any questions posed to it, asking the characters
(2d10) poison damage, and must succeed on a DC 15 to return in one month for an appropriate answer. If
Constitution saving throw or be poisoned for 1 hour. shown the adamantine sphere, it feigns excitement
A character who examines the lock before attempting and asks for the characters to leave it behind. A suc-
to pick it can deduce the trap’s presence on a suc- cessful DC 10 Intelligence (Insight) check is sufficient
cessful DC 15 Intelligence (Investigation) check; a to determine that the spectator is bluffing and knows
subsequent successful DC 10 Dexterity check using nothing about the sphere. The spectator will defend
thieves’ tools disarms the trap, removing the needle itself if attacked but is otherwise friendly.
from the lock.
The staircase to the west leads to area H17 and is
The door can be forced open by making a success- hidden behind an illusory wall where the dotted line
ful DC 15 Strength check. However, four pikes are is. The illusion can be detected with a successful DC
wedged against the back of the door so that the char- 15 Intelligence (Investigation) check. The spectator
acter forcing the door open takes 22 (4d10) piercing attacks any character who tries to enter the staircase.
damage in the process.
Settled amidst the room’s debris is a dusty, glass
fishbowl. Characters who have been carrying the
adamantine sphere note that it is exactly the same
size as the fishbowl.
Chapter 7 Thornhold 67
H17. Palace of Xanathar A successful DC 12 Intelligence (Nature) check
reveals that the violet particles are Underdark spores.
This regal chamber would appear more at home in a Xanathar has infused the spores with faerzress (see
royal castle than a cave. Its floor is covered in deli- chapter 2) to prevent scrying and teleportation.
cate tiles that crack underfoot. Because of the floor’s
fragile nature, it is considered difficult terrain. The Long ago, the fish tank housed Xanathar’s pet fish,
northern wall is lined with multiple bookcases and a Sylgar. It is currently empty.
large table dominates the center of the room. Lumi-
nous violet particles float throughout the chamber. The crystal bowl is a device called a dream nullifier.
A 15-foot long fish tank, filled with murky water, a This bowl-shaped bed magically awakens Xanathar
small coral reef, and a tiny shipwreck, rests against anytime it begins to dream about other beholders.
the eastern wall. Floating next to the gargantuan fish Studying the bed and making a successful DC 15
tank is a shallow, 6-foot-diameter bowl made from Wisdom (Perception) check reveals a small rune
crystal lattice that glows with multicolored light. etched into its bottom. A character who makes a suc-
cessful DC 15 Intelligence (Arcana) check will realize
Hundreds of rare books are arranged upon the that this rune has corrupted the nullifier’s original
shelves, with values ranging from 10 to 100 gp. A enchantments; instead of calming the sleep of its
10-foot diameter passage is hidden behind one of inhabitant, the bed now induces nightmares intend-
the bookshelves. This winding passage descends for ed to heighten Xanathar’s paranoia. This rune was
more than three hundred feet before exiting into the secretly placed upon the nullifier years ago by traitors
Underdark. within Xanathar’s organization.
The table is covered with detailed maps of Water- The shafts leading to areas H9 and H19 are
deep. It also has a ledger that contains incriminating blocked by 5 feet of stone.
information on more than one hundred Waterdhavian
nobles.
The paranoid Xanathar
guarding Sylgar
68 Chapter 7 Thornhold
H18. Xanathar’s Extraordinary Vault thieves’ tools. Xanathar locks and unlocks the chests
using telekinesis. The five treasure chests contain:
The walls and ceiling of this vault are covered in
panels of colored lead, patterned with marble-like J Chest 1. An assortment of exotic spices in airtight
striations. The room itself is filled with the remaining
wealth of the exiled eye tyrant. Five large chests line containers worth 1,000 gp.
the western wall. Next to them is a mixed pile of gold
and platinum coins, and sparkling gemstones. In an- J Chest 2. Dozens of stuffed Xanathar dolls and
other corner of the room is a large stone cart. Finally,
along the northern wall are three lifelike stone stat- onyx trophies carved to look like a smiling be-
ues (of a dwarf, a drow, and a kuo-toa), and an ornate, holder being caressed by hands.
but empty, fishbowl.
J Chest 3. Books, scrolls, and memos containing all
The characters find Xanathar (see appendix B) in
this room, too distracted by paranoid visions of the of the relevant news up to and including Vecna’s
future to notice the characters intruding upon its invasion of the Forgotten Realms.
present-day doorstep. If the characters reveal them-
selves, then Xanathar demands to know why they are J Chest 4. A pile of broken rubble and eight jars of
in its sanctum. Xanathar can manage only a minute
or two of conversation before its extreme paranoia depetrification salve (appendix B).
takes over. It then concludes that the characters are
trying to distract it and attacks them. J Chest 5. 3,000 gp, an aquamarine (worth 1,000
Reunion. Presenting the adamantine sphere to gp), a tentacle rod, a ring of free action, and a
Xanathar defuses any hostility or paranoia. Xana- ring of three of wishes with one wish remaining.
thar immediately uses its telekinetic ray to move The aquamarine is magically connected to the
the sphere over to the fishbowl. It then uses its aquamarine from area H8. Four times per day, a
disintegration ray to poke a hole in the sphere before creature can use an action to cast scrying upon
gingerly pouring a startled goldfish from the sphere any creature that is carrying the aquamarine from
into the fishbowl. Perceptive characters note what area H8. If circumstances allow it, Xanathar uses
might be a single tear welling up in Xanathar’s main this aquamarine to obsessively spy on the charac-
eye. ters.
Advance the characters to 8th level for successfully The Stone Gallery
reuniting Xanathar with his beloved pet.
The statues are petrified humanoids.
An Unlikely Ally. With Sylgar returned, Xanathar’s
paranoia subsides, allowing it to function, yet again, Ott Steeltoes. The first statue is Ott Steeltoes (CE
as an eye tyrant. It cautiously thanks the characters male dwarf cultist). Ott used to tend to Sylgar. In
and then spends the next three hours interrogating his spare time, he worshipped Zuggtmoy, the demon
them, in excruciating detail, about their journey. queen of fungi, and cultivated mushrooms, spores,
Xanathar vows revenge upon Vecna. It also vows to and molds. He wears a skullcap to which fake behold-
reclaim Waterdeep, asking the characters if they will er eyestalks have been stitched.
agree to serve as its highest-ranking henchmen. If
the characters agree, then Xanathar gives them half Nar’l Xibrindas. The second statue is Nar’l Xibrin-
of its treasure pile and a tentacle rod. Xanathar also das (drow mage). Nar’l was an advisor to Xanathar
encourages the characters to take the wand and gem- but also, unbeknownst to Xanathar, secretly worked
stone from area H8 as payment for their services. If as a double agent for Bregan D’aerthe.
Maximus is with the party, then the knight attempts
to refuse such payment on their behalf, treating Sloopidoop. The third statue is Sloopidoop (kuo-
Xanathar with thinly veiled hostility. toa archpriest). Sloopidoop was a member of the
Society of Brilliance, a sect of highly intelligent mon-
Loot. The pile of treasure consists of 1,000 gp, sters that have banded together to solve all of the Un-
100 pp, and a hundred gemstones worth 100 gp derdark’s problems. Sloopidoop has an alignment of
each. Each of the five treasure chests is locked. neutral, an Intelligence of 18, and is fluent in Abyssal,
They can be broken open by a character who makes Common, Deep Speech, Draconic, Dwarvish, Elvish,
a successful DC 25 Strength (Athletics) check; and Undercommon.
alternatively, their locks can be picked by making
a successful DC 25 Dexterity check made using H19. Escape Room
The air is extremely stale in this rocky, barren cham-
ber. This artificial cave exists as a way for allowing
Xanathar to either flee its lair or flank those in the
midst of infiltrating it. A winding 10-foot diameter
shaft ends abruptly in a 5-foot thick wall. Beyond this
wall lies area H17. Similarly, a short tunnel to the
southeast ends in another 5-foot thick wall. Beyond
this wall lies area H9.
Chapter 7 Thornhold 69
Chapter 8
Xanathar’s Guide to Saving the World
After allying with the characters, Xanathar re-establishes The Plan
its spy network in hopes of determining how to destroy the
shroudstones. While doing so, it also determines the loca- After three days of exhaustive research the beholder’s
tion of the third and final gemstone. The third gemstone is peerless intellect finally unravels the puzzle. Xana-
held with the Maelstrom, the abandoned undersea fortress thar addresses the characters:
of the fallen storm giants. Also within the Maelstrom is an
ancient relic known as the Wyrmskull Throne that can be “Henchmen, come close. This Vecna thing’s gimmick
used to destroy the gems. To activate the throne, the char- is that everyone has a secret that can bring about their
acters must reunite with Zephyrus and travel to the Elemen- downfall, but that’s nothing new. Here in Faerûn, we
tal Plane of Water to obtain a Ruling Scepter. To then trans- call it blackmail, and I’ve been doing it my whole life.
port themselves to the Maelstrom, the characters must visit So, now it’s time to use his secrets against him. As
Grudd Haug, the capital of the mountain giants, and steal a you might have figured out, all this dead god mumbo
magical conch shell. jumbo is just a crock of aurochs manure. The gods
are just fine and likely mad as a battlerager. Vecna has
hould the characters agree to ally these three magic doohickeys that prevent the gods
themselves with Xanathar, it wastes no from interfering. If we can destroy these relics, then we
time getting to work. It retrieves a jar can bring back the gods.
of depetrification salve and depetrifies “The last doohickey is in an abandoned undersea
Ott and Nar’l. Xanathar orders Ott to immediately fortress called the Maelstrom, guarded by something
clean the fish tank and begin tending to Sylgar. Xana- called the Krakolich. Even better, there is a special
thar then orders Nar’l to begin the task of rebuilding throne in this fortress that should be able to destroy
their intelligence network. Finally, Xanathar spends the doohickeys. But we’re going to need some intel
the next three days poring over old documents and before we go in. The Maelstrom used to be run by a
spy reports. It ignores the characters other than to storm giant cartel. We should start by trying to find
occasionally ask them to fetch a book, demanding a storm giant and figuring out what to do next... Err,
their patience while it “figures out what that wily skel- rather, I mean you should start by trying to find a
eton is up to.” If the characters have not discovered storm giant and figuring out what to do next. Now hop
the glyph inscribed into Xanathar’s dream nullifier, to it, henchpeople!”
then Xanathar notices the glyph the next time it goes
to bed, carefully erasing the rune with its disintegra- A Growing Empire
tion ray.
For the remainder of the adventure, the characters
Other Allies will likely repeatedly return to the lair. As they do so,
they witness Xanathar’s new empire slowly reform.
If Maximus is with the party, then the knight grows Incremental improvements in Xanathar’s lair include:
increasingly anxious. His moral code chafes at
working with a creature such as Xanathar. His sense J A deep gnome in clownish garb, who Xanathar
of duty prompts Maximus to leave to return to the
southern Sword Coast and reunite with his fellow refers to as Flutterfoot the Second, dances and
Hellriders. Maximus is not much for sentiment and is cartwheels throughout the lair.
just as likely to mysteriously vanish in the middle of
the night as he is to give a formal farewell, leaving the J Xanathar converts area H16 into a makeshift
shroudstones of the Ancients behind and trusting in
the characters to see to their destruction. kitchen. A sprite gourmand that Xanathar calls
Poppenfield runs the kitchen with his quaggoth
The players likely encountered Zephyrus while sous-chef. They are eternally complaining about
passing through Triboar (see chapter 6). If they did the lack of proper spices, especially fey-pepper.
not, then Xanathar encourages the players to wait a
tenday until Nar’l gets back. When Nar’l returns, he J Xanathar has an increasing number of body-
informs the characters that a storm giant is rumored
to be living in Triboar. Either way, visiting Triboar guards every time the characters return to its lair.
becomes the next natural step for the characters. First there is a tribe of thirty troglodytes. Next,
there is a pair of sullen driders. Finally, Xanathar
adopts a pet behir that it has named Lludd.
J Xanathar converts area H9 into an arena referred
to as “Pit Two.” Anyone who wins a match in the
arena receives a stuffed Xanathar doll with a
pocket in its mouth that holds a 100 gp gemstone,
and an onyx trophy carved to look like a smiling
beholder being caressed by hands (worth 25 gp).
70 Chapter 8 Xanathar’s Guide to Saving the World
J A traveling merchant named Igor sets up shop in Igor in his true form with
his imp familiar Yix
area H6B. Though he looks human, his fingers
have three joints and he is, in truth, a mercane. Breaking Good
He sells anything from the Adventuring Gear ta- Some characters might be uncomfortable working for a
ble in the Player’s Handbook as well as anything creature such as Xanathar. Doing so is not essential for
from the Magic Item Tables A, B, and C in the the story to continue; however, you will need to find a new
Dungeon Master’s Guide. He keeps all his valu- NPC to serve in Xanathar’s stead. One of the Harpells from
ables in a pocket dimension and can’t be coerced Longsaddle could easily serve as such an advisor.
or forced into handing them over, even if it costs
him his life. See the table below for an overview being constructs. It demands that the characters
of Igor’s prices. provide a “convincing display of emotion” to prove
that they are not automatons. This paranoia can
Item Rarity Consumable Cost Item Cost be assuaged with a successful DC 15 Charisma
Common 50 gp 100 gp (Persuasion) check. If the characters fail their
Uncommon 250 gp 500 gp check, then Xanathar insists on using its enerva-
Rare 5,000 gp tion ray on one of them so that it can verify that
Very rare 2,500 gp they “wither properly.”
Legendary 25,000 gp 50,000 gp
100,000 gp 200,000+ gp J Upon their return, the characters discover that
His familiar, a wide-eyed, mute imp named they are locked out of Xanathar’s lair. Xanathar
Yix usually sits on his shoulders, but will glad- demands that they give “the password” before
ly crawl onto a character if they begin petting it will allow them in. The correct answer to this
it. Igor also has two guards; Kraampesh and demand is that there is no password. In the event
Gratrix, who are both under a geas spell and that the characters answer incorrectly, Xanathar
forced to protect Igor, while never revealing their makes them wait for 24 hours before letting them
predicament. Kraampesh (LN male dragonborn into the lair just to test that “it’s really them.”
blackguard, see appendix B), who has accepted
his fate, has a staunch demeanor, is clad in black J If the characters ask Xanathar an esoteric ques-
plate, and has red scales. Gratrix (LN female
halfling assassin), who despises the situation she tion, then it depetrifies a terrified Sloopidoop.
is in, is also dressed in black; she doesn't respond Xanather demands that the kuo-toa answer the
well to queries. characters’ question, then immediately after-
wards repetrifies Sloopidoop. A character who
Xanathar’s Paranoia makes a successful DC 15 Charisma (Persua-
sion) check can convince Xanathar to permanent-
Although its paranoia has been substantially quelled, ly unpetrify the kuo-toa. If given the opportunity,
Xanathar is still a beholder, and as such, is still Sloopidoop prefers to return to the Underdark.
extremely paranoid by most standards. Interactions However, he can be convinced to accompany the
with it may, at times, feel comical but they should also characters if they make a successful DC 18 Cha-
be tinged with an air of menace. Xanathar is a power- risma (Persuasion) check.
ful creature who can disintegrate, enslave, paralyze,
or petrify a character in the literal blink of an eye. J Over the course of their interactions, Xanathar re-
Examples of challenging interactions might include:
peatedly makes statements such as, “According to
J When the characters return to the beholder’s lair, one of my sources…” It is later revealed that this
source is a kidnapped merchant that Xanathar
Xanathar accuses them of being doppelganger is holding hostage at an undisclosed location. A
servants of Vecna. Xanathar asks the characters successful DC 15 Charisma (Persuasion) check
questions about the first time they met Xanathar. persuades Xanathar to release the merchant.
After this interrogation, Xanathar proclaims
that the characters answered its questions “too
perfectly.” This paranoia can be defused with a
successful DC 15 Charisma (Persuasion) check.
If the characters fail their check, then Xanathar
prepares to disintegrate them before Ott quickly
intercedes on their behalf.
J At some point in their interactions Xanathar squints
at the characters suspiciously, accusing them of
Chapter 8 Xanathar’s Guide to Saving the World 71
Triboar Revisited comes. A successful DC 15 Intelligence (Arcana)
Area D check confirms Zephyrus’s information regarding
Stronmaus’s Locker, although it also reveals that
At this point, the characters are experienced over- the locker should not be accessible to just any storm
land travelers and can likely avoid or intimidate any giant, but only storm giant nobility. If confronted with
threats. As such, their journey to Triboar should be this information, Zephyrus seems briefly taken aback
uneventful. before mumbling that he is a distant third cousin to
the former king.
Depending upon their actions, as well as how long
it has been since they passed through Triboar, the Temple of Elemental Unity
characters may find that the town has been ran- Revisited
sacked. Either way, Zephyrus remains in the farm-
lands, helping the townsfolk of Triboar to the best of Area E
his abilities. Even if the characters’ actions led to the
ransacking of the town, Zephyrus is receptive to their When the characters visit the Temple of Elemental
approach, understanding that although their deeds Unity they find it occupied by a cult leader (mage)
were short-sighted they were likely well-intentioned. and two cult fanatics who are conducting a ser-
vice for twenty commoners from nearby Triboar.
Zephyrus is surprised if the characters mention the Although the cult leader is unlikely to connect the
Maelstrom. He is initially resistant to any plans to in- characters to any previous actions they may have
vade the abandoned fortress but gradually warms to committed within the Temple, she is initially reluc-
the idea as discussions develop. Zephyrus can supply tant to help them. If, however, they are explicit that
the characters with all of the storm giant information their actions are intended to stymie Vecna, then she
provided in the Ordning section of appendix A. He becomes more receptive. The Cult of the Elder Ele-
mournfully reiterates the fact that no one knows the mental Eye currently views Vecna as an enemy and
whereabouts of Princess Serissa although, with the is eager to see his downfall. If the characters make
death of her father, she is now the rightful ruler of the a successful DC 15 Charisma (Persuasion) check
storm giants. Zephyrus agrees that the Wyrmskull or promise to donate half of any treasure recovered
Throne might be powerful enough to destroy the from the Locker to the temple, the cult leader agrees
shroudstones of the Ancients, but informs the char- to help. Additionally, the cult leader is willing to cast
acters that the throne can only be used by someone water breathing upon the characters for 50 gp. If the
wielding the Ruling Scepter. characters are more secretive about their motives,
then they will need to find other ways to convince her
Zephyrus shares a rumor that Serissa secreted the to help.
Ruling Scepter in an extradimensional vault called
Stronmaus’s Locker. He claims that this locker can The cult leader waits until her congregants depart
be accessed by any living creature that is accompa- before performing the necessary ritual. She calls
nied by a storm giant, but because of its location in upon the blessing of Ol-hydra and the waters of the
the Elemental Plane of Water, getting there is going well churn in response. She then reaches into the
to be difficult. Zephyrus also informs the charac- well and sculpts the water into a conical shape before
ters that, at one time, each of the giant lords had an freezing it into an icicle. She hands this enchanted
enchanted conch of teleportation (appendix D) that, icicle to the nearest character and tells them that if
when blown, would transport them to the Maelstrom. they break the icicle, all creatures who went through
Zephyrus indicates, however, that he does not know the portal (even dead ones) will be returned to the
if any giant lords still possess their conchs. Zephyrus Temple of Elemental Unity. It takes an action to break
has no knowledge regarding the Krakolich. the icicle. If the characters now dive into the portal,
they are transported to Stronmaus’s Locker.
Any character who makes a successful DC 15
Wisdom (Insight) check notices a look of sorrow pass Stronmaus’s Locker
over Zephyrus’s face when he first mentions Serissa.
For insight on this, refer to his entry in chapter 6. Stronmaus’s Locker is an isolated chamber carved
within the interior of an immense iceberg. The
If the characters previously visited the Temple of chamber is a hundred-foot cube and is filled with
Elemental Unity (see area E in chapter 6), then they frigid water. It has no entrances or exits and can only
might consider returning there to access Stronmaus’s be accessed through magic. Silhouettes of strange
Locker. If not, then Zephyrus suggests it as a possible creatures, some of behemothic proportions, can be
option. Zephyrus insists on accompanying the charac-
ters to the Temple of Elemental Unity and also asks
to come with them to the Maelstrom, when the time
72 Chapter 8 Xanathar’s Guide to Saving the World
seen frozen deep within the iceberg. A massive 20- clear grapefruit-sized crystal ball, and the Ruling
foot clam rests upon the floor of the chamber. Three Scepter (see the Wyrmskull Throne entry in appendix
hungry ice wyrms (appendix B) swim throughout the D). Zephyrus strongly discourages the characters
Locker. from taking anything other than the scepter, insisting
that the treasure belongs to the storm giants. If the
The characters appear in the center of the chamber. characters ignore Zephyrus’s wishes, he continues to
The ice wyrms attack immediately, instinctively using cooperate with them, but his good opinion of them is
their Icy Blast ability to split up the characters. They greatly diminished.
fight to the death.
As an action, a character can pry open the massive Underwater Combat
clam with a successful DC 21 Strength (Athletics) When making a melee weapon attack, a creature that
check. Using a crowbar, a sword, or similar tool doesn’t have a swimming speed (either natural or granted
grants advantage on the check. Opening the clam by magic) has disadvantage on the attack roll unless the
triggers a glyph of warding spell that targets whoever weapon is a dagger, javelin, shortsword, spear, or trident.
opened the clam with a dispel magic spell. The clam A ranged weapon automatically misses a target beyond
also contains a water weird, which attacks whoever the weapon’s normal range. Even against a target within
opens the clam, fighting to the death. Finally, the normal range, the attack roll has disadvantage unless the
interior of the clam contains 1,000 small pearls weapon is a crossbow, a net, or a weapon that is thrown
(worth 5 gp each), three grapefruit-sized pink pearls like a javelin (including a spear, trident, or dart).
(500 gp each), one grapefruit-sized black pearl (5,000 Creatures and objects that are fully immersed in water have
gp), one grapefruit-sized violet pearl of power, one resistance to fire damage.
Ice Wyrms are relentless 73
deep sea predators
Chapter 8 Xanathar’s Guide to Saving the World
In Search of the Conch Grudd Haug
Area I
With the Ruling Scepter secure, all that remains is to
gain access to a conch of teleportation. If the charac- Grudd Haug means “river mound” in Giant and aptly
ters do not think of it themselves, Zephyrus suggests describes the mountain giants’ old steading. Howev-
that they return to Xanathar and ask him to use his er, in recent years the giants were forced from their
spies to find the location of one of the conch shells. home by the Cult of the Elder Elemental Eye and
Zephyrus prefers to wait in Triboar while they do so, resettled in the Sword Mountains. For intellectual
although he beseeches the characters to retrieve him convenience, the mountain giants continue to refer to
before activating the conch shell. their settlement as Grudd Haug, despite the geologi-
cal incongruence.
If asked, Xanathar offers to “contact its sources” to
determine the most easily accessible conch. Three The Village of Grudd Haug
tendays later, Xanathar’s spies learn that a conch of
teleportation is still possessed by the mountain giant The newly settled Grudd Haug is a large, sprawling
shaman of Grudd Haug, Grolan, who keeps a it on village built within a valley of the Sword Mountains.
display in his mud and wattle palace. Everything about the village is giant-sized. The mas-
sive houses are built from timber, wattle, and dried
Xanathar gifts the characters a small token in the mud. Although relatively crude, their architecture,
shape of a stuffed Xanathar. A character can use an which is well beyond the capabilities of the dim-wit-
action to hold the token aloft while shouting, “Xana- ted mountain giants, is the product of hobgoblin
thar save me!” to teleport to area H7 of Xanathar’s engineers. Multiple pens hold aurochs, horses, pigs,
Lair along with up to eight willing creatures that they rothé, and sheep. Near the back of the valley a mas-
can see within 60 feet. Xanathar tells the characters sive cave has been carved into the side of a mountain.
to use the token to escape the Maelstrom once their Within this cave lairs the titanic Chief Guh (appendix
work is completed and warns them that they should B). Near the entrance of the cave is the palace of Gro-
not use it frivolously, as it can only be used once. lan, her loyal shaman.
Strategies Inhabitants
After gifting them the token, Xanathar asks the A total of sixty mountain giants live throughout
characters to discuss their strategy for securing the Grudd Haug, although usually only fifty are with-
conch. A few strategies that the characters might use in the village at any given time. The village is also
while attempting to retrieve the conch include the populated by up to thirty bugbears, eighty goblins,
following: twenty hobgoblins, and twenty-five ogres, although
many times this number live in nearby lairs scat-
Brute Force. Xanathar strongly advises against a tered throughout the Sword Mountains. Grudd Haug
frontal assault, indicating that they would stand little serves as the unofficial capital for these goblinoid
chance against a small army of mountain giants. tribes, and consequently the village’s marketplace is
always bustling.
Diplomacy. Grolan is fiercely loyal to Chief Guh
and refuses to part with the conch except by her Risk of Detection
say-so. Guh cares little for the conch shell but sees
no reason not to eat any characters who attempt to It has been years since Grudd Haug has experienced
barter for it. She will consider parting with her conch any sort of credible physical threat. As such, no for-
in exchange for exotic foods. If the characters sug- mal guards are present and the citizens are generally
gest this, then Xanathar grudgingly offers up his rare preoccupied. Nonetheless, any non-goblinoid char-
spice collection to “sweeten the offer.” acter who does not take pains to conceal themselves
stands out glaringly. The mountain giants attempt to
Subterfuge. The characters might consider sneak- kill any obvious intruders, gleefully picking through
ing into Grudd Haug and stealing the conch shell. their corpses afterwards. The giants and their gobli-
Xanathar favors this ploy, going so far as to offer a noid allies are loud combatants, attracting reinforce-
scroll of glamour (appendix D) to help with the sub- ments every round.
terfuge. Xanathar suggests that the characters adopt
the appearance of mountain giants. If the party has Offering food to the giants stays their hand, allow-
more than four characters (or NPCs) then Xanathar ing for a brief interaction. At this point, if the charac-
gleefully suggests that the excess characters adopt ters make a successful DC 15 Charisma (Persuasion)
the appearance of sheep, although any variety of live- or DC 10 Charisma (Intimidation) check, then they
stock or goblinoid would prove equally effective. can convince the giants to take them to see Chief
Guh. For more details on such a meeting see the
diplomacy option above.
74 Chapter 8 Xanathar’s Guide to Saving the World
Being Disguised ered forbidden in goblinoid culture. Because of
this, any character who is not deferential to the
If the characters attempt any type of reasonable dis- nilbog arouses suspicion.
guise, they are likely to be successful. The mountain
giants are inattentive and unimaginative. That some- I1. Beast Pens
one might sneak into their village is an idea beyond
their ken. The characters may give themselves away These pens hold aurochs, horses, pigs, rothé, and
through their language or actions, although even in sheep. The horses come from Triboar and bear the
these cases, the giants accuse them of “acting funny” brand of the Happy Horse Ranch. The rothé were
rather than suspecting duplicity. If the giants think recently imported from the mountains near Mirabar.
that any of the characters are acting funny, then Pigs proliferate in abundance. At the DM’s discretion,
they forcibly drag them to area I4. Other goblinoids, some of the pigs might be other creatures under the
particularly the hobgoblins, are more likely to notice effect of Grolan’s polymorph spell (see area I4).
subtler signs such as human-sized footprints in the
mud by seemingly giant-sized characters. If this hap- The aurochs are revered by the mountain giants for
pens, roll a d100. On a roll of 01–50, the goblinoids their size and strength. Because of this, they are kept
will attack the characters; on a roll of 51–00, they will in their own pen, separated from the “pigs and sheep
try to blackmail them. of the world.” However, this reverence only goes so
far. The aurochs are still consumed by the mountain
While disguised, the characters might come across giants, but only during ceremonial occasions.
the following encounters:
I2. Giant’s Lair
J The characters stumble across three mountain
The various mud and wattle structures scattered
giants in the middle of a rock-throwing contest. throughout the valley primarily serve as homes for
If the characters are pretending to be giants, the village’s residents. The buildings, as well as ev-
then they are invited to join the competition. erything within them, are giant-sized. Their interior
A character requires a Strength score of 20 walls are stained with food and the floors are covered
or higher to attempt throwing one of these in gnawed bones and spilled food in various stages of
boulder-sized rocks. If such a character attempts decomposition. Every building has at least one table,
to throw a rock, then have them make a Strength although the giants typically do not use chairs when
(Athletics) check. If their result is a 10 or less, sitting at these tables.
then the character proves unable to throw
the rock, arousing suspicion. Alternatively, a Tentacles and Teeth. There is a 50 percent chance
character can avoid getting involved in the con- that a pet otyugh resides in any given building, living
test if they make a successful DC 15 Charisma off discarded scraps.
(Persuasion) check.
Loot. There is also a 20 percent chance that a
J The characters come across two mountain giants building contains 1d4 magic items. Roll on Magic
Item Table B in chapter 7 of the Dungeon Master’s
and three ogres having a mid-meal feast. The Guide to determine such items. A list of mundane
creatures insist that the characters join them. The items that might also be found within these lairs can
feast consists of partially cooked auroch meat be located within the introduction of Storm King’s
and pig innards mixed with rothé dung. Eating a Thunder.
quantity of food that would satisfy a giant requires
a successful DC 15 Constitution saving throw. If a I3. Bartertown
character fails the saving throw, then they regur-
gitate the food, arousing suspicion. Regardless of This section of Grudd Haug is dedicated to the
whether the character makes their saving throw, bartering of goods. Stalls, booths, and wagons car-
they are inflicted with the poisoned condition for ry a bewildering display of goods, most of which is
one hour. Alternatively, a character can excuse edible in nature (at least to a mountain giant). The
themselves from the feast with a successful DC merchants who run Bartertown tend to be goblins or
15 Charisma (Persuasion) check. hobgoblins. Unless the characters are in some sort
of disguise, they will not be able to conduct any sort
J A nilbog (see appendix B) that has been recent- of trade. The merchants of Bartertown are shrewd,
observant, and immoral. If the characters are not
ly plaguing Grudd Haug, attaches itself to the careful, they might get discovered, potentially leading
characters, tormenting them for an hour before to blackmail or confrontation. Any characters posing
growing bored and wandering off. Any charac- as mountain giants who do not show an inordinate
ter who makes a successful DC 15 Intelligence amount of interest in food attract immediate suspi-
(Arcana) check knows that treating a nilbog with cion.
anything less than complete courtesy is consid-
Chapter 8 Xanathar’s Guide to Saving the World 75
Some possible encounters in Bartertown might I4. Shaman’s Place
include:
This mud and wattle structure is three times the size
J A goblin selling warm turnip pies. of the village’s other structures and visible from much
of the village. Grolan spends most of his time making
J An ogre selling delicious halfling kabobs. sure that the entrance is guarded by two mountain
giants whenever he leaves. The interior of the palace
J A goblin spice merchant selling a variety of spices, is devoid of furnishings and is filled with half-de-
voured food. Grolan prefers solitude and does his
including fey-pepper. best to chase away any disguised characters. If the
characters are revealed as intruders, Grolan imme-
J A hobgoblin weapon master who sells newly diately attacks while calling for help. Due of the thick
walls, it takes three rounds of calling for help before
forged, high quality weapons and armor for half his pleas are heard by 1d4 passing mountain giants
the cost listed in the PHB. The hobgoblin also who join combat. Every subsequent round there is a
sells freshly picked, high quality tree trunk clubs 50 percent chance that another 1d4 mountain giants
and aerodynamically optimized boulders referred join the fray.
to as “fly highs.”
Grolan uses the statistics of a mountain giant with
J The Dread Lasher, a famed goblin hunter, special- the following changes:
izes in selling domesticated animals but is not J Grolan wears a headband of intellect which rests
above dabbling in the trade of sentient slaves. The
Dread Lasher is currently selling three veloci- awkwardly upon his head.
raptors, a trained giant rat, and a gnome (named
Kelbis Billowgrace). He also is selling a large J Grolan can cast the true polymorph spell (save DC
crate shared by an awakened bunny, an awakened
hamster, and an awakened monkey. The trio was 15) but can only transform the target into a
captured a tenday ago by goblin hunters and fattened pig (boar). When cast in this manner, the
have, thus far, been able to hide their sentience. spell doesn't require concentration and lasts until
Having been separated from their owners, they dispelled. Once cast, Grolan can’t cast the spell
have banded together to search for a mythical again until he finishes a short or long rest.
civilization of awakened animals rumored to exist
somewhere in the Sword Mountains. The eastern wall of the palace is covered with
mounted trophies signifying Chief Guh’s “Sacred
J An insect slaver who is about to retire and willing Conquests.” Such trophies include:
to sell his cudgel, Bugsmasher (see appendix D). J A broken wagon wheel from Guh’s first throne.
J A pair of mated bugbears who spend most of their J A charred stone fragment from a boulder Guh
day sleeping in an elf-hide hammock. Their wares used to kill a red dragon.
include the non-magical severed head of a min-
strel that allegedly sings sweet lullabies at night, J A +2 warhammer. This crudely forged warham-
and the non-magical head of a commoner wear-
ing a floppy wizard’s cap that can allegedly teach mer was crafted by an orcish shaman and bears
magic to anyone who proves themselves worthy. the symbol of Gruumsh. Anytime it scores a hit
against a dwarf, the hammer shouts, “Here’s a
J A goblin huckster who calls out to passing giants, kiss for you, runt!” in Orc.
“Tired of your favorite pet accidentally dying J The conch shell of teleportation. However, the
while being safely carried about in your sack of
stones? This is an all-too-common problem. But hook from which the shell hangs is trapped.
no longer, thanks to our new revolutionary line Whenever the conch is disturbed, a nearby shelf
of pet rocks!” The goblin sells a stupefying col- lined with porcelain urns falls from the wall,
lection of painted pet rocks ranging in sizes from clattering loudly to the ground. This alerts Gro-
pebbles to boulders. Sample pets include a cud- lan who angrily attacks the “thieves,” regardless
dly, boulder-sized dragon, an adorable, obsidian of whether they are disguised. The trap can be
owlbear, and a pouch full of marble-sized kobolds. detected with a DC 12 Intelligence (Investigation)
check. The trap can be disarmed with a success-
Awakened Beasts ful DC 12 Dexterity check using thieves’ tools.
The awaken spell grants sentience to beasts or plants. An Alternatively, the conch can be removed from its
awakened beast has an Intelligence score of 10 (+0) and hook without triggering the trap by a character
learns a language the caster knows. The awakened beasts who makes a successful DC 12 Dexterity (Sleight
presented in this chapter speak Common. of Hand) check.
76 Chapter 8 Xanathar’s Guide to Saving the World
I5. Chief Guh’ s Divine Feasting Hall Chief Guh enjoying
a “small” snack
Hundreds of smaller caves, connected by miles of
twisting tunnels, honeycomb the interior of this mas- Concluding Grudd Haug
sive cavern. The cavern itself holds a long feasting
table and sturdy benches that could easily accommo- While attempting to attune to the shell, the charac-
date up to forty giants. Smaller tables, sized for gobli- ters will discover that it only attunes to giants. As
noids, are scattered along the walls of the cave. In the such, they will need the aid of Zephyrus (or some oth-
back of the cavern is Chief Guh. At any given time, er giant). Once they have secured such aid, they can
at least ten goblins and five mountain giants tend activate the conch. Before doing so, Zephyrus reiter-
to their chief. Because of her immense bulk Chief ates the storm giant information from the Ordning
Guh finds it difficult to talk, communicating through section of appendix A. He also informs the characters
brief grunts that are then faithfully interpreted by her about the abilities of the Wyrmskull Throne (see
attendants. appendix D).
If the characters present themselves to her as Advance the characters to 9th level after they have
giants or goblinoids, then Chief Guh ignores them. recovered the conch shell of teleportation.
If the characters are undisguised then they draw her
attention, although she is still inclined to call upon Activating the conch teleports Zephyrus and the
Grolan to turn them into pigs so that she can eat characters to area J1 of the Maelstrom. For more
them. For details on negotiating with Chief Guh see details regarding the Maelstrom, see chapter 9.
the negotiation section above.
Chapter 8 Xanathar’s Guide to Saving the World 77
Chapter 9 flop weakly amidst the bones of their kin. Water drips
from an algae-coated ceiling. Rotting, tumorous bar-
Lair of the Krakolich nacles that ooze bioluminescent pus line the walls.
A rubble-filled staircase fills the northwest corner
The characters must battle through the Maelstrom to defeat of the room. The staircase is impassable by conven-
an undead aboleth known as the Krakolich. After doing so, tional means but leads to area J14. In the center of
they have an opportunity to turn the tables on Vecna by de- the room is a 40-foot-deep pool with a 30-foot-high
stroying the archlich’s unholy artifacts. passage at its bottom. This passage leads to area J3.
eep beneath the Trackless Sea A narrow hall to the south leads to a circular
lies the Maelstrom. This once- chamber with a shallow pool of stagnant water at its
proud fortress was home to the center.
world’s most powerful storm
giant kings. The castle was Two chuuls are scavenging the chamber for fish
carved, centuries ago, into a when the characters arrive. The chuuls attack im-
reef formation that surrounds mediately. Any character with a passive Insight of 15
a large sinkhole. It was aban- or higher discerns that the chuuls are fixated on any
doned more than ten years ago after the storm giant magical possessions displayed by the characters. If
royal family was torn apart by the machinations of the chuuls are given an item that radiates magic, they
the blue dragon Iymrith. Shortly after, the castle grab the item, flee back to their chambers (area J2),
was chosen by Vecna as a locale for one of the three and hide the item amidst their nest of debris. The
blasphemous relics that the archlich used to cut off chuuls then remain in their chamber, fiercely protect-
the Realms from the divine influence of the gods (see ing their treasure.
the shroudstones of the Ancients in appendix D). The
Krakolich, a magic-using aboleth gifted with undeath, The Krakolich (see appendix B) has placed a per-
was chosen as the guardian of the relic. Although the manent alarm spell upon the glowing glyph, alerting
Krakolich is not, per se, the most powerful of Vecna’s itself to the arrival of the characters. Upon hearing
lieutenants, it is one of the most loyal, and is uniquely the alarm, the Krakolich hastens to area J18. Once
adapted to the Maelstrom’s unusual environment. there, it uses one of its regional effects to project its
The Krakolich has laired within the undersea fortress image into the portal chamber. Assume that this hap-
ever since, patiently guarding the shroudstone for its pens after the characters have dealt with the chuuls.
master. Read or paraphrase the following:
The Maelstrom A grotesque aberration slowly materializes before you.
Area J The aberration looks like a monstrous eel with with-
ered flesh stretched tight along its bones. Three eye
Since the storm giants have abandoned their strong- sockets, burning with pinpricks of dark malevolence,
hold, the powerful enchantments that once fortified it are aligned vertically above the beast’s maw. A massive
have deteriorated. Hallways and stairwells have col- tail swishes back and forth, like a rotted metronome.
lapsed. The rooms and passages that remain experi- Three long, snakelike tentacles probe the air before it.
ence tide-like fluctuations, alternating between being The monstrosity shimmers translucently, hinting that it
filled with air and filled with water. When the char- might be an image or illusion.
acters arrive, the fortress is at low tide, with the sea
water drained from much of the fortress. The strong- The beast defiles your mind with its telepathic intru-
hold slowly fills with water over the next 72 hours sions, “What fools trespass upon the holy ground of
until it reaches high tide, at which point all chambers the Krakolich? Are you supplicants seeking a greater
and tunnels become completely submerged. After the power? Or heretics in search of oblivion?”
passage of another three days the Maelstrom returns
to low tide, continuing the endless cycle. A character who makes a successful DC 15 Intelli-
gence (Arcana) check discerns that the Krakolich is
J1. Portal Chamber an aboleth. Summarize for the characters the infor-
mation provided in the aboleth section of the Monster
Anyone who teleports into the Maelstrom appears Manual. If the check succeeds by 5 or more, then
upon a glowing glyph carved into the floor of this reveal that the withered skin and glowing eyes are
giant-sized room. Despite the low tide, there is still more typical of a lich than of an aboleth.
evidence of the room’s recent submersion. Dying fish
78 Chapter 9 Lair of the Krakolich
The Krakolich waits for the characters to respond to project its image, taunting the characters. The
telepathically. If they do so, then the Krakolich uses Krakolich will also attempt to subtly use its Enslave
its Invasive Telepathy trait to learn more about the trait. Before progressing further, have each player
characters. If Zephyrus is traveling with the charac- roll a d20 three times and record the results. Consult
ters then, at some point, he yells defiantly, “You do each of the player’s character sheets and record their
not rule here, abomination! The Maelstrom belongs bonus to Wisdom saving throws. Secretly use these
to Queen Serissa, rightful heir to King Hekaton, and rolls as their saving throws whenever the Krakol-
ruler of the storm giants!” At this point, the Krakolich ich attempts to enslave a character, or whenever an
probes the mind of Zephyrus, learning the rain giant’s enslaved character takes damage. The Krakolich will
true identity. After Zephyrus’s outburst the Krakolich only make two attempts to enslave the characters,
chuckles darkly. Its image fades as it speaks telepath- reserving its third attempt for the final confrontation.
ically, “You are not fit for anything more than chum
for my servitors.” J2. Chuul Nests
At these final words, the remaining three chuuls These rooms are filled with broken crates, bed
from area J2 rush to area J1. The first chuul arrives frames, and dressers arranged into a large, mu-
one minute after the Krakolich’s disappearance. The cus-stained nest. The air reeks of dead fish. Strange
second chuul arrives one round after the first. Finally, perversions of sea life, such as undead starfish and
the third chuul arrives one round after the second. sea slugs that glow with dark, necrotic energy, cling
to the walls of the rooms. A chuul makes its lair in
Playing the Krakolich. Over the years the Krako- the nest of each room, attacking any characters that
lich has used its arcane mastery to permanently at- disturb it. If the characters search a nest, then there
tune itself to the meditation cave (area J18), although is a 50 percent chance that they find a magic item.
it must still be within the cave to use its powers. The Roll on Magic Item Table G in chapter 7 of the Dun-
Krakolich uses the clairvoyance property of the cave geon Master’s Guide for the first item they find and
to monitor the party’s travels. As the party progress- on Table F for any subsequent items.
es through the Maelstrom, the Krakolich continues
Chapter 9 Lair of the Krakolich 79
Zombie Whales At these final words, the image of the Krakolich
A zombie whale has the statistics of a killer whale with the fades. The zombies tear themselves free from their
following changes: kelp tethers and attack the characters.
•The zombie whale is undead.
•The zombie whale has immunity to poison damage and J5. Empty Chamber
the poisoned condition.
• The zombie whale has the Undead Fortitude trait. If Slime drips from the ceiling, pooling about the floor.
damage reduces the whale to 0 hit points, it must make Two-headed eels flop amidst the slime. Otherwise
a Constitution saving throw with a DC of 5 + the damage the chamber is empty. A collapsed staircase fills
taken, unless the damage is radiant or from a critical hit. the northwest corner of the room. The staircase is
On a success, the whale drops to 1 hit point instead. impassable by conventional means but leads to area
J13.
J3. Sink Holes As the characters emerge from the water pool the
Krakolich projects another image of itself, speaking
This is a massive 100-foot-deep, 140-foot-wide sink- to the characters telepathically. Assuming that it was
hole in the ocean floor. Swimming through it subjects able to read the thoughts of one of the characters (or
the characters to incredible water pressure. This perhaps Zephyrus), the Krakolich presumably knows
crushing pressure inflicts 7 (2d6) bludgeoning dam- about Xanathar’s involvement in their crusade. It uses
age every minute to any character who is not adapted the following words to try and stir doubt amongst the
or built to withstand such an environment. Rain gi- characters before fading away again:
ants and aquatic creatures are immune to this effect. You are fools to trust Xanathar. It
There is a 50-foot-diameter drain in the middle has betrayed you, but that should
of the sinkhole. At one time this drain generated a come as no surprise. Its paranoia
permanent whirlpool above the Maelstrom. However, will not abide the continued surviv-
its magic has faded with the departure of the storm al of those who know its secrets.
giants. The shaft beneath the drain is polluted with The token that it gave you to return
vile mucus but otherwise uninteresting. to its lair is fraudulent, and will
A zombie whale (see the Zombie Whales sidebar) not work once invoked, leaving you
swims listlessly through the sinkhole. The whale stranded within the pews of my rot-
ignores the characters, attacking only in self-defense. ting church. Swear fealty to me now,
supplicants, before my mercy turns
J4. Undersea Larder to wrath.
Rotted, slimy strands of kelp grow from the floor of The token from Xanathar is not fraudulent. This
this undersea cave. Hundreds of corpses are tied to can be discerned by an identify spell or similar magic.
the kelp so that they do not float away. These bloated, If invoked, the token returns the characters to the lair
gelatinous corpses are in various stages of decay.
of an angry beholder. Once used, the original token
The corpses are primarily merfolk and sea elves,
is consumed, and it takes 2d4 days for Xanathar to
although some humans and an elf can also be found. begrudgingly craft another one. Keep track of the
Mixed amongst the corpses are four zombies. The
passage of time to determine the tide once the char-
water is foul and for every minute a creature spends acters return. Upon their return the characters find
in the cave, it must make a DC 15 Constitution saving five new chuuls awaiting them in area J2.
throw. If a character fails their saving throw, then they
are inflicted with the poisoned condition for one hour. J6. Skum Garden
The Krakolich projects its image once the characters This large cave is filled with beautiful growths of cor-
discover its larder, speaking to them telepathically: al. The coral formations are exquisite and the colors
Just as your dry realms are in ruin are vibrant and unearthly, like something straight
and despair, so too have the kingdoms from the Feywild. The garden’s natural beauty takes
of the sea fallen into hopelessness the breath away. A skum (see appendix B) is here
and subjugation. If you came here tending to the coral formations. If it notices the char-
looking for hope, there is none to be acters, then it attacks them.
found. The merfolk, the sea elves,
the locathah, the sahuagin, all have The coral is extremely sharp to the touch. Any crea-
fallen to their aboleth overlords. ture who is pushed or knocked into the coral takes 9
Even in death, there is no rest from (2d8) slashing damage. The color and vibrancy of the
their eternal subjugation. coral is an illusion. If a piece of coral is removed from
a larger formation then the color bleeds out of it until
it is bleached white, like a broken bone.
80 Chapter 9 Lair of the Krakolich
J7. Whales’ Graveyard Rain Giant Mummies
A rain giant mummy has the statistics of a rain giant with
This featureless room is similar to areas J1 and J5. the following changes:
Its pool of water once connected to the Maelstrom’s • A rain giant mummy is undead.
sinkhole, but the connecting tunnel has long since • It is lawful evil.
collapsed. Trapped within the pool of water are two • It is vulnerable to fire damage.
zombie whales (see the Zombie Whales sidebar). An • It has resistance to bludgeoning, piercing, and slashing
intact spiral staircase leads up to area J10. damage from nonmagical attacks.
• It is immune to necrotic and poison damage.
If any character steps within 5 feet of the pool, a • It is immune to the charmed, exhausted, frightened,
zombie whale leaps from the water, bellyflopping paralyzed, and poisoned conditions.
onto the character. The area of effect for the belly • It can take the Rotting Fist and Dreadful Glare actions.
flop is a 15-foot square. Any character within the area Rotting Fist. Melee Weapon Attack: +14 to hit, reach 5 ft.,
of effect must make a successful DC 15 Dexterity one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 10
saving throw or take 27 (5d12) bludgeoning damage. (3d6) necrotic damage. If the target is a creature, it must
The zombie whale remains out of the water, gnashing succeed on a DC 18 Constitution saving throw or be cursed
its teeth at any character it can reach. If a character with mummy rot. The cursed target can’t regain hit points,
steps within 5 feet of the pool a second time, then and its hit point maximum decreases by 10 (3d6) for every
the second whale performs a similar bellyflop. If not 24 hours that elapse. If the curse reduces the target’s hit
destroyed, the zombie whales eventually manage to point maximum to 0, the target dies, and its body turns
slither their way back into their pool, leaving a trail of to dust. The curse lasts until removed by the remove curse
scraped, rotting flesh in their wake. spell or other magic.
Dreadful Glare. The rain giant mummy targets one crea-
J8. Chamber of Haunted Memories ture it can see within 60 feet of it. If the target can see the
rain giant mummy, it must succeed on a DC 17 Wisdom
A sparring dummy is the sole occupant of this large saving throw against this magic or become frightened until
chamber. Chests in the back of the room hold gi- the end of the mummy’s next turn. If the target fails the
ant-sized safety pads and sparring sticks. If Zephyrus saving throw by 5 or more, it is also paralyzed for the same
is with the characters, then any character with a duration. A target that succeeds on the saving throw is
passive Insight of 13 or higher notices a sad, haunted immune to the Dreadful Glare of all mummies for the next
look upon his face. This look persists throughout his 24 hours.
time in the Maelstrom. If asked to share his feelings
he replies, “I can imagine the Princess training in A Rain Giant Mummy
this room. Probably with Uthor, who was the captain Taking a leisurely stroll
of the guard but, more importantly, her uncle. How
fierce she must have been! A fledgling storm! What a
great ruler she would have been...”
Zephyrus’s words trail off as he pulls inwards. He
brushes off any inquiries, insisting that their time
is better spent finding and killing the Krakolich.
J9. Mummies’ Tomb
This chamber is entirely submerged in foul, vis-
cous water. Strands of kelp grow from the floor and
ceiling. Hidden within the decaying fronds are two
rain giant mummies (see the Rain Giant Mummy
sidebar), wrapped in strips of algae. The mummies
are sensitive to the water currents, so that any
creature that swims through the chamber must
succeed on a DC 19 Dexterity (Stealth) check
to avoid waking the mummies.
If Zephyrus is with the party, he is
enraged to see the giants in their current condition,
refusing to leave until the giants are “put to rest.”
Scattered in the back of the tomb are 2d4 − 2 mag-
ic items and 2d4 × 100 pp. Roll on Magic Item Table
B in chapter 7 of the Dungeon Master’s Guide for any
magic items.
Chapter 9 Lair of the Krakolich 81
J10. Armory As before, Zephyrus does his best to wave off any
inquiries, promising to tell the characters everything
This chamber is in complete and total ruin. Large once they have completed the task at hand.
chunks of the ceiling have fallen, creating patchworks
of rubble that must be walked around. Strange, J11. Temple of the Krakolich
feral-eyed vermin hide amidst the rubble, tracking
the characters with their unblinking stares. From the This room is dominated by a pile of rubble that has
profusion of weapons and armor scattered about the been arranged into the crude figure of the Krakolich.
floor, it appears that this was once an armory. How- The rubble appears to be the wreckage of some other
ever, the majority of the armaments have long since statue that was shattered and then refashioned into
decayed into uselessness. the aboleth’s likeness. The slime-streaked walls look
as if they were once covered with carvings of storm
If Zephryus is with the party, he digs purposefully giants performing various acts of heroism. Scratched
through the rubble until he finds a golden, giant-sized atop these carvings are a newer set of crude carvings,
+1 scale mail (worth 10,000 gp and weighing 1,000 showing hundreds of humanoids and sea creatures
pounds). Read or paraphrase the following: worshipping an aboleth.
“I had this forged for my brother on his two hundredth Ten skum kneel before the statue of the Krakolich.
birthday. Such bygone, carefree days. I had hoped They undulate up and down, as if in fervent worship,
one day to bestow it upon my niece, as she took the seemingly oblivious to the characters’ activities.
throne…” The rain giant’s eyes brim briefly with tears These skum are illusions, as described in the phan-
before he banishes his emotions with steely fortitude. tasmal force spell. A character can use their action
“We must put an end to this monstrosity’s desecra- to examine the skum by making a DC 15 Intelligence
tions.” Zephyrus dons the armor. “It is time for us to (Investigation) check. If the check succeeds, the char-
end this war.” acter realizes the illusionary nature of the skum and
they disappear.
82 Chapter 9 Lair of the Krakolich
When the characters enter the chamber the J12. Lair of the Mummy Queen
Krakolich projects its image, speaking to them
telepathically: The coral walls of this room have eroded, covering
the floor in a sandy layer of fine, white dust. Lined up
I existed before the gods. along the walls of the room are twelve upright stone
And have outlived them sarcophagi. The sarcophagi are sized for giants and
all. Am I not then, greater covered in the same white dust as the floor. In the
than a god? Am I not, then, center of the room is an open thirteenth sarcoph-
worthy of your worship? agus. Standing before it is the mummified body of
Submit and you shall be King Hekaton’s late wife, Queen Neri. Her withered
rewarded! body is wrapped in strips of black kelp. Queen Neri
has the statistics of a mummy lord with the following
At this point the Krakolich promises the characters changes:
whatever they value most. If the characters are AAOs,
then it promises them a return to the previous life J Queen Neri is Huge.
that was taken from them. At the end of this speech J Queen Neri is chaotic good.
the Krakolich uses its Enslave action on whichever
character has the lowest Wisdom score and is least If the characters arrive alone, then Queen Neri,
likely to take damage. If the character fails their sav- under compulsion from the Krakolich, attacks them.
ing throw (made earlier) then secretly inform them, at However, if they are accompanied by Zephyrus, read
the earliest opportunity, that they have been enslaved or paraphrase the following:
by the aboleth. They can no longer take reactions in
combat, should avoid taking any damage, but should The queen lunges toward you as her hateful demeanor
otherwise act normally until instructed otherwise. is suddenly broken by the shock of recognition. She
After the Krakolich uses its Enslave action, it fades stops in her tracks and greets Zephyrus with a hollow,
once again. raspy voice, “It is good to see you again, my brother.
Hidden Path. Any character who makes a success- Far have we fallen, punished for our pride. I cannot
ful DC 18 Wisdom (Perception) check notices that aid you, as the foul Krakolich holds my heart within an
there seems to be a shaft concealed beneath the pile urn, binding my power. If you claim my heart as your
of stones. It requires a successful DC 20 Strength own, however, and call forth to me, then I shall help
(Athletics) check to move the statue’s rubble. Doing you cleanse the filth from our once-noble halls. You
so reveals a shaft that leads to area J12. Zephyrus must flee now, though. The Krakolich bids me to kill
knows about the shaft but does not share this knowl- you, and I can only resist his command for so long.”
edge with the characters. If the characters find the
shaft, then Zephyrus discourages them from entering Zephyrus weeps a tear, bowing in allegiance, “I swear,
it, indicating that it leads to the sacred tomb of the my queen, I shall atone for failing to protect Serissa.
fallen Queen Neri, and that she should be left to rest We shall bring vengeance upon this Krakolich.”
in peace.
Loot. An open clam shell in the southwest corner If the characters remain in the room for more than
of the room contains 400 pp, 700 pearls worth 5 gp three rounds Queen Neri screams in pain and then
each, and a blood-red coral figurine of a kraken worth attacks.
1,000 gp.
Loot. Inside the queen’s sarcophagus is a pur-
ple coral circlet set with small black pearls (worth
7,500 gp), a coral-and-pearl necklace (worth 2,500
gp), and a set of pearl bracelets that are functionally
equivalent to a necklace of prayer beads. Queen
Neri attacks any characters who attempt to take this
treasure. Such characters are also cursed, incurring
disadvantage on all saving throws, until targeted by
a remove curse spell or other magic. If Queen Neri is
destroyed, then this curse ends immediately.
The Twelve Sarcophagi. The remaining twelve
sarcophagi hold the inanimate remains of former
storm giant kings.
Chapter 9 Lair of the Krakolich 83
J13. Coral Maze J14. Teeth of the Maelstrom
This labyrinth of breathtaking, multi-colored coral is This large room is split into two levels; a 15-foot high
entirely submerged in clear, fresh water. The coral raised ledge hugs the walls to the north and east, and
is extremely sharp to the touch, inflicting 9 (2d8) gently sloping ramps lead up to it. A massive crab
slashing damage to any creature who is pushed with colored nodules and a coating of beautiful coral
or knocked into it. Just as in area J6, the color and stands upon the ledge. This crab is a living musical
vibrancy of the coral is an illusion. If a piece of coral instrument that makes music similar to that of a pipe
is removed from a larger formation then the color organ. A female sea elf (acolyte) wearing a shim-
bleeds out of it until it is bleached white, like a bro- mering gown made from the skin of a giant jellyfish
ken bone. Three algae blights (appendix B) lurk with- stands behind the crab with a pair of whalebone mal-
in the northeastern section of the maze, attacking any lets. Behind the sea elf, a large crystal window looks
characters who pass by them. out upon the dark ocean. A broad tunnel leads south,
cutting beneath the bleachers in area J15.
Sultan of the Maze. The labyrinth is the current
home of Sultan Risfuzoz, Grand Lord of the Bejew- A 70-foot wide, 20-foot deep pool is in the center of
eled Depths. Sultan Risfusoz is a marid who has the room. Standing before the pool are the Teeth of
recently been enslaved by the Krakolich. The marid the Maelstrom (appendix B). They are the enforcers
is sensitive to water currents, so that any creature of the Krakolich’s will, consisting of a drowned assas-
that swims through the maze must succeed on a sin referred to as the Forgotten, a sahuagin priestess
DC 19 Dexterity (Stealth) check to avoid his notice. called She Who Feeds, and a merrow barbarian
The marid immediately attacks any intruders that he named Whalebane. The leader of the Teeth, She Who
notices, using his Water Jet action to knock charac- Feeds, confronts the characters as they enter the
ters into the coral whenever possible. Every time that room, demanding that they surrender their weapons
the Sultan takes damage, he can repeat his DC 14 and swear fealty to the Krakolich. Any response less
Wisdom saving throw to resist the Krakolich’s com- than total subservience elicits an attack.
pulsions. On a success, his enslavement ends.
Tactics. She Who Feeds instinctively attacks which-
Sultan Risfusoz is enraged about his enslavement ever character is most wounded. Whalebane uses his
but also fears being beguiled yet again. As such, if his harpoon to reel in the least armored character within
enslavement ends, he is inclined to make peace with range. The Forgotten tries to avoid melee combat, us-
the characters and flee the Maelstrom. A character ing its hand crossbows whenever possible. Through-
who makes a successful DC 20 Charisma (Persua- out the battle, the sea elf acolyte frantically strikes
sion) check and offers a gift valued at 1,000 gp or the crab with her hammers, playing a war hymn that
greater convinces the Sultan to help the characters inspires the Teeth. This music allows the acolyte
defeat the Krakolich. This check is made with ad- to grant a d8 Bardic Inspiration die (see “Bard” in
vantage if the persuasion attempt is accompanied by chapter 3 of the Player's Handbook) to each member
excessive flattery. of the Teeth on each of her turns. Although the sea elf
is enslaved by the Krakolich, the Teeth are voluntarily
Loot. Hidden amidst the coral formations is a loyal. The Teeth do everything in their power to avoid
collapsed staircase that leads to area J5. Also hid- damaging a character who is secretly enslaved. The
den along the western end of the maze are three Krakolich orders any enslaved characters to fight the
bookcases of petrified wood. The bookcases hold Teeth to the best of their ability.
barnacle-encrusted rocks carved with Dethek runes
(the Dwarvish script). For the most part these stones A Final Warning. At the end of battle the
are historical in nature, however one of the rocks is Krakolich projects its image one last time, speaking
inscribed with the following wizard spells: antimagic telepathically:
field, conjure elemental, fabricate, legend lore, and
stone shape. A second rock functions as a tome of It is not too late. Ask for forgiveness
clear thought. Both stones are 4 feet in diameter and and it shall be granted. You shall
weigh 600 pounds. If Zephyrus accompanies the par- become my new champions, gifted
ty, then he offers to carry the stones for any interested with whatever you wish and ruling
characters. by my side. Continue this obstinance
and you shall find naught but eter-
nal torture and regret.
The Krakolich tries to secretly enslave another
character before disappearing. It then uses the tele-
port power of the meditation cave to return to area
J15. There, the Krakolich awaits the characters.
84 Chapter 9 Lair of the Krakolich
The Krakolich waits
patiently in its lair
J15. Throne of the Krakolich Atop the Altar
Atop the altar rests a ceramic urn and an egg-sized fire
This throne room resembles a vast amphitheater. opal.
Broken bleachers overlook a slime-coated chamber Urn. The ceramic urn holds the desiccated heart of Queen
with a pool of seawater near its center. Seated amidst Neri. Although resting on the altar, the heart is still attuned
the bleachers are fifty enslaved merfolk and sea to the Krakolich. While attuned to the heart, the Krakolich
elves (see appendix B), their eyes fixed on the center has advantage on saving throws against effects that turn
of the room with glassy-eyed adoration. The pool of undead. If another creature gains possession of the heart,
seawater is hundreds of feet deep, eventually con- then it breaks the heart’s attunement to the Krakolich. If
necting with the ocean. a character possesses the heart and calls forth to Queen
Neri, then she arrives within 3 rounds to aid the character.
In the southwestern corner of the chamber is an Fire Opal. The fire opal is one of the shroudstones of the
enormous throne carved from a solid chunk of obsid- Ancients. For more details see appendix D.
ian. It has four blue dragon skulls affixed to its base,
and floats 1 foot above the floor. Characters who suc- Battle! The Krakolich then attacks ruthlessly,
ceed on a DC 18 Intelligence (Arcana) or Intelligence ordering any enslaved characters to assist. Princess
(History) check recognize this object as the Wyrm- Serissa is irredeemably enslaved and can only be
skull Throne. Zephyrus immediately recognizes the freed from her enchantment through the defeat of the
throne and is aware of its powers. Krakolich. Imperator Uthor can roll a DC 14 Wisdom
saving throw against his enslavement each time he
The Krakolich. The Krakolich squats before the receives damage. If he succeeds on his saving throw,
throne, leering at the characters with its three hungry then he directs his attacks against the Krakolich.
eyes as they enter. Next to the Krakolich is a power- However, if any character harms Serissa, then Uthor
fully built female storm giant seated upon a second turns his fury upon them.
throne of coral. Between the thrones is an ornate,
coral altar. Atop the altar rests a ceramic urn and an Tactics. The Krakolich likely knows which char-
egg-sized fire opal. acter is attuned to the Ruling Scepter and does
everything in its power to prevent that character from
Serissa. The female storm giant is Princess Seris- reaching the Wyrmskull Throne. Otherwise, the Kra-
sa (rain giant). If Zephyrus is with the characters, kolich battles to the best of its abilities. Anytime that
then he gasps, “Queen Serissa! Your majesty!” when the Krakolich takes damage, it uses its Psychic Drain
he first sees her. Serissa replies, in turn, “Uthor, my legendary action upon an enslaved merfolk.
dear and beloved uncle, I have returned to redeem
our people. Come, my loyal protector, and rule by my If the character attuned to the Ruling Scepter takes
side.” a seat upon the Wyrmskull Throne, then they imme-
diately know the throne’s powers.
A Giant Mess. At this point, the Krakolich uses its
final charge of its Enslave action, targeting Imperator Should the characters defeat the Krakolich, refer to
Uthor. Given the circumstances, Uthor automatically the Concluding the Adventure section.
fails his saving throw. If the players have not already
realized it, allow their characters to make a DC 10
Investigation (Intelligence) check to discern that
Zephyrus is Queen Serissa’s Uncle Uthor.
Chapter 9 Lair of the Krakolich 85
J16. Royal Treasury Concluding the Adventure
Rusted anchors litter the floor of this chamber. As the Krakolich is defeated, it telepathically curses:
Dozens of dead giant sea anemones rot amidst the
anchors, their wretched putrefaction attracting the You will not be rid of me so easily.
attention of bloated sea slugs. Toward the back of the I shall plague your nightmares for
room are two barrels, three crates, and two chests. years to come.
The two barrels are full of pungent vinegar and Advance the characters to 10th level.
weigh 2,500 pounds each.
The Rain Giants. If Princess Serissa and Uthor
Loot. The chests and crates contain 1,000 pp, a both survive the encounter, then they clasp each oth-
platinum necklace adorned with shark’s teeth (worth er tightly, sobbing with joy at their delayed reunion.
1,500 gp), an arrow-catching shield, a belt of giant After this brief but emotional scene, Serissa informs
strength (frost), a javelin of lightning, mariner’s armor the party that she had returned to the Maelstrom
(half plate), and a staff of healing. years ago with hopes of restoring it to its former
greatness. Upon her return she was ambushed and
J17. Council Room enslaved by the Krakolich. With the Krakolich slain,
Queen Serissa and Imperator Uthor turn to the sad
A large mussel-shell table dominates the middle of task of destroying the desiccated heart of Queen Neri
this room. Two giant-sized bookshelves are filled and putting her soul to rest. Afterwards, they begin
with nautical maps that chart the seas of Toril. A to plot out how they can rally the remaining storm
rubble-filled staircase fills the southern end of the giants to begin reclaiming the aquatic kingdoms from
room. The impassable stairs once led to a section of the forces of evil. If the characters agree to aid with
the castle that is now in ruins. Otherwise, this room these tasks, then this could easily form the basis of a
is unoccupied and appears to be in disuse. second campaign.
J18. Meditation Cave Destroying the Shroudstones. Regardless, there
remains the task of destroying the shroudstones.
This is a naturally formed cave that existed even be- This is most easily accomplished with the help of the
fore the storm giants turned this large reef structure Wyrmskull Throne. If the characters do not have the
into their ancestral stronghold. Now, it is a desecrat- Ruling Scepter but Serissa lives, then she retrieves it
ed focal point of the Krakolich’s polluted influence. from Stronmaus’s Locker. If Serissa did not survive,
Black ichor oozes from the walls, as if the coral itself then the characters must retrieve the Scepter them-
is bleeding. The floor is soft and spongy, like wet, selves or find another way to destroy the relics.
rotting flesh. The corpses of undead bioluminescent
sea creatures crawl blindly throughout the chamber. With the relics destroyed, their dark energy is
The area radiates overlapping auras of conjuration, released with a blinding flash. Any paladins, clerics,
divination, evocation, and necromancy magic when or other characters who draw their power from the
scrutinized with a detect magic spell. gods are infused with an exhilarating inrush of divine
energy. Following this are three possible endings.
Attuning to the Cave. A creature can become
attuned to the properties of this cave by spending
a short rest meditating within it. While meditating,
the creature can’t engage in any strenuous activity.
If the short rest is interrupted, the attunement fails.
Otherwise, at the end of the short rest, the creature
becomes aware of the cave’s magical properties and
can use them as described here.
Using the Cave's Magic. Only one creature can be
attuned to the cave at a time. A creature’s attunement
to the cave ends as soon as it leaves the cave. A crea-
ture that is attuned to the cave can use an action to
cast one of the following spells, requiring no material
components: animate dead, clairvoyance, identify,
sending, or teleport. Through years of meditation, the
Krakolich can maintain attunement even if it leaves
the cave, although it must still be in the cave to use
its effects. Should the Krakolich leave the Maelstrom,
then its attunement would end.
86 Chapter 9 Lair of the Krakolich
Ending One: Aftermath Ending Three: A Doomed Road
The destruction of the shroudstones is all that is The destruction of the relics weakened the wall
necessary to restore the gods’ access to the Realms. between gods and mortals but did not breach it
In their anger, the gods act against Vecna, ultimately completely. The characters have effectively declared
striking down the archlich. Such actions may be di- war upon Vecna, their actions finally drawing the
rect or indirect. Regardless, the stain of Vecna is not notice of the Maimed Lord. To continue the battle
easily removed and even with the Whispered One’s against Vecna refer to Fall Of Vecna, the next install-
defeat, evil still holds a tight grasp upon the land. ment in the Doomed Forgotten Realms adventure path.
Now, more than ever, the Realms need their champi- During this final installment characters will:
ons. Will your players answer the call? For inspira-
tion on continuing this campaign see Doomed Forgotten J Gather allies from across the realms including
Realms: Sword Coast Gazetteer by Matthew Whitby.
the drow mercenary Jarlaxle and the mad mage
Ending Two: When, Not Where Halaster.
In the hardcover adventure, Icewind Dale: Rime of J Hijack the Vonindod, the fire giants’ Titan of
the Frost Maiden, the following information is re-
vealed regarding the mysterious, black obelisks that Death.
are scattered throughout the Realms:
J Delve into the Demiplanes of Dread to gather
“...these magical obelisks [were] crafted by a
secret society of spellcasters called the Weavers. Vecnan relics.
These obelisks could alter reality on a grand
scale, sending a region or an entire world back J Fight and slay a zombie tarrasque.
to an earlier time. . . An evil wizard named Vecna
stole one such obelisk and used it to erase the J Lead their army against the gathered forces
obelisk’s creators from existence. Vecna also stole
the knowledge needed to create new ones.” of Vecna. Bregan D’aerthe versus Zhentarim!
Halaster Blackcloak versus the demilich Acere-
The characters find one such obelisk stashed away rak! Your players versus the incalculable power of
within the royal armory of the Maelstrom (area J16). Vecna...with the very fate of Toril hanging in the
The obelisk is 60 feet long and made of black stone. balance! Who will win?
Its surface is covered in arcane runes. With the
gods’ ability to commune with mortals restored, the Delve deeper into dystopia with Doomed Forgotten
gods bestow upon the characters the ability to read Realms: Fall Of Vecna to find out!
these runes, activating the obelisk. Doing so allows
the characters to travel back in time and restore the
Realms to their former glory. As a reward the gods al-
low the characters to live on in the past. If the charac-
ters were AAOs, then they are now trueborn, granted
the life that they imagined during their incubation
process.
If you wish to continue this campaign, then the
characters could spend their time thwarting Vecna’s
early schemes, dedicating their lives to making sure
that the dystopian future they lived through never
comes to pass.
Chapter 9 Lair of the Krakolich 87
Appendix A
Secrets of the Whispered One
Artificially Accelerated ory of a fully lived life. Males and females are man-
Organisms ufactured in equal proportions. Early batches of
AAOs were crafted to look identical but more recent
As a god of death, Vecna continues to naturally draw batches have varied body types, skin tones, personal
sustenance from the death of sentient humanoids. features, intellect, and personality. AAOs always have
However, he is drained in equal measure whenever an identifying mark on the inside of their left wrist.
humanoid life is naturally conceived. Such is the Despite varying in other qualities, most AAOs tend
cosmic balance. Vecna, never one to accept such to be naturally compliant. Although they can be quite
arbitrary limitations, immediately set his mind to smart, they often lack imagination and are predis-
rebalancing life and death. posed to depression. AAOs have souls, at least in the
sense that they can be brought back from the dead
Vecna studied Ravenloft extensively while impris- with raise dead or similar magic. Whether they have
oned there. From these studies he learned an old souls in a deeper philosophical or theological sense
Vistani secret—the existence of Barovia, a domain is left to the DM’s discretion.
where many of the inhabitants were living, soulless
shells. Upon successfully conquering Faerûn, Vec- In secret experimental laboratories deep beneath
na immediately turned his immeasurable intellect Mirabar, more unusual AAOs are created. Some of
toward replicating this bland facsimile of life. It took these AAOs are created to be personal servants or
years, but eventually even life itself yielded its secrets bodyguards for high-ranking Vecnan clergy. Others
to Vecna. are created simply for the sake of experimentation.
In these subterranean workshops, everything from
In the Hosttower of the Arcane, Vecnan disciples aasimars to tieflings can be manufactured. AAOs
opened rifts to Ravenloft. They perfected a conden- produced in these workshops have special identifying
sation process that transmuted the endless Mists marks, indicative of their position, that serve as badg-
of Ravenloft into liquid form. This liquid was then es of authority.
infused with primal energy siphoned from the Posi-
tive Material plane. Birthing vats, reverse-engineered It is recommended that the characters play through
from Netherese technology, were filled with this the adventure path as AAOs. These adventures pres-
liquid. These birthing vats were powered by the Or- ent an alternate version of Faerûn, referred to as the
derer, a mechanical device from Mechanus capable of Doomed Forgotten Realms. Having the characters “newly
altering reality. born” into this world should help maximize its explo-
rational impact. You can either inform your players
Gnome bioengineers perfected a process where a about this unique twist immediately or let them dis-
lump of dead flesh could be placed into these vats, cover it unexpectedly once the adventure begins.
precisely stimulated with electricity, and then grown
into a fully developed sentient being. These beings Playing AAOs should provide a fun and novel
are known as Artificially Accelerated Organisms, role-playing experience. However, it might run con-
or AAOs. The entire process is governed by a near trary to the expectations of some players, particularly
infinite number of variables, each fine-tuned by the if they played the first installment of this adventure
bioengineers. path with standard character types. DMs are encour-
aged to work with such players to help meet their
The eventual death of these AAOs have proven expectations. The experimental laboratories should
sufficient to nourish Vecna, although not to the same be able to create any combination of race and class
degree as the death of naturally conceived life. How- that is acceptable to the DM.
ever, since these AAOs are created without the divine
spark of conception, their existence does not drain The fact that their life was created from a lump of
his power. Now that their creation has been perfect- dead flesh allows for the characters to still have a
ed, Vecna has set up hundreds of birthing vats in the connection to this world, perhaps as a reincarnated
undercity of Mirabar. version of whomever the flesh came from. Such char-
acters can still have families, homesteads, and buried
Most AAOs are human. They typically begin life secrets that can be easily embedded within the larger
between the ages of 16 and 20, with a false mem- adventure path.
88 Appendix A Secrets of the Whispered One
Dawn of a New Age doppelganger to replace the king. This doppelganger
became the mouthpiece of the elders, allowing them
Vecna has made considerable strides toward remak- to secretly rule the Citadel from the shadows. But
ing the world in his own image. After finalizing his Vecna knows all secrets. He arranged for his agents
conquest, he abandoned the Dale Reckoning dating to expose this ruse, bringing about the civil unrest the
system and changed the year to 1 VR (Vecnan Reck- elders had hoped to avoid.
oning): The Year of the Whispered One. This cam-
paign takes place in the year 5 VR. And so, Citadel Adbar, the dwarven stronghold that
for eighteen centuries had stood firm against every
The names of Bigby, Drawmij, Mordenkainen, threat from every foe, was brought low by a secret.
Nystul, Otiluke, Otto, Rary, and Tenser are spoken of
with revilement by the Vecnan establishment. Vecna Once Adbar fell, the others soon followed. One
has claimed that they are arcane plagiarists who after another, Citadel Felbarr, Sundabar, Mithral Hall,
stole their signature spells from Vecna. Because of Gauntlgrym, and, of course, Mirabar, fell to Vecna’s
this, such spells have been renamed and practicing militaristic machinations. Many of the dwarves died.
wizards now learn Vecna’s floating disk, rather than They had bled much for their ancestral homelands
Tenser’s floating disk. and they loathed the thought of fleeing. However, it
soon became evident, even in the face of such stub-
Dwarfholds of the North born valor, that fighting Vecna was a lost cause.
The first portion of this adventure takes place pri- The legendary king Bruenor Battlehammer rallied
marily in Mirabar, and references former dwarven together the remaining dwarves. One third of his
strongholds. Because of this, a brief overview of the armies, he declared, would march west to Ironmas-
dwarves’ fate in the Doomed Forgotten Realms is provid- ter in search of allies. The non-combatants, largely
ed below: children and elders, but also scholars and craftsmen,
marched with Bruenor and another third of his army.
Vecna saved the dwarves for last. The deep rift Their pilgrimage cut straight through the Underdark
between the dwarves of the north and the remainder in hopes of finding sanctuary in the hidden deep
of the Sword Coast was hardly a secret. What was a gnome city of Blingdenstone. The remaining third
secret, however, was the true depth of this rift—some- of his army, bolstered by the infamous Gutbuster
thing which none of the races were honest enough to Brigade, stayed behind to harry their enemies and
admit, even to themselves. Before his invasion, Vecna protect their fleeing kin.
installed agents in key positions within the dwarven
governments. These agents, over the years, further Nowadays, the north is a much different place.
inflamed these bitter prejudices. Vecna rotted the Years ago, Gruumsh-Baur, an upstart orc shaman
dwarven empire from the inside out, softening it up loyal to Vecna, killed King Logru and took control of
for his inevitable conquest. the Kingdom of Many-Arrows. The Many-Arrow orcs
did most of the fighting against the dwarves and, for
So, when Vecna came for the humans, the dwarves it, Vecna gave them much of the dwarves’ kingdom
withheld their aid. And when Vecna came for the to claim as their own. Although they still call Dark
elves, still they withheld their aid. Tragically, when Arrow Keep their capital, the orcs also hold garrisons
Vecna finally came for the dwarves, there were none at Citadel Adbar, Citadel Felbarr, and Sundabar.
left to save them.
An army of fire giants, led by the imperious Duke
Citadel Adbar fell first. Its conquest was a historical Zalto, currently occupies Gauntlgrym and Ironslag.
embodiment of Vecna’s key principle, “Everything, There, they use an imprisoned fire primordial to
even the most impregnable fortress, has a secret that reforge ancient weapons for use in their bitter war
can bring about its demise.” In this case, the secret against Tiamat.
involved King Harnoth, the ruler of Citadel Adbar.
Unbeknownst to the general populace, Harnoth The great shadow dragon Shimmergloom yet again
was slain during the War of the Silver Marches. To calls Mithral Hall his home. The Cult of the Dragon
prevent political turmoil, the Citadel’s elders hired a has populated nearby Settlestone. From there, they
tend to the needs of the temperamental dracolisk.
Appendix A Secrets of the Whispered One 89
Life in Mirabar through Death” is a common greeting amongst AAOs.
Mirabar, like much of the Sword Coast, is now firm- This principle is also an accepted truth at a more
ly under Vecna’s rule. It was originally given to the symbolic level. Even those born naturally (referred
orcish Kingdom of Many-Arrows, but years later, to by Mirabarrans as trueborns), recognize that most
the extensive undercity of Mirabar was converted food, the literal fuel of life, comes only through the
into Vecnan birthing labs. This increased Mirabar’s death of some plant or animal.
importance to Vecna and led to the establishment of
his own agents and clergy. The orcs, resentful of this In recent years, death has been glorified as the
new oversight, have given over the rule of Mirabar to ultimate service one might give to Vecna and many of
the Kreeth goblin tribe. The goblins rule nominally, the city’s inhabitants look forward to their eventual
serving as expendable muscle for Vecna. demise. This glorification is explicitly evident on the
first of each month. At this time a lottery, referred to
An abundance of mineral wealth, combined with as the Culling, is held to randomly select one hun-
an isolated economy and harsh living conditions, has dred AAOs for celebratory execution. The flesh from
greatly devalued traditional currency. Gold coins flow these executions is often used for the incubation of
more freely than food. And gemstones are found in new AAOs.
greater abundance than serviceable firewood. This
scarcity of essential resources has led to a bar- Forbidden Love
ter-based economy. A shopkeeper is more inclined
to trade for planking that he can use to replace his Romantic love is expressly forbidden, upon penalty
rotted shelves than he is for traditional currency. So, of torture and death. Vecnan philosophy posits that
too, a blacksmith for a bucket of nails that can be love is a fiction, fabricated to facilitate procreation. It
melted into iron. Most valuable of all are secrets, of is now heralded as one of the many societal scourges
any kind, which can be traded for food at the Ministry such as famine, pestilence, and warfare, that Vecna
of Secrets (area A10). has successfully eradicated. Creations of art that ro-
manticize love are sought out and destroyed, leaving
The city bolsters a current population of rough- only those that illuminate the great pain inflicted by
ly eight thousand. About half of this population is (often unrequited) love. Thus far, Vecna has been un-
composed of the original inhabitants of Mirabar. able to completely suppress his AAOs’ natural drive
These inhabitants are almost entirely human, since toward love. However, these urges are substantially
the dwarves of Mirabar marched east during Vecna’s dampened relative to trueborns.
conquest to reinforce their kin. The other half of the
city’s residents are AAOs. The occupying Kreeth An Economy of Secrets
goblins number between three and four hundred.
They live in and around the Hall of Sparkling Stones, Goblins patrol the streets of Mirabar, bullying AAOs
Mirabar’s former seat of government. Nearly two hun- and trueborn alike. They think of themselves as the
dred gnome bioengineers, devoted to the worship of city’s guards and the Vecnan clergy humor this delu-
Gelf Darkhearth, quarter within the undercity. Anoth- sion. The actual reality, however, is that Mirabar is
er three hundred Vecnan clergy reside in and around self-policed.
the Ministry of Secrets.
Critical resources are scarce within Mirabar. The
Volo’s Guide to the North described Mirabar as, priests of Vecna grow edible fungus within the un-
“...a city of grim folk, hard work, long hours, hard dercity. They also hunt for game in the nearby wilder-
drinking, and exhausted slumber.” After years of ness. They hoard this food, sharing it only with the
Vecnan occupation, this description still holds, along citizens in exchange for “secrets.” Such secrets are
with some newer principles and sentiments. These inevitably about one’s neighbors, which has effectively
include: created a society in which the residents are constant-
ly spying upon one another. It is through this process
Death Worship that the priests of Vecna proactively quash any bur-
geoning rebellions.
Mirabarrans tend to have a stoic acceptance of the
ever-present reality of death. This is characterized by Treasonous action is further suppressed by the
the Vecnan principle, “Life only through Death.” This Eyes of Vecna, twenty will-o’-wisps, that ceaselessly
statement is literal truth in the case of the AAOs, who fly throughout the city. It is said that Vecna watches
are always grown in pairs. At the end of the matura- directly through these eyes. Although the truth is far
tion process one of the pair always dies, stillborn, so more prosaic, the will-o’-wisps are effective spies and
that the other might live. Because of this, “Life only even more effective deterrents. They report directly
to the Vecnan clergy whenever they observe anything
suspicious. In return, the wisps are allowed to feast
during the monthly Culling.
90 Appendix A Secrets of the Whispered One
Other Deities The Harpells
Soon after Vecna’s conquest, he proclaimed that he Vecna knew that a family of archmages was nothing
had single-handedly slain all the deities of the Forgot- to take lightly. In the early days of his conquest, Vecna
ten Realms pantheon. Worship of these false, dead sent a small army of liches to the Ivy Mansion, de-
gods was immediately criminalized. Churches were manding that the Harpells surrender and swear fealty
torn down. Holy scriptures were burned. to Vecna. The Harpells refused and what followed
was an arcane battle the likes of which the Realms
This is a lie. Vecna brought with him seven magical has rarely witnessed. Although the Harpells managed
items from his home world, which, carefully arranged to evacuate the village’s inhabitants, Longsaddle itself
across the Realms, have cast a mystical web of en- was utterly destroyed. After a few days of battle, the
ergy over all of Toril, cutting off all other gods from tireless undead liches triumphed over the exhausted
their followers. Harpells. The Ivy Mansion’s defenses were finally
breached, and the structure was demolished, killing
Inconsistencies have been explained away. It is the Harpells, who were trapped inside.
common knowledge that Auril, The Frostmaiden,
lives in the arctic north under her blanket of eternal Or so the world thought.
winter. Vecnan orthodoxy claims that she is a pow-
erful elemental spirit, rather than an actual deity. In truth, the Harpells were saved by the quick think-
The Whispered One’s bioengineers worship Gelf ing of the eccentric Siegfried Harpell. Siegried was
Darkhearth, the brother and divine antithesis of the an arcane cosmologist who specialized in the study
primary god of gnomes, Garl Glittergold. The Vec- of the heavens, particularly the moon. He was able to
nan stance is that Gelf is an infernal patron, similar use an enchanted telescope to secretly transport his
to those of warlocks, and not an actual god. Finally, family to a safehouse on the moon. The Harpells have
although there have been recent instances of cler- lived there ever since, rebuilding their Ivy Mansion
ics and paladins demonstrating divine power, it is and plotting their revenge.
claimed that they are merely tapping into their dead
gods’ fading, vestigial energies. The Harpells are now secretly scouring Toril for the
lost Nether Scrolls. They hope to find these scrolls,
primarily to prevent them from falling into Vecna’s
hands. However, the Harpells also plan to study the
scrolls so that they might increase their own power.
Then they might be able to liberate the Sword Coast
from Vecna’s iron grasp.
Appendix A Secrets of the Whispered One 91
The Ordning abandoned and the storm giants, weakened in stat-
ure, scattered throughout the Realms. Iymrith has
The final portion of this adventure deals with the gi- returned to her lair in the Anauroch Desert. Serissa’s
ants of the Sword Coast. In particular, the characters whereabouts remain unknown.
will have cause to infiltrate the hill giants’ steadfast,
Grudd Haug, and assault the Maelstrom, the aban- To signify their diminished power the storm giants
doned undersea fortress of the storm giants. A brief are occasionally referred to as rain giants, although
overview of the giants’ fate in the Doomed Forgotten they detest this relabeling.
Realms is provided below:
Cloud Giants
The Realms were already in great turmoil when
Annam, the All-Father, broke the ordning, the divinely Many of the cloud giants have rallied under the ban-
ordained hierarchy amongst the giants (as described ner of Countess Sansuri. Some roam the far north
in Storm King’s Thunder). Because of this, the heroes in their cloud fortresses, searching fallen Ostoria
of the Realms were unable to save King Hekaton, for relics of their ancient past. Others have elevated
Lord of the Storm Giants, and restore the sundered themselves beyond the clouds, where the sky touches
hierarchy. Now, years later, the ordning remains in the stars, to await the downfall of Faerûn. Annam has
flux. The current standings amongst the giants are grown impatient with their isolationist lifestyle and
(from least to greatest): has demoted the cloud giants accordingly.
Stone Giants Mountain Giants (formerly Hill
Giants)
The stone giants were the only giants to take a stand
against the incursions of Vecna. Shortly after Vecna The hill giants are encamped within their relocated
conquered Waterdeep, a stone giant thane awakened capital, Grudd Haug. They demand a constant flow of
a slumbering tarrasque, directing it toward the City tribute from Triboar, Goldenfields, and the many set-
of Splendors. Vecna easily slew the creature, severing tlements in between. This tribute is primarily in the
its left hand and gouging out its left eye before raising form of food, which is then fed to their monstrously
it as a zombie. Vecna then ordered his forces to track large chieftain, Chief Guh. Guh has spent the last ten
down and eradicate every last stone giant. Although years famishing the Realms while gorging herself.
a few stone giants still remain, they do so in hidden She is now of immense size and easily the largest
seclusion, secreted within the remote corners of the giant in the world. As a reward, the hill giants have
Underdark. been elevated substantially within the ordning and
are now known as mountain giants.
Rain Giants (formerly Storm Giants)
Frost Giants
Iymrith, an ancient blue dragon, secretly took the
form of a giant and infiltrated the royal courts of the Jarl Storvald and his frost giants still seek Artus Cim-
storm giants well before the ordning was broken. Be- ber, bearer of the Ring of Winter. They are now en-
cause of this, Iymirth was perfectly positioned to take trenched within the frozen north, allied with the Frost
full advantage of the chaos that ensued after Annam’s Maiden Auril so that she might help them find the
fateful decree. The blue dragon arranged for the Ring of Winter and bring about the Age of Everlast-
murder of the storm giant queen Neri, as well as the ing Ice. The giants are currently spread throughout
abduction of King Hekaton. She positioned herself the abandoned Ten-Towns, warring with the duergar
as a surrogate parent to the three princesses, Mirran, and their chardalyn dragon, as well as with the White
Nym, and Serissa, using her influence to turn them Wyrm, Arveiaturace.
against one another. The eventual result was a brief
and bloody civil war. Fire Giants
During this turmoil, Iymrith’s duplicity was re- With the return of Tiamat, the ancient conflict be-
vealed. Serissa was forced to kill her two sisters tween giants and dragons has reignited. Duke Zalto
and flee the Maelstrom, the underwater citadel from and his fire giants have shown the greatest initiative
which her family had ruled. Knowing that Imyrith in this renewed battle against dragonkind, earning
coveted the Wyrmskull Throne, a relic of great power, them the respect of Annam. The fire giants currently
Serissa took with her the Ruling Scepter necessary occupy the former dwarven stronghold of Gauntl-
for controlling the throne. grym as well as the great dungeon-forge, Ironslag.
They have successfully reignited the adamantine
Shortly afterwards, King Hekaton was slain by forge of Ironslag and used it to reforge Vonindod,
his abductors, precipitating the storm giants’ fall the Titan of Death. Equipped with Vonindod, the fire
in Annam’s divine hierarchy. The Maelstrom was giants are now singularly focused on hunting and
killing the dragons of the Realms.
92 Appendix A Secrets of the Whispered One
Vecna's Endgame
Vecna picked Waterdeep as his center of power for
many reasons. Chief amongst them was that Water-
deep is blanketed by a permanent, undispellable mag-
ical effect called Ahgairon’s dragonward. Because of
this enchantment, dragons and all other creatures of
the dragon type are physically unable to enter the city
or its sewers.
Vecna spends most of his time sequestered in the
Tower of Ahghairon, leaving the day-to-day gover-
nance of Waterdeep to his Zhentarim allies. Vecna is
focused on two primary goals—furthering his arcane
mastery and transcending godhood. To attain both
these goals, Vecna seeks the Nether Scrolls, a set
of fifty golden scrolls that form the foundation of
modern magical theory on Faerûn. The information
revealed by a study of these scrolls is reputedly com-
mensurate with the reader’s wizardly abilities. As the
first god to read these scrolls, Vecna hopes to discov-
er spells powerful enough to destroy and rebuild the
cosmos.
Even without these scrolls, Vecna’s power grows
daily. This growth is fueled by an ever-increasing
proportion of Realmsfolk turning toward his worship.
Vecna gains further power from the death of any hu-
manoid, although he is weakened by the conception
of life. However, by creating artificial life (see below)
Vecna has destroyed the delicate balance between
life and death, ensuring his continued empowerment.
It is only a matter of time until Vecna achieves
divine supremacy. Once he does, he will turn his
attention to the heavens, for he is a jealous god who
will brook no equal. He longs for the complete and
total destruction of the Realms’s pantheon. Then,
once he reigns as the sole deity of Toril, he will turn
his attention to the conquest of the multiverse.
Appendix A Secrets of the Whispered One 93
Appendix B
Monsters and NPCs
Artificer
Masters of invention, artificers use ingenuity and magic to Battlerager
unlock extraordinary capabilities in objects. Some artificers
specialize in modifying armor so that it functions almost Known as Kuldjargh (literally “axe idiot”) in Dwarvish, bat-
like a second skin. The armor is enhanced to increase the tleragers are dwarf followers of the gods of war and take the
artificer’s speed, and unleash potent attacks. Path of the Battlerager. They specialize in wearing bulky,
spiked armor and throwing themselves into combat, strik-
Artificer ing with their body itself and giving themselves over to the
fury of battle.
Medium Humanoid (Any Race Artificer), Any Alignment
Armor Class 15 (chain shirt, shield), 20 with shield
Hit Points 22 (4d8 + 4)
Speed 35 ft.
STR DEX CON INT WIS CHA Battlerager
12 (+1) 10 (+0) 13 (+1) 15 (+2) 11 (+0) 12 (+1)
Medium Humanoid (Dwarf Barbarian), Any Alignment
Skills Arcana +4, Investigation +4 Proficiency Bonus +2
Senses passive Perception 10 Armor Class 16 (spiked armor)
Languages any three languages Hit Points 90 (12d8 + 36)
Challenge 2 (450 XP) Speed 35 ft.
Dampening Field. The artificer has advantage on Dexterity STR DEX CON INT WIS CHA
(Stealth) checks. 18 (+4) 15 (+2) 17 (+3) 10 (+0) 11 (+0) 9 (−1)
Actions Senses passive Perception 10
Multiattack. The artificer makes two Arc Projector attacks. Languages any one language (usually Common)
It can replace one attack with either a Shocking Grasp
attack or a use of Spellcasting. Challenge 4 (1,100 XP) Proficiency Bonus +2
Arc Projector. Ranged Weapon Attack: +2 to hit, range
90/300 ft., one creature. Hit: 7 (2d6) lightning damage. Battlerager Armor. When the battlerager uses an Attack
Shocking Grasp. Melee Spell Attack: +4 to hit, reach 5 ft., one action to grapple a creature, the target takes 3 piercing
creature. Hit: 4 (1d8) lightning damage, and the target can't damage if the grapple check succeeds.
take reactions until the start of its next turn. Reckless. At the start of its turn, the battlerager can gain
Spellcasting. The artificer casts one of the following spells, advantage on all melee weapon attack rolls during that turn,
using Intelligence as its spellcasting ability (spell save DC but attack rolls against it have advantage until the start of
12, +4 to hit with spell attacks). its next turn.
At will: alarm, identify, mage hand, mending
1/day each: grease, jump, sanctuary Actions
Reactions Multiattack. The battlerager makes two Greataxe attacks.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Shield (Recharge 4–6). When the artificer is hit by an attack target. Hit: 10 (1d12 + 4) slashing damage.
or targeted by the magic missile spell, the artificer creates
an invisible barrier of magical force until the start of its Bonus Actions
next turn. For the duration, the artificer gains a +5 bonus to
AC, including against the triggering attack, and it takes no Armor Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft.,
damage from magic missile. one target. Hit: 6 (1d4 + 4) piercing damage.
Battlerager Charge. The battlerager takes the Dash action.
94 Appendix B Monsters and NPCs
Bard Blackguard
VOLO’S GUIDE TO MONSTERS Medium Humanoid (Any Race Paladin), Any Alignment
Bards are gifted poets, storytellers, and entertainers who Armor Class 18 (plate)
travel far and wide, but are commonly found in taverns or in Hit Points 153 (18d8 + 72)
the company of jolly bands of adventurers, rough-and-tum- Speed 30 ft.
ble mercenaries, and wealthy patrons. In this adventure, the
Weevil serves as a wealthy patron for Orchestra, the bard. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2)
Blackguard
Saving Throws Wis +5, Cha +5
VOLO’S GUIDE TO MONSTERS
Skills Athletics +7, Deception +5, Intimidation +5
Blackguards are paladins who broke their sacred oaths and
now indulge their own dark ambitions. They consort with Senses passive Perception 12
fiends and undead, and they reject all goodly things from
their former lives.
Languages any one language (usually Common)
Bard Challenge 8 (3,900 XP) Proficiency Bonus +3
Medium Humanoid (Any Race Bard), Any Alignment Actions
Armor Class 15 (chain shirt) Multiattack. The blackguard makes three attacks with its
Hit Points 44 (8d8 + 8) Glaive or its Shortbow.
Speed 30 ft. Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 9 (1d10 + 4) slashing damage.
STR DEX CON INT WIS CHA Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft.,
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) one target. Hit: 5 (1d6 + 2) piercing damage.
Dreadful Aspect (Recharges after a Short or Long Rest). The
Saving Throws Dex +4, Wis +3 blackguard exudes magical menace. Each enemy within 30
feet of the blackguard must succeed on a DC 13 Wisdom
Skills Acrobatics +4, Perception +5, Performance +6 saving throw or be frightened for 1 minute. If a frightened
target ends its turn more than 30 feet away from the black-
Senses passive Perception 15 guard, the target can repeat the saving throw, ending the
effect on itself on a success.
Languages any two languages Spellcasting. The blackguard casts one of the following
spells, using Charisma as its spellcasting ability (spell save
Challenge 2 (450 XP) Proficiency Bonus +2 DC 13).
At will: command, find steed
Actions 1/day each: dispel magic, protection from evil and good
Multiattack. The bard makes two Shortsword or Shortbow Bonus Actions
attacks. It can replace one attack with a use of Spellcasting.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Smite (Concentration). The blackguard chooses one of the
target. Hit: 5 (1d6 + 2) piercing damage. smite options below. The first time the blackguard hits a
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., creature, the option activates.
one target. Hit: 5 (1d6 + 2) piercing damage.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube Blinding Smite (Recharge 5–6). The blackguard’s weapon
originating from the bard must make a DC 12 Constitution flares with a bright light, and the attack deals an extra 13
saving throw. On a failed save, a creature takes 9 (2d8) (3d8) radiant damage to the target. Additionally, the tar-
thunder damage and is pushed up to 10 feet away from the get must succeed on a DC 13 Constitution saving throw
bard. On a successful save, a creature takes half as much or be blinded for 1 minute. A blinded target can repeat the
damage and isn’t pushed. saving throw at the end of each of its turns, ending the
Spellcasting. The bard casts one of the following spells, effect on itself on a successful save.
using Charisma as its spellcasting ability (spell save DC 12). Branding Smite (Recharge 5–6). The blackguard’s weapon
At will: dancing lights, mage hand, prestidigitation gleams with astral radiance. The attack deals an extra 2d6
1/day each: charm person, invisibility, sleep radiant damage to the target, which becomes visible if
it is invisible, and the target sheds dim light in a 5-foot
Bonus Actions radius and can’t become invisible for 1 minute.
Thunderous Smite. The blackguard’s weapon rings with
Taunt (2/Day). The bard targets one creature within 30 feet thunder that is audible within 300 feet. The attack deals
of it. If the target can hear the bard, the target must succeed an extra 2d6 thunder damage and the target must suc-
on a DC 12 Charisma saving throw or have disadvantage on ceed on a DC 12 Strength saving throw or be pushed 10
ability checks, attack rolls, and saving throws until the start feet away from the blackguard and knocked prone.
of the bard’s next turn.
Appendix B Monsters and NPCs 95
Bullywug, Slime-Touched
These bullywugs have given their life and soul to the wor-
ship of Juiblex, the demon lord of slime and ooze. Their
moist skin glistens with a putrescent layer of corrosive
slime. Although they still appear humanoid, their innards
are an amorphous mass of ever-shifting ooze.
Blight, Algae Slime-Touched Bullywug
An algae blight is a dead kelpie that was reanimated through Medium Humanoid (Bullywug), Typically Neutral Evil
necromantic magic. It resembles a pile of wet seaweed. It is
able to shape its body into various forms, often assuming Armor Class 14 (natural armor)
the aspect of hideous creatures such as chuuls or skum to Hit Points 52 (8d8 + 16)
provoke terror in their prey. Speed 20 ft., swim 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 9 (−1) 12 (+1) 9 (−1)
Algae Blight Skills Stealth +4 Proficiency Bonus +2
Damage Immunities acid
Medium Undead, Typically Neutral Evil Senses passive Perception 18
Languages Abyssal, Bullywug
Armor Class 14 (natural armor) Challenge 3 (700 XP)
Hit Points 67 (9d8 + 27)
Speed 10 ft., swim 30 ft. Amorphous. The bullywug can move through a space as
narrow as 1 inch wide without squeezing.
STR DEX CON INT WIS CHA Amphibious. The bullywug can breathe air and water.
14 (+2) 14 (+2) 16 (+3) 7 (−2) 12 (+1) 10 (+0) Corrosive Form. A creature that touches the bullywug or hits
it with a melee attack while within 5 feet of it takes 4 (1d8)
Skills Perception +3, Stealth +4 acid damage. Any nonmagical weapon made of metal or
wood that hits the bullywug corrodes. After dealing damage,
Damage Resistances bludgeoning, fire, piercing the weapon takes a permanent and cumulative −1 penalty
to damage rolls. If its penalty drops to −5, the weapon is
Condition Immunities blinded, deafened, exhaustion destroyed. Nonmagical ammunition made of metal or wood
that hits the bullywug is destroyed after dealing damage.
Senses blindsight 60 ft., passive Perception 13 Speak with Frogs, Toads, and Slime. The bullywug can
communicate simple concepts to frogs and toads when it
Languages Aquan, Common speaks in Bullywug. It can communicate simple concepts to
oozes when it speaks in Abyssal.
Challenge 4 (1,100 XP) Proficiency Bonus +2 Swamp Camouflage. The bullywug has advantage on Dex-
terity (Stealth) checks made to hide in swampy terrain.
Seaweed Shape. The blight can use its action to reshape its
body into the form of a humanoid or beast that is Small, Actions
Medium, or Large. Its statistics are otherwise unchanged.
The disguise is convincing, unless the blight is in bright Multiattack. The bullywug makes two Corrosive Touch
light or the viewer is within 30 feet of it, in which case the attacks.
seams between the seaweed strands are visible. The kelpie Corrosive Touch. Melee Weapon Attack: +4 to hit, reach 5 ft.,
returns to its true form if it takes a bonus action to do so or one target. Hit: 5 (2d8 + 2) acid damage.
if it dies. Gelatinous Geyser (Recharge 5−6). The bullywug shoots a
False Appearance. While the blight remains motionless in geyser of acidic slime in a line that is 30 feet long and 5 feet
its true form, it is indistinguishable from normal seaweed. wide. Each creature in that line must make a DC 12 Dexterity
Unusual Nature. The blight doesn’t require air, food, drink, saving throw, taking 10 (3d6) acid damage on a failed save,
or sleep. or half as much damage on a successful one.
Actions Reactions
Multiattack. The blight makes two Slam attacks, each of Split. When a bullywug that is Small or larger is subject-
which it can be replaced with one use of Necrotic Constric- ed to lightning or slashing damage, it splits into two new
tion. bullywugs if it has at least 10 hit points. Each new bullywug
Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one has hit points equal to half the original bullywug’s, rounded
target. Hit: 11 (2d8 + 2) piercing damage. If the target is a down. New bullywugs are one size smaller than the original
Medium or smaller creature, it is grappled (escape DC 12). bullywug.
Necrotic Constriction. One creature grappled by the blight
must make a DC 12 Constitution saving throw, taking 21
(6d6) necrotic damage on a failed save, or half as much
damage on a successful one.
96 Appendix B Monsters and NPCs
Chief Guh
Catoblepas Guh, the gluttonous mountain giant chief, has raised a large
settlement along the outskirts of the Sword Mountains.
VOLO’S GUIDE TO MONSTERS She rules the mountain giants with an iron fist, claiming
the majority of the males within her tribe as her husbands.
The catoblepas is as loathsome as the vile swamplands in Gorging herself over the years, she is the first to have at-
which it lives. Like such wastelands, this conglomeration of tained gargantuan stature. This feat has not gone unnoticed
bloated buffalo, dinosaur, warthog, and hippopotamus parts by Annam, who has granted her divine abilities. Still, Guh
has few redeeming qualities. A catoblepas’s stink, like that continues to glut herself, hoping that she might eventually
of death mixed with swamp gas and skunk musk, gives it eat her way into godhood.
away as being much more ghastly than its appearance sug-
gests. Chief Guh
Catoblepas Gargantuan Giant, Chaotic Evil
Large Monstrosity, Unaligned Armor Class 9 (natural armor)
Hit Points 390 (20d20 + 180)
Armor Class 14 (natural armor) Speed 0 ft.
Hit Points 84 (8d10 + 40)
Speed 30 ft. STR DEX CON INT WIS CHA
29 (+9) 1 (−5) 29 (+9) 5 (−3) 14 (+2) 6 (−2)
STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 21 (+5) 3 (−4) 14 (+2) 8 (−1) Damage Immunities poison; bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities poisoned
Senses passive Perception 12
Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant, Goblin
Languages — Challenge 13 (10,000 XP) Proficiency Bonus +5
Challenge 5 (1,800 XP) Proficiency Bonus +3 Gluttonous Casting. When Chief Guh casts create food and
water, she creates twice the usual amount of food and ale
Keen Smell. The catoblepas has advantage on Wisdom (Per- instead of water.
ception) checks that rely on smell.
Stench. Any creature other than a catoblepas that starts its Actions
turn within 10 feet of the catoblepas must succeed on a DC
16 Constitution saving throw or be poisoned until the start Multiattack. Chief Guh makes two Slam attacks.
of the creature’s next turn. On a successful saving throw, Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one
the creature is immune to the stench of any catoblepas for target. Hit: 30 (6d6 + 9) bludgeoning damage.
1 hour. Gluttonous Wrath (3/Day). Guh targets a point she can see
within 60 feet of her. Each within 10 feet of that point must
Actions make a DC 15 Constitution saving throw. On a failed save,
a creature takes 14 (4d6) acid damage and 14 (4d6) poison
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. damage, and gains no nourishment from nonmagical drink
Hit: 21 (5d6 + 4) bludgeoning damage, and the target or food for 24 hours. On a successful save, a creature takes
must succeed on a DC 16 Constitution saving throw or be half as much damage and suffers no other detrimental
stunned until the start of the catoblepas’s next turn. effects.
Death Ray (Recharge 5–6). The catoblepas targets a Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft.,
creature that it can see within 30 feet of it. The target must one target. Hit: 35 (4d12 + 9) bludgeoning damage.
make a DC 16 Constitution saving throw, taking 36 (8d8) Spellcasting. Guh casts one of the following spells, using
necrotic damage on a failed save, or half as much damage Charisma as her spellcasting ability (spell save DC 15).
on a successful one. If the saving throw fails by 5 or more, 3/day each: bless, create food and water, polymorph
the target instead takes 64 necrotic damage. The target dies 1/day: heroes’ feast
if reduced to 0 hit points by this ray.
Appendix B Monsters and NPCs 97
Colbornia
Chwinga The archdryad Colbornia was the high priestess of Chaunt-
ea’s garden, many years ago. When Mirabar was conquered,
TOMB OF ANNIHILATION Colbornia was slain by the archliches leading Vecna’s
armies. They then raised her as an undead abomination
A chwinga is a tiny elemental spirit that lives in plants, and inflicted upon her a madness, causing her to believe
rocks, and rivers far from civilization. Painfully shy, chwin- that she was the ghost of Chauntea. She is now a terrible
gas prefer to move about unseen. Though no two chwingas sight to behold, her once beautiful features marred by rot
look exactly alike, they resemble 6-inch-tall animated dolls and corruption and her warm laughter replaced by screams
with strange masks, spindly limbs, and wild hair. Their ap- of anguished pain that now echo through Mirabar on cold,
pearance is sometimes foreshadowed by cold breezes or lonely nights.
snowflakes. They don’t have names and cannot speak.
Colbornia
Chwinga
Medium Undead, Unaligned
Tiny Elemental, Any Alignment
Armor Class 14
Armor Class 15 Hit Points 110 (20d8 + 20)
Hit Points 5 (2d4) Speed 30 ft.
Speed 20 ft., climb 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 18 (+4)
1 (−5) 20 (+5) 10 (+0) 13 (+2) 16 (+3) 16 (+3)
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 5 (1,800 XP) Proficiency Bonus +2
Skills Acrobatics +7, Perception +7, Stealth +7 Hunger for Life. If a creature Colbornia can see within 60
feet regains hit points, then that creature gains only half
Senses blindsight 60 ft., passive Perception 17 as many hit points (rounded up) and Colbornia gains the
remaining half (rounded down).
Languages — Magic Resistance. Colbornia has advantage on saving
throws against spells and other magical effects.
Challenge 0 (10 XP) Proficiency Bonus +2 Unusual Nature. Colbornia doesn’t require air, food, drink,
or sleep.
Evasion. When the chwinga is subjected to an effect that
allows it to make a Dexterity saving throw to take only half Actions
damage, it instead takes no damage if it succeeds on the
saving throw, and only half damage if it fails. Multiattack. Colbornia makes two Slam attacks.
Unusual Nature. The chwinga doesn’t require air, food, or Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
drink. When it dies, it turns into a handful of flower petals, a Hit: 6 (1d10 + 1) slashing damage.
cloud of pollen, a stone statuette resembling its former self, Ray of Famine. Ranged Weapon Attack: +6 to hit, range 60
a tiny sphere of smooth stone, or a puddle of fresh water ft., one target. Hit: 18 (4d6 + 4) necrotic damage, and the
(your choice). target must succeed on a DC 14 Constitution saving throw
or become famished. Famished creatures deal half damage
Actions with weapon attacks that use Strength. They also take an
additional 7 (2d6) necrotic damage at the end of their next
Magical Gift (1/Day). The chwinga targets a humanoid it turn and every turn thereafter. Spending an action to eat any
can see within 5 feet of it. The target gains a supernatural amount of food removes the famished effect.
charm of the DM’s choice. See the Dungeon Master’s Guide
for information on supernatural charms. Bonus Actions
Natural Shelter. The chwinga magically takes shelter inside
a rock, a living plant, or a natural source of fresh water in its Sprout Blight (Recharge 5–6). Colbornia sprouts blights
space. The chwinga can’t be targeted by any attack, spell, or in an unoccupied space she can see within 60 feet of her,
other effect while inside this shelter, and the shelter doesn’t growing four twig blights or one needle blight. These blights
impair the chwinga’s blindsight. The chwinga can use its ac- take time to fully form, coming to life to take their turns at
tion to emerge from a shelter. If its shelter is destroyed, the the end of Colbornia’s next turn and each of her subsequent
chwinga is forced out and appears in the shelter’s space, turns. Any character adjacent to a sprouting square can
but is otherwise unharmed. spend an action to uproot the blights, killing them before
Spellcasting. The chwinga casts one of the following spells, they form.
requiring no material or verbal components:
At will: druidcraft, guidance, pass without trace, resistance
98 Appendix B Monsters and NPCs
Elemental, Unified
Desiccated Shambler In recent years, the Cult of the Elder Elemental Eye has
learned the secret of fusing disparate elementals into a
These creatures are grown by necromantic druids in bar- more powerful, hybrid form. Rather than each element di-
ren, blighted soil. They are nourished by blood and sprout luting the other—for example, water and earth merging into
only under a new moon. Made from a hideous tangle of mud—each element retains its primordial purity. Most of
blood-tinged brambles, the desiccated shamblers approxi- these unified elementals combine two elements, although
mate the shape of a stocky, lumbering humanoid. rumors abound of hybrid monstrosities formed from three
or even all four of the elements.
Desiccated Shambler Unified Elemental (Earth and Air)
Medium Plant, Unaligned Large Elemental, Unaligned
Armor Class 11 Armor Class 19 (natural armor)
Hit Points 52 (7d8 + 21) Hit Points 126 (12d10 + 60)
Speed 20 ft. Speed 30 ft., burrow 30 ft., fly 90 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) 20 (+5) 20 (+5) 20 (+5) 6 (−2) 10 (+0) 6 (−2)
Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Resistances psychic; bludgeoning, and piercing
from nonmagical attacks Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10 Senses darkvision 60 ft., tremorsense 60 ft., passive Percep-
tion 10
Languages —
Languages Auran, Terran
Challenge 2 (450 XP) Proficiency Bonus +2
Challenge 6 (2,300 XP) Proficiency Bonus +3
Root Sense. While in its garden and in contact with the Siege Monster. The elemental deals double damage to ob-
ground, the desiccated shambler knows the exact location jects and structures.
of any other creature that is also in the desiccated sham- Unusual Nature. The elemental doesn’t require air, food,
bler’s garden and is touching the ground. drink, or sleep.
Actions Actions
Multiattack. The desiccated shambler makes two Thorn- Multiattack. The elemental makes two Slam attacks.
Claw attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one tar-
Thorn-Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one get. Hit: 18 (3d8 + 5) bludgeoning damage.
target. Hit: 7 (1d10 + 2) slashing damage. Rockstorm (Recharge 4−6). Each creature within 5 feet of
Transplant. As an action, the desiccated shambler can tar- the elemental must make a DC 16 Strength saving throw.
get any creature within 30 feet, making vines and branches On a failure, a target takes 18 (3d8 +5) bludgeoning damage
erupt from the earth beneath them. The targeted creature and is flung up to 20 feet away from the elemental. If the
must succeed on a DC 13 Strength saving throw or be saving throw is successful, the target takes half the blud-
moved, even through otherwise impassable foliage, to a geoning damage and isn’t flung away or knocked prone.
location within 15 feet of the desiccated shambler.
Appendix B Monsters and NPCs 99
Fessler Gaollia
To most adventurers an ordinary house cat is hardly cause These immense, swamp-dwelling tortoises are often do-
for alarm. To a small critter, however, that same cat is a mesticated by bullywug beastmasters. Gaollias have a
nightmare made of furry flesh, a cruel sadistic beast that slow-acting metabolism and mild stomach acidity. Because
can materialize unexpectedly from the shadows to steal life of this, the bullywugs use them as ghastly prisons or storage
and eat it whole. Below are the statistics for a cat, relative to for prized treasures. Gaollias also have a highly developed
a group of mouse-sized adventurers. gag reflex. This means that any ingested creatures or items
can be easily extracted by forcing the gaollia to regurgitate.
Fessler Gaollia
Huge Beast, Unaligned Large Beast, Unaligned
Armor Class 12 Armor Class 16 (natural armor)
Hit Points 123 (19d12) Hit Points 42 (5d10 + 15)
Speed 40 ft., climb 30 ft. Speed 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2) 17 (+3) 7 (−2) 16 (+3) 2 (−4) 7 (−2) 5 (−3)
Skills Perception +4, Stealth +5 Senses passive Perception 8 Proficiency Bonus +2
Senses passive Perception 14 Languages —
Languages — Challenge 1 (200 XP)
Challenge 6 (2,300 XP)
Proficiency Bonus +3 Amphibious. The gaollia can breathe air and water.
Defensive Digestion. Whenever the gaollia feels threatened,
Keen Smell. Fessler has advantage on Wisdom (Perception) its stomach contracts and releases acid. Any creature swal-
checks that rely on smell. lowed by the gaollia takes 3 (1d6) acid damage and 3 (1d6)
Pounce. If Fessler moves at least 20 feet straight toward bludgeoning damage at the start of each of the gaollia’s
a creature and then hits it with a claw attack on the same turns. This reflexive condition subsides 5 rounds after the
turn, that target must succeed on a DC 19 Strength saving threat is alleviated.
throw or be knocked prone. If the target is prone, Fessler Stable. Whenever an effect would knock the gaollia prone, it
can make one bite attack against it as a bonus action. can make a DC 10 Constitution saving throw to avoid being
Running Leap. With a 10-foot running start, Fessler can long knocked prone. A prone gaollia is upside down. To stand
jump up to 25 feet. up, it must succeed on a DC 10 Dexterity check on its turn
and then use all its movement for that turn.
Actions
Actions
Multiattack. Fessler makes two melee attacks, but can use
his Bite only once. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Bat. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hit: 11 (1d6 + 8) bludgeoning damage. Any creature hit by Swallow. The gaollia makes one bite attack against a Medi-
this attack must make a DC 19 Strength saving throw. On um or smaller target that is already restrained. If the attack
a failure the creature is pushed up to 30 feet away from hits, the target is swallowed. The swallowed target is blind-
Fessler and knocked prone. ed and restrained, and it has total cover against attacks and
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. other effects outside the gaollia. The gaollia can have only
Hit: 19 (2d10 + 8) piercing damage. one swallowed target at a time.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. If the gaollia dies, a swallowed creature is no longer
Hit: 15 (2d6 + 8) slashing damage. restrained by it and can escape from the corpse using 5 feet
of movement, exiting prone.
100 Appendix B Monsters and NPCs